Beyond Divinity - Strategy Guide
Beyond Divinity - Strategy Guide
Beyond Divinity - Strategy Guide
Introduction
Author 1
Author 2
Author 3
Author 4
Copyright 2004-2010
All rights reserved. No part of this book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including but not limited to photocopying, recording, or by any
information storage or retrieval system without written permission from the publisher.
Divine Divinity 2002 and Beyond Divinity 2004 Larian Studios. All Rights Reserved. All
other copyrights are property of their respective owners.
All products and characters mentioned in this book are trademarks of their respective owners.
The authors and publisher have made every effort to determine that the information contained in
this book is accurate. However, the authors and publisher make no warranty, either expressed or
implied as to the accuracy, effectiveness, or completeness of the material in this book; nor do the
authors and publisher assume liability for damages, either incidental or consequential, that may
result from using the information in this book. The authors and publisher can not provide
information regarding game play, hints and strategies, or problems with hardware or software
beyond what is included in this guide. Questions should be directed to the support channels
provided by the game and device manufacturers in their documentation. Some game tricks require
precise timing and may require repeated attempts before the desired result is achieved. Game
content is subject to change after its release.
Version 1.3.
September 2010
ii
Acknowledgements
We, the authors of this guide, worked in close cooperation with the people at Larian Studios to
make it possible to create the strategy guide as we envisioned it. Without their cooperation this
guide would not have been what it is today. We especially want to thank (in no specific order):
Marian "Thorun" Arnold, for bringing the graphics in this guide to the high level it has now.
Yann Popo and Kris "Stormrider" Taeleman for creating the special versions of the game that
allowed us to do so much more.
David "Forktong" Walgrave for helping us to overcome the problems we encountered.
Lynn Vanbesien for helping us in any way possible and sending us all those versions of the game.
Swen "Lar" Vincke for simply allowing us to do this.
And we want to thank Grim, who is a member of the forums and not of Larian Studios, who
assisted us in the end with proofreading large amounts of texts.
Version 1.2
Our thanks go out to Rince, who spend a lot of time in finding mistakes in the guide, and those
on the forums of Larian Studios who mentioned some mistakes as well.
Version 1.3
Thank you Raze for going through the guide again and fixing several mistakes.
We hope you have as much fun reading and using this guide as we had making it and that it helps
you to enjoy Beyond Divinity even more.
The Authors,
Joost Myrthos Mans,
Kiya, Barnabus and Raze
iii
iv
Contents
Contents
Contents
Preface
15
Act 1
21
Torture Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Cell Block .............................................................................................................. 22
My friend the Death Knight .................................................................................... 22
Keys ........................................................................................................................... 23
Exploring the cells .................................................................................................... 24
Edmond Quest ........................................................................................................... 24
The Flight Tunnel ...................................................................................................... 25
Torture Rooms .............................................................................................................. 26
Familiarity ................................................................................................................ 26
The Torture Master ................................................................................................... 26
Levers, Keys and Doors ............................................................................................ 28
The Arena .................................................................................................................. 30
Overview ................................................................................................................... 32
Pit Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Maze Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Citadel Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Act 2
71
Citadel Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
The Island ..................................................................................................................... 72
The mage and the hunter ........................................................................................... 73
The Raanaar massacre .............................................................................................. 73
Ancient Biter ............................................................................................................. 74
The drunk and the escapee ........................................................................................ 74
The Prison ..................................................................................................................... 75
Free the imps ............................................................................................................. 76
Through the sea of lava ............................................................................................. 77
Overview ................................................................................................................... 77
Contents
Stignix ....................................................................................................................... 85
The two merchants .................................................................................................... 85
The Shaman ............................................................................................................... 87
The two mourning sisters .......................................................................................... 87
The alchemist house .................................................................................................. 88
The Desperate imp .................................................................................................... 89
The Hero's Wife ......................................................................................................... 89
The Plague Ghost ...................................................................................................... 90
The Pit ....................................................................................................................... 90
Overview ................................................................................................................... 91
Spider Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Teleporters ................................................................................................................118
The Meteorite ............................................................................................................119
The Lava Cave ..........................................................................................................119
The Shaman Cave ......................................................................................................121
Overview ...................................................................................................................121
Act 3
137
Contents
The Temple Warehouse .............................................................................................149
The Lost Ball .............................................................................................................150
The Temple Armory ...................................................................................................150
The Cemetery ............................................................................................................151
The Temple Magic Merchant ....................................................................................152
The Merchant and Some Goodies .............................................................................152
A Stiff Man ................................................................................................................152
The Tavern ................................................................................................................153
Cassandra .................................................................................................................153
Kiya ...........................................................................................................................153
The Prisoner ..............................................................................................................155
The Black Bishop ......................................................................................................155
Overview ...................................................................................................................156
Act 4
191
Contents
The Blood Trail .........................................................................................................212
The Dead Imp ............................................................................................................212
Mat ............................................................................................................................213
The Mutant ................................................................................................................213
The locked chest ........................................................................................................214
Overview ...................................................................................................................214
Battlefields
253
....................................................................................................................259
....................................................................................................................259
....................................................................................................................260
....................................................................................................................261
Quests
273
Act 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
Torture Level ................................................................................................................274
Contents
Pit Level ........................................................................................................................275
Maze Levels ..................................................................................................................275
Drill Grounds Levels ....................................................................................................276
Barracks Level ..............................................................................................................278
Battlefields ....................................................................................................................280
Act 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Citadel Island ................................................................................................................281
Imp Village ...................................................................................................................281
Little Mushroom Forest ................................................................................................284
Spider Area ...................................................................................................................285
Mushroom Forest ..........................................................................................................286
Fire Area .......................................................................................................................286
Necromancer .................................................................................................................287
Shamans Realm ...........................................................................................................288
Battlefields ....................................................................................................................288
Act 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Asmodheus Island .........................................................................................................289
Temple Island ...............................................................................................................289
Black Temple ................................................................................................................290
Ruins Island ..................................................................................................................293
Rebel Island ..................................................................................................................294
Crystal Forest ................................................................................................................295
Serricks Island .............................................................................................................297
Necromancers Tasks ....................................................................................................297
Battlefields ....................................................................................................................298
Act 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
Initiate Level .................................................................................................................299
Maintenance Tunnels ....................................................................................................300
Summoning Level .........................................................................................................302
Philosophy Level ..........................................................................................................305
End Level ......................................................................................................................308
Battlefields ....................................................................................................................309
Skills
311
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
Starting Skills ................................................................................................................312
10
Alchemy ........................................................................................................................318
Traps .............................................................................................................................320
365
Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367
Amulets .........................................................................................................................367
Armor ............................................................................................................................368
Belts ..............................................................................................................................372
Gloves ...........................................................................................................................374
Helmets .........................................................................................................................376
Leggings ........................................................................................................................378
Rings .............................................................................................................................380
Shields ...........................................................................................................................381
Shoes .............................................................................................................................383
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386
11
Contents
Arrows ..........................................................................................................................386
Axes ..............................................................................................................................387
Bows .............................................................................................................................391
Crossbows .....................................................................................................................393
Clubs .............................................................................................................................395
Daggers .........................................................................................................................397
Hammers .......................................................................................................................398
Spears ............................................................................................................................400
Staffs .............................................................................................................................402
Swords ..........................................................................................................................404
Wands ...........................................................................................................................409
Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412
Bone Set ........................................................................................................................412
Fire Set ..........................................................................................................................412
Ranger Set .....................................................................................................................413
Wizard Set ....................................................................................................................414
Creatures
431
Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Remarks ........................................................................................................................432
Common Creatures .......................................................................................................432
Act 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 435
Prison cells and Torture Rooms ....................................................................................435
The Pit ...........................................................................................................................437
Maze Levels ..................................................................................................................437
Citadel Levels ...............................................................................................................438
Act 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 441
Citadel Island ................................................................................................................441
Imp Village ...................................................................................................................442
Little Mushroom Forest ................................................................................................442
Spider Forest .................................................................................................................443
Mushroom Forest ..........................................................................................................444
12
Act 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 450
General ..........................................................................................................................450
Black Temple Island .....................................................................................................451
Ruins Island ..................................................................................................................453
Crystal Forest ................................................................................................................454
Rebel Island ..................................................................................................................456
Serricks Tower Island ..................................................................................................457
Catacombs .....................................................................................................................457
Necromancer .................................................................................................................458
Act 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 460
General ..........................................................................................................................460
Basic Level ...................................................................................................................461
Maintenance Tunnels ....................................................................................................462
Summoning Level .........................................................................................................463
Philosophy Level ..........................................................................................................466
End Level ......................................................................................................................468
469
Mathematics of Nemisis
481
Mathematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 482
Cost to unlearn a skill ...............................................................................................482
Experience points and character level ......................................................................482
Experience points from defeated opponents .............................................................482
Difficulty Levels - differences and exploits ...............................................................483
Death Knight's Armor class ......................................................................................484
Vitality and Magic .....................................................................................................485
Other Secondary Statistics ........................................................................................486
13
Contents
Resistances ................................................................................................................487
Damage bonus from primary stats ............................................................................489
Stat point distribution ...............................................................................................489
Children of Raan
495
Index
14
515
Preface
Preface
16
The Divinity
Universe
Honourable Mention for PC Game of the Year 2002
RPG Vault
Divine Divinity was released worldwide, being sold throughout Europe, the American continent,
Australia and parts of Asia. It is available in many languages, including German, English, French,
Chinese (traditional and simplified) and Japanese.
This success, and the enthusiastic response of RPG fans, encouraged Larian Studios to continue
with Divinity's fantasy world, and further develop its history and scope to include more stories,
different races, adventures, danger and quests - the Divinity Universe.
17
Preface
18
19
Preface
Beyond Divinity
With this story starting twenty years later, it is known that the hero decided to spare the baby, and
even take care of it, despite its origin and nature. His intentions were surely for the best, but he
was also busy fighting the remaining Black Ring members, founding the Order of the Divine for
this purpose, giving perhaps too little attention to the child. The boy grew up to be a young man
and fell in love. Usually this would be a good thing, but unfortunately, his choice fell upon a witch,
a Black Ring member and enemy of his adoptive father, sent to make contact and lay the
groundwork for the Black Ring's plans. A conflict rose, much more than the typical father-son
kind: love against discipline, order against chaos - the witch was killed, slain by the father. Hatred
grew, and the son was finally hurled into another part of the Divinity Universe. Full of hatred,
determined to come back to Rivellon and take revenge, he had become the Damned One...
Here another young hero enters the scene, a disciple of the Divine Order in Rivellon, dedicated
to fighting evil, especially necromancers, sorcerers and Black Ring members. During a large battle
with a powerful necromancer, this person was dragged by a demon into its universe, and to make
matters worse, then soul-forged with a DeathKnight, a pure creature of evil, servant of a witch.
Both are unhappy with their situation, and have to find a way to undo the curse of soul bonding.
They need to get back to Rivellon, out of this strange dimension full of demons, monsters,
enemies, homeless imps and the strange race ruling these realms, the Raanaar, who have been
battling demons for centuries. These Raanaar are an old race, full of knowledge, having the ability
to open rifts between dimensions and overcome large distances via teleport.
So now you, hero, and the Death Knight have one interest in common: to learn the skill of
riftrunning. You will have to cooperate or spend your lives together if you fail, and there are those,
intent on making sure that time is short.
Archenemies, lost in a dark realm, soul forged together...
20
Act 1
Getting out of the Dungeon
Act 1
Torture Level
The torture level is the first level in the dungeons of Act 1. As the name implies, it is not the most
friendly of places. The mere fact that an entire level is devoted to torturing says something about
the evilness that awaits you
Cell Block
11
6
7
8
10
1
2
Triggers
1.
2.
3.
4.
22
9. Ghost Cell
10. Rats Cell
11. Garbage
Torture Level
According to the Death Knight, there are only
two ways to undo the forging. The first is to ask
Samuel to undo it, a very unlikely possibility,
and the second is to find another power to do so.
The Death Knight suggests you try and find his
former mistress Isolde, a powerful witch in
Rivellon.
In any case, you need to get out of the dungeons
Samuel has placed you in. But be careful, if
either one of you dies, the other will die as well.
Before you leave, take note of the haystack in
your cell. You can sleep in most haystacks, but
unlike in Divine Divinity, you need rations (food
and drink) in order to do so. Once you find some,
you can return here to sleep, if required, to fully restore your health and mana.
Keys
Other than your cell and the Death Knight's, there are six locked cells, each requiring a key to
open. To find the first keys, leave your cell and go south. Just before the next cell you will find a
dead guard on the ground, as well as evidence of death and destruction throughout the area (skulls,
dead bodies and body parts strewn about). The guard has four of the required six keys, as well as
your first weapon, a club.
The cell near the guard's body was formerly occupied by the Death Knight. If you enter it, the
Death Knight will initiate a conversation, but despite this amusing exchange, there is nothing to
find within.
Continue to follow the path south, then west,
until you encounter a live guard (5) who will
attack you on sight. This is your first experience
with combat, but the guard is not difficult to kill,
so there is not a lot you can do wrong. Once
defeated, he will drop two keys, which together
with the four you just found, will allow you
access to all of the cells.
23
Act 1
South of there is a locked door which can not be
opened from this side. North on the path is a
locked chest, partially hidden behind the steam
and chains. You won't find the required key until
later in this level. If you wish, you can drag and
drop the chest into your inventory, so you do not
have to come back for it, though you may
become encumbered more easily that way
Edmond Quest
When you enter the cell to the other side (9),
youll be attacked by a ghost, which should be a
bit harder to kill but not too difficult. Once
youve disposed of it youll see a manuscript
lying in the hay, which says the following:
Dear Abbe,
Thank you for opening my eyes. I will
definitely have my revenge soon, once
24
Torture Level
Ive finished my escape tunnel.
Signed Edmond
When you investigate the wall closely enough, by moving your pointer over it, you will see that
a part of the wall will get highlighted. If you click there a hole will open, which leads to a tunnel.
In this tunnel you will meet a ghost who you can talk to, named Edmond.
During your conversation you will find out that Edmond is digging an escape tunnel, thinks you
are Abbe and believes he is still alive. To get a quest to prove that he is dead, you need to tell him
that he is, either in the initial exchange or later after asking if he really thinks he can get out of the
tunnel.
Edmond can also teach you a couple skills, for a price; "Wizard, Elemental attack, Focused,
Missile" (10 gold) and "Wizard, Elemental defense, Individual, Resistance (50 gold)". If you don't
have enough gold, you might want to consider not solving this quest yet until you do. Edmond is
not leaving any time soon, but will disappear once you have convinced him that he is dead.
To find the evidence he requires, you will need to go to
Flight Tunnel
the cell with the rats (10). There will be two or three
1
friendly rats there, even if you had previously chosen to
turn hostile against rats. Once you or the Death Knight
walk at least half way into the cell, he will make a
comment about rats being everywhere, triggering two of
the rats to turn hostile. When you kill them, one will drop
a huge leg bone. Bring this bone to Edmond and show it
to him, to solve your first quest. When that is done, take
the minor healing potion he leaves behind.
3
4
1.
2.
3.
4.
Entry
Dead Imp (rope)
Tunnel Skeleton
Exit
As you approach the exit point the Death Knight will initiate a conversation, and you will have
the option to use the rope. Doing so will attach it to something above you.
Climb the rope to leave the tunnel and enter the torture rooms.
25
Act 1
Torture Rooms
In the second part of this level you will go through a few torture rooms, where the art of torturing
has been brought to a higher form.
Familiarity
After climbing the rope you are in a small storage room (1). Loot the place, then exit through the
door. This leads to a corridor, where you'll be spotted by a Corridor Guard. After you dispose of
him, keep going east until you see a skeleton near the end of the corridor (2).
Click on the skeleton and the Death Knight will initiate a dialogue about it seeming familiar. It
reminds him of dwarves, who sometimes keep the skeletal remains of their ancestors on display,
and how angry they can become if you tamper with one. For those who played Divine Divinity,
it should be obvious that this is a reference to the bad tempered dwarf Otho from Aleroth, a tiny
village in Rivellon.
The door next to the skeleton is locked; youll need a key for it that will be found later.
There is also a door leading north, to a short passage back to the Cell Block. When you enter it,
the locked door at the opposite end can be opened by pulling the lever (3). If you delayed solving
Edmond's quest, you may have found enough gold by now to learn both skills.
Torture Rooms
17
1.
2.
3.
4.
5.
3
2
4
Entry
Skeleton
Lever
Talking Skull
Torture Master
26
15
8
10
9
12 11 13
6. Shrine Room
7. Bed Room
8. Lever Room
9. Corridor
10. Corridor
18
16
14
11.
12.
13.
14.
15.
19
20
Hall
Kitchen
Guards Room
Exit Room
Levers
Traps
Triggers
Levers
16.
17.
18.
19.
20.
Arena Cells
Arena Cells
Arena Guards
Arena
Exit
Torture Level
Click on the skull and humorous dialogue will
follow. When you ask if the skull knows how to
leave this area, he will make a remark about
skulls not being able to float, which is a reference
to the flying skull Morte from the RPG
Planescape: Torment. During the dialogue, the
skull will offer you a quest to kill the torture
master. Upon your encounter with him he wants
to kill you anyway, so there is no point in
refusing this quest.
There is also a table in the room with meat on it.
When you pick it up, the Death Knight will tell
you where the meat is from. In case you would
like a hint now: its from short and reddish
looking creatures.
Before confronting the torture master, who is in the room to the east, take the minor healing potion
hidden behind the barrel in the corner to the north west.
When you go through the door, you find yourself in the midst of a conversation between the torture
master and an imp. Apparently there has been a death and Fergus, the torture master, is not very
pleased about that, since his 'pets' are for torturing and not for anything so compassionate as
killing. When he spots you, he will attack. Fergus is at level 4, which makes him a lot harder to
kill, especially since he can heal himself. There are two of you, however, so use that to your
advantage. Disregard the imp for now, as he will not participate in the fight. Keep an eye on your
health bar, and use a healing potion whenever necessary; you will most likely need them to survive
this encounter.
There are several ways to improve your offensive tactics. For mage characters, you can put a skill
point into the wizard elemental attack skill that Edmond teaches you. If you use a bow or club to
attack until Fergus' health is down a bit, then switch to the elemental spell, you may be able kill
him before he has a chance to heal himself.
For a melee character, a skill point in the appropriate weapon speciality can boost damage. If
Fergus targets your weaker character (a mage or archer), you can leave that character in the other
room and enter with just your stronger character (warrior).
When the conversation is over, pause the game, select both characters and attack; your warrior will
engage Fergus, and the other character will only have a short delay before they can join in safely.
After defeating the torture master, Plox the imp begs you not to kill him. Unless you are just plain
evil, its better to let him live, as that will give you more experience points.
27
Act 1
The torture master will drop several items,
including a key to the eastern door in this room,
and a book, that will teach you the "Warrior,
Craftsmanship, Identify, Equipment" skill (up to
level 2).
Loot the room and make sure to drag and drop
the coal, below the picture, into your inventory. It
is needed much later for a quest. As you may
have noticed, the picture of the Damned One is
not just decoration, but can be highlighted and
clicked, to reveal a hidden room to the south (6).
This room has been turned into a temple to the
Damned One, and has a shrine for restoring mana
and a shrine for restoring vitality, which can each
be used only once. There is a chest in the middle of the room that contains a permanent survival
potion, which will increase by one the survival statistic of the character who drinks it.
Head back to the skull and talk to him to finish the quest. He will change into a unique leather
lucky cap, which will improve your luck and armor.
28
Torture Level
might also be cherry jam.]
This isnt too difficult. Just flip the switches down in the order 2-4-1-3 as the image shows, and
the locked door will become unlocked. But be aware that the door is trapped, and will surely kill
you if you try to go through it. The fifth lever disables this trap if the door has been opened, so
dont forget to flip that before you leave.
Through this door you will enter a new corridor (9) with one other door at the end of it. Before
you can get there, you will have to fight an arena guard and imp fighter. The best advice is to focus
on the arena guard. The imp is weaker, and will stop fighting and try to flee, as soon as the guard
is dead, since he was being forced to fight in the first place. It is your choice if you want to let him
go or not.
Through the eastern door is another section of the corridor (10), with three doors. The ones going
north and south are locked, so head east to a storage room. After looting the barrels, continue east
to the exit room (14).
In that room there are two guards. When you enter, one of them immediately goes to the far door
and locks it, then returns to help the other guard try to kill you and the Death Knight. You should
be able to defeat the guards without much trouble, and get the bronze key one of them drops.
Unfortunately, if you try to open the door leading to the exit, it will not work and the Death Knight
will make a negative comment about you being slow. The dropped key is for the door back west
and south, leading to room (11).
In this room there are two levers (on either side
of the door as you enter) and two locked doors.
Not surprisingly, the left lever opens the left door
and the right lever opens the right door.
The left door leads to the kitchen (12), where you
can find food and drink. Make sure you grab the
bottle of water from one of the northern tables;
you will need it later. In the southern part of the
kitchen you can find a couple potions, and even
a book about prison meals:
How to prepare delicious meals for
prisoners by Boccus.
[This book contains 1,001 recipes, mostly based on rat meat as the main
ingredient.]
There is an imp cleaning the kitchen, but unless you are truly evil, there is no point in killing her.
The door that is opened by the right lever leads to the guards room (13) where a tough fight awaits
29
Act 1
you. Make sure you have some healing potions before entering. You will find two guards and two
rangers. The easiest way to deal with them is to take out the rangers first. In close quarters, the
rangers switch from their preferred weapon, a bow, to a melee weapon, so you dont have to worry
about their arrows anymore. After that, take care of the other two guards.
One of the guards will drop a key, which will unlock the door to the arena. Take a look around to
find the partially hidden potion behind the cupboard, and the books that lie on the floor. One is
written by Moriendor.
Blessings of the Damned One, by Moriendor
[ Written by a former important member of the Black Ring, this book describes
the prophecies and promises given by the Damned One, and speaks of a time
when Chaos will finally be victorious over law and order ]
More importantly, take a good look at the other book, which explains how to make gunpowder.
How to make gunpowder by Nikodemus
[ This book seems to be written by an alchemist or maybe a battle mage, and
contains details about how to make all kinds of chemical weapons. Your eyes are
drawn toward one chapter in particular, which describes how mixing a certain
salt - often found in salt mines underground - with coal and sulphur - the same
substance that is often used to treat skin diseases - seems to have an explosive
effect when you heat the concoction up. ]
The coal you took with you from Fergus' room is one of these ingredients.
The Arena
Go back to the end of the corridor (10) and use the key on the door to the north. This will lead to
a smaller corridor, initially heading north. At the first curve you will see two levers (15) and a bit
further to your right, two locked doors. And yes, this is as easy as it looks. The left one opens the
left door and the right one opens the right door.
The left cell is occupied by a level 5 ghost. This is not an easy target, even with the two of you.
You may be close to going up a level, so it could help to skip any ghosts (your mini-map will let
you know if a cell's occupant is friendly or hostile) and deal with the rest of the corridor first, then
return to take care of them. In the cell of the ghost, you will find a rather strange note:
I will write down my complaints about the poor conditions in the prison: The
food is bad, the guards are cruel and the cells are...
[The rest of the text is obscured by red ink, and the following lines have been
added: the food is excellent, the guards are fair and the cells are really quite
lovely - obviously the writer had a sudden change of heart!]
30
Torture Level
In the cell on the right, a dead man lies in the hay.
On him you will find a bottle. The fact that the
man is dead and has a bottle are related to each
other, or in other words: The contents of the
bottle are poisoned.
There is writing on the wall, in the ancient
Raanaar language:
Go down please help us
You have not mastered the Raanaar language yet
so you cant read what it says, but the translation
would be: Go down, please help us.
You can use the haystack in this cell for sleeping,
if you dont mind sharing the haystack with a corpse.
Continuing along the corridor, there is a cell directly north of the one you were just in. There you
will find a copper amulet, which will give a small boost (+1) to your armor statistic. The moment
you try to grab it, an arena guard walks in and spots you, though the two of you should not have
any trouble getting rid of him. Either you or the Death Knight can wear the amulet.
When you move on through the corridor you will find three locked doors. One of the required keys
is hidden behind the broken barrel next to the rightmost door. Taking this key will likely put you
in the line of sight of three arena guards, one of which has another key. Once you have disposed
of them, take a look at the table (18) to the north, along the western wall. On it you will find the
third key, behind a stone bottle, and beside it there is an iron bar and a healing potion.
Now go back to the cells. The left and right cells are each inhabited by a level 5 ghost. You might
need some of the healing potions you found along the way, as they can be rather hard to kill. Make
sure you take them on one at the time, as two of them would be too much for you at this stage. In
the right cell you find a manuscript warning about a trap:
I saw them installing the trap - the guards are real bastards first they position a sword to give their victim hope, but if they go for it, the cage
doors open.
This warning will soon become more clear. The cell in the middle (17) is occupied by a prisoner
who is dying for some water. You should have taken this with you (the bottle of water from the
kitchen), so just give him some and he warns you about the trap, and gives a hint about blocking
the cogwheel. After this he dies and drops a skillbook, which teaches how to detect traps. This is
a very useful skill to have, so consider spending a point in this.
31
Act 1
Now enter the arena (19) and you will see a pit in
the middle and two gates on the far side. There
is a sword in front of one gate, and a piece of
leather armor in front of the other.
Remember the warning you just read about the
trap. If you get close to either item, the gate will
open and a large spider will come out. From the
words of the prisoner, you learned that you could
block the cogwheel which is used to open the two
gates, and thus disable the traps. However, there
is a quest item in the left cell, so you may wish to
deal with at least that spider now, to save yourself
the trouble of returning. You can either fight the
spider in the right cell, or use the iron bar on the
cogwheel to block it, and prevent the gate from opening.
The spiders that come out do poison damage, but the damage is not too bad and certainly not long
lasting. You should be able to take them out one at a time, maybe using one or two healing potions
in the process. In the left cell you will find a key in the haystack. This is the key that will open the
locked chest (5) you found in the cell block. If you did not bring it with you, you should go back
there, since the chest contains a Battlefields key, which gives you access to level 1 of the
Battlefields. There is also a partially hidden book about poisonous creatures, a quest item you will
need at a later stage.
If you decide to block the cogwheel, it is still
possible to return later and retrieve the book,
using a key you will receive to unlock the
cogwheel again. As you will be more powerful
then, the spiders would be less of a problem. If
you brought the chest with you from the cell
block, but are not going to deal with the spiders
at this time, you should leave it in the arena.
This wraps things up in this level, for now. There
is only one way left to go, which is down the pit.
Overview
The following shows a short overview of all the
important things you can find in this level. In
case you missed something you can still go back now.
32
Torture Level
Quest Items
Leg bone
Bottle of water
Book about poisonous creatures
Skills to Learn
Warrior Craftsmanship Identify Equipment, lvl 2
Wizard Elemental Attack Focused Missile, lvl 5
Wizard Elemental Defense Individual Resistance, lvl 5
Survivor Traps Trap Detection, lvl 5
The book about poisonous creatures and the coal are needed at a later stage in the game, and you
should keep them with you to more easily solve the quests they are related to.
33
Act 1
Pit Level
The pit level is the second level in Act 1, and takes you away from the torture rooms into a place
mainly inhabited by rats and skeletons. Weapons that do crushing and slashing damage should be
the most effective here.
The Pit
6
5
7
3
4
1
11
10
12
13
16
14
17
15
1. Entry
2. Corridor
3. Living Quarter
4. Merchants Room
5. Living Quarter
34
6. Abort
7. Healers Lab.
8. Healer Bedroom
9. Healer
10. Levers
18
11.
12.
13.
14.
15.
Kitchen
Dining Room
Secret Room
Entrance
Library
Triggers
Levers
16. Training Room
17. Exit
18. Locked Room
Pit Level
Save my brother
The room opposite the one you just left is one of the living quarters (3) where you will find a useful
item in a locked chest.
The key can be found under a pillow, on the bed in the same room. If you press the ALT key it
will show you where it is. In the chest there is a bedroll, which can be used for sleeping. You will
have to drag the bedroll from the chest into your inventory since clicking on it will use it. Once it
is in your inventory, all you need to do to rest is click on the bedroll, assuming you have some
rations in your inventory. Sleeping will regenerate your health and mana completely.
Back in the corridor, go west into the merchants
room (4). It is called this for the simple reason
that there is a merchant here, the only one on this
level, an imp named Horex.
Horex will ask you to save his brother Odox who
has been infected by a bony monster and is near
dying. To save him he asks you to get a tooth
from that monster, which is the one and only
quest on this level.
You can search the room and take whatever you
want. Horex wont mind, and Odox is not in a
position to complain. One of the things you will
find is a note, written in Raanaar runes, which
you are unable to read at the moment. The
translation is as follows:
Raan be with you Marossar,
I know you have enough on your plate at the moment, but you really should talk
again with these humans. They must give us more Raanaar food, especially
Zharotri Wine. None of my customers buy much of this "Dwarven Ale". And I
have to admit it tastes like horse piss. The Elven wine last centec was a little
better, but far too sour for my taste and it also gives me heartburn.
Signed Bemonar, merchant of the Ninth House
You will also find a locked hatch that will be opened after you have completed the quest for Odox.
When you're done here leave the room.
The Statue
Go north through the corridor and enter the room to the left, which is a living quarter (5). Here on
the bed you will find a second manuscript written in the Raanaar language.
We will all go down into the dungeons. Surely it is better to seek our fate there
35
Act 1
than to cower and wait for our cruel tormentors. When I came to the Academy
to become an Elder I never thought I would end like this torn apart by some
evil monster. But maybe we can do it... maybe we find the key to escape from this
cell. I would rather die in a fight against Samuels army, than starve to death in
this hole.
In the opposite room (6) there is nothing of
interest, just a foul smell from the demon toilet,
the Death Knight will complain about. From here
go back into the corridor and head east.
In the healers laboratory (7) you will find
several potions and some red and blue herbs,
which you can take with you if you would like to
make your own potions. The most interesting
object in this room is a skill book, which lies on
the table. It teaches you the four defensive skills
of healing, curing poison, removing curses and
curing diseases.
South of there is the private room (8) of the
healer. It does not contain much of interest,
unless you want to take with you the yellow herbs, which are on the bed.
The third room to the east is where you would
normally find the healer (9), if there was one still
around. This room holds two important things.
The first is the book on the table against the wall.
This is the one of three books which will teach
you the Raanaar runes. After reading it, you will
see that parts of the manuscripts you'll find in the
Raanaar language are readable, though for now it
will be too little for you to actually understand
them.
The second important object in this room is the
statue. The Death Knight tells you it is strange
that a statue of the Damned One is still here.
When you move the packages away that are
stacked against the wall, a lever will be shown. This lever will move the statue to the left, revealing
a hole in the floor.
By going through this hole you enter a secret cellar where you will find a book.
This book will permanently increase the maximum vitality of the character that touches it by 60
36
Pit Level
points, and then will disappear. Before you do that, you should decide who gets it.
A Tooth
Follow the corridor to the south. Besides some
skeletons, there is not much of interest until the
corridor gets wider. There you see an open door
and a lever on the wall (10). Pulling the lever will
close the door. If you go through the open door,
the next door is closed. By trying things out, you
will see that pulling the lever down not only
closes the first door, but also opens the second.
You should be able to see another lever past the
second door.
The solution to this riddle is rather simple,
actually, with your characters having to split up
temporarily. The first one stays at the lever and
the second goes through the door. The first character pulls the lever, closing the first door and
opening the second, allowing the second character to go through that door. Now the first one resets
the lever and goes through the open door. The second character can now pull the lever on that side,
reversing the open/closed doors, reuniting both characters past the set of doors.
Walk through the small corridor and enter the kitchen to the north (11). There are several rats and
skeletons in this room.
The room to the east is the dining room (12), although there is not much left to eat there now. This
room has a locked door to the south west, with no apparent way to open it. There is, however,
something odd in the dining room. If you look at all the torches, only one is lit. This is a clue to
the solution. If you blow this torch out, by clicking on it, the door will open.
Before you enter the room, make sure you save
the game, since the creature there can be rather
strong. If you happen to have learned a fire spell,
get it ready, as the bony monster doesn't like fire.
The bony monster is a spider, and does
poisonous damage. But the damage is only
temporary, so there is no need for curing the
poison, just swallow a healing potion or two.
Once you have killed the spider it will drop the
tooth that Horex asked you to get for his brother.
If you head back to Horex, you will not only be
rewarded with the experience points for solving
the quest, but he will also open the hatch for you.
37
Act 1
There you will find your first summoning doll, which summons a skeleton when used. The
skeleton is restricted to the area where it is summoned, and will vanish once the boundaries are
crossed, or if it is killed. In order to increase the abilities of the summoning doll, or teach it a skill,
you need to use skill points from either the hero or Death Knight, so this does not come without
a price.
Odox can teach you a new skill to Feign Death and a skill to upgrade summoning dolls, each for
400 gold pieces. One would think the imp would be happy his life was saved, and give them to
you for free (or at least a reduced price), but apparently business is business.
Getting Out
There is only one remaining area left in this level, reached by going further south through the
corridor, until you reach a closed door.
The Library
In the last part of this level you will encounter a few more skeletons, but first you will have to pull
the lever next to the closed door (14). This will open the door and will lead some of the skeletons
to you. Through the door there is another lever to close it again, if you don't like open doors.
In the room there are two more doors. The one leading west is locked, but the one going south is
open. This door will take you in to the library. Like most libraries, there are several books in it,
though none that you can read.
On the east side of the library there is a table with a composite key, and four more manuscripts in
the Raanaar language. These manuscripts describe how the Raanaar on this level were being held
captive by Samuel, and eventually tried to flee from this place.
I've given up on the hope that our people will come and free us. Most of them
must have left by now. All we can do is sit here and wait for the demons to come
and rip us to pieces, or go downwards. Curse Samuel and his sadism!
His motives are so obvious. Even if he did really leave the rune key to the upper
levels down there, he'll make sure that we never find it. So we will die for his
amusement, but we will die with honour, with the smell of enemy blood in our
nostrils!
Marossar,
That's it! I'm finally joining you in your stupid plan to go downwards. The
skeleton in my waste disposal was the last straw! First this dwarven food, then
the rats, and now this... this thing!
The demons in the upper levels are saturating this place with their evil magic.
If we don't leave soon I'm going to quit and who'll make your damn dinner then!
38
Pit Level
Doskaram, cook
Raan be with you, Marossar,
if you ask me, our people are as ready as possible. Because we don't have
enough weapons for everyone, we've been training more in unarmed combat
recently. Our young warriors are now beginning to refuse to use any weapon at
all. They claim that they don't want to honour our enemies by fighting them
armed...
Signed Xegodar, Hero of the Battle of Harun
Raan be with you, Marossar,
if you want to carry out your plan to lead us all downwards, this would be the
ideal time, as I have no wounded Raanaar who need treatment. May Raan guide
you with all your decisions.
Please, tell me in advance when we can go, so I can remove all secret relics from
our sanctuary...
Signed Rashasam, Priestess of Raan
Life must have been hard for the Raanaar, if all of them decided to leave, risking death in an
unlikely escape rather than remain captive.
Leaving
The key on the table unlocks the door to the training room (16), with more skeletons to kill and
several items to take with you, especially some special arrows. Other than that, there is not much
else to do there.
Now go back into the library and go to the eastern side. There are two doors which are closed. The
door to the east can not be opened from this side, though you will get there later, and subsequently
be able to return to the first level.
The other door has a lever to the right of it, allowing you to open the door and reach the stairs
leading to the next level. Save the game before continuing.
Overview
The following shows a short overview of all the important things you can find in this level, just
39
Act 1
in case you missed something.
Skills to Learn
Wizard Body magic Defensive Individual Healing, lvl 5
Wizard Body magic Defensive Individual Cure poison, lvl 5
Wizard Body magic Defensive Individual Remove curse, lvl 5
Wizard Body magic Defensive Individual Cure Disease, lvl 5
Warrior Warrior talents Feign Death, lvl 5
Summoning Dolls Upgrades Level upgrades, lvl 3
Summoning Dolls Upgrades Resistances upgrades, lvl 3
Besides the above, you still should have the coal and the book about poisonous creatures from the
first level.
40
Maze Levels
Maze Levels
The Maze level gives you your first teleporter experience, with stationary portals. You will
encounter tougher skeletons, stone gargoyles and a strange imp.
First level
This maze contains a few sub levels, besides the main level you are in now.
A riddle
Upon entering the area (1), you'll see an imp who is 'borrowing' some items from a corpse. If you
confront him about that, he claims to be just making sure that the goods do not fall into the wrong
hands. It's good to know that there is somebody out there who cares.
The imp, Taxlehix or just Tax, also says something about the Raanaar being chased by demons,
like it is a game. The big demon hides the key and the Raanaar have to find it. Although this might
not make sense to you right now, it will later on.
Tax can also teach you a few survivor thieving skills; pickpocket, lock pick, sneak and poison. The
Maze, Level 1
7
5
4
6
3
2
10
8
9
1.
2.
3.
4.
Entry
Passages
Gargoyles
Levers
5.
6.
7.
8.
Statue Room
Trapped Passage
Illusion Door
Trapped Room
12
11
Traps
Triggers
Levers
9. Teleporter
10. Teleport Destination
11. Portal Doors
12. Portal Room
41
Act 1
skills are rather expensive at 900 gold each, so you might want to consider trading with Tax first.
He is the only merchant on this level, so if you want to trade, this is the time and place. After the
first time you talk to him, there will be a speech option about a riddle. Once you answer this, he
will disappear, with experience points given for the correct answer. You might want to loot the area
first, and sell him anything you do not require, before devoting time to the riddle.
In this search you will find a Raanaar manuscript on a corpse.
Find her, she can still help you escape from here. The others are dead or have
fled, but she stayed behind. She is probably the last Elder left on Nemesis, and
she is definitely trained in opening rifts. She swore not to leave from here unless
all our people were saved. She said, she owed this to her late father, but I think
the real reason she's staying is to take revenge on his killer.
When you get close to the three doors to the east, Tax will pose the riddle to you, about those doors.
He will tell you that only one of them can be used safely, the other two are dangerous.
Choose a way from this room, but two of them are your doom...
death is cold, so Im told, so be like me and go for gold!
If you invested a skill point in trap detection, then you can see which of the two passages are
trapped, in this case, with fire traps. The untrapped passage and the answer to the riddle is the
middle way (2), as the middle way is the golden way. If you go through that passage you can see
some writing on the wall, which says:
Lucky Guess
You end up in a corridor. For the rest of this level,
you will encounter two types of skeletons,
regular ones at level 2 and mage skeletons at
level 5. In general, try to take the mage skeletons
out first, so they can't do any serious damage
with their spells.
Statue Room
Dont take the corridor going south yet, but
follow it to the north.
The corridor turns west, and shortly after there is
an opening to the north. If you enter this, you will
come to a closed door with a lever next to it.
This lever is not for that door, however. The
correct lever can be found by backtracking a bit into the corridor. On the wall just after the
42
Maze Levels
opening, there are two levers (4). If they are both in the same position then the door is closed, so
just switch one of them to open the door.
There is a second door past the first one just
opened, which is controlled with the lever beside
the first door.
Inside the next room (5), there is a statue of the
Damned One, which has an item inside it. If you
try to grab it, four skeletons will suddenly
appear; two regular and two mage skeletons.
Take out the mages first, and have your healing
and mana potions ready. Also, try to separate the
opponents to make things easier, so that the
Death Knight and you each take on two
skeletons.
When the fight is over, you will find a golden
amulet in the statue, which when worn will boost
your armor statistic by one.
43
Act 1
and there may be something in the chest that appeared when the illusion was dispelled. The bark
comes in handy for the next stages, if you meet the intelligence requirements to equip it, since
skeletons and gargoyles have a low resistance against spiritual damage.
Now go back to the beginning of this level and take the corridor south. When you reach the end
of the corridor, two level 6 stone gargoyles appear out of nowhere. The gargoyles have the lowest
resistance against crushing and spiritual damage. But even with that, they are still hard to kill
without the proper amount of healing potions to keep you on your feet.
Teleporting
After the trapped room, the corridor leads to an intersection. When you go south and follow the
corridor, you'll end up at a statue (9). Clicking on that statue will instantly teleport you to the end
of another corridor (10). On the wall there you will find a message.
You will never leave this dungeon alive
Let's just hope it is a false prophecy, or that these writings were not meant to be read by you.
From here go south then east, where you come to a closed door (11) with a lever on each side.
When you open this door, there is another door after that, also with two levers. There are various
combinations possible to open the two doors, one of them is:
First door: left lever down, right lever up
Second door: left lever up, right lever down
44
Maze Levels
You are now in the portal room (12), which should be
obvious considering there is a portal glowing right in Forest House
front of you. Just behind the portal, well hidden,
there is a small water crystal. Later you will find a
3a
crystal bag to put it in, which will give you a +2 water
2a
resistance. Now go through the portal.
You are suddenly outside the dungeon (1a). Great!
1a
You found the way out. A woman approaches, telling
Trap
you that her child has swallowed a fish bone and
1a. Portal Entry
needs immediate care, after which she enters the
2a. House
house (2a).
3a. Poisoned Well
Inside there are several men standing around, but as
soon as you enter, they transform back into
skeletons. This turns out to be one of the tricks of the Damned One, making you think you had
escaped the dungeon. There are five skeletons in total; if you kill them all, you will automatically
leave this area. Have one character take care of the skeletons, so the other can loot the house first.
When the last skeleton falls, the scenery changes again.
The room fades and the actual room you entered is now shown. There is no forest in sight, just
stone walls.
There are two portals in this room. The one to the
south (1b) leads back to the first maze level, while the
one to the north (5b) is behind a locked door (4b).
4b
3b
But first things first, get the well-hidden yit-iceri
2b
charm (3b) west of where you appeared. Press the
ALT key if you have trouble finding it. Also, loot the
1b
room and check the well (2b), but be aware that it is
Trap
trapped.
Lever
On the western wall you will see a lever that will
1b. Portal
4b. Locked Door
open the door to the portal (5b).
2b. Well
5b. Portal
If you have unfinished business in the maze, then go
3b. charm
through the south portal first (you may want to clear
any skeletons from the corridor going around the first
portal room, that you missed by using the statue to teleport), otherwise take the northern portal.
Hidden Room
5b
45
Act 1
Second Level
This second part of the maze is not very big, but it is intensive. There is some real tough combat
ahead of you.
Skeleton guard
In the room you start in (1), there is only one door, and no way back to the level you just came
from. When you leave the room, go east and you will encounter a few skeletons. You should be
able to dispose of them without too much trouble. After cleaning out this part, go back and follow
the corridor in the opposite direction until you reach a door.
This door leads to a room (3) with only one skeleton in it. However it is a level 7 skeleton, who
tells you that it is guarding the way forward, and will stop you from finding the prize to your
freedom (a rune key, which you will find later on).
Skeletons are vulnerable to spiritual and crushing damage. If you still have the bark from the first
Maze Level 2
8
6
4
5
3
2
1
1. Entry
2. Skeletons
3. Skeleton Guardian
46
4. Poisoned Room
5. Hidden Room
6. Hidden Potions
7. Skeleton Mages
8. Torture Room
Maze Levels
maze level, then that would be a good choice of weapon. If one of the skeleton mages happened
to drop a willow, that would be even better, assuming you meet the intelligence requirements to
equip either.
When the skeleton is down, take a look at the inscription on the wall.
Youll die - all of you
Not a very pleasant idea to dwell upon. Take the door north into a corridor, which will lead you
to another door. Before you go through this door make sure your vitality is high enough, as you
will need it.
47
Act 1
If you are careful, you can walk with the hero
toward the corner until only one skeleton mage
sees you. Then run back to the eastern corner
where the Death Knight is waiting. The skeleton
mage will follow you, but by the time it reaches
you, it will have run out of stamina and only tries
melee damage. This can be repeated until all four
mage skeletons are killed.
If you feel courageous, then you can also fight all
four at once. To even the odds a bit, you might
consider summoning the skeleton doll you got
from Horex, even if it is only to draw the
attention away from you for a moment. These
mages do not like close combat, and tend to run
away so they have room to cast magic in safety. It helps if at least one of your characters uses a
ranged attack, since two melee characters would take a few hits before being able to chase down
a couple of the mages and even begin to do damage. When you are ready, take that turn in the
corridor...
Hanging around
The skeleton mages are your last obstacle for a while. First, there are a few puzzles to solve. At
the end of the corridor leading north, you find yourself in the midst of a few skeletons who are
'hanging' around (8). These skeletons are bragging about who has been tortured the most by the
master, and discussing who is the master's pet. Besides being a funny conversation, you will also
learn that the skeletons enjoy being tortured.
The skeletons are chained to pillars around what
looks to be the way out of here. But before you
investigate that, explore the room first. To the
west there are hidden potions in two places, and
in the north east there is a small air crystal,
hidden to the right of the picture of the Damned
One. Press the ALT key if you have difficulty
finding these items.
Now devote your attention to the skeletons and
click on one of them to start a conversation; there
are several approaches you can take. Apparently
they can not see you, but they can sense you.
They will not let you pass unless you force them
too.
As you learned from their previous conversation, they love to be tortured by the master, so pretend
48
Maze Levels
to be their master and select the option where you insult them and threaten to burn their bodies
unless they open the entrance. This will convince them that you are their master, and they will
open the way.
The Pentagram
The stairs lead to a small room with a pedestal in the
centre, holding a book, and a Battlefields key in the
north west corner. This key gives access to level 1
Battlefields, so take it with you.
The book has the following text:
In a row, like the water flow, six is thrown,
one is not shown, look around on the
ground, watch your back or youll be
hacked.
Pentagram
2
5
1. Entry
4. Cellar
2. Starting Point 5. Exit
3. End Point
49
Act 1
all been activated. This will also open the exit, but the statue (an earth elemental) will come alive
to attack you, and the rock will remain in place, leaving the cellar unavailable. Return to the
pentagram room and take the newly revealed stairs.
In this exit room there is a crystal bag at the base of a stone gargoyle statue. This bag is used to
hold crystals, which you should have found two of by now (perhaps more, if you were lucky). To
use them, open the bag from your inventory by clicking on it. In the pane that pops up, an image
of an opened bag will be displayed, with five positions where a crystal can be placed. Drag&drop
the two crystals into the bag and you will see your resistance against air and water improve.
Next, there are the three keys on the floor. The
only key you require is the southern one, which
is the rune key. When you pick this up, an
ancient pyramid will appear on the table. Click
on the pyramid to teleport yourself and the key
out of there. The other two keys are false keys,
and will each trigger the appearance of one stone
gargoyle. If you would like the extra experience,
pick up these keys before teleporting out.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Skills to Learn
Survival Thieving skills Pickpocket lvl 10
Survival Thieving skills Lockpick lvl 10
Survival Thieving skills Sneak lvl 10
Survival Thieving skills Poison lvl 10
50
Special Items
Air Crystal
Crystal Bag
Random charm
Rune Key
Water crystal
Yit-Iceri charm
Maze Levels
Besides the above, you still should have the coal and the book about poisonous creatures from the
first level.
51
Act 1
Citadel Levels
The citadel is the last stage of act 1. It consists of two levels, the Drill Grounds and the Barracks.
Patrols
Upon entering this level (1) you are spotted by a guard. There is no way to avoid him, so you will
have to fight. After you kill him he drops a key for the locked door, and his citadel guard armor.
The Death Knight will inform you that you had better disguise yourself as a guard so that you can
walk around without being recognized as an escaped prisoner. Put on the citadel guard armor or
you will have an extremely hard time getting through this level, and you will miss out on several
quests, skills and experience.
Drill Grounds
24
23
22
11
16
17
15
19
14
21
13
6
2
12
Entry
Storage Room
Lever Room
Weaponry
ClassRoom
Sanctuary Room
52
7. Trapped Area
8. Storage Room
9. Guard
10. Merchant
11. Doctor
12. Trapped Area
13.
14.
15.
16.
17.
18.
Storage Room
Drill Grounds
Archery
Parcours
Locked Door
Lever Room 1
4
5
Traps
Triggers
Levers
1
1.
2.
3.
4.
5.
6.
20
18
10
19.
20.
21.
22.
23.
24.
Lever Room 2
Lever Room 3
Lever Room 4
Guards Room
Lever Room
Exit
Citadel Levels
The Death Knight will also inform you that the Death Knight patrols, in the area outside of the
room you are in now, will not be fooled by this disguise, so you still need to be careful.
On the table there is a note from general Bram.
Attention: To All Guards
IMPORTANT ORDER
Prisoners in the lower level have escaped. Theyve left traces of dead bodies,
proving that they are *extremely* dangerous. If they ever show up here in the
drill ground, kill them first and question them later. If they escape you, Samuel
will boil parts of you in the lava stream, and - if you arent already dead - torture
your souls indefinitely.
Signed: General Bram
Even more reason to be careful in this area.
When you go through the door, the Death Knight
will tell you that you are now in an area
controlled by the Death Knights. To reduce the
chance of them seeing you, go into sneak mode
and watch out for them. There is a painless way
to kill a Death Knight patrol. Make sure that you
are equipped with a bow or crossbow while in
sneak mode. When a Death Knight patrol gets
close, stay outside its line of sight and fire your
arrows. It will just stand there and take the hits as
long as you are not visible.
Alternatively, you can try to avoid the Death
Knights, but you dont get any experience points for that, and would have to sneak by again if you
wanted to re-trace your steps for some reason.
There are five Death Knight patrols. They cover the entire
area which is marked red in the small map to the right, which
shows a part of the entire map.
Back to School
Once outside the room (1) sneak through the corridors and
take two turns to the right, until you reach the small storage room (2). In this room you will find
a Battlefields key that gives access to level 2 of the Battlefields. These small storage rooms can
also be used to hide from the Death Knight patrols and are good places to rest.
53
Act 1
Leave the storage room and head north into the
next storage room. There are three levers in this
room, which will open a locked door leading to
several rooms to the east, including the
instruction room (5). If you do not want to play
with various lever combinations, you can find
out how the levers need to be placed by sneaking
up to that locked door. You may then just be able
to see the school chalkboard, which will show
you the numbers 3-1-2. These numbers are also
the order in which the levers need to be pulled to
open the locked door. When you're near the door
you can stop sneaking and walk upright again.
1 2 3
Here there is a weaponry (4), a classroom (5), and a sanctuary (6). In the weaponry you will find
a weapons officer who is a tad unfriendly, but as you are disguised as a mere recruit, there is not
a lot you can do about that. You can buy weapons and armor from him, preferably trading for some
of the superfluous stuff you have gathered up till now. To the left in this room are some arrow
boxes you can loot. The really great stuff is just out of reach, so you will have to pass on it. You
can still check out the stats and requirements for some higher level equipment, though, which
might help you better decide how to distribute your skill points.
The weapons officer is happy to teach you some new tricks. For 300 gold pieces each, he can teach
you the Warrior Craftsmanship skills Repair, Sharpen Weapon, Recover Arrows and Identify. If
you value the weapons you have, then the repair skill in particular is worth spending points in.
Captain Brainwash, the military instructor in the classroom (5) can teach you a few things about
the Raanaar and their factions: commoners, merchants, warriors, magicians, priests and elders.
He can also teach you some skills. For 210 gold pieces total, you can learn the Warrior Defensive
Specialities Shield Blocking, Evading, armor Usage and Armor Durability. You might also be
interested in the note lying on the table, which gives some insight on what a typical day looks like
for those taking lessons here.
In the sanctuary (6) you will see several bodies lying around. This is almost never a good sign, and
that rule of thumb holds in this case, as well. When you read the four scribe scrolls, the last one
will trigger the summoning of a ghost.
This is not your average ghost, but a great big bad 'let me kill you in one blow' type of ghost. It is
level 16, and without a careful strategy, it is a bit out of your league at this point in the game. Some
of its high stats include 130 hit points, an agility of 15, constitution of 11 and a speed of 23. It
doesn't have any really high resistances, but it isn't vulnerable to any particular type of damage
54
Citadel Levels
either. With a fairly high chance to hit you, and a low chance to be hit, the odds are a little in his
favor.
Then again, what would life be without
challenges? Just make sure you stocked up on
those health potions. Enough potions can get you
through many situations, but brute force isn't
necessarily the best way to go. If you have a
ranged character (a mage or archer), they should
read the scrolls, from north to south west, to be
south of the table when the ghost appears. As
soon as it materializes, they should start
attacking. The summoning doll could help
somewhat given a crossbow. A melee character
should stand either south or north east of the
table, so that they are relatively far away, but not
so much that the ghost will attack the weaker
character. Melee characters should not attack right away, but wait until the ghost is just about up
to them (a step or two away). If you run up to the ghost and meet him half way, he will be ready
to attack first, and will get the first couple of swings in. Since he is hard to hit, if you miss your
first attack, he could have five hits in before you have one, which is a ratio that will have you using
quite a few healing potions. If you delay attacking, you can time it so the ghost is basically running
into your first swing. This can make a huge difference in the fight, and with good timing and a
bit of luck you shouldn't need more than a couple healing potions. As a last resort, you can have
your melee character run away from the ghost, but still try to keep it in a small area, so that your
other character can continue attacking from a distance.
A ghost in a box
When you're done, sneak back into the corridor and keep following it. When you get to an
intersection, go north in the direction of (7). When you reach that point, be careful, as the southern
passage is trapped. Even though it's not a major trap, there is no reason to walk through it. Just take
the northern passage and continue sneaking until you reach the storage room (8).
Inside there is a lot of rubble, as well as some well hidden objects. First of all there is a sapphire
key under the barrel beside the northern door. Move the packages away from the west wall until
you see a chest with a manuscript on top of it.
I purchased this chest from a merchant near the wastelands during the Orc
Wars. The man was down on his luck and had to sell everything he had just to
keep his family alive. This chest was in the possession of his family for years, but
it was never opened. This would have meant ill fortune for his family, even
though it might contain something very valuable.
Normally I don't believe in such superstitions, but in this case I'm not so sure
55
Act 1
Two of my servants, who were responsible for transporting this chest, died on
the way to Verdistis. Very strange Should I open the chest or not? I really
don't know.
The chest contains something that might kill you,
but hey, nothing ventured nothing gained. When
you open the chest a ghost will come out. He is
a very grumpy ghost, who was imprisoned in that
chest for centuries, with his knees jammed up to
the nose. At level 8 he is not weak, but you
should be able to handle him.
When the ghost is down, loot both chests and the
barrels, then take the north door and sneak
through the last part until you reach the end of the
corridor, where the Death Knight will tell you
that you can stop sneaking. The next phase lies
behind the door.
56
Citadel Levels
In the infirmary (16) you get to meet the medical officer Amon, who soon has an eye on your
Death Knight, and wouldn't mind spending some time with him.
Amon also has a quest for you, to find the book "Poisonous Creatures by Rhiannon". It has been
taken by some cleaning imps to the first level arena. If you took the book with you as advised, then
the next time you talk to the doctor you will have the option to give it to him. If, however, you
blocked the cogwheel and did not fight the spider in the left cell, then you will not have the book.
On one of the tables you can find a key which will unlock the arena cell and allow you to retrieve
the book. Since you are a lot stronger now, the spider will not be much of a problem. See the last
part of the Torture level for more details. Amon promises to give you the key to his chest, which
contains a few potions, perhaps some miscellaneous random stuff, and a skill book which teaches
the skills "Survival, Alchemy", "Wizard, Elemental attack, Spread, Missile", "Wizard, Elemental
defense, Individual, Reflective", "Wizard, Elemental defense, Individual, Resistance" and
"Wizard, Elemental curses, Focused".
The good doctor also has some sulphur on one of his tables. Take this with you, as it is needed at
a later stage.
Another table holds a book about faking illnesses.
How to spot fake illnesses by Ignaz Krull
[This book gives a lot of insights on how patients can fake their illness. It is
considered a must read, especially for military doctors.]
Make sure to loot the infirmary for everything useful before you continue the journey. If you are
into survivor skills then there are plenty of things to find here.
57
Act 1
To the left of the door there is a table upon which
sits an apple with an arrow through it. This is a
reference to Wilhelm Tell, a legendary Swiss
hero and excellent archer who refused to
succumb to military authority and was forced to
shoot an apple placed on top of his sons head. As
the story goes, he was caught, escaped and took
a bloody revenge on the tyrant.
In the centre of the grounds, the drill officer
welcomes you and asks you why you joined.
There is only one good answer, with the clue in
how he phrases the question, which is "Chaos led
me". All other responses will result in the drill
officer and his men attacking you. But only these, not the other guards in the area. Apparently this
is a very common occurrence.
If you did give him the correct answer, then for 500 gold pieces each you can learn the skills to
improve slashing, piercing and crushing with two-handed weapons. Make sure that you also clean
out the arrow boxes which can be found here.
Rupert, the former Champion Archer, is west of the drill officer (15). He can teach you a skill to
improve your abilities with a bow for 300 gold pieces. He also tells you that he suspects the new
Champion Archer is a cheater, asks you to investigate the matter, and hints at an imp who can be
found in the south west corner.
The Champion Archer should be somewhere between Rupert and the drill officer. Talk to him and
listen to how he brags.
Go find the imp in the south west corner. His name is Vadorix, and he is a bit hesitant to answer
your questions. When you threaten to tell his master, he looses his hesitation and confess that he
moves the target to make sure the Champion Archer wins every challenge. Return to Rupert with
this info and collect the experience and 500 gold for solving the mystery, as well as a one point
reputation bonus. Alternately, it is possible to talk to the 'champion' and tell him you know he has
been cheating. You can extort 1000 gold from him this way, and get slightly more experience, but
your reputation will go down by one.
Near the parcours (16) you'll find the parcours master, who will challenge you to enter. He will
unlock the left door for you if you accept. Move cautiously through the parcours as it is trapped.
However, there are only a couple of traps; just look at the main map to find out where they are.
Don't forget the sapphire key against the northern most wall, as you will need that later to unlock
a chest in general Bram's quarters.
58
Citadel Levels
When you exit, the parcours master will hand you some money for your efforts.
Some of the guards don't talk much, but there are some with a funny remark. One of them has been
practising on straw dummies but wants some real action, as he believes he is now only prepared
if the enemy is running at him with straw bags.
The door west (17) is the door leading out of the drill grounds, and eventually to the next and last
level. When you investigate the door closely then you will see that there are four lines leading
away from it.
In each of the four corner rooms of the drill
grounds there is one lever, which will open the
door when pulled in the correct order. You can
find out what the correct order is by just starting
somewhere; every time one of them is pulled a
voice will speak a word, which in the correct
order should say: "Beware of the traps".
The correct order is: NW, SW, NE, SE.
So go to the north west room first (18), pull the
lever and make sure to grab the loot if you need
it. Then head to the south west room (19) and
pull the lever there too. There is also an imp in
this room, named Ounox. If you are polite to him
he will have some hints for you, including one
about a secret room with many levers. He warns you not to pull the right one. If you let the Death
Knight threaten him to give the answer, he will tell you to pull the right lever as a revenge. You
should also find several different types of arrows here, since Ounox is an arrow maker.
Go to the north east room (2) next. Just right of the door leading into that room you will see a lever.
This will open the door to the right that leads back to the infirmary and the gay doctor. Inside the
room there is a dishwasher who is not too happy. He can tell you a bit more about the traps that
await you behind the locked door, and tells you that they are connected to the torches. You have
to pass to the far left, then to the right, again to the left, and after the corner just keep to the right.
This is good advice, so remember it.
The dishwasher can also teach you three warrior specialities with a shield for a mere 300 gold
pieces each. When done, pull the lever before heading to the room in the south east to pull the final
lever. This will unlock the door and grant you access to the trapped corridor.
59
Act 1
The way out
With the words of the dishwasher still fresh in
your mind, walk along the south wall until you
see a table, where you make a turn to the north
wall until you are past the cobwebs. Then take a
sharp turn to the south wall again and keep on
walking until you are in a straight line with the
right hand wall of the corridor leading to the
north. Go up north and stay close to the wall to
the right until you reach the door. In this way you
should be able to avoid all the traps.
As soon as you are through the door, start
sneaking again, as there is one more Death
Knight patrol in here. You can avoid him or just
kill him, whichever you prefer. Sneak around
and you will discover several things.
There is a corridor behind a wall which leads to (20). There is a lever at the west side of (22), that
you can't reach from where you are, and a door leading to (24). Besides that, in the large room in
the centre there are four level 6 guards and a level 7 guard lieutenant. However, when you see them
they will have seen you, and will immediately attack.
If you have not killed the Death Knight patrol, then you want to avoid them detecting you right
now. Although you are able to tackle the guards and their lieutenant, fighting here would attract
the Death Knight patrol, which would be a bit too much.
There are two ways to get to the lever in (22). The first is to burst in through the door and fight
them until they are all dead. It's not undoable, although a bit difficult. While not in sneak mode,
the areas outside the north west and south east corners of the guard's room put you in their view.
However, if you head west and stick to the south/central area, you should be able to take care of
the Death Knight patrol first, without attracting the guards' attention. The second method is to
open the door leading into the room, make sure you are detected, then run through the corridor
back to the drill grounds. With some luck, several of the guards will be killed or take a lot of
damage by triggering the traps in the corridor, making them much easier to take care of. Pick up
the key the lieutenant dropped, as it will open the door that leads to the lever. When you pull that
lever the wall will open.
The corridor leading to (23) has a level 6 guard, so you will have to kill him before you can enter
the room. Against the wall of the room there is a set of five levers. Oudox warned you not to pull
the rightmost one, covered with cobwebs, but if you just can not resist, then give it a go. A level
6 guard monster will then appear, with a big desire to kill the two of you.
60
Citadel Levels
The four levers will open the locked door leading
to the exit room (24). They need to be pulled and
set back again immediately from left to right, to
open the locked door.
You can now head for the exit, but first there is a
level 6 guard who feels that you need to be
stopped. After that is the last level of the Citadel.
Barracks Level
As most of the guards are in the Drill Grounds,
there is not much activity here, but there is still
enough to keep you busy.
Upon entering this level, the Death Knight gives you directions to the most important sections in
the barracks. He also tells you that there is a weaponry where the two of you might find some better
weapons than you have now.
There are no real traders on this level. If you want to trade something you will have to go back to
the Drill Grounds.
If your inventory is close to being full, you might want to clear it out a bit before continuing, since
there is more to collect in this level.
Soldiers Rooms
After leaving the starting room, enter the first room to the north (2). In it you will see a locked chest
and, apparently, no key to open it. The key is however locked away in a secret hiding place behind
the picture of the Damned One, which can be opened by clicking on it.
Exploring the other rooms in this area, you will find some chests that can not be unlocked. There
is no key to be found for them and even lock picking does not help. There is one exception to this,
in the room to the north east (3). You can open the chest there with the key you find under the
pillow.
In the opposite room there is a love letter on the bed
Dear Morgana,
I love you utterly, darling. My heart swells so much when I think of you, that I
fear it will burst from my chest
[You decide to respect the privacy of this loving couple and stop reading this
personal letter]
61
Act 1
Apparently not all the guards in the citadel are cold and heartlessMaybe you even killed the one
who wrote this
The room to the far east has a book.
How to fake illnesses by Ignaz Krull
[This book explains how to fake illnesses efficiently, It is quite expensive, but
nonetheless it's still very popular among soldiers]
Something about this book should seem familiar.
Barracks
7
8
9
10
11
12
13
2
4
14
22
16
20
15
21
17
19
1.
2.
3.
4.
5.
6.
Entry
Bed Room
Bed Room
Bed Room
Patrol
Weaponry
62
Traps
Lever
18
7. Forge (Exit)
8. Living Room
9. Recruits Room
10. Bath Room
11. Kitchen
12. Storage Room
13.
14.
15.
16.
17.
18.
Guards
Bath Room
Lever
Guards
Guard
Brams Room
19.
20.
21.
22.
Hatch
Alarm Gong
To Lair
Exit
Citadel Levels
Let's Play
When done in the weaponry, go back through the trapped corridor and take the corridor leading
north. This one ends at a closed door which blocks your access to the forge (7). Through the door
you can hear the smith talk with an imp. He tells him that the hatch needs to stay closed or the
entire citadel will be flooded with lava. Later on in the game this information could come in handy.
There is nothing else to do here, so go back and
take the corridor leading west. This will take you
to a rather open area with a door to the north and
one to the west. The door to the north leads to a
living room (8) where one guard is examining a
chess board. When you ask the guard about it, he
will tell you that somebody else set the
chessboard up, and that there is apparently one
move that can end this game in a checkmate for
the white side. When you click on the chessboard
you will see that this is a very unbalanced chess
game. But still there is one move that can win the
match for the white side. Tell the guard that the
solution is to move the knight from d3 to e5.
63
Act 1
When looting the room, make sure you grab the white rum on the table. It will save you a trip back
here later on.
The other door takes you into the quarters of the recruits (9), where a cleaning imp is working.
Although he asks that you and your dirty boots leave, there is no harm in ignoring the imp and
checking the place out first. Most chests are unlocked and can be opened. Don't bother with the
ones that are locked, as there is no way to open them, even with the lockpick skill.
On the bed in the north-west corner you can find a letter under the pillow.
We have to think very carefully about how to proceed. Do you remember the
farmer who officially asked to be released from the services of Samuel last
month? After his disappearance we thought his request was granted. We were
so full of hope thenbut now I've heard the puzzling news from somebody who
said he's actually been moved *down* a level. I fear the worst for him. He might
have ended up in a demon's belly
On the bed in the north-east corner another letter can be found:
Dear mother,
I can't really tell you where I am But it's an ugly place, with horrible monsters.
Our service here is very hard, and we haven't received the payment we were
promised yet. What I miss most here is the colour green for there are no trees
or grass in the place.
Signed Andras
Would Andras be a farmer by any chance?
Rats
From the recruits' quarters, take the corridor leading south. There is a small bathroom to the west
(10), which apparently is occupied. Keep going south and you can listen in on a conversation
between some of the guards. They would like something decent to eat, but the cook is apparently
the worst one ever. When you ask the cook (11) Bryant about the delay opening the kitchen, he
will tell you that he has some troubles with rats in the storage room, and that he can not make a
meal because of that. He has sent his imp out to kill them, but the scared imp hasn't returned yet.
He asks you to find the imp and get him to kill the rats.
The room (12) next to the kitchen, the storage room with the rats, is locked. You will first have to
find the imp before it will open. South of there you will be stopped by some guards (13)
demanding to see your papers. Since you don't have them, they will become hostile and you will
64
Citadel Levels
have to kill them.
The imp, Rashax, is hiding in the bathroom (14). He is frightened of the rats and doesn't want to
kill them. Instead he asks you to kill them for him. If you refuse and send him off to fight them
on his own, he will die. It is better to be friendly, and kill the rats for him. If you do, he will give
you a silver key (which you can find in your inventory) to unlock the storage room (12).
The rats should not be too much trouble; kill them and take any food you need from the storage
room. Go back to Rashax and collect your reward, a crystal. After that, return to the cook and
collect the experience points for solving this small quest.
You can also trade with the cook for some food,
but since the storage room is wide open there is
not much point in doing that. Before you go,
don't forget to take the salt barrel from the
kitchen, which is the last ingredient you need to
make a bomb.
Bram's Room
From the kitchen go south and follow the
corridor when it turns east. Again you will
encounter two guards (16) who want your papers
and a password. You don't know the password,
but a little bit of gold will be enough to convince
them that you do. Alternately, you can just kill
them.
The doors to the east and north are both closed. The
Cellar
door to the east opens by pulling the lever at (15).
3a
Before you go there, however, check the rooms to the
2a
1a
south. The first rooms to the left and right are not that
interesting, besides some stuff that you can find. The
important room is the southern one (18) which is
locked and guarded. Kegan, the guard, who rather
1a. Entry / Exit
prefers to dream of his loved one Rosalie and drink
2a. Hidden Chest
some white rum, but is being punished for talking
3a. Book
while on duty, and has to stand guard here. If you
picked up the rum from the living room (8), give it to
him. Kegan will start to drink and accidentally drop a golden key. Alternatively, you can just pick
his pockets. Having this skill at level 1 should be sufficient. If you remove the citadel guard
armour, Kegan will realize you are escaped prisoners and attack, dropping the key when defeated.
65
Act 1
With the key, open the door to Bram's room. In the west side of the room you can find a locked
cupboard. The key for this can be found by exploring the east side of the room, beneath the right
chair against the wall. Unfortunately, the cupboard does not hold the book you need.
When you look very closely at the western wall,
you will spot a door that is blocked by some
packages. Move them, then go through the door
and enter a small room (19) with a hatch. Open
the hatch by clicking on it and descend into
Bram's cellar.
The cellar has three cells, each of which contains
some evidence of creatures being tortured. In the
cell to the west (2a), a chest is hidden very well
in the corner. You can unlock this chest with the
key you found in the parcour (Drill Grounds), to
obtain random items.
In the cell to the east (3a) you can find an amulet
and a book. This is the book officer Tully asked you to return. When you click on the book to read
it, three ghosts appear and attack you. However, they only do so if you are still wearing your
citadel armor, mistakenly thinking you are their torturer, general Bram. If you take the armor off
before you read the book, they also appear but are friendly toward you.
If you drag the book into your inventory and read
it outside the cellar, a cutscene will show the
ghosts appearing in the cellar. In this case,
regardless of whether you are wearing the citadel
armor or not, the ghosts are hostile toward you if
you re-enter the cellar. The last option is to use
the summoning doll and let it open the book, in
which case nothing happens.
A little Torture Primer by Payne
[This book contains thousands of little
tips about how to inflict exquisite pain
on the human body - it must be a
bestseller amongst sadists and
masochists alike.]
There is no real hint in the game, besides the dead bodies and blood, that you should take off your
armor before reading the book. The real hint comes after you get attacked, when the Death Knight
makes a comment about you still wearing the citadel armor.
66
Citadel Levels
If you do fight the ghosts, they drop a skill book which will teach you Summoning Dolls
Upgrades, though you may have gotten this skill from Odox already.
Leave the cellar and return to the Citadel Grounds. Give Tully the book in order to receive a
Deathclaw sword.
The Gong
Once you are back in the barracks again, go
through the door you opened by pulling the lever
at (15). This door leads to a trapped corridor. The
trap is just in front of the imp chest. By walking
alongside the south wall, there should be no
problems avoiding it. At the end of the corridor,
go through the door.
You are now in a small room with two doors, one
to the north and one to the east. The door to the
north leads to a room with four guards in it (21).
The door to the east is to a room with a big gong
(20). There is a hammer on the ground which can
be used on the gong, though you can also just
click on it without picking up the hammer.
If you continue east or take the northern passage to get to the adjacent room without using the
gong, you will have to fight all four guards at once. If you first hit the gong, three of the guards
will investigate the matter. They will move to the gong room, but not quickly enough to catch you
before you leave. You can then take the northern passage and only have to deal with one of the
guards. From here you can decide to take the exit to Samuel's Lair now, or finish the other three
guards first.
67
Act 1
Samuel's Lair
Upon entering his Lair, Samuel starts talking to you.
He has been watching your every move, and found
the two of you very entertaining. Now he is going to
have to kill you. Before he can do that, he is called
away and has to leave the job to his minions; two
Demonic Guards and two Death Knight Rangers, all
at level 6. When you've taken care of them, the Death
Knight will make a comment that even a powerful
demon such as Samuel can be summoned by a
necromancer. However, once he has completed the
tasks required of him, the summoning is undone and
Samuel will return. He also mentions that if a
powerful demon can be summoned away, then a
human shouldn't be a problem either.
Samuels Lair
3b
2b
1b
1b. Entry / Exit
2b. West Vault
3b. East Vault
The two guards each drop a key, which open the doors to the vaults on the east and west sides. The
western vault (2b) has, besides the gold and gems, a large key and a random charm in the jug. The
other vault (3b) has gold and gems, a smaller key and a Battlefields key, giving you access to level
3 of the Battlefields.
If you want to visit the Battlefields in Act 1, then you will have to do that now. The keys can not
be used in Act 2, where you will have to find new keys to access the Battlefields.
68
Citadel Levels
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Quest Items
Poisonous Creatures book
Torture Primer Book
White Rum
Skills
Summoning Dolls Upgrades, lvl 5
Survivor Survival Alchemy, lvl 5
Warrior Craftsmanship Repair, lvl 5
Warrior Craftsmanship Sharpen, lvl 5
Warrior Craftsmanship Recover arrows, lvl 5
Warrior Craftsmanship Identify, lvl 5
Warrior Defensive Specialties, lvl 5
Warrior Melee specialties Two handed Slashing, lvl 5
Warrior Melee specialties Two handed Piercing, lvl 5
Warrior Melee specialties Two handed Crushing, lvl 5
Warrior Melee specialties With shield Slashing, lvl 5
Warrior Melee specialties With shield Piercing, lvl 5
Warrior Melee specialties With shield Crushing, lvl 5
Warrior Ranged Specialties Bow, lvl 5
Wizard Elemental Attack Spread Missile, lvl 5
Wizard Elemental Defense Individual Reflective, lvl 5
Wizard Elemental Defense Individual Resistance, lvl 5
Wizard Elemental Curses Focussed, lvl 5
Basically there is nothing you are required to take with you to Act 2. No items from Act 1 are
needed there. However, it would be wise to have at least the summoning doll and crystal bag with
you, since they are kind of hard to replace.
69
Act 1
70
Act 2
Impish Fun
Act 2
Citadel Island
Finally you are outside and can breathe the hot air that is so commonly available on an island
surrounded by lava. Yes, that's right, you've come all this way to end up on an island with no
apparent way to leave or at least, none that you can see at the moment.
The Island
On Citadel Island you will encounter Tibar and Stone Biters that are not hostile, unless you attack
one of them. As the Tibar jump up and down a lot, you just might do that accidentally, causing all
the Tibar and Stone Biters on the island to become hostile. Unlike the rats in Act 1, there is no
confirmation to make sure you wish to be hostile to a particular species. Unless you want to make
your stay on this island really hard, you had better be careful where you point.
Besides these, there are some level 8 mutants, level 9 guards, one level 10 mage that can be hard,
Citadel island
6
5
4
1
3
8
2
1. Citadel
2. Mage & Tibar Hunter
3. Raanaar Massacre
72
7. Prison
8. Exit
Citadel Island
and a hostile Ancient Stone Biter, which is a real pain.
There is no way back to where you came from, so you must find a way to get away from this island.
Upon your exit, the Death Knight will tell you that the escape from the Citadel was no easy task,
but you and he still need to escape from this world. The next step is to leave the island.
This island is a very hot place, with a lot of lava and fire coming out of the earth at regular
intervals. It has its beauty, but you had better not get too distracted, as you need your attention for
the many mutants you'll encounter. The mutants have a low resistance against poison, ethereal,
shadow, bone and spiritual damage. You might want to check which weapon is most effective
against them before getting into a fight, especially since at times they come in groups.
73
Act 2
area who do not take too kindly to your presence.
Also, look out for tree trunks. Some of them are used to store items, though usually not of any great
value. If you don't want to miss any, just move your pointer over all the tree trunks while walking
across the island.
Ancient Biter
One of the tougher creatures on the island is the
Ancient Stone Biter (4). There is only one here,
and its long years have apparently made it a tad
grumpy. Its most powerful weapon is a short
pillar of fire that appears to be coming from the
hard rock, which it uses once when it has lost a
lot of health already. Unless you happen to have
a high resistance against fire, you might want to
stay away from that, for the duration. The
Ancient Stone Biter is only level 12, but it has a
very high vitality, so it will take some time to kill.
Considering that its lowest resistance is against
poison and piercing damage, a combination of
the two might prove to be very successful. It also appears to get very tired after it generates the
outburst of flames, so if you manage to survive up to then, the rest should be easy. As an
alternative, the Ancient Stone Biter can also be lured to the drunken soldiers that are in the
neighbourhood. They can help you fight it and when it starts with the firewall, you can run away,
without it following you.
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Citadel Island
In the north-west a desperate escaped guard is trying to get off the island. In his panic he tells you
that you are trapped and that there is no way to cross the lava fields. If you happen to come back
here at a later stage, you will find that he tried his luck in the sea of lava and died.
From here go south, until you reach the prison.
The Prison
Outside the prison, there are a few guards that
you will have to take care of before entering the
building. Inside you will find the solution to your
way out of here. Make sure you have explored as
much of the island as you want to before entering
the prison, since afterwards there will be no time
for that. You can come back to the island at a later
stage, but it is more efficient to visit everything
now.
Once inside, a guard (1) asks you what you are
doing there. He informs you about a loony imp
that is driving everybody mad, but then realizes you are not supposed to be there and tells you to
give him your weapons. He shouldn't have done that Make sure to grab his key, which he drops
on his way down to the floor.
To the east of the entrance there are two prison cells. The first has its door locked (2), but the
Prison
8
7
9
5
1
4
3
Levers
1. Entry / Guard
2. Prison Monster
3. Kitchen
4. Taxlehix
5. Prison Monster
6. Prison Monster
7. Sleeping Quarters
8. Key
9. Chieftains Son
75
Act 2
second door (3) is open. Inside there is another prison guard you have to kill.
On the cupboard against the northern wall, the key to the locked prison cell (2) can be found.
Before you open it, you'll better that it is occupied by a level 22 prison monster. The prison
monster has 220 hit points, which helps it last a while in combat. It is most effectively killed with
a piercing weapon, preferably a weapon that does bone or shadow damage, as it has a low
resistance for those damage types.
When killed, it will drop a level 1 Battlefields key. As you will have to regain access to the
Battlefields in every act, you will need this key. Clicking on it is sufficient to activate the
Battlefields; you do not need to take the key with you.
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Citadel Island
On the table near that last guard you will find a key, which you need to unlock the door to the cell
of the other imp.
If you haven't killed the guard in (7) yet, then he will come running out as soon as you start fighting
the other guard. You will have to fight that last one, as there is no way to get the key otherwise.
Once you obtain the key, unlock the door to the other imp's cell (9). Inside you will find an imp
with a hat. Like Tax, he tells you to meet him outside. If you happen to rescue him before rescuing
Tax, he will ask you to free Tax also, as he is the only one who knows the way off this island.
The cell next to that is empty and does not hold anything of interest.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
77
Act 2
78
Skills
Warrior Melee 1 handed Bone, lvl 5
Warrior Melee 1 handed Crushing, lvl 10
Warrior Melee 1 handed Piercing, lvl 10
Warrior Melee 1 handed Shadow, lvl 5
Warrior Melee 1 handed Slashing, lvl 10
Survival Thieving Skills Lockpick, lvl 10
Survival Thieving Skills Pickpocket, lvl 10
Survival Thieving Skills Poison, lvl 10
Survival Thieving Skills Sneak, lvl 10
Survival Traps Convert traps Explosive, lvl 5
Survival Traps Convert traps Scorpion, lvl 5
Survival Traps Convert traps Trailbombs, lvl 5
Survival Traps Trap detection, lvl 10
Imp Village
21
4
3
22
2
1
20
18
19
17
10
15
24
12
11
14
16
23
13
24
1.
2.
3.
4.
5.
6.
Citadel Island
Chieftain
Tatourix
Altoflix
Iriganirix
Flooge Herder
7. Mushroom farm
8. Herrerozix
9. Spider rancher
10. Stignix
11. Merchant 1
12. Merchant 2
13.
14.
15.
16.
17.
18.
Shaman
Sisters
Alchemist
Desperate imp
Heros wife
Graveyard
19.
20.
21.
22.
23.
24.
Pit
Lost Spider
L. Mushr. For.
Spider Forest
Fire Area
Mushr. Forest
79
Act 2
The first time you visit an area outside the Imp Village, you will be summoned. The other two
times take place while you are in the Fire area.
The most efficient order in visiting the different areas are:
- Imp Village
- Little Mushroom Forest
- Spider Forest
- Mushroom Forest
- Fire Area
In the Fire area, make sure to find a cure for the plague as the very last thing you do, after all other
quests are solved.
The above areas and the tasks from the Necromancer are described in different sections.
The Village
There is no fighting that needs to be done in the Imp Village, so it would be a good idea to go into
peace mode. You can kill all the imps if you like. Killing one of them, will turn all imps hostile
toward you that do not have a quest for you. Some of the Imp commoners have funny lines, so
make sure to ask them something every now and then. Certainly talk to any named imps
wandering around.
When you point and click somewhere, make sure
that there is not a friendly creature at that
position if you are in combat mode, as this would
result in that creature and all members of its
species turning hostile toward you. Even though
they are easy to kill, there are just too many of
them in the game and it really turns into a
nuisance to have to do so.
The Chieftain
The chieftain (2) is very happy that his son is
back, and is grateful too, but is not very thrilled
about humans in his village. However, his son
convinces him that as you and the Death Knight
saved him, you should be allowed to stay. The chieftain agrees after a bit of mumbling about a
shaman not agreeing to things and that this could be a sign. Whatever that sign might be.
After this you are free to go wherever you want.
80
81
Act 2
centre of village where Shaman asked us to pray and start sacrificing imps again
to please angry gods. But Sage and Alchemist spoke against it A big wall of
fire come from forest far away and black cloud start to darken sky Travelled
later to forest when fire was not there anymore. Found dead Tibars and
mushrooms and trees and spiders and found glowing stone and imps started
feeling sick, so returned to village and later all die except Shootnix which
Shaman said was warning not to poke nose into affairs of gods
You will find this manuscript in different
locations throughout the village, as is the case
with many books and manuscripts.
Altoflix
Altoflix (4) appears to be one of the more healthy
imps. During the conversation you will find out
that he feels the Flooge frog stench is so bad, that
he protects himself by covering his nose with a
cloth. All the other imps in this part of the village
are ill, but he is not
When you leave, the Death Knight has a riddle
for you where he asks if you know what is
causing the illness in the village. The correct
answer is that the Flooge frogs are the cause. Go back to tell this to the chieftain's son, after which
he has another quest for you, to find a cure for the illness by locating the alchemist.
Iriganirix
In the house of Iriganirix you will find two
locked chests. If you touch them, he
triumphantly says that you won't find the keys.
At the end of Act 2, you can come back here, just
before leaving to Act 3 and find the two keys on
the ground.
Floogefrog herder
Xantsirax, the Floogefrog herder, is worried
because some of his his frogs have disappeared
and were apparently killed by an unknown
creature. He asks you to find this mysterious
killer. You will have to travel to the little
82
Mushroom farmer
The mushroom farmer, located just west of his house, is looking for a "special mushroom" and
asks you to find it for him. He warns you that this mushroom is guarded by a crazy imp in the little
mushroom forest. Upon your return with the mushroom, he will reward you with five stamina
potions.
Inside his house, like in several others in the village, you can find one or more books in the
"Mushrooms - Your little friends" series.
Part 1: Recipes
How to make a delicious Yellowfoot mushroom soup
You need: 1oz. Yellowfoot mushrooms, a pint of chicken stock, a cup of cream,
2 oz. of grated Eastern Floogefrog cheese, 1 oz. of mashed Porcini mushrooms,
black pepper and salt.
Heat up the chicken stock and add the Yellowfoot mushrooms when it starts
boiling. Let it boil for a few minute and add the cream, black pepper, salt and
finally the mashed Porcini mushrooms. Simmer for 10 minutes.
Don't forget to sprinkle with the grated Eastern Floogefrog cheese before
serving.
Part 2: Warfare
History has shown us that a decent knowledge of mushroom poisons can play a
decisive role in the outcome of a war. An initial important thing to remember is
that most mushroom poisons yield different effects depending on the target. An
imp might be blinded for hours by a Black-Ringed Morabut mushroom, while a
human will barely notice. Therefore, it is important to keep the target of your
poison attack in mind.
Part 3: Wonderland
Although the hallucinogenic properties of mushrooms are generally well
known, there are still a lot of secrets to be uncovered. The key to unlocking the
real wonderland is to find the right combination of mushrooms that will
drastically reduce the unhealthy after-effects.
Don't forget to take the mushroom extract, on the table, with you. It's one of the components you
will need later on in the Mushroom forest.
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Act 2
Herrerozix
The old guard, Herrerozix (8) is ill. While talking to him, he mentions seeing the shaman one
night, with something in his hand, that looked like a big glittering stone. The chaos began that
night, the same night the demons attacked. This is a hint that will make the puzzle pieces come
together later on.
Spider Rancher
Anourax, the spider rancher (9), misses a spider and wants you to get it back for him. The lost
spider can be found in the vicinity of (20). Before you go, you will have to pay a visit to the
alchemist's house (15) to get rid of your 'stench'. If you don't, the spider will attack, and Anourax
will be very sad to hear about his Little One's death. The quest will only succeed (and give you
experience points) if you bring the spider back alive.
While talking to Anourax, he tells you that you
have to tickle the spider between its second and
third leg to make it follow you peacefully. He
continues, by informing you that you will have to
do that on its right side. However, during the
conversation you will also learn that Anourax
has trouble distinguishing left from right. When
you encounter the lost spider at (20) make sure
you tickle it between its second and third leg on
the left side. It will then follow you like a little
lamb, back to Anourax, who rewards you with a
poisonous dagger.
Like every good rancher, Anourax has his own
copy of the Rancher's handbook.
A spider Rancher's Handbook
It is best to make sure that you keep an equal number of female spiders as male.
This will avoid too many mating fights occurring.
Always keep your spider's fur as clean as possible. A soft bristle brush is
recommended and downward strokes from the knee to foot are most calming.
When training young spiders, always make sure you use an emergency saddle,
one with an easy release catch, in case your spider should take it upon itself to
try and catch flies on the ceiling.
84
Stignix
You will meet Stignix only after you have saved him in the Spider forest. His reward is letting you
choose between information about a "secret passage" in the mushroom forest or gold. The secret
passage leads to much more gold and items than you can get from Stignix, so normally you should
go for that option. When you do, he will tell you that in the centre of a circle of large white
mushrooms, you will find a secret passage. He also mentions that it would be better if you knew
how to fly, so that you can see it from a birds view. You could also ask for gold, receive 1000 gold
pieces, and find the passage on your own, but you will miss a cutscene and the Tree of Insight,
inside that secret passage, will not give you an answer.
85
Act 2
In the cellar there are a series of rooms and levers that have to be activated in a specific order, to
be able to get access to the box.
Merchant Cellar
9
2
1
4
3
6
You will have to go through this with the Death Knight, where each of you takes different positions
while pulling the levers and opening doors. Although there are other sequences, a working one is
the following:
1.Hero goes to position 1 and Death Knight goes to position 2
2.Hero moves the lever at 1
3.Death Knight goes to position 3 and moves the lever there
4.Death Knight goes to position 2
5.Hero moves the lever at 1
6.Death Knight goes to position 4
7.Hero moves lever the lever at 1 and goes to position 6
8.Death Knight goes to position 5
9.Hero moves the lever at position 6
10.Death Knight goes to position 7 and moves the lever there
11.Death Knight goes to position 5
12.Hero moves lever the lever at position 6
13.Death Knight goes to position 8
14.Hero moves the lever at position 6
15.Death Knight goes to position 9 and takes the "Strange Box"
16.Death Knight goes to position 6
17.Hero moves the lever at position 6
86
The Shaman
The Shaman (13) is not a very friendly imp and he doesn't like you at all. He feels that imps have
lost the old ways and should go back to sacrificing imps to the gods again, as described in the book
you will find.
How our ancestors made sacrifice, by Durbatix
Subject of book is probably one of most highly-debated themes amongst
historians studying imp practices. Is clear our race once sacrifice living
creatures on altars, as tribute to Shamans and to repay Gods that granted them
their own lives. Nowadays, however, those practices been abandoned and
replaced by much more symbolical financial tributes to local Shamans. Every
day though, more join cause of re-instituting original blood sacrifices in
customs. This book will show you why
The chest in this room is trapped and unleashes a deadly swarm of insects if you try to open it. Take
the key from the cupboard against the northern wall (use the ALT key to highlight it, or just move
the other items on top). Unfortunately, summoning dolls can not open trapped containers, or there
would be an easy solution (they can trigger area effect traps for you, though). Have your Death
Knight (for example) stand beside the door, while the hero stands by the northern side of the
cupboard the chest is against, at the eastern corner. Pause the game, have the hero open the chest,
then switch to the Death Knight and have him leave via the exit. The hero will be teleported away
from the trap effect, and you can then return to the shaman's house to get the loot.
The entrance to the pit in his room is locked from this side and can only be entered via the Fire
area, later on in the game.
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Act 2
reward you with a bone ring.
The solution to this quest can be found in the
Lich cave in the Mushroom forest. Once you
h a v e s o l v e d t h e m u r d e r, y o u h a v e t w o
possibilities: Talk to the murderer Parrixa, after
which she will commit suicide and her sister will
have to mourn for two lost people. Alternately,
tell Azarnarixa her sister is a murderer. She will
then kill her sister and commit suicide. A tough
choice
Inside the room you will also find the lyrics of a
song.
Love Beneath the Mushrooms
[This looks like the words to some kind of imp song]
Me met me love one Summer's night
Her skin as red as fire light
Me gave her flowers, me gave her gold
We held hand 'til the night was old.
Hey ho, twas love beneath the mushrooms
Love beneath the mushrooms
Me girls and me will always be in love beneath the mushrooms
Repeat
88
89
Act 2
The Plague Ghost
The first imp who fell victim to the plague is buried in the cemetery (18), on the eastern side. Click
on the tombstone to summon his ghost.
He is very angry, and believes the alchemist is
responsible for his death. If you haven't yet
found the actual cause, then pay a visit to
Altoflix (4) to find out the real reason.
When you tell the ghost the truth, he gives you a
bone amulet instead of insisting on the
alchemist's death.
The ghost can also teach you some skills, but
after he knows the reason for the plague and can
rest in peace, he disappears once that
conversation is over. The skills he teaches are
some Wizard Body Offensive skills for Disease,
Polymorph, Slow, Blind, Paralyze, Pacify and
Extra Duration. All are up to level 5, and each
cost 1100 gold pieces.
The ghost will surely spend his newly acquired gold wisely on some improvements to his grave.
After all, what else can ghosts spend their money on?
The Pit
A desperate female imp is standing next to a pit
(19) and asks you to enter it to save her brother.
The pit is used by the Imps as a garbage dump.
The monster in the pit eats most of the stuff
thrown into it, which is a simple but effective
garbage disposal system. Her brother went down
there believing he could find treasures.
Pit
2
1
90
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Special Items
Battlefields key, level 2
Marksman Gloves (Ranger set)
Princess of Fire (Fire set)
Skills
Survival Talents Backstab, lvl 5
Survival Traps Convert traps Disarming, lvl 5
Survival Traps Convert traps Elemental, lvl 5
Survival Traps Convert traps Paralyzing, lvl 5
Survival Traps Convert traps Spikes, lvl 5
Survival Survivor Talents Embellish, lvl 5
Survival Survivor Talents Luck, lvl 5
Survival Survivor Talents Tracking, lvl 5
Survival Survivor Talents Trading, lvl 10
Survival Survivor Talents Wisdom, lvl 5
Wizard Body magic Offensive Focused Blind, lvl 5
Wizard Body magic Offensive Focused Disease, lvl 5
Wizard Body magic Offensive Focused Extra duration, lvl 5
Wizard Body magic Offensive Focused Pacify, lvl 5
Wizard Body magic Offensive Focused Paralyze, lvl 5
Wizard Body magic Offensive Focused Polymorph, lvl 5
Wizard Body magic Offensive Focused Slow, lvl 5
91
Act 2
The pyramids
Upon entering the area you will soon see a chest just waiting for you (2). However the chest is a
trap, and you fall into a pit. An Imp calls to you from above, claiming he will free you for 500 gold
5
6
2
1
7
1. Entry/Exit
2. Open chest
3. Teleport Point
92
7. Treasure
Little Mushroom
Forest
pieces. Since he doesn't help you anyway, it's pointless to pay him.
After you end the conversation, the Imp
Historian appears, who is the same one that took
the teleporter pyramids from the main character
in Divine Divinity. He will give you one of these
pyramids, and tells you that he does not know
where the other is.
It will remain a mystery from where the historian
came or what his continuing interest is in a set of
teleporter pyramids he obviously does not
require to travel where he pleases. Apparently he
likes to take a more active role in historical
events than is usual for his profession.
Teleporter pyramids come in pairs and are used
to teleport yourself and your party members from one pyramid to the other. The usual range
restrictions apply to summoning dolls, so you may wish to first click on the doll again to
unsummon any you have active before teleporting over long distances. There are three things you
can do with the pyramids.
1. Drag and drop the pyramid from your inventory to the location where you want to be teleported
back to.
2.Use the second pyramid in your inventory to teleport to the dropped pyramid. The second
pyramid stays in your inventory.
3. Drop and use the second pyramid. In that case you are teleported to the first pyramid, while
leaving the other pyramid behind. This is commonly used to retrieve a pyramid, or to jump back
to a safe location to get supplies, drop off loot and then teleport directly back to where you left off
exploring.
Pit
93
Act 2
The imp who offered to help you but didn't, can still be found in the neighborhood of the pit you
fell into. Depending on how much you dislike him now, you can kill him or let him live. When
defeated he drops a medium earth crystal, if that helps your decision.
Cave
1a
2a
Talking mushroom
In the centre of the forest, a mushroom starts
talking to you (5). It threatens to spread deadly
spores if you don't hand over all of your money.
If you see through this bluff, an imp runs away
from behind the mushroom. If you give him the
gold, you can track him down to the area near the
entrance of the Floogefrog killer's cave. Don't
kill him though, as he won't be able to give you
your money back then. Just point your sword at
his throat and make him return it.
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Little Mushroom
Forest
If you agree with him and leave, you can not complete the quest to find the special mushroom for
the mushroom farmer. If you consider experience points to be more important, then bluff him by
saying dwarves are cutting down some mushrooms. Make sure to learn the skills for bow and
crossbow first, if you require them, as he will run away once you have tricked him.
After you take the mushroom, bring it back to the mushroom farmer in the Imp Village.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Quest Items
Special mushroom
Skills
Warrior Ranged specialties Bow, lvl 5
Warrior Ranged specialties Crossbow, lvl 5
On leaving the Little Mushroom Forest you need the mushroom extract in your inventory, which
is required in the Mushroom forest.
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Act 2
Spider Forest
The spider forest, as its name implies, is inhabited by spiders. There are regular and black spiders.
All spiders have a very low resistance against ethereal damage. Combined with a piercing weapon,
like bow and arrows or a spear, these do the most damage. Spiders use poison as a weapon and
have a high resistance against poison. If your resistances to poison are low, you should get as many
health potions as you can find. Additionally, there is also a poison crystal that can be found in the
forest, which will boost this resistance. One of the imps in the village, or a battlefield trader, may
also have a poison crystal. With this as an extra defense, a good tactic might be to make sure the
character in front has the highest resistance against poison, and have the other shoot the spiders
with arrows from a distance.
This area is full of cocoons, some containing items. Make sure you save regularly before opening
them, as a few are trapped.
Spider Forest
5
16
15
10
6
3
2
7
1
14
9
8
13
12
11
Traps
1.
2.
3.
4.
Entry/Exit
Spider Leg
Locked Chest
Girl in Web
96
5.
6.
7.
8.
Spider Priest
Imp Patrol
Hermit Cave
Spider Pit
9. Camp
10. Spider Queen
11. Spider Attack
12. Old Spider
13.
14.
15.
16.
Exiled Spider
Spider Poet
Spider Babies
Octorr
Spider Forest
There is only one spider that drops such a leg, and it can be found a bit further to the north-west
(2). When the spider is dead, take its leg and give it to the imp, who can now brag about his 'heroic'
deeds in the Imp Village. Before he leaves he gives you a mace for your help.
Upon your return to the village, you can find the imp hero south of the Chieftain's house. Tell him
that his wife is looking for him.
Treasures
North of the entry point (1), a medium poison crystal can be found. Be careful, as there is a poison
trap in front of it, which requires a level 3 trap detection skill in order to detect. Disarm it, if you
have that skill, or try to take the crystal very carefully. It should be put into the crystal bag, to
increase the poison resistance of whoever is wearing it.
North-west of where you killed the spider for its leg, a locked chest can be found (3). The key to
this chest lies in the Fire area. After finding it there, you will have to come back to unlock it and
discover there is little of value in the chest.
A Ceremony
To the east of this trap, a spider priest and its
servants are conducting a ceremony, to sacrifice
an imp. The imp is already dead when you reach
him, regardless of how fast you are. The spider
priest and its servants are not too thrilled about
you interrupting them and decide that you will
have to die as well.
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Act 2
web. Of course, one spider is no match for you
The queen sits in front of her web, holding an
unconscious Imp captive. She is harder to kill
than the other spiders, having better resistances
and more vitality. You have to be fast now, as the
sound of the battle will attract other spiders in the
neighborhood, if you have not already killed
them, and you could soon end up with multiple
spiders to deal with.
Once you kill the queen, she will drop a spider
cure, a rune and a demonic summoning doll. The
spider cure is required to awaken Stignix, so give
it to him. As this cure only seems to work on
imps, it is useless to keep it for yourself. After
rescuing him, he will thank you and run away. Both he and the imp patrol will leave the forest and
you will not be able to find the patrol anymore. However, you can find Stignix in the Imp Village
again, where he can tell you about a secret passage in the Mushroom Forest.
Before you leave, take a piece of the queen's spider web, as you will need that later on in the
Mushroom forest. At the east side of the web one of the cocoons holds a Battlefields key, giving
access to level 5 of the Battlefields.
The Hermit
South of the imp patrol, a hermit is hiding in his cave (7). He has been living there for a long time
already, but recently the spiders have changed. His house is no longer safe as they grow stronger
by the day, though he does not want to leave. He wouldn't be much of a hermit living in the village.
Therefore he asks you to get an amulet for him providing extra protection against poison.
The hermit can teach you some really powerful shaman magic spells that create an insect swarm,
spikes, earthquake or a hammer for 1111 gold coins each.
Make sure you read the book that warns you about odd gems in the Fire area.
Warning: It's hot! By Redfingrix
When walking through woods of grey dust, looking right and left for things to
collect, sometime you find little red shiny stones, feeling warm on surface. Word
of warning, keep fingers to yourself put stones in pocket and get nasty hot
surprise.
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Spider Forest
North-east of the hermit (8), a spider pit can be
found. When you descend into the pit (1a), search
for a chest in the south-west corner (2a) after
taking care of a couple mutants. The protection
amulet you need is inside. It may work for imps, at
least, but there are no bonuses which would help
your own poison resistance if you kept it. So bring
the amulet back to the hermit to complete the quest
and get the experience points.
The hermit rewards you with some holy water.
This is used to create one permanent potion with
the appropriate "extract" alchemy skill on level 4.
Spider Pit
1a
2a
The Expedition
To the north-east of the pit there is an empty camp (9). A manuscript, that can be found on one of
the beds, gives some insight into what happened.
First when we arrive, not much happen. Everything quiet. Sometimes we meet
spiders, not hard to beat. Always alone, them spiders. But then when we getting
deeper in forest, slowly spiders got bigger... and harder! Expeditions got lost,
people got killed. Spiders got smarter and stronger, and and smarter!
Sometimes there were ambushes. Trapped us, stole our food.
Now we're surrounded. Spiders everywhere. Don't know which way to turn.
Soon last attempt to attack, to get free. I not think we survive.
Nobody from the expedition is to be found here, and they probably met an ill fate. A bit further
to the north-east you will see what happened to many of them, perhaps all. They are dead and
entangled in the spider webs. After killing the spiders, the imps probably wouldn't mind if you
recover their belongings, which would otherwise just be lying around there.
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Act 2
The Exiled Spider
In the south-east of the forest (13) an exiled
spider is complaining about the authorities who
took over control a while ago. They allow no
opposition and exiled him to this part of the
forest because he dared to speak out.
He wants you to kill the leader, a spider priest,
that hangs out a bit to the north of the old spider.
Once you have killed the spider priest, he gives
you a chain helmet as a reward. However, if you
kill the spider priest before talking to the exiled
spider, you wont find him anymore and thus get
no rewards.
Be careful upon entering the area north of the exiled spider; there are a few traps and a trapped
cocoon, which is lethal. These traps can only be detected if you have the trap detection skill at level
4 or better. If you don't have this skill, then either don't go there or make sure you save relatively
frequently. There isn't a great deal interesting to find there anyway. If you do not have the skill
to disarm traps, some of them can be avoided by opening containers from a distance (such as the
opposite side of a ruined wall) and others can be triggered by a summoning doll to clear the way.
Spider Babies
If you are into poetry, pay a visit to another spider in this forest capable of speech. In this case, it
speaks in a poetic manner. Besides listening to the spider poet (14) and seeing how the Death
Knight reacts to poetry, there is not much else to do there.
North of the poet, are hostile spider babies (15). These are easier to kill than their older relatives,
but they come in batches. One way to deal with them is to try and kill as many as possible from
a distance, and then take care of the remainder with a melee weapon from nearby. They shouldn't
be too much trouble, though.
In the ruins, where the spider babies came from, there is a lethal trapped cocoon. Make sure you
save before trying to open it and find the Flamestinger sword in it. There is also a book to be found,
written by a botanist.
The Trees and Spiders of the Spider Forest, by Angujam the famous botanist.
This book seems to be written by an imp Botanist who came here to study the
vegetation of the spider forest. He seems to have found many interesting things
that, according to him, meant a breakthrough in the scientific field of botany, but
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Spider Forest
are of little use to most people. [The book appears to be unfinished]
Overview
The following shows a short overview of all the important things you can find in this level, just
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Act 2
in case you missed something.
Special Items
Battlefields key, level 5
Demonic summoning doll
Flamestinger sword
Holy water
Medium poison crystal
Wavestinger sword
Skills
Wizard Shaman magic Nature Earthquake, lvl. 5
Wizard Shaman magic Nature Hammer, lvl. 5
Wizard Shaman magic Nature Insect swarm, lvl. 5
Wizard Shaman magic Nature Spikes, lvl. 5
Upon leaving the forest you should have the queen's spider web and the mushroom extract in your
inventory. Both are required in the Mushroom forest.
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Mushroom Forest
Mushroom Forest
Mushroom Forest
4
3
1
5
7
8
12
11
13
10
14
1.
2.
3.
4.
Entry/Exit
Shopping Imp
Imp with Ring
Raanaar Ghosts
5.
6.
7.
8.
9. Imp Farmer
13. Paralyzed
10. Farmers Wife
Imps
11. Obelisk
14. Guarded Chest
12. Secret Passage
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Act 2
In the Mushroom forest you will have to fight Earth Elementals. These elementals, as their name
suggests, do earth damage, such as earthquakes.
Earth Elementals have a very high resistance against earth damage, but can be harmed easily with
the opposite element, which is air damage. They are also vulnerable to spiritual and ethereal
damage.
If they are too strong for you, consider spending a skill point in the polymorph skill. that the result
of this skill can occasionally be a stronger creature, though, ranging from a rat, Tibar, Raanaar
ghost, Shadow Creature up to Fire Elemental.
Foolish Imps
There are two entrances into the Mushroom forest (1). Whichever you take, Earth Elementals will
be waiting for you.
To the north-west of the northern entrance, you see a dead imp who was apparently on the way to
a merchant, judging by the shopping list.
[This note appears to be a shopping list and in some places it's covered with
reddish stains and mud.]
2 apples
loaf of bread
ale (lots! Father-in-law coming for visit!)
a kitchen knife
The father-in-law must be really missing his ale
by now
Further to the north-east another Imp, this time
alive, offers you a ring, just like that (3). Never
trust an imp giving you something for free. This
case is no different. The ring has some markings
engraved on its surface.
Victory means honour - Xequentar, first
warrior of Nemisis
The actual owners of the ring can be found
further north (4). Two Raanaar ghosts wanting
their stolen ring back. You have the choice to give it back and receive a piece of the Fire set; Chain
armor King of Fire. Alternately you can fight them and get two shields in addition to the armor.
They should not be too difficult to kill, if you would prefer doing that.
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Mushroom Forest
Lich Cave
1a
3a
2a
5a
4a
6a
7a
4a. Statue
5a. Battlefields key
6a. Star
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Act 2
Dimensional Doors and teleportation - Never cross a magical boundary without
a weapon to hand.
Reanimation Notes 2, by Mage Mardork
My experiment was a partial success! Using a machine I had set up specifically
for the purpose, I managed to channel a bolt of lightning straight into the
re-constituted body! At first, all I could see was a bit of smoke and the smell of
scorched flesh, but suddenly the left arm began to twitch and slowly my creature
arose until it was fully vertical. I must say, it was both marvellous and grotesque
to behold. On catching sight of itself in one of my mirrors, the creature shrieked
in horror and ran from my laboratory. I have sent my imps after it, but so far they
have not returned.
The second statue can be found at (3a). There is
also a creature in there resembling a Lich. But
remember the writing at the entrance of the cave?
This guy is telling the truth, he is not the Lich
master you are looking for.
Also a part in the magic tragedies can be found
here.
MAGICAL TRAGEDIES
PART V
Spell duration - The strategic art of
battle-magic
The third statue is to be found at (4a). Again
there is a creature there that looks like a Lich and again he is not the one you are looking for. A
third Lich will be in there as well. If you say you do not believe them, they will turn hostile and
drop fairly good loot upon defeat. Alternately, you can use pickpocket to get a permanent
intelligence potion (+6), medium water crystal, Zandalor's Inferno oak wand (Wizard set) and
rune.
Check out the books and manuscripts to find the first part of the reanimation notes.
Reanimation Notes 1, by Mage Mardork
The nature of these recent demon attacks means that Raanaar bodies are often
so badly mutilated that they are beyond even our most powerful resurrection
spells, so I'm seeking a new way in which to reanimate the bodies of our fallen
companions. I have managed to gather body parts from several dead Raanaar,
which one of my imp servants has sewn together to form one complete cadaver.
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Mushroom Forest
Sadly, his sewing leaves much to be desired, so even if I do manage to reanimate
this pile of flesh, I fear its appearance will turn even the strongest of stomachs.
And something about crystal balls.
Crystal Balls and their uses
For many centuries crystal balls have aided astrologers and magic users alike.
This tome will enlighten you to the wondrous ways of using your very own
crystal ball. Divination will never be the same again!
Once you have the three statues, go to (6a). Five
pentagrams are painted on the ground, with a
statue already on one of them. Place the three
statues you collected on the three outer
pentagrams and a sapphire key will appear in the
center. This key unlocks the door leading south.
Go all the way south and you will encounter the
Lich master and the corpse of the mutant who
found the key (7a). The Lich appears to be
friendly and tells you to take the key. However,
once you do, he will attack. He isn't very strong
and is vulnerable to fire damage. Use some of
that if you like, to make the fight easier.
You will find some more magic related books and manuscripts here.
The power of Clairvoyance
The ability to perceive things that are not present to the normal five senses.
Budding mage or experienced Loremaster? With this book anyone can learn
how to do the unthinkable. Discover where all those ancient artifacts, scattered
about the planes, are hiding, and better yet, find out where your mentor really
goes to during all those "important" magic meetings!
The Compete Wizard's familiar
1001 ways to make your familiar work more effectively for you! This book
covers advanced techniques useable during combat, spying, information
gathering, casting and much more.
Every professional mage needs to have a familiar. Now you too can realise its
full potential with more tips and tricks than ever before!
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Act 2
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Mushroom Forest
should not be a challenge for you and their death rewards you with Zandalor's Skin, a robe out of
the wizard set. When they attack you, the wife runs back to her husband. You will have to return
to him in order to collect your reward, a medium air crystal.
The Obelisk
The death of the great illusionist Marrangar,
must have been something special for him to end
up with not only a gravestone, but also an obelisk
(11).
Gravestone
H e re l i e s M a r r a n g a r, T h e g re a t
illusionist.
(Sorry about the mushrooms)
If you click on the obelisk, you get a skill book
from the great mage. This will teach you
elemental attacks, elemental defenses and
elemental curses, which could come in handy when fighting even more elementals.
1b
2b
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Act 2
Go to the other side of the cave (2b) where you
will find a hanging rope leading up to another
area.
As soon as you enter, a cutscene conversation
will start with the Tree of Insight. It will offer to
answer a single question, in exchange for a minor
amount of your life force. In fact, this amount is
so minor it does not influence your stats at all.
With limits to its abilities, you are given a choice
among five questions. Two of them lead to a
reward fairly quickly.
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Mushroom Forest
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Act 2
the quest, rewarding you with 800 gold pieces and the experience points.
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Mushroom Forest
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Skills
Wizard Elemental Attack Focusses Instant Air, lvl. 5
Wizard Elemental Attack Focusses Instant Earth, lvl. 5
Wizard Elemental Attack Focusses Instant Fire, lvl. 5
Wizard Elemental Attack Focusses Instant Water, lvl. 5
Wizard Elemental Attack Spread Missile Air, lvl. 5
Wizard Elemental Attack Spread Missile Earth, lvl. 5
Wizard Elemental Attack Spread Missile Fire, lvl. 5
Wizard Elemental Attack Spread Missile Water, lvl. 5
Wizard Elemental Curses Focused Air, lvl. 5
Wizard Elemental Curses Focused Earth, lvl. 5
Wizard Elemental Curses Focused Extra Duration, lvl. 5
Wizard Elemental Curses Focused Fire, lvl. 5
Wizard Elemental Curses Focused Water, lvl. 5
Wizard Elemental Defense Individual Reflective Air, lvl. 5
Wizard Elemental Defense Individual Reflective Earth, lvl. 5
Wizard Elemental Defense Individual Reflective Extra Duration,
lvl. 5
Wizard Elemental Defense Individual Reflective Fire, lvl. 5
Wizard Elemental Defense Individual Reflective Water, lvl. 5
Wizard Elemental Defense Party Resistances Air, lvl. 5
Wizard Elemental Defense Party Resistances Earth, lvl. 5
Wizard Elemental Defense Party Resistances Extra Duration, lvl.
5
Wizard Elemental Defense Party Resistances Fire, lvl. 5
Wizard Elemental Defense Party Resistances Water, lvl. 5
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Act 2
Fire Area
Fire Area
5
2
1
3
4
11
12
15
10
13
6
14
7
1.
2.
3.
4.
Entry/Exit
Blood Trail
Alchemist Cave
Fire Gems
114
5.
6.
7.
8.
Quisirisi Fruit
Bridge
Four Candles
Necro Pit
9. Lava Cave
13. Meteorite
10. Main Teleport 14. Larakiri Root
11. Pink Teleport 15. Shaman Cave
12. White Teleport
Fire Area
Things don't get any easier in the Fire area. Fire
Elementals try to inflict as much fire based
damage as they can. There are also several Fire
Demons that are usually accompanied by one or
more Fire Elementals, and like to throw fire
spells at you.
Both have a very high resistance against fire and
it is useless to try harming them that way.
Furthermore, Fire Demons have a fairly high
sight range and will see you before you see them.
You will notice they have targeted you, because
a pentagram will show below your feet, lowering
your fire resistance. Of course by that time it is
too late to do anything against the spell being
cast.
Have your fire resistance as high as possible and use weapons or spells that do water damage on
the Fire Elementals. They also don't like ethereal, spiritual, shadow and bone damage. These
damages don't do much against Fire Demons, though. You will just have to hit them with any
weapon you have. The most effective skills are the Shaman hammer to stun them, and insect
swarm, which is a very powerful spell in general.
When you encounter fire demons and elementals together, you should try to take out the demons
first, since they used ranged magic attacks. The elementals do not use any long range attacks or
spells, so if necessary you could have one character run around to distract them while the other
uses a bow or ranged magical attack to kill.
The Alchemist
Upon entering the Fire Area (1), a Tibar crawls
toward you, and morphs into Samuel's Hunter,
the shadow creature send to kill you. It is best
defeated with a slashing weapon, preferably
doing ethereal, shadow or bone damage.
North-east of the entrance, a blood trail (2) leads
south and takes you to a cave: the alchemists
hideout. He will only be there after the
Chieftain's son gives you the quest to find him.
During your conversation with the alchemist,
you can explain that the Floogefrogs are the
cause of the plague. The alchemist can make a
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Act 2
cure, but needs three ingredients; Grey Quisirisi Fruit (found at 5), Blue Larakiri Root (found at
14) and the Yellow Bafflimiri Mushroom (found in the pit at 8).
The alchemist can teach you the survival alchemy skill for 2500 gold coins and some wizard
elemental skills, ranging from 300 to 1200 gold coins.
When you have gathered the three ingredients and talk to the alchemist again, he will start making
the potion. Talking to him for the third time will lead to a turn of events making this part rather
linear and results in the end of this act, as described in the Shaman's Realm section. Make sure that
you do everything that needs to be done before talking to him this third time, as there is no
opportunity for solving any open quests after that.
Gems
East of the alchemist there are small gems on the
ground. But remember the warning from
Redfingrix about the nasty hot surprise? These
gems are not real gems. When you pick them up
they turn into Fire Elementals. If you think you
can handle them, it is a good way to gain more
experience. If not, then don't touch them.
The Bridge
South east of the alchemist there are two bridges.
On the other side, there are six Fire Elementals
waiting for you. There is an easy way to kill four
of them, however you will not receive any
experience points that way. Run south as fast as you can until you see four candles on the ground
(7). For each candle you blow out, one elemental dies, without giving any experience. A slower
method that gives experience would be to have one character hit and run at close range, so as not
to become surrounded, while the other does most or all of the damage from a distance.
The Pit
In the south-east of the Fire area (8) a pit is located below a big rock. If you have spoken to the
alchemist, there will be a short cutscene conversation as you approach it. Here you find the Yellow
Bafflimiri Mushroom the alchemist needs.
When you enter the pit you are in a dungeon consisting of two levels, filled with level 8 mutants.
They are most vulnerable to poison, otherwise ethereal, spiritual, shadow or bone damage hurts
them too. You could also consider using the hammer spell. There are often many mutants together
and using the hammer either kills, or stuns them, making the fights easier.
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Fire Area
4a
3a
2a
5a
1a
1a. Entry
2a. Key
5a. Stairway
From the entry to this dungeon (1a) go north and then head east until you reach (2a). There you
will find a hidden golden key, which you apparently can not take (use the ALT key to show it).
However, if you move the two barrels away from the wall you will find that the section there is
an illusion, and you can walk in to get the key.
This key unlocks a chest to the west, opposite of where you are now (3a).
Again you can walk through part of the wall to
get to the chest, but without the need to move
anything first. The chest is trapped with a
discourage spell, but since you will likely have
cleared the mutants first, this temporary effect
should not matter.
South of where you found the key there is locked
door, behind which a lever and a stairway
leading down (5a) can be seen.
Go to the north of the dungeon (4a) and go down
via the stairs. As soon as you do that, the stairway
collapses and is unusable (6a). The Death Knight
will make a comment about seeing a small
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Act 2
shadow running away, who might be responsible for this. In any case, it looks like your way back
is cut off now.
8a
7a
9a
6a. Stairway
8a. Crystal
7a. Bafflimiri Mushroom 9a. Exit
Another exit is in the south-east of this level (9a). The doors leading to it are locked however, and
there appears to be no way to open them. Don't worry about it, you will find your way there soon
enough.
The Yellow Bafflimiri Mushroom, an ingredient for the cure to the plague, can be found in the
south-west (7a). Take this with you before you go to the west of the dungeon (8a). There you will
see a crystal fragment. When you touch it, you will be summoned by the Necromancer again for
another task (see the Necromancer section for this).
After completing this, he will teleport you back to (9a) and you can ascend the ladder to get back
to the first level and from there, leave the dungeons.
Teleporters
North of the pit there is a triangular shaped teleporter (10). The teleporter brings you to a pink
island to the east (11). On that island there are some arrows you can take, but not much else for
loot. A cutscene after your teleport will show a second island (initially this will still be blacked
out unless you have a fairly large sight range) with another teleporter on it: the white island. There
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Fire Area
is apparently no way to reach it, since the teleporter pad resets to send you back to the one you
came from. After a while you should notice that one of the points of each of the triangular
teleporter is lit, and indicates which direction you will be sent.
The trick to reach the white island is to teleport to
the pink island, drop your teleporter pyramid,
teleport back with the triangular teleporter you
just came on, and then use the teleporter pyramid
to jump to the pink island. Pick up the teleporter
pyramid and use the triangular teleporter to get to
the white island. On this island there is a key,
near the tree trunk. This is the key unlocking the
chest in the Spider forest. As the chest does not
contain much of value, this has actually not been
a particularly worthwhile undertaking.
The triangular teleporter on this white island
takes you back to the mainland.
The Meteorite
South-east of the teleporters, a meteorite crashed
down. This meteorite is very dangerous and full
of poison. What's more, it's trapped, so be careful
in its neighborhood. There is a medium shadow
crystal to the east of the meteorite and a medium
fire crystal to the west. Use the ALT key if you
have trouble finding them. The fire crystal gives
a +4 extra protection against the fire based
creatures, so is rather useful.
But before you can grab those crystals, a Runkorr
would like to see you dead. Hit it with anything
that does air damage, as it has a low resistance
against that. It also has a Mudstinger sword, that
you can consider yours after defeating it.
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Act 2
Inside the lava cave you will encounter many Water Elementals that inflict water damage. They,
Lava Cave
6b
1b
5b
4b
2b
3b
5b. Chest
6b. Treasure
of course, have a high resistance against water, but a very low resistance to fire. Also, their ethereal
and spiritual resistances are low. For the best defense, swap the fire crystals in your crystal bag
with water crystals and use any armor you have that protects against water damage.
From the cave entrance (1b) there is a trail of gems leading south. Follow that trail and pick up
the gems. In one of the corners of the cave (2b) a Battlefields key can be found, granting access
to the level 6 Battlefields.
The gem trail leads to a treasure hunting Imp (3b). He is not too fond of having competition in this
cave, as he wishes to keep the treasure for himself. He is especially not amused that you picked
up his gems, because they were a trail leading back to the entry of this cave. He must have been
reading the story of Hansel and Gretel, from the Grimm brothers.
The treasure the Imp wanted to keep for himself can be found at (6b). The main item is a skill book,
teaching you warrior melee specialties with a shield. The Imp comes running in as soon as you find
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Fire Area
the treasure. You have two options now: share the treasure or kill the imp, which is not very
difficult. The result is the same, at least as far as the skills are concerned; you get the book either
way. The major difference is that you end up with a dead imp.
Before you leave the cave, take a look at the two
chests with random content at (4b) and (5b), one
of which will be empty if you decided to share
the treasure rather than kill the imp.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Skills
Survival Alchemy, lvl 2
Warrior Melee with Shield Bone, lvl 5
Warrior Melee with Shield Crushing, lvl 5
Warrior Melee with Shield Piercing, lvl 5
Warrior Melee with Shield Shadow, lvl 5
Warrior Melee with Shield Slashing, lvl 5
Wizard Elemental Attack Spread Instant, lvl 5
Wizard Elemental Curses Focused, lvl 5
Wizard Elemental Defense Individual Reflective, lvl 5
Wizard Elemental Defense Individual Resistance, lvl 5
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Act 2
The Dungeon
There you will encounter friendly Tibar and
Flying Eyes, but also some hostile Water Demons, which are best killed by anything doing fire
damage. Alternately use the hammer skill to stun them, so you have the time to take them out.
From the entrance (1a) go east and south until you encounter the Shaman, who attacks you. The
Shaman is not too hard to kill, though the two water demons in that area do their best to interfere
with your attempt, using a barrage of ranged water magic attacks. Without using something like
Shaman Cellar
3
1. Fire Entry
122
2. Shaman
Dungeon
1a
2a
4a
1a. Entry / Exit
2a. Shaman
5a
3a. Cell
4a. Sage
3a
Lever
5a. Crystal
123
Act 2
book written in the Raanaar language!]
This second book about the Raanaar alphabet will reveal more of the language.
Use the key you just found to unlock the northern door. The passage it leads to ends in two locked
doors again. The door to the east can not be opened, but the southern one (4a) can, by pulling the
lever on the wall to the north west. Inside you will meet the Imp Sage.
The Sage will explain that he is here because the Shaman wanted power and was under the
influence of the crystal. When the Sage found out and confronted the Shaman with this
knowledge, he made the Sage disappear by imprisoning him here.
The Sage will go to the crystal, unlocking the door to the east (5a). At the end of that room you
will see the crystal lying on an altar. After taking care of the water demon there, touch the crystal
to send it to the Necromancer. The Sage is very pleased that the crystal is gone now and you all
return to the cellar of the Shaman.
The Chieftain, who has joined his son and the alchemist there, thanks you. They inform you that
the solution to your way off this planet can be found in the Temple of Raan, where Riftrunners can
open doors to other worlds.
With that information, the Necromancer summons you for the third time to complete another task.
Once you get to that destination you can check your inventory for the skill book the Sage gave you
as a reward. It teaches you the Survivor Talents Wisdom skill.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
124
Special Items
Morpheus Ring
Raanaar language book, part 2
The Necromancer
The Necromancer
In Act 2 the Necromancer summons you three times. He is the one responsible for your stay on
Nemesis, as you will find out during your conversations with him. He was also the one who
summoned Arch Demon Samuel in Act 1, and thus probably saved your life.
Each time you are summoned, you will have to find a crystal fragment in Rivellon for the
Necromancer.
The Prison
Those who played Divine Divinity will recognize the area you are sent to as the former Cursed
Prison
11
8
9
10
6
1
3
1. Entry
2. Witch
3. Cell
4. Cell
5. Passage
6. Central Room
7. Living Room
8. Small Room
9. Library
Levers
10. Treasure Room
11.Corridor / Exit
125
Act 2
Abbey in Rivellon. You start in the cellar of the abbey: the prison (1).
The cell to the north (2) is occupied by a witch.
She explains a crystal fragment changed the
alignment of the paladins residing here. While
capturing her, they raided a village and killed
every man, woman and child. This is not really
something paladins usually do.
The woman does not appear to be a witch, but
more like a mislead, repentant old woman, who
asks you to remove the crystal from the altar, and
break the curse that the paladins are under. This
is the only chance you have to speak to her. Once
you have taken the fragment, the paladins will
become the regular good guys again, but she will
also return to her old evil self. You might want to
take this opportunity to learn the Shaman magic, Lightning Storm from her for 2500 gold pieces.
It can be a very useful spell.
You can't open the cell door of the witch, or the door to the cell at (4). The cell to the south (3)
can be explored, although there is not much to find.
The crystal is located one floor up and the first obstacle in your way is the door leading to (5). Left
of that door, there is a lever which will open this door and close the next one leading to the central
room (6). The lever next to that second door opens it, but closes the first door again.
When you go through that door, a paladin attacks you. You can fight the paladins with any weapon
you want. Nearly all of their resistances are zero, so just take the weapon that does the most
damage.
The door leading to the secret treasure room (10) is locked, though you should still be able to reach
what is inside. Take the other door. In the living room you find a locked chest (7). The key to this
chest can be found on the shelf in the small room to the north (8).
The library (9) has several books, of which the following is most interesting:
Military Essays II: A Knights Life: Part One
Every year the Duke of Ferol chooses a few boys of seven years age who will
study to become a Page. As a Page the young boys are taught the proper
manners and etiquettes of their station. The old knights teach them how to polish
their armours and weapons and by the time the boys reach age fourteen they
126
The Necromancer
become squires. A squire prepares the meals of the other knights, washes his
clothes and dresses him. The day the squire becomes a knight himself, he is
dressed in a white gown and sets to praying for several hours at Stormfist
Castle. Eventually the squire dresses in his own armour while his own squire
hands him his sword. Then the priest of the Church of the Seven Gods shall strike
him with the dull side of his blade and ask him to swear loyalty
On the northern wall there is a lever which opens the locked door to the treasure room (10). When
you have looted it, go to the corridor in the north-east (11). There are two other books in one of
the bookshelves against the western wall.
Military Essays I: How to use a Shield in Combat.
The shield is your primary defence in combat. Always remember that it is only
used to block strikes from a sword. Shields vary in size and weight and are often
decorated with a heraldic figure or beast. Most shields are medium in size
Military Essays I: Fighting against fully armoured Knights.
A fully armoured knight is a deadly opponent. The knight's armour consists of
protective pads with long metal plates protecting his arms and legs. Most
knights wear a helmet to cover most parts of their faces. Their preferred
weapons are a sword, a battleaxe and a lance and a shield. If you battle a knight
in full armour, you must use the knight's armour against him; for they are heavy
and cumbersome and slow the knight down, so speed and mobility are your
advantage
Take the stairs to the north, to reach the first floor of the abbey.
The Abbey
Besides hostile paladins, you also have to deal with skeletons and skeleton mages here. As with
all skeletons, the quickest way to kill them is to inflict spiritual damage, preferably combined with
a crushing weapon. You enter the first floor of the abbey at the south-east (1). In the room next to
it, there is a bronze key hidden behind a package (use the ALT key to find it). The key opens a
locked chest, by the west wall in the corridor (2).
In the kitchen at the end of the corridor, you can find a supply of food and beverages.
The next stop is the courtyard where, besides some friendly guinea pigs and snails (apparently
unaffected by the crystal), there are more skeletons and a scorpion, which is a rather tough creature
to beat. Make sure to hit it with as much air, ethereal or spiritual damage as you can find, as those
damage types are most effective on the scorpion. If you wish, you can clear the area outside of the
127
Act 2
abbey, for a little more experience and loot.
The door leading north into the abbey is locked and can not be opened from this side, so take the
door leading to the west corridor (3) instead. South of this corridor there are several bedrooms with
some treasure in them (4). The left room has a platinum key hidden under the doormat that opens
the chest in the same room. The middle room has some ethereal arrows hidden under the blanket
that could have come in handy when trying to kill that scorpion.
At the northern end of the corridor (5) a bronze key lies on the table that unlocks the door to the
east. A bit south of that door you will find another book.
A treatise by Nathan the Scholar.
One autumn day, as I was strolling in my garden, my mind began to wander and
I started to ponder why leaves and fruits fall down to the ground - rather than
upwards or sideways, or just staying where they are. This phenomenon, which
most people naturally take for granted, is in fact no simple matter at all. And,
as I began researching into the subject, I discovered that there are many
different ideas and solutions to the problem.
One of the most interesting explanations, first populated by Hoogarr the orc,
Abbey
5
3
4
2
1
1. Entry
2. East Corridor
128
3. West Corridor
4. Bed Rooms
5. Room
6. Chapel
7. Book
The Necromancer
sixty years ago, is that the world attracts smaller bodies because of its size.
Since the world must be very big indeed - as no person has yet discovered its
outer boundaries - even large bodies such as mountains are attracted to it. This
assumption has some far reaching possibilities, of course.
For example if, in our imaginations, we were made tiny enough to stand on, say
an apple, we would discover that much smaller things are attracted to it as if it
were a little world itself!.
If, in fact, each body attracts others in this way, it might explain mysteries that
troubled sentient-kind down the ages. For example, the movement of celestial
bodies, or why dust sticks to everything when the maid has a week off. Of course,
this assumption has yet to be proven, and needs much greater investigation
And the second book in the knight's essays.
Military Essays II: A Knight's Life: Part Two.
Knights have sworn loyalty to the Duke of Ferol and his people. It takes them
between one and two hours to don their heavy armour. Knights need to
constantly practice because their code of honour insists that they perfect their
fighting skills and techniques. Oftentimes the Duke of Ferol bestows a life quest
on one of the knights. If the knight fulfils such a quest, he will receive a small
estate close to Stormfist Castle
Go through the door to the east and continue to
the north of the chapel, where you will see the
crystal fragment on the altar. On the table to the
left there is a filled holy grail, which will add a
permanent sixty points to the mana of whoever
drinks it. Make sure that the one who needs it
most, or could put it to best use, empties the grail.
As soon as you pick up the crystal it is send back
to the Necromancer and the curse is lifted. Sir
Achim will then come through the previously
locked door, and chat with you. After you tell
him the bad things happened because of the
crystal, he is relieved the curse is lifted, and can teach you some two-handed melee warrior skills
for 1100 gold coins.
Lifting the curse also had an effect on the witch, who turned evil again and started summoning
129
Act 2
gargoyle after gargoyle to try and kill everything in their path. Achim asks for your help in killing
the witch.
The gargoyles and witch can be found in the prison level. The level 6 gargoyles are most
vulnerable to ethereal and spiritual damage. The witch is a tough one to beat with 380 vitality
points. She has a high resistance for many of the types of damage that can be inflicted on her. The
best thing to do is to use shadow or bone damage, combined with whatever weapon you prefer.
Once you have killed the witch, go back to Sir Achim and speak to him. At this point you are
summoned back to the Necromancer. He will thank you and mention that he will call for you again
when he has located the other fragments, then drop you at the cemetery in the Imp Village.
But if you like you can also try and find a very well hidden book (7) with the following text:
Bronthion was here...
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
130
Skills
Summoning Dolls Upgrades Level Upgrade, lvl. 6
Summoning Dolls Upgrades Resistance Upgrade, lvl. 6
Summoning Dolls Specials, lvl. 5
Warrior Melee two-hand Crushing, lvl. 10
Warrior Melee two-hand Piercing, lvl. 10
Warrior Melee two-hand Slashing, lvl. 10
Wizard Shaman magic Weather magic Lightning Storm, lvl.5
The Necromancer
Pickled Herring
6
5
1. Entry
2. Entrance
3. Mr. Pickle
4. Lady Moreena
5. Three Men
6. Stairs
131
Act 2
room later. The other guests, three rather unfriendly men (5), tell you to stay away from them.
You can visit the bathroom to the west if there is something you need to be doing there, but
eventually you should go up to the bedrooms (6). The doors to other rooms in the tavern can not
be opened, so don't bother with them.
There are two rooms of interest on the
Bedrooms
second floor. The first is your own
7
8
bedroom (8) and the second is the locked
room of lady Moreena (9). You can not
enter her room yet, but take what you
9
find interesting from the rooms that you
can enter.
Go back downstairs and walk west
toward the three unfriendly guests, who are in the middle of a conversation. Once they see you
they will try to kill you, since you overheard their plans to rob you. They shouldn't be too big an
obstacle and you can basically hit them with whatever you like.
After you kill them, question the inn keeper and Lady Moreena. She will then give you her room
key and ask you to wait for her there.
With this key, go upstairs to her room. Before you can get there, you are greeted by a few
unfriendly ghosts. After you have taken care of them, unlock the door to her room (9) and open
the chest.
In the chest there are some gems and, more importantly, the crystal. Take the crystal and try taking
the gems. When you do, the ghost of Sir Patrick appears, demanding to get his gems back. It is
your choice whether to give them back or fight Sir Patrick. He has the same strength as the other
ghosts you just defeated, but there is not much benefit in killing him.
With the crystal, head toward the hatch leading down. Before you reach it, you are teleported back
to the Necromancer, who then returns you to the second level of the dungeon where you were
summoned from originally.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
132
The Necromancer
Little Village
4
10 9
8
7
1. Entry
2. Philippe
3. Little Kid
5
6
4. Arnie
5. Well
6. Kevin
2
1
7. Tim
8. Cassandra
9. Clarissa
3a
1a
First Level
In the first part of the dungeon a level 20 mutant
attacks you. This mutant drops the crystal, so
you will have to kill it. As with all mutants,
2a
poison does the most damage. Don't forget the
Souldrinker Cutlass, a unique item, also
dropped by it.
Once you touch the crystal, little Arnie is freed
(2a) and tells you about the curse. The people in the village get younger and younger because of
133
Act 2
the crystal. It kept 'calling' them and every time it did, the monster holding the crystal took a part
of them away.
He asks you to free the others, who are one level down, and then runs back to the village. If you
want to free the children, take the stairs leading down (3a). This level is optional, though you will
miss some experience if you skip it. In either case, don't forget to pick up the skill book in the
village on your way back. It's hidden behind a paravent, in the house where you can meet
Cassandra and Clarissa after you have freed them.
Second Level
In the second level you will encounter several water demons. Use anything that does fire damage
on them, or stun them first with the hammer spell or insect swarm if they are too tough.
The first water demon is waiting for you when you descend (1b). The other ones are guarding the
cells of the children (see the map).
The children are not particularly thankful when you free them; most of them just cry out loud and
run away. The Little Kid is saucy as ever and Philippe still sulks that he loses every game because
he is too slow.
Dungeon, Level 2
5b
6b
4b
3b
1b
7b
2b
1b. Entry / Exit
2b. Clarissa
8b
3b. Cassandra
4b. Tim
5b. Empty
6b. Kevin
134
The Necromancer
skill book (10) that teaches you several warrior ranged specialties. If you have time, you can
always try out one of the recipes.
Cooking recipes: Stuffed Anchovies and Sardines
To stuff anchovies or sardines: place them into hot water after having removed
the heads and bones and ensuring they are slit open along the back. Always use
a thin-bladed, extremely sharp knife for this procedure! Next, grind majoram,
rosemary, good spices, saffron, and the flesh of a few other fish. Fill the
anchovies or the sardines with this stuffing. Then fry them in oil...
When you are done, head back to the place you started (1). On your way there, you are teleported
back to the Necromancer. He promises that you will meet again and returns you to the cellar of
the Shaman. There you will be greeted by Tax. He offers to bring you to a meeting point, taking
you away from here (which ends this act and starts the next one). Before you go, you can pick up
the stuff that is scattered around on the floor and go back to the village. There you will find out
that most of the imps are dead, particularly those who gave you a quest. You will learn that Samuel
was looking for you and killed pretty much every imp that had been in contact with you. A very
sad sight On the bright side, some of the imps you traded with will have dropped that loot. As
you can not pickpocket the keys from Iriganirix in later game versions, (5) on the Imp Village map,
he should have dropped them when he was killed.
When you are ready, return to Tax in Shamans cellar.
Tax will bring you to the east of the Mushroom Forest, where somebody will come to take you to
Asmodheus, an Arch Demon of equal power to Samuel. The Death Knight is not too thrilled by
this idea, but there doesn't appear to be another option. After Tax leaves, a messenger will ask you
to come with him, if you decline then another one will come to ask the same question. A maximum
of three messengers will ask you this question. If you decline all three, you are just whisked away
and teleported to Asmodheus. You might as well just go with the first one, especially if the
knowledge that each turning down will kill one commoner pricks your conscience.
Overview
The following shows a short overview of all the important things you can find in this level, just
in case you missed something.
Skills
Warrior Ranged Specialties Proficiencies (fire, water, air, earth,
poison, bone, shadow, spiritual, ethereal, explosive, splitting
and power), lvl. 5
135
Act 2
136
Act 3
Black Chaos
Act 3
Asmodheus Island
As if it is not enough to have one demon and his minions chasing you, you have somehow
managed to attract the attention of another. This demon, Asmodheus, teleports you to his location.
Rather than killing you, as Samuel would have done, he behaves like a godfather and makes you
an offer you can't refuse: an invitation to his islands, where he is determined to play a few games
with you.
Riddles
Asmodheus teleports you to his island (1) and
challenges you to solve three riddles. To bring a
bit of suspense and 'motivation' to his challenge,
as he puts it, he summons a poor imp. If one of
you gives a wrong answer, then a punishment
will follow, in all cases for the poor imp. If either
of you have the correct answer for all three
riddles, he promises a prize of more gold than
you can carry. You don't even have to give
correct answers, he's just playing with you.
There is no other option than accepting, after
which you are teleported to the next island.
Image placeholder
138
Asmodheus Island
punishment and motivation. Even if you have not given the correct answers, Asmodheus will
teleport you to the third island (3) to receive your reward.
The reward
Image placeholder
Teleporter Island
Asmodheus teleports you for the last time to
another island, which is the teleporter island
(5). There you will find five teleporter pads;
where the only working one will take you to the
Black Temple Island.
The other teleporters are activated by locating
the appropriate teleporters from the main
islands and then teleporting to this island. Once
e
d
a. Temple
b. Ruins
c
c. Serrick
d. Rebel
e. Crystal
139
Act 3
you do that, you can teleport in either direction for any activated pair of teleporter pads, providing
a fast way to travel between the different locations.
Step on the only working teleporter (a) to get to the Black Temple island where you meet Tax
again. When you inform him about Anlokam's fate, he advises you to seek help from Raan, the
Raanaar Goddess. Her location is hidden in the Black Temple, so you have to try to infiltrate the
followers of the Lord of Chaos who have taken over the area. If you haven't done so before, you
can buy the skills he offers, though they are the same as in Acts 1 and 2.
Overview
The following shows a short overview of all the important things you can find in this part, just in
case you missed something.
Quest Items
Raanaar doll
140
38
39
24
23
27
40
28
25
22
29
30
31
32
8
26
21
34
13
14
18
1.
2.
3.
4.
5.
6.
7.
8.
Teleporter
Tibar
Robbery
Pit
Ruins Island
Crystal Island
Billboard
Keeper
9. Refugee
10. Barnabus
11. Warlock
12. Cytha
13. Your house
14. Groblar
15. Key
16. Warehouse
35
4
3b
3a
2
17
16
19
15
12
11
b c
20
a
33
10
36
37
17. Well
18. Barracks
19. Merchant
20. Graveyard E
21. Graveyard W
22. Merchant
23. Merchant
24. Fire crystal
25.
26.
27.
28.
29.
30.
31.
32.
Poison cryst.
Rune
Arena
Tavern
Stiff man
Prison
Cassandra
Sigurd
33.
34.
35.
36.
37.
38.
39.
40.
Church
Bishop
Stit
Looc
Cave
Grave
Book
Seeing stone
141
Act 3
Raanaar Rebels
airel2
142
merchant
The Mages
There are four hostile mages in act 3. Two of them can be found on this island; Stit is at (35) and
Looc at (36). They have poor resistances, but are rather hard to hit with their high agility, speed
and their ability to teleport themselves a short distance away. These mages will use a variety of
elemental attacks, so you should take care of them before they throw too many spells your way.
Use a powerful spell to stop them, like the hammer skill. It might not kill either mage outright, but
it will stun them, giving you and the Death Knight some time to attack unopposed.
Looc will drop a skillbook teaching lightning storm, and Stit will drop a book teaching meteor
shower.
Hidden places
A very well hidden grave can be found at (38), containing shadow armor and some other random
items. This is the location the Tree of Insight may have told you about, if you asked for better
armor.
Also very well hidden is a pit (4). You will have to look very closely, as it is nothing more than a
dark patch of land and even pressing ALT doesn't highlight it. One of the Raanaar rebels will flag
this location for you, as he wants you to return the Raanaar statue from it. You can keep the charm,
that is also in the pit, as a reward.
Once you take the items out of the pit, a guard will approach and attack you if you don't hand the
143
Act 3
items over. You can simply kill the guard, as there are no negative consequences for doing so. If
you choose to obey, you can find these items again in the warehouse at (16).
144
The Temple
The Temple grounds
Upon entering the Black Temple grounds, the guards will stop you and inform you about reaching
the temple, but they let you pass without any trouble. If you would like to be evil and kill all
humans there, you can. However, once you have killed one, they will all turn hostile, except for
the Temple Commoners.
During your ventures through the temple grounds an innocent child can start tagging along,
pestering you with all kinds of silly questions. Just try to avoid him, as he turns out to be a nuisance
after a while and you don't want to kill an innocent child... or do you?
Ranks
Near the entrance of the temple grounds, a
billboard (7) shows several messages about
important quests. The Temple Guard General
needs someone to fix a minor problem. An
expedition of monks got lost and is still missing.
A lost holy relic of the Damned one has to be
retrieved. Lastly, a warlock asks for help dealing
with strange happenings in his vicinity.
The Temple Commoner next to the billboard is
kind enough to show you the important locations
on the map for just 10 gold coins, to cover the
expense of his ink.
rank
145
Act 3
Black Temple
Lost relic/Brother Raze: 2500
Book for Barnabus/Crazy Barnabus: 2500
Book for witch/Cytha: 2500
Kill an assassin/Sigurd: 1500
Man turning into crystal: 1500
Cure for man turning into crystal: 1500
Ball in well/Fred: 500
Black Temple Island
Stolen goods/merchant: 1500
Kill Fire Elemental/Kirill: 500
Talking Tibar/Tibar Warlock: 2500
Crystal Forest
Missing monks: 2500
Ruins Island
Zandalor wants an artifact: 500
Serrick's Island
Strange teleportations: 5000
146
Crazy Barnabus
In front of the statue at (10), Crazy Barnabus, a
poor blind and fanatic priest, tells you he is
missing his book. One could wonder why a blind
man needs a book, but Barnie is able to feel the
spirit of the book, as he puts it.
The missing book can be found at (39). When
you bring it back to him, he will reward you with
the (hopefully not smelly) Holy Sandals of the
Damned One.
barnie
Books
Throughout your search of the Temple Grounds
you will find various books, most of which are
placed randomly. A small sample follows.
Black Ring Diary
[The page before you appears to be a diary extract from one of the Black Ring
members.]
My actions may seem traitorous, but in these troubled times a man has to look
out for his own needs. I am being paid well for my knowledge of the Black Rings
movements and being in the higher ranks means that I know much that is of
interest to our enemies. I pray that the General does not get too suspicious and
if he does, I shall make sure it is my comrades, not I, that fall under his gaze.
Black Ring Handbook
[This appears to be a page from the Black Ring handbook, it's rather dog-eared
and stained but you can just about make these lines out.]
Welcome new follower of Chaos! Thank you for selecting the Black Ring as your
secret society of choice. Here you will experience all the wonders that Chaos
has to offer, far from the reaches of the godly hands of law and order. We hope
147
Act 3
to cultivate your black heart and shape you into an evil genius that your mother
wouldn't be proud of. Don't forget to sign up to our pension plan.
And from the Magical Tragedies series you might find one or more of the following books:
PART I
Involuntary Hours in Limbo - Why experienced mages all carry a pack of
solitaire cards.
PART II
Fireballs - The trainee magicians quickest route to the grave (via a dustpan and
brush).
PART III
Obstinate Demons - Are there any other kind?
PART IV
Healing Potions - The risk of addiction.
PART V
Spell Duration - The strategic art of battle-magic.
PART VI
Slurred Pronunciation and Bad Memory - What kills most aged mages.
PART VII
Spells You Should Never Cast on Yourself - The case for animal testing.
PART VIII
The Side-Effect of Animated Artifacts - Never have a magic broom fill your bath
for you.
PART IX
Dimensional Doors and Teleportation - Never cross a magical boundary
without a weapon to hand.
148
The Assassins
When visiting the tavern, you should hear something about the two assassins who are doing their
best to outsmart each other: Groblar and Sigurd. Groblar is hiding from Sigurd in the cellar of the
house at (14). The three Temple Guards who are guarding the hatch to this cellar are friendly if
you visit Groblar first, but the hatch is locked then.
Pay a visit to Sigurd (32) who will tell you
Groblar killed his entire family. He asks you to
go to the 'evil' Groblar and kill him. When you
visit Groblar's house (14) the Temple Guards
will attack you and drop a key, which allows you
to open the hatch. Groblar tells you that Sigurd
assassin
has no family and you have been tricked. He also
mentions you must be very good if you managed
to kill his three guards, and he offers to double
your pay if you spare his life and kill Sigurd
instead (of course that also means the 'Kill an
assassin' quest fails then). Don't believe him,
though. If you kill Sigurd, Groblar will not
reward you, but attack instead, leaving you with
no reward, less experience points, and a drop of one reputation point for going back on your
original deal. Don't bother trying to sort out which one deserves to die more, and just kill Groblar.
That shouldn't be too hard, and he will drop a unique item, the Longbow Eradicator.
Go back to Sigurd to collect your experience points. Sigurd can also teach you some survival traps
skills for just 456 pieces of gold.
Cytha
The witch Cytha is in her house at (12). She will inform you that she needs a Raanaar book, named
"Book of Twilight" to increase her knowledge. The book is located in the underground Raanaar
library on Ruins Island. Once you get this book for her, she will give you a spiked belt, called
Marksman's Rope, which is part of the ranger set.
149
Act 3
a Raanaar urn, necessary for a quest given to you on Rebel Island.
In the west corner, behind two crates on a table is a trapped chest, containing the Composite Bow
Rapid Shot - Marksmans Friend, which is part of the Ranger set. Unfortunately the chest will kill
you if your stats are not high enough, so retry later if needed.
In case you decided not to kill the guard at (4), you will find the Raanaar statue here also.
150
The Cemetery
The cemetery is located to the east and west of the temple church. On the east side (20) you can
find Brother Raze (20a) roaming the grounds, deep in meditation. As you have already learned
from the billboard, he is looking for a volunteer stu err, brave enough, to retrieve the Holy Relic,
and will mark the ruins on Ruin Island where you can find it. Once you return the relic to him, he
rewards you with a charm.
The building at (20a) has a locked stairway going down. This is the exit of Kiyas crypt, open after
you have visited her.
151
Act 3
At (20b) a large earth crystal can be found,
increasing your resistance against Earth
Elementals when placed in your crystal bag. If
you have trouble locating it, then press the ALT
key.
gravemir
At (20c) a mirror can be found in the grave of
Elder Anbuklar, Sage and Collector of Shiny
Things, who had difficulty parting from his
possessions. This mirror is required to disable
the seeing stone, a quest given to you by one of
the Raanaar rebels on Rebel Island.
The cemetery at the west side of the church (21) has the entrance to Kiya's crypt (21a), which is
locked until you have risen high enough in the ranks for her to notice you.
In one of the graves (21b) you can find a Battlefields key, giving access to the first level. You will
also find a thief merchant hanging around here (21c) when you have not asked the barkeeper at
(28) for some 'special goods' yet.
A Stiff Man
South of the magic merchant, a strange man standing in the garden asks for your help (29). He is
getting stiff and turning into a crystal. He believes a Black Imp has cursed him, and marks the
location of the imp in the Crystal Forest on your map. After you have solved his quest, he rewards
you with the Studded leather Marksman's Cloak from the Ranger set.
152
The Tavern
In the temple tavern (28) the commoners and the
bartender can tell you a bit more about the
ranking system; it involves back-stabbing,
cheating and stealing. The bartender can also
give you additional information about the
assassins at (14) and (33), and answer your
questions about a thief merchant. After doing
that, the merchant will be in the tavern later,
willing to teach you some survival traps skill for
666 gold coins and a warrior specialty skill for
the bow for 350 gold coins.
tavern
Cassandra
Witch Cassandra can be found at (31). She cursed the warlock (2), turning him into a Tibar, when
he refused to stop courting her even after repeated requests. When you ask her to undo the curse,
she refuses. Cassandra can teach you an Elemental attack and Elemental curses skill for just 55
gold coins.
In Cassandra's house you will find some bat guano, the last ingredient to curse her. When you talk
to her, you get the option to curse her, after which her room will be flooded with rats. Talk to her
again to get the potion to undo the curse she placed on the warlock, in exchange for having the
warlock lift his curse.
As soon as you give the potion to the warlock he is relieved, and says he will keeps his promise
to undo the rat plague... in 200 years.
Kiya
When you have risen high enough in the ranking game to reach second place, you will be
approached by Kiya the next time you are in the area of the billboard at the temple grounds
entrance.
153
Act 3
She will challenge you
to a duel, with your
d
Death Knight as the
prize. The entrance to
c
her crypt (21a) is now
open.
Once you are inside the
b
crypt, Kiya is waiting
for you (a) and invites
a
e
you for tea, but instead
leaves you to her "pets",
mutants that are coming
in hordes. One mutant
isn't too hard to kill, but
the amount of mutants
here can turn this into a
a. Kiya, 1st time
c. Kiya, 2nd time e. Exit
hard task. Advancing
b. Sarcophagus
d. Crystal
slowly will help prevent
you from becoming
overwhelmed. As before, mutants are best killed by means of poison, but you need to find a way
to kill them a lot faster. An effective way is to use the hammer skill, which can stun or kill a whole
group of mutants in one blow. If you don't happen to have anything doing poison damage or the
hammer skill, use weapons doing bone, shadow or ethereal damage.
After you deal with the mutants, you will find
that the door leading back to the surface is
closed, as is the door to the east. Kiya will be
waiting for you at location (c), but first pay a visit
to the sarcophagus at (b). When you open it, a
Raanaar ghost will step out and ask you about
kiyamutant
your business here. You will need to give him the
correct answer; his daughter wants the amulet.
Unlike the other responses, this will get him to
hand the amulet over without a fight. Before he
gives it to you, he mentions the amulet is cursed
and only his daughter can wear it. It would be
fatal for anyone else trying to wear it.
If you give the wrong answer, the ghost and the
four Raanaar skeletons will attack you, resulting in a difficult fight. In that case, try to take out
the ghost as quickly as possible, as the skeletons are not that tough by themselves.
Kiyas Crypt
154
The Prisoner
The prison cell (30) holds a Raanaar prisoner and is heavily guarded. You can only get in after
visiting the Black Bishop and getting permission to enter. The prisoner can tell you the secret code
to open the rock at (37), which leads to the Staff of Power, required to unlock the catacombs at
(34).
West of the prison cell is a locked house, that just can't be opened.
155
Act 3
From the entrance (a) go Staff of Power Dungeon
south and then east. This
will take you to an area
with a few dead
a
Raanaar, and the Staff of
Power (b) in the middle.
Drag and drop it into
your inventory, or onto
one of the characters'
b
portraits. The locked
c
chest there opens with
the key from Serrick's
Tower, and contains
random goodies.
In the west of the cave
(c) there is an ice
a. Entry/ Exit
b. Staff of Power c. Ice Skeleton
skeleton, which can be
tough to kill; use
shadow weapons, if you
have them. You could also just ignore the skeleton, as there is nothing particularly valuable in that
part of the cave.
Take the staff to the temple church and use it to
unlock the entrance to the catacombs. From here
on the rest of the act becomes linear, so if you
have anything left to do, do it now, otherwise
enter the catacombs.
The chain of events leading from here to the end
powstaffentr
of Act 3 is described in the catacombs section.
Overview
The following shows a short overview of all the
important things you can find on this island, just
in case you missed something.
156
Quests
Ball in well
Book for Barnabus
Book for witch
Cure for man turning into crystal
Entering the catacombs
Lost relic
Kill an assassin
Kill your employer
Man turning into Crystal
Merchant wants amulet
Ore for Demon Bane's Sword
Stolen goods
Talking Tibar
The church
The Raanaar prisoner
Quest Items
Amulet
Ball
Bat guano
Book for Barnabus
Demon's Bane sword
Magic mirror
Raanaar urn
Raanaar Statue
Smelly old cheese
Staff of Power
Tibar Potion (from Cassandra)
Vermin curse scroll (from Tibar)
157
Act 3
Quests, Items and Skills Overview
Special Items
Skills to Learn
A house
Battlefields key, level 1
Healer amulet
Large earth crystal
Longbow Eradicator
Shadow Armor
Fire Set:
Prince of Fire gloves
Queen of Fire bastard sword
Ranger Set:
Rapid Shot - Marksman Friends Bow
Marksman's Rope
Studded leather Marksman's Cloak
158
Ruins Island
Ruins Island
Ruins Island
12
11
8
10
1.
2.
3.
4.
Kyrill
Zandalors Ruins
Underground Library
Teleporter
5.
6.
7.
8.
Cave
Lost Relic Ruins
Bathing Demons
Yrev
9. Serricks Island
10. Rebel Island
11. Crystal Forest
12. Black Temple
159
Act 3
There are several ruins to be found on Ruins Island, some containing nice treasures for the
experienced adventurer. You are not alone on this island, however, and before you can even get
to the ruins, several Crystal Gargoyles and Evil Flying Eyes try to block your way. They are both
vulnerable to ethereal damage, so use that if you can.
Zandalor's Ruins
South-east of Kyrill you meet what looks like Zandalor (2), an old acquaintance from Divine
Divinity. He promises to get you back home to Rivellon, if you do him a little favor by getting an
amulet out of the cave nearby. The entrance to the cave is locked, and you will need to click on
the four large pillars at the corners of the ruins and solve their riddles to proceed.
Starting with the pillar to the north-west and continuing in a clockwise direction, the solutions are
as follows: something 'Shining like the sun' is gold, 'Sparkling like your eyes' is crystal, 'Food for
fire' is wood and 'Cold as your heart' is stone.
First level
In the first level of Zandalor's ruins you will encounter several critters. These critters are quick and
agile, so they can be hard to kill at times. Using weapons that do bone or shadow damage is the
most efficient way to get rid of them.
In the room you entered (1a) there are three levers that will open the next three doors; the left,
middle and right doors.
160
Ruins Island
The room to the east (1b) again has Zandalors Ruins, L1
three levers, with the same meaning.
They open the left, middle and right
doors of the rooms north of you. This
is repeated again for the next doors in
the room to the west (1c).
1e
In a couple of the rooms you just
unlocked, you will find a critter that
1c
drops a Battlefields level 3 key upon
defeat (1e) and a chest with some
goodies, including a charm (1d). The
last room (1f) leads to the next level
1a
of the ruins.
Second level
An old Metal Gargoyle riddler is
waiting for you when you descend to
this level (2a). It has interesting items
for you to trade, and a riddle:
It is born from evil
And causes itself
It can be carried over time
And help its violent cousins
It can mist the mind
And strengthen the courage
1f
1d
1b
Lever
1a. Entry
1b. 3 Levers
1c. 3 Levers
1d. Chest
1e. Critter
1f. To Level 2
Zandalors Ruins, L2
2a
2c
2b
2d
2e
2f
2a. Entry
2b. Lever
2c. Lever
2d. Lever
Lever
2e. Lever
2f. To Level 3
161
Act 3
The answer to the riddle is hate. If you give the
wrong answer the riddler will attack at once,
using either lightning or melee attacks. It can be
defeated most effectively with bone damage, and
will drop the unique item Plate Armor Ironskin,
a charm or two and, if you're lucky, a nice
Raanaar wand. But before it does that, you need
to defeat it first and that is done most effectively
with weapons doing bone damage.
If you gave the correct answer, the riddler can
teach you some convert traps skill for 2000 gold
coins.
Next, enter the room to the east (2b), where a
lever will unlock the door leading to room (2c). The lever in that room unlocks the door to room
(2d), which contains another lever to unlocking the door going south, allowing you to enter room
(2e), where the final lever will unlock the door leading to the last level (2f).
Third Level
After entering this last level (3a), go
Zandalors Ruins, L3
north. The door leading to (3d) is
locked and can be opened by flipping
the levers in (3b) and (3c). Then
finally, in that last room, you will
find Zandalor's amulet, after
defeating two Water Elementals and
a mutant.
3b
Back to Zandalor
Once you are back with the amulet
and give it to Zandalor, he will turn
out to be a skeleton mage who cast an
illusion, wanting the amulet so badly
that he preferred to lie rather than
merely asking nicely for a favor.
Zandalor can also teach you some
body magic skills for 1100 gold coins
each, if you haven't killed him for
making you look like a fool.
162
3d
3c
3a
Lever
3a. Entry
3b. Lever
3c. Lever
3d. Amulet
Ruins Island
Library
163
Act 3
reward.
164
Ruins Island
The lost relic is at the foot of a statue of Raan (b), which has a ruby in her eye. The second ruby
is on the floor, next to the corpse of an unfortunate raider.
At the very south of the cave, you can Lost Relic Ruins
find a trapped chest (c), which has
some random loot, if you manage to
survive it.
Take the lost relic back to Brother
Raze, so that you can get your
reward.
A mage
In the south-east of the island, you
can find one of the four mages. This
one is named Yrev. Besides throwing
c
elemental spells at you, he can
teleport himself away, to attack from
another position. You can use the
c. Trapped Chest
hammer spell if you have it, to stun a. Entry/Exit
the mage and stop him from moving b. Lost Relic
around, so that you have some time
to kill him. Once he is dead, he drops a skillbook teaching you the Winds of Furies skill.
Overview
The following shows a short overview of all the important things you can find on this island, just
in case you missed something.
Quests
Kill Fire Elemental
Zandalor wants an artifact
165
Act 3
3
4
2d
22
2
5
1
6b
6a
9
8
14
13
10 11
12
23
15
16
17
18
21
20
1.
2.
3.
4.
5.
6.
Castor
Brams Camp
Battlefields Key
Era
Black Imp
Corpses
166
19
7. Image
8. Crystal
9. Plant
10. Plant
11. Teleporter
12. Spirit Crystal
24
13.
14.
15.
16.
17.
18.
Water Altar
Air Altar
Fire Altar
Earth Altar
Missing Monks
Oren
19.
20.
21.
22.
23.
24.
Imps
Cave
Plant
Black Temple
Ruins Island
Rebel island
General Bram
The camp of General Bram can be found at the
north-west of the Island (2). Before you reach
that you will have an encounter with Castor and
his Death Knight (1), who set an ambush for you.
After you have killed them, you will find some
notes on Castor.
These are not the couple we're looking
for. Now go find the real ones!
And:
To my Lord Samuel,
Chaos shines on us today! We have been
able to acquire 'certain goods' from the
prisoner and with the help of a mage we'll be able to locate them and that
Death-Knight wherever they go. It won't be long now before they'll feel your
mighty wrath!
Your never failing servant,
Castor
Apparently they have something that belongs to you and are able to track your movements. You
have to get that back!
Before you go, make sure you wear the disguise armor that Castor dropped and drag the notes into
your inventory.
Now head for the camp (2), where a guard will stop you as you approach. If you are not wearing
the disguise armor, he will become hostile. If you are wearing it, but do not have the note from
Castor on you, he will also become hostile. If you have both then you can enter without fighting
him.
Inside the camp you can trade with the merchant (2a). Also pay a visit to General Bram (2b), an
unfriendly, bossy type, who wants you to find out how it is possible that the merchant earns so
much profit. He thinks the merchant is cheating and asks you to get him to confess. Go back to
the merchant and talk to him. If you want, you can spare him, if you feel pity for his six kids. It
doesn't matter if they are cats, right? If you do, then he will run off and hide in the cave at (2d).
You get less experience points that way and lose one reputation point, though. If you decide to
167
Act 3
hand him over to the general then you get more experience points and one extra reputation point,
after which nobody ever hears of the merchant again.
At the center of the camp (2c) there is a cave where you can find
several items, including the pair of mage gloves that is being used
to track you down. As soon as you pick them up, an inexperienced
c
a
young mage will appear and attack. He shouldn't be too hard to
b
kill, especially if you are using something doing bone or shadow
damage. When you leave the cave, you will hear one guard talking
about strange sounds coming from the cave and wanting to swap
tents. You can leave now, but the next time you enter the cave and
come back up, the camp's exit will be locked. General Bram will then be waiting for you with his
men and an experienced mage (who is most effectively killed with a shadow or bone weapon).
Bram isn't very special and can be killed with any weapon you like, dropping the key to unlock
the gate, and a unique item, Angel's Hide - Magic Shield.
The mage drops a skillbook teaching you the
flash and swap places skills.
When leaving the camp, make sure to pick up the
level 2 Battlefields key at (3) and pay a visit to
mage Era, south of that, who is one of the four
hostile mages. Like the other mages he uses
elemental damage and when defeated drops a
skillbook, teaching you the acid rain skill.
If you happen to have the hammer skill then use
that, as it stops the mage from casting spells.
168
A Battle
A large battle was fought at (6a). One of the
corpses has a note on him:
All magical items and equipment are to
be immediately delivered to Black Ring
Elders.
Make sure the weapons are only handed
over to the master at arms. Let the cook
know as quickly as possible about the
perishable goods (especially those
weird cheeses).
At (6b) a Raanaar note can be found in a corpse,
telling about their attempt to block the humans
from getting to their supplies. The humans are no
friends of the Raanaar.
The area between the two dead parties is one of the locations shown by the seeing stone.
169
Act 3
When you reach the strange looking orange
crystal (12), it will start to talk to you in a slow
voice. It is the Spirit of the Forest, who asks you,
the superior h-u-m-a-n, to cleanse his four altars
of their demon contamination. Don't waste your
elemental attacks on these demons as their
resistances are too high, instead try something
that does ethereal damage, or just kill them with
regular weapons.
The four altars are located at (13), (14), (15) and
(16). The altar at (13) is the water altar, which
can be activated by spitting on it (click on each
altar to initiate the procedure). At (14) you will
find the air altar; blow on it. Place a piece of
wood on the fire altar at (15) and finally put some earth on the earth altar at (16).
Go back to the crystal to get your reward, a permanent survival potion.
The Imps
Towards the south of the Island an insane fanatic, named Oren, is wandering around (18). He is
170
Overview
The following shows a short overview of all the important things you can find on this island, just
in case you missed something.
171
Act 3
Quests
Cure for man turning into crystal
Kill imps
Kill Oren
Spirit of the Forest
The ambush
The general
The merchant
Transport of goods
Weapon for imps
Special Items
Angel's Hide - Magic Shield
Battlefields Key, Level 2
Bone Armor Spine (bone set)
Decapitator - Two Handed Axe
Permanent Survival Potion
172
Rebel Island
Rebel Island
Rebel Island
10
1
8
2
3
4
5
7
d
1.
2.
3.
4.
Raanaar Patrol
Teleporter
Battlefields Key
Seeing Stone Image
5.
6.
7.
8.
Rebel Patrol
Rebel Camp
Demon Cave
Serricks Island
6
c
9. Ruins island
10. Crystal island
173
Act 3
Besides the Crystal Gargoyles that can be found on most islands, there are also Fragments and a
few Scorpions on Rebel Island. Gargoyles and scorpions are vulnerable to ethereal damage, with
the latter also vulnerable to air damage.
The fragments are not bothered much by ethereal damage, and are best killed with weapons doing
poison or spiritual damage.
174
Rebel Island
Another rebel wants you to disable the seeing
stone on the Temple Island and marks the
location on your map. The seeing stone is
disabled by means of a magic mirror, as already
described in the Temple Island section. Your
reward is a skill book with elemental skills.
When the rebels fled from the Temple, one of
them dropped his fathers ashes. These ashes can
be found in the warehouse on the Black Temple
Island. When you return them, you will gain a
Shadow Shield.
Another rebel is missing a very precious statue of Raan, which he would like returned. He was able
to bury it during his flight, and flags the pit on the Black Temple Island for you. Besides the statue
you will also find a charm there, which you can keep.
Then there is a rebel who wants you to find out why the critter at (6d) is so aggressive. When you
investigate, you will find out the critter is harassed by rats, attracted to its home after the Raanaar
set up their camp nearby and started using the cave for waste disposal. You can kill it or you can
let it live. In either case, go back to the rebel and explain the situation. If you let the critter live,
he will reward you with a large fire crystal; if you have killed it, the reward is only a large
restoration potion. The Raanaar prefer peaceful ways, and he promises to remove all the rubbish
in the poor critters cave, if you let it live.
The rebel can also teach you some warrior craftsmanship skills for 999 gold coins.
Location (6b) is one of the places that the seeing stone shows.
The wise rebel leader of the camp (6c) has a quest for you, after you have solved at least three of
the quests from the other Raanaar. He will tell you a story about a mythical sword, required to
drive the demons out of Raanaar country. You need to find a gem and convince the smith at the
Black Temple to make this sword for you. He is willing to forge this sword if you get him some
exotic ore from Ruins Island and bring 5000 gold coins with you. You will have to give the gem
and the sword to the rebel to make him happy. The gem can be found in the Demon Cave (7).
175
Act 3
The Demon Cave
In front of the Demon cave (7), there are several
Narrrgnar demons, who are very unhappy since a
mighty demon has driven them out of their home.
They ask for your help. You should do so as
otherwise there is no way to retrieve the Demons
Bane gem.
Overview
The following shows a short overview of all the
important things you can find on this island, just
in case you missed something.
Quests
Demon's Bane
Demon's Bane Gem
Destroy Seeing Stone
Drive out the demon
Kill a monster
Raanaar Goddess Statue
Raanaar traitor
Urn with ashes
Quest Items
Demons Bane gem
Special Items
Battlefields key, level 4
Pag Ustr rune
Permanent constitution potion
176
Serricks Tower
Island
7
8
4
10
1.
2.
3.
4.
Serricks Tower
Battlefields Key
Teleporter
Earth Elemental King
5.
6.
7.
8.
9. Ruins island
10. Rebel island
177
Act 3
When you approach Serricks Tower Island you are warned by a Raanaar skeleton and an imp
about many strange teleportations taking place on this island. As a result you are teleported back
and forth over the island without having any influence on the matter. To make things worse, a
collection of Air, Water and Earth Elementals are waiting for you. Use earth, fire and air damage
respectively on these monsters, as they have a low resistance against that type of damage.
Serrick's Tower
At the north side of the Island you will find Serrick's Tower (1). Just tell the guard in front that
you are coming by order of the Temple, to investigate the strange happenings on this island, and
he will let you pass.
Serrick's Tower is the home of a powerful mage, the brother of
the Temple Mage Merchant on Black Temple Island, as well as
other residents on the first floor. Take the stairs leading up and
talk to him. He is very glad that someone has finally responded
to the billboard message, and tells you more about the problem.
He is definitely not a very friendly mage, but solving the quest
will give you 5000 ranking points, so it is well worth the trouble.
Serrick can teach you some ethereal magic skills after you have
completed his quest, swap places and flash, for 1222 pieces of gold, which actually might come
in handy later on.
One of his followers downstairs can teach you some body magic defensive skills for 1500 gold
coins. Here you will also find the missing Raanaar rebel, Markanthar. When you talk to him, you
will find out there is no reason to kill him, as he is honorable, and only wants to experiment and
gain knowledge. He is willing to swear a Raanaar blood oath that he will not reveal any Raanaar
secrets. So there is no real reason to kill him. Report this to the Raanaar rebel that gave you the
quest on Rebel Island.
In the north-east corner a jug is partially hidden, which
contains a charm. On top of the cupboard to the north-west
is a golden key that unlocks a chest in the Staff of Power
dungeon, which you will enter later in the game.
The Island is divided into several areas. When you cross
the border of one area to reach another, you will be
teleported to a destination based on the region you are
entering. Using the image and following table as a
reference, you should be able to determine how to get
where you need to go, and know where you will be
teleported as you move around.
178
Serricks Tower
Island
From
A
B
C
D
Teleporting Table
To
From
To From
D
G
E
F
E
F
G
H
H
C
I
B
I
J
K
To
K
A
J
A key
Near the center of the Island (2) a level 5 Battlefields key can be found inside a wine chest (2). It
is however surrounded by lava, so there is no direct way to reach it. If you have learned the skills
from Serrick, or a spell book from General Bram's camp, you can flash to the other side or swap
places with the friendly Tibar, who has not yet found a way out. You can also use your teleporter
stones, by just throwing one to the other side and teleporting to it.
Teleporter
A bit south of the center of the Island the
teleporter can be found (3), missing a piece,
which is the cause of it acting strangely. If you
can find this piece and mend the teleporter, then
the problems will be solved. When you teleport
into this region, there will be a lava vent a little
to the south, which periodically erupts fire. From
there, the teleporter pad is to the north west.
South of the teleporter (4), there is a friendly
Earth Elemental King, who can actually talk and
is very lonely. With your approach he is glad to
finally have someone to talk to. You can explain
that his newly found intelligence is due to the
teleporter gem he has picked up, and that if he gives it to you he would return to his former
condition and regain his friends. This convinces the King and he hands the piece over to you, sadly
losing his intelligence and turning into just another Earth Elemental, with an urge to kill you.
Go back with the piece to the teleporter and click on it, to insert the gem into the teleporter to fix
it. Then go back to Serrick to collect the experience reward and 200 gold.
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Act 3
teleporter problem, they will reward you with a secret; a lost treasure is in a cave at the south of
the Island (9).
Inside the cave you will find gold and several gems.
At the west side of the Island there is a locked chest (7) which will open with the key that is hidden
in the tree at (8). The chest has some random goodies.
Overview
The following shows a short overview of all the important things you can find on this island, just
in case you missed something.
Quests
Serrick
Strange teleportations
Quest Items
Teleporter gem
Special Items
Level 5 Battlefields key
Golden key
180
The Catacombs
The Catacombs
The catacombs can be entered after you have
visited the Black Bishop and retrieved the Staff of Catacombs Level 1
Power. Before you enter the catacombs, make sure
that you have the Raanaar doll in your inventory
and that you have done everything you want to do,
as there is no way back after you enter. When you
are ready, click on the seal to unlock the stairs and
descend.
Catacombs Level 2
e
f
Lever
a. Entry / To Level 1
b. Lever
c. Lever
d. To Level 3
e. Lever
f. Battlefields Key
181
Act 3
The Second Level
As soon as you go through the door on the second level (2a), the Raanaar Goddess appears and
tells you to "Never harm an unarmed creature". This is one of three tests the goddess will put you
through. The test is a bit difficult as you are surrounded by soldiers, Shadow Creatures and one
unarmed soldier. If you hit him in the heat of the fight, the other soldiers will leave in disgust,
because you have no honor, but there are no reputation consequences.
Depending on whether you killed him or not, the Goddess will appear again and either tell you that
you have understood this lesson, or will register the consequence of your wrong doing.
The exit to the next level is in the south-west room (2d), but the door leading to it is locked. Pull
the lever at the east room (2b) fist, unlocking the door to the opposite room in the west (2c). There
another level has to be pulled, unlocking the door leading to the exit (2d).
There is also a level 6 Battlefields key on this level. Go to the northern room (2e), pull the lever
there to unlock the door to the southern room (2f), where you will find the Battlefields key.
Catacombs Level 3
182
The Catacombs
be removed, and it will be safe to collect any loot on the level you may have bypassed playing it
safe for the test. If you are greedy and try to grab the treasure, a pit will open up and you will have
a rather long march to a teleporter pad south east to return.
Further to the south the exit to the next level can be found (3c).
183
Act 3
Once you have killed
him, the door leading
south will unlock, but
first pick up his scepter,
the Fist of Doom, which
he dropped.
Catacombs Level 5
a
b
c
In the room to the south
(5c), the Goddess will
d
e
show herself again and
asks you to get her the
f
f
three symbols: Honor,
War and Wisdom.
g
Go through the door to
the south and then enter
the room to the east (5e).
a. Level 4
c. Goddess
e. War
g. Crystal
Here you will encounter
b. Armor
d. Teleporter f. Stairs
a demon, a War Monster,
who will drop the war
symbol upon defeat. The war monster is most vulnerable to ethereal damage.
In the opposite room
(5d), you will see a
teleporter. Step on it
and you will be
teleported to another
section of the
catacombs; the
wisdom level.
Catacombs Wisdom
c
e
a
a. Entry
b. Charm
c. Chest
d. Book
e. Wisdom Symbol
184
The Catacombs
There are several godly symbols on the wall, but only one is loose. Your goal is to find that symbol
of wisdom.
From the point where you are teleported to (6a), go north. At the end of the corridor, go east and
then south until you find a golden jug containing a random charm (6b).
Then go back and head west. The wine chest at (6c) is trapped and without the proper stats you
will die, so make sure to save before trying it out. If you are lucky and survive the trap, you will
find a random weapon inside the chest.
Follow the corridor going south and make sure not to miss the book at (6d). This is the third
Raanaar book, teaching you the Raanaar language. You have now mastered the language and are
able to read all manuscripts and books you can find.
At the end of the corridor opposite of where you found the book, the loose wisdom symbol is on
the wall. Click on it, and you are teleported back to the catacombs.
185
Act 3
The Demons
A small cutscene will show Samuel and Asmodheus in a heated discussion, where Samuel is angry
with Asmodheus for being too inactive, and swears to hunt you down for the Damned One.
Asmodheus doesn't really see the need for all this excitement and appears unwilling to participate,
especially since he hasn't seen the Damned One around recently.
The Exit
You are teleported by Anlokam to the portal
leading to the academy and have to defend
yourself against a mutant. After you have
defeated it, a ghost will show up and mumble a
few words against the locked doors of the portal,
causing them to open for a short while.
If you click on the doors, the ghost will reappear
and will offer you the correct sequence of words
for 500 pieces of gold. If you refuse, you have to
find out the correct sequence yourself, by
choosing from five options. If you agree, there
will only be two options to choose from, and he
will repeat the words: Archom erusiptolin deinen
polemeia erga perthomenai ptolemoi errusato
tuchen. After you have recited the correct words, the doors will open and you can enter the fourth
act.
Overview
The following shows a short overview of all the important things you can find in the catacombs,
just in case you missed something.
186
Quest Items
Catacomb armor
Honor symbol
War symbol
Wisdom symbol
The Necromancer
The Necromancer
Your old "friend" from Act 2 calls you again, as soon as you touch the crystal fragment in the Black
Temple Crypt. You hear a bit more about his story: a crystal power caught his attention in Rivellon,
so he summoned anyone nearby to get to this source of power, but then the magical energy
changed and became twisted. He tried to cease the summoning, but was disturbed by the attacking
Knights of the Temple of Order. An implosion and a blinding light followed, then the magical
power was gone. Later on he learned that the source was a crystal,which shattered, hurling shards
across both worlds and radiating chaos magic. He therefore sends you out to collect the pieces. The
next fragment he has spotted is in the Wastelands, near a salt mine - so, off you go again.
Salt Mine
3
1. Entry
2. Three Miners
3. Miner Building
187
Act 3
imps attack. The underground imp town has run dry and their Shaman saw the miners bathing they stole the water.
The imps are desperate
Salt Mine
and are ready to start a
d
b
war to get their water
c
back. The imps hate salt
and it doesn't do their
a
mental abilities much
good, staying in the mine,
so the imp asks you to
bring back their water and
prevent a war.
a. Entry / Exit
c. Large Poison Crystal
b. Large Bone Crystal
d. Zaknadrix
Go back to the miners and
confront them with what
you just heard. You will learn that they have plenty of water (three wells were filled up one day),
and after some time, admit they know about a crystal fragment that suddenly appeared at the same
time. Murray is willing to give you a key to unlock the hatch in the building (3), but only to have
a look.
When you enter the cellar and touch the crystal, the miners appear and turn hostile, because they
are not too amused about losing it and their water supply. You will have to kill them, after which
Zaknadrix shows up and thanks you.
The Necromancer then teleports you back and you finally end up at the exit of Kiya's Crypt. When
you exit the crypt, a messenger will be waiting to inform you that you are now welcome to visit
the Bishop.
Overview
The following shows a short overview of all the important things you can find in this part, just in
case you missed something.
Quests
Preventing a war
The Imp Problem
The secret of the miners
Special Items
Large bone crystal
Large poison crystal
188
The Necromancer
The Swamp
After touching the crystal
fragment in the catacombs,
the summoning doll
Anlokam will speak and
explain a bit more to you
about the powers of this
crystal. It was once a barrier
between Nemisis and the
demonic planes. After its
theft, the barrier fell and the
demons came. They are
invincible, because they can
suck energy from their own
realm if they are hurt. Due to
the
Necromancer's
experiments, the crystal was
shattered, its power
corrupted, and chaotic
energy infested both worlds.
She asks you to bring back
the reassembled crystal.
Swamp
2
1
1. Ian
2. Lizard King
3. Lizard Priestess
189
Act 3
you choose war, he will join in with the rest of his kind and attack you.
From the lizard king, head south (3) where you will reach the priestess and the last crystal
fragment. Kill her and the king will reappear, if you have chosen the peaceful way. Touch the
crystal and get teleported to the Necromancer for the final stage.
Overview
The following shows a short overview of all the important things you can find in this part, just in
case you missed something.
190
Skills to Learn
Warrior Defensive specialties, lvl 5
Warrior Ranged specialties Crossbow, lvl 5
Act 4
back to School
Act 4
Initiate Level
You finally made it to the Academy (1). After this, there is only one place to go home.
As you leave the room, a Raanaar ghost named Donhoram greets you. He thinks you are Damian,
an excellent student and the only human allowed to enter the Academy. As you already found out,
the Raanaar in the Academy were all killed when Samuel invaded the Academy, under the
authority of Damian, but were resurrected by Asmodheus to haunt these rooms forever. The ghosts
know nothing about the invasion, the devious scheme of Damian, or that they are actually dead.
The Death Knight advises to pretend you are Damian to find the way out of here. This time it is
sound advice.
Initiate Level
12
14
11
18
19
16
21
23
27
4
15
13
17
10
26
20
22
6
7
25
24
2
1
1. Entry
2. Rules of Conduct
3. Faith Test
4. Faith: Imps
5. Faith: DK
6. Faith: Witches
7. Faith: Choice
192
8. Faith: Raan
9. Endurance Test
10. End.: Start
11. End.: End
12. Hidden Room
13. Knowledge Test
14. Know.: One
Triggers
Levers
15.
16.
17.
18.
19.
20.
21.
Know.: Two
Know.: Three
Know.: Four
Evaluation
Lever Room 1
Lever Room 2
Imp Room
22.
23.
24.
25.
26.
27.
Ring Room
Mirror Room
Mirror Prison
Exit
Exit
Exit
Initiate Level
join the academy.
Join the Academy!
Joining the Academy is a great honour and a privilege... Only the best members
of each caste can hope to become an Elder and a successful graduate from this
Academy.
The other manuscript indicates not every Raanaar makes it into the Academy,
Failed the Academy Test?
Many who've tried to enter the Academy have failed. Have you ever considered
a satisfying career as an Imp Trainer?
Donhoram, inside the next room (2), wants proof that you are worthy of the Academy. You will
have to pass three tests; the tests of Knowledge, Endurance and Faith. These have to be passed in
a sequential order and will allow you to access the advanced three factions in the Academy;
Philosophy, Summoning and the Holy One.
Another important thing to remember is to study the sixteen rules that make up the Code of
Behavior in the Academy.
At the west side of the room there is a Raanaar
corpse on the floor with a key. This key unlocks
the cupboard at the northern wall, close to the
dead Raanaar, containing a bottle of graphite.
The graphite is needed to open the cupboard with
rusty hinges at the western wall. You will find
one of the four books of Raanaar magic inside.
The other volumes are all in this level as well.
Book of Raanaar Magic, Part 2
[This book is the second in a series of 4
describing the concept of Raanaar
magic. You are sure, if you were to read
all books in the series, you would be
able to learn something new...]
When all four books are found you will get a skillbook as a reward, teaching several elemental
skills.
193
Act 4
The Codes of Behavior
Against the northern wall, where Donhoram is (2), there are sixteen rules of behavior: rules all
students should follow, as not following them would mean having to leave the Academy. The rules
are labeled with numbers in the Raanaar language. Take a look at the empty book on the table and
then hold it against the rune walls: you will be rewarded with the complete Code text, so you can
browse it more easily.
1 (1)
You should honour all the Elders, because they are your guidance to Wisdom.
But heed well the words of the one High Elder, because he is the wisest of them
all.
2 (2)
You should keep the knowledge you've acquired at the Academy secret, because
knowledge given to the unwise can be dangerous, both for the unwise and for the
rest of us. But above all you should keep the knowledge of rift-running a secret,
because the knowledge of rift-running is the most dangerous knowledge of all.
3 (3)
Every time you summon a creature, it is your responsibility, so make sure you
unsummon it again. Most importantly if you are making a rune to open a rift,
make sure you also make a rune to close it again, because not doing so will lead
to chaos.
4 (4)
Never initiate a duel in the grounds of the Academy, because the Academy is a
place of learning and peace. Never start or continue a family honour war on the
territory of the Academy, because doing so will no longer be seen as an
honourable act. The Academy does not care what someone's great grandad said
to someone else's great grandad.
5 (5)
You must honor Raan 5 times a day, to show your humility to the Goddess of War,
Honour, Knowledge and Wisdom. You shouldn't pray to any other gods at this
time, because Raan does not appreciate the competition...
194
Initiate Level
6 (6)
Never manipulate the results of your tests, even if you get the chance. Let your
honour and conscience guide you and never try out any newly learned concepts
on your elders, it just leads to an unnecessary mess.
7 (7)
Never consume anything that affect your senses while you're at the Academy.
Sharp and unaffected senses are essential for your safety, and the safety of
others. Also show your abstinence regarding the opposite sex. Door-locks can
be arranged.
8 (8)
Make sure you never boast about your skills to your neighbours, because doing
so could lead to jealousy. Jealousy is the worst of all the feelings, and the cause
of all evil.
9 (9)
Make sure you are always on time, because the Academy does not tolerate
tardiness. Never keep your elders waiting, because their time is valuable and
their tempers are short.
0(10)
You should go to bed early, because only the bright student can honour their
studies and their gods the way they should (at least 13 hours a day).
& (11)
Chastise yourself at least once per day to show your Goddess your absolute
devotion. Birch twigs are preferable. (Do not take this rule to heart, we should
have got rid of it a long time ago after the accident.)
(12)
Never bring your pets to the Academy, we do not run a zoo.
Please note: basilisks, dragons (of any size), centaurs, unicorns and greater
Rivellon fire toads are also considered pets.
195
Act 4
" (13)
This one is unfortunately broken; the remains of a Raanaar can still be seen
under the rubble.
' (14)
Never show your feelings in the halls of the Academy, because the Academy is
a place of severity and logic, and expressing your feelings undermines this.
Above all you should never laugh in the Academy, because laughter humiliates
the severity at the highest degree (and upsets Father Woodwort).
( (15)
Never raise you hand to a servant, because the servants are there to help you
focus on your studies, and if they are no longer there, you'll have to darn your
own socks.
(16)
You must honour the properties of the Academy, because these are all objects of
high academic value. Above all you should honour the books, because the books
contain all the knowledge and the knowledge is the most valuable thing in the
Academy. Please remember to bring them back to the library on time otherwise
you *will* be fined.
196
Initiate Level
On the table is a note giving a hint about a way
to cheat in this test.
The door in the last room has to be
fixed. Send for an imp maintenance
crew as soon as possible. They react
very slowly to our requests lately. So far,
we have no problems with evaluations,
because the students' honour keeps
them from cheating...
Signed Anlokar, High Elder.
Take the door to the north (4). Inside you meet a
group of imps lamenting their fate because they
were forced to work for Samuel in the Citadel. They tortured and murdered Raanaar for Samuel
and now they put their fate in your hands by asking if they should die for their deeds.
The choice is up to you to kill or spare them. As they were forced to do what they did, it is better
to forgive the weak. They vanish and leave a rubber duck on the ground. Take it, as you will need
it later on.
In the next room (5) you meet a severely wounded Death Knight, who was resurrected by Samuel
after your escape from the Citadel, and was sent forth to find you. He killed all the imps in the Imp
Village, because they were unwilling to reveal your whereabouts. Some Raanaar rebels nearly
killed him and he asks you to put an end to his misery. If not, he threatens to tell Samuel where
you are.
You can refuse, as the wounded should not be
killed, not even a Death Knight, but you can kill
him as well. Choosing the first makes him
unhappy; he accuses you of being weak, just as
the Raanaar who even tried to heal him. Then he
vanishes, leaving a guitar behind. You will need
this guitar in the maintenance tunnels later on.
In the room to the south (6) Asmodheus is
waiting for you with five witches. He offers to
take away their life force and add it to yours.
When you agree, he will kill the witches. If you
disagree, you will have to defend yourself
against them. Make sure to pick up the Raan
teddy one of them drops, as you will need it later on. The number of witches makes them hard to
197
Act 4
deal with, but if you have learned the insect swarm skill or the hammer skill, use one of those. They
are quickly history then; just take care of the traps they have laid out.
In the southern room (7), the Goddess Raan
approaches you and tells you, you have failed.
An animal like you, killing Raanaar, one who
has tortured, murdered and worked for the
demons, is unworthy. But even you should show
at least a scrap of honor and accept her
punishment, by going through the left door, as
the right door is for the enlightened and you are
warned not to use it. Don't forget to take the
hourglass she drops upon vanishing.
By choosing the correct door, the Goddess is
satisfied that you showed honor and faith in her
judgment and allows you to keep all your items
(8).
From the instructor (3) you will learn that once you complete all the tests, you are expected in the
evaluation chamber, to hear the verdict.
198
Initiate Level
In the instructors room (9) there is a cracked
wall, to the left of the rift. The crack can be
widened by taking the pick axe from the Raanaar
corpse in the south of the room, and using that
axe on the wall. Go through the hole and face the
immediate attack by four Raanaar ghosts (12).
These ghosts have some elemental, poison and
spiritual resistance, so using normal weapons
doing a lot of damage is the best. Or hurt them
with any non-elemental magic.
At the west side of the room, on the cupboard,
another magic book can be found.
Book of Raanaar Magic, Part 4
[This book is the fourth in a series of 4 describing the concept of mighty
Raanaar magic. You are sure, if you were to read all books in the series, you
would be able to learn something new...]
At the east side of the room, inside a water pool, a star amulet is hidden. It is a secret sign of an
exclusive Academy Brotherhood and will be necessary later on in the mirror room.
199
Act 4
Warriors are part of the Xe caste. Most warriors are male, but there are a few
females who also join.
Mar is the caste of the mages. Magic is considered a natural force, not
necessarily brought into the world by the Goddess.
Ra is the caste strictly for female priestesses. The Ra devote their lives to Raan,
the Goddess of war, wisdom and honour.
An are the scholars and scientists, often addressed as Elder. There is only one
High Elder, the leader of the community. Therefore, the An caste is considered
to be the highest caste, even higher than the Ra, although the Ra strongly debate
this.
There are rumours of a secret caste named Ka, the caste of the thieves who have
dismissed the basic principles of honour. Because of this, most Raanaar refuse
to discuss their existence at all.
And a book about the rather elitist Brotherhood of Stars.
Brotherhood of the Stars
The Brotherhood of the Stars is the most exclusive students' club these days.
Though founded by a group of young and exceptionally talented wizards,
nowadays members of all castes are able to enter. Only the best of the best will
get accepted though, therefore rumours that only the rich and powerful gain
possession of this fraternity have frequently come up. Only members are
allowed to visit the rooms of the Brotherhood. Some people have tried to sneak
secretly into the club rooms, but most of them were never heard of again... The
symbol of this club is a small, finely crafted star.
Many more books explaining the history of the Raanaar are in the Raanaar section.
Also, another magic book can be found in the library. Look closely at a pile of books and the chair
next to it.
Book of Raanaar Magic, Part 1
[This book is the first in a series of 4 describing the concept of Raanaar magic.
You are sure, if you were to read all books in the series, you would be able to
200
Initiate Level
learn something new...]
In the library you will also find the instructor for the Test of Knowledge. He will tell you that the
test is made up of four questions, each having only one correct answer. The questions are put to
you in a room with four teleporters; you will have to click the correct teleporter each time to
succeed. The teleporters are labeled with numbers in the Raanaar language. The same numbers
can be found when reading the rules of behavior.
In the first room (14), the question is about how many initiate tests there are and shows the
following numbered teleporters:
38'
The correct answer is 3, which is the leftmost teleporter
The second question, which you get in room (15), is: "How many hours should you study to show
your teachers you take your lessons seriously?"
160"
The correct answer is 13, the rightmost teleporter. This one is tricky as this number does not exist,
because the wall showing it collapsed. But it is the only symbol that you do not know.
In the third room (16) the question put to you is:
"How many times a day should you pray to
Raan?"
45&(
The answer to this is 5, the second teleporter
from the left.
And finally in the last room (17) you should give
the correct answer to the number of rules the
Code of Behavior has.
279
The answer to this question is on the teleporter to
the far right: 16.
The Evaluation
When all three tests have been completed, it is time to hear the verdict. The evaluation room (18)
201
Act 4
is entered through the door to the south of it. Once inside, the three instructors give you their
verdict. Each of them either approves your entry into the Academy, and gives you a small reward,
or they disapprove and give you nothing.
The Philosophy faction gives you a permanent intelligence potion (+6 to Int.), the Summoning
faction gives you a pair of Thunderfoot boots, and the Holy faction gives you a Shield of Faith.
If you fail one or more of these tests then you are not admitted and they send you away. But
something goes wrong, things are not as they are supposed to be
Just ignore the Raanaar who wants to send you away. Nobody will be stopping you from entering
the next level in the academy.
202
Initiate Level
If you have the ring already, click on the mirror
and enter it, ending up in the room where the
prisoner is (24). He will explain his brotherhood
was the culprit, but refrains from giving further
details. All clues apparently lead to the
Brotherhood of Stars though, and maybe this
prisoner is one of those who tried to sneak in
against their will.
Before cutting the mirror, you should take a door
to the west. It leads to a non-existing room, with
an unreachable manuscript because the key is
missing. What is written on it will remain a
mystery.
There will also be a book at this side of the mirror. It is the third book teaching Raanaar magic,
but it is written in reverse and is therefore useless.
3 traP :cigaM raanaaR fo kooB
[This book is very difficult to read. After a few minutes you get a headache and
give up...]
Note: The correct book is in the north east corner of your starting room, and can be found by using
your mouse (it will be found not very far from the mirror itself after you have returned through
the mirror).
Book of Raanaar Magic, Part 3
[This book is the third in a series of 4 describing the concept of Raanaar magic.
You are sure, if you were to read all books in the series, you would be able to
learn something new...]
Finally, click on the mirror and cut it from inside. This will teleport the three of you back, and
essentially frees the prisoner. He gives you a key to show you his happiness, which unlocks a
cupboard at (26) that can be reached at a later stage.
203
Act 4
The other two rooms can only be entered via those maintenance levels. Room (26) has a cupboard
that only opens with the key from the Raanaar prisoner (mirror room). Inside this cupboard is a
skill book, teaching survival traps skills up to level 5.
And finally in room (27) there is a teleporter leading up to the summoning level.
Overview
The following shows a short overview of all the important things you can find in this part, just in
case you missed something.
Skills to Learn
Survival Traps Convert trap Explosive, lvl 5
Survival Traps Convert trap Scorpion, lvl 5
Survival Traps Convert trap Trail bomb, lvl 5
Survival Traps Trap detection, lvl 10
Wizard Elemental attack Circle Instant , lvl 10
Wizard Elemental attack Circle Missile , lvl 10
Wizard Elemental attack Focused Instant , lvl 10
Wizard Elemental attack Focused Missile, lvl 10
Wizard Elemental attack Spread Instant, lvl 10
Wizard Elemental attack Spread Missile , lvl 10
Wizard Elemental curses Circle, lvl 10
Wizard Elemental curses Focused , lvl 10
Wizard Elemental curses Spread, lvl 10
Wizard Elemental defense Individual Resistance, lvl 10
Wizard Elemental defense Individual Reflective, lvl 10
Wizard Elemental defense Party Resistance, lvl 10
Wizard Elemental defense Party Reflective, lvl 10
When leaving this level, you need to take the guitar, the hourglass and the teddy bear with you.
204
Maintenance Tunnel,
Level 1
Taxlehix
Upon entering the tunnel (1) your old friend Tax shows up again. He has some new skills for you
to learn; survival thieving for 800 and survivor talents for 1600 gold coins.
He tells you about his uncle, who is the only remaining imp in this tunnel. In order to find him,
Tax gives you a riddle: "Where you level up. Count back from 10. Stop at T, turn to your heart and
look for me".
6
23
12
15
14 13
19
17
21
18 20
22
16
1.
2.
3.
4.
5.
6.
Entry
Nixfix
Empty Room
Hidden Room
East Room
Silence Room
7. North Room
8. Lever
9. Ghost
10. Hidden Room
11. Thief Entrance
12. West Room
13.
14.
15.
16.
17.
18.
Imp Statue
Dragon Statue
Lever
South Room
Locked Door 1
Locked Door 2
19.
20.
21.
22.
23.
Traps
Levers
Locked Door 3
Locked Door 4
Exit
Hidden Room
2nd Level
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Act 4
The simple translation of his riddle: Walk from the stairway northwards, until you reach a
T-crossing, then turn left - your heart side - moving through the secret wall (2) and meeting 2
strange imps instead of one.
Nixfix
You see Tax again and his uncle Nixfix. This old imp has a severe case of amnesia and will
constantly warn you about a dangerous monster in the lower tunnel levels. He can also inform you
what happened after Samuel invaded the Academy (all imps left and only this old imp remained,
together with his fading memories).
Nixfix also has a locked chest, and will tell you where the key is after you succeed in killing the
dangerous monster. The monster is in the second level of the maintenance tunnels. Another
inhabitant in this messy cave is Nixfix little pet flooge, who really likes Quetzalcellona
mushrooms. If you happen to find one, Nixfix will trade it for a Kohar root, a required ingredient
when you reach the summoning level (although you don't get the option to trade it before you have
the quest to look for the root).
There is a locked door leading west, and Nixfix does not have the key for it. Tax does, but he
doesn't offer it at the moment. Only after visiting the summoning level and pursuing the drugs
affair quest can you get it from him. The room has a stairway leading to another part of the second
level maintenance tunnels.
The northern door is open and leads to an empty
room, with a lever. Opening the door next to it
will give you access to the other parts of this
maintenance level.
206
Maintenance Tunnel,
Level 1
But if you don't have a piercing weapon then any weapon doing bone or shadow damage will do.
After you have killed it, pick up the gems as they are needed later on, and take a close look into
the critters lair for a random goody.
The Guitar
In the room north of where Nixfix is (6), there are
several very special Shadow Creatures, unable to
stand all the noise you are causing.
If you picked up the guitar during the Test of
Faith, play it and they will beg you to stop
immediately, offering the Hearts of Spirits
amulet in return. When you accept, they drop
dead on the floor. If you didn't bring the guitar
with you, they will attack and you will have to
fight them. Search their caves for random
goodies as well.
Toggling Doors
The room to the far north (7) has a lever that
opens door (17). South of that room in the corridor leading west there is another lever. Depending
on the position of this lever it opens either the left or the right door in room (7).
The Thief
When you go to the north-west, a Raanaar ghost is standing in the corridor at (9). He will tell you
a bit about the secret thief caste of the Raanaar and asks you to get the dragon gem for him. You
can agree or not, there is no difference in experience. While he is talking about the thief caste, he
will also tell how cleverly they veiled their entrance: the door to the west is not the entrance, and
just leads to a blind wall.
As before, you will have to walk through a false wall, in this case, through the wall just south of
the ghost. Follow the corridor until you reach another wall and walk through that wall as well,
ending up in another, this time shorter, corridor (10).
In this corridor you will find a lever on the wall, that opens the door to the room north of it (11).
You will see two staircases now; one leading up to the initiate level and the other going down to
the second maintenance level, where the thief caste have their hideout.
Quetzalcellona Mushroom
In the room to the west (12), there is a lever against the northern wall, which will open the door
further on in the room. This door leads to another small room, in which you will find the
Quetzalcellona mushroom, required to complete a quest in the summoning level. Once you
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Act 4
receive that quest (you do not have it yet), go to Nixfix with the mushroom, and trade it with him
for a Kohar root. During this process he will also give you some valuable information about the
mushroom. Remember what he tells you, as you need that information when you have your first
summoning test quest.
Inside the smaller room, make sure to check the haystack also, as it might contain an item or two.
There is also a second lever here, which will open the door at (18).
208
Maintenance Tunnel,
Level 1
Click on the statue to open its (empty) inventory
and drop one red gem (from 5), and a yellow gem
(from 16) into it. That will give the statue its eyes
back, unlock the door leading to the statue, and
deactivate the trap at the same time. As the
dragon gem serves no other purpose in this game,
you might as well make the ghost at (9) happy
and hand it over.
Overview
The following shows a short overview of all the important things you can find in this part just in
case you missed something.
Skills to Learn
Survivor Survivor talents Embellish Equipment, lvl 10
Survivor Survivor talents Luck, lvl 10
Survivor Survivor talents Tracking, lvl 10
Survivor Survivor talents Trading, lvl 10
Survivor Survivor talents Wisdom, lvl 10
Survivor Thieving skills Backstab, lvl 10
Survivor Thieving skills Lockpick, lvl 10
Survivor Thieving skills Pickpocket, lvl 10
Survivor Thieving skills Poison, lvl 10
Survivor Thieving skills Sneak, lvl 10
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Act 4
West Tunnel
The west part of the tunnel (1) is accessed via the north-west entrance of the first maintenance
level. From here go east and then south.
13
14
3
2
12
5
a
4
c
11
10
1.
2.
3.
4.
5.
Entry / Exit
Timed Levers
Mirror Room
Battlefields Key
The Monster
210
Traps
Levers
6. Golden Key Rooms
7. Locked Doors
8. Locked Door
9. Entry / Exit
10. Hungry Monster
11.
12.
13.
14.
Dead Imp
Mat
Monster
Locked Chest
Maintenance Tunnel,
Level 2
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Act 4
depending on your luck you can duplicate more or fewer keys allowing you to open more than one
door. The mirror will break randomly, allowing you to duplicate one or maybe even up to three
keys.
In room (6a), there is a Raanaar shield, in (6b) some treasures, in (6c) a Raanaar helmet and in (6d)
a Raanaar weapon.
Locked doors
At the north of this side of the tunnel, there are three locked doors (7). You will need a high
lockpick skill to open them and take the treasure, but as it is nothing special, it might not be worth
the effort to boost your lockpick skill in this case.
The door leading to the other level (8) is locked and can only be unlocked by pulling the lever on
the other side of the door.
East Tunnel
The east part can only be accessed after Tax gives you the key to unlock the entrance. He will not
do that until you have received the quests to investigate the drugs matter and to find the book of
summoning.
212
Maintenance Tunnel,
Level 2
Strategic Summoning
[This book describes various monster types and their known methods of attack.
Very important knowledge indeed if you summon a monster and your protection
fails!]
Air Elemental - Basic attack: Lightning
Chaos Creature - Basic attack: Fire
Fire Elemental - Basic attack: Fire
Giant Spider - Basic attack: Poison
Mutant - Basic attack: Poison
Shadow - basic attack: Frost
Water elemental - basic attack: Frost
Finding the dead imp also wraps up the drugs
issue. Now that you know who the supplier was
you can report this information to Ankhumar.
Mat
In the east part of this tunnel, an ill tempered ghost named Mat will appear as soon as you touch
his spear, amulet or hat (12). All these three items are unique items, so they could be well worth
the fight. The items are placed next to a skeleton on the ground, probably the former body of Mat,
next to which there is also a note.
Blood and bloody ashes! Now he's finally gone crazy Sending me to this
strange world Let's see how that overgrown lizard does without me!
Mat has a very high resistance against elemental damage, so don't bother with that. Slashing
weapons doing ethereal, shadow or bone damage are the best way to kill him, as his resistances
for these damage types is low. For readers of The Wheel of Time cycle by Robert Jordan, Mat
should be familiar.
The Mutant
The north side of the tunnel has a door leading to a corridor (13), opened and closed by the lever
on the right hand side. Make sure the door is open, then run into the corridor. In the meantime you
will have heard a voice telling you to close the door as there is a monster on the loose. At the end
of the corridor a second lever will allow you to do just that.
Close the door with that lever and take whatever loot there is, then flip the lever again to open the
door and run out, probably bypassing the mutant in the process.
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Act 4
Alternatively, just forget about the whole thing and kill the mutant, as he is easy prey.
Overview
The following shows a short overview of all the important things you can find in this area, just in
case you missed something.
214
Special Items
Battlefield key, level 2
Stranger's Hat
Stranger's Spear
Stranger's Amulet
Summoning Level
Summoning Level
In this level you learn the art of summoning. You are taught this ability by means of three tests that
have to be passed before progressing to the next level. In the meantime you also find out the ghosts
have a bit of a drug problem.
Summoning Level
19
21
20
4
12
18
17
16
23
24
13
14
15
11
10
5
6
9
25
22
8
Triggers
1.
2.
3.
4.
5.
6.
Entry
Ankhumar
Marker Stone
Raans Statue
First Test
Summon Room
7. Locked Doors
8. Librarian
9. Library
10. Belehram
11. Laboratory
12. Puzzle Room
13. Dolehar
14. Specimen Room
15. Students Room
16. Runes
17. Merchant
18. Elder Ansukar
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Act 4
Imp Union
These are minutes from last meeting of Imp Union. Imps are not Slaves!
Hotofix complained that he been struck by Raanaar Elder for dropping jug of
water. We will meet with High Elder to tell him that other Elders not obey
Academy rules to look after servants!
Zizonox proposed that imp wages be increased to two bird's eggs and a turnip.
All imps present in favour of this!
In the large room to the south (2) Elder Ankhumar, instructor of the summoning level, awaits you.
He will explain that you have to pass three summoning tests in order to gain access to the next level
of the Academy. He will also direct you to the person giving you the first test (5). But before you
can even start, you will have to get Raan's blessing for protection at (4).
He also gives you some extra information about Damian's foster father, High Elder Anlokar, his
daughter Anlokam (who you met in the previous Act), and his son, a warrior named Xelokar.
When you have solved all three summoning tests, he will unlock the door to (25), offering a
passage to the next level. The stairway in room (2) is blocked and remains blocked.
Raan's Blessing
The statue of Goddess Raan is at (4), but before
you go there visit room (3) with a marker stone
which will allow you to flag all important
locations on this level if you like.
Priestess Rakoham, guarding Raan's Statue, is in
a bad mood, because of the drug problem
affecting several students. She also complains
that Elder Ansukar should deal with this
problem. To get her even more upset, ask her
about a love affair with mage Markunthar.
In order to receive Raan's protective blessing,
you have to speak to the statue against the northern wall, by clicking on it and giving the correct
answer (Goddess of war, wisdom and honor).
Click on the statue again to receive her token of appreciation: Raan's Blessing - a sapphire amulet.
216
Summoning Level
217
Act 4
The Library
Librarian Antopar, in the library at (8), is a bit dissatisfied, because he feels he deserves to be a
High Elder. He feels that his important work, taking care of all the books and preserving the
Raanaar knowledge, has been overlooked. Since the council of Elders only elects new Elders
every 52 years he doesn't feel that his work is really valued.
Antopar can also tell you about the drug problem in the Academy and you will learn about a
student trying to reach Groofland. Since this student was addicted to drugs and had some
pronunciation problems, he ended up in Grooveland and came back with a much better rhythm
than before.
Antopar can also teach you some elemental attack and curses skills, and body magic, each for 1800
gold coins.
Every time you want to enter the sacred library room (9) you will have to ask Antopar to unlock
it. Because some books keep disappearing he takes his precautions. This world isn't any different
from others with undisciplined students.
Inside the room there is a Shadow Creature that attacks you on sight. Apparently they don't take
it too well being interrupted while reading. Shadow Creatures are vulnerable to bone damage, so
try to hit it with that type of damage.
When done, make sure to read the entertaining books in The Good Imp Guide series, found at the
east side of the room.
The Good Imp Guide: Part 1
Imps may seem small and insignificant but given the correct treatment and care,
they can become loyal and affable servants and give years of valuable service.
When choosing your imp, be sure you look for any defects. Their skin should be
reddish in hue, neither pale nor too bright (bright red skin can indicate
infection). The skin on an imp's feet should be tough and slightly hairy, which
will save on footwear costs. The ears should be twice the length of the nose
ideally, but this is not always the case with younger imps. Be sure to count the
toes at least twice.
The Good Imp Guide: Part 2
After you've selected your imp, make sure you start it off with small, basic tasks
to build up its strength and get it settled within a routine. Fetching and carrying
tasks are appropriate, as well as simple household chores. If you want your imp
to flourish, make sure you keep it with others of its kind, as this will ensure that
your imp does not become lonely or depressed. Once your imp is established in
his or her surroundings, you can give them cooking and bedding materials and
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Summoning Level
they will look after their basic needs. Groups of imps will often form their own
hierarchical colonies and for imp groups of 6 or more, a full-time overseer
should be appointed.
As this is a library, several other books can also be found here, of which the following is an
incomplete collection
299 Ways to Wisdom
[You don't have time for most of the suggestions listed in the book...]
Raan, the Goddess of Honour, War and
Wisdom
[This book describes the concepts of
honourable warfare... You always
thought, the most honourable thing in
war is victory, but this book disagrees. ]
Rifts - A Secure Way to Travel
[Statistically more Raanaar have died
when travelling by foot, than by going
through rifts... The author thinks that
rift-running is by far the safest way to
travel...]
Where no Raanaar has gone before...
[A description of other worlds and dimensions... Some of them remind you of
your home, Rivellon. ]
Imps - Servants or Slaves
[A long article about the status of imps in Raanaar society...]
Sacrificing Techniques of other Cultures
[It is quite terrifying to read what other races have to sacrifice to their gods...]
Ka - Myth or Reality?
[Does this caste of thieves really exist in Raanaar society today? If yes, why did
they leave the right path laid out by Raan? And if no, where has all my gold gone
lately? ]
219
Act 4
220
Summoning Level
Before you leave the library, the Death Knight will ask you if you have understood and know what
you need to summon. Give him the correct answer, which is imp, of course. As you need to find
out more about a mushroom, you need to summon the Imp informer (mycology) and you now
know the correct ingredients, too.
The Merchant
The only merchant on this level is trader Bexhanar in room (17). He points you to junkie Dolehar
at (13), when asked about the drug affair.
Bexhanar also informs you about a small riddle and challenges you to solve it. The answer lies
behind the empty shelf in the laboratory at (11).
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Act 4
After a while two students will show up in
Belehram's room and rant about having to wait
99% of their time for spell components to be
delivered. They know quite a bit about
Markunthar in the laboratory and one of the
female students. The mage normally only shares
his stuff with females, but this one did everything
the wrong way: inviting him to share a bottle of
wine, when wine aggravates his allergies,
reciting poems, which the mage hates, and
finally molesting him by tickling his tail. The
result was that she was thrown out of the
Academy. The only way to impress him is by
praising his intellect, is the students conclusion.
Keep their names in mind: Domequar and Dotharhar - as one of them will be an important person
for the second summoning test.
After this go to Markunthar's laboratory (11). You can get the Feynur potion in two ways: either
kill him, or lure him out of the laboratory. Asking him doesn't work, as he needs the potion to spice
his tea. If you decide to kill him, he will drop a sapphire key for the large locked cupboard. If you
want to lure him out, talk to female student Dojuram, who is waiting outside, and tell her to praise
his intellect. As a result, she will leave with him and you can find the sapphire key inside the
laboratory.
The book on the desk contains a golden key that unlocks the small trapped cupboard, providing
you with a sapphire key to unlock the cupboard next to it. There you will find the Feynur potion
and a skill book teaching you alchemy and some elemental skills.
The Riddle
While visiting the merchant Bexhanar at (17), he challenged you to solve the riddle in the
laboratory (11). By moving the empty shelf against the wall to the north out of the way, four
colored buttons will be revealed. Press them in the order 4-3-1-2 (or red-green-blue-yellow) and
a door to room (12) will unlock.
222
Summoning Level
A hint for the correct sequence is found after you
remove the small shelf on the west side: you will
see four potion types lined up. One red, two
green, four yellow and three blue potions, giving
you the clue to the order in which you have to
press the buttons.
Four runes against the wall give a hint about how
to unlock the chests beneath them. The left one is
the fire rune and requires the red button. In that
chest you will find a +60 permanent vitality
potion and a Raanaar sword.
The second rune is lightning, which requires the
yellow button. The chest will have a +25
permanent stamina potion and a Raanaar
hammer.
The third rune is frost, and can be unlocked with the blue button. Inside the chest you can find a
+60 permanent mana potion and a Raanaar axe.
And finally the right rune is poison, and can be unlocked with the green button. The chest contains
a +1 permanent constitution potion and a Raanaar Wand.
The Students
The student sleeping quarters (15) are inhabit by two female students: Donatham and Dothiram.
They are talking about imps who forgot to feed the spell component specimens. One says they
need to be whipped, but Dothiram does not agree, as they are just too valuable.
There is also a diary giving some extra information about the drug problem.
Student Diary
[This appears to be a plainly bound diary, obviously given to every student at
the start of their studies at the Academy. This one has a few readable extracts.]
Oh beauteous feeling! I was able to finish all my essays last night without
needing any sleep... such is the wonder of this drug. Although now my mind feels
cloudy and I struggle to remember precisely the words I wrote, only that my
mind was flying when I wrote them!
I must get more, more, MORE! The pressure here is too great for me to survive
without them. My gold is running out, but I will not disgrace my family with
failure.
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Act 4
I have but a few grains left, it is not enough...I will do anything...ANYTHING!
I must sleep...so tired...need sleep and then I will find that little dealer again.
And a summoning diary of which one or more parts can be found here.
Summoning Diary 1
[This appears to be a page from the summoning diary of one of the students.]
I'm not sure about this summoning business. I summoned a minor demon a few
weeks ago and, even though I know it's safely back in its own realm, I keep
seeing it in my dreams. Its image is pursuing me as I sleep...I haven't had a good
night's rest in ages and I am fearful of summoning any other creatures lest they
too creep into my sub-consciousness!
Summoning Diary 2
They can't make me summon again...I won't do it...even if it means I have to
leave the Academy. That demon I summoned still pursues me in my sleep and
even a sleeping draft from the High Priestess hasn't helped, it just made my
dreams even longer and more vivid! Oh beware those that seek to summon, you
do not know what you may unwittingly unleash upon yourselves. I must get away
from this place and free my mind from this torment!
Keep the location of the locked silver chest in mind, as you will have to wander through all
Academy levels later on, to find the appropriate silver key.
224
Summoning Level
The only friendly creature in there is a tiny flooge; you can spare its life.
The spider will drop a leg when it dies. Don't forget to pick it up.
Partially hidden under a skeleton in this room, you can find the platinum key that will unlock the
door to the Evil Flying Eyes cell. There are several potions in there, so it is worthwhile to unlock
the door and take them.
Rune Rooms
1
10
11
12
225
Act 4
- Poison rune, protected by a Demon.
The demon has very high protection against elemental damage and is best attacked with any
weapon doing ethereal damage.
- Lightning rune, protected by a Metal Gargoyle.
Again don't bother with elemental damage. The Gargoyles has the lowest resistance against
ethereal and shadow weapons.
- Fire rune, protected by a skeleton.
The skeleton does not have much protection. A crushing weapon doing water damage kills it
even faster than any other weapon.
From left to right at the northern wall:
- Star rune, protected by a Shadow Creature.
The Shadow Creature doesn't like bone damage, so try to hit it with that. The Rune Guardian
is held captive in this rune room. When he is liberated, he can teach you summoning dolls skills
up to level 10 for 1600 gold.
- Rift rune, protected by a Rock Skeleton.
The Rock Skeletons are tougher than the regular skeletons and have some protection against
elemental, poison and spiritual damage. Just use anything else that you happen to have.
When done with the skeleton, check out the wine chest, as it contains a level 3 Battlefields key.
- Earth rune, protected by a dummy.
The dummy is really a dummy. Its stats are so
low, you should be able to kill it in one or two
blows.
- Abyss rune, protected by an Earth Elemental.
Any weapons doing air damage are the best in
taking an Earth Elemental out as fast as
possible.
The Ring of Raan can be found in this room
too.
- Wisdom rune, protected by an imp.
Imps can be killed with anything effectively,
with the exception of elemental damage.
- Offering rune, protected by a rat.
One could wonder if a level 1 rat actually is able to protect anything, so just take it out with one
hit.
226
Summoning Level
after you offer to get rid of the summoned creatures and make the training room available to others
again. Ask him about the drug affair to learn about a discussion he saw between Dolehar and an
imp.
In the summoning training room (21) there are Demons (vulnerable to ethereal damage). After you
have disposed of them, take a look into the north-west corner of the room, to find a Raanaar
summoning doll, making up for the loss of Anlokam, if you have restored her fully in Act 3. If you
chose not to, you will have four dolls now.
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Act 4
For the Air Elemental you need the lightning rune, so click on the light blue shrine to get a larger
air crystal. The elemental has a low resistance against earth damage.
- Fire Elemental.
Click on the red shrine to obtain a larger fire crystal. Weapons or spells doing water damage will
harm the Fire Elemental most, so consider using those.
- Spider.
The green shrine will provide you with a larger poison crystal as soon as the spider is
summoned. As all other spiders, this one is also vulnerable to ethereal piercing damage.
- Water elemental.
The last shrine, the dark blue one, gives you a larger water crystal and offers protection against
the Water Elemental, which, in combination with anything doing fire damage, should make it
feel very uncomfortable.
After having summoned these four creatures the
second summoning test is completed and the
door to the third summoning test (23) is open.
Overview
The following shows a short overview of all the important things you can find in this part just in
case you missed something.
228
Summoning Level
Skills to Learn
Body magic Offensive Cloud, lvl 10
Body magic Offensive Focused, lvl 5
Body magic Defensive Individual, lvl 10
Body magic Defensive Party, lvl 10
Elemental attack Circle Instant, lvl 10
Elemental attack spread missile, lvl 5
Elemental defense individual reflective, lvl 5
Elemental defense individual resistance, lvl 5
Elemental curses Circle, lvl 10
Elemental curses Focused, lvl 5
Summoning dolls Upgrade, lvl 10
Summoning dolls Specials, lvl 10
Survival Alchemy, lvl 2
Special Items
Battlefields key, level 3
Larger air crystal
Larger fire crystal
Larger poison crystal
Larger water crystal
Permanent constitution potion, +1
Permanent mana potion, +60
Permanent stamina potion, +25
Permanent vitality potion, +60
Raan's Blessing amulet
Raanaar summoning doll
Ring of Raan
229
Act 4
Philosophy Level
The purpose of the philosophy level is to teach you several aspects related to the process of
riftrunning. You will be teleported to different areas to undergo these studies.
Main Level
This is the level you enter when ascending from the summoning level. It is also the level where
you are teleported back and forth between the other locations that you will visit.
Beam me up
Upon your entry to this level (1), you are greeted by Elder Anbenktar, who tells you that your
studies continue here. You will have to talk to all Raanaar Elders, before being allowed to go to
the next level.
Philosophy Level
6
5
9
10
Triggers
1.
2.
3.
4.
Entry
Central Area
Baby Room
Dream Imp
230
5.
6.
7.
8.
Angry Ghost
Chest Room
Merchant
Time Rift
9. Water Room
10. Exit
Philosophy Level
These Elders can all be found in the central area
(2). There are four of them; Anbotar, teaching
about truth and lies, Anbassam teaching
concentration, Anrauzam teaching
consequences and Anguram teaching
interferences.
Each time you talk to one of them, you are
teleported away, so make sure to save often.
Besides talking to these four Elders, there are
other things to do as well on this level and some
hints about the locations you will go to. It might
be wise to do these things first, before talking to
the Raanaar Elders (although you can interrupt
their conversation).
The first quest you get is from philosopher Elder Anfegar, thinking about the ultimate answer (1).
The solution can be found at the room of the dreaming Imp (4). Anfegar can also teach you the
backstab skill for 1300 gold pieces.
Imp Dream
1a
1b
1c
1d
1e
1a. Entry
1b. rat
231
Act 4
Upon entering the dream (1a), a rubber duck
makes clear it is not too pleased about you being
here; furthermore you'll be watched, warned and
attacked for not listening. This is a very strange
location you ended up in, with a lot of strange
objects in it. Also take notice of the healing
shrine from Divine Divinity, that found a place in
the Imp's head.
A small rat (1b) will give you the 'ultimate
question' instead of the ultimate answer (squeak
- question - squeak). Maybe not exactly what the
philosopher Anfegar is looking for, but he will be
pleased with it anyway. As the rat helped you
out, maybe killing it would not be the proper
thing to do. But if you happen to feel evil at this moment
Inside the next room (1c) skeletons will come to attack you as soon as you approach the grave
stones. And in the room after that (1d), a spider will come after you. Once you've disposed of them
you finally reach the core of the imp's mind the world of Lego.
The imp will tell you, he is dead already and
wants to know what you are doing inside his
head. When you ask him about the lost
merchants amulet, he will tell you that he hid it
cleverly in a room with water, making it
invisible. Only by using fairy dust it can be
visualized. This is the hint you need to solve the
quest for trader Begurar. (Note that you will not
get this option in the discussion tree if you
haven't visited Begurar first).
When done, head back to Anfegar to give him
the ultimate question, to his ultimate answer.
An Angry Ghost
While going through this level several students will talk about imps summoning creatures being
a sick joke. When you reach the Raanaar priestess ghost at (5) this will be put into perspective.
You will find out that Damian wanted imps to summon creatures and that he himself had been busy
summoning Demons outside of the Academy. The Raanaar ghost disapproves of these tactics,
feels Damian must die for this and attacks you (as she believes you are him).
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Philosophy Level
Locked Chests
In the room to the north-east (6) there is a locked cupboard and a locked chest. There is also this
note:
In my last test I was taken to a strange world, where I met an odd creature who
sold me all kinds of magical items. Back on Nemisis the High Mage himself told
me that the carpets, mirrors and knives I'd purchased were just normal and
didn't possess any magic at all! How embarrassing!
I've thrown away most of the stuff, and locked away the rest. If I don't do this,
the others will start laughing at me. But now I've lost my cupboard key, which
must have happened during one of my last tests. I'm not too unhappy about it
though.
It looks like the Raanaar met trader El Gammon, who Divine Divinity players might remember.
The key to the locked cupboard, which contains the fairy dust and a carpet, can be found in the
consequences level.
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Act 4
damage all that much).
Next, go the water pool and click on it, opening its inventory. Put the fairy dust into it and stand
back. Poisonous fumes will rise from the water, but once they are cleared, the amulet will appear
(look along the north wall). Take the amulet and bring it to Begurar to collect your reward; a Death
Knight sword.
If you are curious, take your time and read some of the notes you can find in the merchant's room,
giving you insights about the existence of aliens in our own world.
Opening Rifts in Time: Notes 1, by Elder Anakkisam
The first time rift I opened during my latest experiment took me to back to the
dawn of this land, when the earth pulsated beneath my feet with emerging life.
I saw the battles overhead between the gods and the demons, their weapons
tearing the skies, raining fire and brimstone down upon the earth. I didn't dwell
too long in that place, for I feared I would never get back. Who would have
thought that such violence could have shaped our world?
Opening Rifts in Time: Notes 2, by Elder Anakkisam
I could not tell whether this second rift of mine led to a place within our world
or not. It was certainly somewhere that I'd never read about in all the Academy's
history books. I thought the shaping of our world was brutal, but this
place...such violence, such horrors. I saw creatures (I took them for humans)
slaying their own in great numbers... imprisoning them like animals, flattening
town after town with great metals beasts and flying machines. I pray to Raan
that this is some other world, far, far away and not a vision of our own future.
Opening Rifts in Time: Notes 3, by Elder Anakkisam
Thankfully my third rift didn't lead me to a place of violence... or rather it
seemed to be a little island of calm set within a sea of violence. I found myself
in a small village of healers, which I guess was situated in Rivellon. I skulked
around, making sure no-one saw me and I noticed a strange figure (who had
apparently been found unconscious in the wilderness) wandering about talking
to the healers. I sensed some importance in this person. I must look them up in
the library, when I get back.
234
Philosophy Level
Back in Time
In the west room (8) a Raanaar student wants you to go through Bone
the rift to retrieve the lost bone of the founder. He is very
curious and wants to see it, but as it was buried by a cave-in,
2a
you will have to travel back in time for it. When you accept and
2b
go through the rift, you end up in two small rooms (2a). The
bone is guarded by two Raanaar soldiers (2b), not willing to let
you take the bone without a fight. The ghosts are most
vulnerable to water and ethereal damage, so using that might
2a. Entry/Exit
be very effective. Once they are killed, take the bone and don't
2b. Bone
forget the two-handed Demon Cutter axe located in the
north-west corner, as well.
When you get back, the Raanaar student no longer knows who you are and tells you the bone of
the founder was lost, stolen long ago.
That's what you get when you meddle with time, no experience points and a useless bone.
Nevertheless, the student is willing to teach you several warrior skills for 300 gold pieces.
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Act 4
To the End Level
After talking to the four Raanaar Elders and going through their tests, the door to (10) will be
unlocked, granting passage to the last level of the Academy.
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Philosophy Level
possibility is looking at both passages, as far as you can. You can assume that the left way is the
better one, symbolized by the "pure water" pouring out of the wall.
The door to the west (3), leads to a nice and friendly area, with a spring and a gem in the water.
Touching the gem will spawn a Water Elemental you will have to kill.
Go through the rift to leave.
The door to the east (4), leads to a not so friendly place, with a lot of heat and lava. An Earth
Elemental is waiting for you and blocks your passage to the rift. Once you have disposed of it, take
the exit out of here.
Concentration
Elder Anbassam wants to teach you the importance of concentration and keeping your focus in a
hostile environment. In order to increase the challenge, she not only teleported you into a dungeon
full of Evil Flying Eyes, but also summoned Samuel, who is not too happy about it and thinks the
human he smells has something to do with it - the race begins.
The Statues
From your starting point (1) go south until you enter a room filled with statues (2). Each statue has
an area in front of it that you should not touch, otherwise you are teleported back to the entrance.
Concentration Level
13
14
16
23
12
11
18 19
15
21
17
20
22
9
10
4
24
Levers
1.
2.
3.
4.
Entry
Statues
Locked Rooms
Locked Room
5-9. Levers
10. Teleporter
11. Large Room
12. Locked Door
13. Teleporter
14-19. Levers
20. Wine Chest
21. Locked Door
22. Exit
23. Blockade
24. Samuel Start
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Act 4
To see these areas, flip the lever to the right side of the entrance and avoid the beams emitting from
these statues.
Check out the small image to see the best way for
a safe journey. Go through this with each
character in single mode, as it is very difficult to
guide two characters at the same time.
In the corridor after the statues there are two
levers, which each open one door (3), and a
locked door requiring lockpick skill (4).
Although these rooms could contain something,
none is of much value.
The Maze
At the north side of this level there is a maze with locked doors and levers. You can only toggle
one lever at a time, as the rest are blocked by locked doors. The correct order of the levers is (16,
19, 15, 14 and 18). When done in the correct order, the door at (21) will be unlocked.
Besides that there is also a key, hidden in the torch at (17), which opens the wine chest at (20).
The Finale
After passing the maze, you will reach the center of this level (22), together with Samuel. You can
choose to fight him, but that is pointless at the moment, so just step through the rift to go back to
the philosophy level.
If you want to back-track the steps of Samuel you are out of luck, as the corridor is blocked at (23)
and does not allow you to continue. If you could, then you would find out Samuel started at (24).
238
Philosophy Level
Consequences
Elder Anrauzam believes the key to riftrunning is knowledge. He will teleport you into a dungeon
full of Fire Elementals (vulnerable to water and ethereal damage), Shadow Creatures (vulnerable
to bone damage), and several teleporters with Raanaar numbers on them. Taking a teleporter has
its consequences, either taking you a step closer to freedom or into more trouble.
Teleporting
There are nine teleporters in this area. Eight of them operate in pairs and are numbered 1 to 4. The
ninth leads out of this level and has the Raanaar number 5.
The following teleporters can be found:
Teleporter 1: teleports between locations (4) and (15)
Teleporter 2: teleports between locations (7) and (16)
Teleporter 3: teleports between locations (3) and (13)
Consequences Level
14
15
13
12
11
16
2
1
8
10
5
1.
2.
3.
4.
Entry
Sapphire Key
Teleporter 3
Teleporter 1
5.
6.
7.
8.
Levers
Battlefields Key
Teleporter 2
Gold Key
9. Teleporter 4
10. Teleporter 4
11. Imp Corpse
12. Locked Room
13.
14.
15.
16.
Teleporter 3
Chest Room
Teleporter 1
Teleporter 2
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Act 4
Teleporter 4: teleports between locations (9) and (10)
Teleporter 5: located at (6) and leads out of this level.
You enter this area at (1), and when the fights are too tough, just lead them to the Elder and she
will aid you.
Keys
There are several keys on this level. A sapphire key at (2) opens the locked cupboard in the
philosophy level, which holds the fairy dust, needed to find the missing amulet.
A level 5 Battlefields key is at (5) and a golden key for a locked chest at (13) is placed in the small
room at (8). To enter the room you will have to go through the secret wall north of it.
In the room to the north (14) there are two wine chests. The right one is trapped and the left one
requires a sapphire key that can be found near the western wall in that same room.
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Philosophy Level
lockpick skill.
Interferences
Speaking to Elder Anguram in the main
room of the philosophy level lets her
teleport the two of you into an area to
learn how interfering in situations has its
consequences. Every action you take has
an impact on others. The lesson to learn is
to think before making a decision. The
key to riftrunning is responsibility.
Interferences Level
7
Blowing Out
3
The area you are teleported to is an
4
8-shaped dungeon which can only be
traveled in clockwise direction. From the
Levers
entrance (1) go south, where the first test
1.
Entry
5.
Witch
awaits you (2).
2. Prisoners
6. Lever
Two prisoners are begging you to free
3. Monsters
7. Locked Door
them by blowing out the candle in front of
4. Kings
each cell. Freeing one of them will result
in the other ones death. A difficult choice
to make Sometimes choices should not be made immediately though, some decisions should be
delayed for a while, and this is one of them.
When you reach the backside of the prison cells (6), there is a lever opening the prison cells,
setting both prisoners free.
Monsters
In the room south of the prisoners (3), two monsters are fighting each other. There are several
choices, none of them giving different experience points; sneak and don't interfere, wait until the
fight is over and kill the survivor or kill them both right now.
Two Kings
A decision about life and death has to be made in (4). Two kings ask for your intervention in a
dispute. One king wants a sword to conquer the land of the other, so his people will not starve. The
other wants a shield to defend his country.
Giving the sword to the conqueror turns the defender into a guard asking for an honorable death.
If you choose to give the defender a shield to protect his homelands, the conqueror will turn into
a beggar, living off scraps and donations. You have to decide in this case, as the door leading north
241
Act 4
will not be unlocked until you do, even if you dislike both possibilities.
The Witch
An imprisoned witch asks you to free her (5).
The soldier guarding her has his orders to keep
her in the cell. You can either leave her and just
continue going to the exit, or free her by pushing
the white button on the wall. If you do free her,
she will turn into a Chaos Creature and attack
you on sight, and the guard drops dead instantly.
All interferences have their consequences.
The last room allows you to pull the lever
opening the two prison cells (6). Pass the door
leading out of here (7) and ask Anguram to take
you back to the main level.
Overview
The following shows a short overview of all the important things you can find in this part just in
case you missed something.
242
Skills to Learn
Survival Survivor talents Backstab, lvl 10
Warrior Whirlwind, lvl 10
Warrior Warrior talents Bait, lvl 10
Warrior Warrior talents Berserk, lvl 10
Warrior Warrior talents Discourage, lvl 10
Warrior Warrior talents Feign death, lvl 10
Warrior Warrior talents Ranger sight, lvl 10
Special Items
Battlefields key, level 5
Deathclaw Sword
Two handed axe- Demon Cutter
Yit-Koor rune
Anlokar
Upon entering the top level of the Academy (1), High Elder Anlokar approaches you and tells you
to visit the instructor and practice the aspects of riftrunning. During your talk with the Elder you
will find out Damian was supposed to leave Nemisis, but something prevented him from doing so.
In his despair and hate, he misled the Imps to get them to steal the protection crystal guarding the
border between the demonic realms and Nemisis, but this crystal was not the cause for his failure
in attempting to leave this world. Anlokar will try to find out the real reason, while you practice
riftrunning, by visiting the instructor.
The Instructor
The instructor is at the east side of this level (2). He will tell you, in order to run rifts, they need
to be opened first, requiring a rift wand. Besides that, you need to know the coordinates of where
you want to open the rift, for which a book of coordinates is necessary. You will get the latter as
soon as you have fetched the wand at (3) - held by Samuel.... So, save before you enter.
End Level
1
4
7
3
6
5
1. Entry
2. Instructor
3. Samuel
7. Chest Room
8. Exit
243
Act 4
Samuel
Samuel will summon several Shadow Creatures
to aid him. These minions will attack you with
acid rain, elemental damage, meteor shower and
melee.
The easiest approach is to stun him with the
Shaman Magic - Nature magic - Hammer. Level
4 is sufficient to kill his minions since they are
very vulnerable to bone damage, and it will also
keep Samuel passive. For a mere trifle of 200
mana points one hero can stun him and the other
either go into melee or attack from a distance.
When Samuel is dead, he drops the rift wand and a rune.
Hark Ferol
When you get back to the instructor
Hark Ferol Tomb
carrying the rift wand, he will give you the
book of coordinates enabling you to open a
rift in the room to the north (4). Once you
1d
get there, open your inventory and click on
the wand; a rift opens, leading you to the
1b 1c
tomb of Hark Ferol.
1a
Duke Hark Ferol was once an executioner
in the ancient times of Rivellon. He
defeated the Lord of Chaos and his Black
Ring minions all those years ago, as gamers
might know from the pre-story of Divine
Divinity. His final resting place is guarded
by four of his warriors.
1. Entry
2. Golems
3. Exit
4. Exit
Upon entering the tomb (1a), you will have to go north. The statue at (1b), gives you a clue about
how the chains at (1d) have to be pulled. He was killed by assassins in the second year of his rule
and is protected by four loyal men (2 and 4).
244
245
Act 4
As you search all rooms you can find several manuscripts from Anlokar and Anlokam giving more
information about what happened.
The Finding of Damian, by the High Elder Anlokar
Today we found a boy wandering in the wilderness. His face was muddy and cut
and his clothes were torn...who knows for how long he'd been out there. Yet, I
saw a strange strength within him - and something inside told me that this was
no ordinary child. My High Priestess warned me that bringing a stranger into
the Academy, especially a non-Raanaar, was foolishness, but I'm certain she
does not see the same potential in him that I do. A fire burns inside this one, I'm
sure of it, and she will learn to accept him as one of us, in time
My Dear Friend,
I'm sorry I haven't written for so long, we've had strange times here at the
Academy since you left. Damian, the young boy my father found as a child
wandering in the wilderness, has been officially adopted and is well into his
training to become a Raanaar Elder. Not that he is truly one of us and no amount
of training will change that! I have to say, I am still not comfortable with my new
'brother'. There is something about him... I can't quite put my finger on it. His
desire to learn, his thirst for knowledge, especially about riftrunning, seem
unquenchable and I can't help but think he is not all that he seems. I am worried
for my father.
My warmest wishes and the blessings of Raan go with you,
Elder Anlokam
This is most peculiar. The inability of Damian to leave this world is really
strange, and unreported until now. I have to investigate it further.
Today I encountered a strange barrier around our world that might be
responsible for Damian's problem. It seems to work on specific life signs and it
appears to only be effective for him. As if somebody wanted to imprison him. I
must seek the answer in the world Damian calls his home, Rivellon.
The room of Anlokam(6) contains a marker stone. Remove it and you will find a teleporter leading
you to room (7) with a golden chest, two permanent potions in each cupboard, and a wooden key
leading to a chest hunt odyssey.
The wooden key unlocks the wooden chest in the philosophy level (3), containing a stone key.
The stone key unlocks the stone chest in the second level of the maintenance tunnels (14),
containing a silver key.
246
247
Act 4
Rhianna *LeatherRaven* Pratchett
Ilya Rogozin
Mike *Dr Stein* Slembrouck
Kris *Stormrider* Taeleman
Andre *Antx* Taulien
Steward *Valtar* Temmerman
Alex *Lex* Van Ooteghem
Stijn *Stynamite* Valkenborg
Lynn Vanbesien
Swen *Lar* Vincke
David Walgrave
248
249
Act 4
him down. Another strategy is to position yourself so that a tree is between you and the
Necromancer, that way he will keep blasting the tree and not you. Whatever strategy you use, the
Necromancer must be dealt with as soon as he appears; each fireball can mean an instant death.
Melee Tips
Since Damian's resistances to melee are equal, it does not matter which type of weapon you
choose.
Having a large supply of vitality, speed, agility, and strength potions is vital. Depending on your
difficulty level you could easily go through 100 health potions.
Remember to save your game before sharpening your weapon. If you end up short of the required
agility to use the sharpened weapon, then you can reload and try again.
A high level of shield blocking skill will be useful if you are using a one-handed weapon with
shield.
A procedure that can be very handy is to use the Shaman Magic Hammer spell at level 4 to stun
Damian and his minions. It will kill the minions who are vulnerable to bone damage pretty quickly,
and stop the mage enemies from annoying you. With a lvl 4 Hammer skill you can land a few
blows on Damian while he is stunned and then simply continue to stun him, alternating in melee
attacks.
Magic Attack
Magic spells or ranged weapons will not result in Damian summoning minions. Any magic skills
will work. Elemental curses will weaken him, Fireballs work quite efficiently, and focused missile
attacks work very well. A good combination is to cast the Shaman Hammer spell, run to a safe
distance, cast two other spells of your choice, and repeat until he dies.
You could also put four or five points into the sneak skill. Then you simply move away after the
last conversation, target him with spells from a distance, and then walk a few steps. If you don't
attack from the same point again he will not search for you. Just repeat the process of firing again,
and moving a few steps, etc. This method only requires that you have enough mana potions, but
no large supply of health potions.
Ranged Weapon Attack
If you choose to kill him with bow/crossbow, the sneak skill (max is level 11) is vital. You will
also need a good eye for the correct distance between you and Damian. The poison arrow
proficiency and the appropriate arrows, with a sneak skill at level 8, and a high reload/accuracy
level works very well. As soon as Damian gets too close, break off your attack, move to a safe
distance, and then target him again. This kind of approach is pretty tedious and requires patience.
Alternately, you can use the summoning dolls as a distraction, though even upgraded they would
250
Overview
The following shows a short overview of all the important things you can find in this part just in
case you missed something.
Special Items
Book of coordinates
Battlefields Key, Level 5
Wooden key - stone key - silver key - gold key
251
Act 4
252
Battlefields
The Never Ending Story
Battlefields
Battlefields Issues
Access to the Battlefields
You enter the Battlefields by finding a Battlefields key somewhere in the main game. Once you
have found a Battlefields key you only have to left-click on it to activate your access to one or
more of the Battlefields dungeons. There are a number of Battlefields keys in each act that
correspond to the number of dungeons in the Battlefield. Finding each additional key will unlock
another dungeon. In Act 1 there are three Battlefields dungeons; in all other acts there are six
dungeons. Since you have to find the appropriate keys for each act over and over again, there is
no need to pick the keys up, simply click on them to gain access to a new dungeon entry.
Act 1 Battlefields
L1
L2
L3
254
Battlefields Issues
Act 2 Battlefields
L4
L6
L1 L2
L3
L5
Battlefields Quests
There are basically two types of quests you will receive from each Battlefields Merchant per act:
one is to find an artifact, and the other is to kill a Boss monster. All artifacts and Boss monsters
will be found in the third level of a dungeon.
Note: The distribution of artifacts and Boss monsters is random. So you may not find anything in
one dungeon, but find two or three quest items/boss enemies in another one.
255
Battlefields
Act 1
Act 2
Act 3
Act 4
Act 5
05184
11136
17856
25344
33600
Act 3 Battlefields
L1
L2
L3
L4
L5
L6
256
Battlefields Issues
Act 4 Battlefields
L1
L2
L3
L4
L5
L6
257
Battlefields
Act 5 Battlefields
Note: In the more than 100 dungeons, there was never a time when there was no portal to the lower
levels. However, there was one dungeon where a gamer (Grim) found a large brown stone labeled
as "Mass of Rocks" turning out to be portal in disguise. This portal is very rare since he has only
encountered it once.
Trophies List
All of the monsters you kill will be listed in your Trophies list. There is however a discrepancy
between the levels of the Battlefields monsters listed in your Trophies list, and the displayed level
listed above the monster's head when you encounter it. The Trophies list will display a
substantially lower level for the Battlefields monsters for some reason. As a golden rule: enemies
range from two levels lower than your hero up to one level higher; boss enemies are in some cases
slightly lower.
258
Battlefields keys
Battlefields keys
These keys, only valid for the current act, are hidden in wine chests, behind crates, planks etc. and
show up with the ALT key. As they vanish after entering the next act, you will need to search for
them again. In older versions, they remained in your inventory, in newer versions they were gone.
Act 1 Keys
The following shows an overview of the keys in Act 1.
Level
Location
Comments
Hidden locked chest in the starting area, near south gate. Check your secondary skill
Concentrate on the left chain and steam in that area. The menu and search for the
chest key is in the haystack of the left spider cell in the Battlefields entry icon.
arena.
Act 2 Keys
The following shows an overview of the keys in Act 2.
Level
1
2
3
4
Location
Comments
Citadel Prison Island: one of the monster critters in prison As you have to find all
(south cell) drops it upon defeat.
Battlefields keys per act,
you now have access to
Imp village: in the pit where a small imp fell in, NE area newly generated fields and
where the mutant is, in a chest.
will find the BF icon again
Little Mushroom Forest: placed on the ground of a SW in your secondary skill
menu.
bay, guarded by a Winkorr.
Mushroom Forest: the Lich cave, middle area. You have to
walk close to the inner walls to find access to this hidden
room.
259
Battlefields
Level
Location
Comments
Act 3 Keys
The following shows an overview of the keys in Act 3.
Level
1
2
3
Location
Comments
Temple Area: west of the church, in a grave, hidden partly As you have to find all
by the church walls.
Battlefields keys per act,
you now have access to
General Bram's Camp: southwest of the entrance, in a cove newly generated fields and
on the ground.
will find the BF icon again
Ruins Island: in Zandalor's dungeon, dropped by a critter in your secondary skill
menu.
upon defeat in the first level - west cell area.
260
Battlefields keys
Act 4 Keys
The following shows an overview of the keys in Act 4.
Level
1
2
Location
Comments
Basic training level, Endurance test room: in the west As you have to find all
cupboard, where the Instructor is.
Battlefields keys per act,
you now have access to
Maintenance Tunnels 2: southeast of the well room, where newly generated fields and
you have to kill Nixfix's monster, hidden under wooden will find the BF icon again
planks.
in your secondary skill
Summoning level: in the star rune chamber, where the menu.
Rune Keeper got trapped.
261
Battlefields
Act 1
Trader
Path
Annabelle Survivor
Brian
Elkar
262
Skill
Level
Costs
Alchemy extract
Alchemy combine
1750 each
Survivor talents
Backstab
Trading
Luck
Wisdom
Embellish equipment
Tracking
2750 each
Warrior defensive
Shield blocking
Evading
Armor usage
Armor durability
2000 each
Warrior Craftsmanship
Repair
Sharpen weapon
2000 each
1500 each
Focused
2000
Individual
2750
Healing
Cure poison
Remove curse
Cure disease
1750 each
Trader
Keith
Olaf
Path
Survivor Thieving skills
Skill
Level
Costs
Pickpocket
Lockpick
Sneak
2000 each
Poison
2500
Summoning dolls
Upgrades
2500
Warrior melee
One-handed
2000
Two-handed
One-handed with shield
2500 each
Bow
2500
Crossbow
2500
1500
2000
3000
Warrior ranged
Act 2
Trader
Path
Annabelle Survivor
Skill
Level
Costs
Alchemy extract
Alchemy combine
2400 each
Survivor talents
Backstab
Trading
Luck
Wisdom
Embellish equipment
Tracking
2400 each
Summoning dolls
Upgrades
Specials
4000 each
263
Battlefields
Trader
Brian
Elkar
Keith
264
Path
Skill
Level
Costs
Warrior defensive
Shield blocking
Evading
Armor usage
Armor durability
2400 each
Warrior Craftsmanship
Repair
Sharpen weapon
2400 each
1600
2000
Focused
2200
Individual
2600
Healing
Cure poison
Remove curse
Cure disease
2400 each
Acid rain
Lightning storm
Meteor shower
Wind of furies
4000 each
Extra duration
3200
4000 each
Pickpocket
Lockpick
Sneak
Poison
4000 each
Elemental traps
Explosive
Paralyzing
Scorpions
Spikes
Trail bombs
4000 each
Survivor
Trap detection
Trap disarming
4000 each
Trader
Olaf
Path
Skill
Level
Costs
Warrior melee
One-handed
Two-handed
One-handed with shield
3200 each
Warrior ranged
Bow
2400
Crossbow
2400
1600
2000
Act 3
Trader
Path
Annabelle Survivor
Skill
Level
Costs
Alchemy extract
Alchemy combine
5200 each
Survivor talents
Backstab
Trading
Luck
Wisdom
Embellish equipment
Tracking
5600 each
Summoning dolls
Upgrades
5600
Specials
13
6400
Healing
Cure poison
Remove curse
Cure disease
Shared damage
10000
265
Battlefields
Trader
Brian
Elkar
266
Path
Skill
Warrior defensive
Shield blocking
Evading
Armor usage
Armor durability
10
7200 each
Warrior Craftsmanship
Repair
9000
Sharpen weapon
7200
4800
Focused missile
10
4000
Focused instant
6400
Spread missile
6000
Individual
10
4000
Healing
Cure poison
Remove curse
Cure disease
4000 each
Acid rain
Lightning storm
Meteor shower
Wind of furies
8000 each
Extra duration
6000
8000 each
7200 each
Age objects
Elder fire
Fireball
Flash
Swap places
Level
Costs
Trader
Keith
Olaf
Path
Skill
Level
Costs
Pickpocket
Lockpick
Sneak
Poison
6000 each
Curse
Insect swarm
Scary explosive
Spider mine
Summoning
Teleport trap
7200 each
Survivor
Trap detection
Trap disarming
7200 each
Turn traps
10000
Warrior melee
One-handed
Two-handed
One-handed with shield
10
8000 each
Warrior ranged
Bow
10
8000
Crossbow
8000
6000 each
Act 4
Trader
Path
Annabelle Survivor
Skill
Alchemy extract
Alchemy combine
Level
Costs
10000 each
11
14000
Upgrades
20
14000
Specials
15
14000
22000
12
16000
Survivor talents
Summoning dolls
267
Battlefields
Trader
Path
Brian
Warrior Craftsmanship
Elkar
Keith
Olaf
268
Skill
Repair
Sharpen weapon
Convert arrow
Identify
Level
Costs
10
10000 each
10
22000
10
14000
11
25000
Age objects
Elder fire
Fireball
Flash
Swap places
16000 each
Pickpocket
Lockpick
Sneak
Poison
11
10000 each
Survivor
Convert traps
11
22000
Trap detection
Trap disarming
Turn traps
11
16000 each
Warrior melee
One-handed
Two-handed
One-handed with shield
12
12000 each
Warrior ranged
Bow
Crossbow
Arrow proficiency
12
12000 each
Act 5
Trader
Path
Annabelle Survivor
Skill
Alchemy extract
Alchemy combine
Survivor talents
Summoning dolls
Level
4
20
Upgrades
30
Specials
20
15
16
Brian
Warrior Craftsmanship
Elkar
25
20
18
Keith
Olaf
Repair
Sharpen weapon
Convert arrow
Identify
Costs
Alls skills,
regardless
of trader
are 25000
each
20
Age objects
Elder fire
Fireball
Flash
Swap places
20
Pickpocket
Lockpick
Sneak
Poison
20
Survivor
Convert traps
22
Warrior melee
One-handed
Two-handed
One-handed with shield
20
20
Warrior ranged
Bow
Crossbow
Arrow proficiency
269
Battlefields
Battlefields Monsters
The following chart will show the typical monsters you will encounter in the Battlefields, and any
comments about them. This list is not all-inclusive due to the randomness of the dungeons and
the wide variety of monsters that may appear in the Battlefields. In Act 5, their levels can have a
wide range, depending on your Hero's level. Use the following values as a default description:
2-7
Act 2:
9-14
Act 3:
17-23
Act 4:
23-28
Act 5:
Monsters ranging from two levels lower up to one level higher than the
current hero stats - boss monsters are about three to four levels lower and up
to one level higher
Monster
Acts
Comments
Air Elemental
3,4
Blood Knight
270
3,4
Battlefields Monsters
Monster
Acts
Comments
Citadel Mage
Citadel Ranger
Crystal Gargoyle
Demon
Weakens with fire curse, attacks with fire spell, higher levels
drop charms
Earth Elemental
1,3
Fire Elemental
Ghost
Ice Skeleton
Imp Ghost
Mutant
2,4
Raan Ghost
Ranged Skeleton
Rock Skeleton
Shadow Creature
Skeleton
Skeleton Boss
Skeleton Mage
Skeleton Ranger
2,3
Stonebiter
Spider
Uebersnail
Witch
271
Battlefields
Creature
Fire Elemental
Comments
Very low on water, ethereal, spiritual, shadow
Adwirewyth Spider
Ariehar
Fire Elemental
Astiewyr
Metal Gargoyle
Edie
Fire Elemental
Helikin
Metal Gargoyle
Hoaba
Spider
Preinydd
Spider
Qilab
Metal Gargoyle
Rilaloth
Fire Elemental
Vorekoth
Spider
272
Quests
ToDo List for Heroes in Haste
Quests
Act 1
Quests, XP and log entries showing up an "*" might show up differently, depending on the version.
The shown values and texts represent how it should be.
Torture Level
Escape from Samuels Dungeon
XP: 0
Reputation: 0
Reward: Getting out of the dungeon is the major task in Act 1 and requires several levels of survival.
A Digging Ghost
XP: 1944
Reputation: 1
Reward: Healing potion
Ghost Edmond, hidden in a deeper level of the middle western cell, needs proof he is dead. Go
to the middle NE cell and kill one of the rats. In order to trigger this quest you have to stand in
the middle of the room. Bring the leg bone back to Edmond so he may find his peace at last. Don't
forget to learn his wizard spells up to level 5 first.
Thirsty Prisoner
XP: 6264
Reputation: 1
Reward: Skill Book
A prisoner in one of the arena prison cells is very thirsty. Bring him a specific water bottle from
the kitchen area - the one at the middle of the table - the man will still die in your arms, but will
provide you with the skill book Trap Detection level 5.
274
Act 1
Pit Level
Poisonous Rat Bite
XP: 5184
Reputation: 1
Reward: Summoning Skeleton Doll
Imp Horex, one of the 2 arena-cleaning imps, is desperate. His brother was bitten by a rat and
needs treatment in the form of a poisonous tooth. Kill the Bony Monster in the southern area - you
can reach it by blowing out the torch next to the door. Horex will then unlock a hatch for you and
present you with your first summoning doll. Odox can teach you the first Summoning doll
upgrade skills and the warrior skill; Feign death.
Maze Levels
Strange Imp
XP: 7344
Reputation: 0
Reward: This is the first time you will meet imp Taxlehix who pops up in each act. Solve his chamber
riddle and learn your first thieving skills, up to level 10, from him. If you choose the middle
(golden) way, you can proceed unharmed. The other chambers are trapped.
Damsel in Distress
XP: 0
Reputation: 0
Reward: A beautiful lady will ask for help - if you follow her into the house, you'll find out it's a hold up.
Kill the skeletons.
Chained Skeletons
XP: 10584
Reputation: 0
Reward: Treat these skeletons guarding the locked pit entrance as their master does: threaten to burn them.
They will unlock the pit level for you.
275
Quests
Key Level Levers
XP: 11664
Reputation: 0
Reward: Rune + Random Goodies
As water only runs downhill, start with the NE lever in the highest position and work your way
around clockwise, until you have pulled all 6 levers in the hexagram room. A small pit will open,
revealing a few chests and a golden jug - caution: one is trapped, delivering up to 91 HP damage.
Clicking on the lever on the stone block will then open the portal upstairs. If you miss the correct
sequence order - you will have to fight gargoyles and a golem for each wrongly pulled one - you
will miss the small pit and its loot, but gain a lot of killing XP instead.
Proceed to the next room, pick up the unique crystal bag and then pick up the golden rune key
located south of the stone block. Touch the pyramid appearing on the altar to teleport back to the
imp level. The other keys are false and only call hostile gargoyles.
Open the door to the east after your teleport, as you have the special rune key now, and use the
stairway to enter the Citadel located 2 levels higher.
Note that there is no log entry for this quest.
Find a book
XP: 13824
Reputation: 1
Reward: Skill Book + Potions
Gay medic Amon in the Infirmary wants a book about poisonous creatures by Rhiannon. You can
find it in the left spider arena cell of the starting level, under the haystack. If you have already
blocked both cells with an iron bar, you can take the key from the table in the infirmary to unlock
the left cell. Bring the book back and hand it over, in spite of the DK's remark to keep it. You will
receive a skill book and a few potions, as Amon will hand you his cupboard key and even offer
to heal you for free. Don't forget to take the sulphur with you; it's on the same table as the cell
key, and is required for a quest later on.
Steal a book
XP: 15984
Reputation: -1
Reward: Deathclaw Sword
Merchant Tully wants you to steal the "Prime Torturer book" he had sold to General Bram. You
can find it in Bram's secret cellar, the hatch is in his quarters one level higher. If you take off your
disguise uniform you won't have to fight the appearing ghosts. Hand the book over to the
merchant, and he will provide your DK with a nice 2-handed sword as a reward. I wouldn't mind
reputation going down, as it has no real impact on the game.
276
Act 1
Humorous Guard
XP: 7344
Reputation: 0
Reward: XP: 5184
Reputation: -1
Reward: 300gp
Laughing on duty is forbidden. If you respect the guard's dilemma, you get more XP and keep
your reputation. If you tell him a joke, you get less XP and can blackmail him to bribe you with
gold for not obeying this rule.
Archery Contest
XP: 10584
Reputation: 0
Reward: You have probably heard how this great Archer Champion brags about his deeds. Listen to Rupert
and the other spectators first; you will smell something fishy. Speak to imp Vadorix afterwards
and threaten to give him away to his master - he will tell you the champion forced him to move
the targets. Now you can choose which of the following two sub quests you want to fulfill.
Great Champion
XP: 13824
Reputation: -1
Reward: 1000 gp
With the knowledge from the Archery Contest quest, you can either tell the champion he's a cheat
and force him to buy your silence for gold - or say you believe him; in latter case you get no XP
but you can still complete the next quest. If you take the bribe, it is not possible to solve both this
and the next quest, as they exclude each other.
Losing Soldier
XP: 12744
Reputation: 1
Reward: 500 gp
With the knowledge from the Archery Contest quest, you can tell Rupert about the cheating
champion. Though he promised you a bow at first, Rupert will only provide you with money and
teach you Warrior ranged skills up to level 5. If you take the champions bribe, you cannot solve
both this and the previous quest, as they exclude each other.
277
Quests
Parcours
XP: 11664
Reputation: 0
Reward: 800 gp
Meet guard Laurel and agree to take his bet to survive the trapped parcours. He will unlock the
left door for you. The trap part is easy; you merely need the trap detection skill level 2, and can
even walk through the wall there. Don't forget the sapphire key in that area, you'll need it for
General Bram's hatch one level higher, to open a hidden chest there.
Dishwashing Soldier
XP: 8424
Reputation: 0
Reward: Speak to the dishwashing soldier in the drillgrounds and find out how the traps work in the exit
corridor (triggered by the lamps). He will tell you to stay right, left, right and then right again
through the corridor to reach the guard rooms. Trap detection skill (level 2) will show everything.
You need to pull the levers in the small corner chambers in the following sequence to open this
door: NW, SW, NE, SE - thus forming the sentence: Beware... of... the... traps. It is advisable to
move your heroes in single mode and save before entering the trapped corridor.
If you don't want to figure out how the traps work simply send a summoning doll to walk through
the corridor. It will blow up, but the traps are gone then.
Imp Informer
XP: 7344
Reputation: 0
Reward: The arrow-making imp Ounox will inform you about a secret wall east of the guards room after
you have mastered the trapped corridor. If you are friendly to him, he will warn you about the 5th
lever, if you threaten to turn your DK on him, he'll advise you to pull this one - XP are the same
in both cases.
This eastern secret wall opens after you have defeated the lieutenant in the guards room there,
he drops a key for the tiny lever room. The 4 levers behind the wall in this secret chamber simply
need to be switched 1x each - starting from left to right and the 5th one calls a gargoyle. Note that
there is no log entry for this quest.
Barracks Level
Rats in the Storage Room
XP: 12744
Reputation: 1
Reward: Cook Bryant is desperate. He can't prepare a meal as long as rats are free in the storage room and
asks you to force his imp slave Rashax to kill them. It makes no difference in XP to him who does
it in the end, imp or you. Take the salt barrel out of the cook's kitchen, as you will need this for
a quest later on.
278
Act 1
Chess Problem
XP: 10584
Reputation: 0
Reward: An arrogant soldier challenges you to a chess riddle. If you give him the correct answer, Knight
d3 to e5, you get XP and he disappears. You can try as often as you like.
Bribing Guards
XP: 6264
Reputation: 0
Reward: Only one group of guards can be bribed with 10 gp, when they ask for your papers. If you choose
to fight instead, you get no quest XP.
Forge
XP: 22464
Reputation: 0
Reward: Defeat Samuel's cronies in his lair, pick up their 2 rune keys, open both side chambers and take
2 keys for your escape. The key from the west room opens the door to the lava forge. After you
have killed the smith, you can choose to blow up this Citadel by using a bomb. The ingredients
for this are a coal barrel (in Fergus' room) - a bowl of sulphur (table in the Infirmary) and a salt
barrel (Bryant's kitchen). Drag the salt over the coal barrel to receive a coal/salt mix, drag sulphur
over this mixture and you have your bomb. Place it into the lava forge and exit Act 1.
Leaving the Citadel via the other key in the east room of Samuel's lair (BF 3 key is in there as well)
will give you no XP. Note that there is no log entry for this quest.
279
Quests
Battlefields
Battlefields Quests
XP: 5184
Reputation: 0
One quest per trader is available, giving 5184 XP each.
280
Reward: -
Act 2
Act 2
Citadel Island
Escape from Nemisis
XP: 0
Reputation: 0
Reward: You've made it into Act 2 - now you have to find a way to leave this Prison Island.
Imp Village
Imp Village
XP: 0
Reputation: 0
Reward: Talk to the Chieftain as soon as you have crossed the lava. He will grant you asylum as long as
you behave. This is a part of the main plot.
281
Quests
Find Alchemist
XP: 25056
Reputation: 0
Reward: After youve told the Chieftain's son what caused the plague, he wants you to find the exiled
alchemist for help. You can find this cave in the Fire Area, just follow the blood trail. This is part
of the main plot.
Alchemists House
XP: 11136
Reputation: 0
Reward: In order to enter this house in the Imp Village you have to tell the guard, you're looking for the
cause of the plague and that the chieftain's son has sent you. In the house you will find quest items
for the 2 following quests: an unknown cream for the lost spider quest and in the cellar the
ingredients to create the Emu Eartes Sues potion for the desperate imp.
Lost Spider
XP: 25056
Reputation: 1
Reward: Poisonous Dagger
Spider rancher Anourax misses a spider and warns you about its sensitive nose. Using the
unknown white cream from the alchemist's house will rid you of your stench. Find the spider in
the west area and bring it back to Anourax. You only get XP if you bring it back alive, so tickle
it on its left side, between the second and third leg, to keep it calm.
Steal a Box
XP: 25056
Reputation: -1
Reward: 1600 gp + Crystal
Two merchants are rivals and teachers as well: The first one will ask you to steal a box from the
other. Enter the second imp merchant's house and flip the lever. Talk to him again to trick him into
leaving his house. Then hit the lever again and descend. Make your way through the maze there
and get the box, picking up the chain gloves as well (Princess of Fire - fire set). If you open it regardless of the warning not to - your DK will turn pink permanently. In addition to this, you can
get a reward crystal from the merchant you tricked out of his house. A little thank you for warning
him about the other one.
282
Act 2
Imp Ghost
XP: 15776
Reputation: 1*
Reward: Bone Amulet
The ghost in the eastern part of the imp graveyard blames the alchemist for his death. He appears
after you have clicked on the first tombstone there, and is willing to teach you cursing skills. He
will find his peace after you have informed him that the flooge frogs are responsible for his death.
You get no XP if you have found out about the alchemist's innocence before speaking to him.
Floogefrog Killer
XP: 25056
Reputation: 1
Reward: Rune + 1000 gp
Help the Floogefrog herder and find the cave of this killer (Black Spider) in the Little Mushroom
Forest. Bring back your good news. Caution: this Black Spider is capable of feigning death. Note
that the killer only turns up after you have received the quest.
Special Mushroom
XP: 25056
Reputation: 1
Reward: 5x Stamina Potions
The mushroom farmer, standing outside of his tiny house, wants you to find this mushroom. It's
in the Little Mushroom Forest. Trick the elf imp out of guarding it by pretending some dwarves
were destroying nature - but before you do that, learn his Warrior ranged skills up to level 5, and
then bring this mushroom back to the farmer. Inside the farmer's house you will find the trader
Mafnirx and a strange cupboard teleporting you to a drug nightmare. Take the mushroom extract
from the table, as you will need it for a quest later on.
283
Quests
Find the Murderer
XP: 38976
Reputation: 1
Reward: Bone Ring
An imp ghost in the village cemetery was murdered by one of the imp sisters Parrixa or
Azanarixa. You can find the murderer's name in the Lich's diary, located in the Lich Cave
(Mushroom Forest) and inform the ghost. If you confront Parrixa with your knowledge, she will
commit suicide. Revealing to Azanarixa first who killed her lover will cause her to kill her own
sister and commit suicide afterwards, too.
You can choose to kill the liches in the cave or pickpocket them to get the following items: A
crystal, a permanent intelligence potion and Zandalor's Inferno, an oak wand from the wizard set.
Imp Historian
XP: 0
Reputation: 0
Reward: Pyramids
If you approach an empty chest at the beginning of the Little Mushroom Forest, you will fall into
a hole. Refuse an imp's offer to get you out for 500 gp - he won't help you anyway. The Imp
Historian will appear and offer you a teleporter pyramid - accept this gift and teleport yourself to
the other one by clicking on the pyramid in your inventory. These pyramids are handy for
overcoming gaps or reaching a trader quickly if you have deposited one there. Note that there is
no log entry for this quest; it is part of the game plot to lose your pyramids after you enter Act 4.
284
Act 2
Spider Area
The Hermit
XP: 25056
Reputation: 1
Reward: Holy Water
An old hermit in his cave at the beginning of the Spider Area needs protection from spider poison.
Retrieve his amulet from the pit he flags on your map. His reward is very important if you want
to increase your Extract Alchemy skill - at level 4 you can create 1 permanent potion for each
Holy Water bowl in your possession. Besides this, he is a good teacher for Shaman Nature spells
up to level 5 - take at least the hammer spell to stun opponents.
Imp Patrol
XP: 38976
Reputation: 1
Reward: The imp patrol wants you to rescue their comrade Stignix, who is captured by the Spider Queen.
Do so, and then heal him with a spider cure which the Spider Queen drops when defeated. She
also drops a Demonic Summoning Doll and a rune.
Stignix will run away after you have healed him, but you can find him in the Imp Village
afterwards - where he will reveal to you a secret if you're interested.
Interesting Secret
XP: 15776
Reputation: 0
Reward: XP: 6496*
Reputation: 0
Reward: 1000 gp
Stignix is in the Imp Village after his rescue from the Spider Area - you can choose one of the
following rewards he offers:
- get a tip where a secret passage is (to ask the Tree of Insight there one question). This option
triggers a cut scene with the tree after you have reached it.
- or get a bit of gold (no XP)*
285
Quests
Exiled Spider
XP: 15776
Reputation: 0
Reward: Chain Helmet
A spider not willing to obey the Spider Priest was banned from his community. Kill this priest and
his servants; they are north in the ruins. Go back and report, so the exiled spider can return to his
comrades. If you find and kill these spiders before you meet him, he may turn invisible.
Mushroom Forest
Helpless Imps
XP: 38976
Reputation: 1
Reward: 800 gp
The large green mushroom has paralyzed 6 imps. A note nearby will tell you how to help: get the
Queen Spider web from the Spider Area and the mushroom extract out of the mushroom farmer's
house in the Imp Village. Combine them via drag&drop and use this created antidote on all
"corpses".
The tasty mushroom you find in a wine chest nearby gives you a permanent luck bonus +3 for
each character.
Missing Wife
XP: 20416
Reputation: 1
Reward: Crystal
The imp farmer is desperate; his wife is missing. If you go south-east to a stone circle, you will
surprise 2 ghosts fulfilling a ritual (they only show up after you have this quest). Kill them and
pick up Zandalor's Skin, a part of the Wizard Set. The female imp is freed and glad to be back
home again. The farmer will reward you then.
Fire Area
A Cure for the Plague
XP: 29696
Reputation: 1
Reward: XP: 11136
Reputation: 0
Reward: XP: 11136
Reputation: 0
Reward: XP: 11136
Reputation: 0
Reward: After you have found the alchemist in the Fire Area and told him the flooges are the cause of this
plague, he'll need 3 ingredients to brew an antidote, and asks you to find them for him: The Blue
Larakiri Root, the Grey Quisirisi Fruit and the Yellow Bafflimiri Mushroom. The first 2 are in the
south and NE area on ground level - the mushroom is in a dungeon, beneath the pit in the SE area.
Caution: As soon as he has made his cure antidote, the game is linear. You won't be able to fulfill
unfinished quests anymore, as this quest is part of the main plot eventually leading on to Act 3.
286
Act 2
Necromancer
Necromancers First Task
XP: 29696
Reputation: 1
Reward: After crossing the lava from the prison island, you will be in the Imp Village. As soon as you try
to leave it for the first time, the Necromancer kidnaps you and orders you to retrieve your first
crystal fragment in Rivellon - at the Cursed Abbey. Your landing point is in the cellar, while the
fragment is on the altar in the main room upstairs. Unlock the side door in the NW tract with the
key from the table there, and click on the fragment. Sir Achim is relieved you freed him of this
curse and teaches you Warrior Melee 2-hand skills up to level 10. The imprisoned witch in the
cellar will be hostile now, and the paladin asks you for help.
Imprisoned Witch
XP: 11136
Reputation: 0
Reward: This old lady was imprisoned by the paladins. She is friendly at first, as the crystal fragment
seems to reverse alignments, and can teach you Shaman Weather Magic lightning storm up to
level 5. After you have freed the paladins of their evil influence by picking up the crystal fragment
on the altar, she will be hostile and try to kill you, aided by her gargoyles. Defeat her and report
this to Sir Achim, so the Necromancer can teleport you back to the Imp Village.
287
Quests
Shamans Realm
Escape from Dungeon
XP: 48256
Reputation: 1
Reward: Skill Book
The Shaman kidnaps you after you have helped the alchemist to brew the plague antidote and
have reached the Shaman's cellar.
You have to find and kill this evil imp in his realm. Then search for the imprisoned imp sage, who
will lead you to the crystal fragment, and give you a skill book about wisdom as a reward.
Don't forget to take the ring Morpheus with you - the Shaman drops it upon defeat (though you
can steal it from him with pickpocket). If you touch the crystal fragment on the altar the sage
shows you, you will find yourself in the Shaman's cellar again for a short while, until the
Necromancer teleports you away for your next task in retrieving further crystal fragments (Little
Village).
After your final return Tax will offer to show you a way out. You can refuse this, and take a stroll
through the village first to pick up loot, as a lot of imps are dead now; the Inquisition Crossbow
out of the imp hero's house, Iriganirix's 2 chest keys in his house, and anything interesting the
merchants may have dropped. Return to Tax afterwards, he will lead you to a bay in the
Mushroom Forest where you have to accept the Commoner's invitation to see a demon. Each time
you refuse now, the messenger dies - and the third one will be the disguised Demon Asmodheus
himself - taking you over to Act 3.
Battlefields
Battlefields Quest
XP: 11136
Reputation: 0
One quest per trader is available, giving 11136 XP each.
288
Reward: -
Act 3
Act 3
Asmodheus Island
The Demon Asmodheus
XP: 62496
Reputation: 0
Reward: Raanaar Summoning Doll
As you have accepted your invitation from Asmodheus, he will play his games with you: you
have to answer some questions (mushroom, horse, hunger) - he will jeer at you, as you can't take
the solid gold block as a reward - and in the end, he will lead you to Raanaar Elder Anlokam and
turn her into a Summoning Doll. After this unpleasant experience, you're free and are teleported
away.
Temple Island
Restore the Doll
XP: 77376*
Reputation: 1*
Reward: Asmodheus has transformed Elder Anlokam into a summoning doll. You will not be able to
restore her until nearly the end of the Act, after entering the catacombs with the Black Bishop,
and that will not happen until you've risen to the top of the Temple ranking system. To get started,
visit the Keeper of Ranks as soon as you enter the Temple Area (first building on the left after the
entrance), and get your name added to his book of ranks. Then check the billboard for 4 ranking
quests. Click on it 4 times.
This is part of the main plot.
Temple Nearby
XP: 17856
Reputation: 0
Reward: Simply enter the Temple Area, by speaking to the guards in front of the main portal.
Stolen Goods
XP: 47616
Reputation: 1
Reward: 2400 gp
Rank: 1500
XP: 25296
Reputation: 0
Reward: 1200 gp
After you leave the Temple Area you will stumble across a merchant wanting his stolen goods
back. You can choose to share the loot with the thievish mutants a few steps east of where the
merchant is, or fulfill your quest to get ranking points and full XP. If you wish to trade with him,
search him out in the Black Temple Area afterwards.
289
Quests
Talking Tibar
XP: 40176
Reputation: 1
Reward: Raanaar Wand
Rank: 2500
A short-tempered Tibar south of the town wants you to help him regain his original human form.
You need to curse the witch Cassandra (Temple Area) for this. Get the bat guano out of her house
and the old cheese from the locked warehouse (key is in nearby garden, use ALT). Then talk to
her again, as the curse becomes valid via speech options. Report your success to the Tibar and
get your Raanaar Wand as a reward.
If you accidentally drop the curse scroll the Tibar gave you, you can still solve the quest by
speaking to Cassandra after you have gathered the other two ingredients.
Black Temple
Lost Relic
XP: 40176
Reputation: 1
Reward: Pag-Umn Rune
Rank: 2500
After you have read the billboard, Raze, near the east crypt entrance in the Temple Area, will
have a quest for you and will flag the entrance to the dungeon on Ruins Island. Get the relic and
bring it back to the cleric.
Ball in Well
XP: 17856
Reputation: 1
Reward: Amulet
Rank: 500
XP: 62496*
Reputation: 0
Reward: Rank: 0
If you want to get the ball out of the well, you have to kill the flooge (take the Unique Amulet)
to receive full XP and ranking. Fred will then tell you a secret, so you can rent your hero's house
for 2500 gp instead of paying 5000 gp. The landlord is in the house of the Keeper of Ranks.
Sparing the poor creature will give you no XP*.
290
Act 3
The Church
XP: 62496*
Reputation: 1*
Reward:
As soon as you have survived Kiya's crypt, a messenger will appear and tell you the Bishop wants
to see you; now you can enter the church. West of this complex is a grave, containing the first
BF key.
291
Quests
The Raanaar Prisoner
XP: 0
Reputation: 0
Reward: The Bishop will grant you access to the prisoner's cell after you have defeated witch Kiya and
received an invitation to enter the church. Speak to the Raanaar prisoner to get the passwords for
the secret stone at the north outskirts of the Temple area where the Staff of Power is located (pick
it up via drag&drop). This staff is necessary to break the seal guarding the catacombs. Return to
the church and click on the stairs with the staff in your inventory.
Caution: You have no possibility to solve other quests anymore, as the game turns linear now.
292
Act 3
Ruins Island
Kill Fire Elemental
XP: 32736
Reputation: 1
Reward: Rank: 500
Bard Kyrill wants you to kill the Fire Elemental nearby, so he is inspired to compose a new
ballad. After you have reported success, you can find him again in the Black Temple Tavern, and
he teaches you skills now.
Smelling Lava
XP: 32736
Reputation: 1
Reward: In order to get access to the Book of Twilight for witch Cytha, you have to solve the cause of the
smelling lava for the Raanaar in their underground library first. Simply ascend and search for 2
bathing demons south of the library. Upon return, you are allowed meet the head librarian and get
the key for the Book room. If you feel bad about killing librarians and the Raanaar guards, you
can place one char near the exit - grab the book in single mode - switch over to your other char
and disappear - or use your pyramids.
293
Quests
Rebel Island
Demon's Bane Gem/Ore for Demon's Bane Sword/Demon's Bane Sword/Demons Bane*
XP: 25296
Reputation: 0
Reward: Permanent Constitution Potion
XP: 32736
Reputation: 0
Reward: XP: 25296
Reputation: 0
Reward: XP:47616
Reputation: 1
Reward: The Raanaar Elder Rebel will give you this quest series after you have proven you're trustworthy
by solving 3 other rebel quests first. You need the Bane gem out of the Nnarrrgnar cave - then
speak to the smith at the Black Temple for the ore quest. He will flag the ore cave on Ruins Island
for you. Return to the smith, pay 5000 gp and bring the Bane sword+gem back to the Elder Rebel
to collect your last XP and receive a permanent constitution potion. This quest is complex; you
get XP for the gem, ore+sword, and Bane completion.
Raanaar Traitor
XP: 77376
Reputation: 1
Reward: 1200 gp
XP: 40176
Reputation: 0
Reward: 600 gp
A rebel wants you to kill his former pupil in Serrick's Tower. Do not kill him, as you will get more
experience by allowing him to swear a blood oath not to reveal Raanaar magic secrets. The
Raanaar believe in honor, even if the rebel giving you this quest has forgotten that.
Kill a Monster
XP: 47616
Reputation: 1
Reward: Fire Crystal/Restoration Potion
A rebel wants you to free the camp of a dangerous critter. As soon as you enter the monster's cave,
you will see why it is angry; the Raanaar had used its home as a waste disposal. Depending on
your report later on, you will receive either a crystal (rats are the cause) or merely a potion (killed
it).
294
Act 3
Crystal Forest
The Ambush
XP: 62496*
Reputation: 0
Reward: A DK and Castor, a human, are on the hunt for you - if you read their notes, you'll find out the
reason: A mage will be able to track you down, as your enemies in Bram's Camp have your
magical gloves. Take these notes with you, so the guard in front of the camp won't attack you and wear the disguise armor as well. You will find the gloves in a cave in the middle of this camp,
and you will have to fight an inexperienced mage mercenary as soon as you pick them up. Bram
will attack you with his minions after you have left the cave twice. The following loot is dropped
upon defeat: Angel's Hide, a Unique Shield, a skill book about ethereal magic and a platinum key
to leave these locked quarters again. Note that there is no log entry for this quest.
295
Quests
The General
XP: 40176
Reputation: 1
Reward: One of the 4 billboard quests: The following 2 quests exclude each other, so you have to decide
which side you wish to support. Bram wants you to get the merchant to confess about his high
profit. If you fulfill this, you get more XP than helping the merchant to escape, but you lose the
opportunity to trade later on.
Search for the BF key 2 SW of his camp.
The Merchant
XP: 32736
Reputation: -1
Reward: The merchant will confess after you received Bram's quest "the General". If you let him escape
instead of turning him in, you can trade with him in his hideout - the Tibar Cave (flagged then).
Missing Monks
XP: 40176
Reputation: 1
Reward: Rank: 2500
One of the 4 billboard quests: This dungeon, where the monks are, has no flag, but you will
stumble over it by exploring the Crystal Forest. Kill the demon guarding the key and then free
the group in the west chamber. Take the Unique Item in the east room with you; it's the Defender
Scythe.
296
Act 3
Serricks Island
Serrick / Strange Teleportations
XP: 0
Reputation: 1
Reward: 2000 gp
Rank: 5000
XP: 62496
Reputation: 0
Reward: Rank: 0
Looking at the billboard, you can get this quest from Serrick on his Island in the east and have
to fix the broken teleporter. You will be teleported here and there until you meet the lonely Earth
Elemental King. Tell him the cause of his loneliness is having the teleporter gem - he'll hand it
over and turn hostile. Find the teleporter and place the missing part into it via dialogue option.
There is a wine chest on this island surrounded by lava - you can reach it by either using ethereal
magic "swap places" with an enemy or the Tibar - or using "flash" - or simply tossing a pyramid
over. Both spells are abilities you get from the fight either with Bram's minions for free or from
Serrick by paying. It contains the level 5 BF key. Note that there is no log entry for the Serrick
quest (the first one on the list).
Necromancers Tasks
Necromancers 4th Task / The Imp problem / Preventing a War* / The Secret
of the Miners*
XP: 87792+32736*
Reputation: 2
Reward: At a certain part of Kiya's crypt you will find another crystal fragment and get teleported to the
Wastelands, to gather yet another crystal fragment for the Necromancer. A miner there wants you
to find out why the imps are so aggressive. Enter the well in the middle of the camp, fight your
way past hostile imps and speak to the imp leader then. In order to prevent a war with the imps,
you must speak to all miners again, so you get the key to enter the cellar hatch in the north house
and touch the crystal. The miners won't take this kindly and will fight you.
297
Quests
Battlefields
Battlefields Quest
XP: 17856
Reputation: 0
One quest per trader is available, giving 17856 XP each.
298
Reward: -
Act 4
Act 4
Initiate Level
Signing into the Academy
XP: 109824
Reputation: 0
Reward: XP: 35904
In order to get the approval of all factions in the Academy, you have to pass the following 3 tests
successfully - if you fail, you get less XP. There are no XP for the single tests, just for the complete
exam - given in the Chamber of Evaluation together with the rewards. If you fail, you only get
35904 XP.
Regardless of passing or failing, you have to take the key from the SE small room in the Chamber
of Evaluation, take the exit door in SE and enter the next Academy level via Maintenance
Tunnels.
Test of Knowledge
XP: 0
Reputation: 0
Reward: Permanent Intelligence Potions
You have to show your knowledge about the 16 rules the Code of Behaviour states. Step on the
following teleporters with Raanaar numbers on them in order to answer the question and reach
the next question room: 3 tests (first teleporter) - 13 hours (fourth teleporter)- 5 prayers (second
teleporter) - 16 rules (fourth teleporter). Number 13 does not show up on the Code wall, as this
part had crumbled, so step on the unknown symbol.
You can make this test a bit easier for you, if you pick up the empty book in the room with the
Code. Simply drag&drop this book unto the wall, you will find the complete text in it now. You
still need to keep the symbols in mind though.
Test of Endurance
XP: 0
Reputation: 0
Reward: Thunderboots
Your next test is to show endurance: A golem, a chest and an imp have to pass unharmed through
a rift, one by one. The golem kills the imp - the imp opens the chest. One possible solution is this:
Take the imp first - then the chest - take the imp back and lead the golem through the rift - return
and fetch the imp. If you use the wrong sequence order, the test breaks off at once.
Don't forget the BF key 1 in the cupboard - Instructor's room.
299
Quests
Test of Faith
XP: 0
Reputation: 0
Reward: Shield of Faith
In order to show your faith you have to choose: punish the imps or not (rubber duck) - kill the
wounded DK or not (guitar). Take life force from the witches as Asmodheus proposes and they
will drop dead at once. You don't get additional vitality though - or kill them by refusing to accept
his offer. (Teddy Bear). There's only one part determining failure or success: Accept Raan's
evaluation and punishment, by taking the left door instead of the right (hourglass).
Maintenance Tunnels
Taxlehix and another Riddle
XP: 0
Reputation: 0
Reward: Tax appears again - this time with a simple riddle: simply walk north until you get to a crossing
and then turn left, walk through the secret wall to get to Uncle Nixfix. In order to leave this level
and gain access to the second Academy level, you have to flip 4 levers (located N, W, S, E). These
levers open 4 gates in the north, leading to a staircase. Once you're up there, simply use the
teleporter pad to level 2 of the Academy - the summoning level.
Uncle Nixfix
XP: 57024
Reputation: 0
Reward: The old imp wants you to kill a monster - it's in the Maintenance Tunnels level 2 - a Chaos
Creature in the west sector near a well.
Near it is a south corridor with the BF key 2.
300
Act 4
301
Quests
Summoning Level
The Summoning Level
XP: 25344
Reputation: 0
Reward: You have to pass 3 more tests before you can proceed to the next Academy level. This time the
XP comes for each successfully passed test, with additional points after you have solved the last
one.
In order to find your way through this large level, click on the marker stone west of the Raanaar
greeting you, so it will flag all important locations on your map.
Blessing of Raan
XP: 35904
Reputation: 0
Reward: Unique Amulet
Before you can start the summoning tests, you have to go to the High Priestess for a blessing.
After talking to her, click on the Raan Statue to answer a test question correctly (War, wisdom and
honor). Your reward is the unique Sapphire Amulet, Raan's Blessing, stored in the statue.
Library Test
XP: 67584
Reputation: 0
Reward: Part of your first summoning test from the instructor is to get the Summoning Book out of the
library. Librarian Antopar will unlock the library each time you ask. After you have found and
read the book out of the NW cupboard and prepare to leave the library, the DK will ask you who
the Informer is. Answer: An imp, of course.
302
Act 4
Summon an Informer
XP: 88704
Reputation: 0
Reward: The instructor wants you to summon an Informer so you learn more about the Quetzalcellona
Mushroom. He gives you a key to open the locked corridor leading to the library. After you have
been in the library(summoning book), you know you have to gather a Kohar Root, a Feynur
Potion, a spider leg and the wisdom protection rune to summon an imp. Speak to the specimen
organizer Belehram then, to know where to find these ingredients.
Kohar Root: Get the mushroom out of the Maintenance Tunnels 1 in the west room, speak to
Nixfix and trade this mushroom for the Kohar Root then via dialogue. Listen closely to the old
imp, so you can unmask the lies the summoned imp will tell you later on - impressing the
Instructor with your knowledge at the same time. If Nixfix won't accept the mushroom: leave his
room, drop it on the ground, move it in your inventory until the log entry responds by turning red.
Then try again. If he won't give you the quest although Belehram has informed you about the root
- leave his room, drop the mushroom on the ground - return, get the quest - pick it up then, and
return to try again.
Feynur Potion: Raanaar Belehram tells you that mage Markunthar has the last sample. Listen to
the 2 students ranting about the mage in her room and learn he has a weakness for females if they
flatter his intelligence. You can fight the mage, he will drop the key for the cupboard - or talk to
female student Dojuram in front of the lab. She will lure him away then. In this case, the cupboard
key is in the small locked cupboard (opened by the golden key in a book). Don't forget the skill
book (alchemy level 2, elemental attack/spread/missile, elemental defense / individual / reflective
and resistances, elemental curses / focused ).
Spider leg: Raanaar Belehram tells you where the specimen room is. You can only enter it by
bribing junkie Dolehar with 500 gp, as this room is locked. Kill the spider.
Wisdom rune: It is the second to last symbol in the Rune Room (north wall). You can see the
appropriate symbol in Ansukar's classroom on the wall. Click on the rune symbol to enter the
small rune chamber, fight the guardian there and return by picking up the rune.
After you have gathered all 4 ingredients, return to the Instructor, and talk to him first as he will
take the wisdom rune from you. Then place the other 3 items within the summoning circle and
read the book on the pedestal. An imp will appear and lie about the mushroom - unmask him. You
have solved the first test and have access to the second summoning test room now.
Procedure in short: Instructor for the quest - library for the summoning book - specimen expert
Belehram - students Dotharhar and Domequar because of the mage Markunthar - Dolehar and the
specimen room for the spider leg - Nixfix for the Kohar Root - mage Markunthar for the Feynur
potion - rune room for the wisdom rune - back to the Instructor.
If you encounter problems with a stubborn Instructor not acknowledging you have all ingredients:
go back into the main corridor, drop all 4 items and then pick them up one by one. If you re-enter
the small front room and see XP fluttering up, he will acknowledge you've gotten all, and instruct
you to place everything else within the circle after taking the rune from you.
303
Quests
Summoning Strategies
XP: 88704
Reputation: 0
Reward: 4 Larger Crystals
The next instructor will order you to find the book about summoning strategies. Go to student
Dotharhar in the specimen woman's room (Belehram), and talk to him. He will inform you about
another student needing money for drugs, after which speak to Tax. He will talk about imp
Hoxplox, his uncle's partner and a drug dealer as well. Tax will give you a key to enter the East
Maintenance Tunnels 2 now; Hoxplox's corpse is in the East sector. Drag&drop the book you find
on his corpse into your inventory (XP come at once). It contains knowledge about the protection
runes you need for all summoned creatures. Get all the runes you need from the Rune Room:
freeing the Rune Keeper in one room, getting the BF key 3 in another and fighting a lot of
creatures. Actually, the runes are unnecessary, as you can defeat these summoned creatures
without them - but you'd miss loot.
Return to the Instructor with your summoning book and read the book on the pedestal 4 times then
to summon the following creatures (run to the appropriate shrine to grab an extra large crystal for
protection each time):
Air Elemental - lightning rune
Fire elemental - fire rune
Spider - poison rune
Water Elemental - frost rune
You have solved the second test and are ready for your last summoning experience now: summon
a demon in the next test room.
Summon a Demon
XP: 88704
Reputation: 0
Reward: Talk to the Instructor and read the book on the pedestal. Samuel will appear - you don't have to
fight him, simply lure him out of the circle and you've won. You have solved your third test and
can now ascend to the Philosophy level.
Riddle of a Mage
XP: 67584
Reputation: 0
Reward: Permanent Potions
Merchant Bexhanar challenges you to open the magically locked door in mage Markunthar's
room: Go to the lab, remove the empty north shelf and press the appearing buttons in the
following sequence to open the door: 4312 (red, green, yellow, blue). The hidden potions behind
a small west shelf indicate the correct sequence order, too (1 red, 2 green, 3 blue, 4 yellow). The
chests in the secret room contain one permanent potion each, and are opened by looking at the
rune picture behind each, giving you a clue which button color you have to press:
red - fire rune
yellow - lightning rune
blue - frost rune
green - poison rune
304
Act 4
Summoning Practice
XP: 67584
Reputation: 0
Reward: Raanaar Skeleton Doll
Guardian Xepatar wants you to kill the 3 demons an unhappy Raanaar student mistakenly
summoned instead of imps and unlocks the door to the practice room.
Don't forget the Raanaar Skeleton Doll in there; it's in the NW corner.
Drug Affair
XP: 109824
Reputation: 0
Reward: Skill Book
Elder Ansukar needs assistance in clearing up the drug affair: As soon as you have found
Hoxplox's corpse in the Maintenance Tunnels 2, you have found the drug dealer as well. Report
this to Ansukar and get a skill book about Body Magic offensive, focused.
Philosophy Level
Philosophy Level
XP: 25344
Reputation: 0
Reward: Seems simple, just talk to all the ghosts there, experience the various effects of Rift-Running in
the dungeons they teleport you to - and then you can ascend to the final level - XP are given for
each test separately and final points after completing the last task. Each time you solve one task,
the appropriate ghost disappears. When all have vanished, the Instructor will open the locked
stairway to the final level.
Interference
XP: 78144
Reputation: 0
Reward: One Raanaar ghost teleports you to a location where you learn about actions, consequences and
what interference causes.
Do not blow out any candle in front of the prison cells, even if the prisoners ask you to, as the other
one will die immediately. To save both you have to pull the lever on the opposite side of these
cells.
You can either sneak past the greedy monsters in the next room, fight the survivor or both.
In the next room you have to decide which king you are going to support - by either giving one
a shield to defend his country or the other one a sword to conquer. Giving the sword to the
conqueror turns the defender into a guard, asking for an honorable death. If you choose to give
the shield to the defender, the conqueror will turn into a beggar, living off donations. You have
to decide in this case, as the door to the next room will only open after you have taken sides.
The witch in the next room claims to be innocent - if you click on the button on the wall, she will
change into a Chaos Creature and attack; the guard drops down dead.
Now you can reach the lever to free both prisoners from the first room. You have managed this
test - and can return to the Philosophy Level again after speaking to the Instructor.
305
Quests
Academy Little Girl
XP: 20000
Reputation: 0
Reward: A crying little girl inhabits the east room. Go to the cradle, click on it to open the inventory and
place your Teddy in there, the one you got in the Faith Test. Note, there is no log entry.
Consequences
XP: 78144
Reputation: 0
Reward: The Cave ghost leads you into a dungeon full of teleporters with Raanaar numbers ranging from
1-5 on them and many hostile Shadow Creatures. Your task is to find out what happens if you use
rifts blindly. The teleporter number 5 in the SE leads back to the Philosophy Level. On your way
to it you will find the BF key 5 in the south corridor (use ALT).
A locked room in this dangerous area can be unlocked after you have lit the tiny poison candle
on the table. The imp corpse on the ground nearby turns into a skull due to the poisonous fumes,
and contains the door key.
The sapphire key you find on the floor in the west sector opens the fairy dust chest in the main
philosophy level, and is required for the "lost amulet" quest.
A golden key on the ground in this area opens one of the other locked chests. Neither the grail
nor the statue is required for a quest.
Test of Concentration
XP: 78144
Reputation: 0
Reward: A third ghost teleports you into a dungeon full of Evil Flying Eyes: you are supposed to keep your
focus in a hostile environment. In order to increase the challenge, she summons Samuel as well.
The first room after the corridor is full of statues with teleporter beams. Pull the lever in the NE
corner, so you can see the beams and avoid them - using single mode is easier to steer your
characters. After passing the corridor, you will see 5 lever rooms. In order to open the wall in front
of the teleporter pad, and use the shortcut, you have to move these levers according to the
sequence you found in a note in the merchant's room (31524). It's in a book there.
You can also proceed by searching with ALT for the key in the large room to unlock the door
(under a stone pile) leading to the maze. The gates in this maze unlock by using the levers you
find there - simply click on one and hope your characters will find their way. As soon as you reach
the end room, Samuel will appear - you can either fight him or simply escape via rift. It is possible
to defeat him (the Shaman Magic Hammer level 5 works well, if you have it) though you get no
XP for doing so.
306
Act 4
The Truth
XP: 78144
Reputation: 0
Reward: In order to find out the difference between truth and lies, a Raanaar ghost will teleport you into
a small dungeon area. You have to find out which golem is fibbing and which one is telling the
truth - you can only ask one question per creature. The trick is to get one golem to say "yes" and
one to say "no". (Golem 1: Ask if left door is safe => yes. Golem 2: Ask if the other would say,
left is safe => no. This one is fibbing.)
The left way is the safe one: the pure water there symbolizes the correct path. If you click on the
gem in the water, you activate a Water Elemental. The right path is the unpleasant choice with a
Fire Elemental. Both rifts lead back to the Philosophy Level.
307
Quests
End Level
The Final Test
XP: 78144
Reputation: 0
Reward: After you have finished with all ghost Elders in the Philosophy Level, you are allowed to enter
the final sector, where you have to practice opening and closing rifts, and need 2 items for this.
Go to the instructor, as High Elder Anlokar tells you to, then fight Samuel in the west room to get
the Rift Wand, and talk to the instructor again to receive your next quest "stepping through the
rift".
Samuel Down
XP: 109824
Reputation: 0
Reward: Rift Wand
This is the last time you will meet the demon, and this time you have to fight him - a level 40
enemy summoning high-leveled Shadow Creatures. Note that there is no log entry for this quest.
308
Act 4
Battlefields
Battlefields Quest
XP: 25344
Reputation: 0
One quest per trader is available, giving 25344 XP each.
Reward: -
309
Quests
310
Skills
Learn and Practice
Skills
Introduction
In order to survive the dangerous world of Beyond Divinity you have to learn some of the skills.
Reading a book about one or more skills can do this, or you can ask a teacher to teach you what
he knows. In the latter case, you will have to pay a more or less unfair number of gold coins.
Skills are split into four main paths: Warrior skills, Wizard skills, Survivor skills and Summoning
Dolls skills.
Each group contains a set of skills appropriate for that type of class, except Summoning Dolls
skills, which enable you to upgrade your Summoning Dolls.
Learning a skill is not enough, though, it simply unlocks it. Before it can be used, you have to
invest one or more skill points. With every level upgrade, you get one skill point, with an extra
skill point for every fifth level. This implies that you have to think carefully which skills can be
useful, as there are simply not enough skill points for over three hundred single and combination
skills.
Which skills are useful or not does not only depend on the preferred playing style, but also on the
monsters and events that occur in the area you happen to be in at the moment. Fire resistance
increasing skills are great to have when encountering a Fire Elemental, just as skills doing water
damage. However these skills are useless when encountering a Water Elemental. It might be wise
not to spend all skill points at once, but to save one or two, for the time that they are really needed
and a choice for a specific skill makes it possible to progress in the game.
Skills are divided into active and passive: only the character in single or leading mode can use an
active skill - sometimes requiring the appropriate items as well (e.g. extract alchemy).
Starting Skills
During the generation of your character, you can select the starting skill path of your hero and the
Death Knight. After doing that, some skills will be available from the start (all at level 5). Which
skills are available depends on the paths you and the Death Knight choose.
Warrior/Warrior
Warrior, Melee specialties, one-handed (piercing, slashing, crushing)
Warrior, Ranged specialties (bow)
Warrior, Craftsmanship (repair)
Warrior/Wizard
Warrior, Melee one-handed (piercing, slashing, crushing)
312
Introduction
Warrior, Ranged (bow)
Wizard, Elemental Attack, focused (missile, instant)
Warrior/Survivor
Warrior, Melee one-handed (piercing, slashing, crushing)
Warrior, Ranged (bow)
Survival, thieving skills (pickpocket, lockpick, sneak, poison)
Wizard/Wizard
Wizard, Elemental Attack, focused (missile, instant)
Wizard, Body Magic (defensive, individual)
Survivor/Wizard
Wizard, Elemental Attack, focused (missile, instant)
Survival, Thieving Skills (pickpocket, lockpick, sneak, poison)
Survivor/Survivor
Survival, Thieving Skills (pickpocket, lockpick, sneak, poison)
Survival, Survivor Talents (backstab, luck)
313
Skills
Survival Skills
Thieving Skills
These sets of skills are a requirement if you want to play like a thief.
Pickpocket
It is fun to steal goods. Depending on your skill level, you can steal higher leveled items and a
larger number of them. By going into your victim's inventory, you can left click on your desired
item and either find it in your inventory or get a message indicating your level is not high enough
for this.
The skill can be learned up to level 20, but only the first ten levels are shown here.
Pickpocket
Creature/Item Level
Lvl. 2
10
Lvl. 3
15
Lvl. 4
20
Lvl. 5
25
Lvl. 6
30
Lvl. 7
35
Lvl. 8
40
Lvl. 9 Lvl. 10
45
50
Lvl. 2
2
Lvl. 3
3
Lvl. 4
4
Lvl. 5
5
Lvl. 6
6
Lvl. 7
7
314
Lvl. 8
8
Lvl. 9 Lvl. 10
9
10
Survival Skills
Sneak
It is an active skill, available by default, but increasing this ability is good for avoiding strong
enemies. Even if they spot you, you are harder to hit. Another advantage is being able to target
your enemies with ranged weapons or spells without them noticing it - they die quickly and
silently if you attack, move a few steps, attack again, etc. As you increase your level, you can creep
up nearer and nearer until they spot you.
The skill can be learned up to level 20, but only the first ten levels are shown here.
Sneak
Enemy sight
Lvl. 2
4-4
+15s
Lvl. 3
5-5
+20s
Lvl. 4
8-8
+25s
Lvl. 5
10-10
+30s
Lvl. 6
12-12
+35s
Lvl. 7
14-14
+40s
Lvl. 8
16-16
+45s
Lvl. 9
19-18
+50s
Lvl. 10
20-20
+55s
Survivor talents
Backstab
This passive skill allows doing more damage, but only if you attack your enemy from behind, so
315
Skills
use the "sneak" skill as well.
The skill can be learned up to level 20, but only the first ten levels are shown here.
Backstab
Chance
Damage
Lvl. 2
6%
14-28
Lvl. 3
10%
16-32
Lvl. 4
13%
19-37
Lvl. 5
16%
21-41
Lvl. 6
20%
24-46
Lvl. 7
23%
25-50
Lvl. 8
26%
29-56
Lvl. 9
30%
31-60
Lvl. 10
33%
34-65
Teachers: The Imp merchant in the Imp Village of Act 2 teaches it up to level 5.
Kyrill on Ruins Island of Act 3 teaches it up to level 5.
Annabelle in the Battlefields of Act 1 teaches it up to level 6.
Annabelle in the Battlefields of Act 2 teaches it up to level 8.
Annabelle in the Battlefields of Act 3 teaches it up to level 9.
Taxlehix in Act 4 teaches it up to level 10.
Anfegar in the Philosophy level of Act 4 teaches it up to level 10.
Annabelle in the Battlefields of Act 4 teaches it up to level 11.
Annabelle in Act 5 teaches it up to level 20.
Trading
It is a passive skill, forcing traders to make you a better deal. The trader will accept the price
reduced by a percentage, but you have to haggle - one coin is the minimum you have to offer.
The skill can be learned up to level 20, but only the first ten levels are shown here.
Trading
Reduction
Lvl. 2
12%
Lvl. 3
18%
Lvl. 4
24%
Lvl. 5
30%
Lvl. 6
36%
Lvl. 7
42%
Lvl. 8
48%
Lvl. 9
54
Lvl. 10
60%
316
Survival Skills
Luck
Luck Bonus
Lvl. 2
+5
Lvl. 3
+8
Lvl. 4
+10
Lvl. 5
+13
Lvl. 6
+16
Lvl. 7
+18
Lvl. 8
+21
Lvl. 9
+24
Lvl. 10
+27
Teachers: The Imp merchant in the Imp Village of Act 2 teaches it up to level 5.
Kyrill on Ruins Island of Act 3 teaches it up to level 5.
Annabelle in the Battlefields of Act 1 teaches it up to level 6.
Annabelle in the Battlefields of Act 2 teaches it up to level 8.
Annabelle in the Battlefields of Act 3 teaches it up to level 9.
Taxlehix in Act 4 teaches it up to level 10.
Annabelle in the Battlefields of Act 4 teaches it up to level 11.
Annabelle in Act 5 teaches it up to level 20.
Wisdom
Knowledge and intense studies allow you to draw more experience out of your deeds and battles,
thus enabling you to level up quicker. This passive skill can be learned up to level 20, but only the
first ten levels are shown here.
Wisdom
Increased XP
Lvl. 2
2%
Lvl. 3
3%
Lvl. 4
4%
Lvl. 5
5%
Lvl. 6
6%
Lvl. 7
7%
Lvl. 8
8%
Lvl. 9
9%
Lvl. 10
10%
Teachers: The Imp merchant in the Imp Village of Act 2 teaches it up to level 5.
Kyrill on Ruins Island of Act 3 teaches it up to level 5.
The Head Librarian on Ruins Island of Act 3 teaches it up to level 5.
Annabelle in the Battlefields of Act 1 teaches it up to level 6.
Annabelle in the Battlefields of Act 2 teaches it up to level 8.
Annabelle in the Battlefields of Act 3 teaches it up to level 9.
Taxlehix in Act 4 teaches it up to level 10.
Annabelle in the Battlefields of Act 4 teaches it up to level 11.
Annabelle in Act 5 teaches it up to level 20.
Book:
The Imp sage in the Shamans Realm of Act 2 gives you a book, teaching it up to level 5.
Embellish Equipment
It is an active skill, allowing you to increase the value of your equipment and gain higher prices.
The skill can be learned up to level 20, but only the first 10 levels are shown here.
317
Skills
Embellish
Equipment
Increased Price
Lvl. 2
5%
Lvl. 3
7%
Lvl. 4
10%
Lvl. 5
12%
Lvl. 6
15%
Lvl. 7
17%
Lvl. 8
20%
Lvl. 9
22%
Lvl. 10
25%
Teachers: The Imp merchant in the Imp Village of Act 2 teaches it up to level 5.
Kyrill on Ruins Island of Act 3 teaches it up to level 5.
Annabelle in the Battlefields of Act 1 teaches it up to level 6.
Annabelle in the Battlefields of Act 2 teaches it up to level 8.
Annabelle in the Battlefields of Act 3 teaches it up to level 9.
Taxlehix in Act 4 teaches it up to level 10.
Annabelle in the Battlefields of Act 4 teaches it up to level 11.
Annabelle in Act 5 teaches it up to level 20.
Tracking
It is a passive skill allowing you to spot your enemies earlier on the minimap. The skill can be
learned up to level 20, but only the first 10 levels are shown here.
Tracking
Radius
Lvl. 2
2000
Lvl. 3
3000
Lvl. 4
4000
Lvl. 5
5000
Lvl. 6
6000
Lvl. 7
7000
Lvl. 8
8000
Lvl. 9
9000
Lvl. 10
10000
Teachers: The Imp merchant in the Imp Village of Act 2 teaches it up to level 5.
Kyrill on Ruins Island of Act 3 teaches it up to level 5.
Annabelle in the Battlefields of Act 1 teaches it up to level 6.
Annabelle in the Battlefields of Act 2 teaches it up to level 8.
Annabelle in the Battlefields of Act 3 teaches it up to level 9.
Taxlehix in Act 4 teaches it up to level 10.
Annabelle in the Battlefields of Act 4 teaches it up to level 11.
Annabelle in Act 5 teaches it up to level 20.
Alchemy
A very useful skill - you can create potions or combine the base ones to achieve better ones. Empty
flasks are no longer necessary, just potions and plants. The alchemy process is explained in more
detail in the Alchemy, Charms and Crystals section.
Extract
In order to create all potions, seven different plants are needed (yellow, white, green, orange, red,
blue, purple). Go into single or leading mode and simply right click on one bunch in this
318
Survival Skills
character's inventory, then select the appropriate potion size depending on the active skill level.
A further menu opens up and allows creating the following potions: vitality, mana, stamina,
strength, intelligence, agility, constitution, speed and survival. The value of the potions depends
on the skill level as well, so a level allowing you to extract medium potions gives your minor ones
the same value.
Having the appropriate skill level and the Holy water (a reward from the imp hermit in Act 2 for
finding his spider amulet, or bought from the Battlefields traders) one permanent potion can be
created.
Extract
Potion Level
Lvl. 2
2
Lvl. 3
3
Lvl. 4
perm
Lvl. 5
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9
Lvl. 10
Lvl. 2
2
Lvl. 3
2
Lvl. 4
3
Lvl. 5
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9
Lvl. 10
319
Skills
Traps
If you want to have a bit of peace and quiet, gather the trap material and start to create your own
traps. Place them on the ground around you and watch your enemies suffer damage. You can't
target your enemies directly, but traps remain active until one of them walks into it.
Convert Traps
This skill converts trap material into a trap of your liking. The material can be converted into one
of the following traps:
Elemental curses Enemies suffer from decreased elemental resistances. The elemental curses
are separated into four skills: air, earth, fire and water. Each has the same
effects.
Elemental trap
Enemies suffer from elemental damage. The elemental traps are separated
into four skills: air, earth, fire and water. Each has the same damage.
Explosive
A detonation resulting in fire harms your enemies (fire damage).
Insect swarm
A swarm of aggressive insects appears and attacks the trapped creature
(ethereal damage).
Paralyzing
An enemy running into this trap is held for a while and can't go into melee
combat, though ranged spells and weapons still work.
Scary explosive
Scares your enemies and causes them to run away for a certain amount of
time.
Scorpion
A scorpion appears and attacks the trapped creature.
Spider mine
A tiny spider pursues your enemy.
Spikes
A powerful trap, setting spikes free and damaging your foe (piercing
damage).
Summoning
When the trap is triggered, a skeleton of a certain level appears and attacks.
Teleport trap
Teleports your enemy away.
Trailbombs
Bombs your enemy (explosion damage).
The skill can be learned up to level 22, but only the first ten levels are shown here.
.
Convert Traps
Lvl. 1
Resistance -10
21s
Duration
Elemental
curses
Elemental trap damage 39-60
35-71
Explosive damage
39-70
Insect swarm
15s
Paralyzing
320
Lvl. 3
-30
22s
Lvl. 4
-40
22s
Lvl. 5
-50
23s
Lvl. 6
-60
24s
Lvl. 7
-70
24s
Lvl. 8
-80
25s
Lvl. 9
-90
25s
Lvl. 10
-100
26s
45-70
42-84
45-80
16s
Survival Skills
Scary explosive
Scorpion level
Spider mine strength
Spikes damage
Summoning level
Teleport trap
Trailbombs damage
28s
14
18
13-18
11
1
24-60
28s
17
21
21-26
14
2
29-71
29s
20
24
29-34
17
3
33-81
29s
30s
31s
31s
32s
32s
33s
23
26
29
32
35
38
41
27
30
33
36
39
42
45
37-42 45-50 53-58 61-66 69-74 77-82 85-90
20
23
26
29
32
35
38
4
5
6
7
8
9
10
38-92 42-103 47-114 53-126 56-135 60-145 66-157
Teachers: Sigurd in the Black Temple of Act 3 teaches scary explosive and spider mines up to
level 5, and teleport trap level 1.
Muro on Citadel Island of Act 2 teaches scorpion, explosive and trailbombs up to level
5.
The imp merchant in the Imp Village of Act 2 teaches spikes, elemental trap and
paralyzing up to level 5.
Keith in the Battlefields of Act 2 teaches scorpion, explosive, trailbombs, spikes,
elemental traps and paralyzing up to level 5.
The thief merchant in the Black Temple of Act 3 teaches scorpion, explosive,
trailbombs, spikes, elemental traps and paralyzing up to level 5.
The Riddler on Ruins Island of Act 3 teaches insect swarm, elemental curses and
summoning traps up to level 5.
Keith in the Battlefields of Act 3 teaches scary explosive, spider mine, teleport trap,
elemental curses, and summoning up to level 5.
Keith in the Battlefields of Act 4 teaches all up to level 11.
Keith in Act 5 teaches all up to level 22.
Books: The book in the basic training level of Act 4 teaches scorpion, explosives and trail
bombs up to level 5.
Turn Traps
If you have the trap detect skill, you can turn traps that have been laid by your foes, so that they
harm them instead. The skill can be learned up to level 11, but only the first ten levels are shown
here.
.
Turn Traps
Trap Level
Lvl. 2
2
Lvl. 3
3
Lvl. 4
4
Lvl. 5
5
Lvl. 6
6
Lvl. 7
7
Lvl. 8
8
Lvl. 9
9
Lvl. 10
10
Teachers: The Assassin Sigurd in the Black Temple of Act 3 teaches it up to level 5.
Keith in the Battlefields of Act 3 teaches it up to level 6.
Keith in the Battlefields of Act 4 teaches it up to level 11.
321
Skills
Trap Detection
It is a passive skill, allowing you to see and avoid traps if your skill level is high enough. The skill
can be learned up to level 11, but only the first ten levels are shown here.
Trap Detection
Level
Distance
Trap
Lvl. 2
2
64
Lvl. 3
3
96
Lvl. 4
4
128
Lvl. 5
5
160
Lvl. 6
6
192
Lvl. 7
7
224
Lvl. 8
8
256
Lvl. 9
9
288
Lvl. 10
10
320
Lvl. 2
2
Lvl. 3
3
Lvl. 4
4
Lvl. 5
5
Lvl. 6
6
Lvl. 7
7
Lvl. 8
8
Lvl. 9
9
Teachers: The imp merchant in the Imp Village of Act 2 teaches it up to level 5.
Keith in the Battlefields of Act 2 teaches it up to level 5.
The thief merchant in the Black Temple of Act 3 teaches it up to level 5.
Keith in the Battlefields of Act 3 teaches it up to level 7.
Keith in the Battlefields of Act 4 teaches it up to level 11.
322
Lvl. 10
10
Summoning Dolls
Summoning Dolls
Your summoning dolls do not gather experience points and do not level up or have skill points to
spend. Instead, skill points from the hero or the Death Knight need to be given to the summoning
dolls so that they can level up, or learn skills themselves.
Upgrades
Level Upgrade
In order to strengthen your dolls, you can sacrifice skill points, those either of your hero or your
Death Knight. Then you open your doll's inventory and press on the "level up" button. The
upgrade skill can be learned up to level 30, but only the first ten levels are shown here.
Effect per level
Level Upgrade
Lvl. 1
Creature level increase +2
Lvl. 2
+4
Lvl. 3
+6
Lvl. 4
+8
Lvl. 5
+10
Lvl. 6
+12
Lvl. 7
+14
Lvl. 8
+16
Lvl. 9
+18
Lvl. 10
+20
Lvl. 2
+10
+10
+10
+10
+10
+10
+10
Lvl. 3
+15
+15
+15
+15
+15
+15
+15
Lvl. 4
+20
+20
+20
+20
+20
+20
+20
Lvl. 5
+25
+25
+25
+25
+25
+25
+25
Lvl. 6
+30
+30
+30
+30
+30
+30
+30
Lvl. 7
+35
+35
+35
+35
+35
+35
+35
Lvl. 8
+40
+40
+40
+40
+40
+40
+40
Lvl. 9
+45
+45
+45
+45
+45
+45
+45
Lvl. 10
+50
+50
+50
+50
+50
+50
+50
323
Skills
The upgrade skill can be learned up to level 20, but only the first ten levels are shown here.
Teachers: Odox in the Pit level of Act 1 teaches it up to level 3.
The Necromancer in Act 2-3 teaches it up to level 6.
Keith in the Battlefields of Act 1 teaches it up to level 6.
Annabelle in the Battlefields of Act 2 teaches it up to level 7.
Annabelle in the Battlefields of Act 3 teaches it up to level 9.
The Rune Keeper in the Summoning level of Act 4 teaches it up to level 10.
Annabelle in the Battlefields of Act 4 teaches it up to level 20.
Books: The ghosts in General Brams cellar of Act 1 drop a book, teaching it up to level 5.
Specials
Sacrifice one of your skill points for the doll of your choice. Then change to it and assign one of
the following abilities:
The skills can be learned up to level 20, but only the first ten levels are shown here.
Skill Slot
Adds an extra skill slot to your summoning doll, so extra skill points are
received.
Respawn Duration Reduces the time penalty until a doll can be respawned. The default duration
is twenty-five seconds.
Extra Radius
Dolls are limited to a certain radius around the caster after summoning. This
skill increases that radius.
The upgrade skill can be learned up to level 20, but only the first ten levels are shown here.
Specials
Extra Skill Slot
Respawn Duration
Extra Radius
Lvl. 2
+2
-5s
+2000
Lvl. 3
+3
-7s
+3000
Lvl. 4
+4
-10s
+4000
Lvl. 5
+5
-12s
+5000
Lvl. 6
+6
-15s
+6000
Lvl. 7
+7
-17s
+7000
Lvl. 8
+8
-20s
+8000
Lvl. 9 Lvl. 10
+9
+10
-22s
-25s
+9000 +10000
324
Warrior Skills
Warrior Skills
Melee Specialties
You can improve your ability to use a melee weapon by adding skill points into the melee
specialties path. There are melee specialties for one-handed, one-handed with shield and
two-handed weapons. Which ones to use directly relates to your playing style. The one-handed
weapons can be wielded faster than the two-handed weapons. Therefore you can hit an opponent
more frequently. The two-handed weapon on the other hand, inflicts more damage with every hit.
Using a shield together with your one-handed weapon (a shield is not possible with a two-handed
weapon) results in a better armor but will reduce your agility.
There are up to five skills that can be selected for each specialty, which are:
Accuracy
Defines how accurate you are with your weapon. A higher accuracy means
a better chance that the opponent is hit.
Damage
The extra damage inflicted upon a successful hit.
Weapon Durability All weapons degrade when being used and will eventually break, unless
they are repaired. By increasing the weapon durability, the weapon will last
longer.
Critical Hits
A critical hit does far more damage than a normal hit and thus kills the
opponent faster in a fight. The critical hit consists of two parameters. The
first is the chance for a critical hit and the second is the damage value, in
case of a successful critical hit.
Deathblow
The deathblow does more damage than a normal hit and a critical hit and
has two parameters as well. The first is the chance for a deathblow and the
second is the damage value, in case of a successful deathblow.
This group of melee specialties are passive skills. They are applied automatically when you meet
the requirements.
One-Handed
One-handed melee specialties increase the effects of the weapon used. They are applied to the base
effects of the weapon, including any modifications to them because of charms, if applicable. The
skill is automatically applied, but only when using a one-handed weapon without a shield.
One-Handed Slashing
These skills improve the abilities of a one-handed slashing weapon. The skills are passive, and are
applied automatically when you are using a slashing weapon without a shield. Examples of these
are: swords and axes. When the starting class of your hero or the Death Knight is a warrior, then
these skills are available from the start at level 5 maximum. Only the first ten levels of this skill
325
Skills
that can be learned up to level 20 are shown.
One-handed
Slashing
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
16%
24%
32%
40%
48%
56%
64%
72%
80%
88%
Accuracy
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
Damage
33
67
100
133
167
200
233
266
300
333
Weapon Durability
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Critical Hits
Damage 14-27 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Deathblow
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
16%
24%
32%
40%
48%
56%
64%
72%
80%
88%
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
33
67
100
133
167
200
233
266
300
333
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-27 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
326
Warrior Skills
Olaf in Act 5 teaches it up to level 20.
One-handed Crushing
These skills improve the abilities of a one-handed crushing weapon, are passive, and are applied
automatically by using a crushing weapon without a shield. When the starting class of your hero
or the Death Knight is a warrior then these skills are available from the start up to level 5. Only
the first ten levels of this skill, that can be learned up to level 20, are shown.
One-handed
Crushing
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
16%
24%
32%
40%
48%
56%
64%
72%
80%
88%
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
33
67
100
133
167
200
233
266
300
333
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-27 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
Lvl. 1
16%
Accuracy
19-39
Damage
33
Weapon Durability
Chance
3%
Critical Hits
Damage 14-28
Chance
1%
Deathblow
Damage 98-196
327
Skills
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
One-handed Bone
These skills improve the abilities of a one-handed bone weapon, are passive, and are applied
automatically by using any bone weapon without a shield. Only the first ten levels of this skill, that
can be learned up to level 20, are shown.
Effect per level
One-handed Bone
Lvl. 1
16%
19-39
33
Chance
3%
Damage 14-28
Chance
1%
Damage 98-196
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
Two-handed
Two-handed melee specialties increase the effects of the equipped weapon. They are applied to the
base effects of the weapon, including any modifications by charms, if applicable. The skill is
applied automatically, but only when using a two-handed weapon.
Two-handed Slashing
These skills which improve the abilities of a two-handed slashing weapon, are passive and are
applied automatically by using a slashing weapon. Examples of these are: two-handed swords.
Only the first ten levels of this skill, that can be learned up to level 20, are shown.
Two-handed
Slashing
Accuracy
Damage
Weapon Durability
328
Lvl. 2
80%
9-19
67
Lvl. 3
88%
11-23
100
Lvl. 4
96%
12-26
133
Lvl. 5
104%
13-28
167
Lvl. 6
112%
16-33
200
Lvl. 7
120%
18-37
233
Lvl. 8
128%
19-39
266
Lvl. 9 Lvl. 10
136% 144%
22-44 23-47
300
333
Warrior Skills
Critical Hits
Deathblow
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Teachers: The drill officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Olaf in the Battlefields of Act 1 teaches it up to level 6.
Sir Achim in the Cursed Abbey of Act 2 teaches it up to level 10.
Olaf in the Battlefields of Act 2 teaches it up to level 8.
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
Two-handed Piercing
These skills which improve the abilities of a two-handed piercing weapon, are passive, and are
applied automatically by using a piercing weapon. Only the first ten levels of this skill, that can
be learned up to level 20, are shown.
Two-handed
Piercing
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
72%
80%
88%
96% 104% 112% 120% 128% 136% 144%
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
33
67
100
133
167
200
233
266
300
333
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
Teachers: The drill officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Olaf in the Battlefields of Act 1 teaches it up to level 6.
Sir Achim in the Cursed Abbey of Act 2 teaches it up to level 10.
Olaf in the Battlefields of Act 2 teaches it up to level 8.
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
Two-handed Crushing
These skills which improve the abilities of a two-handed crushing weapon, are passive and are
applied automatically by using a crushing weapon. Examples of these are: hammers and staffs.
329
Skills
Only the first ten levels of this skill, that can be learned up to level 20, are shown.
Two-handed
Crushing
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
72%
80%
88%
96% 104% 112% 120% 128% 136% 144%
Accuracy
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
Damage
33
67
100
133
167
200
233
266
300
333
Weapon Durability
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Critical Hits
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Deathblow
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Teachers: The drill officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Olaf in the Battlefields of Act 1 teaches, it up to level 6.
Sir Achim in the Cursed Abbey of Act 2 teaches it up to level 10.
Olaf in the Battlefields of Act 2 teaches it up to level 8.
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
Two-handed Shadow
These skills which improve the abilities of a two-handed shadow weapon, are passive and are
applied automatically by using a two-handed shadow weapon. Only the first ten levels of this skill,
that can be learned up to level 20, are shown.
Two-handed
Shadow
Lvl. 1
16%
19-39
33
Chance
3%
Damage 14-28
Chance
1%
Damage 98-196
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
330
Warrior Skills
Two-handed Bone
These skills which improve the abilities of a two-handed bone weapon, are passive and are applied
automatically by using any two-handed bone weapon. Only the first ten levels of this skill, that
can be learned up to level 20, are shown.
Two-handed Bone
Lvl. 1
16%
19-39
33
Chance
3%
Damage 14-28
Chance
1%
Damage 98-196
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
One-Handed
Slashing + Shield
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
72%
80%
88%
96% 104% 112% 120% 128% 136% 144%
Accuracy
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
Damage
33
67
100
133
167
200
233
266
300
333
Weapon Durability
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Critical Hits
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Deathblow
Damage 98-196 100-201 103-207 107-214 109-218 112-224 114-229 118-236 121-242 123-247
Teachers: The dishwasher in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
331
Skills
Book:
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
72%
80%
88%
96% 104% 112% 120% 128% 136% 144%
8-16
9-19
11-23 12-26 13-28 16-33 18-37 19-39 22-44 23-47
33
67
100
133
167
200
233
266
300
333
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-214 109-218 112-224 114-229 118-236 121-242 123-247
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
Teachers: The dishwasher in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Olaf in the Battlefields of Act 1 teaches it up to level 6.
Olaf in the Battlefields of Act 2 teaches it up to level 8.
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
Book:
Near the treasure imp in the Fire Cave of Act 2 is a book teaching it up to level 5.
One-handed Crushing with Shield
These skills improve the abilities of a one-handed crushing weapon, are passive and are applied
automatically by using a crushing weapon with a shield. Only the first ten levels of this skill, that
can be learned up to level 20, are shown.
One-Handed
Effect per level
Crushing + Shield Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
Accuracy
Damage
Weapon Durability
332
72%
8-16
33
80%
9-19
67
88%
11-23
100
96%
12-26
133
104%
13-28
167
112%
16-33
200
120%
18-37
233
128%
19-39
266
136%
22-44
300
144%
23-47
333
Warrior Skills
Critical Hits
Deathblow
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-214 109-218 112-224 114-229 118-236 121-242 123-247
Teachers: The dishwasher in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Olaf in the Battlefields of Act 1 teaches it up to level 6.
Olaf in the Battlefields of Act 2 teaches it up to level 8.
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
Book:
Near the treasure imp in the Fire Cave of Act 2 is a book teaching it up to level 5.
One-handed Shadow with Shield
These skills which improve the abilities of a one-handed shadow weapon, are passive and are
applied automatically by using a shadow weapon with a shield. Examples of these are: Shadow
Club, Shadow Dagger and Shadow Sword. Only the first ten levels of this skill, that can be learned
up to level 20, are shown.
One-Handed
Shadow + Shield
Lvl. 1
16%
Accuracy
19-39
Damage
33
Weapon Durability
Chance
3%
Critical Hits
Damage 14-28
Chance
1%
Deathblow
Damage 98-196
333
Skills
One-Handed Bone
Effect per level
+ Shield
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 5 Lvl. 6 Lvl. 7 Lvl. 8 Lvl. 9 Lvl. 10
Accuracy
Damage
Weapon Durability
Critical Hits
Deathblow
16%
24%
32%
40%
48%
56%
64%
72%
80%
88%
19-39 22-44 23-47 24-49 26-53 27-56 28-58 32-64 33-67 34-70
33
66
100
133
166
200
233
266
300
333
Chance
3%
6%
10%
13%
16%
20%
23%
26%
30%
33%
Damage 14-28 16-32 19-37 21-41 24-46 25-50 29-56 31-60 34-65 35-68
Chance
1%
1%
2%
2%
3%
4%
4%
5%
6%
6%
Damage 98-196 100-201 103-207 107-213 109-218 112-224 114-229 118-236 121-242 123-247
Ranged Specialties
You can improve your ability to use a ranged weapon by adding skill points into the ranged
specialties path. There are ranged specialties for bows, crossbows and arrows proficiency. In
general, bows are lighter than crossbows and can be reloaded quicker, but a crossbow does more
damage.
Both a bow and a crossbow use arrows to which proficiency can be added.
There are up to five skills that can be selected for the bow and crossbow specialties which are:
Accuracy
Defines how accurate you are with your weapon. A higher accuracy means
a better chance that the opponent is hit.
Reload time
A bow and a crossbow need to be reloaded. A better reload time means
more arrows can be fired.
Point blank
The bow and crossbow are ranged weapons and are not so useful in close
combat, as the damage is very much reduced then. By investing in the Point
blank skill, it is still possible to keep on using your ranged weapon, even if
the opponent is close by.
Critical Hits
A critical hit does far more damage than a normal hit and thus kills the
opponents faster in a fight. The critical hit consists of two parameters. The
first is the chance for a critical hit and the second is the damage value, in
case of a successful critical hit.
Piercing
Specifies the additional piercing damage if this ranged weapon is used in
melee combat and applies for bow and crossbow.
334
Warrior Skills
The group of ranged specialties are passive skills. They are applied automatically when you meet
the requirements.
Bow
Bow ranged specialties skills increase the effects of the arrow when a bow is used. They are
applied to the base effects of the weapon including any modifications to them because of charms,
if applicable. The skills are automatically applied, but only when using a bow. Only the first ten
levels of this skill, that can be learned up to level 20, are shown.
Effect per level
Bow
Accuracy
Reload Time
Point Blank
Critical Hits
Chance
Damage
Piercing
Lvl. 1
16%
4
11-23
3%
22-45
11-23
Lvl. 2
24%
6
12-27
6%
25-50
13-27
Lvl. 3
32%
8
16-32
10%
26-53
16-32
Lvl. 4
40%
10
17-35
13%
28-57
17-35
Lvl. 5
48%
12
19-39
16%
29-60
19-39
Lvl. 6
56%
14
20-42
20%
32-64
20-42
Lvl. 7
64%
16
24-48
23%
33-67
24-48
Lvl. 8
72%
18
25-51
26%
35-71
25-51
Lvl. 9 Lvl. 10
80%
88%
20
22
28-56 29-59
30%
33%
38-76 39-79
28-56 29-59
When the starting class of your hero and the Death Knight are both warriors, then this skill path
is available from the start with level 5 maximum.
Teachers: Rupert in the Citadel Grounds of Act 1 teaches it up to level 5.
The Elf imp in the little Mushroom area of Act 2 teaches it up to level 5.
The thief merchant in the Black temple of Act 3 teaches it up to level 5.
Olaf in the Battlefields of Act 1 teaches it up to level 6.
Olaf in the Battlefields of Act 2 teaches it up to level 8.
Olaf in the Battlefields of Act 3 teaches it up to level 10.
Olaf in the Battlefields of Act 4 teaches it up to level 12.
Olaf in Act 5 teaches it up to level 20.
Crossbow
Crossbows ranged specialties skills increase the effects of the arrow when a crossbow is used.
They are applied to the base effects of the weapon including any modifications to them because
of charms, if applicable. The skills are automatically applied, but only when using a crossbow.
Only the first ten levels of this skill, that can be learned up to level 20, are shown.
Crossbow
Accuracy
Reload Time
Point Blank
Lvl. 2
80%
10
13-27
Lvl. 3
88%
11
16-32
Lvl. 4
96%
12
17-35
Lvl. 5
104%
13
19-39
Lvl. 6
112%
14
20-42
Lvl. 7
120%
15
24-48
Lvl. 8
128%
16
25-51
Lvl. 9 Lvl. 10
136% 144%
17
18
28-56 29-59
335
Skills
Critical Hits
Chance
Damage
Piercing
3%
40-80
11-23
6%
43-86
13-27
10%
45-91
16-32
13%
16%
20%
23%
26%
30%
33%
49-98 52-104 54-109 57-15 61-122 63-126 66-132
17-35 19-39 20-42 24-48 25-51 28-56 29-59
Lvl. 2
16-38
16-38
16-38
16-38
16-38
16-38
16-38
16-38
16-38
16-38
16-38
16-38
Lvl. 3
17-41
17-41
17-41
17-41
17-41
17-41
17-41
17-41
17-41
17-41
17-41
17-41
Lvl. 4
18-43
18-43
18-43
18-43
18-43
18-43
18-43
18-43
18-43
18-43
18-43
18-43
Lvl. 5
19-46
19-46
19-46
19-46
19-46
19-46
19-46
19-46
19-46
19-46
19-46
19-46
Lvl. 6
20-49
20-49
20-49
20-49
20-49
20-49
20-49
20-49
20-49
20-49
20-49
20-49
Lvl. 7
21-51
21-51
21-51
21-51
21-51
21-51
21-51
21-51
21-51
21-51
21-51
21-51
Lvl. 8
23-55
23-55
23-55
23-55
23-55
23-55
23-55
23-55
23-55
23-55
23-55
23-55
Lvl. 9 Lvl. 10
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
24-58 25-61
Teachers: Olaf in the Battlefields of Act 1 teaches Fire, Poison and Explosive skills up to level 3.
Olaf in the Battlefields of Act 2 teaches Explosive skills up to level 5 and Splitting skills
up to level 3.
Olaf in the Battlefields of Act 3 teaches Bone, Shadow and Power skills up to level 3.
Olaf in the Battlefields of Act 4 teaches all skills up to level 12.
Olaf in Act 5 teaches all skills up to level 20.
336
Warrior Skills
Books:
The skill book in Clarissas house in the little village of Act 2 (Necromancer task 3)
teaches all skills up to level 5.
Defensive Specialties
There are four ways to improve the defensive abilities of your armor and yourself. These defensive
specialties are passive skills and are applied automatically.
Shield Blocking
A shield can be made more effective by using this skill. It increases the chance that an attack is
blocked and thus reduces the chance of being hit.
Shield Blocking
Add to Chance
Lvl. 2
5%
Lvl. 3
8%
Lvl. 4
10%
Lvl. 5
13%
Lvl. 6
16%
Lvl. 7
18%
Lvl. 8
21%
Lvl. 9 Lvl. 10
24%
26%
Teachers: The military instructor in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Ian in the swamp area of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 1 teaches it up to level 6.
Brian in the Battlefields of Act 2 teaches it up to level 8.
Brian in the Battlefields of Act 3 teaches it up to level 10.
Evading
This skill improves your ability to evade an attack and makes it more difficult to receive damage.
The specified value is added to the current evasion statistic value.
Evading
Adds to Evasion
Lvl. 2
+2
Lvl. 3
+3
Lvl. 4
+4
Lvl. 5
+5
Lvl. 6
+6
Lvl. 7
+7
Lvl. 8
+8
Lvl. 9 Lvl. 10
+9
+10
Teachers: The military instructor in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Ian in the swamp area of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 1 teaches it up to level 6.
Brian in the Battlefields of Act 2 teaches it up to level 8.
Brian in the Battlefields of Act 3 teaches it up to level 10.
Armor Usage
The chance that your armor is used to block an attack is increased by using this skill, and thus
reduces the chance of being hit.
337
Skills
Armor Usage
Adds to Chance
Lvl. 2
6%
Lvl. 3
10%
Lvl. 4
13%
Lvl. 5
16%
Lvl. 6
20%
Lvl. 7
23%
Lvl. 8
26%
Lvl. 9 Lvl. 10
30%
33%
Teachers: The military instructor in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Ian in the swamp area of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 1 teaches it up to level 6.
Brian in the Battlefields of Act 2 teaches it up to level 8.
Brian in the Battlefields of Act 3 teaches it up to level 10.
Armor Durability
Armor will degrade over time when it is being used. The repair skill is necessary to restore it again.
By investing in this skill, the durability of the armor is improved, resulting in a reduced need for
the repair skill.
Armor Durability
Chance
Lvl. 2
6%
Lvl. 3
10%
Lvl. 4
13%
Lvl. 5
16%
Lvl. 6
20%
Lvl. 7
23%
Lvl. 8
26%
Lvl. 9 Lvl. 10
30%
33%
Teachers: The military instructor in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
Ian in the swamp area of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 1 teaches it up to level 6.
Brian in the Battlefields of Act 2 teaches it up to level 8.
Brian in the Battlefields of Act 3 teaches it up to level 10.
Whirlwind
On using a whirlwind attack the hero or Death Knight outstretch their arms, holding their weapon
and whirl around in a full 360 degrees circle. This is very effective if multiple enemies surround
you. This skill improves your attack ability. It is a passive skill and applied automatically. The
attack itself is active though.
Whirlwind Skills
There are three whirlwind skills; increasing damage, add a chance to stun the opponent and reduce
the cost in stamina.
Whirlwind
Extra damage
Stun ability
Reduce cost (stamina)
338
Lvl. 2
18-32
2%
-30
Lvl. 3
22-38
3%
-40
Lvl. 4
24-42
4%
-50
Lvl. 5
25-45
5%
-60
Lvl. 6
28-50
6%
-70
Lvl. 7
32-56
7%
-80
Lvl. 8
34-60
8%
-90
Lvl. 9 Lvl. 10
37-65 38-68
9%
10%
-100
-110
Warrior Skills
Teachers: The Raanaar student in the philosophy level of the academy in Act 4 teaches it up to
level 10.
Craftsmanship
The warrior can use craftsmanship to improve equipped weapons. There are five groups to which
craftsmanship applies, which are:
Repair
Weapons and armor have durability and are worn out over time. With the
repair skill, they can be restored again.
Sharpen Weapon
Sharpens a weapon so that it causes more damage and raises the agility
requirement at the same time. You can only sharpen once per skill level.
Convert Arrow
Converts an arrow into a different variety.
Recover Arrows
Your ability to search for lost arrows is improved by this skill, resulting in
more arrows coming back to you.
Identify
Some items need to be identified before they may be used or equipped. The
identification level required for this can differ per item. Monsters can also
be identified, which helps in defeating them as their resistances are shown
- this differs according to the enemy's level.
Repair
This skill repairs a degraded weapon or armor. It is an active skill, used by right clicking on the
degraded item in your inventory and selecting the repair option from the menu. Success depends
on the appropriate repair and item level. Your character has to be in single or leading mode for this
procedure.
Only the first ten levels of this skill, that can be learned up to level 20, are shown.
Repair
Repair
Lvl. 2
10
Lvl. 3
15
Lvl. 4
20
Lvl. 5
25
Lvl. 6
30
Lvl. 7
35
Lvl. 8
40
Lvl. 9 Lvl. 10
45
50
Teachers: The weapon officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
The smith in the Black temple of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 1 teaches it up to level 6.
Brian in the Battlefields of Act 2 teaches it up to level 8.
Brian in the Battlefields of Act 3 teaches it up to level 9.
Brian in the Battlefields of Act 4 teaches it up to level 10.
Brian in Act 5 teaches it up to level 20.
Sharpen Weapon
This skill sharpens a weapon, which results in the weapon doing more damage. It is an active skill,
339
Skills
used by right clicking on the weapon you want to sharpen, and selecting the sharpen option from
the menu. The skill can only be used when your character has the required agility. Only the first
ten levels of this skill, that can be learned up to level 20, are shown. Take care to have your
character in single or leading mode for this procedure.
Sharpen Weapon
Required Agility
Extra Damage
Lvl. 2
13
24-37
Lvl. 3
17
32-46
Lvl. 4
21
40-56
Lvl. 5
25
47-64
Lvl. 6
30
55-74
Lvl. 7
34
61-81
Teachers: The weapon officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
The smith in the Black temple of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 1 teaches it up to level 6.
Brian in the Battlefields of Act 2 teaches it up to level 8.
Brian in the Battlefields of Act 3 teaches it up to level 9.
Brian in the Battlefields of Act 4 teaches it up to level 10.
Brian in Act 5 teaches it up to level 20.
Convert Arrow
This skill converts an arrow into another type. It's an active skill used by right clicking on arrows
you want to convert, and selecting the convert option from the menu. If you only want a certain
amount of arrows converted, choose your amount and drop the rest on the ground. You need 25
arrows for 1 special one at level 1 - 12.5 at level 2 - 8.33 at level 3 - 6.25 at level 4 - 5 at level 5
etc. Only the first ten levels of this skill, that can be learned up to level 20, are shown.
Take care to have your character in single or leading mode for this procedure.
Convert Arrow
Air Arrows
Bone Arrows
Earth Arrows
Ethereal Arrows
Explosive Arrows
Fire Arrows
Poison Arrows
Power Arrow
Shadow Arrows
Spiritual Arrows
Splitting Arrows
Water Arrows
Lvl. 2
8%
8%
8%
8%
8%
8%
8%
8%
8%
8%
8%
8%
Lvl. 3
12%
12%
12%
12%
12%
12%
12%
12%
12%
12%
12%
12%
Lvl. 4
16%
16%
16%
16%
16%
16%
16%
16%
16%
16%
16%
16%
Lvl. 5
20%
20%
20%
20%
20%
20%
20%
20%
20%
20%
20%
20%
Lvl. 6
24%
24%
24%
24%
24%
24%
24%
24%
24%
24%
24%
24%
Lvl. 7
28%
28%
28%
28%
28%
28%
28%
28%
28%
28%
28%
28%
Lvl. 8
32%
32%
32%
32%
32%
32%
32%
32%
32%
32%
32%
32%
Lvl. 9 Lvl. 10
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
36%
40%
Teachers: Brian in the Battlefields of Act 1 teaches the skill for fire, poison and explosive arrows
340
Warrior Skills
up to level 3.
The traveling merchant in the Black Temple of Act 3 teaches it up to level 5.
The Raanaar rebel on the Crystal island of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 2 teaches the skill for explosive arrows up to level 5, and
splitting arrows up to level 3.
Brian in the Battlefields of Act 3 teaches the skill for shadow, bone and power arrows
up to level 3.
Brian in the Battlefields of Act 4 teaches the skill up to level 10.
Brian in Act 5 teaches the skill up to level 20.
Recover Arrows
Once an arrow is shot, it is gone. By investing in this skill, it is possible to recover arrows and
increase the chance to get at least a few back. It is a passive skill.
Recover Arrows
Recovery Chance
Lvl. 2
8%
Lvl. 3
12%
Lvl. 4
16%
Lvl. 5
20%
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
Teachers: The weapon officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
The smith in the Black temple of Act 3 teaches it up to level 5.
Identify
Some items require identification before their usage is known. The higher the identification level
is, the more items can be identified. Alternatively, merchants can also identify items, but they want
money for this service (100 gp for each item), which is saved by investing in this passive skill.
Monsters can also be identified, making it possible to determine a better strategy as soon as you
know their weaknesses. Each new level gives more information about the monster. Only the first
ten levels of this skill, that can be learned up to level 20, are shown.
Identify
Equipment
Creature
Lvl. 2
2
2
Lvl. 3
3
3
Lvl. 4
4
4
Lvl. 5
5
5
Lvl. 6
6
6
Lvl. 7
7
7
Lvl. 8
8
8
Lvl. 9 Lvl. 10
9
10
9
10
Teachers: The weapons officer in the Citadel Drill Grounds of Act 1 teaches it up to level 5.
The smith in the Black temple of Act 3 teaches it up to level 5.
Brian in the Battlefields of Act 4 teaches it up to level 10.
Brian in Act 5 teaches it up to level 20.
Books: Fergus in the Torture rooms of Act 1 drops a book upon defeat, teaching the identify
equipment skill up to level 2.
341
Skills
Warrior Talents
There are five warrior talents in total that offer a variety of possibilities.
Feign Death
You can feign your death. Any monster attacking you will believe you are
dead and won't attack you anymore. The skill increases the duration of this
talent.
Berserk
Boosts your primary stats for a short period.
Discourage
Turns your enemies into whimpering cowards and makes them run away.
Depending on how many skill points you invest in this skill, even
high-leveled enemies are discouraged.
Ranger Sight
Your sight radius increases and you can attack at greater distance.
Bait
Enemies are encouraged to attack you. Depending on your skill level, even
high-leveled enemies are attracted.
Feign Death
This skill feigns your death for an amount of time. The higher the skill level, the longer the
duration. This is an active skill.
Feign Death
Duration
Lvl. 2
18s
Lvl. 3
24s
Lvl. 4
30s
Lvl. 5
36s
Lvl. 6
42s
Lvl. 7
48s
Lvl. 8
54s
Lvl. 9 Lvl. 10
60s
66s
Lvl. 2
12s
+18
+18
+18
+18
+18
+18
Lvl. 3
13s
+21
+21
+21
+21
+21
+21
Lvl. 4
14s
+24
+24
+24
+24
+24
+24
Lvl. 5
15s
+27
+27
+27
+27
+27
+27
Lvl. 6
16s
+30
+30
+30
+30
+30
+30
Lvl. 7
17s
+33
+33
+33
+33
+33
+33
Lvl. 8
18s
+36
+36
+36
+36
+36
+36
Lvl. 9 Lvl. 10
18s
19s
+39
+42
+39
+42
+39
+42
+39
+42
+39
+42
+39
+42
Teachers: The Raanaar student in the Philosophy level of Act 4 can teach it up to level 10.
342
Warrior Skills
Discourage
You can discourage your enemies one by one, so that they run away at once. It is an active skill.
Discourage
Creature Level
Lvl. 2
10
Lvl. 3
15
Lvl. 4
20
Lvl. 5
25
Lvl. 6
30
Lvl. 7
35
Lvl. 8
40
Lvl. 9 Lvl. 10
45
50
Teachers: The Raanaar student in the Philosophy level of Act 4 can teach it up to level 10.
Ranger Sight
Increases your sight radius and is a passive skill.
Ranger Sight
Added to Sight
Lvl. 2
+10
Lvl. 3
+15
Lvl. 4
+20
Lvl. 5
+25
Lvl. 6
+30
Lvl. 7
+35
Lvl. 8
+40
Lvl. 9 Lvl. 10
+45
+50
Teachers: The Raanaar student in the Philosophy level of Act 4 can teach it up to level 10.
Bait
Baits enemies to come and attack you - your success depends on the creature level. It is an active
skill.
Bait
Creature Level
Lvl. 2
10
Lvl. 3
15
Lvl. 4
20
Lvl. 5
25
Lvl. 6
30
Lvl. 7
35
Lvl. 8
40
Lvl. 9 Lvl. 10
45
50
Teachers: The Raanaar student in the Philosophy level of Act 4 can teach it up to level 10.
343
Skills
Wizard Skills
Elemental Attack
It is an offensive, active skill, allowing you to damage your enemy with fire, water, earth and air
damage. You can either choose to boost this skill for one specific damage type or a combination
of elemental damage types, if you have enough mana. Even the way to send this damage can be
varied: either in the form of a missile, attacking a single enemy - or by means of spread or circle
attack, thus attacking several enemies at once. The advantage of a combo spell is that the enemy
is targeted with multiple types of elemental damage at the same time. The disadvantage is that it
takes a lot of mana, and the enemy might be resistant to one or more of these elemental damages.
Because of this, concentrating skills on one elemental damage might be useful as well. Before you
use this skill, try to determine the vulnerabilities of your enemy, so that you dont waste mana on
an enemy with high resistance values.
There are three different attack types using these wizard skills.
Focused: A focused attack, where the caster focuses on one single enemy only.
Spread:
When using a spread attack, the caster will spread the attack over an area in front of
the caster. The range of the spread attack is determined by the aperture skill. The
higher the value is, the wider the spread attack will be.
Circle:
When using a circle attack, the effect will emerge from the caster and inflict damage
on all enemies surrounding the caster. Circle attack range is determined by the radius
skill. The larger the value of the radius is, the wider the circle attack will be.
The mana cost tables display several variations in using your skill points, so you can judge how
much mana is required. A dark colored cell shows impossible skill point combinations. In general,
when applying skill points over more than one skill in a group, an extra mana cost is necessary and
only applied once.
Focused
Singular attacks will target one enemy only, either as a missile or as an instant attack.
Missile
This spell attack requires a short time delay until the caster is ready for firing a missile with
elemental damage. You will see runes dancing around the caster and your enemy will cringe after
this attack. This spell attack has to be triggered every time, even if it is a primary attack - if your
hero uses a missile weapon as well, the first left click will launch the missile attack as a spell first
and then continue with your bow/crossbow attack. Left clicking repeatedly over and over again
results in continuous magical missile attacks.
The maximum level of these skills is twenty-five. This means that a maximum of one hundred skill
344
Wizard Skills
points can be invested into the four different skills together. To reduce the size of the mana list only
the first twenty-four are shown in the Mana Cost table and only the first ten in the effects per level
table.
Focused Missile
Air
Earth
Fire
Water
Lvl. 2
14-30
14-30
14-30
14-30
Lvl. 3
23-50
23-50
23-50
23-50
Lvl. 4
36-78
36-78
36-78
36-78
Lvl. 5
52-112
52-112
52-112
52-112
Lvl. 6
71-154
71-154
71-154
71-154
Lvl. 7
94-203
94-203
94-203
94-203
Number of Skills
1
2
3
4
47
56
116
65
125 155
74
134 164 194
83
143 173 203
92
152 182 212
101 161 191 221
110 170 200 230
Skill
Points
9
10
11
12
13
14
15
16
Number of Skills
1
2
3
4
120 180 210 240
129 189 219 249
138 198 228 258
147 207 237 267
157 217 247 277
166 226 256 286
176 236 266 296
185 245 275 305
Skill
Points
17
18
19
20
21
22
23
24
Number of Skills
1
2
3
4
194 254 284 314
204 264 294 324
213 273 303 333
223 283 313 343
233 293 323 353
242 302 332 362
252 312 342 372
262 322 352 382
When the starting class of your hero or the Death Knight is a wizard, then this skill path is available
from the start with a maximum of 5 levels.
Teachers: Edmond in the prison block of Act 1 teaches it up to level 5.
Elkar in the Battlefields of Act 1 teaches it up to level 6.
Elkar in the Battlefields of Act 2 teaches it up to level 8.
Elkar in the Battlefields of Act 3 teaches it up to level 10.
Elkar in the Battlefields of Act 4 teaches it up to level 10.
Elkar in Act 5 teaches it up to level 25.
Books: If you found all four books of Raanaar magic in the basic training level of Act 4, you
get a skill book teaching these skills up to level 5.
Instant
A powerful ray of elemental damage targets your enemy at once. It works the same as with
physical damage if you have assigned this skill as primary attack, so one left click is sufficient.
Just watch your mana bar.
The maximum level of these skills is twenty-five. This means a maximum of one-hundred skill
points can be invested into four different skills at the same time. To reduce the size of the mana
345
Skills
list only the first twenty-four are shown in the Mana Cost table and only the first ten in the effects
per level table.
Focused Instant
Air
Earth
Fire
Water
Lvl. 2
11-25
11-25
11-25
11-25
Lvl. 3
19-42
19-42
19-42
19-42
Lvl. 4
30-66
30-66
30-66
30-66
Lvl. 5
43-95
43-95
43-95
43-95
Lvl. 6
59-130
59-130
59-130
59-130
Lvl. 7
78-172
78-172
78-172
78-172
Lvl. 8
99-218
99-218
99-218
99-218
Lvl. 9 Lvl. 10
124-273 151-332
124-273 151-332
124-273 151-332
124-273 151-332
Number of Skills
1
2
3
4
47
56
116
65
125 155
74
134 164 194
83
143 173 203
92
152 182 212
101 161 191 221
110 170 200 230
Skill
Points
9
10
11
12
13
14
15
16
Number of Skills
1
2
3
4
120 180 210 240
129 189 219 249
138 198 228 258
147 207 237 267
157 217 247 277
166 226 256 286
176 236 266 296
185 245 275 305
Skill
Points
17
18
19
20
21
22
23
24
Number of Skills
1
2
3
4
194 254 284 314
204 264 294 324
213 273 303 333
223 283 313 343
233 293 323 353
242 302 332 362
252 312 342 372
262 322 352 382
When the starting class of your hero or the Death Knight is a wizard, then this skill path is available
from the start with a maximum of 5 levels.
Teachers: Elkar in the Battlefields of Act 1 teaches it up to level 6.
Elkar in the Battlefields of Act 2 teaches it up to level 8.
Elkar in the Battlefields of Act 3 teaches it up to level 6.
Elkar in the Battlefields of Act 4 teaches it up to level 10.
Elkar in Act 5 teaches it up to level 25.
Books: The book in the Obelisk in the Mushroom Forest of Act 2 teaches it up to level 5.
If you found all four books of Raanaar magic in the basic training level of Act 4 you
get a skillbook, teaching these skills up to level 5.
Spread
A cone of elemental damage floats over to your enemies and damages anything in its range, either
as a missile or as an instant attack.
Missile
This spell attack requires a short time delay until the caster is ready for firing a missile with
elemental damage. You will see runes dancing around the caster and your enemies cringe after this
attack. This spell attack has to be triggered every time, even if it is a primary attack.
346
Wizard Skills
The maximum level of these skills is twenty-five. This means that a maximum of 125 skill points
can be invested into four different skills at the same time. To reduce the size of the mana list only
the first twenty-four are shown in the Mana Cost table and only the first ten in the effects per level
table.
Spread Missile
Air
Earth
Fire
Water
Aperture
Lvl. 2
18-45
18-45
18-45
18-45
12
Lvl. 3
27-68
27-68
27-68
27-68
13
Lvl. 4
38-96
38-96
38-96
38-96
14
Lvl. 5
52-130
52-130
52-130
52-130
15
Lvl. 6
68-170
68-170
68-170
68-170
16
Lvl. 7
86-215
86-215
86-215
86-215
17
Number of Skills
1
2
3
4
5
110
120 180
129 189 219
138 198 228 258
147 207 237 267 297
157 217 247 277 307
166 226 256 286 316
176 236 266 296 326
Skill
Points
9
10
11
12
13
14
15
16
1
185
194
204
213
223
233
242
252
Number of Skills
2
3
4
5
245 275 305 335
254 284 314 344
264 294 324 354
273 303 333 363
283 313 343 373
293 323 353 383
302 332 362 392
312 342 372 402
Skill
Points
17
18
19
20
21
22
23
24
1
262
271
281
291
301
310
320
330
Number of Skills
2
3
4
5
322 352 382 412
331 361 391 421
341 371 401 431
351 381 411 441
361 391 421 451
370 400 430 460
380 410 440 470
390 420 450 480
Teachers: The Black Imp Xanaxil in the Crystal Forest of Act 3 teaches it up to level 5.
The Alchemist in the Fire Area of Act 2 teaches it up to level 5.
Elkar in the Battlefields of Act 4 teaches it up to level 10.
Elkar in Act 5 teaches it up to level 25.
Books: The book in the Citadel Infirmary of Act 1 teaches it up to level 5.
The book in the Obelisk in the Mushroom Forest of Act 2 teaches it up to level 5.
The book in the lab in the Summoning Level of Act 4 teaches it up to level 5.
If you found all four books of Raanaar magic in the basic training level of Act 4, you
get a skill book, teaching these skills up to level 5.
Instant
A powerful ray of elemental damage targets your enemy at once. It works the same as with
physical damage if you have assigned this skill as primary attack, so one left click is sufficient.
Just watch your mana bar.
The maximum level of these skills is twenty-five. This means a maximum of 125 skill points can
be invested into four different skills at the same time. To reduce the size of the mana list only the
347
Skills
first twenty-four are shown in the Mana Cost table and only the first ten in the effects per level
table.
Spread Instant
Air
Earth
Fire
Water
Aperture
Lvl. 2
18-45
18-45
18-45
18-45
12
Lvl. 3
27-68
27-68
27-68
27-68
13
Lvl. 4
38-96
38-96
38-96
38-96
14
Lvl. 5
52-130
52-130
52-130
52-130
15
Lvl. 6
68-170
68-170
68-170
68-170
16
Lvl. 7
86-215
86-215
86-215
86-215
17
Number of Skills
1
2
3
4
5
176
185 245
194 254 284
204 264 294 324
213 273 303 333 363
223 283 313 343 373
233 293 323 353 383
242 302 332 362 392
Skill
Points
9
10
11
12
13
14
15
16
1
252
262
271
281
291
301
310
320
Number of Skills
2
3
4
5
312 342 372 402
322 352 382 412
331 361 391 421
341 371 401 431
351 381 411 441
361 391 421 451
370 400 430 460
380 410 440 470
Skill
Points
17
18
19
20
21
22
23
24
1
330
340
350
360
370
380
390
400
Number of Skills
2
3
4
5
390 420 450 480
400 430 460 490
410 440 470 500
420 450 480 510
430 460 490 520
440 470 500 530
450 480 510 540
460 490 520 550
Teachers: The Tibar Warlock on Black Temple Island of Act 3 teaches it up to level 5.
Elkar in the Battlefields of Act 4 teaches it up to level 10.
Elkar in Act 5 teaches it up to level 25.
Books: If you found all four books of Raanaar magic in the basic training level of Act 4 you
get a skill book, teaching these skills up to level 5.
Circle
It is a circular attack with your hero in the center. Your chosen elemental damage spreads out,
damaging your enemies, either as a missile or as an instant attack.
Missile
This spell attack requires a short time delay until the caster is ready for firing a missile with
elemental damage. You will see runes dancing around the caster and your enemies will cringe after
this attack. This spell attack has to be triggered every time even if it is a primary attack.
The maximum level of these skills is twenty-five. This means a maximum of 125 skill points can
be invested into four different skills at the same time. To reduce the size of the mana list only the
first twenty-four are shown in the Mana Cost table and only the first ten in the effects per level
table.
348
Wizard Skills
Circle Missile
Air
Earth
Fire
Water
Radius
Lvl. 2
53-106
53-106
53-106
53-106
2
Lvl. 3
71-142
71-142
71-142
71-142
3
Lvl. 4
92-184
92-184
92-184
92-184
4
Number of Skills
1
2
3
4
5
204
213 273
223 283 313
233 293 323 353
242 302 332 362 392
252 312 342 372 402
262 322 352 382 412
271 331 361 391 421
Skill
Points
9
10
11
12
13
14
15
16
1
281
291
301
310
320
330
340
350
Number of Skills
2
3
4
5
341 371 401 431
351 381 411 441
361 391 421 451
371 400 430 460
381 410 440 470
391 420 450 480
400 430 460 490
410 440 470 500
Skill
Points
17
18
19
20
21
22
23
24
1
360
370
380
390
400
410
420
430
Number of Skills
2
3
4
5
420 450 480 510
430 460 490 520
440 470 500 530
450 480 510 540
460 490 520 550
470 500 530 560
480 510 540 570
490 520 550 580
Teachers: The Tibar Warlock on Black Temple Island of Act 3 teaches it up to level 5.
Elkar in the Battlefields of Act 4 teaches it up to level 10.
Elkar in Act 5 teaches it up to level 25.
Books: If you found all 4 books of Raanaar magic in the basic training level of Act 4, you
get a skill book, teaching these skills up to level 5.
Instant
A powerful ray of elemental damage targets your enemy at once. It works the same as with
physical damage if you have assigned this skill as primary attack, so one left click is sufficient.
Just watch your mana bar.
The maximum level of these skills is twenty-five. This means a maximum of 125 skill points can
be invested into four different skills at the same time. To reduce the size of the mana list only the
first twenty-four are shown in the Mana Cost table and only the first ten in the effects per level
table.
Circle Instant
Air
Earth
Fire
Water
Radius
Lvl. 2
43-86
43-86
43-86
43-86
2
Lvl. 3
57-114
57-114
57-114
57-114
3
Lvl. 4
74-148
74-148
74-148
74-148
4
Lvl. 5
93-186
93-186
93-186
93-186
5
349
Skills
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
8
Number of Skills
1
2
3
4
5
233
242 302
252 312 342
262 322 352 382
271 331 361 391 421
281 341 371 401 431
291 351 381 411 441
301 361 391 421 451
Skill
Points
9
10
11
12
13
14
15
16
Number of Skills
1
2
3
4
5
310 370 400 430 460
320 380 410 440 470
330 390 420 450 480
340 400 430 460 490
350 410 440 470 500
360 420 450 480 510
370 430 460 490 520
380 440 470 500 530
Skill
Points
17
18
19
20
21
22
23
24
Number of Skills
1
2
3
4
5
390 450 480 510 540
400 460 490 520 550
410 470 500 530 560
420 480 510 540 570
430 490 520 550 580
440 500 530 560 590
450 510 540 570 600
460 520 550 580 610
Elemental Defense
It is a defensive active skill that either boosts your resistances against a certain type of elemental
attack or reflects the attack back to your enemies. You can configure a combination of defenses
against elemental attacks as long as you have enough skill points. The skills are available
individually, affecting only the caster, or party based, affecting all members of your party.
Individual
This skill offers protection for the spell caster only.
Resistance
It boosts the resistances of the spell caster for a short duration. The basic duration is forty seconds.
Individual
Resistance
Air
Earth
Fire
Water
Extra Duration
350
Lvl. 2
+30
+30
+30
+30
+15s
Lvl. 3
+45
+45
+45
+45
+22s
Lvl. 4
+60
+60
+60
+60
+30s
Lvl. 5
+75
+75
+75
+75
+37s
Lvl. 6
+90
+90
+90
+90
+45s
Lvl. 7
+105
+105
+105
+105
+52s
Lvl. 8
+120
+120
+120
+120
+60s
Lvl. 9 Lvl. 10
+135
+150
+135
+150
+135
+150
+135
+150
+67s
+75s
Wizard Skills
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
points invested into the elemental skills are calculated. The list is limited to twenty-four of the
possible forty skill points.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
8
Number of Skills
1
2
3
4
48
58
58
67
67
67
76
76
76
76
86
86
86
86
95
95
95
95
104 104 104 104
114 114 114 114
Skill
Points
9
10
11
12
13
14
15
16
Number of Skills
1
2
3
4
123 123 123 123
132 132 132 132
142 142 142
152 152 152
161 161 161
171 171 171
180 180 180
190 190 190
Skill
Points
17
18
19
20
21
22
23
24
Number of Skills
1
2
3
4
200 200 200 200
209 209 209 209
219 219 219 219
229 229
239 239
249 249
259 259
269 269
Lvl. 2
+30
+30
+30
+30
+15s
Lvl. 3
+45
+45
+45
+45
+22s
Lvl. 4
+60
+60
+60
+60
+30s
Lvl. 5
+75
+75
+75
+75
+37s
Lvl. 6
+90
+90
+90
+90
+45s
Lvl. 7
+105
+105
+105
+105
+52s
Lvl. 8
+120
+120
+120
+120
+60s
Lvl. 9 Lvl. 10
+135
+150
+135
+150
+135
+150
+135
+150
+67s
+75s
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
351
Skills
points that are invested into the elemental skills are calculated. The list is limited to twenty-four
of the possible forty skill points.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
8
Number of Skills
1
2
3
4
114
123 123
132 132 132
142 142 142 142
152 152 152 152
161 161 161 161
171 171 171 171
180 180 180 180
Skill
Points
9
10
11
12
13
14
15
16
Number of Skills
1
2
3
4
190 190 190 190
200 200 200 200
209 209 209
219 219 219
229 229 229
239 239 239
249 249 249
259 259 259
Skill
Points
17
18
19
20
21
22
23
24
Number of Skills
1
2
3
4
269 269 269
268 268 268
288 288 288
298 298 298
308 308
318 318
329 329
339 339
Party
This skill offers protection for the entire party.
Resistance
Boosts the resistances of the members in the party for a short duration. The basic duration is forty
seconds.
Party Resistance
Air
Earth
Fire
Water
Extra Duration
Lvl. 2
+30
+30
+30
+30
+15s
Lvl. 3
+45
+45
+45
+45
+22s
Lvl. 4
+60
+60
+60
+60
+30s
Lvl. 5
+75
+75
+75
+75
+37s
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
352
Wizard Skills
points that are invested into the elemental skills are calculated.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
Books:
Number of Skills
1
2
3
4
114
123 123
132 132 132
142 142 142 142
152 152 152 152
161 161 161
171 171 171
Skill
Points
8
9
10
11
12
13
14
Number of Skills
2
3
4
180 180 180
190 190 190
200 200 200
209 209
219 219
229 229
239 239
Skill
Points
15
16
17
18
19
20
Number of Skills
2
3
4
249 249
259
269
278
288
298
The book in the Obelisk in the Mushroom Forest of Act 2 teaches it up to level 5.
If you found all four books of Raanaar magic in the basic training level of Act 4, you
get a skillbook, teaching these skills up to level 5.
Reflective
If your enemies attack any member in your party with elemental spells, you can turn back a certain
amount of this damage and hit them back. The basic duration is thirty-eight seconds.
You should that some creatures have a high resistance against the elemental damage they throw
at you, so this skill might have a low effect on them.
Party Reflective
Air
Earth
Fire
Water
Extra Duration
Lvl. 2
+30
+30
+30
+30
+15s
Lvl. 3
+45
+45
+45
+45
+22s
Lvl. 4
+60
+60
+60
+60
+30s
Lvl. 5
+75
+75
+75
+75
+37s
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
points invested into the elemental skills are calculated.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
Number of Skills
1
2
3
4
180
190 190
200 200 200
209 209 209 209
219 219 219 219
229 229 229
239 239 239
Skill
Points
8
9
10
11
12
13
14
Number of Skills
2
3
4
249 249 249
259 259 259
269 269 269
278 278
288 288
298 298
308 308
Skill
Points
15
16
17
18
19
20
Number of Skills
2
3
4
318 318
329
339
349
359
369
353
Skills
Teachers: The Tibar Warlock on Black Temple Island of Act 3 teaches it up to level 5.
Books: If you found all four books of Raanaar magic in the basic training level of Act 4 you
get a skill book, teaching these skills up to level 5.
Elemental Curses
Curse your enemies and lower their resistances. This can be done in a focused way, targeting only
one enemy, or by cone/circle to weaken several at the same time. Increasing the spell duration
makes them easy prey.
There are three different types of attack types:
Focused: A focused attack, where the caster targets a single enemy only.
Spread:
When using a spread attack, the effect will expand over an area in front of the caster.
Circle:
When using a circle attack, the effect radiates outwards and inflict the curse on all
enemies surrounding the caster.
Focused
This skill targets a single enemy only. The basic duration is thirty seconds.
Focused
Air
Earth
Fire
Water
Extra Duration
Lvl. 2
-40
-40
-40
-40
+50s
Lvl. 3
-60
-60
-60
-60
+60s
Lvl. 4
-80
-80
-80
-80
+70s
Lvl. 5
-100
-100
-100
-100
+80s
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
points that are invested into the elemental skills are calculated.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
8
9
Number of Skills
1
2
3
4
110
120 120
129 129 129
138 138 138 138
147 147 147 147
157 157 157 157
166 166 166 166
176 176 176 176
185 185 185 185
Skill
Points
10
11
12
13
14
15
16
17
18
Number of Skills
1
2
3
4
194 194 194 194
204 204 204
213 213 213
223 223 223
233 233 233
242 242 242
252 252 252
226 226 226
271 271 271
Skill
Points
19
20
21
22
23
24
25
354
Number of Skills
2
3
4
281 281 281
291 291 291
301 301
310 310
320 320
330 330
340 340
Wizard Skills
Books:
The Black Imp Xanaxil in the Crystal Forest of Act 3 teaches it up to level 5.
The book in the Citadel Infirmary of Act 1 teaches it up to level 5.
The book in the Obelisk in the Mushroom Forest of Act 2 teaches it up to level 5.
The book in the Laboratory in the Summoning level of Act 4 teaches it up to level 5.
If you found all four books of Raanaar magic in the basic training level of Act 4, you
get a skill book, teaching these skills up to level 5.
Spread
A cone of elemental curses floats over to your enemies and affects anything within its range. The
basic duration is fifty-seven seconds.
Spread
Air
Earth
Fire
Water
Extra Duration
Lvl. 2
-70
-70
-70
-70
+50s
Lvl. 3
-90
-90
-90
-90
+60s
Lvl. 4
-110
-110
-110
-110
+70s
Lvl. 5
-130
-130
-130
-130
+80s
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
points invested into the elemental skills are calculated.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
8
9
Number of Skills
1
2
3
4
110
120 120
129 129 129
138 138 138 138
147 147 147 147
157 157 157 157
166 166 166 166
176 176 176 176
185 185 185 185
Skill
Points
10
11
12
13
14
15
16
17
18
Number of Skills
1
2
3
4
194 194 194 194
204 204 204
213 213 213
223 223 223
233 233 233
242 242 242
252 252 252
262 262 262
271 271 271
Skill
Points
19
20
21
22
23
24
25
Number of Skills
2
3
4
281 281 281
291 291 291
301 301
310 310
320 320
330 330
340 340
Teachers: The Tibar Warlock on Black Temple Island of Act 3 teaches it up to level 5.
Books: If you found all four books of Raanaar magic in the basic training level of Act 4, you
get a skill book, teaching these skills up to level 5.
355
Skills
Circle
It is a circular attack with your hero in the center. Your chosen curse spreads out, affecting your
enemies. The basic duration is thirty seconds.
Circle
Air
Earth
Fire
Water
Extra Duration
Lvl. 2
-60
-60
-60
-60
+50s
Lvl. 3
-80
-80
-80
-80
+60s
Lvl. 4
-100
-100
-100
-100
+70s
Lvl. 5
-120
-120
-120
-120
+80s
Lvl. 6
-140
-140
-140
-140
+90s
Lvl. 7
-160
-160
-160
-160
+100s
Lvl. 8
-180
-180
-180
-180
+110s
Lvl. 9 Lvl. 10
-200
-220
-200
-220
-200
-220
-200
-220
+120s +130s
There is no mana cost for Extra Duration. In the following table only the mana cost for the skill
points invested into the elemental skills are calculated. The list is limited to twenty-four of the
possible forty skill points.
Mana Cost per Skill point
Skill
Points
1
2
3
4
5
6
7
8
Number of Skills
1
2
3
4
110
120 120
129 129 129
138 138 138 138
147 147 147 147
157 157 157 157
166 166 166 166
176 176 176 176
Skill
Points
9
10
11
12
13
14
15
16
Number of Skills
1
2
3
4
185 185 185 185
194 194 194 194
204 204 204
213 213 213
223 223 223
233 233 233
242 242 242
252 252 252
Skill
Points
17
18
19
20
21
22
23
24
Number of Skills
2
3
4
262 262 262
271 271 271
281 281 281
291 291 291
301 301
310 310
320 320
330 330
Body Magic
Increases or restores your physical constitution, by healing, curing poison and disease, or
removing a curse lowering your resistances. There are skills to protect only the spell caster or the
whole party. Another way is lowering or weakening your enemies physical constitution, by either
focusing on one enemy or targeting several at the same time.
356
Wizard Skills
Defensive
Increases or restores the physical constitution of the spell caster or the party. The level description
in Cure Disease, Cure Poison and Remove Curse means the level of the disease, poison or curse.
Individual
The individual skills are applied to the spell caster only. They can be taught up to level 20. Only
the first ten levels are shown in the following table. The table shows both the effect of the skill and
the mana cost involved.
Defensive
Individual
Cure Disease
Mana Cost
Cure Poison
Mana Cost
Healing
Mana Cost
Remove Curse
Mana Cost
Lvl. 2
Lvl. 3
Lvl. 4
Lvl. 5
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
Lvl. 5 Lvl. 10 Lvl. 15 Lvl. 20 Lvl. 25 Lvl. 30 Lvl. 35 Lvl. 40 Lvl. 45 Lvl. 50
76
86
95
104
114
123
132
142
152
161
Lvl. 5 Lvl. 10 Lvl. 15 Lvl. 20 Lvl. 25 Lvl. 30 Lvl. 35 Lvl. 40 Lvl. 45 Lvl. 50
76
86
95
104
114
123
132
142
152
161
200
58
400
67
600
76
800
86
1000
95
1200
114
1400
114
1600
123
1800
132
2000
142
Lvl. 5 Lvl. 10 Lvl. 15 Lvl. 20 Lvl. 25 Lvl. 30 Lvl. 35 Lvl. 40 Lvl. 45 Lvl. 50
76
86
95
104
114
123
132
142
152
161
When the starting class of your hero or the Death Knight is in both cases a wizard, then this skill
path is available from the start with a maximum of five levels.
Teachers: The Temple mage merchant in the Black Temple of Act 3 teaches it up to level 5.
One of the followers in Serrickss Tower of Act 3 teaches it up to level 5.
Elkar in the Battlefields of Act 1 teaches it up to level 6.
Elkar in the Battlefields of Act 2 teaches it up to level 8.
Elkar in the Battlefields of Act 3 teaches it up to level 9.
Elder Antopar in the Summoning level of Act 4 teaches it up to level 10.
Elkar in the Battlefields of Act 4 teaches it up to level 10.
Elkar in Act 5 teaches it up to level 20.
Books: The book in the healers lab in the Pit level of Act 1 teaches it up to level 5.
Party
The party skills are applied to the all members in the party. They can be taught up to level 15. Only
the first ten levels are shown in the following table. The table shows both the effect of the skill and
the mana cost involved.
With the skill Shared Damage, the damage is divided between the spell caster and the selected
party member. A description of 80/20 means 80% of the damage is for the spell caster and 20%
for the party member.
357
Skills
Defensive Party
Cure Disease
Mana Cost
Cure Poison
Mana Cost
Healing
Mana Cost
Remove Curse
Mana Cost
Shared Damage
Mana Cost
300
219
450
229
600
239
750
249
900
259
1050
269
1200
278
1350
288
1500
298
Lvl. 5 Lvl. 10 Lvl. 15 Lvl. 20 Lvl. 25 Lvl. 30 Lvl. 35 Lvl. 40 Lvl. 45 Lvl. 50
209
219
229
239
249
259
269
278
288
298
90/10
38
80/20
48
70/30
58
60/40
67
50/50
76
40/60
86
30/70
95
20/80
104
10/90
114
0/100
123
Offensive
The offensive Body Magic skills have an effect on your enemies. You can target either one enemy
(focused) or a group of enemies (cloud).
The following skills exist:
Blind:
Turns your enemies into helpless, sightless bundles.
Disease: Gives a disease to your enemy and thus weakens it (reducing all primary stats).
Pacify:
Turns the enemy into a friendly creature. The higher the skill level is, the better the
chance to pacify high-leveled creatures will be.
Paralyze: Holds your enemies helpless on the spot, unable to defend themselves. The higher the
skill level is, the better the chance to paralyze a high-leveled an enemy will be.
Polymorph:A spell turning your enemy into another creature. Caution: if your enemy has a high
level and your spell ability is low, you can get into trouble. Instead of turning it into
a weak Tibar or rat, you might have to deal with more powerful ones, such as Shadow
Creatures, Raanaar ghosts, Gargoyles or Elementals. They will turn back to their
former form after a certain amount of time - or after death. The higher the skill level
is, the better the chance to polymorph high-leveled enemies will be.
Slow:
Slows your enemies down.
Extra Duration: Increases the spell duration.
358
Wizard Skills
Focused
Focuses the spell on a single enemy.
Offensive Focused
Sight
-2
30s
Duration
Blind
Mana Cost 48
Prim. Stats -5
38s
Duration
Disease
209
Mana Cost
Duration
38s
Pacify
142
Mana Cost
Duration
6s
Paralyze
142
Mana Cost
Chance
17%
38s
Polymorph Duration
Mana Cost 209
Speed
-35
38s
Duration
Slow
Mana Cost 142
+5s
Extra Duration
Lvl. 2
Lvl. 3
Lvl. 4
Lvl. 5
-4
30s
58
-6
30s
67
-8
30s
76
-10
30s
86
-10
38s
219
-15
38s
229
-20
38s
239
-25
38s
249
38s
152
38s
161
38s
171
38s
180
6s
152
6s
161
6s
171
6s
180
24%
38s
219
31%
38s
229
38%
38s
239
45%
38s
249
-50
38s
152
-65
38s
161
-80
38s
171
-95
38s
180
+10s
+15s
+20s
+25s
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
Disease
Sight
Duration
Mana Cost
Prim. Stats
Duration
Mana Cost
Lvl. 2
Lvl. 3
Lvl. 4
Lvl. 5
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
-2
19s
48
-4
19s
58
-6
19s
67
-8
19s
76
-10
19s
86
-12
19s
95
-14
19s
104
-16
19s
114
-18
19s
123
-20
19s
132
-5
20s
209
-10
20s
219
-15
20s
229
-20
20s
239
-25
20s
249
-30
20s
259
-35
20s
269
-40
20s
278
-45
20s
288
-50
20s
298
359
Skills
Duration
19s
Mana Cost 209
Duration
6s
Paralyze
Mana Cost 209
Chance
17%
19s
Polymorph Duration
209
Mana Cost
Speed
-35
19s
Slow
Duration
Mana Cost 142
+5s
Extra Duration
Pacify
19s
219
19s
229
19s
239
19s
249
12s
259
19s
278
19s
278
19s
288
19s
198
6s
219
6s
229
6s
239
6s
249
6s
259
6s
269
6s
278
6s
288
6s
298
24%
19s
219
31%
19s
229
38%
19s
239
45%
19s
249
52%
19s
259
59%
19s
269
66%
19s
278
73%
19s
288
80%
19s
298
-50
19s
152
-65
19s
161
-80
19s
171
-95
19s
180
-110
19s
259
-125
19s
269
-140
19s
278
-155
19s
288
-170
19s
298
+10s
+15s
+20s
+25s
+30s
+35s
+40s
+45s
+50s
Shaman Magic
A very powerful spell group, inflicting severe damage either on one spot or directly on a group of
enemies for a reasonable amount of mana. These skills are divided into two groups, weather and
nature magic. The Shaman Magic skills are very effective, due to their high damage and their
relatively low mana requirements.
Weather magic
These skills are related to weather effects causing elemental and poisonous damage.
The following skills exist:
Acid Rain:
Large green drops of acid rain down on your enemies inflicting poisonous
damage.
Lightning Storm:Lightning strikes down from the skies, doing water damage to your enemies.
Meteor Shower: Flaming meteors rain from the sky and deal out fire damage.
Wind of Furies: Strong winds circle around your enemies doing air damage.
Extra Duration: Increases the duration of the effect, by multiplying the standard duration. An
exception to this is Lightning storm, where it increases the damage.
The skills can be taught up to level 18. Only the first ten levels of the skills are shown here.
360
Wizard Skills
Weather Magic
Acid Rain
Lvl. 1
Poison 35-72
308
Mana
Lvl. 3
43-88
329
Water 45-91 50-101 57-115 63-128 71-143 78-157 86-172 92-185 99-199 107-215
171
180
190
200
209
219
229
239
249
259
Mana
Fire
35-72 40-80 43-88 48-97 54-108 58-117 61-124 67-135 72-144 76-153
Meteor Shower
308
319
329
339
349
359
369
379
389
400
Mana
Air
61-124 67-137 73-147 81-163 88-177 96-192 102-205 109-219 117-234 124-248
Wind of Furies
171
180
190
200
209
219
229
239
249
259
Mana
*3
*4
*5
*6
*7
*8
*9
*10
*11
Extra Duration/Damage *2
Lightning Storm
Teachers: The witch in the Cursed Abbey, Necromancers first task of Act 3, teaches Lightning
storm up to level 5.
Elkar in the Battlefields of Act 2 teaches it up to level 3.
Elkar in the Battlefields of Act 3 teaches it up to level 6.
Elkar in the Battlefields of Act 4 teaches it up to level 11.
Elkar in Act 5 teaches it up to level 18.
Books: Looc on Black Temple Island of Act 3 drops a book upon defeat, teaching Lightning
storm up to level 10.
Stit on Black Temple Island of Act 3 drops a book upon defeat, teaching Meteor Shower
up to level 10.
Era on Crystal Island of Act 3 drops a book upon defeat, teaching Acid Rain up to level
10.
Yrev on Ruins Island of Act 3 drops a book upon defeat, teaching Wind of Furies up
to level 10.
Nature magic
Nature's devastating effects aid you in your combat.
The following skills exist:
Earthquake:
Creates an earthquake causing damage and your screen to shake. If your level is
high enough your enemy is slain at once, if they are vulnerable to earth damage.
Hammer:
A wonderful spell, calling an enormous hammer to stun enemies temporarily and
inflicting bone damage.
Insect Swarm: A cloud of aggressive insects covers your enemies and kills them quickly with
ethereal damage. Either you can target them directly or place one cloud after
another around your party, so no enemy is able to come through.
Spikes:
Hell spikes grow up under your enemys feet, doing piercing damage.
361
Skills
The skills can be taught up to level 18. Only the first ten levels of the skills are shown here.
Nature Magic
Earth
Mana
Bone
56-114 61-123 67-136 73-148 81-163 88-176 93-188 100-202 108-216 114-229
Hammer
171
180
190
200
209
219
229
239
249
259
Mana
Ethereal 5-10
7-15 10-22 16-32 19-39 34-47 28-56 31-63 35-71 40-80
Insect Swarm
308
318
329
339
349
359
369
379
389
400
Mana
Piercing 31-63 34-69 37-76 42-85 46-93 51-102 54-109 58-117 63-126 67-134
Spikes
171
180
190
200
209
219
229
239
249
259
Mana
Earthquake
Lvl. 2
Lvl. 3
Lvl. 4
Lvl. 5
Lvl. 6
Lvl. 7
Lvl. 8
Lvl. 9 Lvl. 10
Armor
-2
-4
-6
-8
-10
-12
-14
-16
-18
-20
21s
22s
22s
23s
24s
24s
25s
25s
26s
Age Objects Duration 21s
180
190
200
209
219
229
239
249
259
269
Mana
Fire
61-124 67-134 73-147 81-163 88-177 96-192 102-205 109-219 117-234 124-248
Elder Fire
180
190
200
209
219
229
239
249
259
269
Mana
Fire
98-196 130-260 164-328 199-398 233-466 268-536 302-606 337-674 371-742 406-812
Fireball
244
254
264
274
284
294
304
315
325
335
Mana
362
Wizard Skills
Flash
Mana
Swap Places Mana
320
320
310
310
300
300
291
291
281
281
271
271
261
261
251
251
241
241
231
231
Teachers: Serrick in his tower in Act 3 teaches flash and swap places level 1.
Elkar in the Battlefields of Act 3 teaches it up to level 2.
Raven in Crystal Forest of Act 3 teaches age objects, elder fire and fireball up to level 5.
Elkar in the Battlefields of Act 4 teaches it up to level 7.
Elkar in Act 5 teaches it up to level 20.
Books: The experienced mercenary mage in General Brams camp of Act 3 drops a book,
teaching flash and swap places up to level 1.
363
Skills
364
Items
There are a variety of items to be found in Beyond Divinity, divided into three groups: Equipment
(armor and such), Weapons and the rest.
The equipment and weapons have their default stats listed. These items are randomly placed and
sometimes have a prefix and/or a suffix added to their name. If, for example, you have a normal
long sword, it can be prefixed with Iron and suffixed with of the Fox, resulting in the new
name: Iron Long Sword of the Fox. Besides the name change, this also results in a change of
the stats.
The general quality of equipment, including the base stats and possible range of bonuses, is
indicated by the colour of its name, in order: white, green, yellow and orange. Better quality items
have a lower degrade quality, so they will keep in shape longer, but also have higher stat
requirements.
There are also unique items of which some are part of a set. Having a complete set does not give
an extra bonus and after changing acts, these items will lose their set status. They do, however,
keep their stats and remain as effective as before. These sets are listed in a separate section.
366
Equipment
Equipment
This section covers those objects that can be worn by the hero or the Death Knight. Most of them
add some form of extra protection to the player.
Amulets
Amulets do not only look good, but also offer some extra protection.
Amulets
These simple amulets are made out of a variety of materials, ranging from rope to gold.
Rope
Plain Amulet
Copper Amulet
Armor: 1
Armor: 1
Armor: 1
Quality: 6
Quality: 6
Quality: 6
Weight: 12
Weight: 12
Weight: 12
Durability:
4
Durability:
8
Durability:
11
Iron Amulet
Silver Amulet
Golden Amulet
Armor: 1
Armor: 1
Armor: 1
Quality: 6
Quality: 6
Quality: 6
Weight: 12
Weight: 12
Weight: 12
Durability:
16
Durability:
19
Durability:
28
Gem Amulets
These are amulets that not only look good because they are made out of gems, but also offer a
better protection.
Sapphire Amulet
Ruby Amulet
Emerald Amulet
Armor: 1
Armor: 1
Armor: 1
Quality: 6
Quality: 6
Quality: 6
Weight: 12
Weight: 12
Weight: 12
Durability:
28
Durability:
31
Durability:
34
Diamond Amulet
Blackrock Amulet
Pearl Amulet
Armor: 1
Armor: 1
Armor: 1
Quality: 6
Quality: 6
Quality: 6
Weight: 12
Weight: 12
Weight: 12
Durability:
39
Durability:
43
Durability:
51
367
Unique Amulets
Better than regular amulets are the unique ones that can be found here and there. Some of them
have a plain appearance.
The Stranger s Amulet is a copper
Stranger's Amulet
The Healer
amulet, and is near the corpse of Mat, in
Armor: 1
Armor: 1
the second level of the maintenance
Weight: 12
Weight: 12
tunnels.
Durab.: 31
Durab.: 19
Constitution:
+3
Sight:
+3
The ruby amulet, The Healer, can be
Available:
Regeneration:
+3
Act 3 stolen from the Flooge in the well of the
Stamina:
+300
Black Temple. The flooge also drops it
Available:
Act 4
after it is killed.
The sound sensitive monsters in the
Heart of the Spirits
Raan's Blessing
Maintenance tunnels of Act 4 drop the
Armor: 1
Armor: 1
ruby amulet, Heart of the Spirits.
Weight: 12
Weight: 12
Durab.: 39
Durab.: 33
Raans Blessing, a sapphire amulet, is
Regeneration:
+4
Evasion:
+3
located in the statue of Raan after
Vitality:
+40 Resist. Spiritual: +1
receiving her blessing in Act 4.
Armor
Everybody needs protection. The best protection is good armor, but superior pieces can be
expensive and hard to find. Maybe your budget only allows you to buy some cheap rags, but they
are better than nothing.
368
Equipment
Rags
Rags Armor
Armor:
3
Quality: 7
Weight:
87
Durability: 4
Speed:
-3%
Accuracy: -3%
Initiative: -3%
Rags come in different colors and materials, but they all offer the
same protection.
There are ten different types of rags, which can either be identified
by their color or by the material they are made of.
Rags can be found in all acts, and are available from the start of the
game.
All other rags have the same statistics as the default Rags Armor.
White
L. Blue Green
Blue
Red
Yellow Black
Brown
Leather
Leather Armor
Leather armor offers a better protection than rag armor does. There are different types of leather
armor.
The basic leather armor can be found
Leather Armor
Studded Leather Armor
everywhere and offers the same
Armor:
3-5
Armor:
6
protection as rags do, but is slightly
Quality: 7
Quality: 7
better when it comes to handling
Weight:
148
Weight: 179
crushing damage. Studded leather
Durability: 11
Durability: 16
Speed:
-6%
Speed:
-7% armor offers a better protection, at
Accuracy: -6%
Accuracy: -7% the cost of reduced speed and
Initiative: -6%
Initiative: -8% accuracy.
vs. Piercing:
+2
vs. Piercing:
+3
vs. Crushing:
-1
vs. Crushing:
-1
Required Strength:
10
Required Strength:
16
369
Scale Armor
Armor:
9
Quality: 7
Weight: 302
Durability: 28
Speed:
-10%
Accuracy: -8%
Initiative: -7%
vs. Piercing:
-1
vs. Slashing:
2
Required Strength: 30
Plate Armor
Plate Armor
Armor:
10
Quality: 7
Weight:
333
Durability: 31
Speed:
-9%
Accuracy: -9%
Initiative: -8%
vs. Crushing:
-1
vs. Slashing:
+3
Required Strength:
34
Available:
Act 1
370
Equipment
Shadow Armor
Armor:
11
Quality: 7
Weight: 302
Durability: 34
Speed:
-8%
Accuracy: -8%
Initiative: -7%
Resistance Bone:
-1
Resistance Shadow: +6
Required Strength:
38
Raanaar Armor
Raanaar Armor
Armor:
13
Quality: 7
Weight:
393
Durability: 44
Speed:
-8%
Accuracy: -8%
Initiative: -7%
Required Strength:
40
Unique Armor
There are five unique armor types. This means that either there is only one of them in an act, or
only one in the entire game. Some of them are even part of a set, but they lose their set status during
an act change, therefore no bonus is applied. They do keep their stats, though, as individual items.
The Iron Skin plate armor is in the possession of the Riddler on Ruins Island in Zandalors Ruins
(Act 3). You can either get it through combat, or steal it from him.
The chain armor; King of Fire, is part of the fire set and is a reward from the Raanaar ghosts in
the Mushroom forest, for returning their ring.
As part of the ranger set, the studded leather armor, Marksmans Cloak, can be yours after curing
the cursed crystal man in the Black Temple of Act 3.
371
Spine Bone
Zandalors Skin
Armor:
10
Armor:
7
Weight:
147
Weight: 209
Durability: 53
Durability: 19
Speed:
-6%
Speed:
-8%
Accuracy: -6%
Accuracy: -9%
Initiative:
-7%
Initiative: -8%
vs. Piercing: +5
Res. Bone: +6
vs. Crushing :
-3
Resistance Shadow: -1
Survival
+2
Required Strength: 20
Sight
+3
Evasion:
+3
Required Strength:
36
Belts
Belts can do a lot more than keep your pants up. They offer protection and can give bonuses too.
Ropes
Ropes offer not so much protection, but they do a fair job at keeping your pants up. Still there are
some ropes that offer something extra.
372
Equipment
Rope
Armor:
1
Quality: 7
Weight:
13
Durability: 3
Priestly Rope
Armor:
1
Quality: 7
Weight:
25
Durability: 17
Spiritual Protection: +1
Required Strength:
24
Magic Rope
Armor:
2
Quality: 7
Weight:
44
Durability: 24
Required Strength:
35
Sash
A sash offers slightly better protection than a rope. It must be because of its width, therefore
standing a better chance of blocking.
Sash
Strong Sash
Exquisite Sash
Armor:
1
Armor:
1
Armor:
1
Quality: 7
Quality: 7
Quality: 7
Weight:
19
Weight:
19
Weight:
19
Durability: 5
Durability: 7
Durability: 10
Required Strength:
12
Leather Belts
Leather has always been a far better way to protect yourself. Especially when reinforced with
metal.
Belt
Spiked Belt
Triple Belt
Armor:
1
Armor:
1
Armor:
1
Quality: 7
Quality: 7
Quality: 7
Weight:
25
Weight:
31
Weight:
56
Durability: 10
Durability: 12
Durability: 17
Required Strength:
12
Required Strength:
16
Required Strength:
24
Chain Belts
Many smaller chains can make one fine belt, when done properly.
Heavy Belt
Finger Belt
Heavy Chain Belt
Armor:
2
Armor:
2
Armor:
2
Quality: 7
Quality: 7
Quality: 7
Weight:
87
Weight:
87
Weight:
117
Durability: 19
Durability: 21
Durability: 24
Required Strength:
27
Required Strength:
30
Required Strength:
35
373
Unique Belts
Marksmans Rope
Armor:
1
Weight: 55
Durability: 14
Const.:
+3
Bone Resistance:
+3
Required Strength:
19
The spiked belt, Marksmans Rope, is part of the ranger set, and
is a reward for giving the book to Cytha in the Black Temple of
Act 3.
Gloves
Gloves protect the hand and wrist against attacks, but reduce the feeling for the weapon you are
carrying.
Rags Gloves
Rags Gloves
Armor:
1
Quality: 7
Weight: 7
Durability: 3
Accuracy: -3%
Rags gloves are the simplest of all gloves. They offer protection,
but are not made with the delicacy required for quality gloves.
Still, sometimes they are better than having nothing at all.
There are nine different types of rags gloves, and they only differ in their color.
Black
Blue
Brown Green
Cyan
Yellow Red
White
374
Equipment
Leather Gloves
Leather Gloves
Armor:
1
Quality: 7
Weight:
13
Durability: 6
Accuracy: -3%
Leather gloves are a small step up from the rags, offering better
protection at a slightly higher weight.
Scale Gloves
Armor:
1
Quality: 7
Weight:
56
Durability: 17
Accuracy: -3%
Required Strength:
24
Gauntlets
Gauntlets
Armor:
2
Quality: 7
Weight:
87
Durability: 24
Accuracy: -3%
Required Strength:
35
Shadow Gloves
Armor:
2
Quality: 7
Weight:
44
Durability: 20
Accuracy: -3%
Resistance Shadow: +1
Required Strength:
28
375
Raanaar gloves are heavy, but they make up for the extra weight
by offering a better protection.
Unique Gloves
There are some unique gloves to be found which are all part of an armor set.
Marksmans Friend
Prince of Fire
Princess of Fire
Armor:
1
Armor:
1
Armor:
1
Weight: 30
Weight:
12
Weight:
24
Durability: 13
Durability: 6
Durability: 10
Accuracy: -3%
Accuracy: +6%
Accuracy: -3%
Req. Str.: 12
Res. Bone: +1
Speed:
+6%
Required Strength:
17
In a chest near the mutant in the Imp Village, the leather gloves, Marksmans Friend, can be found.
They are part of the ranger set.
The Prince of Fire and the Princess of Fire are both chain gloves from the fire set. The first is
located in a bookshelf at the temple mage merchants shop of Act 3, and the second is next to the
strange box in the imp merchants cellar in the Imp Village of Act 2.
Helmets
Keeping your head in one piece and undamaged is a very important thing to do. Ranging from the
light weight hat to the heavy plated helmet, headgear offers a variety of protection, but with the
penalty of reduced initiative and accuracy.
Hats
Hats offer only little protection, but they sure can match really well with the rest of whatever you
are wearing. There are six different types of hats to choose from, including a set of donkey ears
Hat
Black
White
Brown Green
Donkey Ears
Armor:
1
Quality: 8
Weight:
13
Durability: 6
Accuracy:
-6%
Initiative:
-5%
376
Equipment
Leather Helmets
Leather Cap
Armor:
2
Quality: 8
Weight:
25
Durability: 13
Accuracy:
-6%
Initiative:
-4%
The leather helmet is the simplest of all helmets and can be found
everywhere.
Shadow Helmet
Armor:
5
Quality: 8
Weight:
87
Durability: 46
Accuracy:
-5%
Initiative:
-4%
Shadow Resistance: +3
Required Strength:
28
Raanaar Helmet
Raanaar Helmet
Armor:
7
Quality: 8
Weight:
117
Durability: 62
Accuracy:
-5%
Initiative:
-4%
Required Strength:
40
The Raanaar helmet is one of the better helmets, and adds a lot to
the armor of a fighter.
377
Leggings
Leggings protect the legs from harm, but reduce speed and initiative at the same time.
Rags Leggings
Rags Leggings
Armor:
1
Quality: 8
Weight: 25
Durability: 7
Speed:
-6%
Initiative:
-3%
Rags leggings offer only little protection against harm. But even
a bit of protection is still something.
Cloth Leggings
White Cloth Leggings
Armor:
1
Quality: 8
Weight: 25
Durability: 7
Speed:
-6%
Initiative:
-3%
378
Cloth leggings are not better than rags leggings, but they come in
different colors and some just might make a match with the rest of
your clothes.
Equipment
There are eight different colored cloth rags, all of them with the same statistics.
Black
Blue
Brown
Green
Cyan
Yellow
Grey
Leather Leggings
Leather Leggings
Armor:
2
Quality: 8
Weight:
56
Durability: 15
Speed:
-6%
Initiative:
-3%
Scale Leggings
Armor:
4
Quality: 8
Weight: 117
Durability: 45
Speed:
-5%
Initiative:
-3%
Required Strength:
24
Plate Leggings
Armor:
6
Quality: 8
Weight:
148
Durability: 63
Speed:
-5%
Initiative:
-3%
Required Strength:
35
Shadow Leggings
Armor:
5
Quality: 8
Weight: 117
Durability: 53
Speed:
-5%
Initiative:
-3%
Resistance Shadow: +3
Required Strength:
28
379
The best leggings are the Raanaar leggings, if you can find them.
Rings
You can wear one ring per hand. Some rings simply look nice, others offer an additional bonus.
Rings
These simple rings are made out of a variety of materials, ranging from cord to gold.
Cord
Plain Ring
Copper Ring
Armor:
1
Armor:
1
Armor:
1
Quality: 6
Quality: 6
Quality: 6
Weight:
7
Weight:
7
Weight:
7
Durability:
4
Durability:
8
Durability:
11
Iron Ring
Silver Ring
Gold Ring
Armor:
1
Armor:
1
Armor:
1
Quality: 6
Quality: 6
Quality: 6
Weight:
7
Weight:
7
Weight:
7
Durability:
16
Durability:
19
Durability:
28
Gem Rings
Rings that not only look good because they are made out of gems, but also offer protection.
Sapphire Ring
Ruby Ring
Emerald Ring
Armor:
1
Armor:
1
Armor:
1
Quality: 6
Quality: 6
Quality: 6
Weight:
7
Weight:
7
Weight:
7
Durability:
28
Durability:
31
Durability:
34
Diamond Ring
Blackrock Ring
Pearl Ring
Armor:
1
Armor:
1
Armor:
1
Quality: 6
Quality: 6
Quality: 6
Weight:
7
Weight:
7
Weight:
7
Durability:
39
Durability:
43
Durability:
51
380
Equipment
Bone Rings
These rings are made out of bone and can offer an extra protection against bone damage.
Bone Ring
Birdclaw Ring
Skull Ring
Armor:
1
Armor:
1
Armor:
1
Quality: 6
Quality: 6
Quality: 6
Weight:
7
Weight:
7
Weight:
7
Durability:
23
Durability:
39
Durability:
46
Resistance Bone:
+1
Unique Rings
Better than regular rings are the unique ones that can be found here and there.
By either killing the Imp Shaman or
Morpheus
Zandalor's Eye
by stealing it from him in Act 2, the
Armor:
1
Armor:
1
silver ring Morpheus can be yours.
Weight:
6
Weight:
6
Durability: 28
Durability: 19
The emerald ring, Zandalor's Eye,
Regeneration:
+3
is in the possession of the witch
Mana:
30
Kiya in Act 3. Kill her in her crypt
Resistance Spiritual: +1
to get this ring.
Shields
Shields increase your protection additionally by using the Shield blocking skill from the Warrior
Defensive Specialties path. You can block your enemys attack, thus reducing the chance to be hit.
Only the base protection is listed here.
Wooden Shields
Round
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
1
5
6
56
7
-3%
-7%
Wooden Buckler
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
2
5
6
87
13
-3%
-7%
381
Buckler
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
2
5
6
117
18
-3%
-7%
Royal
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
Req. Str.:
3
5
7
148
26
-3%
-7%
12
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
Req. Str.:
Tournament
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
Req. Str.:
3
5
6
130
26
-3%
-7%
12
3
10
7
179
31
-3%
-7%
16
382
Equipment
6
15
8
302
63
-3%
-6%
35
Shadow Shield
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
Req. Str.:
5
10
8
241
55
-3%
-6%
30
Raanaar Shield
Raanaar Shield
Armor:
Blocking:
Quality:
Weight:
Durability:
Speed:
Initiative:
Req. Str.:
7
15
8
487
71
-3%
-6%
40
The best and heaviest shield is the Raanaar shield. If you can find
it and can handle the weight, it offers a lot of protection.
Unique Shields
Two unique shields are in the game.
Angels Hide
Armor:
Blocking:
Weight:
Durability:
Speed:
Initiative:
Req. Str.:
7
15
486
71
-3%
-6%
40
Shield of Faith
Armor:
4
Blocking: 14
Weight:
166
Durability: 45
Speed:
-3%
Initiative: -6%
vs. Piercing: +2
Res. Air:
+8
Required Strength:
24
Shoes
Shoes offer protection to the feet and even make sure that some attacks are diverted. Sandals and
boots can be found in this section as well.
383
The sandal is the most common of all footwear. It gives very little
protection, but walking around with nothing on your feet isnt too
great either.
Shoes
A bit better than sandals are the shoes. Although they do not give more protection than sandals,
they sure look a lot better. The shoes come in different colors, but they all offer the same
protection.
Shoe
Blue Shoe Brown Shoe Green Shoe Black Shoe
Armor:
1
Quality: 8
Weight: 5-12
Durability: 3
Speed:
-3%
The blue shoes have a weight of twenty-five. The other shoes have the same weight as the regular
shoe.
Regular Boots
Boots have a much better durability than shoes or sandals have. Although some of the boot images
appear to be incorrect, this is what the engine uses in the inventory screen. Your hero will have
the correct boots equipped, regardless of the image used.
Boot
Brown Boot Grey Boot Red Boot
White Boot
Armor:
1
Quality: 8
Weight: 56
Durability: 7
Speed:
-3%
Required Strength:
10
384
Equipment
Chain Boot
Armor:
1
Quality: 8
Weight:
87
Durability: 10
Speed:
-3%
Required Strength:
16
Scale Boot
Plate Boot
Armor:
2
Quality: 8
Weight: 148
Durability: 17
Speed:
-3%
Required Strength:
30
Armor:
4
Quality: 8
Weight:
179
Durability: 27
Speed:
-3%
Required Strength:
40
Unique Boots
There is one unique shoe and one unique boot in the game.
Holy Sandals of the Damned Thunderfoot
Armor:
3
Armor:
3
Weight:
12
Weight: 147
Durability: 20
Durability: 20
Speed:
+2%
Speed:
+3%
Stamina: +300
Stamina: +300
Evasion:
+3
Resistance Shadow: +1
Required Strength:
36
Resistance Fire:
+4
Required Strength:
36
385
Weapons
Arrows
Arrows can be shot with a bow or a crossbow. Depending on which bow or crossbow is used, a
specific damage is done and added to the damage done by the arrow. There are one common and
twelve special arrows, each doing their own type of damage.
Piercing Arrows
There are three different types of arrows doing piercing damage. The normal arrow is the standard
arrow that can be found almost everywhere and with the proper skill can be converted into a
special arrow.
The Power arrow is a stronger variant of the normal arrow, doing more piercing damage, and
having a longer range. The splitting arrow splits itself up into multiple normal arrows, once it is
airborne. This makes it possible to do damage to a group of attackers.
Normal Arrow
Power Arrow
Splitting Arrow
Dmg. Type: Piercing
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
5-12
Damage
42-90
Damage
15-34
Quality:
5
Quality:
5
Quality:
5
Weight:
13
Weight:
13
Weight:
13
Durability: 2
Durability: 15
Durability: 7
Fire Arrows
Fire arrows dont do any piercing, but fire damage instead. This is very useful with creatures that
have a low fire resistance. The major difference between an explosive and a fire arrow is that the
fire arrow does damage on one creature only, whereas the explosive arrow explodes, and does
damage to other creatures in the neighborhood also.
Fire Arrow
Explosive Arrow
Dmg. Type: Fire
Dmg. Type: Fire
Damage
8-16
Damage
13-28
Quality:
5
Quality:
5
Weight:
13
Weight:
13
Durability: 3
Durability: 6
386
Weapons
Axes
There are one-handed and two-handed axes. The first allows carrying a shield, and the second
doesnt, as you need both hands to use the axe. Another difference is that a two-handed axe is more
difficult to use, but does more damage than a one-handed axe.
387
One-handed Axes
There are several one-handed axes to be found. They vary not only in size and weight, but also in
the damage that they do.
Small Axe
Axe
Large Axe
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
8-16
Damage
13-27
Damage
39-79
Quality:
7
Quality:
7
Quality:
7
Weight:
37
Weight:
36
Weight:
56
Durability: 6
Durability: 12
Durability: 40
Accuracy: -8%
Accuracy: -8%
Accuracy: -7%
Speed:
-8%
Speed:
-8%
Speed:
-7%
Initiative: -8%
Initiative: -8%
Initiative: -7%
Req. Str.: 36
Broad Axe
Cleaver
Woodcutters Axe
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
28-57
Damage
21-42
Damage
33-67
Quality:
7
Quality:
7
Quality:
7
Weight:
44
Weight:
43
Weight:
50
Durability: 28
Durability: 20
Durability: 34
Accuracy: -8%
Accuracy: -8%
Accuracy: -7%
Speed:
-8%
Speed:
-8%
Speed:
-7%
Initiative: -8%
Initiative: -8%
Initiative: -7%
Req. Str.: 24
Req. Str.: 16
Req. Str. 30
388
Weapons
Shadow Axe
Dmg. Type: Shadow
Damage
33-67
Quality:
7
Weight:
50
Durability: 34
Accuracy: -7%
Speed:
-7%
Initiative: -7%
Req. Str.: 30
Two-handed Axes
Two-handed axes are more difficult to use, but they can do a lot more damage, too.
Two-handed Battle Axe
Great Axe
Giant Axe
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
35-64
Damage
52-98
Damage
61-114
Quality:
7
Quality:
7
Quality:
7
Weight:
178
Weight:
179
Weight:
179
Durability: 29
Durability: 50
Durability: 59
Accuracy: -8%
Accuracy: -7%
Accuracy: -7%
Speed:
-9%
Speed:
-8%
Speed:
-8%
Initiative: -9%
Initiative: -8%
Initiative: -8%
Req. Str.: 16
Req. Str.: 30
Req. Str. 36
389
Unique Axes
There are two unique axes, both of them two-handed. Besides just being better weapons, they also
add extra boosts.
The Decapitator is dropped
Decapitator
Demon's Cutter
Dmg. Type: Slashing
Dmg. Type: Slashing by Oren after killing him in
the Crystal Forest of Act 3.
Damage
57-107
Damage
86-161
Weight:
178
Weight:
178
The Demons Cutter is in the
Durability: 50
Durability: 80
same room where the Bone of
Accuracy: -7%
Accuracy: -2%
the Founder lies (Act 4).
Speed:
-8%
Speed:
-8%
Initiative: -8%
Initiative:
-8%
Survival: +3
Constitution: +4
Resistance: +15
Stamina:
+400
Req. Str.: 30
Req. Str.:
50
390
Weapons
Bows
Bows are two-handed weapons. Besides being better in speed, accuracy and initiative, they have
a wider range, too - compared to crossbows.
Bows
Bows come in different sizes. The most common ones are short and long bows. In between these
two there is the composite bow.
Short Bow
Composite Bow
Long Bow
Dmg. Type: Piercing
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
4-17
Damage
12-41
Damage
21-67
Quality:
7
Quality:
7
Quality:
7
Weight:
56
Weight:
56
Weight:
56
Durability: 4
Durability: 16
Durability: 28
Accuracy: -3%
Accuracy: -3%
Accuracy: -3%
Speed:
-3%
Speed:
-3%
Speed:
-3%
Initiative: -3%
Initiative: -3%
Initiative: -3%
Req. Str.: 4
Req. Str. 9
Req. Agil.: 12
Req. Agil.: 24
Besides these, there are improved versions of the short and long bow, which are the hunters bow
and elven bow respectively.
Hunters Bow
Elven Bow
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
7-27
Damage
31-94
Quality:
7
Quality:
7
Weight:
56
Weight:
56
Durability: 9
Durability: 39
Accuracy: -3%
Accuracy: -3%
Speed:
-3%
Speed:
-3%
Initiative: -3%
Initiative: -3%
Req. Str.: 14
Req. Agil.: 35
391
Shadow Bow
Dmg. Type: Shadow
Damage
21-67
Quality:
7
Weight:
56
Durability: 28
Accuracy: -3%
Speed:
-3%
Initiative: -3%
Req. Str.: 9
Req. Agil.: 24
Raanaar Bow
Raanaar Bow
Dmg. Type: Piercing
Damage
35-105
Quality:
7
Weight:
56
Durability: 44
Accuracy: -3%
Speed:
-3%
Initiative: -3%
Req. Str.: 16
Req. Agil.: 40
The Raanaar bow is one of the most powerful bows that can be
found.
Unique Bows
Eradicator
Marksman's Rapid Shot
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
28-74
Damage: 34-87
Weight:
56
Quality:
7
Durability: 28
Weight:
55
Accuracy: -3%
Durability: 33
Speed:
+2%
Accuracy: -3%
Initiative: -3%
Speed:
-3%
Evasion: +3
Initiative: +2%
Req. Str.: 9
Stamina: +5
Req. Agil.: 24
Req. Str.: 11
Req. Agil.: 28
392
Weapons
part of the Ranger set and is located in a trapped chest, hidden behind crates on a table in the
southwest room of the warehouse in Act 4.
Crossbows
Crossbows are two handed weapons and used for short distances. Their speed, accuracy and
initiative compared to bows are worse, but they do more crushing damage.
Crossbows
Crossbows come in different sizes. The most common ones are light and heavy crossbows. In
between these two there is the regular crossbow.
Light Crossbow
Regular Crossbow
Heavy Crossbow
Dmg. Type: Crushing
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
7-15
Damage
11-25
Damage
18-39
Quality:
7
Quality:
7
Quality:
7
Weight:
87
Weight:
87
Weight:
87
Durability: 4
Durability: 9
Durability: 16
Accuracy: -5%
Accuracy: -4%
Accuracy: -4%
Speed:
-5%
Speed:
-4%
Speed:
-4%
Initiative: -5%
Initiative: -4%
Initiative: -4%
Req. Str. 12
Req. Agil.: 4
And there are two even more powerful crossbows.
Assassin's Crossbow
War Crossbow
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
28-62
Damage
41-88
Quality:
7
Quality:
7
Weight:
87
Weight:
87
Durability: 28
Durability: 39
Accuracy: -4%
Accuracy: -4%
Speed:
-4%
Speed:
-4%
Initiative: -4%
Initiative: -4%
Req. Str. 24
Req. Str. 35
Req. Agil.: 9
Req. Agil.: 14
393
Shadow Crossbow
Dmg. Type: Shadow
Damage
28-62
Quality:
7
Weight:
87
Durability: 28
Accuracy: -4%
Speed:
-4%
Initiative: -4%
Req. Str. 24
Req. Agil.: 9
Raanaar Crossbow
If you are lucky enough to find a Raanaar crossbow you have
Raanaar Crossbow
Dmg. Type: Crushing a powerful weapon in your hands.
Damage
47-100
Quality:
7
Weight:
87
Durability: 44
Accuracy: -4%
Speed:
-4%
Initiative: -4%
Req. Str.
40
Req. Agil.: 16
Unique Crossbows
There is only one unique crossbow, which can be found in the
Inquisition Crossbow
Dmg. Type: Crushing Imp Heros house after asking the Tree of Insight for a good
weapon or after returning from the Shamans Realm in Act 2.
Damage
18-39
Weight:
86
Durability: 16
Accuracy: -4%
Speed:
-4%
Initiative: -4%
Req. Str.
12
Req. Agil.: 4
394
Weapons
Clubs
Clubs are one-handed weapons. They do crushing damage and are not too heavy to carry. They
are, however, not very delicate weapons and thus not very accurate or fast.
Poison Damage
When a club is prefixed with the term Poisonous, it does poison instead of crushing damage. The
poison damage is three, with a duration of one second.
Regular clubs
The regular clubs are made out of wood and are sometimes reinforced with nails and spikes.
Club
Spiked Club
Maul
Dmg. Type: Crushing
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
8-13
Damage
13-23
Damage
21-37
Quality:
9
Quality:
9
Quality:
9
Weight:
18
Weight:
24
Weight:
24
Durability: 4
Durability: 9
Durability: 16
Accuracy: -7%
Accuracy: -7%
Accuracy: -7%
Speed:
-7%
Speed:
-7%
Speed:
-7%
Initiative: -7%
Initiative: -7%
Initiative: -7%
Req. Str. 16
Metal clubs
The metal clubs are made out of wood, but have a metal spiked head, doing a lot more damage
than the regular clubs.
Mace
Morning Star
Flail
Dmg. Type: Crushing
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
28-50
Damage
33-60
Damage
38-68
Quality:
9
Quality:
9
Quality:
9
Weight:
37
Weight:
37
Weight:
44
Durability: 23
Durability: 28
Durability: 31
Accuracy: -6%
Accuracy: -6%
Accuracy: -6%
Speed:
-6%
Speed:
-6%
Speed:
-6%
Initiative: -6%
Initiative: -6%
Initiative: -6%
Req. Str. 24
Req. Str. 30
Req. Str. 34
395
Shadow Club
Dmg. Type: Shadow
Damage
33-60
Quality:
9
Weight:
31
Durability: 28
Accuracy: -6%
Speed:
-6%
Initiative: -6%
Req. Str. 30
Unique Clubs
Fist of Doom
Dmg. Type: Shadow
Damage
46-83
Weight:
36
Durability: 39
Accuracy: -6%
Speed:
-6%
Initiative: -6%
Const.:
+3
Vitality:
+30
Req. Str.
44
396
Weapons
Daggers
Daggers are light weight one-handed weapons that do piercing damage.
Poison Damage
When a dagger is prefixed with the term Poisonous, it does poison instead of piercing damage.
The poison damage is one, with a duration of two seconds.
Knives
Knives can be used for many purposes, they dont have a high quality, but are cheap because of
that.
Kitchen Knife
Knife
Hunter's Knife
Dmg. Type: Piercing
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
4-12
Damage
6-18
Damage
8-24
Quality:
9
Quality:
9
Quality:
9
Weight:
12
Weight:
13
Weight:
12
Durability: 3
Durability: 5
Durability: 7
Accuracy: -3%
Accuracy: -3%
Accuracy: -3%
Speed:
-2%
Speed:
-2%
Speed:
-2%
Initiative: -2%
Initiative: -2%
Initiative: -2%
Daggers
Daggers have a much higher quality than knives and as a result are more effective in combat also.
But then again, they probably are useless in the kitchen.
Dagger
Long Dagger
Royal Dagger
Dmg. Type: Piercing
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
12-33
Damage
21-55
Damage
31-78
Quality:
9
Quality:
9
Quality:
9
Weight:
13
Weight:
13
Weight:
12
Durability: 10
Durability: 17
Durability: 24
Accuracy: -2%
Accuracy: -2%
Accuracy: -1%
Speed:
-2%
Speed:
-2%
Speed:
-2%
Initiative: -2%
Initiative: -2%
Initiative: -2%
Req. Agil.: 12
Req. Agil.: 24
Req. Agil.: 35
397
Raanaar Dagger
Raanaar Dagger
Dmg. Type: Piercing
Damage
35-88
Quality:
9
Weight:
13
Durability: 27
Accuracy: -1%
Speed:
-2%
Initiative: -2%
Req. Agil.: 40
Hammers
Like clubs, hammers do crushing damage. Unlike clubs, hammers are two-handed weapons, and
therefore more difficult to handle, but due to their extra weight they can do a lot more damage.
Poison Damage
When a hammer is prefixed with the term Poisonous, it does poison instead of crushing damage.
The poison damage is three, with a duration of three seconds.
398
Weapons
Hammers
The standard hammers are simple hammers, that still manage to do a lot of damage.
Small Hammer
Big Wooden Hammer
Two-handed Hammer
Dmg. Type: Crushing
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
26-42
Damage
38-62
Damage
49-81
Quality:
7
Quality:
7
Quality:
7
Weight:
241
Weight:
241
Weight:
241
Durability: 17
Durability: 29
Durability: 41
Accuracy: -9%
Accuracy: -9%
Accuracy: -9%
Speed:
-9%
Speed:
-9%
Speed:
-9%
Initiative: -9%
Initiative: -9%
Initiative: -9%
Req. Str.: 16
Req. Str.: 24
Enhanced Hammers
The enhanced hammers are hammers that have been enhanced with the right amount of metal.
Spiked Battle War Hammer War Hammer
Battle Hammer
Dmg. Type: Crushing
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
57-95
Damage
63-105
Damage
77-129
Quality:
7
Quality:
7
Quality:
7
Weight:
241
Weight:
241
Weight:
241
Durability: 50
Durability: 56
Durability: 71
Accuracy: -8%
Accuracy: -8%
Accuracy: -8%
Speed:
-8%
Speed:
-8%
Speed:
-8%
Initiative: -8%
Initiative: -8%
Initiative: -8%
Req. Str.: 30
Req. Str.: 34
Req. Str.: 44
Shadow Hammer
Dmg. Type: Shadow
Damage
57-95
Quality:
7
Weight:
241
Durability: 50
Accuracy: -8%
Speed:
-8%
Initiative: -8%
Req. Str.: 30
399
Unique Hammer
The Headcrusher boosts your strength. Its damage is average, but for when it is available
(dropped by the smith near the end of act 1), it can be a great
Headcrusher
Dmg. Type: Crushing weapon.
Damage
26-42
Weight:
240
Durability: 17
Accuracy: -9%
Speed:
-9%
Initiative: -9%
Strength: +2
Spears
Spears are one-handed weapons that cant be thrown. They do piercing damage.
Poison Damage
When a spear is found prefixed with the term Poisonous, it does poison damage instead of
piercing damage. The poison damage is four, with a duration of four seconds.
400
Weapons
Spear
Partisan
Dmg. Type: Piercing
Damage
5-13
Quality:
8
Weight:
55
Durability: 4
Accuracy: -5%
Speed:
-5%
Initiative: -5%
Amazons Spear
Dmg. Type: Piercing
Dmg. Type: Piercing
Damage
8-22
Damage
15-36
Quality:
8
Quality:
8
Weight:
55
Weight:
55
Durability: 8
Durability: 13
Accuracy: -4%
Accuracy: -4%
Speed:
-4%
Speed:
-4%
Initiative: -4%
Initiative: -4%
Req. Str.: 4
Req. Agil.: 12
For extra damage, use a spear with a larger blade. They can do
a lot more damage.
401
Unique Spear
Strangers Spear
Dmg. Type: Piercing
Damage
46-104
Weight:
55
Durability: 32
Accuracy: +2%
Speed:
-4%
Initiative: -4%
Req. Str.: 14
Req. Agil.: 35
Staffs
Staffs are two-handed weapons inflicting crushing damage.
Poison Damage
When a staff is prefixed with the term Poisonous, it does poison instead of crushing damage.
The poison damage is three, with a duration of three seconds.
Wooden Staffs
Wooden staffs are the simplest of staffs. They do a fair amount of crushing damage, but are
nothing special.
402
Weapons
Fighting Stick
Staff
Dmg. Type: Crushing
Damage
11-19
Quality:
7
Weight:
56
Durability: 4
Accuracy: -5%
Speed:
-6%
Initiative: -4%
Bladed Staffs
Bladed staffs can do a lot more damage, due to the extra blade they have.
Glaive
Scythe
Great Halberd
Dmg. Type: Crushing
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
29-50
Damage
45-79
Damage
61-108
Quality:
7
Quality:
7
Quality:
7
Weight:
56
Weight:
56
Weight:
56
Durability: 20
Durability: 34
Durability: 48
Accuracy: -4%
Accuracy: -4%
Accuracy: -4%
Speed:
-7%
Speed:
-6%
Speed:
-6%
Initiative: -5%
Initiative: -5%
Initiative: -5%
Req. Str.: 4
Req. Str.: 9
Req. Str.: 14
Req. Agil.: 12
Req. Agil.: 24
Req. Agil.: 35
403
Unique Staffs
There are two Scythe Defenders in the game.
Defender
Defender
Dmg. Type: Crushing
Dmg. Type: Crushing
Damage
48-90
Damage
48-88
Weight:
55
Weight:
55
Durability: 34
Durability: 33
Accuracy: -4%
Accuracy: -4%
Speed:
-6%
Speed:
-5%
Initiative: -5%
Initiative: -4%
Res. Earth: +15
Req. Str.: 14
vs. Slashing: +15
Req. Agil.: 36
Req. Str.:
9
Req. Agil.: 24
Swords
There are many swords in the game. One-handed swords have a higher speed and accuracy, but
the two-handed swords do more damage.
Poison Damage
When a sword is prefixed with the term Poisonous, it does poison instead of slashing damage.
The poison damage is two, with a duration of five seconds for one-handed swords, or four seconds
for two-handed swords.
One-handed Swords
One-handed swords are available in many forms and sizes. Most swords are commonly available
404
Weapons
in the game.
Training Sword
Short Sword
Long Sword
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
7-15
Damage
9-21
Damage
33-71
Quality:
8
Quality:
8
Quality:
8
Weight:
25
Weight:
25
Weight:
25
Durability: 6
Durability: 10
Durability: 38
Accuracy: -7%
Accuracy: -7%
Accuracy: -6%
Speed:
-7%
Speed:
-7%
Speed:
-6%
Initiative: -7%
Initiative: -7%
Initiative: -6%
Req. Str.: 27
Req. Agil.: 10
If you prefer the scimitar form for your sword, then there is a choice from three different swords.
Scimitar
Sabre
Cutlass
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
12-28
Damage
18-39
Damage
24-53
Quality:
8
Quality:
8
Quality:
8
Weight:
25
Weight:
25
Weight:
25
Durability: 14
Durability: 20
Durability: 20
Accuracy: -7%
Accuracy: -7%
Accuracy: -6%
Speed:
-7%
Speed:
-7%
Speed:
-6%
Initiative: -7%
Initiative: -7%
Initiative: -6%
Req. Str.: 12
Req. Str.: 19
Req. Agil.: 4
Req. Agil.: 7
And then there are some special one-handed swords.
Broad Sword
Bastard Sword
Deathknights Sword
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
28-62
Damage
37-79
Damage
41-88
Quality:
8
Quality:
8
Quality:
8
Weight:
25
Weight:
25
Weight:
25
Durability: 34
Durability: 42
Durability: 48
Accuracy: -6%
Accuracy: -6%
Accuracy: -6%
Speed:
-6%
Speed:
-6%
Speed:
-6%
Initiative: -6%
Initiative: -6%
Initiative: -6%
Req. Str.: 24
Req. Str.: 30
Req. Str.: 35
Req. Agil.: 9
Req. Agil.: 12
Req. Agil.: 14
405
Raanaar Sword
As always, the best weapons are the Raanaar weapons.
Raanaar Sword
Dmg. Type: Slashing
Damage
47-100
Quality:
8
Weight:
25
Durability: 54
Accuracy: -6%
Speed:
-6%
Initiative: -6%
Req. Str.: 40
Req. Agil.: 16
Unique Swords
If you can find them, then one of these unique swords is the best there is.
406
Weapons
Soul Drinker
Queen of Fire
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
24-53
Damage
46-97
Weight:
24
Weight:
24
Durability: 28
Durability: 42
Accuracy: -6%
Accuracy: -6%
Speed:
-6%
Speed:
+2%
Initiative: -6%
Initiative: -6%
Req. Str.: 19
Evasion: +3
Req. Agil.: 7
Req. Str.: 30
Req. Agil.: 12
Two-handed Swords
Two-handed swords are available in many forms and sizes. Most swords are commonly available
in the game.
Two-handed Bastard Sword Two Handed Sword
Claymore
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
19-45
Damage
29-67
Damage
39-88
Quality:
7
Quality:
7
Quality:
7
Weight:
148
Weight:
148
Weight:
148
Durability: 17
Durability: 29
Durability: 41
Accuracy: -8%
Accuracy: -8%
Accuracy: -8%
Speed:
-9%
Speed:
-9%
Speed:
-9%
Initiative: -9%
Initiative: -9%
Initiative: -9%
Req. Str.: 16
Req. Str.: 24
Req. Agil.: 6
Req. Agil.: 9
You can also go for the really big swords.
Great Sword
Giant Sword
Royal Two-handed Sword
Dmg. Type: Slashing
Dmg. Type: Slashing
Dmg. Type: Slashing
Damage
45-103
Damage
50-113
Damage
55-124
Quality:
7
Quality:
7
Quality:
7
Weight:
148
Weight:
148
Weight:
148
Durability: 50
Durability: 56
Durability: 62
Accuracy: -7%
Accuracy: -7%
Accuracy: -7%
Speed:
-8%
Speed:
-8%
Speed:
-8%
Initiative: -8%
Initiative: -8%
Initiative: -8%
Req. Str.: 30
Req. Str.: 34
Req. Str.: 38
Req. Agil.: 12
Req. Agil.: 13
Req. Agil.: 15
407
408
Weapons
Wands
Wands are made out of wood, and do spiritual damage. They actually look more fragile than they
are, and require intelligence for usage.
The standard wands are made
Bark
Willow
Dmg. Type: Spiritual
Dmg. Type: Spiritual from different trees, each
having their own strength.
Damage
13-23
Damage
21-37
Quality:
7
Quality:
7
Weight:
87
Weight:
87
Durability: 9
Durability: 41
Accuracy: -7%
Accuracy: -7%
Speed:
-7%
Speed:
-7%
Initiative: -7%
Initiative: -7%
Req. Int.: 16
409
Ent Wood
Dmg. Type: Spiritual
Dmg. Type: Spiritual
Damage
33-60
Damage
46-83
Quality:
7
Quality:
7
Weight:
87
Weight:
87
Durability: 28
Durability: 39
Accuracy: -6%
Accuracy: -6%
Speed:
-6%
Speed:
-6%
Initiative: -6%
Initiative: -6%
Req. Int.: 30
Req. Int.: 44
Raanaar Wand
The Raanaar wand is one of the more powerful wands, and inflicts ethereal damage.
Raanaar Wand
Dmg. Type: Ethereal
Damage
52-94
Quality:
7
Weight:
87
Durability: 44
Accuracy: -6%
Speed:
-6%
Initiative: -6%
Req. Int.: 50
410
Weapons
Unique Wand
Zandalor's Inferno
Dmg. Type:
Damage
Weight:
Durability:
Accuracy:
Speed:
Initiative:
Evasion:
Res. Earth:
Req. Int.:
411
Sets
Set items are hidden throughout all four acts, though there are no additional bonuses for equipping
multiple pieces from the same set. Another factor that may dampen the collection desire is that
changing acts will cause items to loose their set status and name, though the stats remain the same.
A list of available items and weapons will follow, including an exact description of the location.
Most are indestructible, as they have no degrade quality, but this could vary, depending on the
version of the game.
Bone Set
The bone set consists of two items: armor and a helmet.
Bone Armor - Spine Bone
Armor:
10
Weight:
147
Durability: 53
Speed:
-6%
Accuracy: -6%
Initiative: -7%
vs. Piercing: +5
vs. Crushing:
-3
Survival
+2
Sight
+3
Evasion:
+3
Required Strength:
36
Fire Set
The fire set consists of four items: armor, sword and two types of gloves.
412
Sets
The armor is a reward from the
Slashing Raanaar ghosts in Act 2 when
they get their missing ring back,
46-97
or they drop the armor when you
24
kill them. The sword is in the
42
trapped cupboard of the smith's
-6%
+2%
room in the Black Temple of Act
-6%
3.
+3
30
12
Chain Gloves Prince of Fire Chain Gloves Princess of Fire The Prince of Fire gloves can be
found in a bookshelf at the
Armor:
1
Armor:
1
temple mage merchant's shop of
Weight:
12
Weight:
24
Act 3. The other gloves are next
Durability: 6
Durability: 10
to the strange box in the imp
Accuracy: +6%
Accuracy: -3%
merchant's cellar in Imp Village
Speed:
+6%
Req. Str.:
12
(Act 2).
Chain Armor King of Fire Queen of Fire
Armor:
7
Dmg. Type:
Weight:
209
Damage
Durability: 19
Weight:
Speed:
-8%
Durability:
Accuracy: -9%
Accuracy:
Initiative: -8%
Speed:
Res. Bone: +6
Initiative:
Resistance Shadow: -1
Evasion:
Required Strength:
20
Req. Str.:
Req. Agil.:
Ranger Set
The Ranger set consists of four items: armor, bow, gloves and belt.
The armor is a reward from the
Studded Leather
Composite Bow
cursed crystal man in the
Marksmans Cloak
Marksman's Rapid Shot
Armor:
3
Dmg. Type: Piercing Black Temple (Act 3). The bow
is in a trapped chest, hidden
Weight:
55
Damage
34-87
behind crates on a table, in the
Durability: 7
Weight:
55
southwest room of the
Speed:
-5%
Durability: 33
Accuracy: -5%
Accuracy: -3%
warehouse in the Black Temple.
Initiative: -5%
Speed:
-3%
vs. Piercing: +1
Initiative: +2%
Intelligence:
+1
Stamina: +300
Spiritual Resistance: +6
Req. Str.: 11
Req. Agil.: 28
413
Spiked Belt
Marksmans Rope
Armor:
Weight:
Durability:
Const.:
Bone Resistance:
Required Strength:
1
55
14
+3
+3
19
Wizard Set
The wizard set consists of three items: armor, wand and ring.
Robe Armor
Oak Wand
Zandalors Skin
Zandalor's Inferno
Armor:
7
Dmg. Type:
Weight:
209
Damage
Durability: 19
Weight:
Speed:
-8%
Durability:
Accuracy: -9%
Accuracy:
Initiative: -8%
Speed:
Res. Bone: +6
Initiative:
Resistance Shadow: -1
Evasion:
Required Strength:
20
Res. Earth:
Req. Int.:
Emerald Ring
Zandalor's Eye
Armor:
Weight:
Durability:
Regeneration:
Mana:
Resistance Spiritual:
414
The ring you get after killing Kiya in her crypt (Act 3).
1
6
19
+3
30
+1
Objects in general
Arrows
There are thirteen different types of arrows, each giving a specific kind of damage and having the
same weight, regardless of the amount. With the appropriate skills, you can convert normal arrows
or even recover them. This comes in quite handy if you use the more powerful and rare kinds.
Books/manuscripts
Some simply add to humor or atmosphere in the game, but looking into each one is worth it. Some
contain hints and tips, and a very few grant you additional skills, spells or special abilities, such
as being able to read the Raanaar alphabet.
Equipment (weapons, armor, clothes)
Not much to say here - who would like to run unprotected throughout Nemisis? Just this additional
information so far: quality is determined by color in the following sequence order: white, green,
yellow, orange. The orange ones are the best - and sets are in a certain green color, a bit different
to the unique green.
Gems
You can find them all around the world and in all forms. They have no special capability, but come
in handy for trade. Collect and sell them to your next trader.
Note: Some gems are important, such as the Red and Yellow Gems for the statue in the
Maintenance Tunnels, level 1, and the quest Gem, also found there.
Keys
Keys are more or less hidden all over the world and acts - if you're lucky, they are not too far from
the object they unlock. If you're unlucky and the Larians decided to give you a good chase - grit
your teeth and bear it. Their form does not determine at once if it is a chest or a door key, so do
not throw them away, even if you do not find the solution at once - every key has a function and
disappears after use.
Lever
Keep a sharp lookout for these levers, if you can't open a door and find no key nearby. In order to
not make the game too easy, these nasty little buggers are either hidden, tarnished or open/close
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Items - Act 1
Book about poisonous creatures
Finding books is like searching for a needle in a haystack - in this case shared with a poisonous
and temperamental Arena pet.
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419
Items - Act 2
Crystal Fragment
The Necromancer, your old foe from the start of the game, is very keen on these fragments.
Clicking on a fragment allows you meet this gentleman - six times, in fact, throughout Act 2 and
3. Once he has put you under his spell you can't resist his demands, and you will have to run his
little errands to find additional fragments for him. Don't fret; your time of revenge will come...
Demonic Summoning Doll
This second doll is in the possession of the Spider Queen in the Spider Area. It is a demonic one,
and has more powers and strength than the first one (no wonder she gave you a hard battle). The
only secret remaining is this: Do spiders play with dolls?
Emu eartes seus/potion 1/potion 2
For gamers with a bit of knowledge in German: If you read this phrase from right to left, you get
"Sweet Dreams" (Suesse Traeume). Now you know why the imp is desperately in need of this
potion. His wife with insomnia problems is driving him crazy. You wouldn't like to be guilty of
murder, would you? It's really a matter of life and death. On entering the alchemist's house in the
Imp village, you can find these potions in his cellar. Just drag&drop potion one over potion two.
Your first mixing experiment will always be a failure, the potion will vanish - but be persistent,
simply do it again and receive Emu Eartes Sues.
Lich's Diary
Quite surprisingly, even such strange creatures as Liches keep track of their deeds in a diary. Just
risk an eye on it: you will learn a few dark secrets - partly a bit about how and why they need
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421
422
Items - Act 3
Assembled Crystal
Put this large crystal into your inventory after you have defeated the Necromancer and bring it to
Elder Anlokam. It will drive back the demons so they can't re-enter Nemisis again, and is your
ticket to Act 4.
Ball
Fred, a spoiled brat on Black Temple Island, wants you to go down the well and get his ball for
him. You can choose to kill the harmless little Flooge or send Fred running back home to his
mother. The Flooge has swallowed the ball and a unique amulet as well.
Bat Guano
You can find it in witch Cassandra's house in the Black Temple. It is one of the three ingredients
you need to help change back the talking Tibar Warlock into his former human self, by cursing the
witch Cassandra.
The Book of Twilight
Witch Cytha on Temple Island wants this book to increase her knowledge. It's located in the
Raanaar library on Ruins Island. As librarians are a bit picky about handing over valuable
information, you will have to decide if you really want to fight all of the guards in the library, or
find a way to trick them out of the book.
Catacomb Armor
It is of no further use, except to call the Black Bishop to your location in the catacombs and an
inevitable battle. He must have thought that this armor was very valuable and is disappointed
about the result.
Crystal Curse Poultice
Witches can be a bit strange. After you give Raven (in the Crystal Forest, near the pink crystal)
three plants, she creates a poultice, by spitting the result into your character's hands. Take this to
the Cursed Man, who is turning into a crystal in the Black Temple.
Crystal Fragment
This is the sixth and last one in this act. Your former Raanaar Summoning Doll Elder Anlokam
in the catacombs, will inform you what these fragments are about and how to help her race.
Curse Scroll
Witch Cassandra is unwilling to change the Tibar Warlock back to his original form; you will need
psychological pressure to convince her. By using Bat Guano and Old Cheese, you can infest her
house with a vermin curse. The desperate and short-tempered Warlock can be found south of the
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425
Items - Act 4
Bone of the Founder
Frankly, a mere bone - just coming from the founder of the Academy, but retrieving it would
meddle with time if you use the rift to the past.
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427
428
429
430
Creatures
Surviving the Living and the Dead
Creatures
Creatures
Remarks
The stats of the creatures in this section can differ from the ones in the game of the player. They
can be different because of the difficulty level and the patch with which the player currently plays.
Even though these stats can change, their strong and weak points do not change, and the tables can
still be used as a reference to determine the correct strategies in killing them.
There are more creatures in the game than the ones listed in this part of the guide. An attempt was
made to at least list all creatures that are hostile.
Common Creatures
There are several creatures that are not hostile, but are present in all acts. They can be killed, but
if you do then all these animals become hostile towards you every time they see you in the current
act.
The boar can mostly be found in the
Boar
Level: 1 Vitality:
55 Mana:
70 Armor:
0 forest or, when properly prepared, on a
plate. Still there is no reason to kill
Primary Stats
Resistances
Strength:
0 Fire:
10 Slashing:
-7 them as there is enough other food to
Agility:
0 Air:
-30 Piercing:
-7 find.
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
Water:
Earth:
Poison:
Bone:
10
10
30
30
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
Cat
Level:
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
432
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
Slashing:
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
Creatures
Flooge frogs are being kept by the
Imps. They are bigger and stronger Level:
than the average creature roaming the
imp village. There are many flooge
frogs, if you attack one and make all of
them hostile, they become more than
just a nuisance.
Frogs are just small creatures that are
hopping around. Because of that Level:
behaviour it might be that one is
accidentally hit. So take care where
you point.
Flooge Frog
9 Vitality:
165 Mana:
Primary Stats
100 Armor:
Resistances
Strength:
9 Fire:
Agility:
9 Air:
Survival:
14 Water:
Intelligence:
2 Earth:
Constitution: 11 Poison:
14 Bone:
Speed:
10
10
10
10
70
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
Survival:
11 Water:
Intelligence: 25 Earth:
Constitution: 25 Poison:
25 Bone:
Speed:
10
-30
10
10
30
30
Slashing:
-7
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
27
27
37
-50
Crushing:
Ethereal:
Spiritual:
Shadow:
0
-6
15
-15
-100
100
-50
Guinea Pig
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
1
0
Frog
11
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
Slashing:
-7
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
Lava Crawler
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
Slashing:
-7
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
433
Creatures
Rat
Level:
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
Slashing:
-7
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
Snail
Level:
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
8 Vitality:
245 Mana:
Primary Stats
145 Armor:
Resistances
Strength:
16 Fire:
Agility:
6 Air:
Survival:
0 Water:
Intelligence:
3 Earth:
Constitution: 16 Poison:
0 Bone:
Speed:
10
10
10
10
-38
20
9 Vitality:
145 Mana:
Primary Stats
Strength:
9
Agility:
11
Survival:
7
Intelligence:
7
Constitution: 9
14
Speed:
434
175 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
Slashing:
Piercing: -10
Crushing: 10
0
Ethereal:
2
Spiritual:
0
Shadow:
Tibar
Level:
Slashing:
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
Stonebiter
Level:
5
-35
5
45
26
20
Slashing:
0 careful when in their neighbourhood,
4 or they all become hostile.
Piercing:
Crushing: -4
Ethereal: -20
Spiritual: -15
0
Shadow:
Act 1
Act 1
Prison cells and Torture Rooms
The following tables show an alphabetical list of all monsters that are in the Prison Cells and
Torture rooms level of Act 1.
Fergus is not easy to kill. Not only does
Fergus the Torture Master
he have a high vitality, but he is also Level: 4 Vitality:
150 Mana:
85 Armor:
0
able to heal himself periodically. He is
Primary Stats
Resistances
vulnerable to bone attacks, but at this
Strength:
7 Fire:
0 Slashing:
0
Agility:
5
Air:
0
0
Piercing:
point in the game, you dont have that
Survival:
4 Water:
0 Crushing:
0
kind of weapon yet. Just use anything
Intelligence:
1 Earth:
0 Ethereal:
0
you have on him and do it fast.
0 Spiritual:
0
Constitution: 5 Poison:
5 Bone:
Speed:
-100 Shadow:
145 Armor:
Ghost
2 Vitality:
105 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
2
2
2
5
5
5
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
81
81
81
81
83
-80
Slashing:
-6
0
Piercing:
0
Crushing:
Ethereal: -100
Spiritual: 100
Shadow: -80
Ghost, Arena
5 Vitality:
110 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
5
5
4
9
9
9
170 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
82
82
82
82
86
-80
Slashing:
-8
0
Piercing:
0
Crushing:
Ethereal: -100
Spiritual: 100
Shadow: -80
Guard
2 Vitality:
75 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
2
2
2
0
2
5
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
1
1
1
1
1
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
435
-3
-3
-3
0
0
0
Creatures
Plox
Level:
4 Vitality:
20 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
35 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Ranger Guard
Level:
2 Vitality:
105 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
3
4
2
0
5
2
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
1
1
1
1
3
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Skeleton
Level:
2 Vitality:
75 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
3
2
3
3
3
3
115 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
2
2
2
2
1
100
3 Vitality:
155 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
436
1
3
3
0
7
0
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
Piercing:
Crushing: -7
0
Ethereal:
Spiritual: -97
0
Shadow:
Spider
Level:
-17
-17
22
22
100
0
Slashing:
0 you sick. Just make sure to take them
-7 out one at the time.
Piercing:
2
Crushing:
Ethereal: -100
0
Spiritual:
0
Shadow:
Act 1
The Pit
The Bony monster is a spider that is
stronger than the two spiders in the Level:
arena. If you happen to have something
that does fire or air damage then use
that, otherwise use piercing or slashing
weapons.
Bony Monster/Spider
5 Vitality:
155 Mana:
Primary Stats
85 Armor:
13
Resistances
Strength:
2 Fire:
Agility:
5 Air:
Survival:
4 Water:
Intelligence:
1 Earth:
Constitution: 10 Poison:
5 Bone:
Speed:
-17
-17
22
22
100
0
Slashing:
0
-8
Piercing:
3
Crushing:
Ethereal: -100
0
Spiritual:
0
Shadow:
Skeleton
2 Vitality:
75 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
3
2
3
3
3
3
115 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
2
2
2
2
1
100
Slashing:
0
3
Piercing:
Crushing: -7
0
Ethereal:
Spiritual: -97
0
Shadow:
Maze Levels
The maze levels are made up of different levels. The following tables list the monsters in all these
level in alphabetical order.
The Golem is the strongest monster on
Key Golem
this level. You should think twice Level: 21 Vitality:
380 Mana:
0 Armor:
0
before waking it up, but if you do then
Primary Stats
Resistances
make sure you have a weapon that does
Strength:
21 Fire:
2 Slashing:
15
Agility:
8 Air:
2 Piercing:
15
spiritual or ethereal damage, otherwise
Survival:
13 Water:
2 Crushing: 15
life will be hard.
Intelligence: 13 Earth:
2 Ethereal: -50
13 Spiritual: -40
Constitution: 19 Poison:
Speed:
4 Bone:
50 Shadow:
Skeleton
2 Vitality:
75 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
3
2
3
3
3
3
115 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
2
2
2
2
1
100
Slashing:
0
3
Piercing:
Crushing: -7
0
Ethereal:
Spiritual: -97
0
Shadow:
437
Creatures
Skeleton, lvl 7
Level:
7 Vitality:
180 Mana:
Primary Stats
190 Armor:
12
Resistances
Strength:
18 Fire:
Agility:
8 Air:
Survival:
3 Water:
Intelligence:
8 Earth:
Constitution: 5 Poison:
8 Bone:
Speed:
52
52
52
52
53
100
Slashing:
0
10
Piercing:
Crushing: -12
50
Ethereal:
Spiritual: -94
0
Shadow:
Skeleton Mage
Level:
5 Vitality:
140 Mana:
Primary Stats
280 Armor:
Strength:
6 Fire:
Agility:
8 Air:
Survival:
4 Water:
Intelligence: 14 Earth:
Constitution: 1 Poison:
4 Bone:
Speed:
22
22
22
22
2
100
Slashing:
0
5
Piercing:
Crushing: -10
0
Ethereal:
Spiritual: -90
0
Shadow:
Stone Gargoyle
Level:
6 Vitality:
230 Mana:
Primary Stats
Strength:
2 Fire:
Agility:
2 Air:
Survival:
5 Water:
Intelligence: 12 Earth:
Constitution: 10 Poison:
5 Bone:
Speed:
Resistances
250 Armor:
Resistances
53
53
53
53
47
40
Slashing:
7
10
Piercing:
3
Crushing:
-2
Ethereal:
Spiritual: -21
0
Shadow:
Citadel Levels
The citadel is made up of two levels; the drill grounds and the barracks. The following tables lists
the creatures in both these levels.
The citadel patrols dont have high
Citadel Patrol
Level: 7 Vitality:
195 Mana:
190 Armor:
20 resistances. Ranged attacks, like spells
and arrows work very well on them.
Primary Stats
Resistances
Strength:
7 Fire:
Agility:
7 Air:
Survival:
5 Water:
Intelligence:
8 Earth:
Constitution: 14 Poison:
7 Bone:
Speed:
438
-18
-18
-18
-18
-18
-20
Slashing:
-3
-3
Piercing:
Crushing: -3
Ethereal: -20
Spiritual: -19
Shadow: -20
Act 1
The Death Knight patrol has a
resistance to most attacks, reducing the Level:
effects of anything you hit it with. The
best thing to do is to sneak and shoot
arrows at the Death Knight while
hiding.
195 Mana:
Primary Stats
6 Vitality:
6 Vitality:
53
53
53
53
60
30
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
10
10
10
50
55
30
Primary Stats
175 Armor:
14
Resistances
Strength:
10 Fire:
Agility:
6 Air:
Survival:
5 Water:
Intelligence:
7 Earth:
Constitution: 7 Poison:
6 Bone:
Speed:
13
13
13
13
5
30
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
5
30
Demonic Guard
125 Mana:
Primary Stats
175 Armor:
14
Resistances
Strength:
10 Fire:
Agility:
6 Air:
Survival:
5 Water:
Intelligence:
7 Earth:
Constitution: 7 Poison:
6 Bone:
Speed:
20
Resistances
Strength:
7 Fire:
Agility:
7 Air:
Survival:
5 Water:
Intelligence:
8 Earth:
Constitution: 14 Poison:
7 Bone:
Speed:
190 Armor:
13
13
13
13
5
30
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
5
30
110 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
5
5
4
9
9
9
170 Armor:
16
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
82
82
82
82
86
-80
Slashing:
-8
0
Piercing:
0
Crushing:
Ethereal: -100
Spiritual: 100
Shadow: -80
Ghost
8 Vitality:
310 Mana:
Primary Stats
Strength:
12 Fire:
Agility:
6 Air:
Survival:
9 Water:
Intelligence:
1 Earth:
Constitution: 12 Poison:
8 Bone:
Speed:
85 Armor:
16
Resistances
6
6
6
6
8
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
439
-6
-6
-6
0
0
0
Creatures
Guard
Level:
8 Vitality:
310 Mana:
Primary Stats
85 Armor:
Resistances
Strength:
12 Fire:
Agility:
6 Air:
Survival:
9 Water:
Intelligence:
1 Earth:
Constitution: 12 Poison:
8 Bone:
Speed:
6
6
6
6
8
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Smith
Level:
8 Vitality:
310 Mana:
Primary Stats
85 Armor:
Resistances
Strength:
12 Fire:
Agility:
6 Air:
Survival:
9 Water:
Intelligence:
1 Earth:
Constitution: 12 Poison:
8 Bone:
Speed:
6
6
6
6
8
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Summoned Ghost
Level: 16 Vitality:
130 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
7
15
18
38
11
23
605 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
12
12
12
12
7
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
8 Vitality:
310 Mana:
Primary Stats
Strength:
12 Fire:
Agility:
6 Air:
Survival:
9 Water:
Intelligence:
1 Earth:
Constitution: 12 Poison:
8 Bone:
Speed:
440
85 Armor:
Resistances
53
53
53
53
60
30
-6
-6
-6
0
0
0
0
0
0
27
0
16
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Act 2
Act 2
Citadel Island
There is one ancient stonebiter
Ancient Stone Biter
amongst the regular stonebiters. They Level: 12 Vitality:
495 Mana:
205 Armor:
are very hard to kill and use fire spells.
Primary Stats
Resistances
Try to poison them, as they are rather
Strength:
23 Fire:
10 Slashing:
Agility:
9 Air:
10 Piercing:
sensitive to that.
Survival:
0 Water:
Intelligence:
5 Earth:
Constitution: 29 Poison:
0 Bone:
Speed:
10
10
-29
0
Crushing:
Ethereal:
Spiritual:
Shadow:
5
8
8
8
50
63
0
8
20
-20
29 Crushing: 20
29 Ethereal:
0
64 Spiritual:
2
-50 Shadow: -50
Guard
9 Vitality:
145 Mana:
Primary Stats
Strength:
16 Fire:
Agility:
11 Air:
Survival:
11 Water:
Intelligence:
4 Earth:
Constitution: 9 Poison:
16 Bone:
Speed:
130 Armor:
7
7
7
7
6
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
9 Bone:
Resistances
-20 Shadow:
441
-6
-6
-6
0
2
0
4
-4
-4
-4
80
93
-20
Creatures
Mutant
Level:
8 Vitality:
250 Mana:
Primary Stats
80 Armor:
Resistances
Strength:
12 Fire:
Agility:
6 Air:
Survival:
12 Water:
Intelligence:
3 Earth:
Constitution: 12 Poison:
0 Bone:
Speed:
8
8
8
8
-41
0
Slashing:
0
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -17
Shadow: -20
Imp Village
Imp Commoner
Level: 11 Vitality:
280 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
10
10
16
13
16
0
265 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
20
20
20
20
-30
-20
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Mutant
Level: 20 Vitality:
425 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
28
14
28
8
28
0
155 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
20
20
20
20
-30
-20
Slashing:
0
0
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -14
Shadow: -20
Flooge Killer
Level: 12 Vitality:
255 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
442
11
18
14
2
20
18
200 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
30
30
30
30
100
0
Slashing:
0 resistance against poison and a low
Piercing: -13 resistance against ethereal damage.
5
Crushing:
Ethereal: -100 It can feign death, so wait a few
1 seconds before you turn your back on
Spiritual:
0 it.
Shadow:
Act 2
The Winkorr is guarding a Battlefields
Winkorr
key, so it is worth trying to kill it for Level: 13 Vitality:
395 Mana:
505 Armor:
that. The best attack is using earth
Primary Stats
Resistances
arrows as it has a low resistance against
Strength:
9 Fire:
56 Slashing:
Agility:
15
Air:
86 Piercing:
that type of damage.
Survival:
9 Water:
Intelligence: 19 Earth:
Constitution: 19 Poison:
9 Bone:
Speed:
56
-43
63
20
Crushing:
Ethereal:
Spiritual:
Shadow:
8
8
8
8
50
63
0
Spider Forest
Like all spiders, the black spider is
Black Spider
killed most efficiently by using Level: 12 Vitality:
255 Mana:
100 Armor:
21
ethereal arrows. It does poisonous
Primary Stats
Resistances
damage, so make sure to have a high
Strength:
11 Fire:
30 Slashing:
0
Agility:
18 Air:
30 Piercing: -13
resistance yourself. Watch out if it
Survival:
14 Water:
30 Crushing:
5
feigns death.
Intelligence:
2 Earth:
30 Ethereal: -100
1
Constitution: 20 Poison: 100 Spiritual:
0 Shadow:
Speed:
18 Bone:
Agility:
17 Air:
Survival:
11 Water:
Intelligence: 22 Earth:
Constitution: 22 Poison:
11 Bone:
Speed:
57
87
57
65
20
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
9
9
9
50
65
0
15 Bone:
0 Shadow:
443
Creatures
Spider Baby
Level:
8 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
1
3
6
1
0
3
85 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
-15
-15
24
24
100
0
Slashing:
0
Piercing: -10
4
Crushing:
Ethereal: -100
0
Spiritual:
0
Shadow:
Spider Priest
Level: 13 Vitality:
275 Mana:
Primary Stats
100 Armor:
Resistances
Strength:
5 Fire:
Agility:
15 Air:
Survival:
9 Water:
Intelligence:
2 Earth:
Constitution: 22 Poison:
15 Bone:
Speed:
-13
-13
26
26
100
0
275 Mana:
Primary Stats
100 Armor:
Resistances
Strength:
5 Fire:
Agility:
15 Air:
Survival:
9 Water:
Intelligence:
2 Earth:
Constitution: 22 Poison:
15 Bone:
Speed:
-13
-13
26
26
100
0
Slashing:
Piercing:
5
Crushing:
Ethereal: -100
1
Spiritual:
0
Shadow:
Spider Queen
Level: 13 Vitality:
Slashing:
Piercing: -14
5
Crushing:
Ethereal: -100
1
Spiritual:
0
Shadow:
Mushroom Forest
Earth Elemental
Level: 11 Vitality:
380 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
444
21
8
13
13
19
4
310 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
9
-90
9
100
13
50
Slashing:
14
14
Piercing:
Crushing: 14
Ethereal: -50
Spiritual: -40
0
Shadow:
Act 2
The ghosts that kidnapped the farmers
wife arent too strong. Anything doing Level:
ethereal damage is to be preferred,
when fighting them.
Ghost
5 Vitality:
110 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
5
5
4
9
9
9
170 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
82
82
82
82
86
-80
Slashing:
-8
0
Piercing:
0
Crushing:
Ethereal: -100
Spiritual: 100
Shadow: -80
24
24
34
30
34
19
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
-43
56
63
20
Crushing:
Ethereal:
Spiritual:
Shadow:
9
12
12
19
15
12
Fire:
Air:
Water:
Earth:
Poison:
Bone:
-41
38
38
38
10
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
0
0
0
8
8
8
8
50
63
0
0
-5
-5
-5
0
13
0
Mutant
8 Vitality:
250 Mana:
Primary Stats
Strength:
12 Fire:
Agility:
6 Air:
Survival:
12 Water:
Intelligence:
3 Earth:
Constitution: 12 Poison:
0 Bone:
Speed:
80 Armor:
Resistances
8
8
8
8
-41
0
Slashing:
0
0
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -17
Shadow: -20
445
Creatures
Raanaar Ghost
Level: 19 Vitality:
290 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
35
22
22
4
27
22
95 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
15
15
15
15
19
0
Slashing:
0
0
Piercing:
0
Crushing:
Ethereal: -10
0
Spiritual:
0
Shadow:
Fire Area
Fire Demon
Level: 16 Vitality:
250 Mana:
Primary Stats
380 Armor:
60
Resistances
Strength:
11 Fire:
Agility:
18 Air:
Survival:
11 Water:
Intelligence: 23 Earth:
Constitution: 23 Poison:
11 Bone:
Speed:
100
87
57
87
36
20
Slashing:
-6
-6
Piercing:
Crushing: -6
20
Ethereal:
36
Spiritual:
Shadow: 100
Fire Elemental
Level: 15 Vitality:
485 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
28
11
17
17
25
6
400 Armor:
Fire:
Air:
Water:
Earth:
Poison:
Bone:
100
32
-87
32
17
-20
Slashing:
18
18
Piercing:
Crushing: 18
Ethereal: -50
Spiritual: -37
Shadow: -20
Runkorr
Level: 16 Vitality:
480 Mana:
Primary Stats
Strength:
11 Fire:
Agility:
18 Air:
Survival:
11 Water:
Intelligence: 23 Earth:
Constitution: 23 Poison:
11 Bone:
Speed:
446
Resistances
610 Armor:
Resistances
57
-42
57
57
66
20
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Act 2
Samuels hunter has been sent by
Samuel's Hunter
Samuel to kill you. Of course you dont Level: 16 Vitality:
280 Mana:
425 Armor:
0
like that very much, so stop it with a
Primary Stats
Resistances
slashing weapon. Anything doing
Strength:
15 Fire:
87 Slashing: -16
Agility:
15
Air:
87 Piercing:
0
ethereal damage can be used very
Survival:
11 Water:
87 Crushing:
0
efficiently also.
Intelligence: 26 Earth:
87 Ethereal: -100
98 Spiritual: 100
Constitution: 26 Poison:
Speed:
26 Bone:
-80 Shadow:
-80
10
16
13
16
8
Air:
Water:
Earth:
Poison:
Bone:
11
11
11
11
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
4
4
4
9
0
0
16
16
100 Crushing: 16
10 Ethereal: -50
15 Spiritual: -39
50 Shadow:
0
Necromancer
The necromancer will summon you three times during act 2. He will send you to the cursed abbey,
the Pickled Herring tavern and the little village.
Cursed Abbey
The paladins are hostile towards you
Paladin
until you have removed the crystal. As Level: 10 Vitality:
170 Mana:
95 Armor:
with all humanoids, you can use
Primary Stats
Resistances
anything you like to try and kill them.
Strength:
23 Fire:
0 Slashing:
Agility:
12 Air:
Survival:
9 Water:
Intelligence:
4 Earth:
Constitution: 15 Poison:
7 Bone:
Speed:
0
0
0
0
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
447
0
0
0
0
0
0
0
Creatures
Scorpion
Level: 11 Vitality:
460 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
10
16
19
8
27
16
190 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
13
-26
13
53
99
20
Slashing:
0
4
Piercing:
Crushing: -4
Ethereal: -20
Spiritual: -14
0
Shadow:
Skeleton
Level: 10 Vitality:
95 Mana:
Primary Stats
100 Armor:
Resistances
Strength:
19 Fire:
Agility:
7 Air:
Survival:
9 Water:
Intelligence:
2 Earth:
Constitution: 4 Poison:
15 Bone:
Speed:
6
6
6
6
2
100
215 Mana:
Primary Stats
100 Armor:
Resistances
Strength:
13 Fire:
Agility:
21 Air:
Survival:
4 Water:
Intelligence:
2 Earth:
Constitution: 16 Poison:
4 Bone:
Speed:
2
2
2
2
11
100
105 Mana:
Primary Stats
230 Mana:
Primary Stats
Strength:
2 Fire:
Agility:
2 Air:
Survival:
5 Water:
Intelligence: 12 Earth:
Constitution: 10 Poison:
5 Bone:
Speed:
448
Slashing:
0 it has a chance to throw too many spells
-5 your way.
Piercing:
Crushing: -13
0
Ethereal:
Spiritual: -83
0
Shadow:
Stone Gargoyle
6 Vitality:
Resistances
Strength:
14 Fire:
Agility:
9 Air:
Survival:
5 Water:
Intelligence: 23 Earth:
Constitution: 5 Poison:
5 Bone:
Speed:
Level:
Slashing:
-4
Piercing:
Crushing: -12
0
Ethereal:
Spiritual: -98
0
Shadow:
Skeleton Mage
Level: 12 Vitality:
Slashing:
-4
Piercing:
Crushing: -12
0
Ethereal:
Spiritual: -98
0
Shadow:
Skeleton Archer
Level: 11 Vitality:
250 Armor:
Resistances
53
53
53
53
47
40
Slashing:
10
Piercing:
3
Crushing:
Ethereal: -20
Spiritual: -21
0
Shadow:
Act 2
The witch turns evil again, right after
Witch
you removed the crystal. She will start Level: 11 Vitality:
400 Mana:
445 Armor:
summoning stone gargoyles, so kill her
Primary Stats
Resistances
as soon as you can to avoid having to
Strength:
4 Fire:
82 Slashing:
Agility:
4
Air:
82 Piercing:
fight too many Gargoyles. Just hit her
Survival:
4 Water:
82 Crushing:
with any conventional weapon you
Intelligence: 25 Earth:
82 Ethereal:
prefer.
45 Spiritual:
Constitution: 21 Poison:
Speed:
10 Bone:
0 Shadow:
0
-4
-4
-4
60
77
0
Pickled Herring
The ghosts are best killed by using
Ghost
conventional weapons, as they have a Level: 16 Vitality:
130 Mana:
605 Armor:
resistance against other types of
Primary Stats
Resistances
damage.
Strength:
7 Fire:
12 Slashing:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
15
18
38
11
23
Air:
Water:
Earth:
Poison:
Bone:
12
12
12
7
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
7
7
7
0
Water:
Earth:
Poison:
Bone:
5
5
5
0
Crushing:
Ethereal:
Spiritual:
Shadow:
15
18
38
11
23
Air:
Water:
Earth:
Poison:
Bone:
12
12
12
7
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
449
0
0
0
0
0
27
0
0
0
0
0
0
0
0
0
0
0
0
0
27
0
Creatures
Act 3
General
The following is a list of creatures that are present in several locations in Act 3.
The Air Elemental does Air damage
Air Elemental
Level: 16 Vitality:
510 Mana:
415 Armor:
0 and is very resistant to anything doing
air damage. Use the opposite though,
Primary Stats
Resistances
Strength:
30 Fire:
12 Slashing:
12 which is earth damage. The elemental
Agility:
11 Air:
100 Piercing:
12 really doesnt like that. Alternatively
Survival:
18 Water:
12 Crushing: 12
Intelligence: 18 Earth:
-87 Ethereal: -50 ethereal damage could also be used.
18 Spiritual: -37
Constitution: 26 Poison:
7 Bone:
Speed:
50 Shadow:
Crystal Gargoyle
Level: 18 Vitality:
450 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
21
8
13
34
26
13
580 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
59
59
59
59
58
40
Slashing:
20 resistance against that.
6
Piercing:
Crushing: 13
Ethereal: -20
-5
Spiritual:
0
Shadow:
Demon
Level: 18 Vitality:
280 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
17
28
17
35
35
17
425 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
92
92
92
92
45
20
Slashing:
-8
-8
Piercing:
Crushing: -8
Ethereal: -20
5
Spiritual:
0
Shadow:
405 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
450
35
35
35
35
35
35
595 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
0
Piercing: -10
Crushing: 10
0
Ethereal:
0
Spiritual:
0
Shadow:
Act 3
A Water Elemental uses skills doing
Water Elemental
water damage and has a high resistance Level: 20 Vitality:
625 Mana:
505 Armor:
against that as well. Use anything
Primary Stats
Resistances
doing fire or ethereal damage as it has
Strength:
37 Fire:
-83 Slashing:
Agility:
14
Air:
66 Piercing:
a low resistance against that.
Survival:
23 Water:
Intelligence: 23 Earth:
Constitution: 33 Poison:
8 Bone:
Speed:
22
22
100 Crushing: 22
16 Ethereal: -50
23 Spiritual: -33
50 Shadow:
0
45 Bone:
-60 Shadow:
31
23
23
23
0
2
-60
Flooge Frog
9 Vitality:
165 Mana:
Primary Stats
Strength:
9 Fire:
Agility:
9 Air:
Survival:
14 Water:
Intelligence:
2 Earth:
Constitution: 11 Poison:
14 Bone:
Speed:
100 Armor:
10
10
10
10
7
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Resistances
12
12
7
0
Crushing:
Ethereal:
Spiritual:
Shadow:
451
0
0
0
0
1
0
0
0
0
0
0
27
0
Creatures
Human
Level: 16 Vitality:
170 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
23
30
15
30
15
18
605 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
10
10
10
10
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Groblar
Level: 16 Vitality:
170 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
23
30
15
30
15
18
605 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
10
10
10
10
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Human
Level: 21 Vitality:
245 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
15
19
24
49
19
19
805 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
37
-2
-2
37
13
40
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
245 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
15
19
24
49
19
19
0
0
27
0
0
0
0
27
0
0
0
-5
0
Ice Skeleton
Level: 21 Vitality:
805 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
37
-2
-2
37
13
40
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
-5
0
Kiya
Level: 22 Vitality:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
452
15
20
31
51
41
20
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
100
100
100
100
59
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
-8
-8
-8
60
96
0
Act 3
All mutants hate poison and this one is
Mutant
no exception. As they have a low Level: 20 Vitality:
425 Mana:
155 Armor:
resistance against bone damage, the
Primary Stats
Resistances
hammer skill is very effective as well.
Strength:
28 Fire:
20 Slashing:
Agility:
18 Air:
Survival:
28 Water:
Intelligence:
8 Earth:
Constitution: 28 Poison:
0 Bone:
Speed:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
17
22
4
27
17
Air:
Water:
Earth:
Poison:
Bone:
20
20
20
-30
-20
15
15
15
19
0
0
0
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -14
Shadow: -20
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
2
0
Ruins Island
The Air Demon in the ore cave is a lot
Air Demon
more capable of fighting than an Air Level: 18 Vitality:
280 Mana:
425 Armor:
Elemental is. Its resistance to earth is a
Primary Stats
Resistances
lot better, making it a much more
Strength:
13 Fire:
89 Slashing:
Agility:
21 Air:
100 Piercing:
difficult creature to kill. Regular
Survival:
13 Water:
89 Crushing:
weapons are the most effective with
Intelligence: 26 Earth:
39 Ethereal:
this demon.
38 Spiritual:
Constitution: 26 Poison:
Speed:
13 Bone:
20 Shadow:
28
28
28
28
Water:
Earth:
Poison:
Bone:
6
-6
-6
-6
20
38
0
17
8
8
20 Crushing:
8
20 Ethereal:
0
70 Spiritual:
20
-50 Shadow: -50
453
Creatures
Crystal Forest
Castor
Level: 20 Vitality:
135 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
8
8
8
8
8
8
430 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
5
5
5
5
5
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Death Knight
Level: 12 Vitality:
195 Mana:
Primary Stats
280 Armor:
Resistances
Strength:
18 Fire:
Agility:
11 Air:
Survival:
9 Water:
Intelligence: 14 Earth:
Constitution: 14 Poison:
11 Bone:
Speed:
16
16
16
16
10
30
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
10
30
Earth Demon
Level: 15 Vitality:
240 Mana:
Primary Stats
365 Armor:
Resistances
Strength:
11 Fire:
Agility:
17 Air:
Survival:
11 Water:
Intelligence: 22 Earth:
Constitution: 22 Poison:
11 Bone:
Speed:
87
37
87
100
35
20
Slashing:
-6
-6
Piercing:
Crushing: -6
Ethereal: -20
35
Spiritual:
0
Shadow:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
454
30
15
11
26
0
26
425 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
27
27
27
27
20
-50
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
16
-16
-100
100
-50
Act 3
A Fire Elemental does fire damage, but
Fire Elemental
is very vulnerable towards anything Level: 15 Vitality:
485 Mana:
400 Armor:
0
doing water damage. In combat with
Primary Stats
Resistances
the Fire Elemental, skills and weapons
Strength:
28 Fire:
100 Slashing:
18
Agility:
11
Air:
12
18
Piercing:
doing water damage would be the best
Survival:
17 Water:
-87 Crushing: 18
to stop it.
Intelligence: 17 Earth:
12 Ethereal: -50
17 Spiritual: -37
Constitution: 25 Poison:
-20 Shadow:
-20
Speed:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
6 Bone:
30
15
35
18
15
Air:
Water:
Earth:
Poison:
Bone:
10
10
10
12
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
25
0
Guard
9 Vitality:
145 Mana:
Primary Stats
130 Armor:
Strength:
16 Fire:
Agility:
11 Air:
Survival:
11 Water:
Intelligence:
4 Earth:
Constitution: 9 Poison:
16 Bone:
Speed:
7
7
7
7
6
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
8
8
8
8
Water:
Earth:
Poison:
Bone:
5
5
5
0
Crushing:
Ethereal:
Spiritual:
Shadow:
10
16
19
8
27
16
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
13
-26
13
53
99
0
-6
-6
-6
0
2
0
0
0
0
0
0
5
0
0
Slashing:
0
4
Piercing:
Crushing: -4
Ethereal: -20
Spiritual: -14
0
Shadow:
455
Creatures
Wizard, Experienced
Level: 19 Vitality:
415 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
8
8
17
45
27
27
835 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
72
72
72
72
19
-40
Slashing:
-7
-7
Piercing:
Crushing: -7
Ethereal: -20
12
Spiritual:
Shadow: -40
Wizard
Level: 20 Vitality:
285 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
23
23
23
23
23
23
415 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
76
76
76
76
16
-40
Slashing:
-7
-7
Piercing:
7
Crushing:
Ethereal: -20
-3
Spiritual:
Shadow: -40
Rebel Island
Critters are a nuisance. They are dumb,
Critter
Level: 22 Vitality:
220 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
31
41
41
4
20
41
95 Armor:
95 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
456
8
8
8
8
4
8
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
29
29
29
29
64
-50
Slashing:
20 or shadow damage is the best way of
Piercing: -20 dealing with them.
Crushing: 20
0
Ethereal:
2
Spiritual:
Shadow: -50
Fragment
Level: 18 Vitality:
190 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
-14
-14
-14
-14
-97
-20
Slashing:
Piercing:
Crushing: 20
Ethereal: 100
Spiritual: -44
Shadow: -20
Act 3
23
23
17 Crushing: 23
100 Ethereal: -50
24 Spiritual: -32
50 Shadow:
0
18
18
12 Crushing: 18
100 Ethereal: -50
17 Spiritual: -37
50 Shadow:
0
Catacombs
You will fight the Black Bishop in the
Black Bishop
catacombs. He is not so easy to kill. He Level: 25 Vitality:
875 Mana: 1180 Armor:
will cast a lot of spells and will try to
Primary Stats
Resistances
paralyze you, so be quick in taking care
Strength:
28 Fire:
66 Slashing:
Agility:
35 Air:
66 Piercing:
of him. Stunning him with the hammer
Survival:
23 Water:
66 Crushing:
spell would be one way of doing this.
Intelligence: 58 Earth:
66 Ethereal:
-8 Spiritual:
Constitution: 58 Poison:
Speed:
23 Bone:
50 Shadow:
17
35
35
17
Water:
Earth:
Poison:
Bone:
17
4
4
4
0
41
50
17
-8
-8
92 Crushing: -8
92 Ethereal: -20
45 Spiritual:
5
20 Shadow:
0
457
Creatures
Guardian
Level: 26 Vitality:
1045 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
17
28
17
35
35
17
235 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
-15
-15
-15
-15
-15
-20
Slashing:
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -12
Shadow: -20
Shadow Creature
Level: 22 Vitality:
255 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
31
25
15
9
20
51
205 Armor:
Resistances
Fire:
30
Air:
30
30
Water:
30
Earth:
Poison: 34
Bone: -100
Slashing:
8
8
Piercing:
8
Crushing:
20
Ethereal:
26
Spiritual:
Shadow: 100
Necromancer
Imp
Level: 21 Vitality:
395 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
24
24
34
30
34
19
520 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
24
24
24
24
24
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Lizard
Level: 21 Vitality:
20 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
458
0
0
0
0
0
0
35 Armor:
0
0
21
0
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
0
0
Act 3
The Priestess has gone mad, but will go
Lizard Priest
down quickly and release the crystal Level: 25 Vitality:
20 Mana:
35 Armor:
fragment you need.
Primary Stats
Resistances
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
0
0
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
0
0
0
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
8
8
8
8
8
8
Fire:
Air:
Water:
Earth:
Poison:
Bone:
5
5
5
5
5
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
34 Bone:
20 Shadow:
459
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
5
0
0
0
-7
7
20
15
0
Creatures
Act 4
General
Evil Flying Eye
Level: 16 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
30
15
11
26
0
26
425 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
27
27
27
27
20
-50
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Rat
Level:
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
70 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
345 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
29
51
22
14
29
74
280 Armor:
Resistances
Fire:
35
Air:
35
35
Water:
35
Earth:
40
Poison:
Bone: -100
16
-16
-100
100
-50
Slashing:
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
Shadow Creature
Level: 32 Vitality:
Slashing:
Piercing:
Crushing: 10
20
Ethereal:
30
Spiritual:
Shadow: 100
Spider
Level: 27 Vitality:
630 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
460
38
38
38
25
38
38
445 Armor:
24
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
37
57
87
87
100
0
Slashing:
0
Piercing: -24
9
Crushing:
Ethereal: -40
17
Spiritual:
0
Shadow:
Act 4
Basic Level
The Death Knight in the faith test
Death Knight
claims to be the one who killed all the Level: 26 Vitality:
535 Mana:
505 Armor:
imps in the Imp Village. There is no
Primary Stats
Resistances
need to kill him though as there is a
Strength:
60 Fire:
22 Slashing:
Agility:
24 Air:
22 Piercing:
peaceful way as well.
Survival:
Intelligence:
Constitution:
Speed:
18
29
48
36
Water:
Earth:
Poison:
Bone:
22
22
34
30
Crushing:
Ethereal:
Spiritual:
Shadow:
48 Bone:
0 Shadow:
58
35
58
17
23
Air:
Water:
Earth:
Poison:
Bone:
25
25
25
12
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
22 Bone:
0 Shadow:
461
23
0
0
0
0
20
30
0
0
0
0
0
7
0
0
0
0
0
0
41
0
0
0
0
0
0
3
0
Creatures
Maintenance Tunnels
Chaos Creature
Level: 28 Vitality:
270 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
25
59
25
19
25
39
320 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
37
37
37
37
27
+/-
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
+/+/+/-
Critter
Level: 22 Vitality:
220 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
31
41
41
4
20
41
95 Armor:
Fire:
Air:
Water:
Earth:
Poison:
Bone:
29
29
29
29
64
-50
Slashing:
20
Piercing: -20
Crushing: 20
0
Ethereal:
2
Spiritual:
Shadow: -50
Mat
Level: 27 Vitality:
460 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
25
25
19
44
44
44
695 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
93
93
93
93
100
-80
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Mutant
Level: 25 Vitality:
780 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
462
35
23
35
11
35
0
Resistances
610 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
25
25
25
25
-25
-20
Slashing:
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -12
Shadow: -20
Act 4
These monsters really hate anything
Sound Monster
making a sound. So kill them with the Level: 26 Vitality:
655 Mana:
340 Armor:
guitar you picked up in the Faith test. If
Primary Stats
Resistances
you dont have that, then fight them
Strength:
36 Fire:
0 Slashing:
Agility:
29
Air:
0 Piercing:
with whatever weapon you have.
Survival:
Intelligence:
Constitution:
Speed:
18
18
60
18
Water:
Earth:
Poison:
Bone:
0
0
0
0
Crushing:
Ethereal:
Spiritual:
Shadow:
23
0
0
0
0
0
0
Summoning Level
As part of the second summoning test
Air Elemental
an Air Elemental is summoned. Use the Level: 26 Vitality:
790 Mana:
625 Armor:
elemental earth spell or a weapon doing
Primary Stats
Resistances
earth or ethereal damage.
Strength:
48 Fire:
20 Slashing:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
18
29
29
42
11
55
29
24
5
42
24
Air:
Water:
Earth:
Poison:
Bone:
Fire:
Air:
Water:
Earth:
Poison:
Bone:
100
20
-79
30
50
37
37
17
37
40
10
18
18
Piercing:
Crushing: 18
Ethereal: -50
Spiritual: -29
0
Shadow:
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
31
41
41
4
20
41
Fire:
Air:
Water:
Earth:
Poison:
Bone:
29
29
29
29
64
-50
0
0
0
10
-6
0
8
Slashing:
20
Piercing: -20
Crushing: 20
0
Ethereal:
2
Spiritual:
Shadow: -50
463
Creatures
Demon
Level: 25 Vitality:
370 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
17
28
17
35
35
17
560 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
92
92
92
92
45
20
Slashing:
Piercing:
Crushing: -8
Ethereal: -20
5
Spiritual:
0
Shadow:
Dummy
Level:
1 Vitality:
75 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
2
2
2
2
2
2
100 Armor:
Fire:
Air:
Water:
Earth:
Poison:
Bone:
1
1
1
1
1
0
685 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
41
15
25
25
36
9
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
550 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
17
-82
17
100
25
50
650 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
45
25
25
45
25
25
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
165 Mana:
Primary Stats
Strength:
11 Fire:
Agility:
48 Air:
Survival:
48 Water:
Intelligence: 11 Earth:
Constitution: 11 Poison:
48 Bone:
Speed:
464
Slashing:
29 and weapons doing water damage.
29
Piercing:
Crushing: 29
Ethereal: -50
Spiritual: -17
Shadow: -20
Imp
Level: 26 Vitality:
0
0
0
0
1
0
Slashing:
24
Piercing:
Crushing: 24
Ethereal: -50
Spiritual: -32
0
Shadow:
Fire Elemental
Level: 28 Vitality:
Resistances
Earth Elemental
Level: 22 Vitality:
235 Armor:
Resistances
34
34
34
34
7
0
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Act 4
The lightning rune is guarded by a
Metal Gargoyle
Metal Gargoyle. Use ethereal or Level: 28 Vitality:
790 Mana:
835 Armor:
shadow weapons on the gargoyle and
Primary Stats
Resistances
dont bother with the elemental skills
Strength:
12 Fire:
63 Slashing:
Agility:
12
Air:
63 Piercing:
and weapons.
Survival:
Intelligence:
Constitution:
Speed:
19
51
39
19
Water:
Earth:
Poison:
Bone:
9
19
63 Crushing: 29
63 Ethereal: -20
67 Spiritual:
6
40 Shadow:
0
35
25
25
25
-25
-20
26
0
0
Piercing:
0
Crushing:
Ethereal: -20
Spiritual: -12
Shadow: -20
Rat
1 Vitality:
55 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
0
0
0
0
0
0
70 Armor:
Fire:
Air:
Water:
Earth:
Poison:
Bone:
10
-30
10
10
30
30
Slashing:
-7
-7
Piercing:
Crushing: -7
Ethereal: -10
Spiritual: -10
0
Shadow:
23
35
58
17
23
Air:
Water:
Earth:
Poison:
Bone:
25
25
25
12
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
34
15
9
19
49
Resistances
Air:
30
30
Water:
30
Earth:
33
Poison:
Bone: -100
0
0
0
0
0
41
0
0
7
7
Piercing:
7
Crushing:
20
Ethereal:
26
Spiritual:
Shadow: 100
465
Creatures
Skeleton
Level: 24 Vitality:
325 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
27
27
27
27
27
27
475 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
-30
0
0
0
Slashing:
30
Piercing:
Crushing: -30
0
Ethereal:
0
Spiritual:
0
Shadow:
Spider
Level: 27 Vitality:
630 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
38
38
38
25
38
38
445 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
37
57
87
87
100
0
685 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
41
15
25
25
36
9
550 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
-82
67
100
17
25
50
Slashing:
Piercing: -24
9
Crushing:
Ethereal: -40
17
Spiritual:
0
Shadow:
Water Elemental
Level: 22 Vitality:
Slashing:
24
24
Piercing:
Crushing: 24
Ethereal: -50
Spiritual: -32
0
Shadow:
Philosophy Level
Chaos Creature
Level: 29 Vitality:
315 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
466
26
47
20
12
26
67
250 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
34
34
34
34
8
10
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Act 4
Water is the most effective way of
Fire Elemental
dealing with Fire Elementals. That or Level: 28 Vitality:
650 Mana:
880 Armor:
anything else doing ethereal damage.
Primary Stats
Resistances
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
45
25
25
45
25
25
Fire:
Air:
Water:
Earth:
Poison:
Bone:
100
37
-82
37
17
-20
Slashing:
29
29
Piercing:
Crushing: 29
Ethereal: -50
Spiritual: -17
Shadow: -20
38
38
41
20
Crushing:
Ethereal:
Spiritual:
Shadow:
58
35
58
17
23
Air:
Water:
Earth:
Poison:
Bone:
25
25
25
12
0
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
0
0
0
0
0
41
0
0
Air:
Water:
Earth:
Poison:
Bone:
25
25
25
25
12
0
13
20
6
20
22
0
0
0
0
0
41
0
15
25
25
36
9
Fire:
Air:
Water:
Earth:
Poison:
Bone:
35
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
17
23
35
58
17
23
67
100
17
25
50
24
24
Piercing:
Crushing: 24
Ethereal: -50
Spiritual: -32
0
Shadow:
467
Creatures
End Level
Damian
Level: 38 Vitality:
1690 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
69
87
69
69
69
87
2050 Armor:
44
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
70
70
70
70
70
70
Slashing:
Piercing:
Crushing:
Ethereal:
Spiritual:
Shadow:
44
44
44
70
70
70
Samuel
Level: 38 Vitality:
1870 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
87
87
0
87
87
87
2320 Armor:
Fire:
Air:
Water:
Earth:
Poison:
Bone:
90
90
90
90
90
90
Slashing:
90
90
Piercing:
Crushing: 90
90
Ethereal:
Spiritual: 100
90
Shadow:
Skeleton
Level: 24 Vitality:
325 Mana:
Primary Stats
Strength:
Agility:
Survival:
Intelligence:
Constitution:
Speed:
468
27
27
27
27
27
27
64
Resistances
475 Armor:
Resistances
Fire:
Air:
Water:
Earth:
Poison:
Bone:
0
0
-30
0
0
0
Slashing:
30
Piercing:
Crushing: -30
0
Ethereal:
0
Spiritual:
0
Shadow:
How to use...
Charm Runes
You can find or buy these round nifty little charms throughout the game, each with a strange rune
engraved on it, and existing in several colors. These little helpers are able to enchant items and
provide you with a bonus to boost your characters.
As this boost does not directly affect your character, but only the item it was placed in, you will
enjoy these effects only as long as you wear a charmed item. If you take it off, the charm will not
be valid any more, therefore equip it, instead of merely carrying it in your inventory.
Overview
In the following table you can see that the charm names consist of two syllables: the first
determines the value; the second, the effect.
UMN (vitality)
URU-UMN
SER-UMN
MIN-UMN
PAG-UMN
YIT-UMN
Vitality +20
Vitality +40
Vitality +60
Vitality +80
Vitality +100
ICERI (mana)
URU-ICERI
SER-ICERI
MIN-ICERI
PAG-ICERI
YIT-ICERI
Mana +20
Mana +40
Mana +60
Mana +80
Mana +100
JOPH (agility)
URU-JOPH
SER-JOPH
MIN-JOPH
PAG-JOPH
YIT-JOPH
Agility +1
Agility +2
Agility +3
Agility +4
Agility +5
KOOR (intelligence)
URU-KOOR
SER-KOOR
MIN-KOOR
PAG-KOOR
YIT-KOOR
Intelligence +1
Intelligence +2
Intelligence +3
Intelligence +4
Intelligence +5
470
How to use...
VORR (constitution)
URU-VORR
SER-VORR
MIN-VORR
PAG-VORR
YIT-VORR
Constitution +1
Constitution +2
Constitution +3
Constitution +4
Constitution +5
USTR (evasion)
URU-USTR
SER-USTR
MIN-USTR
PAG-USTR
YIT-USTR
Evasion +1
Evasion +2
Evasion +3
Evasion +40
Evasion +5
ISOS (durability)
URU-ISOS
SER-ISOS
MIN-ISOS
PAG-ISOS
YIT-ISOS
Durability +5
Durability +10
Durability +15
Durability +20
Durability +25
ZAND (survival)
URU-ZAND
SER-ZAND
MIN-ZAND
PAG-ZAND
YIT-ZAND
Survival +1
Survival +2
Survival +3
Survival +4
Survival +5
OOK (regeneration)
URU-OOK
SER-OOK
MIN-OOK
PAG-OOK
YIT-OOK
Regeneration +1
Regeneration +2
Regeneration +3
Regeneration +4
Regeneration +5
YDRA (strength)
URU-YDRA
SER-YDRA
MIN-YDRA
PAG-YDRA
YIT-YDRA
Strength +1
Strength +2
Strength +3
Strength +4
Strength +5
471
Using charms
In order to use these charms, check your item for "charm quality"
first. You can find this information by running your mouse over
the item and taking a look at its properties.
This value reveals the number of slots your item has - thus showing you how
many charms you can place into it.
First equip your chosen item, then left
click on it and a pane pops up, displaying
charm slots.
Drag this pane to a free screen space now,
otherwise it will vanish behind your
inventory when you try to drag & drop a
charm from your inventory to a free slot.
You can't remove a charm once it is in a
slot. Check your specific boost in your
item properties now.
472
How to use...
Creating Potions
Open your inventory and right click on
one of your alchemy plants. A pane will
pop up, allowing you to choose the size of
your desired potion; the available options
in this list are determined by the number
of skill points you have invested.
After selecting the required size another
list is displayed, showing the potions that
can be created. Only the highlighted (golden) potions are active.
After clicking on your choice, the created potion is placed in your
inventory and the required plants subtracted from your total.
The following list displays possible potions, including the required
plants and their effect in relation to your alchemy level. With an exception of the permanent,
vitality, mana and stamina potions, all other potions have a duration limit of 80 seconds, regardless
of their size. The effects of potions for the primary statistics are dependent on the game difficulty
setting when they are used (it does not matter if they were created on a different setting). Potions
for vitality, mana and stamina have the same effect regardless of the difficulty setting.
Vitality
Mana
Stamina
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
60
105
165
210
405
615
810
1515
2010
105
60
105
165
210
405
615
810
1515
2010
25
50
75
100
200
300
400
750
1000
105
200
473
Strength
Intelligence
Agility
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
2
14
18
34
45
14
18
34
45
14
18
34
45
Survival
Constitution
Speed
Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4 Lvl. 1 Lvl. 2 Lvl. 3 Lvl. 4
2
14
18
34
45
474
14
18
34
45
14
18
34
45
How to use...
These created potions wont stack on normal potions. Only the potions with the same value will
be stacked in your inventory. All potions of the same type will be stacked in the potion bar,
however, and there is no way of knowing whether you will be using a regular or a created one.
Combining Potions
To combine potions, open your inventory and drag & drop one potion over the other. Your alchemy
"combine" skill level determines the potion sizes you can combine. The result of combining two
potions is always a regeneration potion that gives you vitality, mana and stamina when drinking it.
Level 1: Combining small potions
Combining two of the three small potions results in a regeneration
potion with the following effects:
Vitality: 105
Mana: 105
Stamina: 50
Level 2 and 3: Combining medium potions
Combining two of the three medium potion results in a regeneration
potion with the following effects:
Vitality: 405
Mana: 405
Stamina: 200
Level 4: Combining large potions
Combining two of the three large potions results in a regeneration
potion with the following effects:
Vitality: 765
Mana: 765
Stamina: 375
475
Crystals
This tiny, inconspicuous bag is located in Act 1, and is rather important for every
gamer. As your Death Knight has already explained, the person carrying this bag in
his or her inventory is capable of using magical crystal power, boosting your
resistances. There is only this one bag in the whole game - so, take it and choose
wisely who will keep it, as only one can profit.
By clicking on the bag, it is opened. Drag this opened pane to a free
screen space, otherwise it will vanish behind your inventory if you try
to drag & drop a crystal from your inventory into a free slot in the bag.
There are five slots in the bag, each able to take one crystal. There are
eight different crystals in five sizes. Once they are placed in the bag
they can be removed again, to be replaced by other crystals.
Your luck bonus determines which crystals and sizes you find
throughout the game. Some have a fixed location though, or are given
to you as a reward - in this case, size and variety are fixed.
The following table shows an overview of all the available crystals and the resistances they give
when placed in the crystal bag.
Small
Medium
Large
Larger
Largest
Air
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
Bone
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
Earth
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
Fire
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
476
How to use...
Small
Medium
Large
Larger
Largest
Poison
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
Shadow
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
Spiritual
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
Water
Resistance +2
Resistance +4
Resistance +6
Resistance +8
Resistance +12
477
Disease
A disease causes all primary stats to be reduced by a certain value. How much depends
on the level of the spell that was used.
Elemental Curses
Air
Earth
Fire
Water
Decreases elemental resistance for a certain time duration. As your enemy is heavily weakened
now, it pays to use a specific weapon. If your hero or a party member is cursed and the enemy
attacks in this manner - you should either be strong enough, or run.
Elemental Reflections
Air
Earth
Fire
Water
Damage is partially reflected. Mages using elemental spells should be careful if their opponent has
this symbol. An otherwise powerful magical attack can backfire then.
Elemental Resistances
Air
Earth
Fire
Water
Resistances against specific elements are magically increased. It is ineffective to attack with a
weapon causing this type of elemental damage, or to use the corresponding elemental attack.
Switch to something else instead.
Pacify
The alignment toward the spell caster has changed to peaceful for a certain time.
Shared Damage
Two creatures sharing this sign will share the damage inflicted on one of them.
478
How to use...
Slow
Reduces the speed of the character. The reaction speed is reduced, as is the ability to dodge
attacks.
479
480
Mathematics of Nemisis
Numbers and Formulas
Mathematics of
Mathematics
Cost to unlearn a skill
The cost to unlearn a skill (C) is based on your character level (L), and is independent of how many
skill points you have put into the skill.
100
C = --------- L 2
3
The amount you have to pay is capped at 50,000 gold, so on character level 39 and above, that is
what you will pay to unlearn a skill. Before that, the cost increases as the square of the level.
482
Mathematics
As can be seen in the graph, with the characters about three levels below the opponent, the
experience increases exponentially as the character level drops. At about three levels higher than
the opponent and up to seven levels higher, the experience decreases linearly, until at eight levels
higher, no experience is given. If you tackle a tough area with higher level monsters you will be
rewarded with greater experience and thus level faster. Conversely, if you leave an easier area too
long you may not get any experience when you go through that region; this can happen in the
lower level Battlefield dungeons, for example, if you leave them until the end of the act to explore.
483
Mathematics of
just the relative difficulty. On Hardcore, some of the random encounter, non-plot related NPCs are
doubled. For example, there will be pairs of ghosts in the cells close to the arena, rather than one,
and more rats in the starting cell block, but the guards there will not be doubled. While the greater
number of opponents can make things more hectic, they also provide additional experience points
which will level your characters faster than otherwise.
In general, your characters get one skill point each time they gain a level, with one extra skill point
whenever the character level is evenly divisible by five. There is a random bonus when playing
on Hardcore, which gives each character a 30% chance of getting an extra skill point each level.
This means there is a 9% chance that both characters will get an extra skill point at any particular
level up.
The number of skill points your characters start off with also depends on the difficulty setting. On
Very Easy your characters start with two skill points each, on Action they have one, and on
Tactical or Hardcore they have none. If you wish, you can start the game on Very Easy to get the
two skill points, then switch to a higher difficulty setting to continue.
In each act you can receive a summoning doll. The doll's stats are determined by the difficulty
setting when they are first summoned, and are better in harder difficulties. If you are playing on
Very Easy or Action, then you can get a little higher stats by switching to Tactical before
summoning and un-summoning the doll for the first time, then switching back.
When using permanent potions created by Alchemy, the effects do not depend on the difficulty
setting for vitality, magic points or stamina potions. However, the potions for the primary stats do
have a minor difference between settings; on Very Easy the bonus is seven, on Action or Tactical
it is eight and on Hardcore it is ten. If you are playing on Very Easy, you can get a slightly better
bonus for the primary stats by temporarily switching to Action or Tactical to use the permanent
potions. Since the difficulty level the potions are created on does not matter, this exploit can not
be used for temporary potions.
484
Mathematics
there are periodic deviations from a straight line, which repeat every fourteen character levels.
To compare the armor class calculation between difficulty settings, the values for Very Easy,
Tactical and Hardcore are essentially the value on Action multiplied by a constant.
A VeryEasy 0.9 A Action
A Tactical 1.1 A Action
A Hardcore 1.3 A Action
The exact formulas are given below. The listed armor class is rounded off from the result. If the
decimal part of a result is exactly .5 (or lower), then it is rounded down; anything higher than .5
is rounded up.
The armour class on level 1 for all difficulty settings is five. For level 2 and above, the armor class
is given by;
9 L + 54
A VeryEasy = ----------------------14
11 L + 67
A Tactical = -------------------------14
485
Mathematics of
V VeryEasy 20 Constitution + 55
MP VeryEasy 30 Intelligence + 70
However, rather than a consistent increase with each skill point added, the vitality can be
increased by 10, 20 or 30 points, and the magic points can go up by 15, 30 or 45. About half the
time the increase for vitality is 20 and magic points is 30, and a quarter of the time each for the
value being lower or higher (10 or 30 for vitality, 15 or 45 for magic points). The effect of these
different values is that about a third of the time the above formula for vitality will be low by 10
points, and the formula for magic points will be low by 15 points.
Action
The vitality and magic points are essentially given by the formulas;
V Action 15 Constitution + 55
MP Action 22.5 Intelligence + 70
As above, the increases for each skill point are not consistent; vitality can be raised either 10 or
20 points, while magic points go up either 15 or 30. Generally the high and low values alternate
back and forth, but sometimes the higher value will occur twice in a row, shortly or immediately
after which the lower value will be repeated twice.
With even values of Constitution or Intelligence the formulas above are exact. For odd values,
about a third of the time they will predict a result too low (5 for Vitality and 7.5 for Magic points)
and the other two thirds of the time the result is too high (also by 5 or 7.5, respectively).
Tactical and Hardcore
The vitality and magic points are given by the formulas below. The increases with added stat
points are consistent, and the formulas are exact.
V TacticalHardcore = 10 Constitution + 55
MP TacticalHardcore = 15 Intelligence + 70
486
Mathematics
2
1
Accuracy = --- Agility + --- Survival
3
3
1
2
Resistances
Resistances
Start
Hero
Cap
DK
Hero
DK
Air
10
80
100
Fire
10
80
100
Earth
10
80
100
Water
10
80
100
Poison
80
100
Spiritual
80
100
Ethereal
Bone
30
Shadow
30
Regeneration
Hit points are gradually restored over time, at a rate based on the square of the Regeneration value,
and independent of your constitution or vitality. A table of the approximate healing rate at several
values of Regeneration is shown below. Since increase is fairly low, the exact relationship would
not be particularly useful.
487
Mathematics of
50
10
100
16
The healing rate does not become large enough to be very beneficial during combat. It is helpful
at the beginning of the game, and handy to top off your hit points when walking around talking
or trading with friendly NPCs, but you should not put stat points into Survival just to help
Regeneration.
Magic Points are gradually restored at a rate based on both Intelligence and Regeneration. Since
Intelligence has much more of an effect, warriors who rely on charms or equipment bonuses to
boost their magic points will be at a disadvantage in this regard, requiring more use of potions.
At a constant Intelligence, the recovery rate increases (slowly) as the square of Regeneration,
while at a constant Regeneration the rate increases directly proportional to Intelligence, with the
combined effect being greater than the separate components. The approximate Magic Point
recovery rate (mp/min) is given in the table below, for a variety of regeneration and intelligence
values.
Regeneration
Intelligence
Rate
(mp/min)
25
50
11
100
18
10
23
25
63
50
126
100
262
50
50
175
100
100
584
488
Mathematics
Weapon classes
Strength
Strength
Strength
Agility
5--2
Strength + --- Agility
7
7
Agility
Strength
2--5
Strength + --- Agility
7
7
Agility
Agility
Intelligence
Intelligence -
489
Mathematics of
Magic Points
Stamina
Weight
+
+
Initiative
Luck
Regeneration
Accuracy
Evasion
Damage bonus
Elemental resistances
Poison resistances
Spiritual Resistances
+
+
+
+ primary effect
- secondary effect
o can be primary, secondary or have no influence, depending on the weapon equipped
Strength
You need a high enough strength to be able to equip weapons and armor, though with the Death
Knight's base armor increasing with character level, that may not be as much of a factor for him.
In general, about 50 should be enough to meet the requirements for most equipment. After that,
any strength based weapons will benefit from additional points put into this attribute.
Strength also effects how much you can carry, but that should not be a problem once you have
enough for decent equipment. If you become encumbered frequently, you can take a look at how
much surplus stuff you may be carrying around, be more picky about what loot you take with you,
sell loot more often, or stash loot in a convenient location that you may be able to return to if you
need it or wish to sell it. If you don't need a summoning doll to be able to move (ie for melee
combat or to trigger proximity based traps), you can simply load it up with your excess loot and
not worry about it becoming encumbered.
For most characters, once you reach a certain strength level (depending on the equipment you
490
Mathematics
want to use), that is good enough and you can concentrate on other attributes. For any character
using a strength based weapon, more is better, assuming other stats are not neglected. However,
if the weapon can be sharpened, using the Sharpen skill, it would be more effective to boost agility
and increase damage that way (this skill increases the base weapon damage, but also raises the
agility requirement).
Agility
About 50 should be enough to meet the agility requirements on most equipment. Agility based
weapons will benefit from any additional stat points in this attribute.
Almost more important, and sometimes overlooked, is agility's major contribution to accuracy
(how often you hit enemies) and minor one to evasion (how often you get hit). Even a warrior with
a purely strength based weapon should not neglect agility. How often you hit can be more
important than how much damage you do, since this interferes with an opponent's ability to hit
back (especially combined with stunning or poison effects). Similarly, how often you get hit
effects more than just the damage you take, reducing your offensive abilities.
All characters should boost agility, especially if using an agility based weapon or one that can be
sharpened to boost its damage.
Constitution
You need enough constitution so your vitality is high enough you are not in danger of being killed
in a couple blows from a strong opponent. Just that bare minimum will require more healing
(potions or spells), though a ranged character that is careful to keep out of harm's way should be
able to get by like this. As the game progresses, you will eventually be able to rely on equipment
bonuses and charms for a significant portion of your vitality.
Stamina is also based on constitution, but unless you are frequently running out of stamina and are
forced to walk, you shouldn't need to boost it just for this.
The portion of poison resistance from constitution is nice, but if you start running into problems
with poison (and do not otherwise need vitality or stamina) potions or spells can counter the
effects, and equipment bonuses, charms and crystals can boost resistances.
Once you have enough vitality and stamina, constitution can be neglected in favor of other stats,
though the amount that can be considered enough will vary by playing style.
Intelligence
For mage characters, the more intelligence they have the better, assuming other stats do not get
491
Mathematics of
neglected. Even warriors can use some intelligence, for the spiritual resistance early in the game,
and enough mana for basic healing. Later in the game mana and spiritual resistances can be
boosted by equipment bonuses, charms and in the case of resistance, by crystals.
This is the main stat for mages. Other character builds can get by without it, but might want to
consider at least a minor investment in intelligence.
Survival
This attribute effects more secondary stats than any other primary statistic. Luck is nice, but as in
real life, it is best not to have to depend on it. It has a minor influence on the quality of dropped
and found items (where the average luck of the two main characters is used), as well as a small
effect in combat. Regeneration is also good, but the increased effect with survival isn't large
enough to have a huge impact during the length of a fight. The minor improvement to accuracy
certainly helps, but agility is the main stat there.
Probably the most important effect of survival is on initiative, which determines who goes first
during battle and influences each 'round' of the fight. This can make a big difference in the
outcome. Any time you get hit, have to run after an enemy or otherwise get interrupted, you want
to be ready to start attacking again as quickly as possible. During a fight, you want to keep the
upper hand and not get stuck in a defensive position.
The elemental resistance (air, fire, earth, water) boost is nice, especially during the beginning of
the game. Equipment bonuses, charms and crystals will reduce the need for survival to improve
these resistances later in the game.
All characters should boost survival at least moderately, especially if they usually get hit first and
faster.
Speed
Speed is the major influence on evasion, and the minor contributor to initiative. Evading hits is of
course preferred, though better armor and more healing potions can help compensate for being hit
more often.
Your attack rate and recovery time are both influenced by speed. To an extent, a slower attack rate
and longer recovery time can be compensated for by doing a larger amount of damage. However,
if your opponent is too much faster, you could end up using a lot of potions trying to get enough
hits in.
492
Mathematics
Early in the game this stat should be boosted at least somewhat. After that, let your hit rate be your
guide. If you start getting hit much more than you are able to hit back, and agility is not effective
enough to raise your evasion, start investing in speed until the problem is reduced or eliminated.
493
Mathematics of
494
Children of Raan
Children of Raan
496
497
Children of Raan
dead, cursed and unholy until the time that Raan comes to the surface of Nemisis
and removes all evilness from here
498
499
Children of Raan
to do with the missing eyes of the imp statue, in which you have to place two
gems. You can find the gems all around the tunnels and they may fit perfectly,
but obviously it also has something to do with their colour...
The imp we captured denied knowing anything about the correct colour of the
gems we need to use in the statue. But, after a little torture, he insisted the
necessary colour was orange. This can't be true, because we only found red and
yellow gems...
Kamuntar tried two yellow gems and was killed instantly by the fire of the
dragon. That must mean I have to use two of the red gems. This may sound like
a deadly game, but I have to get the gem the trap is protecting!
So, I'm about to place the red gems in the statue... If all goes right, I'll soon be
very rich
There is a dangerous monster in the lower tunnels, and its hunting grounds are
in our area. It's disturbing our business tremendously, but we can't find its lair.
Maybe it is in the odd well in the west wing...after all we rarely patrol that area.
I interrogated this stupid old imp who is living nearby, but he wasn't much help.
He promised to find someone who will take care of it. Ridiculous! Who would
come down here to fight a monster!
If this imp tells somebody about our secret Academy down here, we are all in
tremendous danger of being discovered. I have a feeling that the High Elder
already suspects something... I will have to send out search parties of my own
Ka - Myth or Reality?
Does this caste of thieves really exist in Raanaar society today? If yes, why did
they leave the right path laid out by Raan? And if no, where has all my gold gone
lately?
500
501
Children of Raan
The Imps
One cannot study the Raanaar without viewing their relationship to imps, small brothers of the
demons. They entered Nemisis along with the demons and were doomed to stay, after the
protection crystal created a barrier between the two worlds. Settling down in mushroom villages,
deprived of their main magical powers due to this crystal, they were kept by the Raanaar as slaves
and servants. Love between these races was not accepted, as a sad anonymous letter reveals:
I know it's wrong, but I love him! Who would have thought it I, a Raanaar and
he, an imp servant! But I cannot help my feelings I adore those pointy little
ears and his handsome red skin. It's true that short creatures do make the best
lovers. We must let no-one know of our love.
Becoming an imp trainer was considered a terrible fate for a Raanaar - only fit for those not able
to pass the Academy tests and having to earn a living. Even here the Raanaar had their regulations
in finding out what a good imp had to look like:
The Good Imp Guide, Part 1:
Imps may seem small and insignificant but given the correct treatment and care,
they can become loyal and affable servants and give years of valuable service.
When choosing your imp, be sure to look for any defects. Their skin should be
reddish in hue, neither pale nor too bright (bright red skin can indicate
502
503
Children of Raan
It's really sad how this tiny race, with its intelligence, music, poetry and integrity was enslaved by
the Raanaar, as a colleague stated in his book:
Book about Imps and Other Races, by Imp Historian
It's common knowledge that imps live on many worlds. Imps also live on
Rivellon together with other races, like humans, elves and dwarves. Humans are
too dirty and too big, elves are too arrogant and too big, and dwarves are too
loud and too big. Only imps have right size and biggest intelligence of all races.
And imps have greatest hero of them all: Antx, who together with his servants,
Bronthion from the elves, Zandalor from the wizards, Eolus from the dwarves
and members from all other races, brought the Divine One back to life. Divine
One then able to beat evil Demon of Lies!
Musical Imps
Contrary to popular belief, imps are quite musical, although whether their
music is fit for human ears is quite another matter. Favoured musical
instruments include the whoobpipes and the jumjum fiddle, which are used to
play such imp ditties as 'Floogefrogian Rhapsody', 'Imp lady in red' and the
rather moving romantic ballad 'Is that a mushroom in your pocket, or are you
just pleased to see me?'
504
505
Children of Raan
of War, Honour, Knowledge and Wisdom. You shouldn't pray to any other gods
at this time, because Raan does not appreciate the competition...
6: Never manipulate the results of your tests, even if you get the chance. Let your
honour and conscience guide you and never try out any newly learned concepts
on your elders, it just leads to an unnecessary mess.
7: Never consume anything that affects your senses while you're at the Academy.
Sharp and unaffected senses are essential for your safety, and the safety of
others. Also show your abstinence regarding the opposite sex. Door-locks can
be arranged.
8: Make sure you never boast about your skills to your neighbours, because
doing so could lead to jealousy. Jealousy is the worst of all the feelings, and the
cause of all evil.
9: Make sure you are always on time, because the Academy does not tolerate
tardiness. Never keep your elders waiting, because their time is valuable and
their tempers are short.
10: You should go to bed early, because only the bright student
can honour their studies and their gods the way they should (at
least 13 hours a day).
11: Chastise yourself at least once per day to show your
Goddess your absolute devotion. Birch twigs are preferable.
(Do not take this rule to heart, we should have got rid of it a
long time ago after the...accident.)
12: Never bring your pets to the Academy, we do not run a zoo.
Please note: basilisks, dragons (of any size), centaurs,
unicorns and greater Rivellon fire toads are also considered
pets.
...
14: Never show your feelings in the halls of the Academy, because the Academy
506
507
Children of Raan
Summoning Diary 2
They can't make me summon again...I won't do it...even if it means I have to
leave the Academy. That demon I summoned still pursues me in my sleep and
508
Well, leaving the darker side of the Academy and moving on to their specialty, I found the notes
of Elder Anakkisam, a dedicated riftrunning tourist, who even met the Divine One in her youth
(note 3). Another interesting manuscript was the note of a student, who fell for the tourist disease:
buying rubbish at all costs. In this case, he was tricked by El Gammon, a trader in Rivellon, famous
for searching out victims with a loose gold purse. The trick about visiting other worlds was simple:
You needed a rift wand, a book with the correct coordinates, the discipline to open and close these
rifts - then you could travel between time and space and have many adventures.
509
Children of Raan
Rifts - A Secure Way to Travel
Statistically more Raanaar have died when travelling by foot, than by going
through rifts... The author thinks that rift-running is by far the safest way to
travel...
510
511
Children of Raan
leave this world and take revenge upon the Divine One - not even by learning how to open rifts
and get teleported into other worlds, he thought up an evil scheme:
The Raanaar had managed to drive out the demons and set up a protection crystal to cut the
connection between Nemisis and the demonic realm. Damian persuaded the imps to steal this
crystal; the seal broke and the demons invaded the Raanaar homeland. Some were able to flee,
those who stayed were killed, eaten or used as gladiators - a cruel amusement, the demons passed
their time with. Only a small group was able to survive, leading a life in insecurity and danger:
the Raanaar rebels.
As High Elder Anlokar was slain by Damian, his daughter Anlokam tried to rescue her people and
the Academy, by wanting to meet the demons for negotiation after the Raan Temple was
conquered. Her choice fell upon the demon Asmodheus, as the other one - Arch Demon Samuel
- was too busy enjoying the slaughter. Devious Asmodheus feigned pity and agreed to help for a
price: sacrifice herself and serve him for eternity. She gave her word of honor - and lost he gave
her an amulet to wear and a stone to place at the topmost level of the Academy. As she arrived
there, it was too late - the demons and their human soldiers had already taken over the Academy
- placing the stone where Asmodheus had told her to do it - she resurrected the Raanaar as ghosts,
doomed to haunt the Academy as guardians. Only her amulet protected her from being slain by
her own people. Anlokam was honor bound, she returned to Asmodheus to fulfill her part: serve
him for eternity.
So, taking history as a lesson to learn - what can the Raanaar fate teach us? Honor at every price
leads to extinction? Believing in superiority leads to downfall? The inability to lie and detect
deception, serves the enemy? And what about not returning books to the library on time?
So let me close this little essay about the Raanaar, Nemisis and the imps, by quoting the last letter
I found in the ruins of the maintenance tunnels, revealing in a touching way how Raanaar were
capable of love, honor and bravery:
My Dearest Maletham,
I have passed this letter on to one of the last remaining imp servants who still
remain loyal to the Academy, so I hope that somehow it has found you. So here
I am dear heart, one of the last remaining Raanaar still holding out against the
demon hordes. I've used every spell that I know to thwart their efforts, but I know
it will only keep them back for so long...they are relentless! But mark my words,
I will not go without a struggle, even the thought of you gives me the strength of
a thousand Raanaar. I just pray that when my time comes, it will be swift. Until
then you remain in my heart, always.
512
513
Children of Raan
514
Index
Index
A
A Cure for the Plague . . . . . . . . . . . . 286
A Digging Ghost . . . . . . . . . . . . . . . . 274
A little Torture Primer . . . . . . . . . . . . . 56
Abbe . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Abbey . . . . . . . . . . . . . . . . . . . . 125, 127
Abbey prison . . . . . . . . . . . . . . . . . . . 126
Abe . . . . . . . . . . . . . . . . . . . . . . . . . . 272
Abyss rune . . . . . . . . . . . . . . . . . . . . . 226
Academy . . . . . . . . . . . . . . . . . . 192, 248
Academy Little Girl. . . . . . . . . . . . . . 306
Accuracy . . . . . . . . . . . . . . . . . . . . . . 487
Adwirewyth . . . . . . . . . . . . . . . . . . . . 272
After-Game Battlefields . . . . . . . . . . 257
Age objects . . . . . . . . . . . . . . . . . . . . 477
Agility . . . . . . . . . . . . . . . . . . . . . . . . 491
Air Arrow . . . . . . . . . . . . . . . . . . . . . 387
Air crystal . . . . . . . . . . . . . . . . . . 48, 476
Air Demon . . . . . . . . . . . . . . . . . . . . . 453
Air Elemental . . . . . . . . . . 141, 450, 463
Alchemist. . . . . . . . . . . . . . . . . . . . . . 122
Alchemist house . . . . . . . . . . . . . . . . . 88
Alchemists House. . . . . . . . . . . . . . . 282
Alchemy . . . . . . . . . . . . . . . . . . . . . . 318
Alchemy skill . . . . . . . . . . . . . . . . . . 472
Aleroth. . . . . . . . . . . . . . . . . . . . . . . . . 26
Altars of Water, Fire, Air, Earth . . . . 296
Altoflix . . . . . . . . . . . . . . . . . . . . . . . . 82
Amazons Spear. . . . . . . . . . . . . . . . . 401
Amon . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Amulet
Birdclaw . . . . . . . . . . . . . . . . . . . . . 368
Blackrock . . . . . . . . . . . . . . . . . . . . 367
Bone . . . . . . . . . . . . . . . . . . . . . . . . 368
Copper . . . . . . . . . . . . . . . . . . . . . . 367
Diamond . . . . . . . . . . . . . . . . . . . . . 367
Emerald. . . . . . . . . . . . . . . . . . . . . . 367
Golden . . . . . . . . . . . . . . . . . . . . . . 367
Heart of the Spirits . . . . . . . . . . . . . 368
Iron . . . . . . . . . . . . . . . . . . . . . . . . . 367
Pearl . . . . . . . . . . . . . . . . . . . . . . . . 367
Plain . . . . . . . . . . . . . . . . . . . . . . . . 367
Raans Blessing. . . . . . . . . . . . . . . . 368
516
Rope . . . . . . . . . . . . . . . . . . . . . . . . 367
Ruby . . . . . . . . . . . . . . . . . . . . . . . . 367
Sapphire . . . . . . . . . . . . . . . . . . . . . 367
Silver. . . . . . . . . . . . . . . . . . . . . . . . 367
Skull . . . . . . . . . . . . . . . . . . . . . . . . 368
Strangers . . . . . . . . . . . . . . . . . . . . 368
The Healer . . . . . . . . . . . . . . . . . . . 368
Amulets . . . . . . . . . . . . . . . . . . . . . . . 367
An . . . . . . . . . . . . . . . . . . . . . . . 200, 498
Anbassam . . . . . . . . . . . . . . . . . 231, 237
Anbenktar . . . . . . . . . . . . . . . . . . . . . 230
Anbotar . . . . . . . . . . . . . . . . . . . 231, 236
Ancient Stone Biter . . . . . . . . . . . 74, 441
Anfegar . . . . . . . . . . . . . . . . . . . . . . . 231
Angel's Hide . . . . . . . . . . . . . . . . . . . 168
Angels Hide . . . . . . . . . . . . . . . . . . . 383
Anguram . . . . . . . . . . . . . . 231, 241, 242
Ankhumar . . . . . . . . . . . . . . . . . 213, 216
Anlokam 139, 185, 189, 216, 245, 246, 248
Anlokar . . . . . . . . . . . . . . . 216, 243, 245
Annabelle. . . . . . . . . . . . . . . . . . . . . . 262
Anourax . . . . . . . . . . . . . . . . . . . . . . . . 84
Anrauzam . . . . . . . . . . . . . . . . . 231, 239
Ansukar . . . . . . . . . . . . . . . . . . . 216, 221
Antopar . . . . . . . . . . . . . . . . . . . 218, 227
Anvil . . . . . . . . . . . . . . . . . . . . . . . . . 151
Arch Demon . . . . . . . . . . . . . . . . . . . 248
Archdemon Samuel . . . . . . . . . . . . . . . 22
Archery Contest. . . . . . . . . . . . . . . . . 277
Ariehar. . . . . . . . . . . . . . . . . . . . . . . . 272
Armor . . . . . . . . . . . . . . . . . . . . . . . . 368
Bone . . . . . . . . . . . . . . . . . . . . . . . . 371
Chain. . . . . . . . . . . . . . . . . . . . . . . . 370
Citadel Guard . . . . . . . . . . . . . . . . . 370
Full Plate. . . . . . . . . . . . . . . . . . . . . 370
King of Fire . . . . . . . . . . . . . . . . . . 372
Leather . . . . . . . . . . . . . . . . . . . . . . 369
Marksmans Cloak . . . . . . . . . . . . . 372
Plate . . . . . . . . . . . . . . . . . . . . . . . . 370
Raanaar . . . . . . . . . . . . . . . . . . . . . . 371
Rags . . . . . . . . . . . . . . . . . . . . . . . . 369
Robe . . . . . . . . . . . . . . . . . . . . . . . . 370
Scale . . . . . . . . . . . . . . . . . . . . . . . . 370
Shadow . . . . . . . . . . . . . . . . . . . . . . 371
Skin . . . . . . . . . . . . . . . . . . . . . . . . . 372
Spine Bone. . . . . . . . . . . . . . . . . . . . 372
Studded Leather . . . . . . . . . . . . . . . . 369
Zandalors Skin . . . . . . . . . . . . . . . . 372
Armor class (DK) . . . . . . . . . . . . . . . . 484
Armor Durability . . . . . . . . . . . . . . . . 338
Armor Usage . . . . . . . . . . . . . . . . . . . 337
Arnie . . . . . . . . . . . . . . . . . . . . . . . . . . 133
Arrow Proficiency . . . . . . . . . . . . . . . 336
Arrows . . . . . . . . . . . . . . . . . . . . . . . . 386
Air Arrow . . . . . . . . . . . . . . . . . . . . 387
Bone Arrow . . . . . . . . . . . . . . . . . . . 387
Earth Arrow . . . . . . . . . . . . . . . . . . . 387
Ethereal Arrow . . . . . . . . . . . . . . . . 387
Explosive Arrow . . . . . . . . . . . . . . . 386
Fire Arrow . . . . . . . . . . . . . . . . . . . . 386
Normal Arrow . . . . . . . . . . . . . . . . . 386
Poison Arrow . . . . . . . . . . . . . . . . . . 387
Power Arrow . . . . . . . . . . . . . . . . . . 386
Shadow Arrow . . . . . . . . . . . . . . . . . 387
Spiritual Arrow . . . . . . . . . . . . . . . . 387
Splitting Arrow . . . . . . . . . . . . . . . . 386
Water Arrow . . . . . . . . . . . . . . . . . . 387
Asmodheus . . . . . . . . . 138, 186, 197, 248
Asmodheus Island . . . . . . . . . . . . . . . 138
Assassin's Crossbow. . . . . . . . . . . . . . 393
Astiewyr . . . . . . . . . . . . . . . . . . . . . . . 272
Axe . . . . . . . . . . . . . . . . . . . . . . . . . . . 388
Axes . . . . . . . . . . . . . . . . . . . . . . . . . . 387
Axe. . . . . . . . . . . . . . . . . . . . . . . . . . 388
Bone Axe . . . . . . . . . . . . . . . . . . . . . 389
Broad Axe . . . . . . . . . . . . . . . . . . . . 388
Cleaver. . . . . . . . . . . . . . . . . . . . . . . 388
Deapitator . . . . . . . . . . . . . . . . . . . . 390
Demons Cutter . . . . . . . . . . . . . . . . 390
Giant Axe. . . . . . . . . . . . . . . . . . . . . 389
Great Axe. . . . . . . . . . . . . . . . . . . . . 389
Great Shadow Axe. . . . . . . . . . . . . . 390
Great Two Handed Bone Axe . . . . . 390
Large Axe . . . . . . . . . . . . . . . . . . . . 388
Raanaar Axe . . . . . . . . . . . . . . . . . . 389
Shadow Axe. . . . . . . . . . . . . . . . . . . 389
Small Axe . . . . . . . . . . . . . . . . . . . . 388
Two Handed Battle Axe. . . . . . . . . . 389
B
Backstab . . . . . . . . . . . . . . . . . . . . . . . 315
Bait . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
Ball in Well. . . . . . . . . . . . . . . . . . . . . 290
Bark . . . . . . . . . . . . . . . . . . . . . . . 43, 409
Barnabus . . . . . . . . . . . . . . . . . . . . . . . 147
Barracks Officer Guard . . . . . . . . . . . 279
Barracks Level . . . . . . . . . . . . . . . . . . . 61
Bastard Sword . . . . . . . . . . . . . . . . . . 405
Battle Hammer . . . . . . . . . . . . . . . . . . 399
Battlefields access . . . . . . . . . . . . . . . 254
Battlefields key. . . . . . . . . . . . . . . . . . 179
Level 1 . . . . . . . . . . . . . . 32, 49, 76, 152
Level 2 . . . . . . . . . . . . . . . . 53, 168, 211
Level 3 . . . . . . . . . . . . . 68, 95, 161, 226
Level 4 . . . . . . . . . . . . . . . . . . . 108, 174
Level 5 . . . . . . . . . . . . . . . . . . . . 98, 240
Level 6 . . . . . . . . . . . . . . . 120, 182, 247
Battlefields keys . . . . . . . . . . . . . 254, 259
Battlefields Monsters . . . . . . . . . . . . . 270
Battlefields Quest, Act 2 . . . . . . . . . . 288
Battlefields Quest, Act 3 . . . . . . . . . . 298
Battlefields Quest, Act 4 . . . . . . . . . . 309
Battlefields Quests . . . . . . . . . . . . . . . 255
Battlefields Quests, Act 1 . . . . . . . . . . 280
Be . . . . . . . . . . . . . . . . . . . . . . . . 199, 498
Bedroll . . . . . . . . . . . . . . . . . . . . . . . . . 35
Begurar . . . . . . . . . . . . . . . . 232, 233, 238
Belehram . . . . . . . . . . . . . . . . . . 221, 227
Belt . . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Belt. . . . . . . . . . . . . . . . . . . . . . . . . . 373
Bone Belt . . . . . . . . . . . . . . . . . . . . . 374
Exquisite Sash . . . . . . . . . . . . . . . . . 373
Finger Belt . . . . . . . . . . . . . . . . . . . . 373
Heavy Belt . . . . . . . . . . . . . . . . . . . . 373
Heavy Chain Belt. . . . . . . . . . . . . . . 373
Heavy Plated Belt . . . . . . . . . . . . . . 374
Magic Rope . . . . . . . . . . . . . . . . . . . 373
Marksmans Rope . . . . . . . . . . . . . . 374
517
Index
Priestly Rope. . . . . . . . . . . . . . . . . . 373
Rope . . . . . . . . . . . . . . . . . . . . . . . . 373
Sash. . . . . . . . . . . . . . . . . . . . . . . . . 373
Skull Belt . . . . . . . . . . . . . . . . . . . . 374
Spiked Belt . . . . . . . . . . . . . . . . . . . 373
Stronge Sash . . . . . . . . . . . . . . . . . . 373
Tripple Belt . . . . . . . . . . . . . . . . . . . 373
Belts. . . . . . . . . . . . . . . . . . . . . . . . . . 372
Berserk. . . . . . . . . . . . . . . . . . . . . . . . 342
Bexhanar . . . . . . . . . . . . . . . . . . 221, 222
Big Sword With Teeth . . . . . . . . . . . . 408
Big Wooden Hammer . . . . . . . . . . . . 399
Birdclaw Amulet . . . . . . . . . . . . . . . . 368
Birdclaw Ring . . . . . . . . . . . . . . . . . . 381
Birth of the Raanaar . . . . . . . . . . . . . 496
Black Bishop . . . 145, 155, 181, 249, 457
Black Imp . . . . . . . . . . . . . . . . . . . . . 168
Black Ring . . . . . . . . . . . . . . . . . 244, 496
Black Spider . . . . . . . . . . . . . . . . . . . 443
Black Temple. . . . . . . . . . . . . . . . . . . 141
Blackrock Amulet . . . . . . . . . . . . . . . 367
Blackrock Ring . . . . . . . . . . . . . . . . . 380
Blessing of Raan . . . . . . . . . . . . . . . . 302
Blind . . . . . . . . . . . . . . . . . . . . . . . . . 477
Blood Knight . . . . . . . . . . . . . . . 141, 451
Boar . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Body Magic . . . . . . . . . . . . . . . . . . . . 356
Bomb . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Bone Amulet . . . . . . . . . . . . . . . . . . . 368
Bone Armor . . . . . . . . . . . . . . . . . . . . 371
Bone Armor Spine. . . . . . . . . . . . . . . 168
Bone Arrow . . . . . . . . . . . . . . . . . . . . 387
Bone Axe . . . . . . . . . . . . . . . . . . . . . . 389
Bone Belt . . . . . . . . . . . . . . . . . . . . . . 374
Bone Boot . . . . . . . . . . . . . . . . . . . . . 385
Bone Bow . . . . . . . . . . . . . . . . . . . . . 392
Bone Club . . . . . . . . . . . . . . . . . . . . . 396
Bone Crossbow . . . . . . . . . . . . . . . . . 394
Bone crystal . . . . . . . . . . . . . . . . . . . . 476
Bone Dagger . . . . . . . . . . . . . . . . . . . 398
Bone Gloves . . . . . . . . . . . . . . . . . . . 375
Bone Hammer . . . . . . . . . . . . . . . . . . 399
Bone Helmet . . . . . . . . . . . . . . . . . . . 377
Bone Helmet Headbone. . . . . . . . . . . 164
518
C
Captain Brainwash . . . . . . . . . . . . . . . . 54
Cassandra . . . . . . . . . . . . . . . . . . 142, 153
Castes . . . . . . . . . . . . . . . . . . . . . . . . . 498
Castes of Raanaar Society . . . . . . . . . 199
Castor . . . . . . . . . . . . . . . . . . . . . 167, 454
Cat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
Catacomb armor . . . . . . . . . . . . . . . . . 183
Catacombs . . . . . . . . . . . . . . . . . . . . . 181
Cause of the Plague . . . . . . . . . . . . . . 281
Cell Block. . . . . . . . . . . . . . . . . . . . . . . 22
Keys . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Chain Armor. . . . . . . . . . . . . . . . . . . . 370
Chain Boot . . . . . . . . . . . . . . . . . . . . . 385
Chain Gloves . . . . . . . . . . . . . . . . . . . 375
Chain Helmet . . . . . . . . . . . . . . . . . . . 377
Chain Leggings. . . . . . . . . . . . . . . . . . 379
Chain room . . . . . . . . . . . . . . . . . . . . . 245
Chained Skeletons . . . . . . . . . . . . . . . 275
Champion Archer . . . . . . . . . . . . . . . . . 58
Chaos Creature . . . . . . . . . . 462, 463, 466
Chaos Creatures . . . . . . . . . . . . . . . . . 205
Character level . . . . . . . . . . . . . . . . . . 482
Charm quality . . . . . . . . . . . . . . . . . . . 472
Charms . . . . . . . . . . . . . . . . . . . . . . . . 470
Chess Problem . . . . . . . . . . . . . . . . . . 279
Chest hunt odyssey. . . . . . . . . . . . . . . 246
Chieftain . . . . . . . . . . . . . . . . . . . . . . . . 80
Chieftain's son . . . . . . . . . . . . . . . 81, 115
Chieftains son . . . . . . . . . . . . . . . . . . 122
Children of Raan. . . . . . . . . . . . . . . . . 496
Circle, Elemental Curses . . . . . . . . . . 356
Citadel disguise armor . . . . . . . . . . . . . 52
Citadel Guard Armor . . . . . . . . . . . . . 370
Citadel Island . . . . . . . . . . . . . . . . . . . . 72
Citadel Level . . . . . . . . . . . . . . . . . . . . 52
Citadel Patrol . . . . . . . . . . . . . . . . . . . 438
Classroom . . . . . . . . . . . . . . . . . . . . . . . 54
Claymore . . . . . . . . . . . . . . . . . . . . . . 407
Cleaver . . . . . . . . . . . . . . . . . . . . . . . . 388
Cloth Leggings . . . . . . . . . . . . . . . . . . 378
Cloud, Offensive, Body Magic. . . . . . 359
Cloudstinger sword. . . . . . . . . . . . . . . . 95
Club . . . . . . . . . . . . . . . . . . . . . . . . . . 395
Clubs. . . . . . . . . . . . . . . . . . . . . . . . . . 395
Bone Club . . . . . . . . . . . . . . . . . . . . 396
Club . . . . . . . . . . . . . . . . . . . . . . . . . 395
Flail . . . . . . . . . . . . . . . . . . . . . . . . . 395
Mace . . . . . . . . . . . . . . . . . . . . . . . . 395
Maul. . . . . . . . . . . . . . . . . . . . . . . . . 395
Morning Star . . . . . . . . . . . . . . . . . . 395
Raanaar Club . . . . . . . . . . . . . . . . . . 396
Sceptre . . . . . . . . . . . . . . . . . . . . . . . 396
Shadow Club . . . . . . . . . . . . . . . . . . 396
Spiked Club . . . . . . . . . . . . . . . . . . . 395
Coal . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Code of Behavior . . . . . . . . . . . . 193, 505
Cogwheel . . . . . . . . . . . . . . . . . . . . . . . 32
Combine . . . . . . . . . . . . . . . . . . . . . . . 319
Combining potions . . . . . . . . . . . . . . . 475
Composite Bow . . . . . . . . . . . . . . . . . 391
Concentration . . . . . . . . . . . . . . . . . . . 237
Consequences . . . . . . . . . . . . . . . . . . . 306
Constitution . . . . . . . . . . . . . . . . 485, 491
Convert Arrow . . . . . . . . . . . . . . . . . . 340
Convert Traps . . . . . . . . . . . . . . . . . . . 320
Copper Amulet . . . . . . . . . . . . . . . . . . 367
Copper amulet . . . . . . . . . . . . . . . . . . . 31
Copper Ring . . . . . . . . . . . . . . . . . . . . 380
Cord . . . . . . . . . . . . . . . . . . . . . . . . . . 380
Craftsmanship. . . . . . . . . . . . . . . . . . . 339
Crazy Barnabus . . . . . . . . . . . . . . . . . 147
Creating Potions . . . . . . . . . . . . . . . . . 473
Critter . . . . . . . . . 441, 453, 456, 462, 463
Crossbow Skills . . . . . . . . . . . . . . . . . 335
Crossbows . . . . . . . . . . . . . . . . . . . . . 393
Assassins Crossbow . . . . . . . . . . . . 393
Bone Crossbow . . . . . . . . . . . . . . . . 394
Heavy Crossbow . . . . . . . . . . . . . . . 393
Inquisition Crossbow. . . . . . . . . . . . 394
Light Crossbow . . . . . . . . . . . . . . . . 393
Raanaar Crossbow . . . . . . . . . . . . . . 394
Regular Crossbow . . . . . . . . . . . . . . 393
Shadow Crossbow . . . . . . . . . . . . . . 394
War Crossbow . . . . . . . . . . . . . . . . . 393
Crystal . . . . . . . . . . . . . . . . . . . . 169, 187
Crystal bag . . . . . . . . . . . . . . . . . . 50, 476
519
Index
Crystal Forest . . . . . . . . . . . . . . . . . . 166
Crystal fragment 126, 132, 133, 155, 189
Crystal Gargoyle . . . . . . . . . . . . . . . . 450
Crystal Gargoyles . . . . . . . 160, 167, 174
Crystals . . . . . . . . . . . . . . . . . . . . . . . 476
Cure for man turning into crystal . . . 291
Cursed Abbey . . . . . . . . . . . . . . . . . . 125
Curses . . . . . . . . . . . . . . . . . . . . . . . . 477
Cutlass . . . . . . . . . . . . . . . . . . . . . . . . 405
Cytha . . . . . . . . . . . . . . . . . . . . . 149, 163
D
Dagger . . . . . . . . . . . . . . . . . . . . . . . . 397
Daggers . . . . . . . . . . . . . . . . . . . . . . . 397
Bone Dagger . . . . . . . . . . . . . . . . . . 398
Dagger . . . . . . . . . . . . . . . . . . . . . . 397
Hunters Knife . . . . . . . . . . . . . . . . 397
Kitchen Knife . . . . . . . . . . . . . . . . . 397
Knife . . . . . . . . . . . . . . . . . . . . . . . . 397
Long Dagger . . . . . . . . . . . . . . . . . . 397
Raanaar Dagger . . . . . . . . . . . . . . . 398
Royal Dagger . . . . . . . . . . . . . . . . . 397
Shadow Dagger. . . . . . . . . . . . . . . . 398
Damage bonus . . . . . . . . . . . . . . . . . . 489
Damian . . . . . . . 192, 245, 248, 249, 468
Damned One . . . . . . . . . 28, 45, 171, 186
Shrine . . . . . . . . . . . . . . . . . . . . . . . . 28
Statue . . . . . . . . . . . . . . . . . . . . . 36, 43
Damsel in Distress. . . . . . . . . . . . . . . 275
Dark Forest . . . . . . . . . . . . . . . . . . . . 131
Death Knight . . . . . . . . . . . . . . . 454, 461
Death Knight Citadel Patrol . . . . . . . 439
Death Knight patrol . . . . . . . . . . . . 53, 60
Death Knight Ranger. . . . . . . . . . 68, 439
Death Knight sword. . . . . . . . . . . . . . 234
Deathclaw sword . . . . . . . . . . . . . . . . . 67
Deathknight Claw . . . . . . . . . . . . . . . 409
Deathknight Plague . . . . . . . . . . . . . . 281
Deathknights Sword . . . . . . . . . . . . . 405
Decapitator . . . . . . . . . . . . . . . . 171, 390
Defender . . . . . . . . . . . . . . . . . . . . . . 404
Defensive Specialties . . . . . . . . . . . . 337
Demon . . . . . . . . . . . . . . . . 450, 457, 464
520
E
Eagle's Crest . . . . . . . . . . . . . . . . . . . 169
Experience points . . . . . . . . . . . . . . . .
Explosive Arrow. . . . . . . . . . . . . . . . .
Exquisite Sash . . . . . . . . . . . . . . . . . .
Extract . . . . . . . . . . . . . . . . . . . . . . . .
Extract potion . . . . . . . . . . . . . . . . . . .
482
386
373
318
472
F
Factions . . . . . . . . . . . . . . . . . . . . . . . 193
Fairy dust . . . . . . . . . . . . . . . . . . 232, 240
Feign Death . . . . . . . . . . . . . . . . . . . . 342
Fergus the Torture Master. . . . . . . . . . 435
Fighting Stick . . . . . . . . . . . . . . . . . . . 403
Find a book . . . . . . . . . . . . . . . . . . . . . 276
Find a Spider Leg . . . . . . . . . . . . . . . . 285
Find Alchemist . . . . . . . . . . . . . . . . . . 282
Find the Murderer. . . . . . . . . . . . . . . . 284
Find Weapon for Imps . . . . . . . . . . . . 296
Finger Belt . . . . . . . . . . . . . . . . . . . . . 373
Fire Arrow . . . . . . . . . . . . . . . . . . . . . 386
Fire crystal . . . . . . . . . . . . . . . . . . . . . 476
Fire Demon. . . . . . . . . . . . . . . . . . . . . 446
Fire Demons . . . . . . . . . . . . . . . . . . . . 115
Fire Elemental . . 160, 446, 455, 464, 467
Fire Elementals. . . . . . . . . . . . . . . . . . 115
Fire rune . . . . . . . . . . . . . . . . . . . . . . . 226
Fire Set . . . . . . . . . . . . . . . . . . . . . . . . 412
Fist of Doom. . . . . . . . . . . . . . . . 184, 396
Flail. . . . . . . . . . . . . . . . . . . . . . . . . . . 395
Flooge Frog . . . . . . . . . . . . . . . . 433, 451
Flooge Killer. . . . . . . . . . . . . . . . . . . . 442
Floogefrog herder . . . . . . . . . . . . . . . . . 82
Floogefrog Killer . . . . . . . . . . . . . . . . 283
Floogefrog killer. . . . . . . . . . . . . . . . . . 94
Flying Eye . . . . . . . . . . . . . . . . . . . . . 433
Flying Eyes. . . . . . . . . . . . . . . . . . . . . 105
Focused, Elemental Curses. . . . . . . . . 354
Focused, Offensive, Body Magic . . . . 359
Forge. . . . . . . . . . . . . . . . . . . . 63, 68, 279
Foxfairy . . . . . . . . . . . . . . . . . . . . . . . 169
Fragment. . . . . . . . . . . . . . . . . . . . . . . 456
Fragments . . . . . . . . . . . . . . . . . . . . . . 174
Fred. . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Free Taxlehix/Rescue Imp . . . . . . . . . 281
521
Index
Freeing the Mirror Prisoner . . . . . . . .
Frog . . . . . . . . . . . . . . . . . . . . . . . . . .
Frost rune. . . . . . . . . . . . . . . . . . . . . .
Full Plate Armor . . . . . . . . . . . . . . . .
300
433
225
370
G
General Bram . . . . . . . . 53, 56, 167, 455
General Brams Victims . . . . . . . . . . 439
Ghost . . . . . . . . . 435, 439, 445, 449, 451
Ghost, Arena . . . . . . . . . . . . . . . . . . . 435
Giant Axe . . . . . . . . . . . . . . . . . . . . . 389
Giant Spider Web . . . . . . . . . . . . . . . 285
Giant Sword. . . . . . . . . . . . . . . . . . . . 407
Glaive . . . . . . . . . . . . . . . . . . . . . . . . 403
Gloves . . . . . . . . . . . . . . . . . . . . . . . . 374
Bone Gloves . . . . . . . . . . . . . . . . . . 375
Chain Gloves . . . . . . . . . . . . . . . . . 375
Gauntlets. . . . . . . . . . . . . . . . . . . . . 375
Leather Gloves . . . . . . . . . . . . . . . . 375
Marksmans Friend . . . . . . . . . . . . . 376
Prince of Fire . . . . . . . . . . . . . . . . . 376
Princess of Fire . . . . . . . . . . . . . . . . 376
Raanaar Gloves. . . . . . . . . . . . . . . . 376
Rags Gloves . . . . . . . . . . . . . . . . . . 374
Scale Gloves . . . . . . . . . . . . . . . . . . 375
Shadow Gloves . . . . . . . . . . . . . . . . 375
Goddess Raan . . . . . . . . . . 198, 248, 496
Godly symbols. . . . . . . . . . . . . . . . . . 185
Gold Ring . . . . . . . . . . . . . . . . . . . . . 380
Golden Amulet . . . . . . . . . . . . . . . . . 367
Golems. . . . . . . . . . . . . . . . . . . . . . . . 236
Gong . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Graphite Bottle . . . . . . . . . . . . . . . . . 193
Great Axe . . . . . . . . . . . . . . . . . . . . . 389
Great Champion . . . . . . . . . . . . . . . . 277
Great Halberd . . . . . . . . . . . . . . . . . . 403
Great Shadow Axe. . . . . . . . . . . . . . . 390
Great Shadow Sword. . . . . . . . . . . . . 408
Great Sword. . . . . . . . . . . . . . . . . . . . 407
Great Two Handed Bone Axe . . . . . . 390
Groblar. . . . . . . . . . . . . . . . . . . . 149, 452
Guard . . . . . . . . . . . . . 435, 440, 441, 455
Guard lieutenant . . . . . . . . . . . . . . . . . 60
522
Guardian . . . . . . . . . . . . . . . . . . . . . . 458
Guinea Pig . . . . . . . . . . . . . . . . . . . . . 433
H
Hammer . . . . . . . . . . . . . . . . . . . . . . . 400
Hammers . . . . . . . . . . . . . . . . . . . . . . 398
Battle Hammer . . . . . . . . . . . . . . . . 399
Big Wooden Hammer . . . . . . . . . . . 399
Bone Hammer. . . . . . . . . . . . . . . . . 399
Raanaar Hammer . . . . . . . . . . . . . . 400
Shadow Hammer . . . . . . . . . . . . . . 399
Small Hammer . . . . . . . . . . . . . . . . 399
Spiked Battle Wat Hammer . . . . . . 399
Two handed Hammer . . . . . . . . . . . 399
Hark Ferol . . . . . . . . . . . . . . . . . . . . . 244
Hat . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
Hats . . . . . . . . . . . . . . . . . . . . . . . . . . 376
Headbone. . . . . . . . . . . . . . . . . . . . . . 378
Headcrusher. . . . . . . . . . . . . . . . . . . . 400
Healers laboratory . . . . . . . . . . . . . . . 36
Healing shrine . . . . . . . . . . . . . . . . . . 232
Heart of the Spirits . . . . . . . . . . . . . . 368
Hearts of Spirits. . . . . . . . . . . . . . . . . 207
Heavy Belt. . . . . . . . . . . . . . . . . . . . . 373
Heavy Cahin Belt . . . . . . . . . . . . . . . 373
Heavy Crossbow . . . . . . . . . . . . . . . . 393
Heavy Plated Belt . . . . . . . . . . . . . . . 374
Helikin . . . . . . . . . . . . . . . . . . . . . . . . 272
Helmets . . . . . . . . . . . . . . . . . . . . . . . 376
Bone Helmet . . . . . . . . . . . . . . . . . . 377
Chain Helmet . . . . . . . . . . . . . . . . . 377
Hat . . . . . . . . . . . . . . . . . . . . . . . . . 376
Headbone . . . . . . . . . . . . . . . . . . . . 378
Leather Cap . . . . . . . . . . . . . . . . . . 377
Lucky Cap . . . . . . . . . . . . . . . . . . . 378
Plate Helmet . . . . . . . . . . . . . . . . . . 377
Raanaar Helmet . . . . . . . . . . . . . . . 377
Scale Helmet. . . . . . . . . . . . . . . . . . 377
Shadow Helmet . . . . . . . . . . . . . . . 377
Strangers Hat . . . . . . . . . . . . . . . . . 378
Helpless Imps . . . . . . . . . . . . . . . . . . 286
Henry . . . . . . . . . . . . . . . . . . . . . . . . . 187
Hermit . . . . . . . . . . . . . . . . . . . . . . . . . 98
Heros wife . . . . . . . . . . . . . . . . . . . . . . 89
Herrerozix. . . . . . . . . . . . . . . . . . . . . . . 84
High Priestess . . . . . . . . . . . . . . . . . . . 245
Hoaba . . . . . . . . . . . . . . . . . . . . . . . . . 272
Holy grail . . . . . . . . . . . . . . . . . . . . . . 129
Holy Relic. . . . . . . . . . . . . . . . . . . . . . 151
Holy Sandals of the Damned . . . 147, 385
Holy tome . . . . . . . . . . . . . . . . . . . . . . . 36
Holy water . . . . . . . . . . . . . . . . . . . . . . 99
Honor symbol . . . . . . . . . . . . . . . 184, 185
Hooked Spear . . . . . . . . . . . . . . . . . . . 401
Hoplox . . . . . . . . . . . . . . . . . . . . . . . . 212
Horex . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Hourglass . . . . . . . . . . . . . . . . . . . . . . 245
Hoxplox . . . . . . . . . . . . . . . . . . . . . . . 227
Human . . . . . . . . . . . . . . . . . . . . 449, 452
Humorous Guard . . . . . . . . . . . . . . . . 277
Hunter's Knife. . . . . . . . . . . . . . . . . . . 397
Hunters Bow . . . . . . . . . . . . . . . . . . . 391
J
JOPH . . . . . . . . . . . . . . . . . . . . . . . . . 470
I
Ice Skeleton . . . . . . . . . . . . . . . . 452, 467
ICERI . . . . . . . . . . . . . . . . . . . . . . . . . 470
Identify . . . . . . . . . . . . . . . . . . . . . . . . 341
Ignaz Krull . . . . . . . . . . . . . . . . . . . . . . 57
Imp . . . . . . . . . . . . . . . 445, 458, 461, 464
Imp Commoner. . . . . . . . . . . . . . . . . . 442
Imp corpse . . . . . . . . . . . . . . . . . . . . . 240
Imp farmer . . . . . . . . . . . . . . . . . . . . . 108
Imp Fell Down Hole. . . . . . . . . . . . . . 283
Imp Ghost . . . . . . . . . . . . . . . . . . . . . . 283
Imp hero . . . . . . . . . . . . . . . . . . . . 96, 101
Imp Historian . . . . . . . . . . . . . . . . . . . 284
Imp Informer . . . . . . . . . . . . . . . . . . . 278
Imp merchants . . . . . . . . . . . . . . . . . . . 85
Imp Money Chest . . . . . . . . . . . . . . . . 283
Imp Patrol . . . . . . . . . . . . . . . . . . . . . . 285
Imp Statue. . . . . . . . . . . . . . . . . . . . . . 208
Imp union . . . . . . . . . . . . . . . . . . . . . . 503
Imp Village . . . . . . . . . . . . . . 79, 197, 281
Imp Woman Looking for her Husband 283
Imprisoned Witch . . . . . . . . . . . . . . . . 287
Individual, Defensive, Body Magic . . 357
K
Ka . . . . . . . . . . . . . . . . . . . . . . . . 200, 498
Keeper of the Ranks, . . . . . . . . . . . . . 145
Kegan . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Keith . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Key Golem . . . . . . . . . . . . . . . . . . . . . 437
Key Level Levers . . . . . . . . . . . . . . . . 276
Kill a Monster. . . . . . . . . . . . . . . . . . . 294
Kill an Assassin . . . . . . . . . . . . . . . . . 291
Kill Fire Elemental . . . . . . . . . . . . . . . 293
Kill Oren. . . . . . . . . . . . . . . . . . . . . . . 296
Kill Rats for Imp Slave. . . . . . . . . . . . 279
Kill the Torture Master . . . . . . . . . . . . 274
Kill your Employer. . . . . . . . . . . . . . . 291
King of Fire . . . . . . . . . . . . . . . . . . . . 104
King of Fire Armor. . . . . . . . . . . . . . . 372
Kirgorr . . . . . . . . . . . . . . . . . . . . 112, 445
Kitchen Knife . . . . . . . . . . . . . . . . . . . 397
Kiya . . . . . . . . . . . . . . . . . . . . . . 153, 452
Kiyas crypt . . . . . . . . . . . . . . . . 151, 154
Knife . . . . . . . . . . . . . . . . . . . . . . . . . . 397
Knifes . . . . . . . . . . . . . . . . . . . . . . . . . 397
523
Index
Kohar root,. . . . . . . . . . . . . . . . . . . . .
KOOR . . . . . . . . . . . . . . . . . . . . . . . .
Kyrill . . . . . . . . . . . . . . . . . . . . . . . . .
Kyrill the Bard. . . . . . . . . . . . . . . . . .
206
470
153
160
L
Lady Moreena . . . . . . . . . . . . . . . . . . 131
Large . . . . . . . . . . . . . . . . . . . . . . . . . 382
Large Axe . . . . . . . . . . . . . . . . . . . . . 388
Large bone crystal . . . . . . . . . . . . . . . 187
Large earth crystal . . . . . . . . . . . . . . . 152
Large fire crystal . . . . . . . . . . . . . . . . 152
Large poison crystal . . . . . . . . . 152, 187
Larger air crystal . . . . . . . . . . . . . . . . 228
Larger poison crystal . . . . . . . . . . . . . 228
Larger water crystal . . . . . . . . . . . . . . 228
Lava cave. . . . . . . . . . . . . . . . . . . . . . 119
Lava Crawler . . . . . . . . . . . . . . . . . . . 433
Leather Armor . . . . . . . . . . . . . . . . . . 369
Leather Cap . . . . . . . . . . . . . . . . . . . . 377
Leather Gloves . . . . . . . . . . . . . . . . . 375
Leather Leggings . . . . . . . . . . . . . . . . 379
Leather Lucky Cap . . . . . . . . . . . . . . . 28
Leggings . . . . . . . . . . . . . . . . . . . . . . 378
Bone Leggings . . . . . . . . . . . . . . . . 379
Chain Leggings. . . . . . . . . . . . . . . . 379
Cloth Leggings . . . . . . . . . . . . . . . . 378
Leather Leggings . . . . . . . . . . . . . . 379
Plate Leggings . . . . . . . . . . . . . . . . 379
Raanaar Leggings . . . . . . . . . . . . . . 380
Rags Leggings . . . . . . . . . . . . . . . . 378
Scale Leggings . . . . . . . . . . . . . . . . 379
Shadow Leggings . . . . . . . . . . . . . . 379
Lego. . . . . . . . . . . . . . . . . . . . . . . . . . 232
Level Upgrade . . . . . . . . . . . . . . . . . . 323
Levelling up. . . . . . . . . . . . . . . . . . . . 482
lever room . . . . . . . . . . . . . . . . . . . . . . 28
Library . . . . . . . . . . . . . . . . . . . . . . . . . 38
Library Test . . . . . . . . . . . . . . . . . . . . 302
Lich . . . . . . . . . . . . . . . . . . . . . . 107, 445
Lich cave . . . . . . . . . . . . . . . . . . . . . . 105
Light Crossbow . . . . . . . . . . . . . . . . . 393
Lightning rune . . . . . . . . . . . . . . . . . . 226
524
M
Mace . . . . . . . . . . . . . . . . . . . . . . . . . 395
Mad prisoner . . . . . . . . . . . . . . . . . . . . 24
Mage . . . . . . . . . . . . . . . . . . . . . . . . . 441
Magic. . . . . . . . . . . . . . . . . . . . . . . . . 382
Magic Points . . . . . . . . . . . . . . . . . . . 485
Magic Rope . . . . . . . . . . . . . . . . . . . . 373
Magic Sword . . . . . . . . . . . . . . . . . . . 409
Magical shield . . . . . . . . . . . . . . . . . . 164
Maintenance Tunnel . . . . . . . . . . . . . 210
Maintenance tunnels . . . . . . . . . . . . . 205
Maletham. . . . . . . . . . . . . . . . . . 211, 512
Man turning into crystal . . . . . . . . . . 291
Mar . . . . . . . . . . . . . . . . . . . . . . 200, 498
Markanthar . . . . . . . . . . . . . . . . . . . . 178
Marksman Gloves . . . . . . . . . . . . . . . . 91
Marksman's Cloak . . . . . . . . . . . . . . . 152
Marksman's Rapid Shot. . . . . . . . . . . 392
Marksman's Rope . . . . . . . . . . . . . . . 149
Marksmans Cloak. . . . . . . . . . . . . . . 372
Marksmans Friend . . . . . . . . . . . . . . 376
Marksmans Rope . . . . . . . . . . . 149, 374
Markunthar . . . . . . . . . . . . . . . . . . . . . 222
Marossar . . . . . . . . . . . . . . . . . . . . . . . . 39
Marrangar . . . . . . . . . . . . . . . . . . . . . . 109
Mat . . . . . . . . . . . . . . . . . . . . . . . 213, 462
Mat, The Ghost. . . . . . . . . . . . . . . . . . 301
Maul . . . . . . . . . . . . . . . . . . . . . . . . . . 395
Maze level . . . . . . . . . . . . . . . . . . . . . . 41
Medium air crystal . . . . . . . . . . . . . . . 109
Medium fire crystal . . . . . . . . . . . . . . 119
Medium shadow crystal . . . . . . . . . . . 119
Melee Specialties . . . . . . . . . . . . . . . . 325
Merchant cellar. . . . . . . . . . . . . . . . . . . 86
Merchant wants Amulet . . . . . . . . . . . 291
Metal. . . . . . . . . . . . . . . . . . . . . . . . . . 382
Metal Gargoyle . . . . . . . . . . . . . . . . . . 465
Metal Gargoyle riddler . . . . . . . . . . . . 161
Meteorite. . . . . . . . . . . . . . . . . . . . . . . 119
MIN . . . . . . . . . . . . . . . . . . . . . . . . . . 470
Miner . . . . . . . . . . . . . . . . . . . . . . . . . 459
Mirror . . . . . . . . . . . . . . . . . . . . . . . . . 231
Missile, Circle, Elemental Attack. . . . 348
Missile, Focused, Elemental Attack . . 344
Missile, Spread, Elemental Attack . . . 346
Missing Monks . . . . . . . . . . . . . . . . . . 296
Missing monks . . . . . . . . . . . . . . . . . . 170
Missing Wife . . . . . . . . . . . . . . . . . . . 286
Morning Star. . . . . . . . . . . . . . . . . . . . 395
Morpheus . . . . . . . . . . . . . . . . . . . . . . 381
Morpheus ring . . . . . . . . . . . . . . . . . . 123
Morte . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Mudstinger sword. . . . . . . . . . . . . . . . 119
Muro . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Murray . . . . . . . . . . . . . . . . . . . . . . . . 187
Mushroom farmer. . . . . . . . . . . . . . . . . 83
Mushroom forest . . . . . . . . . . . . . 92, 104
Mutant. . . . . . . . . 442, 445, 453, 462, 465
Mutant forest . . . . . . . . . . . . . . . . . . . . 92
N
Narrgnar . . . . . . . . . . . . . . . . . . . . . . . 176
Nature magic . . . . . . . . . . . . . . . . . . . 361
Necromancer 118, 125, 133, 187, 190, 248,
249, 459
O
Oak . . . . . . . . . . . . . . . . . . . . . . . . . . . 410
Obelisk . . . . . . . . . . . . . . . . . . . . . . . . 109
Octorr . . . . . . . . . . . . . . . . . . . . . 101, 443
Odox . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Offering rune . . . . . . . . . . . . . . . . . . . 226
Olaf . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Old spider . . . . . . . . . . . . . . . . . . . . . . . 99
One-handed Bone . . . . . . . . . . . . . . . . 328
One-handed Bone with Shield . . . . . . 333
One-handed Crushing. . . . . . . . . . . . . 327
One-handed Crushing with Shield . . . 332
One-handed Piercing . . . . . . . . . . . . . 326
One-handed Piercing with Shield. . . . 332
One-handed Shadow. . . . . . . . . . . . . . 327
One-handed Shadow with Shield . . . . 333
One-Handed skills . . . . . . . . . . . . . . . 325
One-Handed Slashing. . . . . . . . . . . . . 325
One-handed Slashing with Shield . . . 331
One-handed with Shield . . . . . . . . . . . 331
OOK . . . . . . . . . . . . . . . . . . . . . . . . . . 471
Ore for Demon's Bane Sword. . . . . . . 294
Oren . . . . . . . . . . . . . . . . . . . . . . 170, 455
Otho . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
skeleton . . . . . . . . . . . . . . . . . . . . . . . 26
Ounox . . . . . . . . . . . . . . . . . . . . . . . . . . 59
P
Pacify . . . . . . . . . . . . . . . . . . . . . . . . . 478
PAG . . . . . . . . . . . . . . . . . . . . . . . . . . 470
Paladin . . . . . . . . . . . . . . . . . . . . 126, 447
Parcours . . . . . . . . . . . . . . . . . . . . 57, 278
Parcours master . . . . . . . . . . . . . . . . . . 58
525
Index
Parrixa . . . . . . . . . . . . . . . . . . . . . . . . . 87
Partisan . . . . . . . . . . . . . . . . . . . . . . . 401
Party, Defensive, Body Magic. . . . . . 357
Pearl Amulet . . . . . . . . . . . . . . . . . . . 367
Pearl Ring . . . . . . . . . . . . . . . . . . . . . 380
Pentagram . . . . . . . . . . . . . . . . . . . . . . 49
Permanent constitution potion. . . . . . 223
Permanent intelligence potion . . . . . . 202
Permanent mana potion . . . . . . . . . . . 223
Permanent stamina potion . . . . . . . . . 223
Permanent survival potion. . . . . . 28, 170
Permanent vitality potion . . . . . . . . . 223
Pfessoriminix. . . . . . . . . . . . . . . . . . . . 81
Philippe . . . . . . . . . . . . . . . . . . . . . . . 134
Philosophy faction . . . . . . . . . . . . . . . 202
Philosophy Level . . . . . . . . . . . . 230, 305
Pickle . . . . . . . . . . . . . . . . . . . . . . . . . 131
Pickled Herring Tavern . . . . . . . . . . . 131
Pickpocket . . . . . . . . . . . . . . . . . . . . . 314
Pit dungeon . . . . . . . . . . . . . . . . . . . . 116
Pit level . . . . . . . . . . . . . . . . . . . . . . . . 34
Plague ghost . . . . . . . . . . . . . . . . . . . . 90
Plain Amulet . . . . . . . . . . . . . . . . . . . 367
Plain Ring . . . . . . . . . . . . . . . . . . . . . 380
Planescape Torment. . . . . . . . . . . . . . . 27
Plate Armor . . . . . . . . . . . . . . . . . . . . 370
Plate Boot . . . . . . . . . . . . . . . . . . . . . 385
Plate Helmet . . . . . . . . . . . . . . . . . . . 377
Plate Leggings . . . . . . . . . . . . . . . . . . 379
Plox . . . . . . . . . . . . . . . . . . . . . . . 27, 436
Poison . . . . . . . . . . . . . . . . . . . . . . . . 315
Poison Arrow. . . . . . . . . . . . . . . . . . . 387
Poison crystal . . . . . . . . . . . . . . . 97, 477
Poison Resistance . . . . . . . . . . . . . . . 487
Poison rune . . . . . . . . . . . . . . . . . . . . 226
Poisonous Creatures . . . . . . . . . . . . . . 57
Poisonous Rat Bite . . . . . . . . . . . . . . 275
Portal . . . . . . . . . . . . . . . . . . . . . . . . . 186
Portal of Rixx . . . . . . . . . . . . . . . . . . 144
Portals . . . . . . . . . . . . . . . . . . . . . . . . 257
Potion from Alchemist House . . . . . . 282
Power Arrow . . . . . . . . . . . . . . . . . . . 386
Preinydd. . . . . . . . . . . . . . . . . . . . . . . 272
Preventing a War . . . . . . . . . . . . . . . . 297
526
Q
Qilab . . . . . . . . . . . . . . . . . . . . . . . . . 272
Queen of Fire. . . . . . . . . . . . . . . . . . . 407
Queen of Fire bastard sword . . . . . . . 151
Quest . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Quest Items, Act 1
Bottle of water . . . . . . . . . . . . . . . . . 29
Leg bone . . . . . . . . . . . . . . . . . . . . . . 25
Poisonous creatures book . . . . . . . . . 32
Poisonous tooth . . . . . . . . . . . . . . . . 37
Torture Primer book . . . . . . . . . . . . . 66
White rum . . . . . . . . . . . . . . . . . . . . . 64
Quest Items, Act 2
Blue Larakiri root . . . . . . . . . . . . . . 116
Emu Eartes Seus potion . . . . . . . . . . 89
Grey Quisirisi fruit . . . . . . . . . . . . . 116
Key for Tatourix . . . . . . . . . . . . . . . 107
Mushroom extract. . . . . . . . . . . . . . . 83
Queens spider web. . . . . . . . . . . . . . 98
Raanaar ring . . . . . . . . . . . . . . . . . . 104
Special mushroom . . . . . . . . . . . . . . 94
Spider amulet . . . . . . . . . . . . . . . . . . 99
Spider cure . . . . . . . . . . . . . . . . . . . . 98
Spider leg . . . . . . . . . . . . . . . . . . . . . 97
Strange Box . . . . . . . . . . . . . . . . . . . 86
Unknown white cream . . . . . . . . . . . 88
Yellow Bafflimiri mushroom . . . . . 118
Quest Items, Act 3
Amulet . . . . . . . . . . . . . . . . . . . . . . 154
Ball . . . . . . . . . . . . . . . . . . . . . . . . . 150
Bat guano . . . . . . . . . . . . . . . . . . . . 153
Book for Barnabus . . . . . . . . . . . . . 147
Book of Twilight. . . . . . . . . . . . . . . 163
527
Index
Lost key . . . . . . . . . . . . . . . . . . . . . . 81
Lost spider . . . . . . . . . . . . . . . . . . . . 84
Missing husband . . . . . . . . . . . . . . . . 89
Missing wife . . . . . . . . . . . . . . . . . . 108
Potion from alchemists house . . . . . 89
Rescue imp . . . . . . . . . . . . . . . . . . . . 76
Special mushroom . . . . . . . . . . . . . . 83
Walking over lava . . . . . . . . . . . . . . . 77
Quests, Act 3
Ball in well . . . . . . . . . . . . . . . . . . . 150
Book for Barnabus . . . . . . . . . . . . . 147
Book for witch . . . . . . . . . . . . . . . . 149
Cure for man turning into crystal 152, 169
Demons Bane. . . . . . . . . . . . . . . . . 175
Demons Bane gem. . . . . . . . . . . . . 175
Destroy Seeing Stone . . . . . . . . . . . 175
Dont take what does not belong to you 182
Drive out the demon . . . . . . . . . . . . 176
Entering the catacombs. . . . . . . . . . 156
Find the 3 symbols . . . . . . . . . . . . . 184
Find the crystal . . . . . . . . . . . . . . . . 185
Kill a monster . . . . . . . . . . . . . . . . . 175
Kill an assassin . . . . . . . . . . . . . . . . 149
Kill Fire Elemental . . . . . . . . . . . . . 160
Kill imps . . . . . . . . . . . . . . . . . . . . . 171
Kill Oren . . . . . . . . . . . . . . . . . . . . . 171
Kill your employer . . . . . . . . . . . . . 149
Lost relic . . . . . . . . . . . . . . . . . . . . . 151
Man turning into Crystal. . . . . . . . . 152
Merchant wants amulet. . . . . . . . . . 150
Never harm an unarmed creature . . 182
Ore for Demon Banes Sword . . . . 151
Preventing a war . . . . . . . . . . . . . . . 188
Raanaar Goddess Statue . . . . . . . . . 175
Raanaar traitor . . . . . . . . . . . . . . . . 174
Restore the doll. . . . . . . . . . . . . . . . 139
Serrick. . . . . . . . . . . . . . . . . . . . . . . 178
Spirit of the Forest . . . . . . . . . . . . . 170
Stolen goods . . . . . . . . . . . . . . . . . . 142
Strange teleportations . . . . . . . . . . . 178
Talking Tibar. . . . . . . . . . . . . . . . . . 142
Temple nearby . . . . . . . . . . . . . . . . 140
The ambush. . . . . . . . . . . . . . . . . . . 167
The church . . . . . . . . . . . . . . . . . . . 145
528
R
Ra . . . . . . . . . . . . . . . . . . . . . . . . 200, 498
Raan . . . . . . . . . . . . . . 140, 185, 245, 496
Raan's Blessing. . . . . . . . . . . . . . . . . . 368
Raan's blessing . . . . . . . . . . . . . . . . . . 216
Raan's Statue. . . . . . . . . . . . . . . . . . . . 216
Raanaar . . . . . . . . . . . . . . . . . 73, 139, 496
Raanaar alphabet . . . . . . . . . . . . . . . . 500
Raanaar Armor . . . . . . . . . . . . . . . . . . 371
Raanaar Axe . . . . . . . . . . . . . . . . . . . . 389
Raanaar Bow . . . . . . . . . . . . . . . . . . . 392
Raanaar Club . . . . . . . . . . . . . . . . . . . 396
Raanaar Crossbow . . . . . . . . . . . . . . . 394
Raanaar Dagger . . . . . . . . . . . . . . . . . 398
Raanaar doll . . . . . . . . . . . . . . . . 142, 181
Raanaar Ghost . . . . . . 446, 453, 461, 467
Raanaar ghosts . . . . . . . . . . . . . . . . . . 104
Raanaar Gloves. . . . . . . . . . . . . . . . . . 376
Raanaar Goddess . . . . . . . . . . . . . . . . 182
Raanaar Goddess Statue . . . . . . . . . . . 295
Raanaar Hammer . . . . . . . . . . . . . . . . 400
Raanaar Helmet . . . . . . . . . . . . . . . . . 377
Raanaar Leggings . . . . . . . . . . . . . . . . 380
Raanaar Library . . . . . . . . . . . . . . . . . 163
Raanaar patrol. . . . . . . . . . . . . . . . . . . 174
Raanaar prisoner. . . . . . . . . . . . . . . . . 155
Raanaar rebel . . . . . . . . . . . . . . . . . . . 178
Raanaar rebels . . . . . . . . . . . . . . . . . . 142
Raanaar runes . . . . . . . . . . . . . . . . . . . . 31
Raanaar Runes book, part 1 . . . . . . . . . 36
Raanaar Runes book, part 2 . . . . . . . . 124
Raanaar Runes book, part 3 . . . . . . . . 185
Raanaar Shield . . . . . . . . . . . . . . . . . . 383
Raanaar society. . . . . . . . . . . . . . . . . . 498
Raanaar Spear. . . . . . . . . . . . . . . . . . . 402
Raanaar Staff . . . . . . . . . . . . . . . . . . . 404
Raanaar summoning dol . . . . . . . . . . . 227
Raanaar Sword . . . . . . . . . . . . . . . . . . 406
Raanaar Traitor . . . . . . . . . . . . . . . . . . 294
Raanaar Wand. . . . . . . . . . . . . . . . . . . 410
Rags Armor . . . . . . . . . . . . . . . . . . . . 369
Rags Gloves . . . . . . . . . . . . . . . . . . . . 374
Rags Leggings . . . . . . . . . . . . . . . . . . 378
Rakoham. . . . . . . . . . . . . . . . . . . . . . . 216
Ranged Specialties . . . . . . . . . . . . . . . 334
Ranger Guard . . . . . . . . . . . . . . . . . . . 436
Ranger Set . . . . . . . . . . . . . . . . . . . . . 413
Ranger Sight . . . . . . . . . . . . . . . . . . . . 343
Rapid Shot - Marksman Friends. . . . . 150
Rashasam . . . . . . . . . . . . . . . . . . . 39, 496
Rashax . . . . . . . . . . . . . . . . . . . . . . . . . 65
Rat . . . . . . . . . . . . . . . . . . . 434, 460, 465
Rats in the Storage Room . . . . . . . . . . 278
Raven . . . . . . . . . . . . . . . . . . . . . . . . . 169
Raze . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Rebel Camp . . . . . . . . . . . . . . . . . . . . 174
Rebel Island . . . . . . . . . . . . . . . . . . . . 173
Recover Arrows . . . . . . . . . . . . . . . . . 341
Reflective, Individual, Elemental Defense
351
Reflective, Party, Elemental Defense . 353
Regeneration. . . . . . . . . . . . . . . . 486, 487
Regular Crossbow . . . . . . . . . . . . . . . 393
Rented house . . . . . . . . . . . . . . . . . . . 146
Repair . . . . . . . . . . . . . . . . . . . . . . . . . 339
Resistance Upgrade . . . . . . . . . . . . . . 323
Resistance, Individual, Elemental Defense
350
Resistance, Party, Elemental Defense 352
Resistances . . . . . . . . . . . . . . . . . . . . . 487
Restore the Doll . . . . . . . . . . . . . . . . . 289
Riddle . . . . . . . . . . . . . . . . . . . . . . . . . 222
Riddle of a Mage . . . . . . . . . . . . . . . . 304
Riddler . . . . . . . . . . . . . . . . . . . . . . . . 162
Rift into the Past . . . . . . . . . . . . . . . . . 307
Rift rune . . . . . . . . . . . . . . . . . . . . . . . 226
Rift Wand . . . . . . . . . . . . . . . . . . . . . . 243
Riftrunning . . . . . . . . . . . . . . . . . . . . . 236
Rifts . . . . . . . . . . . . . . . . . . . . . . . . . . 510
Rilaloth . . . . . . . . . . . . . . . . . . . . . . . . 272
Ring of Raan. . . . . . . . . . . . . . . . . . . . 226
Rings. . . . . . . . . . . . . . . . . . . . . . . . . . 380
Birdclaw Ring . . . . . . . . . . . . . . . . . 381
Blackrock Ring . . . . . . . . . . . . . . . . 380
Bone Ring . . . . . . . . . . . . . . . . . . . . 381
Copper Ring. . . . . . . . . . . . . . . . . . . 380
Cord . . . . . . . . . . . . . . . . . . . . . . . . . 380
529
Index
Diamond Ring. . . . . . . . . . . . . . . . . 380
Emerald Ring . . . . . . . . . . . . . . . . . 380
Gold Ring . . . . . . . . . . . . . . . . . . . . 380
Iron Ring. . . . . . . . . . . . . . . . . . . . . 380
Morpheus . . . . . . . . . . . . . . . . . . . . 381
Pearl Ring . . . . . . . . . . . . . . . . . . . . 380
Plain Ring . . . . . . . . . . . . . . . . . . . . 380
Ruby Ring. . . . . . . . . . . . . . . . . . . . 380
Sapphire Ring . . . . . . . . . . . . . . . . . 380
Silver Ring . . . . . . . . . . . . . . . . . . . 380
Skull Ring . . . . . . . . . . . . . . . . . . . . 381
Zandalors Eye . . . . . . . . . . . . . . . . 381
Rivellon 23, 125, 131, 133, 185, 187, 243,
244, 245, 248
Robe Armor . . . . . . . . . . . . . . . . . . . . 370
Rock Skeleton . . . . . . . . . . . . . . 465, 467
Rope. . . . . . . . . . . . . . . . . . . . . . 367, 373
Round . . . . . . . . . . . . . . . . . . . . . . . . 381
Royal . . . . . . . . . . . . . . . . . . . . . . . . . 382
Royal Dagger. . . . . . . . . . . . . . . . . . . 397
Royal Two Handed Sword. . . . . . . . . 407
Rubber duck . . . . . . . . . . . . . . . . . . . 232
Ruby Amulet . . . . . . . . . . . . . . . . . . . 367
Ruby Ring . . . . . . . . . . . . . . . . . . . . . 380
Ruins Island . . . . . . . . . . . . . . . . . . . . 159
Rune Guardian. . . . . . . . . . . . . . . . . . 226
Rune keeper . . . . . . . . . . . . . . . . . . . . 225
Rune key . . . . . . . . . . . . . . . . . . . . . . . 50
Runkorr . . . . . . . . . . . . . . . . . . . 119, 446
Rupert . . . . . . . . . . . . . . . . . . . . . 58, 187
S
Sabre . . . . . . . . . . . . . . . . . . . . . . . . . 405
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Salt barrel . . . . . . . . . . . . . . . . . . . . . . 65
Salt Mine . . . . . . . . . . . . . . . . . . . . . . 187
Samuel 22, 68, 77, 135, 138, 183, 186, 197,
206, 228, 238, 244, 248, 468
Samuel Down . . . . . . . . . . . . . . . . . . 308
Samuel's Hunter. . . . . . . . . . . . . 115, 447
Samuels Lair. . . . . . . . . . . . . . . . . . . . 68
Sanctuary . . . . . . . . . . . . . . . . . . . . . . . 54
Sand Demon . . . . . . . . . . . . . . . . . . . . 24
530
Sandal . . . . . . . . . . . . . . . . . . . . . . . . 384
Sandals. . . . . . . . . . . . . . . . . . . . . . . . 384
Saphire Amulet . . . . . . . . . . . . . . . . . 367
Saphire Ring . . . . . . . . . . . . . . . . . . . 380
Sapphire key . . . . . . . . . . . . . . . . . . . 240
Sapphire key for Brams chest. . . . . . . 66
Sash . . . . . . . . . . . . . . . . . . . . . . . . . . 373
Scale Armor. . . . . . . . . . . . . . . . . . . . 370
Scale Boot . . . . . . . . . . . . . . . . . . . . . 385
Scale Gloves . . . . . . . . . . . . . . . . . . . 375
Scale Helmet . . . . . . . . . . . . . . . . . . . 377
Scale Leggings . . . . . . . . . . . . . . . . . 379
Sceptre . . . . . . . . . . . . . . . . . . . . . . . . 396
Scimitar . . . . . . . . . . . . . . . . . . . . . . . 405
Scorpion. . . . . . . . . . . . . . . . . . . 448, 455
Scorpions . . . . . . . . . . . . . . . . . . . . . . 174
Scythe . . . . . . . . . . . . . . . . . . . . . . . . 403
Scythe - The Defender. . . . . . . . . . . . 170
Second Summoning Test . . . . . . . . . . 227
Secret passage . . . . . . . . . . . . . . . . . . 109
Seeing stone. . . . . . . . . . . . . . . . . . . . 144
SER . . . . . . . . . . . . . . . . . . . . . . . . . . 470
Serrick . . . . . . . . . . . . . . . . . . . . 178, 297
Serrick's Tower . . . . . . . . . . . . . . . . . 174
Serricks Tower . . . . . . . . . . . . . 177, 178
Shadow . . . . . . . . . . . . . . . . . . . . . . . 379
Shadow Armor . . . . . . . . . . . . . . . . . 371
Shadow Arrow. . . . . . . . . . . . . . . . . . 387
Shadow Axe . . . . . . . . . . . . . . . . . . . 389
Shadow Boot . . . . . . . . . . . . . . . . . . . 385
Shadow Bow . . . . . . . . . . . . . . . . . . . 392
Shadow Club . . . . . . . . . . . . . . . . . . . 396
Shadow Creature . . . . 218, 458, 460, 465
Shadow Creatures . . . . . . . 181, 207, 239
Shadow Crossbow . . . . . . . . . . . . . . . 394
Shadow crystal . . . . . . . . . . . . . . . . . 477
Shadow Dagger . . . . . . . . . . . . . . . . . 398
Shadow Gloves . . . . . . . . . . . . . . . . . 375
Shadow Hammer . . . . . . . . . . . . . . . . 399
Shadow Helmet . . . . . . . . . . . . . . . . . 377
Shadow Leggings . . . . . . . . . . . . . . . 379
Shadow Shield. . . . . . . . . . . . . . 175, 383
Shadow Spear . . . . . . . . . . . . . . . . . . 401
Shadow Staff . . . . . . . . . . . . . . . . . . . 403
531
Index
Soul Drinker . . . . . . . . . . . . . . . . . . . 407
Souldrinker Cutlass . . . . . . . . . . . . . . 133
Sound Monster . . . . . . . . . . . . . . . . . 463
Spear . . . . . . . . . . . . . . . . . . . . . . . . . 401
Spears . . . . . . . . . . . . . . . . . . . . . . . . 400
Amazons Spear . . . . . . . . . . . . . . . 401
Bone Spear . . . . . . . . . . . . . . . . . . . 401
Hooked Spear . . . . . . . . . . . . . . . . . 401
Partisan . . . . . . . . . . . . . . . . . . . . . . 401
Raanaar Spear . . . . . . . . . . . . . . . . . 402
Shadow Spear . . . . . . . . . . . . . . . . . 401
Shadow Trident. . . . . . . . . . . . . . . . 401
Spear . . . . . . . . . . . . . . . . . . . . . . . . 401
Strangers Spear . . . . . . . . . . . . . . . 402
Special Mushroom. . . . . . . . . . . . . . . 283
Speed . . . . . . . . . . . . . . . . . . . . . . . . . 492
Spider. . . . . . . . . . . . . 436, 443, 460, 466
Spider babies . . . . . . . . . . . . . . . . . . . 100
Spider Baby . . . . . . . . . . . . . . . . . . . . 444
Spider forest . . . . . . . . . . . . . . . . . . . . 96
Spider pit . . . . . . . . . . . . . . . . . . . . . . . 99
Spider poet. . . . . . . . . . . . . . . . . . . . . 100
Spider Priest . . . . . . . . . . . . . . . . . . . 444
Spider priest. . . . . . . . . . . . . . . . . 97, 100
Spider Queen . . . . . . . . . . . . . . . . . . . 444
Spider queen . . . . . . . . . . . . . . . . . . . . 97
Spider Rancher . . . . . . . . . . . . . . . . . . 84
Spider vandals . . . . . . . . . . . . . . . . . . . 99
Spiked Battle War Hammer. . . . . . . . 399
Spiked Belt . . . . . . . . . . . . . . . . . . . . 373
Spiked belt . . . . . . . . . . . . . . . . . . . . . 149
Spiked Club . . . . . . . . . . . . . . . . . . . . 395
Spine Bone . . . . . . . . . . . . . . . . . . . . 372
Spirit of the Forest . . . . . . . . . . . 169, 296
Spiritual Arrow . . . . . . . . . . . . . . . . . 387
Spiritual crystal . . . . . . . . . . . . . . . . . 477
Spiritual Resistance . . . . . . . . . . . . . . 487
Splitting Arrow . . . . . . . . . . . . . . . . . 386
Spread, Elemental Curses . . . . . . . . . 355
Staff . . . . . . . . . . . . . . . . . . . . . . . . . . 403
Staff of Power . . . . . . . . . . . . . . 155, 178
Staff of Power. . . . . . . . . . . . . . . . . . . 181
Staffs . . . . . . . . . . . . . . . . . . . . . . . . . 402
Bone Staff . . . . . . . . . . . . . . . . . . . . 403
532
Defender . . . . . . . . . . . . . . . . . . . . . 404
Fighting Stick . . . . . . . . . . . . . . . . . 403
Glaive . . . . . . . . . . . . . . . . . . . . . . . 403
Great Halberd . . . . . . . . . . . . . . . . . 403
Raanaar Staff . . . . . . . . . . . . . . . . . 404
Scythe . . . . . . . . . . . . . . . . . . . . . . . 403
Shadow Staff. . . . . . . . . . . . . . . . . . 403
Staff. . . . . . . . . . . . . . . . . . . . . . . . . 403
Stamina . . . . . . . . . . . . . . . . . . . . . . . 486
Star rune. . . . . . . . . . . . . . . . . . . . . . . 226
Starting Skills . . . . . . . . . . . . . . . . . . 312
Stat point distribution . . . . . . . . . . . . 489
Statue
Damned One . . . . . . . . . . . . . . . . . . . 43
Statue, Damned One . . . . . . . . . . . . . . 36
Statues . . . . . . . . . . . . . . . . . . . . . . . . 237
Steal a book . . . . . . . . . . . . . . . . . . . . 276
Steal a Box. . . . . . . . . . . . . . . . . . . . . 282
Stepping Through the Rift . . . . . . . . . 308
Stignix . . . . . . . . . . . . . . . . . . 85, 97, 101
Stit . . . . . . . . . . . . . . . . . . . . . . . 143, 450
Stolen Goods . . . . . . . . . . . . . . . . . . . 289
Stone Biters . . . . . . . . . . . . . . . . . . . . . 72
Stone Gargoyle . . . . . . . . . . . . . 438, 448
Stone Gargoyles. . . . . . . . . . . . . . . . . . 44
Stonebiter. . . . . . . . . . . . . . . . . . . . . . 434
Strange box . . . . . . . . . . . . . . . . . . . . . 86
Strange Imp . . . . . . . . . . . . . . . . . . . . 275
Strange Teleportations . . . . . . . . . . . . 297
Stranger's Amulet . . . . . . . . . . . . . . . 368
Strangers Hat . . . . . . . . . . . . . . . . . . 378
Strangers Spear. . . . . . . . . . . . . . . . . 402
Strategies . . . . . . . . . . . . . . . . . . . . . . 249
Strategies of Summoning . . . . . . . . . 212
Strength . . . . . . . . . . . . . . . . . . . . . . . 490
Strong Sash . . . . . . . . . . . . . . . . . . . . 373
Studded Leather Armor . . . . . . . . . . . 369
Sulphur . . . . . . . . . . . . . . . . . . . . . . . . 57
Summon a Demon . . . . . . . . . . . . . . . 304
Summon an Informer. . . . . . . . . . . . . 303
Summoned Ghost . . . . . . . . . . . . . . . 440
Summoning Doll . . . . . . . . . . . . . . . . 249
Summoning doll
Skeleton . . . . . . . . . . . . . . . . . . . . . . 38
Summoning Dolls. . . . . . . . . . . . . . . .
Summoning Dolls Specials. . . . . . . . .
Summoning Level . . . . . . . . . . . . . . .
Summoning Practice. . . . . . . . . . . . . .
Summoning Strategies . . . . . . . . . . . .
Summoning test . . . . . . . . . . . . . . . . .
Survival. . . . . . . . . . . . . . . . . . . . . . . .
Survival Skills . . . . . . . . . . . . . . . . . .
Survivor talents. . . . . . . . . . . . . . . . . .
Swamp . . . . . . . . . . . . . . . . . . . . . . . .
Swords . . . . . . . . . . . . . . . . . . . . . . . .
Bastard Sword . . . . . . . . . . . . . . . . .
Big Sword With Teeth . . . . . . . . . . .
Bone Sword . . . . . . . . . . . . . . . . . . .
Broad Sword . . . . . . . . . . . . . . . . . .
Claymore . . . . . . . . . . . . . . . . . . . . .
Cutlass . . . . . . . . . . . . . . . . . . . . . . .
Deathknight Claw . . . . . . . . . . . . . .
Deathknights Sword . . . . . . . . . . . .
Giant Sword . . . . . . . . . . . . . . . . . . .
Great Shadow Sword . . . . . . . . . . . .
Great Sword . . . . . . . . . . . . . . . . . . .
Long Sword . . . . . . . . . . . . . . . . . . .
Magic Sword . . . . . . . . . . . . . . . . . .
Queen of Fire . . . . . . . . . . . . . . . . . .
Raanaar Sword. . . . . . . . . . . . . . . . .
Royal Two Handed Sword. . . . . . . .
Sabre . . . . . . . . . . . . . . . . . . . . . . . .
Scimitar . . . . . . . . . . . . . . . . . . . . . .
Shadow Sword . . . . . . . . . . . . . . . . .
Short Sword . . . . . . . . . . . . . . . . . . .
Soul Drinker . . . . . . . . . . . . . . . . . .
Training Sword . . . . . . . . . . . . . . . .
Two Handed Bastard Sword . . . . . .
Two Handed Bone Sword . . . . . . . .
Two Handed Raanaar Sword . . . . . .
Two Handed Sword . . . . . . . . . . . . .
Symbol of war . . . . . . . . . . . . . . . . . .
Symbol of wisdom . . . . . . . . . . . . . . .
323
324
215
305
304
217
492
314
315
189
404
405
408
406
405
407
405
409
405
407
408
407
405
409
407
406
407
405
405
406
405
407
405
407
408
408
407
184
185
T
Talking mushroom . . . . . . . . . . . . 94, 284
Talking skull . . . . . . . . . . . . . . . . . . . . . 26
533
Index
Sigurd, Survival Traps . . . . . . . . . . 149
Smith, Warrior Craftmanship . . . . . 151
Student, Wizard Body magic . . . . . 178
Taxlehix, Survival Thieving . . . . . . 140
Tibar, Wizard Elemental . . . . . . . . . 142
Xanaxil, Survivor Alchemy . . . . . . 168
Xanaxil, Wizard Elemental. . . . . . . 168
Zandalor, Wizard Body magic . . . . 162
Teachers, Act 4
Anfegar, Survivor Backstab . . . . . . 231
Ansukar, Wizard Body magic. . . . . 221
Antopar, Wizard Body magic . . . . . 218
Antopar, Wizard Elemental . . . . . . 218
Rune Guardian, Summoning Dolls. 226
Student, Warrior Talents . . . . . . . . . 235
Taxlehix, Survival Thieving . . . . . . 205
Taxlehix, Survivor Talents . . . . . . . 205
Teddy bear . . . . . . . . . . . . . . . . . . . . . 231
Teleporter. . . . . . . . . . . . . . . . . . . . . . 118
Teleporter island . . . . . . . . . . . . . . . . 139
Teleporter pyramids. . . . . . . . . . . . . . . 93
Teleporters . . . . . . . . . . . . . . . . . . . . . 239
Temple armory. . . . . . . . . . . . . . . . . . 150
Temple Nearby . . . . . . . . . . . . . . . . . 289
Temple of Order . . . . . . . . . . . . . . . . 187
Temple of Raan . . . . . . . . . . . . . . . . . 133
Temple warehouse . . . . . . . . . . . . . . . 149
Test of Concentration . . . . . . . . . . . . 306
Test of Endurance . . . . . . . . . . . 198, 299
Test of Faith. . . . . . . . . . . . 196, 245, 300
Test of Knowledge. . . . . . . . . . . 199, 299
The Ambush . . . . . . . . . . . . . . . . . . . 295
The Chest Odyssey . . . . . . . . . . . . . . 309
The Church . . . . . . . . . . . . . . . . . . . . 291
The Demon Asmodheus . . . . . . . . . . 289
The Final Test . . . . . . . . . . . . . . . . . . 308
The Flight Tunnel . . . . . . . . . . . . . . . . 25
The General . . . . . . . . . . . . . . . . . . . . 296
The Healer . . . . . . . . . . . . . . . . . 150, 368
The Hermit . . . . . . . . . . . . . . . . . . . . 285
The Imp problem . . . . . . . . . . . . . . . . 297
The Instructor . . . . . . . . . . . . . . . . . . 243
The Lizard King . . . . . . . . . . . . . . . . 297
The Lost Amulet . . . . . . . . . . . . . . . . 306
534
407
389
408
399
390
408
407
241
331
329
329
330
328
328
U
Ultimate question . . . . . . . . . . . . . . . .
UMN. . . . . . . . . . . . . . . . . . . . . . . . . .
Uncle Nixfix . . . . . . . . . . . . . . . . . . . .
Unlearn a skill. . . . . . . . . . . . . . . . . . .
Urn with Ashes . . . . . . . . . . . . . . . . . .
URU . . . . . . . . . . . . . . . . . . . . . . . . . .
USTR . . . . . . . . . . . . . . . . . . . . . . . . .
232
470
300
482
295
470
471
V
Vadorix . . . . . . . . . . . . . . . . . . . . . . . . . 58
Verdistis . . . . . . . . . . . . . . . . . . . . . . . 131
Village pit . . . . . . . . . . . . . . . . . . . . . . . 90
Vitality Points . . . . . . . . . . . . . . . . . . . 485
Vorekoth . . . . . . . . . . . . . . . . . . . . . . . 272
VORR . . . . . . . . . . . . . . . . . . . . . . . . . 471
W
Walking over Lava . . . . . . . . . . . . . . .
Wands . . . . . . . . . . . . . . . . . . . . . . . . .
Bark . . . . . . . . . . . . . . . . . . . . . . . . .
Bone Wand. . . . . . . . . . . . . . . . . . . .
Ent Wood . . . . . . . . . . . . . . . . . . . . .
Oak. . . . . . . . . . . . . . . . . . . . . . . . . .
Raanaar Wand . . . . . . . . . . . . . . . . .
Shadow Wand . . . . . . . . . . . . . . . . .
281
409
409
410
410
410
410
410
Willow . . . . . . . . . . . . . . . . . . . . . . . 409
Zandalors Inferno . . . . . . . . . . . . . . 411
War Crossbow . . . . . . . . . . . . . . . . . . 393
War Hammer . . . . . . . . . . . . . . . . . . . 399
War Monster . . . . . . . . . . . . . . . . . . . . 184
War symbol. . . . . . . . . . . . . . . . . . . . . 184
Warlock. . . . . . . . . . . . . . . . . . . . . . . . 142
Warlocks . . . . . . . . . . . . . . . . . . . . . . . 249
Warrior Skills . . . . . . . . . . . . . . . . . . . 325
Warrior Talents . . . . . . . . . . . . . . . . . . 342
Water Arrow . . . . . . . . . . . . . . . . . . . . 387
Water crystal . . . . . . . . . . . . . . . . . . . . . 45
Water Elemental . 142, 447, 451, 466, 467
Water Elementals . . . . . . . . . . . . . . . . 120
Water rune . . . . . . . . . . . . . . . . . . . . . 225
Wavestinger sword . . . . . . . . . . . . . . . 101
Weapons Room Guard. . . . . . . . . . . . 440
Weaponry . . . . . . . . . . . . . . . . . . . . . . . 54
Weather magic . . . . . . . . . . . . . . . . . . 360
Weight. . . . . . . . . . . . . . . . . . . . . . . . . 486
Wheel of Time . . . . . . . . . . . . . . . . . . 213
Whirlwind. . . . . . . . . . . . . . . . . . . . . . 338
Whirlwind Skills. . . . . . . . . . . . . . . . . 338
Wilhelm Tell . . . . . . . . . . . . . . . . . . . . . 58
Willow . . . . . . . . . . . . . . . . . . . . . . . . 409
Wind rune . . . . . . . . . . . . . . . . . . . . . . 225
Winkorr. . . . . . . . . . . . . . . . . . . . . 95, 443
Wisdom. . . . . . . . . . . . . . . . . . . . . . . . 317
Wisdom Level. . . . . . . . . . . . . . . . . . . 184
Wisdom protection rune . . . . . . . . . . . 217
Wisdom rune. . . . . . . . . . . . . . . . . . . . 226
Wisdom skill. . . . . . . . . . . . . . . . . . . . 482
Wisdom symbol . . . . . . . . . . . . . . . . . 184
Witch . . . . . . . . . . . . . . . . . . . . . 449, 461
Wizard . . . . . . . . . . . . . . . . . . . . . . . . 456
Wizard Set . . . . . . . . . . . . . . . . . . . . . 414
Wizard Skills . . . . . . . . . . . . . . . . . . . 344
Wizard, Experienced . . . . . . . . . . . . . 456
Woodcutters Axe . . . . . . . . . . . . . . . . 388
Wooden Buckler . . . . . . . . . . . . . . . . . 381
X
Xanaxil . . . . . . . . . . . . . . . . . . . . . . . . 168
535
Index
Xantsirax . . . . . . . . . . . . . . . . . . . . . . . 82
Xe . . . . . . . . . . . . . . . . . . . . . . . 200, 498
Xegodar . . . . . . . . . . . . . . . . . . . . . . . . 39
Xelokar . . . . . . . . . . . . . . . . . . . . . . . 216
Xepatar . . . . . . . . . . . . . . . . . . . . . . . 226
Y
YDRA . . . . . . . . . . . . . . . . . . . . . . . . 471
YIT . . . . . . . . . . . . . . . . . . . . . . . . . . 470
yit-iceri . . . . . . . . . . . . . . . . . . . . . . . . 45
Yrev . . . . . . . . . . . . . . . . . . . . . . 165, 450
Z
Zaknadrix. . . . . . . . . . . . . . . . . . . . . . 187
ZAND . . . . . . . . . . . . . . . . . . . . . . . . 471
Zandalor. . . . . . . . . . . . . . . . . . . . . . . 160
Zandalor wants an Artifact . . . . . . . . 293
Zandalor's Eye . . . . . . . . . . . . . . . . . . 381
Zandalor's Inferno . . . . . . . . . . . . . . . 411
Zandalor's Inferno oak wand . . . . . . . 106
Zandalor's Ruins . . . . . . . . . . . . . . . . 160
Zandalors Skin . . . . . . . . . . . . . 109, 372
536