___________________ \ / \ _ / | | | | ____ __ ___ __________|_____|_| _ |_ _____ ______________________ / __ \/ / / / | / / ____/ ____/ __ \/ | / // ___// _/ ____/ ____/ ____/ / / / / / / / |/ / / __/ __/ / / / / |/ / \__ \ / // __/ / / __/ __/ / / / / /_/ / /| / /_/ / /___/ /_/ / /| /| / // // /___/ /_/ / /___ / /_/ /\____/_/ |_/\____/_____/\____/_/ |_/_|__/ /___/_____/\____/_____/ /_____/ | | | /______/ | |_| | / \ /_________________\ ______ _ _ _ _ _ | ___ \ | | | | | | | | | | | |_/ /_ __ ___ | | _____ _ __ | | | | ___ _ __| | __| | | ___ \ '__/ _ \| |/ / _ \ '_ \ | |/\| |/ _ \| '__| |/ _` | | |_/ / | | (_) | < __/ | | | \ /\ / (_) | | | | (_| | \____/|_| \___/|_|\_\___|_| |_| \/ \/ \___/|_| |_|\__,_| DUNGEON SIEGE II BROKEN WORLD FAQ/WALKTHROUGH V1.11 2006-09-16 Copyright 2006 by Barry Scott "PapaGamer" Will A premium version of this guide is available. See http://www.papagamer.com/ for more details. Dungeon Siege II Broken World is Copyright 2006 by 2K Games and Gas Powered Games. This FAQ/walkthrough is not endorsed by, nor is the author associated with, 2K Games or Gas Powered Games. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ CONTACT INFORMATION ) \__ \___________________________________________________ / |,-' To contact me about the guide, send email to: barry@papagamer.com Please include "Broken World FAQ" in your subject line so I do not auto- discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you find this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal to: paypal@cavecreations.net Or use the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ TABLE OF CONTENTS ) \__ \___________________________________________________ / |,-' [1] GAME OVERVIEW [1.1] What's New in Broken World [1.2] How to Start DS2 and DS2: Broken World [1.3] Tips to Get You Started [1.4] FAQ [2] WALKTHROUGH ** PRIMARY QUESTS ** [2.1] Part 1, Chapter 1: Kanred the Mage [2.2] Part 1, Chapter 2: The Mage's Tutor [2.3] Part 1, Chapter 3: In Search of Celia [2.4] Part 2, Chapter 1: Elves Under Siege [2.5] Part 2, Chapter 2: The Familiars [2.6] Part 2, Chapter 3: The Second Familiar Surgeon [2.7] Part 2, Chapter 4: Solanum [2.8] Part 3, Chapter 1: The Dwarves of Glorydeep [2.9] Part 3, Chapter 2: The Overmage of the Cinbri ** PART 1 SECONDARY QUESTS ** [2.10] Hunt for the Lost Dwarves [2.11] Missing [2.12] Lumilla's Special Recipe [2.13] Naturalist Ithara's Research [2.14] Anya [2.15] The Ancient Tome [2.16] Morden Redemption [2.17] Morden Ravagers [2.18] Greylok of the Kurgan [2.19] The Human Refugees ** PART 2 SECONDARY QUESTS ** [2.20] Naturalist Ithara's Research, Part II [2.21] Celeb'hel the Elder [2.22] Minli the Faerie [2.23] The Aman'lu Arena [2.24] Questionable Methods [2.25] The Vai'kesh [2.26] The Vai'kesh, Part 2 [2.27] Treasure Hunting ** PART 3 SECONDARY QUESTS ** [2.28] Naturalist Ithara's Research, Part III [2.29] Captured Miners [2.30] The Explosives Tunnel [3] LORE [3.1] Handbook [3.2] Quest Items [3.3] Books [3.4] Reagent Recipes [3.5] Unique Items [3.6] Item Sets [3.7] Monster Book [4] CHARACTERS [4.1] Character Races [4.2] Classes, Skills & Powers [4.2.1] Blood Assassin [4.2.2] Stone Fist [4.2.3] Fighter Skill Tables & Powers [4.2.4] Ranger Skill Tables & Powers [4.2.5] Combat Mage Skill Tables & Powers [4.2.6] Nature Mage Skill Tables & Powers [5] COMPANIONS [5.1] Henchmen [5.2] Pets [6] VERSION HISTORY & CREDITS To jump to a specific topic, open the Edit menu and choose Find in this Page (or just press Control-F) and enter the bracketed number, including the brackets. For example, enter [2.10] as the search text to jump straight to the walkthrough for "Hunt for the Lost Dwarves". __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [1] GAME OVERVIEW ) \__ \___________________________________________________ / |,-' ================================== [1.1] What's New in Broken World ================================== Dungeon Siege II Broken World is an expansion pack for Dungeon Siege II. You must have DS2 installed, though the expansion installs into a different directory. The story picks up one year after the end of the original DS2 and most of the same characters return. You can play through the original campaign using the new content; or, convert one of your DS2 characters over to BW and continue with that savegame; or, start directly into BW using a converted DS2 character or one of the six pre-made characters that come with the expansion. THE SAME: ----------- * Gameplay: everything pretty much works the same as in DS2. All the keyboard and mouse controls are the same as the original; however, hotkey settings do not carry over from DS2 to BW. If you've made changes to the keyboard controls in DS2, you'll have to go in and make those same changes to BW (Options > Input tab > Hotkeys button). * Original campaign: you can play through the original DS2 using the new race, classes and spells, but it's the same game. * Henchmen: you get three new henchmen in BW, though you have to complete quests to get them. If you convert a DS2 character, any henchmen in your active party, as well as all pets and henchmen stored at the Inn will transfer with you. Henchmen not stored at the Inn will be hanging out in the first area (Dryad Outpost). *NOTE* The party inventory at the Inn is pretty badly bugged and you may not be able to take out anyone in there. See the FAQ for more information. * Chants: there are no new chants in Broken World. Any chants learned by your character in DS2 are carried over and useable in BW. THE NEW: ---------- * Race: added dwarves (males only). Full details appear in the Characters section of this guide. * Classes: added two multi-class classes. Full details appear in the Characters section of this guide. * Spells: there are now four autocast spell slots instead of two; and, two reserve spell slots instead of four. The total number of spell slots per spell book remains 10 (4 active + 4 autocast + 2 reserve). New spells, mostly weapon enchant spells for the new classes, have been added. * Skills: skill ranks now go up to 30, but only with magic bonuses. You can only buy 20 ranks in a skill; magic enhancements can take you up to rank 30. But, don't get too excited, all the effects from skill ranks have been "rebalanced", so, in some cases, rank 30 in the skill doesn't provide as much effect as rank 20 under the old rules. For example, in DS2, Fortitude 20 provided +45% health; in BW, Fortitude 20 provides +30% health and Fortitude 30 provides +34% health. Whoopee. All the new skill tables are in the Characters section of this guide. * Powers: in addition to rebalanced skills, some powers have also been changed. For example, Waves of Force does less damage per wave. All the powers with their new stats are listed in the Characters section of this guide. * Trainer: a new trainer merchant can reset the skill points for any character in your party. Speak to the person in the Dryad Outpost with the curved arrow over her head. * Henchmen: added three new henchmen. Full details appear in the Characters section of this guide. * Pets: two new pets have been added. Full details appear in the Companions section of this guide. * Lots of new monsters: some with particularly nasty special abilities. * A new story that continues the previous story and actually makes use of the big plot twist that occurs during the final battle of DS2. * New items, including new set items. * Codes that allow items to be "transferred" to "Dungeon Siege 2: Throne of Agony" on the PSP, and vice-versa. You get or give codes to the F&K Society representative near the south gate of the Dryad Outpost. * The "Take Aim" Ranger power bug (used melee levels to calculate extra damage for Take Aim 1 and 2) has been fixed. Take Aim 1 and 2 now properly use your ranged levels to calculate extra damage. This guide is only going to cover the new material. For full coverage of the original game, including gameplay mechanics, pets, character races and classes and lore, see the original DS2 Walkthrough at: http://www.papagamer.com/faqs/ds2.txt ============================================== [1.2] How to Start DS2 and DS2: Broken World ============================================== Dungeon Siege 2 used a special CRC check to verify saved games. The primary result was corrupted saved games, due to the use of mods or NoCD cracks. To combat the problem, Elys released a DS2 All*Saves loader that would allow you to load up any savegame. She's recently released an updated version of this loader for use with Broken World: http://karamail.nerim.net/elys/forums/viewtopic.php?t=339 If you have any trouble converting your DS2 characters to BW, download and install Elys' DS2BW All*Saves and launch Broken World using her loader. (The BW All*Saves also includes a hack to unlock the camera, which you may or may not like. Try converting without the All*Saves first.) 1) From the main menu, choose Single Player. 2) Under the list of heroes, click the Convert Hero button. 3) Choose from your list of characters from DS2 and click the Convert arrow. 4) Your character now shows up in the main list of heroes. The conversion converts the character’s last saved game; so, if you’re in the middle of DS2, you can convert the character and continue playing DS2 using the Broken World content. If you want to play the most recent saved game, just click Continue from the main menu screen. To start a new game or load a saved game: 1) From the main menu, choose Single Player. 2) Select the hero you want to use and click Next. 3) Select the map you want to play, either DS2 or BW. If you select DS2, you can play the original game with the new race, classes, spells and magic items. 4) Click Next, and select the difficulty level. To play... > DS2 Mercenary: no requirement, recommended levels 0 - 39 > BW Mercenary: you must complete DS2 Merc, recommended levels 39 – 47 > DS2 Veteran: you must complete BW Merc, recommended levels 47 – 68 > BW Veteran: you must complete DS2 Vet, recommended levels 68 – 74 > DS2 Elite: you must complete BW Vet, recommended levels 74 – 94 > BW Elite: you must complete DS2 Elite, recommended levels 94 – 100 Clicking the difficulty level begins play. If you have a saved game from that difficulty using the selected hero, you will load the saved game. =============================== [1.3] Tips to Get You Started =============================== This is an expanded version of the 10 Tips that first appeared in the original DS2 guide. Explore the whole map ----------------------- There are lots of little cul-de-sacs branching off from the main path. These cul-de-sacs usually contain a reagent or reagent recipe, so it's worth the time to make sure you're clearing the whole map to the edges. Pay attention to creature stats --------------------------------- The developers have mixed things up a little more in Broken World. Right off the bat you'll encounter creatures that shield themselves, becoming completely invulnerable, when their health gets low. Wasting attacks on them at that point is a bad idea, especially if there are other mobs around. Stay on your toes; if your party is diverse (as it should be) you won't have much of a problem. Use Mirror party orders and take out enemies one at a time ------------------------------------------------------------ The most effective combat tactic is to focus all your party's attacks on one enemy at a time using the Mirror party orders. Rampage only works if you're being swarmed by very weak creatures, which doesn't really happen that often. Rather than disperse your attacks, and possibly end up with one character being ineffectual (such as your fighter running after a melee resistant mob), keep all characters on one mob until it's dead (which shouldn't take more than a few seconds) and then move on to the next. Use Powers to take out swarms or boss mobs -------------------------------------------- Use area-of-effect (AoE) powers (such as Whirling Strike, Corrosive Eruption or Aether Blast) to handle swarms of enemies. When you encounter a boss-level mob (distinguished by the glowing ring surrounding them), use a high-damage single-target power (such as Brutal Strike or Take Aim) to quickly down the boss mob. If you encounter orange-colored mobs, back off ------------------------------------------------ Enemy stats in DS2 are color-coded based on your active character's level: * Green--the mob is five or more levels lower * Blue--the mob is two to four levels lower * Yellow--the mob is from one level lower to one level higher * Orange--the mob is two to four levels higher * Red--the mob is five or more levels higher Red mobs, while not unbeatable, will give you heaps of problems individually. If you encounter red mobs, you're in way over your head. Orange mobs mean you're in a little deep. While you might be able to fight your way through; in large numbers, orange mobs will be the death of you. Anytime the mobs start getting into orange, back off and find an area where the mobs are blue or yellow and keep coming back (the monsters respawn) until you've gained some levels. Green level mobs don't provide enough experience for power leveling. Learn to calculate your Damage Per Second (DPS) ------------------------------------------------- In order to truly understand how much damage you are doing, you must learn to calculate DPS (damage per second). Since weapon damage is dependant on your ability stats and class levels, it will vary from person to person. However, you can compare two different weapons for your character by equipping each and calculating DPS for each. DPS can be calculated with this formula: (MAX DMG + MIN DMG) / (2 * SPEED) Where MAX DMG = Maximum damage of the weapon MIN DMG = Minimum damage of the weapon SPEED = Speed factor of the weapon according to the following table: Speed Factor ------ ------ Slow 0.9 Normal 0.73 Fast 0.67 Faster 0.625 For example, you want to calculate DPS between a bow and crossbow. Bows are Faster weapons while crossbows are Slow; but crossbows do more damage. Your 34th level ranger has a crossbow with a damage range of 97 to 165 and a bow with a damage range of 78 - 134 (damage ranges are from equipped weapons). The speed factor of the bow is 0.625 and the crossbow is 0.9. The DPS of each weapon is: Crossbow: (165 + 97) / (2 * 0.9) = 145.5 Bow: (134 + 78) / (2 * 0.625) = 169.6 As you can see, the bow in this case is clearly superior under normal circumstances. Now let's consider a 34th level fighter choosing between a one-handed and two-handed weapon. The 2h weapon has a damage range of 90 to 143, the 1h is 67 to 105. Two-handed weapons have a speed factor of 0.9 and 1h is 0.67: 2h: (143 + 90) / (2 * 0.9) = 129.4 1h: (105 + 67) / (2 * 0.67) = 128.6 The DPS of the weapons are almost identical. However, the 1h weapon allows the fighter to use a shield, thus drastically increasing armor ratings. On the other hand, the 2h weapon can stun enemies and would be greatly superior used with Brutal Strike. The upshot of all this: when choosing among several weapons, equip each one and run the formula. Take the one with the higher DPS or one with only slightly less DPS but more bonus enhancements. In the long run, the faster your enemies die, the better off you'll be. Pause the game. Frequently. ----------------------------- Don't try to play this as an action/combat game, relying on the twitchiness of your trigger finger to win the day. The combat in DS2 is very tactical, and pausing regularly during combat will help you assess your characters' positions, their health and mana status and the best available targets. You should also pause every time you stop to manage inventory or add skill points--especially if you are in hostile territory where a monster could wander up and start beating on you while you're absorbed in whether or not you should equip the Sword of Uberness or the Axe of Leetness. Don't be afraid to use potions. And carry plenty around with you ------------------------------------------------------------------ Whether you choose to invest in Natural Bond and Survival so you can harvest potions, or you just buy some from the friendly neighborhood potion pusher whenever you're in town; always keep plenty of health and mana potions in your Inventory. Versatility is a good thing ----------------------------- Monsters are resistant--or flat out invulnerable--to different types of damage, especially as you get deeper into the game. You must have a variety of damage types available to you. If you've got a party of two fighters and a ranger and you run into a mob that's resistant to melee and ranged damage, you're in trouble. The best way to handle versatility is to have one of each class in your party: fighter, ranger, combat mage and nature mage. Of the four, the combat mage is inherently the most versatile as she can fling death, fire or lightning damage as needed; and, she can curse enemies to make them weak to her favored attacks. Add a shield tank or mythrilhorn pet to Provoke mobs away from the caster and you've got all you really need. You can then add in ranged or healing/buffing/summoning support as suits your playing style. Don't forget the Summon Teleporter spell ------------------------------------------ Summon Teleporter is a level-0 nature magic spell. Level 0 means any character can cast it to open a town portal for a quick rest and refit. The standard teleporters are rather thick throughout Aranna, but it never hurts to have a quick escape method at hand. Make sure every one of your characters has a spell book with Summon Teleporter in it, even if they never cast any other spell throughout the entire game. Just remember that town portals do not last through a save/reload and are single-use only. You've got to know when to walk away, know when to run -------------------------------------------------------- Sometimes, when you're being overwhelmed, a "tactical realignment" is in order. In other words: run away, run away! This is especially important if you have casters. If they get surrounded by brutish thugs, they'll end up unconscious pretty quickly. Since your mages are generally your highest- damage dealers, any time mobs gang up on them, running to a clear area and regrouping your party is a good idea. Backup your saves ------------------- By default, your save games are stored in My Documents\My Games\Dungeon Siege 2 Broken World\Save\SinglePlayer The game keeps your most recent save and five backups. This doesn’t allow a lot of leeway if you get stuck, hit a glitch, etc. Every time you start a new chapter, ALT-TAB out of the game, ZIP up your character's save game folder and archive it somewhere. If you hit a showstopper bug, replace your current save folder with the most recent archived save folder. The toughest enemy isn't always the biggest enemy --------------------------------------------------- When in combat, try to identify the mobs that are hurting you the most. It might be the boss, or it might be the boss' minions. You can even get seriously injured by green-level mobs if you are especially vulnerable to their attack. In boss fights, it is generally advisable to draw minions away from the boss and destroy them piecemeal before confronting the boss party-a- mano. You also need to be aware of any mobs that are hanging back casting nasty spells or summoning critters. Destroying a summoner also rids you of their summons, which is a good thing. Again, use the PAUSE key a lot to keep an eye on the ebb and flow of battle. Figure out which mobs pose the gravest danger to your health and focus your attacks on them. Use the map ------------- If, for some strange reason, this guide alone isn't helping you find your way, keep an eye on your map. It is full of helpful icons: * Green dots point out friendly NPCs * Blue dots point out interactive items (buttons, levers, doors, etc.) or treasure that's lying on the ground (including reagents and recipes) * Gold stars mark primary quest objectives * White stars mark secondary quest objectives * The compass map always shows a gold arrow pointing you in the direction you need to go to complete your current primary quest task You can zoom the maps (both small and large) using the slider under the compass map. Use it to search for secret switches and get your bearings. =========== [1.4] FAQ =========== Q. How do I unlock the higher difficulty levels? A. To play... > DS2 Mercenary: no requirement, recommended levels 0 - 39 > BW Mercenary: you must complete DS2 Merc, recommended levels 39 – 47 > DS2 Veteran: you must complete BW Merc, recommended levels 47 – 68 > BW Veteran: you must complete DS2 Vet, recommended levels 68 – 74 > DS2 Elite: you must complete BW Vet, recommended levels 74 – 94 > BW Elite: you must complete DS2 Elite, recommended levels 94 – 100 Q. How do I add more than four characters to my party? A. Four characters is the limit for Merc difficulty. At Vet difficulty you can add a fifth party member. At Elite difficulty, you can add a sixth party member. To add party member slots, speak to an innkeeper. Q. What are the item codes from the PSP? A. As codes are discovered and circulated, they'll be added to this guide. However, it should be noted there are no *unique* items in the PSP DS2: Throne of Agony. The F&K codes are, essentially, "cheat codes" that give you a free item in one game when you find that same item in the other. All magic items are available in both games and can be found as random loot, etc. If you look through the lists of reagent, unique and set items, you'll note that some are listed as "Crossover". These are the items that can be transferred between games. Q. What's with the ??? guy? A. This treasure thief showed up in DS2 and helped launch an Easter egg quest. He's back in BW, but seems to serve no similar purpose here. He's still annoying though. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [2] WALKTHROUGH ) \__ \___________________________________________________ / |,-' This is a complete walkthrough of the Broken World expansion story only. For a complete walkthrough of the original Dungeon Siege II, see: http://www.papagamer.com/faqs/ds2.txt If you've never played through DS2, you should do so. (You can play the original campaign using the Broken World interface, which will allow you to use new classes, races, etc.) The story in Broken World will make absolutely no sense unless you've finished DS2. First up is a step-by-step walkthrough of the main quest with basic details on the secondary quests included. Full details on each secondary quest are in the second section of the walkthrough, broken down by quest. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ PRIMARY QUESTS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ========================================== [2.1] Part 1, Chapter 1: Kanred the Mage ========================================== After learning that Valdis was merely the Dark Wizard's puppet, you watched in shock as the Dark Wizard escaped with Azunai's Shield. For the last year, you have traveled across Aranna and are determined that the Dark Wizard will not get away again. You arrived late last night at a Dryad Outpost in the foothills near Aman'lu, and awoke early in the morning to the sound of voices arguing. After leaving your tent, you met Burk, a Human refugee involved in the argument. Objectives: * Speak with Burk. * Find Kanred the Mage and try to reason with him. * Defeat Kanred the Mage. * Return to Burk at the Dryad Outpost. You begin in a Dryad Outpost somewhere in the wilderness. Standing right in front of you (with that nice little question mark floating over his head) is Burk, who's brother, Kanred, is a mage gone mad. The Dryads are out to kill Kanred and Burk wants you to find him first. This kicks off your first primary quest. Spend some time exploring the Outpost. You'll find these are the Dryads from Eirulan, and you'll discover the fate of Greilyn Isle. You'll meet old friends such as Celia and Kirani, who all hate you now. Boy, isn't that a change! You'll also find hanging around, not doing much, any henchmen NPCs from DS2 that you had not hired (or released from the Inn). There's an Innkeeper who will bring up your party inventory, which will have all pets and henchmen from DS2 you left there. There's one new "merchant" in the Outpost, a trainer. She will, for a fee, reset all skill points of any character in your active party. This will allow you to "fix" a broken character or re-purpose a character. For example, you decide you want your sword & shield fighter to dual wield, you can reset skill points and put more points into the dual wield tree and none into the shield skills. Or you want your bowman to be a throwing weapons ranger. Etc. On the west side of the Outpost is the teleporter and your storage vault, which still has all your old stuff from DS2. (You can't teleport from the Outpost to previous locations in DS2, they are separate games.) And, there are a few secondary quests you can pick up as well. Talk to the dwarf, Yoren, to get the quest "Hunt for the Lost Dwarves". Lumilla, the enchantress, will introduce you to reagent recipes, a new feature in Broken World. Reagent recipes are special combinations of enchantable items and reagents that produce a more powerful unique item when used together. Lumilla will also put you on a quest for three reagents for one of her special recipes. Soram is a man missing his wife; he'll set you on a quest to find her. Finally, Ithara is a naturalist who wants to study some of the new "bound" creatures that have begun to appear since the breaking of the world. (The breaking caused by you, just in case the Dryads don't mention it often enough.) Also in the outpost, near the south gate, is an F&K Society representative. This guy serves two purposes. First, you can buy items from him by giving him the Agallan Tablets you will find as you adventure. Give him a tablet and he will give you a choice of several items. These items are all Crossover unique or set items (see lists later in this guide). Second, the F&K Society handles transferring items between Broken World on the PC and Throne of Agony on the PSP. The F&K trader can give or receive codes for transferring items. When you're set, go through the south gate of the Outpost into the Blasted Valley. You'll quickly run into a merchant, Tomas, who will give you another quest. His partner, Anya, went mad (a recurring theme in Broken World), attacked him and made off with his backpack of trade goods. He wants you to get the backpack; Anya he's not so concerned about. Continue south, making sure to explore the map thoroughly. There are lots of little cul-de-sacs branching off from the main path. These cul-de-sacs usually contain a reagent or reagent recipe, so it's worth the time to make sure you're clearing the whole map to the edges. You will also find, during your trek, Anya's encampment. It's to your left (east) after you go over the bridge south of the first teleporter (Blasted Valley North). Kill her and her cronies and you'll automatically get Tomas' backpack added to your Quest Items. You'll also discover some caves that are currently blocked and one cave that is not blocked. This cave entrance is south of the second teleporter, Blasted Valley (South). It's right before you move from Blasted Valley to Blighted Hills. Turn left (east) and work your way back into the woods to find the entrance to an Abandoned Mine. Walk to the back of the mine to automatically gain a clue for Yoren's Lost Dwarves quest. Continue south until you find Kanred. Kanred is your first boss fight and reveals what will become a typical pattern. One of his attacks is to teleport into the center of your group and release a powerful, radial magic attack. This attack is almost certain death for your mages and will put a serious hurt on rangers and some fighters. When he teleports into your midst, run. Then turn and pound on him. Beyond the teleport attack, Kanred isn't that dangerous, with very average magic attacks. After Kanred is dead, return to the Outpost and speak to Burk. Part of your reward is Kanred's staff, repaired, which will now allow you to open some of those caverns south of the Outpost. =========================================== [2.2] Part 1, Chapter 2: The Mage's Tutor =========================================== When you returned to Burk at the Outpost, you learned that the same grandmaster mage who tutored Kanred was there while you were gone. Thinking it likely that this may be the Dark Wizard's latest disguise, you immediately set off to find him. Objectives: * Use Kanred's staff on the magic sealing the cave in the Blighted hills. * Find and confront Kanred's tutor. * Defeat the Morden Gral rogue mage. * Speak to Sentinel Kirani to get directions to Aman'lu. Back at the Dryad Outpost, talk to Yoren about the clue you found and then add him to your party. Teleport to Blasted Valley (North) and head almost due west to one of the blocked caverns you passed by earlier. With Kanred's staff, you can now go through into the cave. Deeper in will be a north branch; at the end of the branch you'll see a glowing book on the floor. Click it and choose to pick it up, entering "The Ancient Tome" quest into your journal. Go back to the teleporter and jump ahead to Blighted Hills (North). Go north, over the bridge, then turn east and find the Abandoned Mine you explored earlier. Go to the corner where you found the clue and Yoren will find a secret door. Click the now glowing symbol on the wall to open the door. Pick up the glowing book inside to get an update to the Lost Dwarves. That's all you can do with Yoren right now, so return to the Outpost if you want to replace him. While you're at the Outpost, find Mage Nari in the northeast sector, across from the Innkeeper. Talk to her to fill in "The Ancient Tome". Return to the Blighted Hills (North) teleporter and open the cave entrance to the east. Follow this Dusty Cavern until you enter the Kelvaran Waste. You will quickly come to a teleporter (Kelvaran Waste West) with a dryad nearby. Talk to the dryad, Jorena, to open "Greylok of the Kurgan". Then continue into the Waste. Along the way, before you reach the next teleporter, you'll find a camp of peaceful Morden. Speak to their leader, Lorksul, to open the "Morden Redemption" quest. Continue east until you reach the Kelvaran Waste (Central) teleporter. Jump back to the Dryad Outpost and find the dryad quartermaster in the northeast corner. She'll give you some poisoned bread. Teleport back to Kelvaran Waste (Central). Go south to find a Ravager camp and depopulate it. At the extreme southern end is a mini-boss fight with a lot of minions. Get up on the platform the mini-boss is on (or was on, if he jumped down to fight you). There are doors in the east and west walls that will lead up to the platform. Grab the vial of blood. Return north to the teleporter and then head west to the peaceful Morden camp. Talk to Lorksul. You can give him the poisoned bread, or not, it makes no difference in the final outcome. He'll then ask you to obtain a vial of the Overmage's blood. Lucky you! You already have it. Give it to him, watch the cutscene, then talk to him again to end the quest. Continue east through the Waste. You're now looking for a plateau to the north of the main path. Up on the plateau is a cave entrance that you can't enter and a glowing trap on the ground out front. Click the trap to place the meat you got from Jorena and you will be swarmed by Kurgan. Kill them, including the mini-boss, Greylok. Then go east some more to your Chapter 2 boss fight against Kikrak. This fight is almost identical to the one against Kanred, except Kikrak has a Familiar. Kill the Familiar first (you have to kill it twice, and watch for the explosion after you kill it the first time). Make sure you run away when Kikrak teleports inside your party. After the Familiar is dead, Kikrak himself should be a piece of cake. Walk back to the Kelvaran Waste (East) teleporter nearby and teleport to Kelvaran Waste (West). Talk to Jorena to end the Greylok quest, then teleport back to the Dryad Outpost. ============================================= [2.3] Part 1, Chapter 3: In Search of Celia ============================================= As you suspected, Kanred's tutor turned out to be the Cinbri you knew as the Dark Wizard. He is now calling himself the 'Overmage' and told you his plans to return his people to Aranna. He asked for your help, but instead you swore to gather the Elves and oppose him. However, he revealed that the Elves have already fallen before him. Now, you are desperate to get to Aman'lu and find out what happened to your hometown. However, Sentinel Kirani told you that the path to Aman'lu is sealed and only Warden Celia can open it. She agrees to give you the password to the area in which Celia is currently hunting another rogue mage so you can talk to Celia yourself. Objectives: * Give the password Kirani taught you to the Guardian statue in Arinth's Heights. * Find Warden Celia. * Destroy Celeb'hel the Rogue Mage. * Convince Warden Celia to open the path to Aman'lu. Find Kirani in the domed structure on the east side of camp and speak to her. She'll give you a password that will allow you to pass Dryad Guardian Statues that block entrances with vines. Refit your party and teleport to Blasted Valley (South). Head north, over the bridge, then west to a cave blocked with the glowing lights. In the back of the cave is a vine-blocked door. Use your password on the statue to enter a large room containing Eliza (Soram's wife), who is now a bound creature (and a mini-boss one at that). Defeat her and her minions, then open the sanctuary doors around the room. There are four, one for each main class and each requiring level 36 in that class. Venture back to the Blasted Valley (South) teleporter and continue south into the Blighted Hills. As you enter the Hills, before crossing the bridge, go west to a cavern blocked with the vines and statue. Use your password to get in and loot the place. There's nothing quest-related in here, but there are a lot of goodies. Teleport back to the Outpost and visit Soram in the southeast corner. He'll be rather upset that you killed his wife and will fight you. When you reduce his health, he surrenders and thereafter refuses to speak to you. Wow. Really breaks you up, doesn't it? Now it's time to explore the environs north of the Outpost. Leave by the north gate and enter Arinth's Gorge. You'll go over a bridge, then down into a gully and under that same bridge. As you go north, you'll go down a couple of ramps. At the bottom of the ramps, look for a little cul-de-sac to the southeast (your right). At the end is a broken mana shrine. Click it to obtain the mana-infused stone you need for Mage Nari's "Ancient Tome" quest. Continue north, past the Arinth's Gorge teleporter, to a vine-blocked cave. Use the password to enter the Hak'u Tunnels. Beyond is Arinth's Heights. This is a long, relatively straight climb with three teleporters along the way (Lower, Upper and Summit). About halfway between the Lower and Upper teleporters, you'll see a dryad hanging about along the west side of the path. She has the distinctive orange exclamation point over her head, so talk to her to do "The Human Refugees". The canyon you need to clear is right behind the dryad, so you can wrap this up immediately. Continue on up to the summit of Arinth's Heights, where you encounter another mage gone mad. This one is familiar; it's Celeb'hel, the Elder leader of the Aman'lu. You are forced to fight him and the fight plays out exactly like the ones against Kanred and Kikrak. The biggest difference this time is Celeb'hel is a bit more dangerous even when not executing his teleport-circle-of-death attack. You may need to buff up a bit and stock up on health potions using the Arinth's Heights (Summit) teleporter before you take him on. When Celeb'hel is defeated, you get a soulstone, an entry for "Celeb'hel the Elder" side quest, a conversation with Celia and the next chapter. ============================================ [2.4] Part 2, Chapter 1: Elves Under Siege ============================================ The shock of encountering a maddened Celeb'hel the Elder makes you even more worried about what's happened to the Elves. It's hard to believe that the Overmage managed to break Celeb'hel, and that does not bode well for the rest of the Elves. At least you were able to convince Warden Celia of the serious- ness of the situation and she's agreed to open the path to Aman'lu. Objectives: * Meet Warden Celia on the other side of the bridge north of the Outpost. * Journey to Aman'lu. * Look for Elven Survivors. Teleport back to the Dryad Outpost and refit. By this point you should have finished every Part 1 secondary quest except "Hunt for the Lost Dwarves", "Naturalist Ithara's Research" and "The Ancient Tome". Go north out of the Outpost and find Celia right across the first bridge. She'll open the Passage to Aman'lu. As you enter, you encounter some bound hyenas, the last creature on Ithara's list. After you've killed them, run back to the Outpost and complete her quest. She'll give you some nice armor and another Research quest. Go back to the Passage and head through to Aman'lu. You'll find the town mostly destroyed (which, come to think of it, was the state it was in last time...). This time it's a bit worse. After clearing out the areas south of town, talk your way through the gate to end this rather short chapter. ======================================== [2.5] Part 2, Chapter 2: The Familiars ======================================== You arrived in Aman'lu to find it a very changed place. Most of the Elves are dead, and the survivors are despairing the loss of their visionary powers in the cataclysm. Danadel, the de-facto leader of the Elves, explained that they are currently threatened by their ancient enemy, the Familiars. The Familiar Surgeons are adept at creating horrific mutilations of creatures and people. Unable to face these horrors, the Elves barricaded themselves in a small section of town near the tavern. You would like the Elves' support in the coming battle with the Overmage, but first you'll have to help them regain their strength by destroying the Familiars. Objectives: * Travel beyond the western Vai'lutra Forest in search of the Familiar Surgeons. * Look for the Familiar Surgeons within the abandoned Elven ruins. * Destroy the Familiar Surgeon. * Release Drianjul from the cell. * Speak with Drianjul. Aman'lu is a reduced-services home base. There's a base teleporter, a necromancer, your storage vault and an all-in-one merchant inside the Inn. However, there's no Innkeeper, Arcanist, Enchanter, Trainer, F&K Society merchant, etc. You'll have to teleport back to the Outpost for those services. Fortunately, every teleporter in the game can take you back to any of the base teleporters, including the Dryad Outpost. North of the Inn is a burned-out building. Talk to Kylis on the top floor to get "Minli the Faerie" added to your quest log. Take the metal scraps he drops on the ground, and go back to the south bridge leading out of town. Drop the scraps on the ground (you have to actually open your inventory and remove them, it's not automatic). You'll be swarmed by faeries. Kill them and another wave comes at you, this time with the mini-boss, Minli. Kill her and the remaining faeries, then return to Kylis to complete his quest. Right next to Kylis' building, down by the river, is an elf who will give you a vial of Aman'lu water. This is an item needed for Mage Nari. Inside the Inn, talk to Talain to start "The Vai'kesh" quest, and pull the lever in the south wing to travel down to the Aman'lu Arena, which is still open for business. When you're ready to go, head west into the Western Vai'lutra Forest. As you're exploring, you'll come across, to the south, the entrance to a ruin that is blocked by a door on which is nailed a bound elf. Lovely. You can't get through these doors yet, but you'll get the key soon enough. To the north is a campsite where you meet Ressa. She's a Blood Assassin, potential henchman (after you complete her quest) and will kick off "Questionable Methods". You'll get to your first task, collect elf blood, later. Continue west to the Western Vai'lutra Forest (South) teleporter. Here the path splits, going west and north. Take the west path into the Western Vai'kesh Forest. You cross over an ornate stone bridge as you enter the Vai'kesh Forest, and the path splits after the bridge, going north and south. Go south into a camp of peaceful Vai'kesh and speak to the leader. This advances "The Vai'kesh". Now go north and you'll quickly find, off to your right, the entrance to a crypt with a bunch of elven bodies. Entering the crypt advances "The Vai'kesh" again. Your path now turns west again, and you will soon reach the Western Vai'kesh Forest teleporter, which is not far east of the entrance to a dungeon. Enter the ruins, which are not that exciting, but quite gory, with plenty of blood and body parts. Not to mention a large number of mobs. When you reach the end of the dungeon, you're in for your next boss fight, against a Familiar Surgeon. This giant brain is pretty nasty in a fight. It uses primarily death magic against you, so beefing up your death resistance would be a smart idea. Additionally, it summons crawlers from two pools located near the entrance to its lair. These crawlers creep over to the surgeon and regenerate it. Fun stuff. With decent death resistance, you can ignore the surgeon's attacks. Unload high-damage, single target powers on it, then attack it. Keep one area power in reserve. When crawlers pop out of the pools, unleash your AoE power on them. If you can keep the surgeon at the far end of the chamber, away from the pools, you'll have time to kill the crawlers before they get close enough to the brain to restore its health. Then go back to your head banging. After the Surgeon is dead, release Drianjul from her cage and talk to her. When you killed the Surgeon, you got a strange metal object added to your Quest Items. Drianjul tells you that item is a key that unlocks special doors guarded by bound elves. She also tells you there's another Familiar Surgeon in Calennor Stronghold to the north. ====================================================== [2.6] Part 2, Chapter 3: The Second Familiar Surgeon ====================================================== You discovered the chilling manner in which bound creatures are created, and saved Drevin's sister, Drianjul, from becoming one. She is grieving and in shock, but she is able to tell you about a second Surgeon somewhere nearby. You will have to find and destroy it too if you hope to gain the Elves' help. Objectives: * Use the Surgeon's key to enter the Calennor Stronghold. * Speak with the Overmage's projection. * Find and destroy the second Familiar Surgeon. * Return to Danadel in Aman'lu. Return to Aman'lu for rest and refit. Teleport to the Western Vai'lutra Forest (South) teleporter and go southeast to find the bound elf-blocked door you saw earlier. You can now stick your key into the bound elf and release it, kill it, then open the door. This is a simple treasure vault, nothing more. However, to thoroughly loot it, you'll need to find all the secret doors. Look for interactive torches on stands on the ground and on the walls. And beware of one chest that turns out to be a mimic. Go back to the teleporter and go north. You'll start encountering bound elves, and they will drop vials of their blood. These are actual inventory items-- not Quest Items--that drop on the ground, so be sure to pick them up. As you progress, keep an eye out to the east for an entrance to some ruins. This is the Vault of Therayne and the "Treasure Hunting" side quest. When you reach the Western Vai'lutra Forest (North) teleporter, teleport back to the South teleporter and return to Ressa's camp (just to the east). You should have ten vials of elf blood now, so give them to her and get your next task: collect a child's tears. Teleport back to the Dryad Outpost and find Arlen, Soram's son, in the southeast corner of camp. Anything you say to him (regardless of whether you completed his dad's quest) will make him cry and you'll automatically collect his tears. Teleport back to Ressa's camp and give her the tears. She now asks you to bind the soul of Lorethal himself. Teleport to Western Vai'lutra Forest (North) and go a little bit north and then turn east to find the entrance to the Sepulcher of the Crimson Hunters. It will be empty going in. Make sure you loot the place thoroughly, including some level 42 Sanctuary Doors (one for each of the four main classes). After binding Lorethal's soul, the dungeon fills with the ghosts of Lorethal's Crimson Hunters. These are not pushovers--they're level 45 and very angry. You can't summon a teleporter inside; but, there is a cheesy trick you can use if you don't want to (or can't) fight your way out. Save your game and quit. When you reload, you'll be back in Aman'lu. Regardless of how you get out of the Sepulcher, teleport back to Ressa, complete her quest and hire her if you're so inclined. (Note: Ressa is not needed in the party for any future part of the story.) After, teleport back to Western Vai'lutra Forest (North) and continue your journey north. After reaching the Calennor Wood (South) teleporter, start looking for an unmarked path to your right (east). This will lead to a ruined shrine where you find Celeb'hel. Didn't you already kill him? Well, talk to him to get the full story. You'll find his two other soulstones in the near future. Continue north until you reach the Calennor Stronghold, which is again guarded by a bound elf. The Stronghold, besides being the site of your boss fight for this chapter, has a lot of treasure hidden behind secret doors, some of which is quest related. In the very first room, find the interactive torch on the north wall and open a secret door. Inside the revealed room is a corpse. Click it to find a Vai'kesh sword and open "The Vai'kesh, Part 2" in your quest log. In the next large room of the dungeon, go through the southeast door and find the secret entrance on the west wall. In that room, pick up a green stone from the pile along the north wall. (Remember those stones? And how much you came to loathe them in DS2?) Next up, some prison cells. Behind the northeast cell is a room where you'll find one of Celeb'hel's other bodies. Click it to collect the soulstone. After the prison, there's a T-intersection. Go left (west) and find purple stones on a bookcase in the end room. (Search carefully, they don't glow.) Head back east, and then north as the hall turns. In the next room, find a secret door in the southeast corner. Inside the room are yellow stones, lying on the floor. Now it's on to the boss fight against the Familiar Surgeon, which plays out like the last Surgeon fight. Afterwards, walk back through the dungeon. When you get to the room south of the prison cells, find the secret room to the east and place a green, purple and yellow stone in the appropriate sockets to open a small treasure room. ================================== [2.7] Part 2, Chapter 4: Solanum ================================== You destroyed the Familiars in the hopes of convincing the Elves to help you against the Overmage, but the Elves remained steadfast in their decision to not get involved. However, you also learned that the Overmage is manipulating the Dryads to concentrate all of Aranna's magic in one place. Danadel also revealed that the Great Leader is a male Dryad-- the first ever known to exist. The Elves don't seem to find this suspicious, but you're not so sure... At least Danadel opened a portal to the Dryads' city of Solanum, so you'll be able to question the Great Leader yourself. Objectives: * Go through Danadel's portal to Solanum. * Enter the Great Leader's audience chamber. * Defeat Keirok the Devourer. * Go through the Overmage's portal. * Explore the unfamiliar cavern. * Speak to Stonepick. Return to Aman'lu and speak to Danadel. He'll open a portal to Solanum (a glowing white circle just north of the Aman'lu teleporter). Don't go through it yet. Go talk to Talain at the Inn. Then teleport to the Western Vai'lutra Forest (South) and run west to the Vai'kesh camp. Confront the leader with the sword you found in the Stronghold, then kill the leader and his minions. Enter the sanctuary that's right there in the camp and kill everyone inside. A locked door in the back yields to a key you took from the leader and leads to the Prophet, who's a pretty tough fight. You'll also find a body of Celeb'hel. Return to Aman'lu and talk to Talain to wrap up the Vai'kesh quests. Teleport to The Calennor Wood (North) and head southeast to find the living Celeb'hel. If you give him the soulstones, he blows himself to smithereens. End of quest. If you don't give him the soulstones, he attacks you. After you fight him to surrender, he offers to join up. You don't need him for any particular quest after this. The remainder of this chapter is a boss fight against Keirok the Devourer. Return to Aman'lu and go through the portal made by Danadel. You quickly enter a large, round chamber where you watch a cutscene that ends with you facing a very large, very nasty creature. There's no special trick to beating Keirok, it's just a test of endurance. He's a strong melee attacker, so ranged attacks work better. He has one special attack where he pounds on the ground, causing glowing lines to radiate out from his body. When you see these forming, run to the outer edges of the circle and get between the lines--they will erupt in flame. If you're caught in them, it means almost certain death for any mages (and possibly rangers) in your party. However, this attack is pretty easy to avoid and he's not otherwise all that tough. When he's dead, jump through the portal and find Glorydeep Mine. Yeah! There's a base portal here, similar to the one in Aman'lu. Once you speak with Stonepick, the next chapter begins... =================================================== [2.8] Part 3, Chapter 1: The Dwarves of Glorydeep =================================================== Your suspicions about the nature of the Great Leader were not unfounded--he is the Overmage! The Dryads did not seem aware that they were deceived, and they willingly went through the Overmage's portal. The Overmage summoned a Familiar to stop you, but you were able to defeat it. However, the portal changed somehow. You went through anyway and discovered a group of Dwarves enslaved by the Overmage. Stonepick, the Dwarves' leader, explained that they haven't seen the Overmage personally in years, but he resides within the Cinbri city the Dwarves have been excavating. Stonepick agrees to help you get inside the city if you aid the Dwarves in overthrowing the oppressive Familiar Overseers. Objectives: * Destroy Hopekiller the Familiar Overseer. * Destroy Merciless the Familiar Overseer * Destroy Longwhip the Familiar Overseer * Destroy Stench the Familiar Overseer * Destroy Bloodgrin the Familiar Overseer * Destroy Rockfist the Familiar Overseer * Meet Stonepick at the bridge to the Cinbri City. If you don't have Yoren in your party, teleport back to the Outpost and add him. Then return to Glorydeep and find Rockmover; he's in a house to your left (north) as you cross over the first bridge. Rockmover and Yoren will talk, you'll get a reward and the "Hunt for the Lost Dwarves" will be finished. You can safely discard Yoren at this point if you wish. Continue east through the mine, defeating the Familiar Overseers and their bound minions. Remember to watch out for the Overseers resurrection. As you progress through the mine, you'll be able to quickly complete two side quests, "Captured Miners" and "The Explosives Tunnel". See the individual walkthroughs later in this guide. The last three Overseers are bunched up together, so having the help of the captured miners and the explosion is a good thing. Once all the Overseers are dead, Stonepick extends the bridge across to Cinbri City and your final dungeon run approaches. ===================================================== [2.9] Part 3, Chapter 2: The Overmage of the Cinbri ===================================================== You freed the Dwarves from the oppression of the Familiar Overseers, and in return they extended the bridge to the Cinbri City. Stonepick advised you to work your way deep within the city to the gateway chamber where the Overmage plans to become Zaramoth Reborn. Stonepick thinks the ritual has already begun--you should get there fast if you want to stop it. Objectives: * Explore the Cinbri City. * Explore the center of the city. * Find the gateway chamber. * Speak with the Overmage. * Defeat the Overmage. * Defeat Zaramoth Reborn. * Speak with Kirani. The run through Cinbri City is strangely reminiscent of the run up Zaramoth's Horns at the end of DS2. The main thing to watch out for is a Cinbri Gem early on in one of the large rooms. It's on a bookcase and is glowing, so you should be able to find it easily enough. This is the last item needed by Mage Nari. When you finally reach the end, you'll want to stock up on health (and, possibly, mana) potions and equip your best stuff. You've got a very long and grueling boss fight ahead of you. Enter the circular area where the Overmage is getting ready to transform himself. He's surrounded by dryads in stasis. After your little chat, your first inclination will be to pound on the Overmage. Resist the urge. Back off and wait. The Overmage summons a bunch of creatures and you have to defeat them. Right now, the Overmage is invulnerable. DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY ARE FAST RECHARGE POWERS! This cannot be stressed enough. If you want to shorten this part of the battle--and you DEFINITELY want to shorten it--then save your powers. Be sure to have all your highest damage powers selected (Brutal Strike, Take Aim, etc.). When the last summons dies, the Overmage collapses. Unload on him. Hit him with everything you've got. You only get about five to ten seconds, then he revives, is once more invulnerable and summons more help. Do the whole thing over again. If you do this right, you only have to go through three or four waves of summons before you shave off all the Overmage's health. When that happens, he transforms into Zaramoth Reborn. Now the real fight gets underway. Zaramoth Reborn is one very tough hombre. He's got a LOT of health (120,000 in Merc), is resistant to everything, knows every power and spell in the book and has near-unlimited mana. In other words, he's equal to about ten of you. Zaramoth will unleash a lot of stuff. Some of his favorites are: * Whirling Strike with his sword: getting hit is pretty certain death. You can avoid this one because he takes about ten seconds to wind up. When you see him crouch and gather in on himself, he's about to let go, so run away. * Glacial Aura: this one's pretty hard to avoid, especially for your melee fighters, since running out of range means no damage being inflicted on Mr. Bigshot. Your best bet is to stay in there, take your lumps and drink health potions. * Fire rings: you can see these coming, as they start from the outside of the circle and move inward. When you see them, rush IN toward Zaramoth and gather around him as the flames stop short of his body. (If you've got any unconscious people lying around, they're toast. Get a Rez spell handy.) This is actually a great time to unload on Zaramoth as he's busy tending the fire and you have a perfect excuse to get in close and personal. * Call Lightning: when sparks start dancing on the ground, run away. These are pretty easy to avoid, but dangerous if you're not paying attention. * Waves of Force: this one's just nasty. There's no warning, and you're suddenly facing waves of high-damage streaming out from the front of Zaramoth. The one upside is the narrow area-of-effect, you can easily run to the side away from them. If any melee fighters are standing right in front of him...well, hope they have lots of armor and health. Zaramoth has other toys to play with too. This fight is, basically, a war of attrition. Can you knock off his health before you run out of health potions or Rez scrolls? He's resistant, but not immune to anything, and you can curse him and attack him just like any normal enemy. (I.e. there's no special trick to fighting him.) The tactics are all about avoiding his attacks as much as possible, quaffing health potions almost continuously and making sure you have a nature mage with a Resurrect spell and plenty of Rez scrolls for when the nature mage is unconscious or dead. This is a long, grueling battle and there are no shortcuts. Use high-damage powers as fast as they recharge. Run away when Zaramoth starts with one of his specialty attacks. In fact, keep moving, a lot. It will be harder if you have a melee-heavy party, so be sure to have some strong ranged support (ranger, combat mage). And bring lots and lots of potions, just in case you hadn't picked up on that by now. When it's all over, talk to Kirani, the lone surviving dryad and the main quest is officially complete. Return to the Dryad Outpost and wrap of "The Ancient Tome" by talking to Mage Nari, giving her all the stuff, then following up with the ghost of the murdered historian. That should do it! Now it's off to DS2 in Vet, then BW in Vet, then DS2 in Elite... =~=~=~=~=~=~=~=~=~=~=~=~= PART 1 SECONDARY QUESTS =~=~=~=~=~=~=~=~=~=~=~=~= ================================== [2.10] Hunt for the Lost Dwarves ================================== Yoren Glitterdelve, an Ehb Dwarf, recently arrived at the outpost. He is looking for the Glorydeep Dwarves, a large group of miners who haven't been heard from for over one hundred and fifty years. Yoren believes they have intentionally cut off contact with Ehb in order to hoard the vast riches they've discovered. He intends to track them down and bring them back into line according to the rules of the Dwarven Mining Guild. Just because their new mine is a long distance from Ehb doesn't mean they can escape the law. Objectives: * Look for clues of the Lost Dwarves. * Return to Yoren with news of your find. * Bring Yoren to the abandoned mine. * Explore the hidden cache. * Find a way to enter the Glorydeep Mine. * Find someone with information about the Glitterdelve family's fate. In the Dryad Outpost you'll find a dwarf named Yoren. Speak to him to initiate this quest to find his lost brethren. He wants you to look for clues to their whereabouts during your travels. As you travel south from the Outpost, you will go through the Blasted Valley and then into the Blighted Hills. Just before entering the Blighted Hills, there's a cave entrance to the east. You have to leave the beaten track to find it. Inside is an Abandoned Mine; entering it automatically gives you a "clue" and an update to your journal. Return to Yoren. He wants to join you and check out the mine himself. You have to add him to your party to continue this quest. Once he's on board, teleport to the Blighted Hills (North) teleporter, go north over the bridge, then head east to the Abandoned Mine. Inside, approach the north wall of the mine and Yoren can activate the switch that opens the secret door (the switch starts to glow, so you can't miss it). Inside, collect the logbook. That's it until you enter Glorydeep Mine at the beginning of Part 3 of the main quest. Add Yoren to your party and find Rockmover; he's in a house to your left as you cross the first bridge in the Enclave. Rockmover and Yoren will converse, you'll get some treasure and that's the end of the quest. ================ [2.11] Missing ================ Soram, a Human refugee at the Outpost, is extremely concerned about his wife, Eliza. She left the Outpost a few days ago to collect berries and she hasn't returned. The Dryad Sentinels at the gates forbade him to leave, and Soram is forced to wait. He is almost at the end of his patience. Objectives: * Look for Eliza. * Return Eliza's locket to Soram in the Outpost. Talk to Soram in the southeast corner of the Dryad Outpost (to your right as you start the game) about his missing wife. You can't get anywhere in this quest until you've finished Chapter 2 of Part 1 of the main quest and have both Kanred's Staff and the dryad password. Teleport to the Blasted Valley (South) and go north until you pass over a bridge. Turn west until you find a cave blocked by glowing lights. You can now use Kanred's Staff to get through. At the back of the cave is a door blocked by one of Celia's guardian statues. Speak to the statue and use the password to get through. Inside you'll find Eliza, turned into a bound creature, with a bunch of minions. There are also four Sanctuary Doors (level 36, one for each main class). Once Eliza is dead, return to Soram at the Outpost. He will not initially believe you, then he will attack you when you prove Eliza is dead. When you "kill" Soram, he surrenders. Your only reward is whatever you took from Eliza's lair. ================================= [2.12] Lumilla's Special Recipe ================================= Enchantress Lumilla has been busy this past year. She moved her shop to the Outpost and mastered some new enchanting techniques, including reagent recipes. She explained that reagent recipes allow her to create an enchantment that's more powerful than the individual reagents used in it. She is happy to demonstrate what she means if you bring her a few ingredients. Objectives: * Find some Ash Leaves, Sage Liniment, and Gardenia Leaves and return to Lumilla. Like Lumilla's quest in DS2, this is intended to introduce you to the concept of reagents; specifically, reagent recipes. These special combinations of an enchantable item and specific reagents produce a unique item. You'll find the reagents she needs lying around south of the Dryad Outpost; just make sure you explore to the edges of the map. Once you have the three reagents, talk to Lumilla and she'll give you a recipe (Lumilla's Cooling Band) and an enchantable ring. Use the ring and the reagents to make the item. All the reagent recipes and the unique items they produce are listed later in this guide. ===================================== [2.13] Naturalist Ithara's Research ===================================== Naturalist Ithara is a Dryad in the Outpost. Like all the Dryads, she is very concerned about the increasing numbers of horribly mutilated creatures roaming the hills. Nobody knows where they are coming from, or who is altering them, and Ithara is determined to find out. She would like you to obtain samples so she can study them and unravel the mystery. Objectives: * Acquire a sample from a Bound Terrak. * Acquire a sample from a Bound Human. * Acquire a sample from a Bound Fellspine. * Acquire a sample from a Bound Hak'u. * Acquire a sample from a Bound Hyena. * Give Ithara all of the samples. Ithara is a naturalist who resides in the northeast corner of the Dryad Outpost. She is interested in studying the bound creatures that have arisen since the breaking of the world. This is pretty simple. As you kill the bound creatures on the list, a sample (hand, foot, etc.) will be added to your Quest Items in the Lore section of your journal. Once you have all five samples, return to Ithara. You'll find the fellspine, human and terrak in the Blasted Valley and Blighted Hills south of the Outpost. Hak'u roam Arinth's Gorge north of the Outpost. You'll get a bound hyena sample when you first enter the passage to Aman'lu at the end of Part 1, Chapter 3. As soon as you get the hyena sample, run back to the Dryad Outpost (it isn't far) and turn in the samples to Ithara. She'll give you a suit of fighter armor in return and send you on part 2 of her quest. ============= [2.14] Anya ============= Tomas, a traveling merchant, has a problem. He discovered that his business partner, the Dryad Anya, has gone mad and killed her sisters. When he tried to approach her, she attacked him and grabbed his backpack. He barely escaped with his life, but without his goods, Tomas is ruined. Now, he is hoping that you will be able to put an end to Anya's madness and recover his pack. Objectives: * Find and defeat Anya. * Return the stolen backpack to Tomas. You'll find Tomas just outside the south gate of the Dryad Outpost. After speaking to him, continue south. When you pass the Blasted Valley (North) teleporter, cross the bridge and turn left (east). Find the ramp leading down and north and you'll find Anya and some minions. Kill them all, then return to Tomas. He rewards you with some items and gold and becomes a standard merchant. ========================= [2.15] The Ancient Tome ========================= You discovered this old book in a dark cave in the hills near the Outpost. From the magical power that resonates from it, you guess that it must have belonged to a mage. It is clearly seen better days, but you can still make out most of the words inscribed on the cover. Unfortunately, you are unfamiliar with the language in which it is written. Objectives: * Locate someone who can identify the ancient tome. * Fill a vial with Aman'lu's blessed water and bring it to Mage Nari. * Find a mana-infused stone and bring it to Mage Nari. * Find a suspended soul and bring it to Mage Nari. * Capture a lonely voice and bring it to Mage Nari. * Find a memento of the past and bring it to Mage Nari. * Speak to Mage Nari. * Speak to the spirit of Historian Arisu. After finishing Part 1, Chapter 1 and obtaining Kanred's Staff, you can explore previously blocked caves south of the Dryad Outpost. In the first one you come to south of the Outpost (due west of the Blasted Valley (North) teleporter), you'll find an ancient tome in a side tunnel. Picking it up kicks off this quest. Return to the Outpost and find Mage Nari. She bides her time in the northeast sector, just past the arcanist (near where Amren waits). Talk to her to fill in the remainder of the quest. You'll find the items as you adventure, but the final one won't be found until near the end of the game. * Vial of Aman'lu water: when you first enter Aman'lu, go down to the riverbank between the Inn and the ruined building where Kylis is working. You'll find an elf there, Liranth, who will give you a vial of water. * Mana-infused stone: this is in a ruined mana shrine north of the Outpost. After crossing the first bridge, you go down into a gully and follow it north. You'll then go down a couple of ramps. Just past the ramps, look for a cul- de-sac to your right (southeast). The ruined mana shrine is in there. Click it to obtain the stone. * Suspended soul: you fill this requirement with a faerie frozen in amber. You pick this up (automatically) from a boss-level naldrun while fighting through the Calennor hills (north of Aman'lu). The naldrun's name is Triari and she's in a western cul-de-sac just north of the Calennor Wood (South) teleporter. * Lonely voice: throughout the wilderness north of Aman'lu you'll find Elven wind chimes. Click any one to pick it up and use it as the lonely voice. There are two chimes in the Western Vai'kesh Forest and two in the Calennor Wood. * Memento of the past: this is lying on a bookshelf in one of the rooms of the city of the Cinbri at the end of the game. It's glowing, so you should be able to see it easily. ========================== [2.16] Morden Redemption ========================== While exploring the Kelvaran Waste, you came across a group of uncharacteristically submissive Morden refugees. Lorksul, their leader, explained that ever since the second cataclysm, their minds have felt fogged and their former bloodlust is gone. They have no idea what has happened to them, and now their bodies are disintegrating. However, some of the Morden have managed to retain their former strength. They call themselves the Ravagers, and they have pledged themselves to the Overmage. The Ravagers have been attacking the Refugees, to great effect. The Refugees are too weak to find food, and so they are slowly starving to death and are barely able to defend themselves from the Ravagers. * Get some food for the Morden refugees. * Return to Lorksul of the Morden. * Get the vial of the Overmage's blood and bring it to Lorksul. * Speak to the Overmage's projection. * Speak to Lorksul. In between the first two teleporters of the Kelvaran Waste (West and Central) you'll find a camp of peaceful Morden off the beaten track (to the north). Talk to their leader to start the quest. Now, technically, you can keep going, raid the Ravagers camp and get the vial of blood without going back to the Outpost and getting food. However, Lorksul won't discuss the vial of blood with you until you've brought the food. So...Head back to the outpost--if you keep going forward to the Kelvaran Waste (Central) teleporter, it makes the rest of the quest a bit easier--and find the quartermaster in the northeast section of the Outpost. She'll give you some poisoned food. Return to Lorksul and give him the poisoned portion or not; it makes no difference in the quest. Now head for the Kelvaran Waste (Central) teleporter and turn south to enter the Ravagers' fort. Fight your way through to the boss Ravager and pick up the vial of blood from the platform on which he is standing. Return to Lorksul and give him the blood. After you've chatted with the Overmage, talk to Lorksul again to conclude the quest. ======================== [2.17] Morden Ravagers ======================== The Morden Ravagers refused to die or let their bloodlust fade, so when the Overmage offered to help them in exchange for their loyalty, they eagerly accepted. Now, they are marked with his symbol and draw power from a large vial of his blood kept in the center of their camp. Its magical influence turns their skin white and infuses them with their old strength. Consumed with bloodlust, they rampage across the land, killing indiscriminately and for no purpose. However, their link to life is tenuous at best, for if they lose the vial of blood, they will begin to rot anew. However, the Morden Refugees desire the vial of blood - not to regain their bloodlust, but to learn why they are dying. If they can acquire the blood, they will use it to summon an image of the Overmage and force him to answer their questions. Objectives: * Find the Morden Ravager camp. * Take the vial of the Overmage's blood. When you raid the Morden Ravager camp, this quest starts and finishes. It is technically possible to do this quest without doing "Morden Redemption"; but, if you're killing these Morden anyway, might as well do the whole thing. ============================== [2.18] Greylok of the Kurgan ============================== Watcher Jorena is a Dryad stationed in the Kelvaran Waste. She is attempting to catch a particular beast that roams the area. She has caught glimpses of a massive wolf-like beast. She swears he talks to her and taunts her, and claims that his name is Greylok of the Kurgan. Soon, he will return to his pack and lead them here to live. He says that Dryads are easy to catch and will make good food for his pups. Jorena is clearly distraught about the situation and hopes that you can help her. Objectives: * Bait the trap outside of Greylok's lair. * Kill Greylok of the Kurgan. * Return to Watcher Jorena. Jorena is the dryad stationed next to the Kelvaran Waste (West) teleporter right after you enter the Waste. Talk to her and get the rotten meat you need to bait the trap. You'll find Greylok's lair not far west of the Kelvaran Waste (East) teleporter, on a plateau north of the main path. Outside his cave entrance is a glowing trap. Click it to "bait" the trap and be instantly swarmed by Kurgan, with the boss-level Greylok thrown in for good measure. Kill Greylok (and his pack) and return to Jorena for your reward. =========================== [2.19] The Human Refugees =========================== Watcher Rena is stationed at the tower across from a canyon in Arinth's Heights. She stopped you from entering the canyon, explaining that a small caravan of Human Refugees were camping there when a group of Dryad warriors arrived. However, something was wrong with the Dryads -- they looked and behaved unnaturally and turned the canyon into a bloodbath. Now, Rena is uncertain what to do. She knows her sisters did a terrible thing, but she's afraid to confront them--both because she can't bear to kill her own blood, and because she is not strong enough to take them on if they react aggressively. Objectives: * Investigate the canyon. * Follow the trail of blood. * Talk to the Human survivor. * Return to Watcher Rena. Rena is stationed along the main path in Arinth's Heights. You'll recognize her by the orange exclamation point hovering over her head. Right behind her is the entrance to the canyon. Talk to Rena, then enter the canyon. Wade through the hordes of bound dryads until you reach the far end of the canyon. Climb up into the hills to find the lone surviving human. Talk to him, then return to Rena and talk to her to conclude the quest. =~=~=~=~=~=~=~=~=~=~=~=~= PART 2 SECONDARY QUESTS =~=~=~=~=~=~=~=~=~=~=~=~= ============================================== [2.20] Naturalist Ithara's Research, Part II ============================================== Based on the samples you collected, Ithara speculates that the bound creatures are actually being assembled by someone. Now, she wants you to find more samples to see if they shed any more light on the creatures' origins. Objectives: * Acquire a sample from a Bound Fettershin. * Acquire a sample from a Bound Taclak. * Acquire a sample from a Bound Taugrim. * Acquire a sample from a Bound Naldrun. * Acquire a sample from a Bound Elf. * Give Ithara all of the samples. Same tune, different notes. As soon as you finish Ithara's first research quest, she'll give you this one. As you continue adventuring, you'll run into all these creatures and automatically get a sample from the first one you kill. After you have all five, return to Ithara for a suit of ranger armor and part 3 of her quest. ============================ [2.21] Celeb'hel the Elder ============================ You discovered Celeb'hel wandering around Arinth's Heights. Somehow, the Overmage corrupted Celeb'hel and transformed him into a rogue mage--insane and unpredictable. He attacked you and you were forced to defend yourself and kill him. Now, all you have left is the soulstone he dropped when he died and the guilt of having killed your childhood mentor. Objectives: * Find someone who's interested in Celeb'hel's soulstone. * Find the simulacrum who went to the Vai'kesh. * Find the simulacrum who went to the Calennor Stronghold. * Return to Celeb'hel. * Choose whether or not to give Celeb'hel his soulstones. This quest starts after you kill Celeb'hel at the end of Part 1, Chapter 3. Later, as you're working your way north through the Calennor hills, look for a path off to the southeast. This leads to a Ruined Shrine where you meet... Celeb'hel. Listen to his spiel and agree to find his other two clones. (Or simulacrum in RPG nonsense-speak.) You'll find one straight ahead in Calennor Stronghold. When you reach the room with four prison cells--two on a side-- Celeb'hel's clone's body is behind a secret door behind the northeast cell. Click the corpse to collect the soulstone. Also in Calennor Stronghold, in the first room, find the secret door on the north wall. In this room is a corpse with a Vai'kesh sword. Click the corpse to launch "The Vai'kesh, Part 2". After leaving Calennor, finish up the Vai'kesh quest as detailed later in this guide. While clearing their sanctuary, you'll find the other soulstone on another corpse of Celeb'hel. Return both soulstones to the surviving Celeb'hel in the Ruined Shrine. If you actually give him the soulstones, he ends the quest in a spectacular burst of self-immolation. If you choose not to give him the soulstones, he attacks you. Beat him down, then he surrenders. Afterward, you can add him to your party (45th level combat mage) or let him hang around his shrine. ========================= [2.22] Minli the Faerie ========================= Metalcrafter Kylis is one of the Elves rebuilding Aman'lu with a more traditional style of Elven architecture. He is scavenging old Aman'lu for metal objects he can reuse, but has run into trouble from his old friend Minli, a Faerie who is now a bound creature. He's saddened by Minli's state, but understands that the best thing for her now is to find peace in death. Objectives: * Place the metal scraps on the bridge to attract Minli. * Kill the Bound Faeries. * Kill Minli. * Return to Kylis in Aman'lu. Kylis is atop the ruins of a building next to the Inn. He'll drop some metal scraps after you speak to him, so be sure to pick them up. Return to the bridge south of town and drop the metal scraps from your inventory onto the bridge. You'll be swarmed by faeries. Minli will be in the second wave, kill her to end the swarms and collect some metal she stole from Kylis. Go back and speak to Kylis to end the quest. ========================== [2.23] The Aman'lu Arena ========================== Despite the horrors that have plagued Aman'lu, Daesthai and his Arena survived unscathed deep beneath the tavern. It still serves as a source of entertainment, but more importantly, it gives warriors a chance to hone their skills in a relatively safe environment. Objectives: * Defeat the first wave of combatants. * Defeat the second wave of combatants. * Defeat the third wave of combatants. * Defeat the fourth wave of combatants. * Defeat the fifth wave of combatants. * Defeat the sixth wave of combatants. * Defeat the seventh wave of combatants. * Defeat the eighth wave of combatants. * Defeat the ninth wave of combatants. * Defeat the Arena Masters. * Speak with Daesthai. Inside the ruined Aman'lu Inn, in the south wing, is a lever that sends you down an elevator to the basement. Find another lever against the wall to open a secret door, which leads to a long spiral staircase and then into the Arena. Speak with Daesthai to open the Aman'lu Arena quest and learn the rules of the game. Basically, you pay for a token, place that token on the pedestal in the center of the arena, the arena floor drops and some monsters come spewing forth. Defeat them, then click the Forfeit Lever to raise the arena. In other words, it's exactly the same as The Aman'lu Arena side quest from DS2. Defeating the monsters earns you a key. The keys you earn open doors to treasure rooms around the arena. There are ten rounds in all. The tenth, and final, treasure room contains a nasty surprise: the chest is a mimic. That Deasthai! He's such a kidder... Oh, yes, for beating all ten challenges, Daesthai gives you an Agallan Relic you can use at the F&K Store to buy special items. The Aman'lu Arena is a natural item farm. You can win all ten rounds, save your game, then start opening treasure rooms. If you don't like what you get, you just reload and it's only a short trip back to the arena and you start opening doors again. The rounds are: Round Cost Mobs (level) x quantity/Comments ----- ----- ------------------------------------------------------------- 1 2,000 Volatile Boggrot (43) x 6, Bound Fellspine Enthraller (43) x 1 Take out the Enthraller first, and then try to avoid being caught in the multiple explosions when you start killing the Boggrots. 2 3,000 Bound Human Greiver (43) x 6, Bound Husk (43) x 1 3 4,000 Morden-sin Crossbowman (44) x 6, Ganth (44) x 1 A particularly nasty fight. You may have unfond memories of the Ganth from Act III of DS2. He's worse in the Arena. There's little room to avoid the swings of his big axe, which not only depletes a lot of your health, but also regenerates the Ganth. Use AoE powers to get rid of the pesky crossbowmen while running away from the Ganth. Once you're no longer bothered by arrows from every corner, you can concentrate on peppering the Ganth from range. 4 5,000 Bound Hak'u Bleeder (45) x 8, Bound Hak'u Hunter (45) x 1 5 6,000 Bound Dryad Incinerator (46) x 6, Bound Dryad Cyclone (46) x 1 When the game says "Incinerator", it means it. When the fire ring forms around you, run outside the circle or be prepared to go up in flames (unless you have near 100% fire resistance). Take out the Cyclone quick using high- damage powers, then mop up the minions. 6 7,500 Decaying Bound Taclak (47) x 8, Bound Taclak Spearmaster (47) x 1 When the Decaying Bound Taclaks die, their blood explodes all over the place and is highly toxic. If you've got a combat mage with Corrosive Eruption, use it on a Decaying Taclak, kill it, then run away and watch the fireworks. Better, use a nature mage summons and Aether Blast and let the summons take the brunt of the poisonous blood. You may even get lucky and catch the Spearmaster in the effect. 7 9,000 Incinerating Bound Elf (47) x 6, Tormented Stitched Horror (47) x 1 More Incinerators (watch out for the fire rings!) and a heavy-damage dealing boss mob. In this situation, you should probably deal with the minions first while running away from the boss. 8 10,000 Bound Dwarf Ballista (48) x 6, Bound Half-Giant Devastator (48) x 1 The Devastator is...well...devastating. Big shiny edged weapon from massive boss equals lots of health lost from your characters. Again, run away from the boss and get rid of the pesky bowmen, then concentrate on the boss; and, make sure you have plenty of health potions. 9 12,000 Bound Half-Giant Shambler (49) x 6, Bound Half-Giant Convoker (49) x 1 10 15,000 Bound Dwarf Ballista (50) x 10, Lastyk Familiar (50) x 2 If you can suit up in some fire and ranged resistance items, you'll probably breeze through this encounter. The dwarves fire arrows, the Lastyks shoot fireballs. Since there are a lot of them, they can do significant damage unless you're just about immune to those two damage types. AoE powers work pretty well when you're totally surrounded like this. ============================= [2.24] Questionable Methods ============================= While exploring the forest outside Aman'lu, you came across Ressa, an Elven Blood Assassin. She explained that she is a staunch opponent of the Familiars and was exiled from Aman'lu for her methods in dealing with them. However, she claims that Blood Magic is very effective against them and it is worth the personal price. She's hoping to create a powerful weapon to save the Elves, but she can't do it alone. Objectives: * Collect blood from ten Bound Elves and give it to Ressa. * Collect a child's tears and bring them to Ressa. * Bind Lorethal's soul to a bloodstone. * Speak with the Spirit of Lorethal. * Return to Ressa. * Speak with Ressa. While heading north out of Aman'lu, you'll find Ressa's camp to your right (east) not far out of town. Speak to her to start up the quest. You'll fight bound elves during Part 2, Chapter 3 while journeying to the Calennor Stronghold. They'll drop vials of their blood. Note that these blood vials are actual inventory items (not Lore items) and drop on the ground. Make sure you pick them up. (Turn Item Labels ON and use 'Z' to pick up all items.) Once you have at least ten vials, which shouldn't take long, return to Ressa and get the next phase of this quest. From Ressa, summon a teleporter back to Aman'lu, then teleport to the Dryad Outpost and find the boy Arlen with his father Soram in the southeast corner. (You may remember them from the "Missing" quest.) Talk to Arlen. Anything you say makes him cry and you collect his tears. (You do not have to perform the "Missing" secondary quest in order to make the boy cry.) Go back to Ressa and get the final step. Now continue on your way to the Calennor Stronghold. Just past the Western Vai'lutra Forest (North) teleporter, turn east to find the Sepulcher of the Crimson Hunters. Note that you must have defeated the first Familiar Surgeon to get into the sepulcher. The Sepulcher is eerily empty (now); so, loot it thoroughly. You'll find four Level 42 Sanctuary Doors (one for each main class). Lorethal's coffin is in the far end of the dungeon. Once you've clicked the coffin and bound his soul, all the Crimson Hunters in the dungeon release their ghosts and you've got to fight your way back out. (The Summon Teleporter spell won't work.) Be wary of a nasty mini-boss fight in the last room before the exit. In addition to the powerful wizard, there will be a lot of other ghosts in the room. Try to lure a few of them into the hall and kill them piecemeal rather than trying to take them all at once. Or, you can take the easy way out. After binding Lorethal, save your game and quit. When you reload, you'll be back in Aman'lu. Cheesy, yes, but the ghosts in the Sepulcher are tough and numerous. You'll find them particularly nasty if you started BW at the "recommended" level of 39. You can then return to Ressa and she'll complete the weapon and give it to you. She will also then offer to join up if you wish; but, you don't need her for any remaining quests. ===================== [2.25] The Vai'kesh ===================== Talain of Aman'lu is one of the Estelath Warriors, a group of young Elves who modeled themselves after the legendary Crimson Hunters. They refuse to succumb to the apathy and despair plaguing most of the Elves, and have begun to fight back against the Familiars. Yesterday, a group of Talain's friends went out to patrol for Familiars. They haven't returned, and Talain is worried that they were captured. Objectives: * Look for the missing Estelath Warriors. * Investigate the location Rinerel claims to have hidden the bodies. * Return to Talain in Aman'lu. Talk to Talain, who is inside the Inn of Aman'lu. After you cross the bridge from the Western Vai'lutra Forest to the Western Vai'kesh forest, turn south to find a camp of peaceful Vai'kesh. Talk to Rinerel, the leader, to learn the fate of Talain's comrades. One survivor is in camp and heads back to Aman'lu when you finish talking to Rinerel. From the Vai'kesh camp, go north and look for a crypt entrance to your right (east). Inside are the bodies of Talain's buddies. Return to Aman'lu and report the findings to Talain. ============================= [2.26] The Vai'kesh, Part 2 ============================= You discovered Benlir, a missing Estelath Warrior, being cared for by Rinerel of the Vai'kesh, and found out that the Vai'kesh had rescued him from a group of Familiars. Benlir's memory was faulty, but he appeared to be in good shape and you had no reason to doubt Rinerel's story. You helped Benlir get back to Aman'lu and spoke to Talain about the Vai'kesh's plight. After that, tensions between the two races relaxed somewhat. However, while exploring the Calennor Stronghold, you came across the corpse of a missing warrior with a broken Vai'kesh blade sticking out of him. Clearly, there's more to the story than meets the eye. Objectives: * Show the broken Vai'kesh blade to Talain. * Speak with Rinerel in the Vai'kesh camp. * Enter the Vai'kesh Sanctuary. * Explore the Vai'kesh Sanctuary. * Kill the Vai'kesh Prophet. * Release the Elven prisoners. * Return to Talain in Aman'lu. In the first room of the Calennor Stronghold, find the secret door on the north wall (activate a wall sconce). Inside is a glowing corpse. Click it to activate this quest and add the Vai'kesh sword to your Lore items. At your convenience, return to Talain in Aman'lu and talk to him. Then head out to the Vai'kesh camp (teleport to Western Vai'lutra (South) and go west, over the bridge and then turn south). Talk to Rinerel. This can only end in violence. Dispose of Rinerel and his minions, then invade the sanctuary that's inside the camp. In the back, behind a previously locked door is a Vai'kesh prophet who needs to die. Then go back and talk to Talain to end the quest. ========================= [2.27] Treasure Hunting ========================= While exploring some Elven ruins, you came across a Human caught in a magical web. After you disarmed the trap and freed her, you learned that her name is Meraliss and she is an explorer from Ehb. Meraliss explained that the ruins are called the Vault of Therayne, and an ancient artifact is rumored to be hidden somewhere within. While looking for it, she became trapped and has been held in stasis for three hundred years. Though she has not found the treasure, she has no desire to continue exploring the place. If you want to continue and find the artifact, she'll reward you well. Objectives: * Explore the chambers behind the door. * Release Treelus the Suffering from the magic binding him. * Kill Treelus the Suffering. * Return to Meraliss. Welcome to, possibly, the most frustrating quest in Broken World. You'll stumble into this quest while poking your nose into an underground chamber in the Western Vai'lutra Forest. In the first room is a simple (Hah!) light puzzle surrounding a woman in a stasis field. The light puzzle consists of four columns, each with a light (currently lit) on top. Glowing lines of light connect the columns, like this: O-----O | | | | O-----O When you click a column, the light reverses state and so do the lights that are connected. In this puzzle, click a column in one corner and both it and the columns in adjacent corners reverse state (going from on to off or off to on). To solve the puzzle and open the stasis field requires that all lights be off. This first puzzle is simple: click each column once (in any order). The woman, Meraliss, is released from stasis and you can talk to her. She's a field agent for the F&K Society. She gives you a key into the next room, which leads to a more difficult puzzle. Once you solve that puzzle, you fight the monster (Treelus), get a Lore item from him and return to Meraliss to end this quest. Killing Treelus also opens another door that leads to a third, more difficult puzzle, which, in turn, leads to a fourth. Solving the fourth puzzle gets you a small treasure chest with an Easter egg unique item. The third and fourth puzzles are not part of this quest, so you can finish the quest without finishing the puzzles. And the Easter egg item is useless. Here are the solutions for the second, third and fourth puzzles. In each case, the columns are numbered from left to right, then top to bottom with the camera pointing due north. The solutions (along with the math required to do this on your own) come from here: http://clux.org/?p=entries&eid=1229 Second Puzzle --------------- A B C D E F G H A - D - E - H (in any order) Third Puzzle -------------- A B C D E F G H I J K L B - D - F - G - H - I - J (in any order) Fourth Puzzle --------------- A B C D E F G H I J K L M N O P B - D - G - H - J - K - P (in any order) =~=~=~=~=~=~=~=~=~=~=~=~= PART 3 SECONDARY QUESTS =~=~=~=~=~=~=~=~=~=~=~=~= =============================================== [2.28] Naturalist Ithara's Research, Part III =============================================== The samples and information you've brought Ithara confirmed that the Familiars are creating the bound creatures. While the mystery has been solved, she is still interested in any more samples you find. Objectives: * Find additional bound creature samples for Ithara. * Acquire a sample from a Bound Dwarf. * Acquire a sample from a Bound Half-Giant. * Acquire a sample from a Bound Crawler. * Acquire a sample from a Bound Dryad. * Give Ithara all of the samples. After finishing Part Deux, you get Part Tres. This time, you are not initially given the list of creatures for which you need samples. But you, you lucky thing, have this guide to tell you what you need. You won't get the most of these until you are into Part 3 of the main story. Return to Ithara with your samples to get another set of armor. ======================== [2.29] Captured Miners ======================== When the Dwarves rebelled, the Familiar Overseers immediately imprisoned the best miners in a fortified cavern. Now, their friend Strongspade is attempting to free them and he could use your help. Objectives: * Release Firedigger from his cell. * Release Stonecharger from his cell. * Release Shortfuse from his cell. * Return to Strongspade. As you're fighting your way through Glorydeep Mines, you'll see this wee fellow with the orange exclamation mark over his head off to the north. Talk to him to get this quest, then follow the bridge behind him to find the three prisoners, each guarded by a hoard of bad guys--usually including a mini-boss or two. The big plus for doing this side quest is, after freeing the prisoners and talking to Strongspade again, you will find these dwarves fighting alongside you as you continue through the Mines. ============================== [2.30] The Explosives Tunnel ============================== The Dwarves have been planning to escape for years, and have orchestrated a secret tunneling effort in order to lay explosives beneath the Overseer camp. While going after the Familiar Overseers, you came across the Dwarven slave Pitforger standing in front of the tunnel. He is ready to attach the fuse to the explosives, but the tunnel is overrun with aggressive Bound Dwarves. Objectives: * Attach the fuse to the explosives at the end of the tunnel. * Return to Pitforger. * Use the detonator to destroy the Overseer camp. Pitforger is a dwarf hidden in a little alcove after you've killed the third Familiar Overseer in Glorydeep Mines. Talk to him, then head down the narrow tunnel behind him. This is a *very* narrow tunnel; there will be no strategic maneuvering for you! Fortunately, the mobs are widely spaced. At the end of the tunnel is a pile of dynamite. Click it to set the fuse, then return to Pitforger. He now wants you to actually push the plunger. Don't these dwarves do anything for themselves? As you approach the final three Familiar Overseers, who are all together, you'll see the glowing detonator up on a ridge above the Overseers. Click it and watch the fireworks. Pity they have no effect on the bad guys. After you've finished killing the mobs, there's a ton of loot to collect. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [3] LORE ) \__ \___________________________________________________ / |,-' ================ [3.1] Handbook ================ Following are the new entries made in your Handbook in Broken World. They are provided here for ease of reference. You may want to print them out and refer to them as you play. Lesson 45: Adventuring: Reagent Recipes ---------------------------------------- Reagent recipes allow you to work with enchanters to create special items. When you follow a reagent recipe to combine an item with specific reagents, you will create a powerful unique or set item that is much more powerful than the enchanted item would have been. The reagent recipes you have learned are listed at the end of the Books section of your journal. Keep your eyes open for recipes on your travels! To use a reagent recipe, find an enchanter. The recipe in your journal specifies what type of item to enchant, lists the required reagents, and has a brief description of the resulting item. Enchant the correct type of item with the required reagents to get your reward. Some reagent recipes are quest rewards, some are scattered throughout the world, and some are dropped by monsters you kill. When you find a recipe, it is automatically added to your journal. Finding a complete collection of recipes is a difficult but rewarding goal! Lesson 46: Adventuring: Throne of Agony Items ---------------------------------------------- You can find archaeologists from the F&K society in major towns. They will trade powerful magical items for any relics of ancient societies you find. The F&K society is also active in the world of Dungeon Siege: Throne of Agony for the Playstation Portable. Items you earn in this world can be transferred to your party in Throne of Agony, and items you earn in Throne of Agony can be transferred to your party in this world. To enable item transfers, talk to an F&K representative in Throne of Agony and ask for your PSP MAC address. Talk to an explorer on the PC and ask to give him your MAC address, then type it in. To unlock items you discovered in Throne of Agony, talk to an explorer and ask to enter a code from Throne of Agony. Type in the code you received, and the explorer will add the items you unlocked to his inventory. To take items you unlocked in this world to Throne of Agony, ask the explorer for a PSP code. Write it down, and give it to an F&K representative in Throne of Agony. Lesson 47: Multi-class Characters --------------------------------- Multi-class characters combine the skills of two classes to create a new type of hero with their own skills, spells, and powers. They're more complex than single-class characters, but their flexibility can make them very powerful. Fists of Stone combine the earth and healing powers of a nature mage with the strength and durability of a fighter. They can use earth magic to hinder their enemies and enhance their armor, or they can cause earthquakes with each attack as they strike down their foes. Blood Assassins believe that no price is too high to pay for power. They enhance their ranged attacks with blood magic and dark runes, sacrificing their health to empower their attacks. They can also 'mark' their targets. Blood Assassins can activate marks at any time, unleashing their crippling magic on their victims. Lesson 48: Creating Multi-class Characters ------------------------------------------ Multi-class characters have a primary class and a secondary class. They gain experience in both, but advance more quickly in their primary class. Fist of Stone * Primary Class: Melee * Secondary Class: Nature Magic Blood Assassin * Primary Class: Ranged * Secondary Class: Combat Magic Multi-class characters will gain experience in both their classes simultaneously if a weapon enchant spell is active. These spells also increase the caster's power and give him special abilities, so make sure you're always using one. Only one weapon enchant spell can be active at a time, but these spells do not count towards the two Nature Magic enhancement spells that a character can have active at once. Weapon enchant spells can be autocast. Lesson 49: Multi-class Character Skills --------------------------------------- Fists of Stone and Blood Assassins have their own Specialties skill tab. Their skills require levels in two classes: Melee and Nature Magic for Fist of Stone skills and Ranged and Combat Magic for Blood Assassin skills. If a character is using weapon enchant spells to split their experience, he will advance in both required classes. Move the mouse over a skill to see the levels it requires. Multi-class characters can also learn one-point skills. These are powerful skills with strict requirements that significantly enhance particular Fist of Stone or Blood Assassin abilities. Only one skill point can be spent on them. The icons for one-point skills are shaped like octagons, instead of squares. Plan ahead to meet the requirements for the one-point skills you want most. They're well worth it! =================== [3.2] Quest Items =================== * Kanred's Broken Staff: "A splintered fragment of an ornate wizard's staff. It resonates with a dull power." -> Taken from Kanred at the end of Part 1, Chapter 1 * Kanred's Staff: "An ornate wizard's staff. It has been haphazardly repaired." -> Given by Burk, Kanred's brother, at the beginning of Part 1, Chapter 2 * Kirani's Password: "This scrap of paper is inscribed with the words 'peace and order.'" -> Talk to Kirani at the end of Part 1, Chapter 2, after defeating Kikrak * Glorydeep Ruby: "This ornately faceted ruby is one of the biggest ever found. It is extremely valuable." -> Found when Yoren opens the secret room in the Abandoned Mine in the Blasted Valley * A Leather-Bound Backpack: "This heavy pack has a tag that reads: 'Property of Tomas the Merchant.'" -> Taken from Anya when you defeat her, part of the side quest "Anya" * An Ancient Tome: "This old book is tattered and stained. It has clearly been lost or forgotten for a long time." -> Picked up from a cave in Blasted Valley North, starts "The Ancient Tome" side quest * Eliza's Locket: "Tiny portraits of Soram and Arlen are contained within this locket." -> Taken from Eliza's body, part of the "Missing" side quest * A Bound Terrak Beak: "This beak is a pristine sample from a Bound Terrak. Naturalist Ithara will be pleased." -> Received the first time you kill a bound terrak * A Bound Human Hand: "This hand is a pristine sample from a Bound Human. Naturalist Ithara will be pleased." -> Received the first time you kill a bound human * A Bound Hyena Head: "This head is a pristine sample from a Bound Hyena. Naturalist Ithara will be pleased." -> Received the first time you kill a bound hyena * A Bound Fellspine Tail: "This tail is a pristine sample from a Bound Fellspine. Naturalist Ithara will be pleased." -> Received the first time you kill a bound fellspine * A Bound Hak'u Foot: "This foot is a pristine sample from a Bound Hak'u. Naturalist Ithara will be pleased." -> Received the first time you kill a bound hak'u * Chunk of Rotting Meat: "This meat smells rotten and is crawling with maggots. It's the perfect bait for attracting Kurgan." -> Given you by Jorena to use as bait in the side quest "Greylok of the Kurgan" * Greylok's Skin: "The hide of a large, male Kurgan. It appears to be scarred from many battles." -> Taken from the body of Greylok after you kill him * Pack of Dryad Travel Provisions: "A heavy satchel of travel bread, dried meat, and dried fruit. The flap is stamped with the symbol of the Dryads." -> Received from the Dryad Quartermaster as part of the "Morden Redemption" side quest * Vial of the Overmage's Blood: "An ornately carved crystal vial filled with blood." -> Taken from a Morden Ravager fort south of the Kelvaran Waste (Central) teleporter, used in the "Morden Redemption" side quest * Vial of Aman'lu's Blessed Water: "A glass vial of Elvish make. It's filled with water from the Aman'lu River." -> One of the items needed for "The Ancient Tome" side quest, received from an elf in Aman'lu * Mana Shrine Stone: "A piece of rubble from a broken mana shrine. A faint glow surrounds it." -> One of the items needed for "The Ancient Tome" side quest, found in the southern part of Arinth's Gorge * A Pixie Preserved in Amber: "A golden slab of amber with the delicate shape of a Pixie frozen within it." -> One of the items needed for "The Ancient Tome" side quest, found on a mini-boss bound naldrun in the Calennor Hills * Elven Wind Chimes: "A series of tarnished silver tubes. These wind chimes are commonly found at Elven shrines throughout the Vai'lutra Forest." -> One of the items needed for "The Ancient Tome" side quest, several can be found in the Western Vai'lutra Forest * A Cinbri Gem: "A large, roughly cut black diamond. The symbol of the Cinbri is clearly carved within it." -> One of the items needed for "The Ancient Tome" side quest, found in the Cinbri City at the end of the game * Celeb'hel's Soulstone: "A strangely glimmering stone, magically linked to Celeb'hel the rogue mage." -> Taken from Celeb'hel's body at the end of Part 1, Chapter 3 * Kylis' Stolen Metal: "Precious metal scraps and jewels stolen by Minli the Faerie." -> Taken from Minli's body, part of the "Minli the Faerie" side quest * Black Key of the First: "A silver key with a black emblem embedded in its bow." -> Received at the end of round 1 of "The Aman'lu Arena" side quest, opens the first treasure door * Blue Key of the Second: "A silver key with a blue emblem embedded in its bow." -> Received at the end of round 2 of "The Aman'lu Arena" side quest, opens the second treasure door * Turquoise Key of the Third: "A silver key with a turquoise emblem embedded in its bow." -> Received at the end of round 3 of "The Aman'lu Arena" side quest, opens the third treasure door * Green Key of the Fourth: "A silver key with a green emblem embedded in its bow." -> Received at the end of round 4 of "The Aman'lu Arena" side quest, opens the fourth treasure door * Yellow Key of the Fifth: "A silver key with a yellow emblem embedded in its bow." -> Received at the end of round 5 of "The Aman'lu Arena" side quest, opens the fifth treasure door * Orange Key of the Sixth: "A silver key with a orange emblem embedded in its bow." -> Received at the end of round 6 of "The Aman'lu Arena" side quest, opens the sixth treasure door * Red Key of the Seventh: "A silver key with a red emblem embedded in its bow." -> Received at the end of round 7 of "The Aman'lu Arena" side quest, opens the seventh treasure door * Purple Key of the Eighth: "A silver key with a purple emblem embedded in its bow." -> Received at the end of round 8 of "The Aman'lu Arena" side quest, opens the eighth treasure door * Iron Key of the Ninth: "A heavy black key." -> Received at the end of round 9 of "The Aman'lu Arena" side quest, opens the ninth treasure door * Daesthai's Gold Key: "A heavy gold key." -> Received at the end of round 10 of "The Aman'lu Arena" side quest, opens the tenth treasure door * Bloodstone: "A strangely glimmering stone. You feel a magnetic force tugging at your soul." -> Given by Ressa as part of the "Questionable Methods" side quest * Vial of a Child's Tears: "A narrow vial filled with Arlen's tears." -> Collected from Arlen, a child in the Dryad Outpost, as part of the "Questionable Methods" side quest * Lorethal's Soulstone: "A strangely glimmering stone, magically linked to Lorethal of the Crimson Hunters." -> Received after binding Lorethal's soul to the Bloodstone, part of the "Questionable Methods" side quest * Elven Cell Key: "A tarnished silver key of Elven make. It unlocks the door to Drianjul's cell." -> Taken from the body of the first Familiar Surgeon * Unidentified Object: "A rounded metal claw caked with blood." -> Taken from the body of the first Familiar Surgeon * Calennor Stronghold Key: "A rounded metal claw caked with blood." -> The Unidentified Object after it has been identified by Drianjul, used to open gates blocked by a bound elf * Vai'kesh Key: "A cold, onyx key made in the Vai'kesh style." -> Given by Rinerel as part of the first Vai'kesh side quest, it unlocks the crypt where the bodies of Talain's comrades are lying * Broken Vai'kesh Blade: "A sword made in the Vai'kesh style. It has been snapped in half." -> Found in a corpse in Calennor Stronghold * Vai'kesh Sanctuary Key: "A grimy, gold key made in the Vai'kesh style. It opens the door to a small Vai'kesh sanctuary." -> Taken from the body of Rinerel in "The Vai'kesh, Part 2" * Vai'kesh Cell Key: "A bloodstained bronze key made in the Vai'kesh style. It unlocks the cell doors in the Prophet's chamber." -> Taken from the body of the Vai'kesh prophet in the rear of the Vai'kesh Sanctuary, part of "The Vai'kesh, Part 2" * Celeb'hel's Second Soulstone: "A strangely glimmering stone, magically linked to Celeb'hel the Elder." -> Found on a corpse of Celeb'hel in the Vai'kesh Sanctuary * Celeb'hel's Third Soulstone: "A strangely glimmering stone, magically linked to Celeb'hel the Elder." -> Found on a corpse of Celeb'hel in Calennor Stronghold * Vault of Therayne Key: "A dusty bronze key of Elven make. It unlocks a door within the Vault of Therayne." -> Given by Meraliss in the first room of the Vault of Therayne, part of the "Treasure Hunting" side quest * An ancient artifact: "A cracked piece of intricately carved stone. It is inscribed with an illegible script." -> Found on the body of Treelus the Suffering after solving the second puzzle in "Treasure Hunting" * Bound Fettershin Arm: "This arm is a pristine sample from a Bound Fettershin. Naturalist Ithara will be pleased." -> Received the first time you kill a bound fettershin * Bound Taclak Skin: "This arm is a pristine sample from a Bound Taclak. Naturalist Ithara will be pleased." -> Received the first time you kill a bound taclak * Bound Taugrim Bridle: "This bridle is a pristine sample from a Bound Taugrim. Naturalist Ithara will be pleased." -> Received the first time you kill a bound taugrim * Bound Naldrun Torso: "This torso is a pristine sample from a Bound Naldrun. Naturalist Ithara will be pleased." -> Received the first time you kill a bound naldrun * Bound Elf Head": "This head is a pristine sample from a Bound Elf. Naturalist Ithara will be pleased." -> Received the first time you kill a bound elf * Bound Dwarf Crossbow: "This crossbow is a pristine sample from a Bound Dwarf. Naturalist Ithara will be pleased." -> Received the first time you kill a bound dwarf ballista * Bound Half-Giant Arm: "This arm is a pristine sample from a Bound Half- Giant. Naturalist Ithara will be pleased." -> Received the first time you kill a bound half-giant * Bound Crawler Leg: "This leg is a pristine sample from a Bound Crawler. Naturalist Ithara will be pleased." -> Received the first time you kill a bound crawler * Bound Dryad Head: "This head is a pristine sample from a Bound Dryad. Naturalist Ithara will be pleased." -> Received the first time you kill a bound dryad in Part 3 * Dwarven Fuse: "A bundle of stiff, dry cord. It is highly flammable." -> Given by Pitforger for use in "The Explosives Tunnel" side quest ============= [3.3] Books ============= Of the 59 books in your Journal, 47 are reagent recipes (see next section of this guide). The first 12 Journal Book slots are found lying around the Broken World maps. Only two are related to a quest; and one appears to be missing from the game (glitch?). Here are the 12 books and their locations: * The Great Work: "A book bound in woven grass and metal, written in the Dryad style. It alludes to a 'Great Work' of the Dryads, and how to mask its intent from other races." -> Picked up from the Innkeeper's tent in the Dryad Outpost * Eva's Journal: "A leather-bound book that bears the Winterstone coat of arms on its cover. The handwriting inside is angular and precise." -> Found in Burk's shanty in the Dryad Outpost * Letters from Hesla: "A sheaf of papers tied together with yellowed grass. It is a collection of letters addressed to 'Lasi', from a woman named 'Hesla'." -> Next to the magic/potion seller in the Dryad Outpost * A Merchant's Travels: "A grimy book bound with wood. Inside are journal entries from a merchant's years of travel all over the land of Aranna." -> Next to Tomas, the merchant, just south of the Dryad Outpost * Summoning the Spirits: "A dusty book that is strangely cold to the touch. Inside are dozens of rituals for summoning spirits; some benign, some highly dangerous." -> Given by Mage Nari after you talk to her about The Ancient Tome * The Wealth of Glorydeep Mine: "A record of the fortunes of Glorydeep mine during the Fifth year of the Ram." -> Found in the secret room of the Abandoned Mine in the Blasted Valley, you'll need Yoren in your party to open the secret room * The Disintegration of the Morden: "A book bound in woven grass, written by a Dryad named Sari. It relates the history of the Morden, most of which is already known to you; but the last few pages detail a recent development." -> In Watcher Jorena’s tent, next to Kelvaran Waste (West) teleporter * The Enemies of the Edhel: "The Enemies of the Edhel, with Tactical Recommendations. An Exposition by Elimera of the Crimson Hunters" -> Aman'lu, on a bookshelf inside the Inn * The Crimson Hunters: "Bound in leather and trimmed with silver, this book reminds you of the Aman'lu that existed before the return of the Familiars. It tells the story of Lorethal and his expedition to the lair of the enemy." -> Aman'lu, on the floor next to Talain inside the Inn * Songs of the Stone: "A leather-bound book that is in better condition than most things in the Glorydeep cavern. It is a collection of Dwarven songs and poetry." -> Glorydeep Enclave, first house on the right (south) from the teleporter * Glorydeep, Vol. 47: "Although yellowed and moldy, the dimensions and craftsmanship of this book's binding are perfect. It is a collection of papers written by a Dwarf named Broadreach. The last page is the most relevant." * History of the Glorydeep Dwarves: "A collection of journals, written by a Dwarf named Longyears. Inside, she chronicles the history of the Glorydeep Dwarves." According to comments in the relevant .gas file, the final two books are located in Glorydeep Enclave. If you cross the bridge to the eastern half of the enclave and enter the house immediately to your right (south), you'll see a book lying on the table. Hover your cursor over it and you'll see the title "Glorydeep, Vol. 47"; however, when you click it, you'll get "History of the Glorydeep Dwarves" added to your collection. As of this writing, book #11 (Glorydeep, Vol. 47) has not been located. This appears to be a glitch or a typo in the game. If anyone knows the actual location of book #11, please email barry@papagamer.com ======================= [3.4] Reagent Recipes ======================= In DS2 (and BW), you can take an enchantable item (listed as such in its description) to an enchanter (a merchant with a symbol of an eye on a hand). Initiate the enchanting process, place the enchantable item in the enchanter's "inventory" and then add reagents to the reagent box. Pay the merchant and you get an item with the enchantments granted by the reagents you used. Reagent recipes is an expansion of the reagent system introduced in Broken World. You can combine the enchantable item and reagents listed in the recipe to produce a unique item that is more powerful than the reagents you used. The recipes are scattered all over Broken World, and are sometimes granted as quest rewards. You do *NOT* need a recipe in your Lore Books in order to actually use the recipe. The items used by the recipe have to be the right class of item, but do not have to be a specific type of that class. For example, if you need a crossbow, any size crossbow will work. If you need a fighter helm, any type of fighter helm (leather, chain, plate) will work. The items also do not have to be exactly the right enchantable level. You can use a higher level item. For example, if you need a great item, you could use an exceptional or legendary item. You cannot, obviously, use a lesser item; i.e. you can't use an exceptional item if a legendary item is needed. You will find the reagents needed by these recipes all over the Broken World maps. They are frequently in little cul-de-sacs that branch off the main path, so be sure to explore all the maps to their edges. You can get the enchantable items you need from Tomas, the traveling merchant just south of the Outpost. Perform his quest, “Anya”, and he’ll open his shop to you and you can buy the items you need for each of these recipes. Most of the unique items are so-so; however, some of the reagent recipes actually make set items. In the list below, set items are indicated with a cross in parentheses (+). So, without further ado, here are all the recipes and the stats of the unique items they produce. (Listed in alphabetical order by the name of the item.) *NOTE* Any armor or damage bonuses listed in the magic enhancements are already included in the armor or damage figures for the item. Amulet of Kings, Talisman Item Type: Legendary Amulet Required Reagents: Angelica Root Ironwood Timber Spectral Dust Prismatic Bauble Yarrow Balm * Requires Character Level 76 * +1 to Fist of Stone Skills * +1 to Blood Assassin Skills * +1 to Ranged Skills * +1 to Melee Skills * +2 to Nature Magic Skills * +2 to Combat Magic Skills * +15% Melee and Ranged Resistance * 3% Chance When Hit: Superior Invulnerability Archdruid's Station, Yearling Staff Item Type: Legendary Mage Staff Required Reagents: Verbena Flowers Ironwood Timber Quicksilver Oil Spectral Dust * Requires Nature Magic 73 * Damage 50 to 84 * +55 Intelligence * +30% Nature Magic Damage * +12% Power Recharge Rate * +2 to Nature Magic Skills Archmage's Amulet, Talisman Item Type: Legendary Amulet Required Reagents: Spectral Dust Wormwood Essence Prismatic Bauble Sage Liniment Ash Leaves * Requires Character Level 48 * +26 Intelligence * +13% Melee Resistance * +10% Power Recharge Rate * +24% Nature Magic Damage * +27% Combat Magic Damage Arclight Boots, Elementalist Boots Item Type: Exceptional Combat Mage Boots Required Reagents: Ensorcelled Thorns Amber Thread Nettle Cluster * Requires Combat Magic 38 * Armor 27 * +12 Armor * +5% Power Recharge Rate * +17% Lightning Magic Damage * 3% Chance When Hit: Multispark for 135 - 225 Damage * +2 to Brilliance, Amplified Lightning, and Arcing Beastmaster Staff, Bladed Staff(+) Item Type: Legendary Mage Staff Required Reagents: Wormwood Essence Vampire Jaw Raven Talon Wolf Jaw * Requires Nature Magic 43 * Damage 31 to 52 * +55% Summoned Creature Damage * +7% Summoned Creature Attack Speed * +13% Melee Resistance * +2 to Summon Fortitude, Summon Might, and Summon Bond Bloodsoaked Gloves, Twilight Gloves(+) Item Type: Exceptional Ranger Gloves Required Reagents: Ash Leaves Agallan Standard Betony Salve * Requires Ranged 36, Combat Magic 29 * Armor 22 * +10% Health Regeneration * 7% Health Steal * 3% Chance When Hit: Decay Armor * +2 to Shred Blood and Bloodsoaked Shots Bone Helm, Obsidian Helmet Item Type: Legendary Fighter Helm Required Reagents: Azunite Insignia Vai'Kesh Figurine Diamond Thorns Pine Splinter * Requires Melee 40 * Armor 48 * +12 Armor * 3% Chance When Hit: Major Infect * 3% Chance When Hit: Impale for 170 - 280 Damage Champion's Defender, Mace Item Type: Exceptional One Handed Mace Required Reagents: Oak Branch Mythril Alloy Rhinock Horn Raven Talon * Requires Melee 38 * Damage 24 to 41 * +90 Health * 9% Damage Goes to Mana * 35% of Physical Damage Reflected to Enemy * +2 to Barricade, Toughness, and Reinforced Armor Chromatic Robe, Archmage Robe Item Type: Exceptional Combat Mage Robe Required Reagents: Amber Thread Smoldering Rune Frost Charm Nettle Cluster * Requires Combat Magic 38 * Armor 52 * +90 Health * +15% Lightning Resistance * +15% Fire Resistance * +15% Ice Resistance * 3% Chance When Hit: Fire Wave for 115 - 195 Damage * 3% Chance When Hit: Call Lightning for 155 - 460 Damage * 6% Chance When Hit: Cold Snap for 70 - 120 Damage Cinbri Ritual Mask, Warlock Mask(+) Item Type: Exceptional Combat Mage Helm Required Reagents: Vai'Kesh Figurine Carved Carapace Yarrow Balm Diamond Thorns * Requires Combat Magic 39 * Armor 33 * +23% Death Magic Damage * +12 Armor * 8% Chance When Hit: Drown * 8% Chance When hit: Infect * +2 to Debilitation, Grim Necromancy, and Vampirism Coral-Encrusted Shield, Ceremonial Shield Item Type: Legendary Fighter Shield Required Reagents: Engraved Plating Ironwood Timber Rowan Leaves Diamond Thorns Patterned Shell * Requires Melee 64, Nature Magic 56, Barricade 1 * Armor 44 * 12% Damage Goes to Mana * 3% Chance When Hit: Superior Drown * 6% Chance When Hit: Cold Snap for 230 - 385 Damage * +2 to Fist of Stone Skills Corrosive Claws, Cryptic Cestus Item Type: Legendary Cestus Required Reagents: Quicksilver Oil Wormwood Essence Demon Jaw Raven Talon Henbane Leaves * Requires Combat Magic 58 * Damage 15 to 25 * +220 Mana * +32% Death Magic Damage * 8% Mana Steal * +3 to Debilitation, Grim Necromancy, and Vampirism Crusher Hammer, Sledge Item Type: Great Two Handed Hammer Required Reagents: Crystal Pommelstone Rhinock Horn Whetstone Pine Splinter * Requires Melee 27, Nature Magic 20,Overbear 1 * Damage 46 to 78 * +40% Damage * +15% Melee Critical Hit Chance * +35% Melee Critical Hit Damage * +1 to Fist of Stone Skills Cultivation Robes, Tribal Armor Item Type: Legendary Nature Mage Armor Required Reagents: Verbena Flowers Engraved Plating Rowan Leaves Malachite Powder * Requires Nature Magic 58 * Armor 76 * +225 Mana * +40% Healing Effectiveness * 3% Chance When Hit: Grasping Vines for 565 - 940 Damage * +3 to Nurturing Gift, Enveloping Embrace, and Feral Wrath Dragon Crest, Sorcerer Cowl Item Type: Legendary Combat Mage Helm Required Reagents: Scarab Husk Igneous Rune Patterned Shell Half-Giant Pennant * Requires Combat Magic 58 * Armor 30 * +36 Intelligence * +25% Fire Magic Damage * +26% Fire Resistance * 6% Chance when Hit: Repulsion Blast * +3 to Devastation, Searing Flames, and Ignite Druid's Walking Stick, Ritual Staff Item Type: Exceptional Mage Staff Required Reagents: Valerian Root Malachite Powder Gardenia Leaves Eagle Talon * Requires Nature Magic 37 * Damage 27 to 46 * +75 Health * +20% Nature Magic Damage * +30% Healing Effectiveness * +2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath Elven Hero's Regalia, Elven Armor Item Type: Legendary Ranger Body Armor Required Reagents: Engraved Plating Ironwood Timber Quicksilver Oil Gold Ribbon * Requires Ranged 68 * Armor 118 * +80 Dexterity * +12% Power Recharge Rate * 6% Chance When Hit:+300 Armor for 10 Seconds * +3 to Critical Shot, Dodge, and Survival Flowing Stride, Woven Boots Item Type: Legendary Nature Mage Boots Required Reagents: Engraved Plating Icicle Talisman Henbane Leaves Sage Liniment Henbane Leaves * Requires Nature Magic 63 * Armor 24 * +275 Mana * +15% Mana Regeneration * 6% Chance When Hit: Cold Snap for 230 - 385 Damage * +2 to Nature Magic Skills Forester Cowl, Elven Helm Item Type: Legendary Ranger Helm Required Reagents: Scarab Husk Icicle Talisman Sandalvine Tincture * Requires Ranged 53 * Armor 52 * +15 Armor * Restores 14 Health Per Hit * +16% Magic Damage Resistance * 3% Chance When Hit: Grasping Vines for 565 - 940 Damage Frostbite, Glaive Item Type: Great Thrown Weapon Required Reagents: Elven Oil Serrated Arrowheads Coral Fragment Coral Fragment * Requires Ranged 33, Quick Draw 1 * Damage 25 to 42 * 10% Chance on Hit: Freeze Enemy for 2 Seconds * 10% Chance on Hit: Ice Burst for 80 - 140 Damage * +2 to Quick Draw, Bleed, and Penetrate Fusillade, Heavy Crossbow Item Type: Exceptional Crossbow Required Reagents: Griffon Feather Serrated Arrowheads Serrated Arrowheads Amber Spangle Hawk Feather * Requires Ranged 38, Biting Arrow 1 * Damage 56 to 95 * +45% Damage * +8% Power Recharge Rate * +42% Ranged Critical Hit Damage * 10% Chance on Hit: Rapid Attack Gloves of Command, Archmage Gloves Item Type: Legendary Combat Mage Gloves Required Reagents: Scarab Husk Azunite Insignia Ash Leaves * Requires Combat Magic 48 or Nature Magic 48 * Armor 19 * +64% Summoned Creature Damage * 6% Chance When Hit: Petrify Attacker for 3 Seconds * +3 to Summon Alacrity and Quickened Casting * +4 to Summon Fortitude, Summon Might, and Summon Bond Hands of Flame, Arcane Cestus Item Type: Great Cestus Required Reagents: Valerian Root Vampire Jaw * Requires Combat Magic 31 * Damage 8 to 14 * +60 Health * +22% Fire Magic Damage * 3% Chance When Hit: Fire Wave for 115 - 195 Damage * +2 to Devastation, Searing Flames, and Ignite Hands of the North, Spirit Cestus Item Type: Legendary Cestus Required Reagents: Spectral Dust Wormwood Essence Owl Talon Gral Eye * Requires Nature Magic 58 * Damage 15 to 25 * +35 Intelligence * +32% Ice Magic Damage * 6% Chance When Hit: Cold Snap for 25 - 45 Damage * +3 to Aquatic Affinity, Arctic Mastery, and Freezing Helm of Nobility, Mythril Helmet Item Type: Legendary Fighter Helm Required Reagents: Etched Chrysalis Azunite Insignia Vai'Kesh Figurine Mandrake Root * Requires Melee 36 * Armor 33 * +22 Strength * Restores 10 Health Per Hit * 3% Chance When Hit: Stun Opponent for 3 Seconds * +1 to Melee Skills Helm of the Wild, Ancestral Helm Item Type: Exceptional Nature Mage Helm Required Reagents: Wormwood Essence Etched Chrysalis Oak Branch * Requires Nature Magic 43 * Armor 23 * +24 Intelligence * +100 Health * +60% Summoned Creature Damage * +2 to Summon Fortitude, Summon Might, and Summon Bond Lava Plate, Full Plate Item Type: Exceptional Fighter Body Armor Required Reagents: Smoldering Rune Sandalvine Tincture Half-Giant Pennant * Requires Melee 34, Nature Magic 27 * Armor 88 * +14 Strength * +9 Intelligence * +22% Fire Resistance * 3% Chance When Hit: Plasma Globes for 185 - 310 Damage * +1 to Fist of Stone Skills Lumilla's Cooling Band, Ornate Ring Item Type: Exceptional Ring Required Reagents: Ash Leaves Sage Liniment Gardenia Leaves * Requires Character Level 38 * +90 Health * +12 Armor * +11% Health Regeneration * +22% Fire Resistance Magister's Station, Elven Staff Item Type: Legendary Mage Staff Required Reagents: Verbena Flowers Ironwood Timber Ironwood Timber Spectral Dust Henbane Leaves * Requires Combat Magic 73 * Damage 50 to 84 * +56 Intelligence * +35% Combat Magic Damage * +17% Magic Damage Resistance * +2 to Combat Magic Skills Marksman's Ring, Ornate Ring Item Type: Exceptional Ring Required Reagents: Gold Ribbon Prismatic Bauble Skull Fragment * Requires Character Level 34 * +65 Dexterity * +2 to Critical Shot, Dodge, and Survival * +2 to Biting Arrow, Far Shot, and Shockwave Meteoric Shield, Kite Shield Item Type: Exceptional Fighter Shield Required Reagents: Lion Crest Oak Branch Ash Leaves * Requires Melee 38, Barricade 1 * Armor 26 * +90 Health * +15% Fire Resistance * 6% Chance when Hit: Repulsion Blast * +2 to Barricade, Toughness, and Reinforced Armor The Onslaught Flame, Hero's Sword Item Type: Legendary Two Handed Sword Required Reagents: Demon Jaw Oak Branch Sapphire Pommelstone Ruby Pommelstone * Requires Melee 50, Overbear 1 * Damage 50 to 84 * +35 Strength * 10% Chance on Hit: Rapid Attack * 10% Chance on Hit: Fire Burst for 235 - 290 Damage * +3 to Fortitude, Overbear, and Smite Plague Razor, Throwing Star Item Type: Exceptional Thrown Weapon Required Reagents: Onyx Spangle Onyx Spangle Serrated Arrowheads Griffon Feather * Requires Ranged 42, Combat Magic 34, Quick Draw 1 * Damage 32 to 54 * +20 Dexterity * +14 Intelligence * 10% Chance on Hit: Death Burst for 180 - 305 Damage * 10% Chance on Hit: Shockwave for 60 - 95 Damage * +1 to Blood Assassin Skills Ravager Armor, Studded Tunic(+) Item Type: Legendary Fighter Body Armor Required Reagents: Ensorcelled Thorns Vai'Kesh Figurine Sandalvine Tincture Mandrake Root * Requires Melee 37 * Armor 86 * +38% Melee Critical Hit Damage * 6% Health Steal * 3% Chance When Hit: Decay Armor * 3% Chance When Hit: Grave Beam for 370 - 620 Damage Relentless Boots, Explorer Boots(+) Item Type: Legendary Ranger Boots Required Reagents: Etched Chrysalis Ensorcelled Thorns Elven Oil Vai'Kesh Figurine Frost Charm * Requires Ranged 44 * Armor 38 * +22 Dexterity * +14 Armor * +13% Magic Resistance * 3% Chance When Hit: Repulsion Blast Robe of the Frozen North, Ancestral Armor Item Type: Exceptional Nature Mage Armor Required Reagents: Etched Chrysalis Frost Charm Frost Charm Gral Eye * Requires Nature Magic 38 * Armor 52 * +18 Intelligence * +25% Ice Magic Damage * 6% Chance when Hit: Freeze Enemy for 2 Seconds * +2 to Aquatic Affinity, Arctic Mastery, and Freezing Rune Slayer, Short Bow Item Type: Legendary Bow Required Reagents: Demon Jaw Owl Talon Onyx Spangle Serrated Arrowheads Wolf Jaw * Requires Ranged 53 * Damage 45 to 75 * +58% Damage * +52% Ranged Critical Hit Damage * 10% Chance on Hit: Penetrating Projectile * +2 to Shred Blood and Bloodsoaked Shots Runemaster's Chain, Twilight Armor Item Type: Legendary Ranger Body Armor Required Reagents: Korven Fetish Etched Chrysalis Elven Oil Diamond Thorns Gral Eye * Requires Ranged 44, Combat Magic 36 * Armor 133 * +17 Dexterity * +12 Intelligence * +55% Armor * 6% Chance when Hit: Repulsion Blast * +3 to Mark and Rune Mastery Shadow Assassin Mask, Twilight Hood Item Type: Exceptional Ranger Helm Required Reagents: Etched Chrysalis Agallan Standard Elven Oil * Requires Ranged 36, Combat Magic 29 * Armor 29 * +14 Dexterity * +10 Intelligence * 7% Mana Steal * +10% Chance to Dodge Melee Attacks * +1 to Blood Assassin Skills Statesman's Robe, Warlock Robe Item Type: Legendary Combat Mage Robe Required Reagents: Engraved Plating Patterned Shell Azunite Insignia Valerian Root * Requires Combat Magic 68 * Armor 88 * +50 Intelligence * +32% Combat Magic Damage * 6% Chance When Hit: Invulnerable for 5 Seconds * +2 to Combat Magic Skills Stone of Greilyn, Ornate Ring Item Type: Legendary Ring Required Reagents: Quicksilver Oil Rowan Leaves Rowan Leaves Valerian Root Smoldering Rune * Requires Character Level 58 * +50 Max Damage * +15% Mana Regeneration * +25% Death Resistance * 3% Chance When Hit: Petrify Attacker for 3 Seconds Storm Gauntlets, Chain Gloves Item Type: Great Fighter Gauntlets Required Reagents: Amber Thread Frost Charm Mandrake Root * Requires Melee 33 * Armor 23 * +20 Strength * +10% Health Regeneration * +20% Lightning Resistance * +8% Power Recharge Rate * 3% Chance When Hit: Call Lightning for 50 - 155 Damage Storm Hood, Raven Cap Item Type: Great Nature Mage Helm Required Reagents: Amber Thread Amber Thread Malachite Powder * Requires Nature Magic 33 * Armor 18 * +20% Nature Magic Damage * +20% Lightning Resistance * +8% Power Recharge Rate * 3% Chance When Hit: Call Lightning for 155 - 460 Damage Stormspire, Elven Staff Item Type: Exceptional Mage Staff Required Reagents: Owl Talon Malachite Powder Valerian Root * Requires Combat Magic 43 * Damage 31 to 52 * +24 Intelligence * +26% Lightning Magic Damage * +23% Lightning Resistance * +3 to Brilliance, Amplified Lightning, and Arcing Treasure Seeker, Talisman Item Type: Great Amulet Required Reagents: Smoldering Rune Frost Charm Rainbow Trinket Rainbow Trinket * Requires Character Level 28 * +55 Health * +8% Health Regeneration * +22;min_value_ceiling=28% Chance to Find Magic Items * +45% Gold Dropped Vagabond's Garb, Explorer Armor Item Type: Exceptional Ranger Body Armor Required Reagents: Elven Oil Carved Carapace Carved Carapace * Requires Ranged 33 * Armor 89 * +28 Dexterity * +44% Armor * +75 Health * +2 to Quick Draw, Bleed, and Penetrate Volcano Boots, Plate Greaves Item Type: Exceptional Fighter Boots Required Reagents: Ash Leaves Smoldering Rune Carved Carapace Ivory Thorns * Requires Melee 32, Nature Magic 25 * Armor 37 * +12 Armor * Adds 25 to 30 Fire Damage * 3% Chance When Hit: Fire Wave for 115 - 195 Damage * +2 to Chant of Stone and Soul of Protection ==================== [3.5] Unique Items ==================== The following are the unique items available in BW that are not products of reagent recipes or parts of sets. Any item listed as "Crossover" can be transferred to the PSP game, "Throne of Agony", or vice versa. Crossover items do not drop as random treasure; they must be purchased from the F&K Society merchant in the Druid Outpost using Ancient Agallan Tablets (which are random treasure drops). *NOTE* Any armor or damage bonuses listed in the magic enhancements are already included in the armor or damage figures for the item. Adventurer's Ring, Gold Ring * Requires Character Level 28 * +15 Strength * +12 Armor * +17% Fire Resistance * +14% Chance to Find Magic Items Amulet of Resolve, Amulet * Requires Character Level 58 * +36 Intelligence * +18 Armor * Restores 16 Health Per Hit * +14% Health Regeneration Attuned Staff, Druid Staff * Requires Combat Magic 58 or Nature Magic 58 * Damage 41 to 68 * +45% Healing Effectiveness * +20% Magic Damage Resistance * +75% Summoned Creature Damage * +10% Summoned Creature Attack Speed * +3 to Summon Fortitude, Summon Might, and Summon Bond Berserker Shield, Ceremonial Shield * Requires Melee 40, Barricade 1 * Armor 28 * +30 Strength * 30% of Physical Damage Reflected to Enemy * 3% Chance When Hit: Decay Armor * 3% Chance When Hit: Impale for 170 - 280 Damage Bloodstained Boots, Crossover Boots * Requires Ranged 39, Combat Magic 31 * Armor 23 * +20 Dexterity * +16 Intelligence * +50 Health * +1 to Blood Assassin Skills Bolt Driver, Crossover Crossbow * Requires Ranged 39, Biting Arrow 1 * Damage 54 to 91 * +32% Damage * +30% Ranged Critical Hit Damage * 10% Chance on Hit: Penetrating Projectile * 10% Chance on Hit: Shockwave for 40 - 60 Damage Bolt Flingers, Crossover Sorcerer Gloves * Requires Combat Magic 43 * Armor 32 * +15 Armor * +20% Lightning Resistance * +10% Lightning Magic Damage * +2 to Brilliance, Amplified Lightning, and Arcing Bounteous Sapling, Ritual Staff * Requires Nature Magic 41 * Damage 30 to 50 * +145 Mana * +23 Intelligence * +34% Healing Effectiveness * +2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath Conqueror Gauntlets, Mythril Gauntlets * Requires Melee 38 * Armor 26 * +120 Health * +33 Strength * +8% Power Recharge Rate * +2 to Fortitude, Overbear, and Smite Consuming Gloves, Elven Gloves * Requires Ranged 49, Combat Magic 41 * Armor 28 * +145 Health * 8% Health Steal * +10% Power Recharge Rate * +1 to Blood Assassin Skills Corrupted Sentinel Armor, Corrupted Armor * Requires Melee 40 * Armor 104 * +70 Health * +12 Armor * +20% Death Resistance * 5% Chance when Hit: Drown Corrupted Watcher Suit, Corrupted Armor * Requires Ranged 42 * Armor 90 * +14 Armor * +10% Health Regeneration * +22% Death Resistance * 3% Chance when Hit: Major Infect Crimson Channeler Staff, Elven Staff * Requires Combat Magic 42 or Nature Magic 42 * Damage 31 to 52 * +24 Intelligence * 7% Health Steal * +15% Fire Magic Damage * +9% Power Recharge Rate Deviant Claymore, Crossover Claymore * Requires Melee 86, Overbear 1 * Damage 84 to 140 * 8% Health Steal * +75% Melee Critical Hit Damage * 10% Chance on Hit: Death Burst for 375 - 625 Damage * +4 to Fortitude, Overbear, and Smite Elf Guard Helmet, Helmet * Armor 4 * +5% Power Recharge Rate Elven Wedding Ring, Ornate Ring * Requires Character Level 58 * +36 Intelligence * +32% Nature Magic Damage * +32% Combat Magic Damage * +2 to Nature Magic Skills * +2 to Combat Magic Skills Enkindled Cleaver, Crossover War Axe * Requires Melee 39, Overbear 1 * Damage 41 to 69 * -25% Ice Resistance * Adds 8 to Fire Damage * 10% Chance on Hit: Fire Burst for 475 - 580 Damage * +2 to Fortitude, Overbear, and Smite Eye of the Storm, Crossover Staff * Requires Combat Magic 63 * Damage 63 to 105 * +35% Fire Magic Damage * +35% Lightning Magic Damage * +3 to Brilliance, Amplified Lightning, and Arcing * +3 to Devastation, Searing Flames, and Ignite Fallen Blademaster's Heirloom, Talisman * Requires Character Level 51 * +54% Melee Critical Hit Damage * +12% Health Regeneration * 6% Chance When Hit:+180 Armor for 10 Seconds * +3 to Critical Strike, Dual Wield, and Alacrity Familiar's Eye, Jeweled Ring * Requires Character Level 43 * +30 Strength * +30 Dexterity * +30 Intelligence * +100 Health * +145 Mana Gladiator's Cuffs, Crossover Cuffs * Requires Melee 43 * Armor 29 * +20 Strength * +8% Melee Resistance * 3% Chance When Hit: Major Drown * +8% Power Recharge Rate Granite Helm, Obsidian Helmet * Requires Melee 44, Nature Magic 36 * Armor 64 * +18 Strength * +12 Intelligence * +50% Armor * 6% Chance when Hit: Petrify * +3 to Tremor and Soul of Strength Greater Purifier Vestments, Mystic Armor * Requires Nature Magic 44 * Armor 60 * +136 Mana * +1 to Nature Magic Skills * 6% Chance when Hit: Invulnerable * +2 to Nurturing Gift, Enveloping Embrace, and Feral Wrath Greylok Skin Gloves, Executioner Gloves * Requires Ranged 35, Combat Magic 28 * Armor 22 * +130 Mana * +1 to Ranged Skills * +2 to Mark and Rune Mastery * +2 to Shred Blood and Bloodsoaked Shots Helm of the Unknown Comic, Helmet * Armor 4 * +5% Power Recharge Rate Malignant Force, Crossover Bow * Requires Ranged 39 * Damage 32 to 57 * +10 Min Damage * +20 Max Damage * 10% Chance on Hit: Rapid Attack * +2 to Critical Shot, Dodge, and Survival Mana Vortex, Crossover Amulet * Requires Character Level 43 * +20 Intelligence * +100 Mana * 10% Damage Goes to Mana * +10% Mana Regeneration Mantle of the Frost Maiden, Crossover Cap * Requires Nature Magic 43 * Armor 23 * +24 Intelligence * +15% Ice Magic Damage * 6% Chance When Hit: Cold Snap for 140 - 235 Damage * +3 to Aquatic Affinity, Arctic Mastery, and Freezing Mask of Slaughter, Twilight Mask * Requires Ranged 64, Combat Magic 56 * Armor 47 * +33 Dexterity * +22 Intelligence * 55% of Physical Damage Reflected to Enemy * +4 to Critical Shot, Dodge, and Survival * +4 to Shred Blood and Bloodsoaked Shots Mind Eater, Curve Bow * Requires Ranged 36 * Damage 20 to 59 * -35 Intelligence * +25 Max Damage * 10% Chance on Hit: Silence * +25% Ranged Critical Hit Damage * +12% Magic Damage Resistance Nature's Blessing, Crossover Staff * Requires Nature Magic 64 * Damage 44 to 74 * +20 Armor * +35% Healing Effectiveness * +15% Magic Damage Resistance * +8% Power Recharge Rate Nature's Fury, Short Sword * Requires Melee 65 * Damage 39 to 66 * +12% Power Recharge Rate * 10% Chance on Hit: Lightning Burst for 225 - 680 Damage * 10% Chance on Hit: Superior Berserking Nature's Vengeance, Elaborate Ring * Requires Character Level 43 * +20 Intelligence * 7% Mana Steal * +55% Summoned Creature Damage * +1 to Nature Magic Skills Polychromatic Shiv, Crossover Throwing Shiv * Requires Ranged 39, Quick Draw 1 * Damage 29 to 49 * 10% Chance on Hit: Ice Burst for 145 - 240 Damage * 10% Chance on Hit: Fire Burst for 145 - 180 Damage * 10% Chance on Hit: Lightning Burst for 105 - 315 Damage * +2 to Quick Draw, Bleed, and Penetrate Rampage, Crossover Cleaver * Requires Melee 39 * Damage 25 to 43 * +25 Strength * 10% Chance on Hit: Major Berserk * 10% Chance on Hit: Rapid Attack Repulsive Ring, Gilded Ring * Requires Character Level 33 * 30% of Physical Damage Reflected to Enemy * +15% Ranged Resistance * 3% Chance When Hit: Repulsion Blast * +2 to Critical Shot, Dodge, and Survival Retribution Gloves, Dragon Gloves * Requires Nature Magic 33 * Armor 14 * +15 Intelligence * 3% Chance when Hit: Drown * 6% Chance when Hit: Cold Snap for 45 - 70 Damage * 35% of Physical Damage Reflected to Enemy Risk Taker's Pendant, Crossover Amulet * Requires Character Level 87 * 3% Chance When Hit: Plasma Globes for 535 - 890 Damage * 3% Chance When Hit: Superior Infect * 3% Chance When Hit: Fire Wave for 345 - 575 Damage * 3% Chance When Hit: Call Lightning for 405 - 1220 Damage Rune Tracers, Twilight Boots * Requires Ranged 59, Combat Magic 51 * Armor 33 * +18% Health Regeneration * +15% Chance to Dodge Melee Attacks * +15% Chance to Dodge Ranged Attacks * +4 to Mark and Rune Mastery Stone Cleaver, War Axe * Requires Melee 39, Overbear 1 * Damage 58 to 98 * +45% Damage * +18% Melee Critical Hit Chance * +33% Melee Critical Hit Damage * +2 to Fortitude, Overbear, and Smite The Corrupter's Mark, Curve Bow * Requires Ranged 38 * Damage 21 to 36 * +16 Dexterity * +12 Intelligence * 8% Mana Steal * 10% Chance on Hit: Shockwave for 60 - 95 Damage * +3 to Rune and Mark Mastery The Frozen Flame, Elven Sword * Requires Melee 33 * Damage 21 to 36 * Adds 9 to Fire Damage * +16% Ice Resistance * 10% Chance on Hit: Fire Burst for 145 - 180 Damage * 10% Chance on Hit: Freeze Enemy for 2 Seconds Timecutter, Glaive * Requires Ranged 56, Quick Draw 1 * Damage 40 to 67 * +30% Ranged Critical Hit Chance * 10% Chance on Hit: Rapid Attack * +12% Power Recharge Rate * +3 to Quick Draw, Bleed, and Penetrate Trickster's Crown, Warlock Mask * Requires Combat Magic 63 * Armor 33 * 10% Chance when Hit: Repulsion Blast * 6% Chance When Hit: Invulnerable for 6 Seconds * 3% Chance When Hit: Plasma Globes for 535 - 890 Damage * 3% Chance When Hit: Multispark for 125 - 205 Damage Truesight Helm, Elven Helm * Requires Ranged 58 * Armor 58 * +18 Armor * +13% Chance to Dodge Melee Attacks * +3 to Quick Draw, Bleed, and Penetrate * +3 to Critical Shot, Dodge, and Survival Vitality Boots, Obsidian Greaves * Requires Melee 41, Nature Magic 33 * Armor 30 * +116 Health * +34% Healing Effectiveness * 10% Damage Goes to Mana * 3% Chance when Hit: Grasping Vine for 340 - 565 * +1 to Fist of Stone Skills Water Spirit's Blessing, Amulet * Requires Character Level 43 * +22 Intelligence * +95 Mana * 8% Mana Steal * +12% Mana Regeneration * +9% Power Recharge Rate ================= [3.6] Item Sets ================= Items sets are special groups of matched equipment that provide additional bonuses if you equip two or more items from the same set. Following are the set items that are added in Broken World. You can gain these sets in either the DS2 or BW maps, provided you start the game using the BW launcher. Any item listed as "Crossover" can be transferred to the PSP game, "Throne of Agony", or vice versa. Crossover items do not drop as random treasure; they must be purchased from the F&K Society merchant in the Druid Outpost using Ancient Agallan Tablets (which are random treasure drops). Some of these set items can only be made using Reagent Recipes, they do not drop as random treasure. Items that much be made using a recipe are marked with a cross in parentheses (+). *NOTE* Any armor or damage bonuses listed in the magic enhancements are already included in the armor or damage figures for the item. Ravager's Kit (Fighter, 3 pieces) ----------------------------------- Ravager Armor, Studded Tunic(+) * Requires Melee 37 * Armor 86 * +38% Melee Critical Hit Damage * 6% Health Steal * 3% Chance When Hit: Decay Armor * 3% Chance When Hit: Grave Beam for 370 - 620 Damage Ravager Axe, Elven Axe * Requires Melee 34 * Damage 22 to 37 * +22 Strength * +17% Melee Critical Hit Chance * 10% Chance on Hit: Berserk * 5% Health Steal Ravager Helm, Studded Helm * Requires Melee 43 * Armor 39 * 40% of Physical Damage Reflected to Enemy * 3% Chance When Hit: Fire Wave for 115 - 195 Damage * +1 to Melee Skills * +2 to Critical Strike, Dual Wield, and Alacrity Bonus for 2 equipped items: Bonus for 3 equipped items: * 3% Health Steal * 4% Health Steal * +4% Chance to Dodge Melee Attacks * +6% Chance to Dodge Melee Attacks * +20% Chance to Find Magic Items * +25% Chance to Find Magic Items * +3 Melee Damage * +5 Melee Damage * +1 to Critical Strike, Dual Wield, and Alacrity Glitterdelve Heirlooms (Fist of Stone, 4 pieces) -------------------------------------------------- Glitterdelve Gloves, Plate Gauntlets * Requires Melee 40, Nature Magic 32 * Armor 45 * +15 Armor * +22% Lightning Resistance * +9% Power Recharge Rate * +2 to Chant of Stone and Soul of Protection Glitterdelve Hammer, Hammer * Requires Melee 35, Nature Magic 28 * Damage 38 to 64 * +14 Strength * +9 Intelligence * +130 Mana * +54% Damage * 10% Chance on Hit: Petrify for 2 Seconds * +1 to Fist of Stone Skills Glitterdelve Plate, Full Plate * Requires Melee 38, Nature Magic 30 * Armor 144 * +50% Armor * +20% Fire Resistance * 3% Chance When Hit: Grasping Vines for 290 - 480 Damage * +1 to Fist of Stone Skills Glitterdelve Signet, Ornate Ring * Requires Character Level 36 * +11 Strength * +7 Intelligence * 6% Health Steal * +18% Death Resistance * +2 to Tremor and Soul of Strength Bonus for 2 equipped items: Bonus for 3 equipped items: * +5 Strength * +10 Strength * +4 Intelligence * +8 Intelligence * +15% Melee Critical Hit Damage * +30% Melee Critical Hit Damage * +17% Healing Effectiveness * +25% Healing Effectiveness Bonus for 4 equipped items: * +16 Strength * +12 Intelligence * +45% Melee Critical Hit Damage * +34% Healing Effectiveness * 3% Chance When Hit: Call Lightning for 25-42 Damage Relentless (Ranger, 3 pieces) ------------------------------- Relentless Amulet, Talisman * Requires Character Level 39 * +18 Dexterity * +12 Armor * +10% Melee Resistance * +2 to Biting Arrow, Far Shot, and Shockwave Relentless Boots, Explorer Boots(+) * Requires Ranged 44 * Armor 38 * +22 Dexterity * +14 Armor * +13% Magic Resistance * 3% Chance When Hit: Repulsion Blast Relentless Gloves, Explorer Gloves * Requires Ranged 43 * Armor 35 * +12% Ranged Resistance * +12 Armor * +8% Power Recharge Rate * +2 to Critical Shot, Dodge, and Survival Bonus for 2 equipped items: Bonus for 3 equipped items: * +18 Ranged Min Damage * +35 Ranged Min Damage * +18 Ranged Max Damage * +35 Ranged Max Damage * +8 Armor * +15 Armor * +5% Power Recharge Rate * +10% Power Recharge Rate Bloodsoaked Armor (Blood Assassin, 4 pieces) ---------------------------------------------- Blood Drinker, Throwing Shiv * Requires Ranged 29, Combat Magic 22,Quick Draw 1 * Damage 26 to 43 * 10% Chance on Hit: Shockwave for 25 - 35 Damage * 12% Health Steal * +2 to Shred Blood and Bloodsoaked Shots Bloodsoaked Gloves, Twilight Gloves(+) * Requires Ranged 36, Combat Magic 29 * Armor 22 * +10% Health Regeneration * 7% Health Steal * 3% Chance When Hit: Decay Armor * +2 to Shred Blood and Bloodsoaked Shots Bloodsoaked Leather, Twilight Armor * Requires Ranged 22, Combat Magic 15 * Armor 68 * +7 Dexterity * +4 Intelligence * Restores 5 Health Per Hit * +35% Armor * 3% Chance When Hit: Minor Infect Bloodsoaked Ring, Ornate Ring * Requires Ranged 26, Combat Magic 19 * +8 Dexterity * +5 Intelligence * +66 Health * +19% Death Resistance * +2 to Shred Blood and Bloodsoaked Shots Bonus for 2 equipped items: Bonus for 3 equipped items: * +5 Dexterity * +10 Dexterity * +3 Intelligence * +7 Intelligence * +5 Armor * +10 Armor * +5% Power Recharge Rate * +6% Power Recharge Rate * +2 to Shred Blood and Bloodsoaked Shots Bonus for 4 equipped items: * +15 Dexterity * +9 Intelligence * +15 Armor * +7% Power Recharge Rate * +2 to Shred Blood and Bloodsoaked Shots Beastmaster (Nature Mage, 5 pieces) ------------------------------------- Beastmaster Boots, Dragon Boots * Requires Nature Magic 33 * Armor 29 * +16 Intelligence * +3% Summoned Creature Attack Speed * +11% Mana Regeneration * +15 Armor Beastmaster Garb, Dragon Armor * Requires Nature Magic 48 * Armor 115 * +30% Ice Magic Damage * 10% Chance When hit: Freeze * +80% Armor * +2 to Summon Fortitude, Summon Might, and Summon Bond Beastmaster Gloves, Dragon Gloves * Requires Nature Magic 28 * Armor 22 * +17% Nature Magic Damage * +45% Summoned Creature Damage * +10 Armor * +7% Power Recharge Rate Beastmaster Helmet, Dragon Helm * Requires Nature Magic 38 * Armor 21 * +19 Intelligence * +110 Mana * +30% Healing Effectiveness * +2 to Summon Fortitude, Summon Might, and Summon Bond Beastmaster Staff, Bladed Staff(+) * Requires Nature Magic 43 * Damage 31 to 52 * +55% Summoned Creature Damage * +7% Summoned Creature Attack Speed * +13% Melee Resistance * +2 to Summon Fortitude, Summon Might, and Summon Bond Bonus for 2 equipped items: Bonus for 3 equipped items: * +5 Intelligence * +10 Intelligence * +25 Health * +50 Health * 1% Mana Steal * 2% Mana Steal * +1 to Summon Fortitude, Summon * +2 to Summon Fortitude, Summon Might, and Summon Bond Might, and Summon Bond Bonus for 4 equipped items: Bonus for 5 equipped items: * +15 Intelligence * +25 Intelligence * +75 Health * +115 Health * 4% Mana Steal * 7% Mana Steal * +2 to Summon Fortitude, Summon * +3 to Summon Fortitude, Summon Might, and Summon Bond Might, and Summon Bond Cinbri Vestments (Combat Mage, 4 pieces) ------------------------------------------ Cinbri Focusing Ring, Ornate Ring * Requires Character Level 51 * +26 Intelligence * +170 Mana * 7% Health Steal * +10% Fire Resistance * +10% Death Resistance Cinbri Overmage Robes, Warlock Robe * Requires Combat Magic 59 * Armor 140 * +34 Intelligence * +32% Fire Magic Damage * +80% Armor * +3 to Devastation, Searing Flames, and Ignite Cinbri Plaguebearers, Spirit Cestus * Requires Combat Magic 43 or Nature Magic 43 * Damage 11 to 19 * +22% Combat Magic Damage * +26% Death Magic Damage * +8% Power Recharge Rate * +1 to Combat Magic Skills Cinbri Ritual Mask, Warlock Mask(+) * Requires Combat Magic 39 * Armor 33 * +23% Death Magic Damage * +12 Armor * 8% Chance When Hit: Drown * 8% Chance When hit: Infect * +2 to Debilitation, Grim Necromancy, and Vampirism Bonus for 2 equipped items: Bonus for 3 equipped items: * +10 Armor * +18 Armor * +20 Intelligence * +25 Intelligence * +1 to Debilitation, Grim * +2 to Debilitation, Grim Necromancy, and Vampirism Necromancy, and Vampirism * +1 to Devastation, Searing * +2 to Devastation, Searing Flames, and Ignite Flames, and Ignite Bonus for 4 equipped items: * +25 Armor * +30 Intelligence * +3 to Debilitation, Grim Necromancy, and Vampirism * +3 to Devastation, Searing Flames, and Ignite Elven Battlemage Equipment (Combat Mage, 4 pieces) ---------------------------------------------------- Elven Battlemage Boots, Istauri Boots * Requires Combat Magic 65 * Armor 25 * +34% Lightning Magic Damage * +15% Melee and Ranged Resistance * 3% Chance When Hit: Multispark for 135 - 225 Damage * +3 to Brilliance, Amplified Lightning, and Arcing Elven Battlemage Cowl, Istauri Hood * Requires Combat Magic 74 * Armor 73 * +50 Intellligence * +35 Armor * +30% Lightning Resistance * +4 to Brilliance, Amplified Lightning, and Arcing Elven Battlemage Gloves, Istauri Gloves * Requires Combat Magic 58 * Armor 23 * +26% Combat Magic Damage * +20% Magic Damage Resistance * 3% Chance When Hit: Call Lightning for 265 - 765 Damage * +11% Power Recharge Rate Elven Battlemage Robe, Istauri Robe * Requires Combat Magic 50 * Armor 120 * +25 Intelligence * +28% Lightning Magic Damage * +80% Armor * +1 to Combat Magic Skills Bonus for 2 equipped items: Bonus for 3 equipped items: * +15 Intelligence * +35 Intelligence * +5% Mana Regeneration * +10% Mana Regeneration * +3% Damage Added to Mana * +4% Damage Added to Mana * +10% Power Recharge Rate * +12% Power Recharge Rate Bonus for 4 equipped items: * +60 Intelligence * +20% Mana Regeneration * +5% Damage Added to Mana * +15% Power Recharge Rate Teasha's Armament (Fighter, 2 pieces) --------------------------------------- * This is a "crossover" set that can be sent to the PSP game, "Throne of Agony" or vice-versa. Teasha's Ire, Crossover Katana * Requires Melee 39 * Damage 31 to 53 * +20 Strength * +25% Damage * 10% Chance on Hit: Death Burst for 180 - 305 Damage * +2 to Critical Strike, Dual Wield, and Alacrity Teasha's Fury, Crossover Katana * Requires Melee 39 * Damage 37 to 63 * +20 Strength * +12 Min Damage * +20 Max Damage * 10% Chance on Hit: Lightning Burst for 105 - 315 Damage Bonus for 2 equipped items: * Adds 10 to 16 Death Damage * 8% Health Steal * +6% Power Recharge Rate * +2 to Critical Strike, Dual Wield, and Alacrity Indomitable Faith (Fighter, 2 pieces) --------------------------------------- * This is a "crossover" set that can be sent to the PSP game, "Throne of Agony" or vice-versa. Apostle's Hammer, Crossover Hammer * Requires Melee 36, Nature Magic 28 * Damage 25 to 43 * 7% Mana Steal * +50 Health * Restores 10 Mana Per Hit * +1 to Fist of Stone Skills Bulwark of Faith, Crossover Shield * Requires Melee 60, Nature Magic 52, Barricade 1 * Armor 42 * +25 Strength * +18 Intelligence * 12% Damage Goes to Mana * 3% Chance When Hit: Stun Opponent for 2 Seconds * +3 to Barricade, Toughness, and Reinforced Armor Bonus for 2 equipped items: * +27 Strength * +18 Intelligence * +1 to Melee Skills * +1 to Fist of Stone Skills Traveller's Trinkets (Mage, 2 pieces) --------------------------------------- * This is a "crossover" set that can be sent to the PSP game, "Throne of Agony" or vice-versa. Traveller's Handbook, Crossover Book * Requires Combat Magic 41 or Nature Magic 41 * +75 Health * +15% Ice Resistance * +15% Fire Resistance * +15% Lightning Resistance * +15% Death Resistance Traveller's Medallion, Crossover Amulet * Requires Character Level 43 * +75 Health * +15% Ice Resistance * +15% Fire Resistance * +15% Lightning Resistance * +15% Death Resistance Bonus for 2 equipped items: * +90 Health * +10% Health Regeneration * +70% Gold Dropped * +30% Chance to Find Magic Items ==================== [3.7] Monster Book ==================== A list of the various monsters encountered in Broken World, with in-game descriptions and comments where warranted. Volatile Boggrot (Melee) -------------------------- Boggrots are vicious, hateful, predators. Volatile Boggrots are a particularly spiteful breed that has evolved with highly unstable body chemistry. When slain, they generate a fiery reaction within themselves, creating a violent explosion that hopefully kills their attacker. Boggrots are extremely territorial, and will attack or threaten any creature that enters their area. However, the tortured, corrupted monsters and Humans that have started encroaching on the Dryad Outpost terrify them. -> Be wary of the "violent explosion" when boggrots die. If several go off in a chain reaction or through the use of AoE powers, they can kill your mages and put a serious hurt on your rangers and fighters. Boggrots are not that dangerous to you except when they die, so take them out one-by-one and avoid the temptation to explode a bunch of them at once. Spitting Maguar (Ranged) -------------------------- Maguars are disgusting. They were the filthiest beasts in Aranna before the cataclysm, and they remain equally revolting after. Their green, matted fur is covered with a thin layer of slime, which reeks of death and decay. The two lashing tentacles protruding from the sides of their head constantly drip a deadly poison, which they spit at their prey. Any carcass a Maguar has touched retains their foul odor, and no other scavenger will go near it. Breeding Kurtle (Ranged) --------------------------- The combination of Valdis' plague and the upheaval of the cataclysm have wreaked havoc on the internal biology of the once-peaceful Kurtles. Even their reproductive systems have been altered, and now they furiously lay eggs in battle. Unfortunately, their offspring are neither helpless nor weak. They are extremely hostile, aggressive, and dangerous. Those who are fighting Breeding Kurtles would be wise to destroy the eggs before they hatch. > Breeding kurtles guard their nests, which are full of egg sacs. The sacs always hatch whenever you get near, releasing baby kurtles. When you kill a breeder, it usually drops one or two egg sacs, which will spew forth more babies. The babies aren’t particularly dangerous, but if you get swarmed by a dozen or more (which is quite likely if there are two or three breeders and several nests in one area) you can be in trouble. Destroy egg sacs from a distance and make sure you blow up any dropped by a dying breeder. Bound Fellspine (Magic) ------------------------- In the battle of Windstone Fortress, Fellspines gathered together in large flocks, acting as one to take down more formidable foes. However, the Bound Fellspines no longer behave the same way. Though these armored and enhanced creatures still clearly resemble their cousins, they behave independently, as if completely unaware of their allies around them. Bound Human Griever (Melee) ----------------------------- Once Human refugees, Bound Human Grievers have been reinforced with metal plates and spikes that have been driven into their flesh. The light of intelligence is gone from their eyes -- they walk like puppets and attack mindlessly. The only signs that they're still alive, and not simply animated corpses, are their moans of constant pain and agony. Bound Human Tormentor (Magic) ------------------------------- These malnourished mages can no longer speak, as sharp metal plates have been driven into their heads and over their mouths. But that does not stop them from unleashing deadly magic on everything around them. The sorrow in their eyes seems to beg you to kill them. Bound Husk (Magic) -------------------- Whatever this monstrosity used to be is lost beneath layers of binding straps and chains. It's uncertain whether they even still have arms, or if they were simply removed because they were no longer necessary. It's likely that they were once powerful mages, as they can channel tremendous magical energy through the jewels installed in their heads. They feel no mercy -- only pain. Shielding Bound Terrak (Melee) -------------------------------- These twisted Terraks have been turned into improvised killing machines. Their left wings have been clipped, and three massive blades have been attached to their right wings. They walk with a lurching gait. When they are close to death, they activate a powerful energy shield that protects them from harm. Any foe that continues to strike them will be torn apart by the shield's energy. -> When Shielding Terraks get to about 20% health, their shield goes up. Pounding on them only damages you, so leave them alone. The shield is temporary, and they go down quickly after their shield does. Kanred, the Rogue Mage (Magic) -------------------------------- Until recently, Kanred was an arrogant Combat Mage living with his brother Burk in their backwater village. However, he resented this simple life. He dreamed of having his name known far and wide, but with the upheavals caused by the second cataclysm, his goals were more distant than ever. When a traveling grandmaster mage offered to teach him the secrets of higher magic, Kanred jumped at the chance. In his haste to gain power at any cost, he abandoned all sense of caution. The massive influx of purified magic blasted his brain and turned him into a maddened pillar of living power. Ironically, Kanred's wish had been granted, though not in the manner in which he had dreamed. Now, eternally doomed to wander the world mindlessly absorbing magic, Kanred's newfound power and fame came at a steep price. -> Kanred is your first boss fight and reveals what will become a typical pattern. One of his attacks is to teleport into the center of your group and release a powerful, radial magic attack. This attack is very dangerous, even to higher-level characters with lots of resistances. When he teleports into your midst, run. Then turn and pound on him. Beyond the teleport attack, Kanred isn't that dangerous, with very average magic attacks. Spiked Skeen (Magic) ---------------------- Spiked Skeens are far stronger and more clever than their mundane cousins. Groups of them will jump down on their prey in organized ambushes, or simultaneously burst from their subterranean holes. This element of surprise allows them to bring down prey that is much stronger than they are, and they have flourished despite the harsh desert in which they live. Feral Kurgan (Melee) ---------------------- Without the influence of Valdis' plague, Feral Kurgans do not have the extra eyes and other mutations that distinguish them from the Kurgans you have faced before. Worse, only the strongest and most vicious survived the trials of the cataclysm. This is a new breed of predator: fast, deadly, and extremely aggressive. Scuttling Iraca (Melee) ------------------------- Scuttling Iracas are the kings of the desert. Their huge bodies, rock-hard shells, and deadly claws make them powerful creatures that even Morden Ravagers will not face alone. For the Iraca's part, they prefer to be left alone, and will lash out at anything unfortunate enough to disturb their peace. Morden-Sin Reaver (Melee) --------------------------- When Valdis was defeated and Zaramoth's sword was broken, hundreds of Morden were left without a home, without a leader, and without a mission. One group, the Morden-Sin, was driven mad with bloodlust. They erected crude fortifications in the desert and starting killing everything they encountered, often even turning on each other in their rage. Those who have encountered them simply call them 'Ravagers.' Their bloodlust, violence, and increased strength are mysterious. Many suspect that something terrible has happened to these Morden, but since being seen by a Morden Ravager is a death sentence, no one has been able to discover what it could be. Morden-Sin Lancer (Melee) --------------------------- The home of the Morden-Sin is a blood-soaked abattoir. They live in the filth of the corpses of their victims and smear themselves with blood and gore before going in to battle. Morden-Sin Crossbowman (Ranged) --------------------------------- Morden-Sin crossbowmen are increasingly rare. When their complicated weapons break, they lack the intelligence to fix them. They simply discard the useless device, pick up a spear or a jagged sword, and resume killing. Morden-Sin Diabolist (Magic) ------------------------------ Morden-Sin Diabolists, though frail, are revered by the other Ravagers. The twisted rituals they lead whip their brethren into a frenzy of aggression and bloodlust. They appear to control the mysterious power that gives the Ravagers their strength and drives their madness. Voadyk Familiar (Melee) ------------------------- This powerful beast, summoned by the Overmage to protect his rogue mages, is sinister and otherworldly in appearance. Beneath spindly limbs and glowing runes lurks tremendous strength and viciousness. Their eyes reveal a cunning intelligence that exceeds that of creatures native to Aranna. Though their origins are a mystery, they are known to possess a frightening command over death and the ability to rise up again after being struck down, more powerful than before. -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Kikrak of the Morden (Magic) ------------------------------ Following the defeat of Valdis and his army, the Morden became very sick, their bodies slowly wasting away. Kikrak was a powerful Morden-Gral sorcerer, and he refused to accept his fate, turning to dark powers to extend his life at any cost. When the Overmage appeared, promising power and knowledge and life, Kikrak welcomed him. But like Kanred, the Overmage's teachings were too much for his mind to handle. He too became a rogue mage, mindless and tortured. -> Kikrak is your second boss and is almost a carbon-copy of Kanred. He'll teleport into the midst of your party, then slay you unless you run outside the circle, fast. The difference this time is Kikrak brings a familiar along with him; but, once you kill it (twice), it stays dead and you can concentrate on Kikrak, who shouldn't be much more of a problem than Kanred. Decaying Vulk (Ranged) ------------------------ Vulk, or 'vine golems,' are purely magical creatures, created long before any civilization came to Aranna. Perhaps they were born in the cataclysm, or perhaps they were created by some mighty, solitary mage. Whether they have a purpose is unknown, but they violently attack any intruders they find, perhaps out of malice, perhaps to protect something. They are not intelligent enough to communicate, but they are immensely strong, and throw stones with deadly force. After the second cataclysm the Vulk underwent a horrifying change, poisoned by the death of the land. Their insides now team with foul toxins and vapor, deadly to anyone who would slay one of these beasts. Breeding Bortusk (Melee) -------------------------- In the early days following the cataclysm, a group of experienced explorers came across a Bortusk with strange markings. Believing themselves familiar with a Bortusk's capabilities, they let it be and continued their exploration. Later, when they returned by the same route, they found the Bortusk had spawned an army of its offspring. Nearly the entire group of veteran adventurers was overwhelmed immediately. Waste no time in killing a Breeding Bortusk, or face the same fate! Bound Hak'u Bleeder (Melee) ----------------------------- The Hak'u are a tribal race native to the jungles of Greilyn Isle. Together with the Dryads, they migrated to mainland Aranna soon after the cataclysm. When the uneasy alliance disintegrated, the Hak'u retreated to the hills and seemed to die out. However, corrupted, 'bound' Hak'u started to appear in greater and greater numbers. The plates on their head hide their faces, but it's almost certain that their eyes and skin have been harvested for some other use. They fight far beyond the point at which a normal Hak'u would have collapsed from pain and injury. Hak'u Bleeders seem almost addicted to blood. They continue to hack at the corpses of defeated enemies until exhausted, almost as if they don't know or care if a victim is alive or dead. Bound Hak'u Piercer (Ranged) ------------------------------ The Hak'u are a tribal race native to the jungles of Greilyn Isle. Together with the Dryads, they migrated to mainland Aranna soon after the cataclysm. When the uneasy alliance disintegrated, the Hak'u retreated to the hills and seemed to die out. However, corrupted, 'bound' Hak'u started to appear in greater and greater numbers. The plates on their head hide their faces, but it's almost certain that their eyes and skin have been harvested for some other use. They fight far beyond the point at which a normal Hak'u would have collapsed from pain and injury. Hak'u hunters are very skilled with spears. The horrific surgery these Hak'u have undergone has greatly strengthened their attacks. Bound Dryad Dervish (Melee) ----------------------------- The most baffling thing about the mutilated monsters flooding the world is that they seem to have no mission. Great effort must have gone in to making something like the Dryad Dervish. The Dryad must be held down, her arms removed, and a faceplate installed to overwhelm her mind. Finally, she must be equipped with giant blades hanging from chains that can spin with enough force to blast through armor and devastate flesh. Though they travel in groups, Dervishes do not fight like an army. They do not build fortifications or hold territory. They do not speak or command. They only kill. Bound Dryad Incinerator (Magic) --------------------------------- After seeing so many of the tormented, twisted, stitched-together creatures infesting the hills around the Dryad Outpost, the Dryad Incinerators are a shock. They're graceful, elegant, and almost beautiful. But upon closer inspection, they have the same dead eyes, the same starved figures, and the same mutilated bodies as all the other bound creatures. What sort of beast would try to make art like this out of suffering? As befits their delicate construction, Dryad Incinerators are especially powerful. They are wreathed in magical flame that they can unleash in a devastating attack. They are also attuned to fire, and can use fire attacks directed at them to restore their power. Bound Hyena (Magic) --------------------- The Bound Hyena's upper jaw appears to have been broken to allow a makeshift cannon to be created within its mouth. An eye has been gouged out of some poor creature and stitched to the end of the Bound Hyena's tongue. The beast uses it to blast its targets with necromantic death magic. Abraxis Familiar (Melee) -------------------------- Like the Voadyk, the Abraxis is another of the Overmage's hounds. Its hard carapace and the runic markings on it give it tremendous strength, but its alien appearance is like nothing you've ever seen on your travels. Also like the Voadyk, death is only a minor inconvenience -- it quickly rises again with renewed strength. Unlike the Voadyk, it releases a blast of fire when it resurrects itself. The mutilated Dryads throughout the region seem to defer to the Abraxis, but it doesn't seem to be capable of creating something as complicated as the mutilated creatures. Perhaps it's here to guard them... -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Celeb'hel, the Elder (Magic) ------------------------------ When you last saw Celeb'hel, he was the leader of Aman'lu, revered for his legendary wisdom and benevolence. But the Celeb'hel you defeated was a mindless engine of destruction, a rogue mage escorted by the Overmage's trusted Voadyk minions. The Celeb'hel you knew would never have fallen for the Overmage's schemes. Now, you are left questioning how and why such a thing could have happened, and what this means for your Elven friends. -> Celeb'hel is exactly the same as Kanred and Kikrak. Avoid his teleport attack and you'll be fine. Decaying Bound Taclak (Melee) ------------------------------- These hideously mutated Taclaks are deteriorating from the inside. They're possessed with the same frenetic strength as the Familiars' other bound minions, but when they're killed, their rotten blood sometimes spills out in a toxic cloud that poisons and dissolves anything it touches. -> These nasty creatures explode when killed, much like the boggrot. But they are much more dangerous. Their poisonous blood covers a wide area and sticks around for several seconds, damaging your characters each second. When you kill a decaying tacklak, get your mage and rangers outside the blood spray immediately (well-built fighters can usually withstand the effects). Try never to kill a bunch at once, or the combined spray may kill you in a fairly permanent manner. Bound Taclak Spearman (Ranged) -------------------------------- Stripped and bound in leather and steel, these Taclaks were taken from their homes and turned into monsters. Their right legs and left arms were taken for some other experiment and replaced with blades and metal. They've been blinded and suffer agonizing pain, but their spears find their targets regardless. Taxabani Familiar (Ranged) ---------------------------- The Familiars are cruel, evil allies of the Overmage. Though they are not from this world, they have been here before, and clashed with the Elves. There are many castes of them, each with unique body structures and powers, but all share the same mysterious markings, penchant for cruelty, and horrifying ability to rise from death with more power than ever. The Taxabani are responsible for kidnapping more 'materials' for the Familiar Surgeons to work on. They use the jagged spikes on their arms to pin down fleeing creatures so they can be dragged to the operating room. Taxabani have such furious willpower that they erupt in flame when they resurrect themselves, re-igniting any nearby Dryad Incinerators. -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Searing Bracken (Melee) ------------------------- Created from the magic of the Vai'lutra Forest, the Bracken were once creatures of peace, working in unison with the trees -- caretakers of the vast forest. When the Vai'kesh's corruptive magic began to spread through their home, the Bracken changed as well, becoming gnarled and violent. When the second cataclysm consumed the forest in raging fires, it burned the spirits of the Bracken too. Now, they lash out in pain and anger at the loss of their forest and their former peaceful selves, and it is only a matter of time before the flames within consume them completely. -> The bad thing about bracken is they ambush you with great frequency. They burst out of burning wood in the forests north of Aman'lu. Move slowly so you don't trigger more than a handful at a time. Bound Fettershin (Melee) -------------------------- Once docile herbivores, the poor Fettershins were corrupted first by the evil magic of the Vai'kesh Elves, and now by the monstrous alterations of the Familiar Surgeons. Their constant, gnawing hunger is only made worse by the armored plates grafted over their skulls. Evil magical fire consumes their flesh, and they care for nothing but inflicting as much pain as possible so that others can share their misery. -> Fettershins operate in packs. They are not individually dangerous, but you'll be lucky if you face no more than four at a time. Most of the time, you'll be up against at least a half-dozen, usually with some Hak'u, naldrun or bracken mixed in. Save your AoE powers to use against the fettershin, which go down quickly to those types of attacks. Bound Naldrun (Magic) ----------------------- Like the Fettershins, Bound Naldruns are twice corrupted, first by the dark magic of the Vai'kesh, then by the cruel attentions of the Familiars. Their hands, feet, and faces were taken for the magical power within them, and a crude cannon fueled by their very souls was attached to their arms. Now they pitifully fly through the forest, seeking victims they can blast with their own life force until the peace of death releases them from their suffering. -> Throughout the forests north of Aman'lu, are fairy rings of small fires. You'll usually encounter bound naldrun alone, but they will immediately fly to the nearest fair ring and summon six of their sisters. Kill the naldrun before it reaches the ring and you won't have to fight the full horde. Fair rings that are activated, only work once, you won't have to worry about them again when you come through on a return trip. Bound Elf Guard (Ranged) -------------------------- Elven rangers were elite warriors, once revered by their companions, capable of hitting targets from great range, and respected for their wisdom and spirituality. No trace of those qualities remains in the mutilated monsters the Familiar Surgeons make out of them, except for their ability to strike a victim with enough force to decapitate or sever a limb. Venomous Thrine (Ranged) -------------------------- The Thrine life cycle begins with eggs buried beneath the ground. When the forests burned and the ground cracked during the cataclysm, all manner of contaminants polluted the nests the Thrines, altering their growth. They became more aggressive and deadly, but their life spans are much shorter and they never reach maturity. It's likely that this generation will be their last. Bound Taugrim (Melee) ----------------------- The Familiars have taken the powerful, noble Taugrim and muzzled them, turning them into violent beasts of burden. They're primarily used for grunt work that requires great strength, such as tearing down trees for firewood, moving large stones, and pulling stubborn limbs off of creatures so they can be stitched onto something else. Vai'kesh Reaper (Melee) ------------------------- When the Aegis of Death was given to the Elves of Aman'lu for safekeeping, some of their greatest mages became enthralled by its power. The spells channeled through the Aegis were the darkest death magic and very difficult to control, but the sorcerers' lust for power consumed them and made them careless. They began to decay without dying, and became more powerful in magic than any thought possible. The elders of Aman'lu grew fearful and exiled them to the forest. They became known as the Vai'kesh, or Manu Ostar in their own tongue. Now, following the second cataclysm, the Vai'kesh and the Elves have a common enemy: the Overmage's Familiars. The Vai'kesh have made overtures of peace to the Elves in hopes of being united with their cousins, but time will tell if they have truly changed their ways. Ghostly Crimson Hunter Warrior (Melee) ---------------------------------------- Long ago, the race that is now known as the Familiars came to Aranna and terrorized the world, nearly eradicating the Elves. The greatest Elven fighters, archers, and mages formed the Order of the Crimson Hunters and fought back, seeking out the enemy in their lairs and eventually exiling the Familiars from Aranna entirely. These Elven heroes were laid to rest in a grand tomb with their leader, Lorethal, who gave his life to save them and all of the Elves. When you imprisoned his soul within Ressa's bloodstone, the spirits of the other noble warriors rose from their graves, lifting their spectral swords against the monsters who would defile their leader. Ghostly Crimson Hunter Archer (Ranged) ---------------------------------------- Long ago, the race that is now known as the Familiars came to Aranna and terrorized the world, nearly eradicating the Elves. The greatest Elven fighters, archers, and mages formed the Order of the Crimson Hunters and fought back, seeking out the enemy in their lairs and eventually exiling the Familiars from Aranna entirely. These Elven heroes were laid to rest in a grand tomb with their leader, Lorethal, who gave his life to save them and all of the Elves. When you imprisoned his soul within Ressa's bloodstone, the spirits of the other noble warriors rose from their graves, nocking arrows to their spectral bows to strike down the monsters who would defile their leader. Ghostly Crimson Hunter Mage (Magic) ------------------------------------- Long ago, the race that is now known as the Familiars came to Aranna and terrorized the world, nearly eradicating the Elves. The greatest Elven fighters, archers, and mages formed the Order of the Crimson Hunters and fought back, seeking out the enemy in their lairs and eventually exiling the Familiars from Aranna entirely. These Elven heroes were laid to rest in a grand tomb with their leader, Lorethal, who gave his life to save them and all of the Elves. When you imprisoned his soul within Ressa's bloodstone, the spirits of the other noble warriors rose from their graves, summoning their formidable magic to destroy the monsters who would defile their leader. Bound Crawler (Melee) ----------------------- Some of the mutilated creatures the Familiar Surgeons create, like the Bound Dryads, have a twisted beauty and craftsmanship to them. Others seem more like cruel jokes -- misshapen freaks, grafted together out of spare parts. Crawlers are little more than leftover torsos given life. They scrounge through the discarded meat and offal of the Surgeons' experiments, constantly eating to try to satisfy their insatiable hunger. -> Crawlers are annoying little buggers because they operate in large packs and their small size creates clipping issues. Don't even think about killing them on stairways, your rangers and mages will be useless. Run away from them until you are operating in a flat area, then unload on them. They aren't that tough. Additionally, these are the creatures the Familiar Surgeons use to regenerate, use AoE powers on them to prevent the surgeons from feeding on their life force. Stitched Horror (Melee) ------------------------- These abominations are cruel mockeries of the Familiars' ancient enemies, the Elves. They've been stripped down to nothing but crude straps. Their feet and arms have been cruelly torn off and replaced with claws and half-giant arms, making them both terrifying and deadly. No Elf can look upon these horrors without weeping and losing hope. This is exactly what the Familiar Surgeons hoped to accomplish. They continue to diligently make more Stitched Horrors, anxiously awaiting the day they've created enough to overwhelm Aman'lu. Incinerating Bound Elf (Magic) -------------------------------- Elven mages are naturally intelligent and skilled in combat magic. The Surgeons magnify these traits, rewiring nerves, removing unessential body parts, and grafting on metal to make their bodies ideal for conducting fiery power. No longer able to walk or even move, these soulless husks float along, immolating every living thing they see. They are especially deadly against other Elven mages who frequently specialize in fire attacks as well. The Bound Elves simply soak up fire magic and use it to recharge their own powers. -> The first attack of an incinerator is a fire ring that surrounds your party, shrinks in on itself and explodes. Not nice. Get out of the ring before it explodes. The creatures themselves are not that tough, just don't use fire magic on them. Krusk Familiar (Melee) ------------------------ The Familiars are cruel, evil allies of the Overmage. Though they are not from this world, they have been here before, and clashed with the Elves. There are many castes of them, each with unique body structures and powers, but all share the same mysterious markings, penchant for cruelty, and horrifying ability to rise from death with more power than ever. Krusk Familiars are hulking, incredibly resilient beasts with deceptive intelligence. They are the vanguard of the Familiar army, breaking into new territory and crushing any opposition. They are highly resistant to magic, and take particular pleasure in crushing mages after shrugging off their most powerful spells. Krusks have such furious willpower that they erupt in flame when they resurrect themselves, re-igniting any nearby Bound Elf Incinerators. -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Familiar Surgeon (Magic) -------------------------- Many years ago, Lorethal and his Crimson Hunters banished the entire race of Familiars from Aranna. Their leaders, the cunning and cruel 'Surgeons' Despular and Baelusar, never forgave the Elves. When the Overmage offered them a chance for revenge, they laid siege to Aman'lu in the cruelest way possible. Familiar Surgeons are cruel artisans, tearing apart the lesser creatures of the world and reassembling them as powerful, bloodthirsty slaves. They enjoy the pain their experiments inflict on their subjects, and they relish the misery the Elves feel when their own brothers and sisters turn against them. If the Surgeons are not stopped, their horrific armies will overwhelm all of Aranna. -> This giant brain is pretty nasty in a fight. It uses primarily death magic against you, so beefing up your death resistance would be a smart idea. Additionally, it summons crawlers from two pools located near the entrance to its lair. These crawlers creep over to the surgeon and regenerate it. Fun stuff. With decent death resistance, you can ignore the surgeon's attacks. Unload high-damage, single target powers on it, then attack it. Keep one area power in reserve. When crawlers pop out of the pools, unleash your AoE power on them. If you can keep the surgeon at the far end of the chamber, away from the pools, you'll have time to kill the crawlers before they get close enough to the brain to restore its health. Then go back to your head banging. Keirok, the Devourer (Melee) ------------------------------ Keirok is unique among the Familiars. He is a tremendously powerful beast, with thick armor plating, massive battering claws, and an insatiable hunger for flesh. He consumed countless Elves before they sealed him and the rest of his race away. He aches to be released on Aranna once again; to feel the crush of bone beneath his claws and hear the agonizing screams of his victims. -> There's no special trick to beating Keirok, it's just a test of endurance. He's a strong melee attacker, so ranged attacks work better. He has one special attack where he pounds on the ground, causing glowing lines to radiate out from his body. When you see these forming, run to the outer edges of the circle and get between the lines--they will erupt in flame. If you're caught in them, it means almost certain death for any mages (and possibly rangers) in your party. However, this attack is pretty easy to avoid and he's not otherwise all that tough. Bound Dwarf Sunderer (Melee) ------------------------------ When a Dwarven slave becomes insolent or tries to rise against his masters, he is taken away to the depths of the Cinbri city, where he is turned into a Sunderer. His free will and rebellious spirit are surgically removed, and his strength and vigor are enhanced to better serve the Familiars. These mindless hulks become a grim reminder to other slaves of the consequences of resisting. Bound Dwarf Ballista (Ranged) ------------------------------- When a Dwarven slave breaks under the demands of his punishing labor, he is taken away to the depths of the Cinbri city, where his arms are removed and a crossbow is strapped to his back. Unessential organs are removed to make room for the support stake driven through his chest. His brain is also mutilated, bound into serving his masters as a deadly walking cannon. Bound Skiver (Ranged) ----------------------- The pinnacle of Familiar Surgeon creativity, the Bound Skiver is a horrifying fusion of Elf and Human. There are very few of them, as the subjects used must be highly skilled, and the process of stitching them together is extremely complicated, but the resulting minion is unequaled at ranged combat. As a bonus, the Elf's head and the Human's lower body are not needed, and can be used for other 'projects.') Familiar Overseer (Magic) --------------------------- The Familiars are cruel, evil allies of the Overmage. They look alien and bizarre and are not from this world. But they've been here before, and clashed with the Elves. There are many castes of them, each with unique body structures and powers, but all share the same mysterious markings, penchant for cruelty, and horrifying ability to rise from death with more power than ever. The Overseers are the barbaric taskmasters responsible for forcing the Dwarves to excavate the Cinbri city, and they take pleasure in punishing their charges if they step out of line. They blaze with magical energy, and use that power to strengthen their other minions, making them temporarily impervious to harm. -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Bound Half-Giant Subjugator (Melee) ------------------------------------- The Familiar Surgeons enjoy working on Half-Giants. They are exceptionally strong, and make highly durable and powerful combatants. But they're also stoic and mentally tough, allowing them to survive the torture of their transformations better than other, more frail races. The victim's right arms are replaced with a massive, bladed bludgeon. They seem to feel nothing as they pound their victims to death, crushing bone and tissue with each swing. They are useful for quelling dissent, and their mere presence is an effective deterrent to most creatures who would consider rising against the Familiars. Bound Half-Giant Fury (Melee) ------------------------------- If the Subjugator is an enforcer, the Fury is a soldier. He lives for carnage and wades into battle swinging his axes with abandon. If a fight turns against him, he will engulf himself in magical flame and temporarily become invincible. Anyone who attacks him in this state will be burned in retaliation. > Furies, like the shielding terraks, shield themselves when they reach about 20% health. Their shield fully reflects all the damage you are doing back on yourself. That can be quite deadly. Watch for the shield going up, then go find something else to beat on while waiting for the shield to come down. As soon as the shield goes down, the Fury will quickly follow. Bound Half-Giant Shambler (Magic) ----------------------------------- The Shamblers have a decapitated Elven head stitched onto their shoulders to increase their ability to channel magical lightning. They are often built from the leftover remains from failed attempts at creating the more powerful Bound Half-Giant Convokers. Bound Half-Giant Convoker (Magic) ----------------------------------- The spines of Half-Giant Convokers are replaced with metal to increase their conductivity and amplify the power of the electricity they command. Their most deadly tactic is to reduce the lightning resistance of their victims before unleashing their most powerful attacks. Keirge Familiar (Melee) ------------------------- The Familiars are cruel, evil allies of the Overmage. They are not from this world, but they've been here before, and clashed with the Elves. There are many castes of them, each with unique body structures and powers, but all share the same mysterious markings, penchant for cruelty, and horrifying ability to rise from death with more power than ever. Keirge are the most bloodthirsty of the Familiars, and each has killed hundreds of lesser creatures with the massive blades that grow from their arms. They swing each blade with the power of a greatsword, carving through their foes in battle and exulting in the sprays of blood around them. -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Spinlar Familiar (Magic) -------------------------- The Familiars are cruel, evil allies of the Overmage. They are not from this world, but they've been here before, and clashed with the Elves. There are many castes of them, each with unique body structures and powers, but all share the same mysterious markings, penchant for cruelty, and horrifying ability to rise from death with more power than ever. Spinlars are second only to the Surgeons in the hierarchy of the Familiars, and their power is unmatched. Their most terrifying ability rips away the mana of their targets, preventing them from casting spells. Like the Taxabani, the Spinlars' magic is so powerful that they release a blast of flame when they resurrect themselves. -> Familiars all have a special ability that can be quite dangerous. When they are killed, after a few seconds, they revive in a huge explosion. That explosion can do a lot of damage if you're still nearby. They only revive with about one quarter of their max health, so they go down again easily and stay down. You can also kill them with a massive damage strike that explodes them into chunks, thereby rendering them unable to revive. If a Familiar of any type doesn't explode when you first kill it, get out of the vicinity post haste. Overmage of the Cinbri (Magic) -------------------------------- The Overmage is the only member of the Cinbri race left in Aranna. He is well over one thousand years old, and is a master wizard and scholar. The Overmage believes in order and control. He is driven by his desire to return his race to Aranna and present himself as supreme ruler. The Overmage likes to work behind the scenes and is far too intelligent to get drawn into a fight he can't win. Instead of exerting force, he manipulates his foes by uncovering their deepest desires. The Overmage will do anything to establish order and control, even if it means killing thousands of innocents in the process. He believes future generations will understand the rightness of his actions in the end, and thank him for having the foresight to take action. -> When you finally get to your battle against the Overmage, back off and wait. The Overmage summons a bunch of creatures and you have to defeat them. Right now, the Overmage is invulnerable. DO NOT USE YOUR POWERS AGAINST THE SUMMONS UNLESS YOU USE THEM EARLY AND THEY ARE FAST RECHARGE POWERS! This cannot be stressed enough. If you want to shorten this part of the battle--and you DEFINITELY want to shorten it--then save your powers. Be sure to have all your highest damage powers selected (Brutal Strike, Take Aim, etc.). When the last summons dies, the Overmage collapses. Unload on him. Hit him with everything you've got. You only get about five to ten seconds, then he revives, is once more invulnerable and summons more help. Do the whole thing over again. If you do this right, you only have to go through three or four waves of summons before you shave off all the Overmage's health. When that happens, he transforms into Zaramoth Reborn. Now the real fight gets underway. Zaramoth Reborn (Magic) ------------------------- Zaramoth the Unmaker, an Utgard Giant of unmatched power, was the last great Emperor of Aranna. Zaramoth's innate command of magical energy was so absolute that once he established control, he limited access to magic across all of Aranna, effectively neutering all other mages. Zaramoth's reign ended when his Sword met Azunai the Defender's Shield in battle and triggered the first cataclysm, killing themselves and everyone else on the battlefield. However, when Zaramoth's body died, his soul retreated into his legendary Sword, to await the time when he could be reborn and again control the world. And so, over a thousand years later, the Overmage harnessed the immense magical energy the Dryads collected to raise the Sword and join his soul to Zaramoth's. As Zaramoth Reborn, he gained both the physical form and power of his former emperor, becoming the strongest being in all Aranna. -> Zaramoth Reborn is one very tough hombre. He's got a LOT of health (120,000 in Merc), is resistant to everything, knows every power and spell in the book and has near-unlimited mana. In other words, he's equal to about ten of you. Zaramoth will unleash a lot of stuff. Some of his favorites are: * Whirling Strike with his sword: getting hit is pretty certain death. You can avoid this one because he takes about ten seconds to wind up. When you see him crouch and gather in on himself, he's about to let go, so run away. * Glacial Aura: this one's pretty hard to avoid, especially for your melee fighters, since running out of range means no damage being inflicted on Mr. Bigshot. Your best bet is to stay in there, take your lumps and drink health potions. * Fire rings: you can see these coming, as they start from the outside of the circle and move inward. When you see them, rush IN toward Zaramoth and gather around him as the flames stop short of his body. (If you've got any unconscious people lying around, they're toast. Get a Rez spell handy.) This is actually a great time to unload on Zaramoth as he's busy tending the fire and you have a perfect excuse to get in close and personal. * Call Lightning: when sparks start dancing on the ground, run away. These are pretty easy to avoid, but dangerous if you're not paying attention. * Waves of Force: this one's just nasty. There's no warning, and you're suddenly facing waves of high-damage streaming out from the front of Zaramoth. The one upside is the narrow area-of-effect, you can easily run to the side away from them. If any melee fighters are standing right in front of him...well, hope they have lots of armor and health. Zaramoth has other toys to play with too. This fight is, basically, a war of attrition. Can you knock off his health before you run out of health potions or Rez scrolls? He's resistant, but not immune to anything, and you can curse him and attack him just like any normal enemy. (I.e. there's no special trick to fighting him.) The tactics are all about avoiding his attacks as much as possible, quaffing health potions almost continuously and making sure you have a nature mage with a Resurrect spell and plenty of Rez scrolls for when the nature mage is unconscious or dead. This is a long, grueling battle and there are no shortcuts. Use high-damage powers as fast as they recharge. Run away when Zaramoth starts with one of his specialty attacks. In fact, keep moving, a lot. It will be harder if you have a melee-heavy party, so be sure to have some strong ranged support (ranger, combat mage). And bring lots and lots of potions, just in case you hadn't picked up on that by now. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [4] CHARACTERS ) \__ \___________________________________________________ / |,-' ======================= [4.1] Character Races ======================= Broken World introduces one new character race: Dwarf: * 1 point in Critical Strike * 1 point in Survival * 1 point in Chant of Stone * +3 Strength * +1 Intelligence The whole concept of races in DS2 is badly broken. The differences are completely irrelevant by about level 10, which means 25% of the way into Merc level, all races are equivalent in all classes. Thus, the only reason to choose a race is because you like the way the race looks. To that end, why Dwarves? OK, there are some little-hairy-person loving players out there, but this was a pretty poor choice for a new race. ================================ [4.2] Classes, Skills & Powers ================================ Broken World introduces two new multi-class "classes": * Blood Assassin (ranger + combat mage) * Fist of Stone (fighter + nature mage) These two classes are different than the normal classes in the following ways: * To buy class skills or use class equipment, there are minimum required levels in both the primary (ranger or fighter) and secondary (mage) classes. * You can use special weapon enchant spells that allow you to earn experience in both your core classes at the same time. 70% of your earned experience goes to your primary class--melee or ranged. 30% of your earned experience goes to your secondary class--combat or nature mage. Only one weapon enchant spell can be active on a character at a time. Weapon enchant spells can be autocast. * Some of the class skills are one-point skills--you only get one rank in that skill. Additionally, Broken World re-writes all the skill tables and powers for the existing classes--rebalancing them and increasing skill ranks to 30. Below are the two new classes and their skills and powers; followed by the new skill tables for the existing classes. Power Recharge Rate Key: * Very Fast -> 12 seconds of combat * Fast -> 21 seconds of combat * Normal -> 35 seconds of combat * Slow -> 60 seconds of combat [4.2.1] Blood Assassin ------------------------ Blood Assassins are a combination of rangers and the nastier side of combat mages. Assassins have special curse (debuff) weapon enchant spells called "marks". When active, all targets hit by the Assassin are marked. The Assassin does additional damage to those targets and can do huge amounts of damage to all marked targets at once using the Execute power. The big problem with Assassins is you have to let them shoot at will. If you focus on one enemy, which is really the best way to defeat most mobs, marks don't do as much good. To get the most out of an Assassin requires controlling the Assassin and spreading the Marks around, while letting the rest of your party do what they want. You then Execute to destroy swarms of monsters all at once. Another problem with Assassins, shared with Fists of Stone, is they will be weaker at both ranged and combat magic than a dedicated ranger or mage of the same character level. This affects the amount of damage they can do, the equipment they can wear. Etc. They will also have their skill points spread out over two or three trees (ranger, blood assassin and combat mage). Since combat mage is the secondary class, Assassins are not a good replacement for a combat mage. They can be a good replacement for a pure archer, as their skills and weapon enchant spells overcome the few levels they lag behind. With a little bit of extra firepower behind their ranged attacks, they can be a good archer, but that's all, so there's not much reason to choose an Assassin over a pure Ranger. SHRED BLOOD: "Reckless disregard for life can have benefits, however sinister. An Assassin's ranged attacks, through malicious intent and practice, can make their victims hemorrhage blood." * Requires Ranged 8, Combat Magic 6 * Gives chance of extra damage Percentage Chance to Shred Blood |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 15 | 7 | 27 | 13 | 33 | 19 | 37 | 25 | 40 | |------+------+------+------+------+------+------+------+------+------| | 2 | 18 | 8 | 28 | 14 | 34 | 20 | 37.5 | 26 | 40 | |------+------+------+------+------+------+------+------+------+------| | 3 | 20 | 9 | 29 | 15 | 35 | 21 | 38 | 27 | 40 | |------+------+------+------+------+------+------+------+------+------| | 4 | 22 | 10 | 30 | 16 | 35.5 | 22 | 38.5 | 28 | 40 | |------+------+------+------+------+------+------+------+------+------| | 5 | 24 | 11 | 31 | 17 | 36 | 23 | 39 | 29 | 40 | |------+------+------+------+------+------+------+------+------+------| | 6 | 26 | 12 | 32 | 18 | 36.5 | 24 | 39.5 | 30 | 40 | |---------------------------------------------------------------------| Additional Shred Blood Damage Multiplied by Intelligence |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.15 | 7 | 0.79 | 13 | 1.27 | 19 | 1.54 | 25 | 1.65 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.27 | 8 | 0.89 | 14 | 1.33 | 20 | 1.56 | 26 | 1.66 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.39 | 9 | 0.97 | 15 | 1.39 | 21 | 1.58 | 27 | 1.67 | |------+------+------+------+------+------+------+------+------+------| | 4 | 0.49 | 10 | 1.05 | 16 | 1.45 | 22 | 1.6 | 28 | 1.68 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.59 | 11 | 1.13 | 17 | 1.5 | 23 | 1.62 | 29 | 1.69 | |------+------+------+------+------+------+------+------+------+------| | 6 | 0.69 | 12 | 1.21 | 18 | 1.52 | 24 | 1.64 | 30 | 1.7 | |---------------------------------------------------------------------| MARK MASTERY: "Through meditation and study, the Blood Assassin can drastically increase the potency of her marks. An enemy marked by a full master is truly living on borrowed time." * Requires Ranged 8, Combat Magic 6 * Increases damage to Marked targets * Increases duration of Marks * Increases recovery rate of Execute Power Percentage Increased Damage to Marked Targets |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 2.5 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 22.75| |------+------+------+------+------+------+------+------+------+------| | 2 | 4.5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 23.25| |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 23.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.25| 29 | 23.75| |------+------+------+------+------+------+------+------+------+------| | 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.5 | 30 | 24 | |---------------------------------------------------------------------| Increased Duration of Mark Curse |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 20 | 7 | 35 | 13 | 50 | 19 | 65 | 25 | 90 | |------+------+------+------+------+------+------+------+------+------| | 2 | 20 | 8 | 35 | 14 | 50 | 20 | 80 | 26 | 90 | |------+------+------+------+------+------+------+------+------+------| | 3 | 20 | 9 | 35 | 15 | 65 | 21 | 80 | 27 | 90 | |------+------+------+------+------+------+------+------+------+------| | 4 | 20 | 10 | 50 | 16 | 65 | 22 | 80 | 28 | 90 | |------+------+------+------+------+------+------+------+------+------| | 5 | 35 | 11 | 50 | 17 | 65 | 23 | 80 | 29 | 90 | |------+------+------+------+------+------+------+------+------+------| | 6 | 35 | 12 | 50 | 18 | 65 | 24 | 80 | 30 | 100 | |---------------------------------------------------------------------| Percentage Increase in Execute Power Recovery Rate |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 | |------+------+------+------+------+------+------+------+------+------| | 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 | |---------------------------------------------------------------------| BLOODSOAKED SHOTS: "To a Blood Assassin, blood has power, especially her own. With no care for the consequences, trained Blood Assassins anoint their weapons with their blood, increasing their damage." * Requires Ranged 26, Combat Magic 19, Shred Blood 1 * Increased ranged attack damage at the cost of character's health Increased Ranged Attack Damage Percentage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 6 | 7 | 27 | 13 | 38 | 19 | 44 | 25 | 47.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 11 | 8 | 29 | 14 | 39 | 20 | 45 | 26 | 48 | |------+------+------+------+------+------+------+------+------+------| | 3 | 15 | 9 | 31 | 15 | 40 | 21 | 45.5 | 27 | 48.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 18 | 10 | 33 | 16 | 41 | 22 | 46 | 28 | 49 | |------+------+------+------+------+------+------+------+------+------| | 5 | 21 | 11 | 35 | 17 | 42 | 23 | 46.5 | 29 | 49.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 24 | 12 | 37 | 18 | 43 | 24 | 47 | 30 | 50 | |---------------------------------------------------------------------| Percentage of Max Health Lost Per Hit |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1 | 7 | 2 | 13 | 3 | 19 | 4 | 25 | 4 | |------+------+------+------+------+------+------+------+------+------| | 2 | 1 | 8 | 2 | 14 | 3 | 20 | 4 | 26 | 4 | |------+------+------+------+------+------+------+------+------+------| | 3 | 1 | 9 | 2 | 15 | 4 | 21 | 4 | 27 | 4 | |------+------+------+------+------+------+------+------+------+------| | 4 | 1 | 10 | 2 | 16 | 4 | 22 | 4 | 28 | 4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 1 | 11 | 3 | 17 | 4 | 23 | 4 | 29 | 4 | |------+------+------+------+------+------+------+------+------+------| | 6 | 1 | 12 | 3 | 18 | 4 | 24 | 4 | 30 | 4 | |---------------------------------------------------------------------| RUNE MASTERY: "Through combining trapping techniques of Dryad Hunters and writing techniques of Elven Scribes, Blood Assassins gain the ability to recover quickly from preparing magical traps." * Requires Ranged 17, Combat Magic 12, Mark Mastery 1 * Increases Rate of Rune Power recharge * Gives chance of instant recharge of Rune Power Percentage Increase in Rune Power Recovery Rate |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 12 | 13 | 18 | 19 | 22.5 | 25 | 25.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 13 | 14 | 19 | 20 | 23 | 26 | 26 | |------+------+------+------+------+------+------+------+------+------| | 3 | 7 | 9 | 14 | 15 | 20 | 21 | 23.5 | 27 | 26.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 9 | 10 | 15 | 16 | 21 | 22 | 24 | 28 | 27 | |------+------+------+------+------+------+------+------+------+------| | 5 | 10 | 11 | 16 | 17 | 21.5 | 23 | 24.5 | 29 | 27.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 11 | 12 | 17 | 18 | 22 | 24 | 25 | 30 | 28 | |---------------------------------------------------------------------| Percentage Chance of Instant Recovery of Rune Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 | |------+------+------+------+------+------+------+------+------+------| | 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 | |---------------------------------------------------------------------| LIVING DEATH: "Fearless of the hereafter, an Assassin can straddle the gap between life and death. Doing so allows her to shrug off attacks, but as she slips into realm of the dead her vulnerability to fire increases. She considers it a fair trade." * Requires Ranged 36, Combat Magic 29, Improved Weapon Enhancements 1 * Increases physical damage resistance * Decreases fire damage resistance Percentage Bonus to Physical Damage Resistance |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 12 | 13 | 16.5 | 19 | 19.5 | 25 | 22.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 13 | 14 | 17 | 20 | 20 | 26 | 23 | |------+------+------+------+------+------+------+------+------+------| | 3 | 7 | 9 | 14 | 15 | 17.5 | 21 | 20.5 | 27 | 23.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 9 | 10 | 15 | 16 | 18 | 22 | 21 | 28 | 24 | |------+------+------+------+------+------+------+------+------+------| | 5 | 10 | 11 | 15.5 | 17 | 18.5 | 23 | 21.5 | 29 | 24.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 11 | 12 | 16 | 18 | 19 | 24 | 22 | 30 | 25 | |---------------------------------------------------------------------| Percentage Penalty to Fire Damage Resistance |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 27 | 13 | 41 | 19 | 49 | 25 | 50 | |------+------+------+------+------+------+------+------+------+------| | 2 | 10 | 8 | 30 | 14 | 43 | 20 | 50 | 26 | 50 | |------+------+------+------+------+------+------+------+------+------| | 3 | 14 | 9 | 33 | 15 | 45 | 21 | 50 | 27 | 50 | |------+------+------+------+------+------+------+------+------+------| | 4 | 18 | 10 | 35 | 16 | 46 | 22 | 50 | 28 | 50 | |------+------+------+------+------+------+------+------+------+------| | 5 | 21 | 11 | 37 | 17 | 47 | 23 | 50 | 29 | 50 | |------+------+------+------+------+------+------+------+------+------| | 6 | 24 | 12 | 39 | 18 | 48 | 24 | 50 | 30 | 50 | |---------------------------------------------------------------------| IMPROVED WEAPON ENHANCEMENTS: "Without heed or concern for the consequences, a Blood Assassin can pursue additional power through her weaponry. In doing so, she increases the potency of her weapon enhancements." * Requires Ranged 17, Combat Magic 12, Shred Blood 1 * Increases duration and power of weapon enchant spells Percentage Increase in Weapon Enchant Spell Duration |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 20 | 7 | 92 | 13 | 142 | 19 | 176 | 25 | 190 | |------+------+------+------+------+------+------+------+------+------| | 2 | 36 | 8 | 102 | 14 | 150 | 20 | 180 | 26 | 192 | |------+------+------+------+------+------+------+------+------+------| | 3 | 50 | 9 | 110 | 15 | 156 | 21 | 182 | 27 | 194 | |------+------+------+------+------+------+------+------+------+------| | 4 | 62 | 10 | 118 | 16 | 162 | 22 | 184 | 28 | 196 | |------+------+------+------+------+------+------+------+------+------| | 5 | 72 | 11 | 126 | 17 | 168 | 23 | 186 | 29 | 198 | |------+------+------+------+------+------+------+------+------+------| | 6 | 82 | 12 | 134 | 18 | 172 | 24 | 188 | 30 | 200 | |---------------------------------------------------------------------| Percentage Increase in Weapon Enchant Spell Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 12 | 7 | 68 | 13 | 106 | 19 | 128 | 25 | 140 | |------+------+------+------+------+------+------+------+------+------| | 2 | 24 | 8 | 76 | 14 | 110 | 20 | 130 | 26 | 142 | |------+------+------+------+------+------+------+------+------+------| | 3 | 34 | 9 | 82 | 15 | 114 | 21 | 132 | 27 | 144 | |------+------+------+------+------+------+------+------+------+------| | 4 | 44 | 10 | 88 | 16 | 118 | 22 | 134 | 28 | 146 | |------+------+------+------+------+------+------+------+------+------| | 5 | 52 | 11 | 94 | 17 | 122 | 23 | 136 | 29 | 148 | |------+------+------+------+------+------+------+------+------+------| | 6 | 60 | 12 | 100 | 18 | 126 | 24 | 138 | 30 | 150 | |---------------------------------------------------------------------| IGNITE BLOOD: "The Blood Assassin's Ravaging Strike power will set its victims' blood on fire, dealing extra damage over time." * One point skill * Requires Ranged 17, Combat Magic 12, Shred Blood 6, Improved Weapon Enhancements 3 * 70 Damage Per Second for 5 Seconds IMPROVED RUNES: "This skill increases the radius of the Blood Assassin's rune powers: Rune of Blood and Rune of Sacrifice." * One point skill * Requires Ranged 26, Combat Magic 19, Mark Mastery 3, Rune Mastery 6, Bloodsoaked Shots 3 * +1 Meter to Radius of Rune Powers IMPROVED EXECUTE: "Talented Assassins scoff at those whose Execute ability does not reach far enough to slay all their marked foes at once." * One point skill * Requires Ranged 17, Combat Magic 12, Mark Mastery 6, Rune Mastery 3 * +4 Meters to Radius of Execute Power GRACE OF THE NIGHT: "By fully embracing the dark path of power at any cost, the Assassin enhances both her weapon skill and magical power." * One point skill * Requires Ranged 36, Combat Magic 29, Improved Weapon Enhancements 7, Living Death 4 * +24 Dexterity * +16 Intelligence EXECUTE: "Execute is a horrific finishing move that activates the marks on enemies around the Blood Assassin, rending them, cursing them, or immolating them, depending on the mark." * Automatically Strikes Enemies Around Self * Normal Recharge * Damages all Marked targets according to Mark Spell damage Level 1 * Requires Mark Mastery 1 * Radius 8 Meters * Increased Mark Damage: 90 + 1.0 * ((ranged level + cm level + 15) * 0.5) Level 2 * Requires Mark Mastery 3 * Requires Improved Weapon Enhancements 1 * Radius 10 Meters * Increased Mark Damage: 100 + 2.0 * ((ranged level + cm level + 15) * 0.5) Level 3 * Requires Mark Mastery 7 * Requires Improved Weapon Enhancements 3 * Requires Living Death 3 * Radius 12 Meters * Increased Mark Damage: 135 + 2.2 * ((ranged level + cm level + 15) * 0.5) RAVAGING STRIKE: "With wanton disregard for her own life, the Blood Assassin pours her blood and health in to a devastating shot that rips through multiple foes in an instant, stunning them in pain." * Can be used with any ranged weapon * Targets an Enemy or Terrain * Normal Recharge * Costs 40% Health of Blood Assassin Level 1 * Requires Shred Blood 3 * Requires Improved Weapon Enhancements 1 * Damage Bonus Percent: 750 + 7.5 * ranged level * Stun Duration 5 Seconds Level 2 * Requires Shred Blood 5 * Requires Improved Weapon Enhancements 3 * Requires Bloodsoaked Shots 1 * Damage Bonus Percent: 1000 + 14.5 * ranged level * Stun Duration 8 Seconds Level 3 * Requires Shred Blood 8 * Requires Improved Weapon Enhancements 5 * Requires Bloodsoaked Shots 6 * Damage Bonus Percent: 1250 + 18 * ranged level * Stun Duration 10 Seconds RUNE OF BLOOD: "Rune of Blood creates a deadly rune trap. The first enemy to draw near activates it. After a short delay, the rune's magic reaches out and tears the blood from everything around it." * Area of Effect Targets Enemies or Terrain * Normal Recharge * Rune Duration 20 Seconds * Activation Delay: 2 Seconds Level 1 * Requires Shred Blood 1 * Radius: 4 Meters * Damage: (58 + 14.5 * ((ranged level + cm level + 15) * 0.5)) * (1.25 + 0.015 * ((ranged level + cm level + 15) * 0.5)) Level 2 * Requires Shred Blood 2 * Requires Rune Mastery 4 * Requires Bloodsoaked Shots 1 * Radius: 4.5 Meters * Damage: (58 + 14.5 * ((ranged level + cm level + 15) * 0.5)) * (1.70 + 0.029 * ((ranged level + cm level + 15) * 0.5)) Level 3 * Requires Shred Blood 5 * Requires Rune Mastery 8 * Requires Bloodsoaked Shots 4 * Radius: 5 Meters * Damage: (58 + 14.5 * ((ranged level + cm level + 15) * 0.5)) * (2.30 + 0.036 * ((ranged level + cm level + 15) * 0.5)) RUNE OF SACRIFICE: "Intrepid Blood Assassins, inspired by circles of protection used during summoning rituals, have learned to create a rune that allows for augmented fighting abilities -- for a price." * Area of Effect Targets Enemies or Terrain * Normal Recharge * -300% Party Health Regeneration * Increases damage from normal and power attacks Level 1 * Requires Mark Mastery 2 * Requires Rune Mastery 3 * Radius: 3.5 meters * Duration: 10 seconds * Damage bonus: 30% Level 2 * Requires Mark Mastery 4 * Requires Rune Mastery 6 * Requires Living Death 1 * Radius: 4 meters * Duration: 15 seconds * Damage bonus: 55% Level 3 * Requires Mark Mastery 6 * Requires Rune Mastery 9 * Requires Living Death 4 * Radius: 4.5 meters * Duration: 20 seconds * Damage bonus: 90% [4.2.2] Fist of Stone ----------------------- A Fist of Stone is a modification of the pure defensive tank. Their skills and powers are geared more towards defense (increases in health and armor) than anything else. A Fist of Stone set up as a sword & shield provoker and concentrating on defensive weapon enchant spells can be a pretty good replacement for a standard sword & shield fighter. If you use your nature mage mostly for healing and some buffs (embrace and wrath spells), the Fist of Stone can be a passable replacement for a nature mage, thus filling two roles in one character (tank and healer). They will not be able to match a pure mage in summoning or ice damage. The two big downsides are the need to spread skill points around three classes (fighter, nature mage and fist of stone) and the fact the Fist of Stone will lag behind in both fighter and nature mage levels. TREMOR: "Channeling the forces of nature and stone, a Fist of Stone's melee attacks occasionally unleash a minor quake, dealing damage to nearby opponents." * Requires Melee 8, Nature Magic 6 * Causes Additional Tremor Damage on Some Attacks Percentage Chance an Attack Will Cause a Tremor |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 20 | 7 | 25 | 13 | 30 | 19 | 35 | 25 | 40 | |------+------+------+------+------+------+------+------+------+------| | 2 | 20 | 8 | 25 | 14 | 30 | 20 | 35 | 26 | 40 | |------+------+------+------+------+------+------+------+------+------| | 3 | 20 | 9 | 25 | 15 | 30 | 21 | 35 | 27 | 40 | |------+------+------+------+------+------+------+------+------+------| | 4 | 20 | 10 | 30 | 16 | 30 | 22 | 35 | 28 | 40 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25 | 11 | 30 | 17 | 30 | 23 | 35 | 29 | 40 | |------+------+------+------+------+------+------+------+------+------| | 6 | 25 | 12 | 30 | 18 | 35 | 24 | 35 | 30 | 40 | |---------------------------------------------------------------------| Tremor Radius |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1 | 7 | 1.25 | 13 | 1.5 | 19 | 1.5 | 25 | 1.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 1.5 | 26 | 1.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 1.5 | 27 | 1.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 1 | 10 | 1.5 | 16 | 1.5 | 22 | 1.5 | 28 | 1.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 1.25 | 11 | 1.5 | 17 | 1.5 | 23 | 1.5 | 29 | 1.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 1.25 | 12 | 1.5 | 18 | 1.5 | 24 | 1.5 | 30 | 1.5 | |---------------------------------------------------------------------| Tremor Damage Multiplied by Intelligence |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.05 | 7 | 0.21 | 13 | 0.33 | 19 | 0.44 | 25 | 0.475| |------+------+------+------+------+------+------+------+------+------| | 2 | 0.08 | 8 | 0.23 | 14 | 0.35 | 20 | 0.45 | 26 | 0.48 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.11 | 9 | 0.25 | 15 | 0.37 | 21 | 0.455| 27 | 0.485| |------+------+------+------+------+------+------+------+------+------| | 4 | 0.14 | 10 | 0.27 | 16 | 0.39 | 22 | 0.46 | 28 | 0.49 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.17 | 11 | 0.29 | 17 | 0.41 | 23 | 0.465| 29 | 0.495| |------+------+------+------+------+------+------+------+------+------| | 6 | 0.19 | 12 | 0.31 | 18 | 0.43 | 24 | 0.47 | 30 | 0.5 | |---------------------------------------------------------------------| CHANT OF STONE: "Fists of Stone draw power from earth and rocks. Training in this mantra allows the Fist of Stone to focus that power to fortify his armor and increase his health." * Requires Melee 8, Nature Magic 6 * Increases Armor and Health Percentage Increase in Armor Multiplied by Intelligence |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.04 | 7 | 0.24 | 13 | 0.4 | 19 | 0.51 | 25 | 0.57 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.08 | 8 | 0.27 | 14 | 0.42 | 20 | 0.52 | 26 | 0.58 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.12 | 9 | 0.3 | 15 | 0.44 | 21 | 0.53 | 27 | 0.585| |------+------+------+------+------+------+------+------+------+------| | 4 | 0.15 | 10 | 0.33 | 16 | 0.46 | 22 | 0.54 | 28 | 0.59 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.18 | 11 | 0.36 | 17 | 0.48 | 23 | 0.55 | 29 | 0.595| |------+------+------+------+------+------+------+------+------+------| | 6 | 0.21 | 12 | 0.38 | 18 | 0.5 | 24 | 0.56 | 30 | 0.6 | |---------------------------------------------------------------------| Percentage Increase in Health Multiplied by Intelligence |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.1 | 7 | 0.6 | 13 | 0.95 | 19 | 1.21 | 25 | 1.4 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.2 | 8 | 0.675| 14 | 1 | 20 | 1.25 | 26 | 1.42 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.3 | 9 | 0.75 | 15 | 1.05 | 21 | 1.28 | 27 | 1.44 | |------+------+------+------+------+------+------+------+------+------| | 4 | 0.375| 10 | 0.8 | 16 | 1.09 | 22 | 1.31 | 28 | 1.46 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.45 | 11 | 0.85 | 17 | 1.13 | 23 | 1.34 | 29 | 1.48 | |------+------+------+------+------+------+------+------+------+------| | 6 | 0.525| 12 | 0.9 | 18 | 1.17 | 24 | 1.37 | 30 | 1.5 | |---------------------------------------------------------------------| SOUL OF PROTECTION: "Soul of Protection not only enhances the Fist of Stone's defensive weapon enchantments, but also gives him a chance to recover instantly after using a defensive power." * Requires Melee 26, Nature Magic 19, Chant of Stone 1 * Increases Power of Defensive Weapon Enchant Spells * Gives Chance of Instant Defensive Power Recharge Percentage Increase in Defensive Weapon Enchant Spell Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 8 | 7 | 50 | 13 | 74 | 19 | 86 | 25 | 95 | |------+------+------+------+------+------+------+------+------+------| | 2 | 16 | 8 | 56 | 14 | 76 | 20 | 88 | 26 | 96 | |------+------+------+------+------+------+------+------+------+------| | 3 | 24 | 9 | 60 | 15 | 78 | 21 | 90 | 27 | 97 | |------+------+------+------+------+------+------+------+------+------| | 4 | 32 | 10 | 64 | 16 | 80 | 22 | 92 | 28 | 98 | |------+------+------+------+------+------+------+------+------+------| | 5 | 38 | 11 | 68 | 17 | 82 | 23 | 93 | 29 | 99 | |------+------+------+------+------+------+------+------+------+------| | 6 | 44 | 12 | 72 | 18 | 84 | 24 | 94 | 30 | 100 | |---------------------------------------------------------------------| Percentage Chance of Instant Defensive Power Recharge |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 | |------+------+------+------+------+------+------+------+------+------| | 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 | |---------------------------------------------------------------------| SOUL OF STRENGTH: "Soul of Strength imbues the Fist of Stone's offensive weapon enchantments with great strength and sometimes allows him to recovery instantly after using an offensive power." * Requires Melee 26, Nature Magic 19 * Increases Power of Offensive Weapon Enchant Spells * Gives Chance of Instant Offensive Power Recharge Percentage Increase in Offensive Weapon Enchant Spell Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 8 | 7 | 50 | 13 | 74 | 19 | 86 | 25 | 95 | |------+------+------+------+------+------+------+------+------+------| | 2 | 16 | 8 | 56 | 14 | 76 | 20 | 88 | 26 | 96 | |------+------+------+------+------+------+------+------+------+------| | 3 | 24 | 9 | 60 | 15 | 78 | 21 | 90 | 27 | 97 | |------+------+------+------+------+------+------+------+------+------| | 4 | 32 | 10 | 64 | 16 | 80 | 22 | 92 | 28 | 98 | |------+------+------+------+------+------+------+------+------+------| | 5 | 38 | 11 | 68 | 17 | 82 | 23 | 93 | 29 | 99 | |------+------+------+------+------+------+------+------+------+------| | 6 | 44 | 12 | 72 | 18 | 84 | 24 | 94 | 30 | 100 | |---------------------------------------------------------------------| Percentage Chance of Instant Offensive Power Recharge |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1.5 | 7 | 6.5 | 13 | 9.4 | 19 | 11.7 | 25 | 13.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 2.5 | 8 | 7 | 14 | 9.8 | 20 | 12 | 26 | 13.8 | |------+------+------+------+------+------+------+------+------+------| | 3 | 3.5 | 9 | 7.5 | 15 | 10.2 | 21 | 12.3 | 27 | 14.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 4.5 | 10 | 8 | 16 | 10.6 | 22 | 12.6 | 28 | 14.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 5.5 | 11 | 8.5 | 17 | 11 | 23 | 12.9 | 29 | 14.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 6 | 12 | 9 | 18 | 11.4 | 24 | 13.2 | 30 | 15 | |---------------------------------------------------------------------| FAST RECOVERY: "Major setbacks do not deter the determined Fist of Stone. They can recover quickly from being knocked unconscious, allowing them to heal their companions and return to battle." * Requires Melee 17, Nature Magic 12, Chant of Stone 1 * Increases rate of health regen while unconscious * Increases amount of health when gaining consciousness Percentage Increase in Unconscious Health Regeneration |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 16 | 7 | 78 | 13 | 120 | 19 | 138 | 25 | 145 | |------+------+------+------+------+------+------+------+------+------| | 2 | 28 | 8 | 86 | 14 | 124 | 20 | 140 | 26 | 146 | |------+------+------+------+------+------+------+------+------+------| | 3 | 38 | 9 | 94 | 15 | 128 | 21 | 141 | 27 | 147 | |------+------+------+------+------+------+------+------+------+------| | 4 | 48 | 10 | 102 | 16 | 132 | 22 | 142 | 28 | 148 | |------+------+------+------+------+------+------+------+------+------| | 5 | 58 | 11 | 108 | 17 | 134 | 23 | 143 | 29 | 149 | |------+------+------+------+------+------+------+------+------+------| | 6 | 68 | 12 | 114 | 18 | 136 | 24 | 144 | 30 | 150 | |---------------------------------------------------------------------| Percentage Increase in Gain Consciousness Health |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 10 | 7 | 62 | 13 | 95 | 19 | 121 | 25 | 140 | |------+------+------+------+------+------+------+------+------+------| | 2 | 20 | 8 | 68 | 14 | 100 | 20 | 125 | 26 | 142 | |------+------+------+------+------+------+------+------+------+------| | 3 | 30 | 9 | 74 | 15 | 105 | 21 | 128 | 27 | 144 | |------+------+------+------+------+------+------+------+------+------| | 4 | 38 | 10 | 80 | 16 | 109 | 22 | 131 | 28 | 146 | |------+------+------+------+------+------+------+------+------+------| | 5 | 46 | 11 | 85 | 17 | 113 | 23 | 134 | 29 | 148 | |------+------+------+------+------+------+------+------+------+------| | 6 | 54 | 12 | 90 | 18 | 117 | 24 | 137 | 30 | 150 | |---------------------------------------------------------------------| QUAKE: "The Fist of Stone Raknor Earthdelver perfected his Tremor skill, causing it to crack the earth with even greater force. Many students learned his techniques before his passing." * Requires Melee 36, Nature Magic 29, Tremor 1 * Increases Tremor Radius & Damage Percentage Increase in Tremor Radius |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.25 | 7 | 0.5 | 13 | 0.75 | 19 | 1 | 25 | 1 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.25 | 8 | 0.5 | 14 | 0.75 | 20 | 1 | 26 | 1 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.25 | 9 | 0.5 | 15 | 1 | 21 | 1 | 27 | 1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 0.25 | 10 | 0.75 | 16 | 1 | 22 | 1 | 28 | 1 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.5 | 11 | 0.75 | 17 | 1 | 23 | 1 | 29 | 1 | |------+------+------+------+------+------+------+------+------+------| | 6 | 0.5 | 12 | 0.75 | 18 | 1 | 24 | 1 | 30 | 1 | |---------------------------------------------------------------------| Percentage Increase in Tremor Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 23 | 13 | 35 | 19 | 44 | 25 | 47.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 9 | 8 | 25 | 14 | 37 | 20 | 45 | 26 | 48 | |------+------+------+------+------+------+------+------+------+------| | 3 | 13 | 9 | 27 | 15 | 39 | 21 | 45.5 | 27 | 48.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 16 | 10 | 29 | 16 | 41 | 22 | 46 | 28 | 49 | |------+------+------+------+------+------+------+------+------+------| | 5 | 19 | 11 | 31 | 17 | 42 | 23 | 46.5 | 29 | 49.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 21 | 12 | 33 | 18 | 43 | 24 | 47 | 30 | 50 | |---------------------------------------------------------------------| IMPROVED FAULT LINE: "Through meditation and practice, a Fist of Stone can maintain a Fault Line longer than normal, keeping its victims stunned." * One point skill * Requires Melee 8, Nature Magic 6, Tremor 6 * Increases Fault Line duration by 3 seconds HEALING HANDS: "Channeling life and strength through his hands, a Fist of Stone can return mortally wounded soldiers to battle within seconds." * One point skill * Requires Melee 17, Nature Magic 12, Chant of Stone 4, Fast Recovery 6 * Increases healing effectiveness by 125% STRENGTH OF THE MOUNTAIN: "Tapping into the enduring power of the earth, warriors of stone enhance both their body's strength and their mind's wisdom." * One point skill * Requires Melee 26, Nature Magic 19, Chant of Stone 6, Soul of Protection 4 * +16 Strength * +12 Intelligence IMPROVED TREMOR: "The greatest Fists of Stone wade fearlessly in to hordes of foes, causing the earth to shudder with each blow." * One point skill * Requires Melee 36, Nature Magic 29, Tremor 8, Soul of Strength 4, Quake 4 * +15 Tremor Damage GROUNDSHAKER: "Raknor Earthdelver was called the 'Groundshaker'. When he unleashed his strongest powers, the destruction was fearsome." * One point skill * Requires Melee 36, Nature Magic 29, Tremor 8, Soul of Protection 2, Quake 6 * +0.5 Meters Earthquake Aura Radius * +0.75 Meters Eruption Radius STONE FORM: "A Fist of Stone's initial training is only considered complete when he masters the ability to transform his allies into stone juggernauts with intimidating strength and resilience." * Automatically Enhances Allies * Normal Recharge Level 1 * Requires Chant of Stone 1 * Duration 10 Seconds * Radius 12 Meters * Strength Bonus for Allies: 0.75 * 0.7 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3 * Additional Strength Bonus for Self: 0.5 * 0.7 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3 * Armor Bonus for Allies: 0.75 * 0.7 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2 * Additional Armor Bonus for Self: 0.5 * 1.1 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2 Level 2 * Requires Chant of Stone 3 * Requires Fast Recovery 3 * Duration 10 Seconds * Radius 12 Meters * Strength Bonus for Allies: 0.75 * 1.1 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3 * Additional Strength Bonus for Self: 0.5 * 1.1 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3 * Armor Bonus for Allies: 0.75 * 1.1 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2 * Additional Armor Bonus for Self: 0.5 * 1.1 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2 Level 3 * Requires Chant of Stone 8 * Requires Fast Recovery 5 * Requires Soul of Protection 4 * Duration 10 Seconds * Radius 12 Meters * Strength Bonus for Allies: 0.75 * 1.5 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3 * Additional Strength Bonus for Self: 0.5 * 1.5 / 2.8 * (50 + 10.6 * ((melee level + nm level + 15) * 0.5)) / 3 * Armor Bonus for Allies: 0.75 * 1.5 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2 * Additional Armor Bonus for Self: 0.5 * 1.5 * (16 + 4 * ((melee level + nm level + 15) * 0.5)) / 2 EARTHQUAKE AURA: "Earthquake Aura causes the ground around the Fist of Stone to ripple and shake with his rage, destroying everything around him as he wades into battle." * Automatically Enhances Self * Slow Recharge Level 1 * Requires Tremor 3 * Duration 10 Seconds * Radius 2.5 Meters * Damage: (4.0 + 1.00 * ((melee level + nm level + 15) * 0.5)) * (1.2 + 0.015 * ((melee level + nm level + 15) * 0.5)) Level 2 * Requires Tremor 6 * Requires Soul of Strength 3 * Duration 12 Seconds * Radius 2.5 Meters * Damage: (3.3 + 0.83 * ((melee level + nm level + 15) * 0.5)) * (1.7 + 0.029 * ((melee level + nm level + 15) * 0.5)) Level 3 * Requires Tremor 9 * Requires Soul of Strength 4 * Requires Quake 5 * Duration 12 Seconds * Radius 2.5 Meters * Damage: (3.3 + 0.83 * ((melee level + nm level + 15) * 0.5)) * (1.9 + 0.036 * ((melee level + nm level + 15) * 0.5)) FAULT LINE: "A Fist of Stone need only gesture to create a Fault Line in the earth. The ground along the line trembles and shakes, stunning and pummeling any enemy that tries to cross it." * Targets Terrain * Normal Recharge Level 1 * Requires Tremor 3 * Requires Fast Recovery 1 * Duration 6 Seconds * Length 4 Meters * DPS: (3.0 + 0.75 * ((melee level + nm level + 15) * 0.5)) * (2.25 + 0.015 * ((melee level + nm level + 15) * 0.5)) Level 2 * Requires Tremor 7 * Requires Fast Recovery 3 * Requires Quake 1 * Duration 9 Seconds * Length 6 Meters * DPS: (2.4 + 0.60 * ((melee level + nm level + 15) * 0.5)) * (2.65 + 0.029 * ((melee level + nm level + 15) * 0.5)) Level 3 * Requires Tremor 10 * Requires Fast Recovery 5 * Requires Quake 4 * Duration 12 Seconds * Length 8 Meters * DPS: (2.0 + 0.50 * ((melee level + nm level + 15) * 0.5)) * (2.90 + 0.036 * ((melee level + nm level + 15) * 0.5)) ERUPTION: "Dark times require drastic measures. The Fist of Stone causes huge blocks of earth to rise up around him, encasing opponents in stone and inflicting tremendous damage." * Automatically Strikes Enemies around Self * Slow Recharge Level 1 * Requires Soul of Strength 1 * Requires Soul of Protection 1 * Radius 2.75 Meters * Petrify Duration 4 Seconds * Damage: (144 + 24 * ((melee level + nm level + 15) * 0.5)) * (2.25 + 0.015 * ((melee level + nm level + 15) * 0.5)) Level 2 * Requires Soul of Strength 6 * Requires Soul of Protection 6 * Requires Quake 4 * Radius 3.25 Meters * Petrify Duration 6 Seconds * Damage: (108 + 18 * ((melee level + nm level + 15) * 0.5)) * (2.65 + 0.029 * ((melee level + nm level + 15) * 0.5)) Level 3 * Requires Soul of Strength 8 * Requires Soul of Protection 8 * Requires Quake 7 * Radius 4 Meters * Petrify Duration 8 Seconds * Damage: (96 + 16 * ((melee level + nm level + 15) * 0.5)) * (2.90 + 0.036 * ((melee level + nm level + 15) * 0.5)) *NOTE* Following are the new skill tables and power effects introduced with Broken World. You will use these tables when playing DS2 if you launch the game using the Broken World interface. [4.2.3] Fighter Skill Tables & Powers --------------------------------------- FORTITUDE: "Ancient Half-Giant warriors developed grueling training regimens to toughen their bodies, allowing them to withstand an unnatural amount of punishment." * Requires Melee level 1 * Increases maximum health Percentage Increase in Max Health |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 4 | 7 | 17 | 13 | 23 | 19 | 29 | 25 | 32.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 7 | 8 | 18 | 14 | 24 | 20 | 30 | 26 | 33 | |------+------+------+------+------+------+------+------+------+------| | 3 | 10 | 9 | 19 | 15 | 25 | 21 | 30.5 | 27 | 33.25| |------+------+------+------+------+------+------+------+------+------| | 4 | 12 | 10 | 20 | 16 | 26 | 22 | 31 | 28 | 33.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 14 | 11 | 21 | 17 | 27 | 23 | 31.5 | 29 | 33.75| |------+------+------+------+------+------+------+------+------+------| | 6 | 16 | 12 | 22 | 18 | 28 | 24 | 32 | 30 | 34 | |---------------------------------------------------------------------| CRITICAL STRIKE: "Using techniques developed by Elven masters, skillful warriors can occasionally slip their weapons through weaknesses in their enemies' defenses, dealing double damage with a single attack." * Requires Melee level 1 * Provides Chance of a Critical Hit * Critical hits do 200% damage unless modified by Deadly Strike Percentage Chance of Critical Hit |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 6 | 7 | 27 | 13 | 39 | 19 | 47 | 25 | 52.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 11 | 8 | 29.5 | 14 | 40.5 | 20 | 48 | 26 | 53 | |------+------+------+------+------+------+------+------+------+------| | 3 | 15 | 9 | 32 | 15 | 42 | 21 | 49 | 27 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 18.5 | 10 | 34 | 16 | 43.5 | 22 | 50 | 28 | 54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 21.5 | 11 | 36 | 17 | 45 | 23 | 51 | 29 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 24.5 | 12 | 37.5 | 18 | 46 | 24 | 52 | 30 | 55 | |---------------------------------------------------------------------| BARRICADE: "The training of Snowbrook Haven elite knights teaches them to wield their shields with unparalleled strength and tenacity. Phalanxes of knights can turn away nearly any attack." * Requires Fortitude level 1 * Requires Melee level 5 * Character can equip shields * Increases shield defense * Increases chance to block melee and ranged attacks Percentage Increase in Shield Armor |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 10 | 7 | 44 | 13 | 65 | 19 | 79 | 25 | 87 | |------+------+------+------+------+------+------+------+------+------| | 2 | 18 | 8 | 48 | 14 | 68 | 20 | 81 | 26 | 88 | |------+------+------+------+------+------+------+------+------+------| | 3 | 24 | 9 | 52 | 15 | 71 | 21 | 83 | 27 | 89 | |------+------+------+------+------+------+------+------+------+------| | 4 | 30 | 10 | 56 | 16 | 73 | 22 | 84 | 28 | 90 | |------+------+------+------+------+------+------+------+------+------| | 5 | 35 | 11 | 59 | 17 | 75 | 23 | 85 | 29 | 91 | |------+------+------+------+------+------+------+------+------+------| | 6 | 40 | 12 | 62 | 18 | 77 | 24 | 86 | 30 | 92 | |---------------------------------------------------------------------| Percentage Increase in Chance to Block Melee Attack |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 2 | 7 | 11 | 13 | 16 | 19 | 18.6 | 25 | 20.8 | |------+------+------+------+------+------+------+------+------+------| | 2 | 4 | 8 | 12 | 14 | 16.5 | 20 | 19 | 26 | 21.1 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6 | 9 | 13 | 15 | 17 | 21 | 19.4 | 27 | 21.4 | |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 14 | 16 | 17.4 | 22 | 19.8 | 28 | 21.6 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9 | 11 | 15 | 17 | 17.8 | 23 | 20.2 | 29 | 21.8 | |------+------+------+------+------+------+------+------+------+------| | 6 | 10 | 12 | 15.5 | 18 | 18.2 | 24 | 20.5 | 30 | 22 | |---------------------------------------------------------------------| Percentage Increase in Chance to Block Ranged Attack |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 2 | 7 | 11 | 13 | 16 | 19 | 18.6 | 25 | 20.8 | |------+------+------+------+------+------+------+------+------+------| | 2 | 4 | 8 | 12 | 14 | 16.5 | 20 | 19 | 26 | 21.1 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6 | 9 | 13 | 15 | 17 | 21 | 19.4 | 27 | 21.4 | |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 14 | 16 | 17.4 | 22 | 19.8 | 28 | 21.6 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9 | 11 | 15 | 17 | 17.8 | 23 | 20.2 | 29 | 21.8 | |------+------+------+------+------+------+------+------+------+------| | 6 | 10 | 12 | 15.5 | 18 | 18.2 | 24 | 20.5 | 30 | 22 | |---------------------------------------------------------------------| OVERBEAR: "Warriors who have mastered this skill can channel all their rage and anger into their attacks, adding huge power to every devastating two- handed blow." * Requires Critical Strike level 1 * Requires Melee level 5 * Character can equip two-handed melee weapons * Increases two-handed melee weapon damage Percentage Increase in 2h Weapon Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 28 | 13 | 41 | 19 | 49 | 25 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 12 | 8 | 30.5 | 14 | 42.5 | 20 | 50 | 26 | 54 | |------+------+------+------+------+------+------+------+------+------| | 3 | 16 | 9 | 33 | 15 | 44 | 21 | 51 | 27 | 54.3 | |------+------+------+------+------+------+------+------+------+------| | 4 | 19.5 | 10 | 35 | 16 | 45.5 | 22 | 52 | 28 | 54.6 | |------+------+------+------+------+------+------+------+------+------| | 5 | 22.5 | 11 | 37 | 17 | 47 | 23 | 52.5 | 29 | 54.8 | |------+------+------+------+------+------+------+------+------+------| | 6 | 25.5 | 12 | 39 | 18 | 48 | 24 | 53 | 30 | 55 | |---------------------------------------------------------------------| DUAL WIELD: "Elven warriors have long known techniques for wielding melee weapons in both hands. They require strength, coordination, and a reckless mindset willing to sacrifice defense for an extra blade." * Requires Critical Strike level 1 * Requires Melee level 5 * Character can equip one-handed melee weapons in both hands * Increases dual-wield weapon damage Percentage Increase in Dual Wield Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 38 | 13 | 58 | 19 | 69 | 25 | 75 | |------+------+------+------+------+------+------+------+------+------| | 2 | 13 | 8 | 42 | 14 | 60 | 20 | 70 | 26 | 76 | |------+------+------+------+------+------+------+------+------+------| | 3 | 19 | 9 | 46 | 15 | 62 | 21 | 71 | 27 | 76.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 24 | 10 | 49 | 16 | 64 | 22 | 72 | 28 | 77 | |------+------+------+------+------+------+------+------+------+------| | 5 | 29 | 11 | 52 | 17 | 66 | 23 | 73 | 29 | 77.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 34 | 12 | 55 | 18 | 68 | 24 | 74 | 30 | 78 | |---------------------------------------------------------------------| TOUGHNESS: "Tales tell of a Half-Giant wanderer who could survive in any climate and shrug off many attacks entirely. He taught his secrets to those he met on his journeys, and they live on long after he has disappeared." * Requires Fortitude level 1 * Requires Melee level 12 * Increases physical damage resistance Percentage Increase in Physical Damage Resistance |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 2 | 7 | 11 | 13 | 16.25| 19 | 19.5 | 25 | 21.3 | |------+------+------+------+------+------+------+------+------+------| | 2 | 4 | 8 | 12 | 14 | 17 | 20 | 20 | 26 | 21.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6 | 9 | 13 | 15 | 17.5 | 21 | 20.5 | 27 | 21.7 | |------+------+------+------+------+------+------+------+------+------| | 4 | 7.5 | 10 | 14 | 16 | 18 | 22 | 20.7 | 28 | 21.8 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9 | 11 | 14.75| 17 | 18.5 | 23 | 20.9 | 29 | 21.9 | |------+------+------+------+------+------+------+------+------+------| | 6 | 10 | 12 | 15.5 | 18 | 19 | 24 | 21.1 | 30 | 22 | |---------------------------------------------------------------------| ALACRITY: "Gifted Elven Blademasters can harness the wind itself to hasten their attacks. Masters of this skill appear to be no more than a blur as they cut through their opponents." * Requires Dual Wield level 1 * Requires Melee level 12 * Increases melee weapon attack speed Percentage Increase in Melee Attack Speed |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 11 | 13 | 16.75| 19 | 20.5 | 25 | 23.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 12 | 14 | 17.5 | 20 | 21 | 26 | 24 | |------+------+------+------+------+------+------+------+------+------| | 3 | 7 | 9 | 13 | 15 | 18.25| 21 | 21.5 | 27 | 24.25| |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 14 | 16 | 19 | 22 | 22 | 28 | 24.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9 | 11 | 15 | 17 | 19.5 | 23 | 22.5 | 29 | 24.75| |------+------+------+------+------+------+------+------+------+------| | 6 | 10 | 12 | 16 | 18 | 20 | 24 | 23 | 30 | 25 | |---------------------------------------------------------------------| REINFORCED ARMOR: "The soldiers of Windstone Fortress learned to modify their armor to enhance its effectiveness and often emerged unscathed from even the most catastrophic battles." * Requires Barricade level 1 * Requires Melee level 24 * Increases armor rating Percentage Increase in Armor |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 13 | 13 | 18.5 | 19 | 21.5 | 25 | 24.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 14 | 14 | 19 | 20 | 22 | 26 | 24.8 | |------+------+------+------+------+------+------+------+------+------| | 3 | 7 | 9 | 15 | 15 | 19.5 | 21 | 22.5 | 27 | 25.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 9 | 10 | 16 | 16 | 20 | 22 | 23 | 28 | 25.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 11 | 11 | 17 | 17 | 20.5 | 23 | 23.5 | 29 | 25.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 12 | 12 | 18 | 18 | 21 | 24 | 24 | 30 | 26 | |---------------------------------------------------------------------| SMITE: "In the days after the cataclysm, a roaming band of barbarians used focused attacks from two-handed weapons to stun prey. Would-be thieves discovered they were equally effective on human opponents." * Requires Overbear level 1 * Requires Toughness level 1 * Requires Melee level 24 * Can only be used with a two-handed melee weapon * Gives chance to stun target Percentage Chance to Stun with 2h Weapon Attack |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 28 | 13 | 42 | 19 | 49 | 25 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 10 | 8 | 31 | 14 | 44 | 20 | 50 | 26 | 54 | |------+------+------+------+------+------+------+------+------+------| | 3 | 14 | 9 | 34 | 15 | 45 | 21 | 51 | 27 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 18 | 10 | 36 | 16 | 46 | 22 | 52 | 28 | 55 | |------+------+------+------+------+------+------+------+------+------| | 5 | 22 | 11 | 38 | 17 | 47 | 23 | 52.5 | 29 | 55.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 25 | 12 | 40 | 18 | 48 | 24 | 53 | 30 | 56 | |---------------------------------------------------------------------| Stun Duration in Seconds |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1 | 7 | 1.25 | 13 | 1.5 | 19 | 1.75 | 25 | 2 | |------+------+------+------+------+------+------+------+------+------| | 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 1.75 | 26 | 2 | |------+------+------+------+------+------+------+------+------+------| | 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 1.75 | 27 | 2 | |------+------+------+------+------+------+------+------+------+------| | 4 | 1 | 10 | 1.25 | 16 | 1.75 | 22 | 1.75 | 28 | 2 | |------+------+------+------+------+------+------+------+------+------| | 5 | 1 | 11 | 1.5 | 17 | 1.75 | 23 | 1.75 | 29 | 2 | |------+------+------+------+------+------+------+------+------+------| | 6 | 1.25 | 12 | 1.5 | 18 | 1.75 | 24 | 1.75 | 30 | 2 | |---------------------------------------------------------------------| FIERCE RENEWAL: "Berserkers are always on the verge of flying into a blinding rage. They do not see this as a liability, but use their anger to recover from their most powerful attacks more quickly than normal." * Requires Alacrity level 1 * Requires Melee level 24 * Increases recovery rate of melee powers Percentage Increase in Melee Power Recovery Rate |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 23.3 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23.7 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 24.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 24.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.5 | 29 | 24.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.9 | 30 | 25 | |---------------------------------------------------------------------| REBUKE: "The final stage in the training of Snowbrook Haven elite soldiers is learning to use their shield as a weapon, striking back at those whose attacks they block and knocking them senseless." * Requires Reinforced Armor level 1 * Requires Melee level 36 * Rebukes opponent (causes damage and stuns target) when character blocks a melee attack Rebuke Damage Multiplied by Melee Level |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.3 | 7 | 1.5 | 13 | 2.06 | 19 | 2.44 | 25 | 2.8 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.6 | 8 | 1.6 | 14 | 2.14 | 20 | 2.5 | 26 | 2.84 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.8 | 9 | 1.7 | 15 | 2.2 | 21 | 2.56 | 27 | 2.88 | |------+------+------+------+------+------+------+------+------+------| | 4 | 1 | 10 | 1.8 | 16 | 2.26 | 22 | 2.62 | 28 | 2.92 | |------+------+------+------+------+------+------+------+------+------| | 5 | 1.2 | 11 | 1.9 | 17 | 2.32 | 23 | 2.68 | 29 | 2.96 | |------+------+------+------+------+------+------+------+------+------| | 6 | 1.35 | 12 | 1.98 | 18 | 2.38 | 24 | 2.74 | 30 | 3 | |---------------------------------------------------------------------| Rebuke Stun Time in Seconds |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1 | 7 | 1.25 | 13 | 1.5 | 19 | 1.75 | 25 | 2 | |------+------+------+------+------+------+------+------+------+------| | 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 2 | 26 | 2 | |------+------+------+------+------+------+------+------+------+------| | 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 2 | 27 | 2 | |------+------+------+------+------+------+------+------+------+------| | 4 | 1 | 10 | 1.25 | 16 | 1.75 | 22 | 2 | 28 | 2 | |------+------+------+------+------+------+------+------+------+------| | 5 | 1 | 11 | 1.5 | 17 | 1.75 | 23 | 2 | 29 | 2 | |------+------+------+------+------+------+------+------+------+------| | 6 | 1.25 | 12 | 1.5 | 18 | 1.75 | 24 | 2 | 30 | 2 | |---------------------------------------------------------------------| DEADLY STRIKE: "Expert warriors learn to take every opportunity they can, as each could be their last. Whenever Elven Blademasters breach their enemies' defenses, the strike is incredibly devastating." * Requires Critical Strike level 1 * Requires Melee level 36 * Increases critical hit damage Critical Hit Damage (in Percent) |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 224 | 7 | 296 | 13 | 332 | 19 | 350 | 25 | 362 | |------+------+------+------+------+------+------+------+------+------| | 2 | 242 | 8 | 303 | 14 | 336 | 20 | 352 | 26 | 364 | |------+------+------+------+------+------+------+------+------+------| | 3 | 256 | 9 | 310 | 15 | 340 | 21 | 354 | 27 | 366 | |------+------+------+------+------+------+------+------+------+------| | 4 | 268 | 10 | 316 | 16 | 343 | 22 | 356 | 28 | 368 | |------+------+------+------+------+------+------+------+------+------| | 5 | 279 | 11 | 322 | 17 | 346 | 23 | 358 | 29 | 369 | |------+------+------+------+------+------+------+------+------+------| | 6 | 288 | 12 | 327 | 18 | 348 | 24 | 360 | 30 | 370 | |---------------------------------------------------------------------| BRUTAL ATTACK: "Though originated by Half-Giant warriors, many warriors learn this technique. Focusing all their strength into their next attack, fighters deal massive damage with a single, brutal strike." * Can only be used with a melee weapon * Automatically Enhances Next Attack * Fast Recharge Level 1 * Requires Critical Strike 1 * Damage % Bonus 1500 + 25 * Melee Level Level 2 * Requires Critical Strike 5 * Damage % Bonus 1750 + 48 * Melee Level Level 3 * Requires Critical Strike 8 * Damage % Bonus 2000 + 60 * Melee Level PROVOKE: "Knights protect their allies by using their shields to provoke nearby enemies, causing them to become angry and attack the knight. The knight's concentration also temporarily increases his armor." * Can only be used when equipped with a shield * Automatically Provokes Enemies around Self * Very Fast Recharge Level 1 * Requires Barricade 1 * Radius 6 meters * Armor bonus 25% * Armor bonus duration 5 seconds Level 2 * Requires Barricade 6 * Requires Toughness 4 * Radius 7 meters * Armor bonus 30% * Armor bonus duration 8 seconds Level 3 * Requires Barricade 10 * Requires Toughness 10 * Requires Rebuke 5 * Radius 8 meters * Armor bonus 50% * Armor bonus duration 10 seconds WHIRLING STRIKE: "A legendary fighter known only as the Tempest of Tel'kilae originated this technique, in which the fighter whirls his weapons in a circle, damaging and briefly stunning all nearby enemies." * Can only be used with a melee weapon * Automatically Strikes Enemies around Self * Stuns enemies for 1.5 seconds * Normal Recharge Level 1 * Requires Critical Strike 6 * Requires Fortitude 8 * Radius 3 meters * Damage percentage 920 + 9 * Melee Level Level 2 * Requires Critical Strike 8 * Requires Fortitude 10 * Requires Reinforced Armor 6 * Radius 3.5 meters * Damage percentage 1070 + 15.4 * Melee Level Level 3 * Requires Critical Strike 12 * Requires Fortitude 12 * Requires Reinforced Armor 12 * Radius 4 meters * Damage percentage 1400 + 19 * Melee Level STAGGERING BLOW: "When a two-handed weapon master activates this ability, his next attack will be a Staggering Blow. He slams his weapon into his target, creating a shockwave that stuns any enemies caught within it." * Can only be used with a two-handed melee weapon * Automatically Enhances Next Attack * Normal Recharge Level 1 * Requires Overbear 1 * Stun duration 6 seconds * Stun radius 3.0 meters * Damage percentage 400 + 7 * Melee Level Level 2 * Requires Overbear 5 * Requires Toughness 4 * Stun duration 8 seconds * Stun radius 3.7 meters * Damage percentage 425 + 10 * Melee Level Level 3 * Requires Overbear 12 * Requires Toughness 10 * Requires Smite 8 * Stun duration 10 seconds * Stun radius 4.5 meters * Damage percentage 800 + 12 * Melee Level WARCRY: "Barbarians of the Plain of Tears can unleash a deafening war cry, energizing themselves and terrifying their enemies, causing them to run in fear and leave their defenses open for a short time." * Can only be used with a melee weapon * Cone Effect Targets an Enemy or Terrain * Enemies Flee in Fear * Effects Last for 20 Seconds * Normal Recharge Level 1 * Requires Critical Strike 8 * Requires Smite 1 * Enemy armor reduced by 35% * 8% of attacks are critical hits Level 2 * Requires Critical Strike 12 * Requires Smite 8 * Requires Deadly Strike 2 * Enemy armor reduced by 50% * 12% of attacks are critical hits Level 3 * Requires Critical Strike 12 * Requires Smite 12 * Requires Deadly Strike 8 * Enemy armor reduced by 60% * 15% of attacks are critical hits WAVES OF FORCE: "A student of Elven dual-weapon techniques learns to perform a beautiful sequence of rapid swings, each creating a wave of force that rushes out in front of her, tearing apart enemies caught in its wake." * Can only be used when dual-wielding two weapons * Targets an Enemy or Terrain * 5 Waves * Range: 12 meters * Normal Recharge Level 1 * Requires Dual Wield 1 * Damage percentage per Wave 150 + 2.7 * Melee Level Level 2 * Requires Dual Wield 5 * Requires Alacrity 4 * Damage percentage per Wave 208 + 5.1 * Melee Level Level 3 * Requires Dual Wield 10 * Requires Alacrity 10 * Requires Deadly Strike 8 * Damage percentage per Wave 360 + 6.4 * Melee Level ELEMENTAL RAGE: "The highest art of the Elven Blademaster is a meditative frenzy that causes elemental energy to manifest in his weapons and speeds his attacks. Ignoring his own defense, he leaps into battle." * Can only be used when dual-wielding two weapons * Automatically Enhances Self * Power Duration 15 Seconds * Adds Fire, Ice and Lightning Damage to Attacks * Increases Rate of Attacks * Increases Vulnerability to Melee and Ranged Damage * Slow Recharge Level 1 * Requires Critical Strike 8 * Requires Fierce Renewal 2 * Attack rate bonus 10% * Melee and ranged damage vulnerability 12% * Min damage (3.7 + 0.90 * Melee Level) * (2.0 + 0.015 * Melee Level) * Max damage (6.2 + 1.54 * Melee Level) * (2.0 + 0.015 * Melee Level) Level 2 * Requires Critical Strike 10 * Requires Fierce Renewal 6 * Requires Deadly Strike 1 * Attack rate bonus 15% * Melee and ranged damage vulnerability 15% * Min damage (3.6 + 0.87 * Melee Level) * (2.0 + 0.029 * Melee Level) * Max damage (5.9 + 1.48 * Melee Level) * (2.0 + 0.029 * Melee Level) Level 3 * Requires Critical Strike 14 * Requires Fierce Renewal 12 * Requires Deadly Strike 12 * Attack rate bonus 20% * Melee and ranged damage vulnerability 20% * Min damage (3.4 + 0.83 * Melee Level) * (2.5 + 0.036 * Melee Level) * Max damage (5.7 + 1.42 * Melee Level) * (2.5 + 0.036 * Melee Level) [4.2.4] Ranger Skill Tables & Powers -------------------------------------- CRITICAL SHOT: "Skilled adventurers practice a form of battle meditation, focusing their mind and allowing them to occasionally strike vulnerable areas, dealing twice-normal damage with any ranged weapon." * Requires Ranged level 1 * Provides Chance of a Critical Hit * Critical Hits do 200% Damage Unless Modified by Mortal Wound Percentage Chance of Critical Hit |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 6 | 7 | 27 | 13 | 40 | 19 | 48 | 25 | 52.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 11 | 8 | 29.5 | 14 | 41.5 | 20 | 49 | 26 | 53 | |------+------+------+------+------+------+------+------+------+------| | 3 | 15 | 9 | 32 | 15 | 43 | 21 | 50 | 27 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 18.5 | 10 | 34 | 16 | 44.5 | 22 | 51 | 28 | 54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 21.5 | 11 | 36 | 17 | 46 | 23 | 51.5 | 29 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 24.5 | 12 | 38 | 18 | 47 | 24 | 52 | 30 | 55 | |---------------------------------------------------------------------| DODGE: "Dryad hunters look with some amusement upon all the armor warriors wear to survive an attack. They feel it's best to simply move out of the way." * Requires Ranged level 1 * Chance to Dodge Melee or Ranged Attacks Percentage Chance to Dodge an Attack |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 16 | 13 | 22 | 19 | 27.5 | 25 | 30.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 6 | 8 | 17 | 14 | 23 | 20 | 28 | 26 | 31 | |------+------+------+------+------+------+------+------+------+------| | 3 | 9 | 9 | 18 | 15 | 24 | 21 | 28.5 | 27 | 31.25| |------+------+------+------+------+------+------+------+------+------| | 4 | 11 | 10 | 19 | 16 | 25 | 22 | 29 | 28 | 31.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 13 | 11 | 20 | 17 | 26 | 23 | 29.5 | 29 | 31.75| |------+------+------+------+------+------+------+------+------+------| | 6 | 15 | 12 | 21 | 18 | 27 | 24 | 30 | 30 | 32 | |---------------------------------------------------------------------| BITING ARROW: "When a student of archery chooses to master the bow and crossbow, his battle meditation takes on a new purpose. His arrows seem propelled by unseen winds and strike with thunderous force." * Requires Ranged level 5 * Requires Critical Shot level 1 * Character can Equip Crossbow * Bow and Crossbow Damage Increased Percentage Increase in Bow/Crossbow Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 27 | 13 | 38.5 | 19 | 47 | 25 | 52.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 12 | 8 | 29 | 14 | 40 | 20 | 48 | 26 | 53 | |------+------+------+------+------+------+------+------+------+------| | 3 | 16 | 9 | 31 | 15 | 41.5 | 21 | 49 | 27 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 19 | 10 | 33 | 16 | 43 | 22 | 50 | 28 | 54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 22 | 11 | 35 | 17 | 44.5 | 23 | 51 | 29 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 25 | 12 | 37 | 18 | 46 | 24 | 52 | 30 | 55 | |---------------------------------------------------------------------| QUICK DRAW: "A Dryad hunter's training is considered complete only when she can accurately throw three daggers in the space of a single breath." * Requires Ranged level 5 * Requires Critical Shot level 1 * Character can Equip Thrown Weapons * Thrown Weapon Firing Rate Increased Percentage Increase in Attack Speed with Thrown Weapon |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 11 | 13 | 16.75| 19 | 20.5 | 25 | 23.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 12 | 14 | 17.5 | 20 | 21 | 26 | 24 | |------+------+------+------+------+------+------+------+------+------| | 3 | 7 | 9 | 13 | 15 | 18.25| 21 | 21.5 | 27 | 24.25| |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 14 | 16 | 19 | 22 | 22 | 28 | 24.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9 | 11 | 15 | 17 | 19.5 | 23 | 22.5 | 29 | 24.75| |------+------+------+------+------+------+------+------+------+------| | 6 | 10 | 12 | 16 | 18 | 20 | 24 | 23 | 30 | 25 | |---------------------------------------------------------------------| FAR SHOT: "It is said that the archers of the Elven town of Haelea can put an arrow through the eye of a foe that is barely visible on the horizon. Archers have traveled there for generations to learn their secrets." * Requires Ranged level 12 * Requires Biting Arrow level 1 * Bow and Crossbow Range Increased Percentage Increase in Bow/Crossbow Range |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 25 | 13 | 39 | 19 | 51 | 25 | 57 | |------+------+------+------+------+------+------+------+------+------| | 2 | 9 | 8 | 28 | 14 | 41 | 20 | 52 | 26 | 58 | |------+------+------+------+------+------+------+------+------+------| | 3 | 13 | 9 | 31 | 15 | 43 | 21 | 53 | 27 | 58.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 16 | 10 | 33 | 16 | 45 | 22 | 54 | 28 | 59 | |------+------+------+------+------+------+------+------+------+------| | 5 | 19 | 11 | 35 | 17 | 47 | 23 | 55 | 29 | 59.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 22 | 12 | 37 | 18 | 49 | 24 | 56 | 30 | 60 | |---------------------------------------------------------------------| BLEED: "Thrown weapon masters prefer to get close to their targets so they can aim at major veins and arteries. An accurate strike causes their target to bleed away health for several seconds after the attack" * Requires Ranged level 12 * Requires Quick Draw level 1 * Gives Chance to Cause Bleed Damage * Bleed Duration 4 Seconds Bleed Damage Multiplied by Dexterity |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.05 | 7 | 0.27 | 13 | 0.4 | 19 | 0.47 | 25 | 0.525| |------+------+------+------+------+------+------+------+------+------| | 2 | 0.09 | 8 | 0.295| 14 | 0.415| 20 | 0.48 | 26 | 0.53 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.13 | 9 | 0.32 | 15 | 0.43 | 21 | 0.49 | 27 | 0.535| |------+------+------+------+------+------+------+------+------+------| | 4 | 0.17 | 10 | 0.34 | 16 | 0.44 | 22 | 0.5 | 28 | 0.54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.21 | 11 | 0.36 | 17 | 0.45 | 23 | 0.51 | 29 | 0.545| |------+------+------+------+------+------+------+------+------+------| | 6 | 0.24 | 12 | 0.38 | 18 | 0.46 | 24 | 0.52 | 30 | 0.55 | |---------------------------------------------------------------------| Percentage Chance of Causing Bleed Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 10 | 7 | 25 | 13 | 25 | 19 | 25 | 25 | 25 | |------+------+------+------+------+------+------+------+------+------| | 2 | 15 | 8 | 25 | 14 | 25 | 20 | 25 | 26 | 25 | |------+------+------+------+------+------+------+------+------+------| | 3 | 18 | 9 | 25 | 15 | 25 | 21 | 25 | 27 | 25 | |------+------+------+------+------+------+------+------+------+------| | 4 | 22 | 10 | 25 | 16 | 25 | 22 | 25 | 28 | 25 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25 | 11 | 25 | 17 | 25 | 23 | 25 | 29 | 25 | |------+------+------+------+------+------+------+------+------+------| | 6 | 25 | 12 | 25 | 18 | 25 | 24 | 25 | 30 | 25 | |---------------------------------------------------------------------| SURVIVAL: "Since their travels take them far from home, rangers train to survive long periods in the wild. They develop a resistance to extreme weather and learn to distill certain berries and fruits into health potions." * Requires Ranged level 5 * Increases Fire, Ice and Lightning Resistance * Character can Harvest Health Potions - Small potions at skill levels 1 - 4 - Medium potions at skill levels 5 - 8 - Large potions at skill levels 9 - 11 - Super potions at skill levels 12 - 15 - Colossal potions at skill levels 16 - 19 - Twice as many colossal potions at skill level 20 Percentage Increase in Fire, Ice and Lightning Damage Resistance |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 4 | 7 | 20 | 13 | 29 | 19 | 35 | 25 | 38.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 8 | 8 | 22 | 14 | 30 | 20 | 36 | 26 | 39 | |------+------+------+------+------+------+------+------+------+------| | 3 | 11 | 9 | 23.5 | 15 | 31 | 21 | 36.5 | 27 | 39.4 | |------+------+------+------+------+------+------+------+------+------| | 4 | 14 | 10 | 25 | 16 | 32 | 22 | 37 | 28 | 39.6 | |------+------+------+------+------+------+------+------+------+------| | 5 | 16 | 11 | 26.5 | 17 | 33 | 23 | 37.5 | 29 | 39.8 | |------+------+------+------+------+------+------+------+------+------| | 6 | 18 | 12 | 28 | 18 | 34 | 24 | 38 | 30 | 40 | |---------------------------------------------------------------------| SHOCKWAVE: "A master archer can cause damaging shockwaves when his arrows travel a certain distance. Scholars wonder if the ability is magical or not, but archers who rely on it only care that it is useful." * Requires Ranged level 24 * Requires Far Shot level 1 * Shockwave When Arrow or Bolt Travels Farther Than a Certain Distance Percentage Increase in Damage from Shockwave |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 27 | 13 | 39 | 19 | 46 | 25 | 52 | |------+------+------+------+------+------+------+------+------+------| | 2 | 11 | 8 | 29 | 14 | 41 | 20 | 47 | 26 | 53 | |------+------+------+------+------+------+------+------+------+------| | 3 | 15 | 9 | 31 | 15 | 42 | 21 | 48 | 27 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 19 | 10 | 33 | 16 | 43 | 22 | 49 | 28 | 54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 22 | 11 | 35 | 17 | 44 | 23 | 50 | 29 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 25 | 12 | 37 | 18 | 45 | 24 | 51 | 30 | 55 | |---------------------------------------------------------------------| Minimum Distance (in Meters) for Shot to Cause Shockwave |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 9 | 7 | 8.5 | 13 | 8 | 19 | 7.5 | 25 | 7 | |------+------+------+------+------+------+------+------+------+------| | 2 | 9 | 8 | 8 | 14 | 7.5 | 20 | 7 | 26 | 6.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 9 | 9 | 8 | 15 | 7.5 | 21 | 7 | 27 | 6.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 8.5 | 10 | 8 | 16 | 7.5 | 22 | 7 | 28 | 6.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 8.5 | 11 | 8 | 17 | 7.5 | 23 | 7 | 29 | 6.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 8.5 | 12 | 8 | 18 | 7.5 | 24 | 7 | 30 | 6.5 | |---------------------------------------------------------------------| PENETRATE: "The ranger Lyssa could shoot an arrow or throw a knife that would pass through three blocks of wood before striking its target. Her enemies feared experiencing her skill firsthand." * Requires Ranged level 24 * Gives Chance Projective Will Pass Through Target Percentage Chance to Penetrate Target |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 10 | 7 | 42 | 13 | 58 | 19 | 68.5 | 25 | 76.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 19 | 8 | 45 | 14 | 60 | 20 | 70 | 26 | 77.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 26 | 9 | 48 | 15 | 62 | 21 | 71.5 | 27 | 78.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 31 | 10 | 51 | 16 | 64 | 22 | 73 | 28 | 79 | |------+------+------+------+------+------+------+------+------+------| | 5 | 35 | 11 | 54 | 17 | 65.5 | 23 | 74.5 | 29 | 79.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 39 | 12 | 56 | 18 | 67 | 24 | 75.5 | 30 | 80 | |---------------------------------------------------------------------| CUNNING RENEWAL: "Thrown weapon masters dive into battle with reckless abandon. They all relish the rush of danger and adrenaline, but only the greatest know how to channel that rush into restoring their skills." * Requires Ranged level 24 * Requires Bleed level 1 * Increases Power Recovery Rate Percentage Increase in Ranged Power Recovery Rate |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 23.3 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23.7 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 24.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 24.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.5 | 29 | 24.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.9 | 30 | 25 | |---------------------------------------------------------------------| MORTAL WOUND: "There is no special secret to striking an enemy's most vulnerable point, but it requires tremendous focus, meditation, and experience. An archer who perfects it is regarded as a legend in his own time." * Requires Ranged level 36 * Requires Far Shot level 1 * Requires Penetrate level 1 * Increases Damage of Critical Hits for Bows and Crossbows Critical Hit Damage (in Percent) |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 224 | 7 | 296 | 13 | 332 | 19 | 350 | 25 | 362 | |------+------+------+------+------+------+------+------+------+------| | 2 | 242 | 8 | 303 | 14 | 336 | 20 | 352 | 26 | 364 | |------+------+------+------+------+------+------+------+------+------| | 3 | 256 | 9 | 310 | 15 | 340 | 21 | 354 | 27 | 366 | |------+------+------+------+------+------+------+------+------+------| | 4 | 268 | 10 | 316 | 16 | 343 | 22 | 356 | 28 | 368 | |------+------+------+------+------+------+------+------+------+------| | 5 | 279 | 11 | 322 | 17 | 346 | 23 | 358 | 29 | 369 | |------+------+------+------+------+------+------+------+------+------| | 6 | 288 | 12 | 327 | 18 | 348 | 24 | 360 | 30 | 370 | |---------------------------------------------------------------------| RICOCHET: "Foes facing the Dryad chakram-master Kaara never knew whether her next attack would come directly from her hand or from a chakram bouncing off one of their own comrades." * Requires Ranged level 36 * Requires Bleed level 1 * Requires Penetrate level 1 * Thrown Weapon Critical Hits Ricochet to a Nearby Enemy Ricochet Damage (in Percent) |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 66 | 7 | 112 | 13 | 136 | 19 | 149 | 25 | 155 | |------+------+------+------+------+------+------+------+------+------| | 2 | 78 | 8 | 117 | 14 | 139 | 20 | 150 | 26 | 156 | |------+------+------+------+------+------+------+------+------+------| | 3 | 86 | 9 | 122 | 15 | 142 | 21 | 151 | 27 | 157 | |------+------+------+------+------+------+------+------+------+------| | 4 | 94 | 10 | 126 | 16 | 144 | 22 | 152 | 28 | 158 | |------+------+------+------+------+------+------+------+------+------| | 5 | 101 | 11 | 130 | 17 | 146 | 23 | 153 | 29 | 159 | |------+------+------+------+------+------+------+------+------+------| | 6 | 107 | 12 | 133 | 18 | 148 | 24 | 154 | 30 | 160 | |---------------------------------------------------------------------| TAKE AIM: "Dryad archers conceal themselves to surprise their enemies, but their first shot reveals their position. They learn to focus their concentration and take careful aim, making their next shot as devastating as possible." * Can only be used with a bow, crossbow, or thrown weapon * Automatically Enhances Next Attack * Fast Recharge Level 1 * Requires Critical Shot 1 * Damage % Bonus 1500 + 25 * Ranged level Level 2 * Requires Critical Shot 5 * Damage % Bonus 1700 + 48 * Ranged level Level 3 * Requires Critical Shot 8 * Requires Penetrate 1 * Damage % Bonus 2500 + 60 * Ranged level THUNDEROUS SHOT: "A thunderous arrow or crossbow bolt travels faster than the eye can see, punching through all enemies in its path and leaving them stunned. Azunai's archers turned many battles with this attack." * Can only be used with a bow or crossbow * Targets an Enemy or Terrain * Normal Recharge Level 1 * Requires Biting Arrow 1 * Damage % Bonus 350 + 6 * Ranged level * Stun Duration 6 Seconds Level 2 * Requires Biting Arrow 8 * Requires Far Shot 1 * Damage % Bonus 680 + 11.5 * Ranged level * Stun Duration 8 Seconds Level 3 * Requires Biting Arrow 12 * Requires Far Shot 8 * Requires Mortal Wound 5 * Damage % Bonus 800 + 14.5 * Ranged level * Stun Duration 10 Seconds SILENCE: "Azunai's armies relied on Dalziel, one of the Champions of the Northern Reaches, to destroy Zaramoth's mages. Dalziel's hatred of their magic manifested as an ability to silence them temporarily, preventing them from casting spells." * Area of Effect Targets an Enemy or Terrain * Fast Recharge * Prevents Monsters from Casting Damage, Heal, Summon, Enhancement, Curse, or Resurrect Spells Level 1 * Requires Dodge 5 * Requires Survival 3 * Silence Radius 4 meters * Silence Duration 15 Seconds Level 2 * Requires Dodge 10 * Requires Survival 6 * Requires Mortal Wound 1 * Silence Radius 5 meters * Silence Duration 20 Seconds Level 3 * Requires Dodge 14 * Requires Survival 10 * Requires Mortal Wound 12 * Silence Radius 6 meters * Silence Duration 25 Seconds CHARGED SHOTS: "Elves have a talent for magic, so it is no surprise that their rangers discovered how to charge their arrows with magic. For a short time, every enemy they hit is also struck by lightning." * Can only be used with a bow or crossbow * Automatically Enhances Self * Slow Recharge * Adds Lightning Damage to Shots Level 1 * Requires Critical Shot 8 * Requires Shockwave 4 * Charged Shots Duration 12 Seconds * Min Damage (18 + 4.5 * Ranged level) * (2.0 + 0.015 * Ranged level) * Max Damage (30 + 7.5 * Ranged level) * (2.0 + 0.015 * Ranged level) Level 2 * Requires Critical Shot 10 * Requires Shockwave 8 * Requires Mortal Wound 8 * Charged Shots Duration 14 Seconds * Min Damage (15 + 3.6 * Ranged level) * (2.6 + 0.029 * Ranged level) * Max Damage (25 + 6.25 * Ranged level) * (2.6 + 0.029 * Ranged level) Level 3 * Requires Critical Shot 14 * Requires Shockwave 12 * Requires Mortal Wound 12 * Charged Shots Duration 15 Seconds * Min Damage (13.8 + 3.5 * Ranged level) * (2.9 + 0.036 * Ranged level) * Max Damage (23 + 5.8 * Ranged level) * (2.9 + 0.036 * Ranged level) SHRAPNEL BLAST: "When this thrown weapon strikes a target, a blast shatters it into many pieces that fly in all directions. Stories of a single ranger defeating a crowd of foes are often tales of this power in action." * Can only be used with a thrown weapon * Targets an Enemy or Terrain * Normal Recharge Level 1 * Requires Quick Draw 1 * Number of Missiles 5 * % Normal Damage to Enemies 950 + 17 * Ranged level * Explosion Damage 80 + 1.5 * Ranged level Level 2 * Requires Quick Draw 5 * Requires Bleed 5 * Number of Missiles 7 * % Normal Damage to Enemies 1450 + 24 * Ranged level * Explosion Damage 130 + 3.0 * Ranged level Level 3 * Requires Quick Draw 10 * Requires Bleed 8 * Requires Penetrate 6 * Number of Missiles 9 * % Normal Damage to Enemies 1700 + 30 * Ranged level * Explosion Damage 200 + 3.6 * Ranged level REPULSE: "The Crimson Hunter Laethel liked to get close to his enemies, but developed this ability to survive when they got too close. Repulse knocks enemies away from the ranger and stuns them." * Automatically Repulses Enemies around Self * Slow Recharge * Stun Duration 1.5 Seconds Level 1 * Requires Dodge 4 * Requires Survival 3 * Radius 3 meters * Power Duration 12 Seconds Level 2 * Requires Dodge 10 * Requires Survival 6 * Requires Ricochet 1 * Radius 3.5 meters * Power Duration 16 Seconds Level 3 * Requires Dodge 14 * Requires Survival 10 * Requires Ricochet 12 * Radius 4 meters * Power Duration 20 Seconds FLURRY: "Elven adventurers learn to focus their strength into a burst of energy, temporarily allowing them to throw multiple weapons at a rapid rate; but the increase in speed comes at the cost of accuracy." * Can only be used with a thrown weapon * Automatically Enhances Self * Slow Recharge * Decreased Accuracy * Power Duration 15 Seconds Level 1 * Requires Critical Shot 8 * Requires Cunning Renewal 4 * Attack Rate Multiplier 1.2 * % Normal Damage to Enemies 180 + 1.4 * Ranged level Level 2 * Requires Critical Shot 10 * Requires Cunning Renewal 8 * Requires Ricochet 8 * Attack Rate Multiplier 1.4 * % Normal Damage to Enemies 205 + 2.2 * Ranged level Level 3 * Requires Critical Shot 14 * Requires Cunning Renewal 12 * Requires Ricochet 12 * Attack Rate Multiplier 1.5 * % Normal Damage to Enemies 210 + 2.6 * Ranged level [4.2.5] Combat Mage Skill Tables & Powers ------------------------------------------- BRILLIANCE: "Through intense introspection, adventurers may extend their mind beyond physical constraints, vastly multiplying their capacity for magical energies." * Requires Combat Magic level 1 * Increases maximum mana Percentage Increase in Max Mana |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 52 | 13 | 97 | 19 | 143 | 25 | 174 | |------+------+------+------+------+------+------+------+------+------| | 2 | 14 | 8 | 60 | 14 | 105 | 20 | 150 | 26 | 178 | |------+------+------+------+------+------+------+------+------+------| | 3 | 21 | 9 | 68 | 15 | 113 | 21 | 155 | 27 | 182 | |------+------+------+------+------+------+------+------+------+------| | 4 | 28 | 10 | 76 | 16 | 121 | 22 | 160 | 28 | 186 | |------+------+------+------+------+------+------+------+------+------| | 5 | 36 | 11 | 83 | 17 | 129 | 23 | 165 | 29 | 190 | |------+------+------+------+------+------+------+------+------+------| | 6 | 44 | 12 | 90 | 18 | 136 | 24 | 170 | 30 | 194 | |---------------------------------------------------------------------| DEVASTATION: "Combat Magic is an exercise in precision. The more accurate a mage's motions and the more practiced his incantations, the more energy and destruction he can channel into his attacks." * Requires Combat Magic level 1 * Increased combat magic damage Percentage Increase in Combat Magic Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 | |------+------+------+------+------+------+------+------+------+------| | 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 | |---------------------------------------------------------------------| DEBILITATION: "There is power in disease and decay. Mages who study it risk their health and sanity, but learn to inflict crippling curses on their foes." * Requires Combat Magic level 5 * Increases curse power and duration Percentage Increase in Curse Spell Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 16 | 7 | 83 | 13 | 125 | 19 | 148 | 25 | 160 | |------+------+------+------+------+------+------+------+------+------| | 2 | 30 | 8 | 91 | 14 | 130 | 20 | 150 | 26 | 161 | |------+------+------+------+------+------+------+------+------+------| | 3 | 43 | 9 | 99 | 15 | 135 | 21 | 152 | 27 | 162 | |------+------+------+------+------+------+------+------+------+------| | 4 | 55 | 10 | 106 | 16 | 139 | 22 | 154 | 28 | 163 | |------+------+------+------+------+------+------+------+------+------| | 5 | 66 | 11 | 113 | 17 | 143 | 23 | 156 | 29 | 164 | |------+------+------+------+------+------+------+------+------+------| | 6 | 75 | 12 | 119 | 18 | 146 | 24 | 158 | 30 | 165 | |---------------------------------------------------------------------| Percentage Increase in Curse Spell Duration |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 25 | 7 | 110 | 13 | 164 | 19 | 196 | 25 | 213 | |------+------+------+------+------+------+------+------+------+------| | 2 | 45 | 8 | 120 | 14 | 170 | 20 | 200 | 26 | 215 | |------+------+------+------+------+------+------+------+------+------| | 3 | 61 | 9 | 130 | 15 | 176 | 21 | 203 | 27 | 217 | |------+------+------+------+------+------+------+------+------+------| | 4 | 75 | 10 | 140 | 16 | 182 | 22 | 206 | 28 | 218 | |------+------+------+------+------+------+------+------+------+------| | 5 | 88 | 11 | 148 | 17 | 188 | 23 | 209 | 29 | 219 | |------+------+------+------+------+------+------+------+------+------| | 6 | 100 | 12 | 156 | 18 | 192 | 24 | 211 | 30 | 220 | |---------------------------------------------------------------------| SEARING FLAMES: "Convectus the Red spent a lifetime communing with Lava Spirits and learning the secrets of the Inner flame. His students are still famous for the intensity of their fire magic." * Requires Combat Magic level 5 * Requires Devastation level 1 * Increases fire magic damage Percentage Increase in Fire Spell Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 | |------+------+------+------+------+------+------+------+------+------| | 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 | |---------------------------------------------------------------------| AMPLIFIED LIGHTNING: "Dwarven mages were known to revel in the power of conducting electrical energy. They had to develop techniques to increase how much of it their bodies could withstand." * Requires Combat Magic level 5 * Requires Devastation level 1 * Increases lightning magic damage Percentage Increase in Lightning Spell Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 | |------+------+------+------+------+------+------+------+------+------| | 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 | |---------------------------------------------------------------------| SUMMON ALACRITY: "Mages who study this skill can accelerate the metabolism of the creatures they summon and agitate them to a frenzy, drastically increasing their attack rate." * Requires Combat Magic level 12 * Increases summoned creature attack speed Percentage Increase in Summons Attack Speed |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 22 | 13 | 32.5 | 19 | 39 | 25 | 42.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 9 | 8 | 24 | 14 | 34 | 20 | 40 | 26 | 43 | |------+------+------+------+------+------+------+------+------+------| | 3 | 13 | 9 | 26 | 15 | 35 | 21 | 40.5 | 27 | 43.25| |------+------+------+------+------+------+------+------+------+------| | 4 | 16 | 10 | 28 | 16 | 36 | 22 | 41 | 28 | 43.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 18 | 11 | 29.5 | 17 | 37 | 23 | 41.5 | 29 | 43.75| |------+------+------+------+------+------+------+------+------+------| | 6 | 20 | 12 | 31 | 18 | 38 | 24 | 42 | 30 | 44 | |---------------------------------------------------------------------| GRIM NECROMANCY: "Practitioners of this discipline commune with dark forces and master spells that tear the life out of their enemies. Many mages wonder if any end is worth such means." * Requires Combat Magic level 12 * Requires Devastation level 1 * Increases death magic damage Percentage Increase in Death Spell Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 33 | 13 | 50 | 19 | 59 | 25 | 63.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 13 | 8 | 37 | 14 | 52 | 20 | 60 | 26 | 64 | |------+------+------+------+------+------+------+------+------+------| | 3 | 17 | 9 | 40 | 15 | 54 | 21 | 61 | 27 | 64.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 21 | 10 | 43 | 16 | 56 | 22 | 62 | 28 | 65 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25 | 11 | 46 | 17 | 57 | 23 | 62.5 | 29 | 65.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 29 | 12 | 48 | 18 | 58 | 24 | 63 | 30 | 66 | |---------------------------------------------------------------------| QUICKENED CASTING: "When the legendary archer Alamus became too old to string his bow, he sought a new life in magic and learned that principles of battle meditation could drastically increase the rate of his casting." * Requires Combat Magic level 24 * Requires Brilliance level 1 * Increases magic attack speed Percentage Increase in Speed of Magic Attacks |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 12.5 | 13 | 18.5 | 19 | 22.5 | 25 | 24.25| |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 13.5 | 14 | 19.25| 20 | 23 | 26 | 24.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 7 | 9 | 14.5 | 15 | 20 | 21 | 23.25| 27 | 24.625| |------+------+------+------+------+------+------+------+------+------| | 4 | 8.5 | 10 | 15.5 | 16 | 20.75| 22 | 23.5 | 28 | 24.75| |------+------+------+------+------+------+------+------+------+------| | 5 | 10 | 11 | 16.5 | 17 | 21.5 | 23 | 23.75| 29 | 24.875| |------+------+------+------+------+------+------+------+------+------| | 6 | 11.5 | 12 | 17.5 | 18 | 22 | 24 | 24 | 30 | 25 | |---------------------------------------------------------------------| VAMPIRISM: "While most death mages are content with the ability to tear the life force from their victims, some have secretly learned to channel some of that stolen vitality into their own restoration." * Requires Combat Magic level 24 * Requires Grim Necromancy level 1 * Adds death magic damage to health Percentage of Death Magic Damage Added to Health |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 2 | 7 | 9 | 13 | 14.5 | 19 | 17.5 | 25 | 19.25| |------+------+------+------+------+------+------+------+------+------| | 2 | 4 | 8 | 10 | 14 | 15 | 20 | 18 | 26 | 19.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 5 | 9 | 11 | 15 | 15.5 | 21 | 18.25| 27 | 19.625| |------+------+------+------+------+------+------+------+------+------| | 4 | 6 | 10 | 12 | 16 | 16 | 22 | 18.5 | 28 | 19.75| |------+------+------+------+------+------+------+------+------+------| | 5 | 7 | 11 | 13 | 17 | 16.5 | 23 | 18.75| 29 | 19.875| |------+------+------+------+------+------+------+------+------+------| | 6 | 8 | 12 | 14 | 18 | 17 | 24 | 19 | 30 | 20 | |---------------------------------------------------------------------| IGNITE: "No one can truly say they have bested a mage trained in these arts, as the lingering flames continue to burn deeply long after the battle is over, and the unmistakable scars will always tell the tale." * Requires Combat Magic level 24 * Requires Searing Flames level 1 * Chance to Ignite enemy Percentage Chance of Igniting Target with Fire Spell |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 18.5 | 13 | 25.5 | 19 | 29.5 | 25 | 32 | |------+------+------+------+------+------+------+------+------+------| | 2 | 8 | 8 | 20 | 14 | 26.5 | 20 | 30 | 26 | 32.2 | |------+------+------+------+------+------+------+------+------+------| | 3 | 11 | 9 | 21.5 | 15 | 27.25| 21 | 30.5 | 27 | 32.4 | |------+------+------+------+------+------+------+------+------+------| | 4 | 13 | 10 | 22.5 | 16 | 28 | 22 | 31 | 28 | 32.6 | |------+------+------+------+------+------+------+------+------+------| | 5 | 15 | 11 | 23.5 | 17 | 28.5 | 23 | 31.5 | 29 | 32.8 | |------+------+------+------+------+------+------+------+------+------| | 6 | 17 | 12 | 24.5 | 18 | 29 | 24 | 31.8 | 30 | 33 | |---------------------------------------------------------------------| DPS of Ignite Multiplied by Intelligence |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.08 | 7 | 0.31 | 13 | 0.43 | 19 | 0.49 | 25 | 0.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.14 | 8 | 0.33 | 14 | 0.44 | 20 | 0.5 | 26 | 0.5 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.18 | 9 | 0.35 | 15 | 0.45 | 21 | 0.5 | 27 | 0.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 0.22 | 10 | 0.37 | 16 | 0.46 | 22 | 0.5 | 28 | 0.5 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.25 | 11 | 0.39 | 17 | 0.47 | 23 | 0.5 | 29 | 0.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 0.28 | 12 | 0.41 | 18 | 0.48 | 24 | 0.5 | 30 | 0.5 | |---------------------------------------------------------------------| Duration of Ignite, in Seconds |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 21 | 13 | 39 | 19 | 57 | 25 | 60 | |------+------+------+------+------+------+------+------+------+------| | 2 | 6 | 8 | 24 | 14 | 42 | 20 | 60 | 26 | 60 | |------+------+------+------+------+------+------+------+------+------| | 3 | 9 | 9 | 27 | 15 | 45 | 21 | 60 | 27 | 60 | |------+------+------+------+------+------+------+------+------+------| | 4 | 12 | 10 | 30 | 16 | 48 | 22 | 60 | 28 | 60 | |------+------+------+------+------+------+------+------+------+------| | 5 | 15 | 11 | 33 | 17 | 51 | 23 | 60 | 29 | 60 | |------+------+------+------+------+------+------+------+------+------| | 6 | 18 | 12 | 36 | 18 | 54 | 24 | 60 | 30 | 60 | |---------------------------------------------------------------------| ARCANE FURY: "Overexposure to elemental channeling often results in the mage becoming a conduit for the raw power of mana itself, which, though painful, can greatly increase the intensity of their attacks." * Requires Combat Magic level 36 * Requires Quickened Casting level 1 * Increases damage of Combat and Nature Magic powers Percentage Increase in Magic Power Damage |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 16 | 13 | 24 | 19 | 29.5 | 25 | 32 | |------+------+------+------+------+------+------+------+------+------| | 2 | 6 | 8 | 17.5 | 14 | 25 | 20 | 30 | 26 | 32.25| |------+------+------+------+------+------+------+------+------+------| | 3 | 8 | 9 | 19 | 15 | 26 | 21 | 30.5 | 27 | 32.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 10 | 10 | 20.5 | 16 | 27 | 22 | 31 | 28 | 32.75| |------+------+------+------+------+------+------+------+------+------| | 5 | 12 | 11 | 22 | 17 | 28 | 23 | 31.5 | 29 | 32.875| |------+------+------+------+------+------+------+------+------+------| | 6 | 14 | 12 | 23 | 18 | 29 | 24 | 31.75| 30 | 33 | |---------------------------------------------------------------------| ARCING: "It is said that the mage who created the Galeblade was capable of channeling so much energy into his lightning spells that arcs of it sometimes jumped from his primary target to other nearby foes." * Requires Combat Magic level 36 * Requires Amplified Lightning level 1 * Chance for lightning spells to arc to multiple opponents Percentage Chance that Lightning Spell will Arc |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 4 | 7 | 16 | 13 | 24 | 19 | 29.25| 25 | 30 | |------+------+------+------+------+------+------+------+------+------| | 2 | 7 | 8 | 17.5 | 14 | 25 | 20 | 30 | 26 | 30 | |------+------+------+------+------+------+------+------+------+------| | 3 | 9 | 9 | 19 | 15 | 26 | 21 | 30 | 27 | 30 | |------+------+------+------+------+------+------+------+------+------| | 4 | 11 | 10 | 20.5 | 16 | 27 | 22 | 30 | 28 | 30 | |------+------+------+------+------+------+------+------+------+------| | 5 | 13 | 11 | 22 | 17 | 27.75| 23 | 30 | 29 | 30 | |------+------+------+------+------+------+------+------+------+------| | 6 | 14.5 | 12 | 23 | 18 | 28.5 | 24 | 30 | 30 | 30 | |---------------------------------------------------------------------| Damage of Arcing Lightning Multiplied by Intelligence |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 0.18 | 7 | 0.63 | 13 | 0.87 | 19 | 0.99 | 25 | 1.05 | |------+------+------+------+------+------+------+------+------+------| | 2 | 0.3 | 8 | 0.68 | 14 | 0.9 | 20 | 1 | 26 | 1.06 | |------+------+------+------+------+------+------+------+------+------| | 3 | 0.38 | 9 | 0.73 | 15 | 0.92 | 21 | 1.01 | 27 | 1.07 | |------+------+------+------+------+------+------+------+------+------| | 4 | 0.45 | 10 | 0.77 | 16 | 0.94 | 22 | 1.02 | 28 | 1.08 | |------+------+------+------+------+------+------+------+------+------| | 5 | 0.52 | 11 | 0.81 | 17 | 0.96 | 23 | 1.03 | 29 | 1.09 | |------+------+------+------+------+------+------+------+------+------| | 6 | 0.58 | 12 | 0.84 | 18 | 0.98 | 24 | 1.04 | 30 | 1.1 | |---------------------------------------------------------------------| ENERGY ORB: "The Elven mage Arinth could summon a ball of energy that hovered above him and shot fire at his enemies. He later perfected it, learning to weave additional types of energy into the orb." * Automatically Summons Orb Above Self * Fast Recharge * Duration 20 seconds Level 1 * Requires Brilliance 1 * Min damage (20 + 5 * CM level) * (0.82 + 0.015 * CM level) * Max damage (30 + 7.5 * CM level) * (0.82 + 0.015 * CM level) Level 2 * Requires Brilliance 4 * Requires Devastation 2 * Min Damage (20 + 5 * CM level) * (1.00 + 0.029 * CM level) * Max Damage (30 + 7.5 * CM level) * (1.00 + 0.029 * CM level) Level 3 * Requires Brilliance 8 * Requires Devastation 4 * Min Damage (20 + 5 * CM level) * (1.20 + 0.036 * CM level) * Max Damage (30 + 7.5 * CM level) * (1.20 + 0.036 * CM level) FLAME NEXUS: "Convectus the Red communed with Lava Spirits, learning to summon and launch them as weapons in battle. The Spirit gleefully reaches out with tendrils of fire to burn any nearby enemies." * Targets an Enemy or Terrain * Normal Recharge Level 1 * Requires Devastation 2 * Requires Searing Flames 1 * Damage 0.9 * (40 + 10 * CM level) * (0.82 + 0.015 * CM level) Level 2 * Requires Devastation 5 * Requires Searing Flames 4 * Damage 0.9 * (40 + 10 * CM level) * (1.15 + 0.029 * CM level) Level 3 * Requires Devastation 12 * Requires Searing Flames 8 * Requires Ignite 5 * Damage 0.9 * (40 + 10 * CM level) * (2.00 + 0.036 * CM level) DETONATION: "The greatest power of the fire mage is a dangerous weapon. The mage recklessly gathers more energy than he can control, releasing it in a massive conflagration that burns his enemies." * Area of Effect Targets an Enemy or Terrain * Slow Recharge Level 1 * Requires Searing Flames 8 * Requires Ignite 1 * Radius 3 meters * Damage (67.5 + 16.9 * CM level) * (2.0 + 0.015 * CM level) Level 2 * Requires Searing Flames 12 * Requires Ignite 6 * Radius 3.5 meters * Damage (67.5 + 16.9 * CM level) * (2.0 + 0.029 * CM level) Level 3 * Requires Searing Flames 16 * Requires Ignite 10 * Requires Arcane Fury 8 * Radius 4 meters * Damage (67.5 + 16.9 * CM level) * (2.7 + 0.036 * CM level) CORROSIVE ERUPTION: "Enemies caught within this noxious cloud are infected by gasses that rot them from the inside out. Corrosive fumes violently erupt from victims when they die, burning and poisoning nearby foes." * Area of Effect Targets an Enemy or Terrain * Normal Recharge Level 1 * Requires Debilitation 1 * Duration 30 seconds * Curse radius 4 meters * Eruption radius 2.5 meters * Damage 45% of Victim's Max Health Level 2 * Requires Debilitation 5 * Requires Grim Necromancy 4 * Duration 60 seconds * Curse radius 5 meters * Eruption radius 2.5 meters * Damage 60% of Victim's Max Health Level 3 * Requires Debilitation 12 * Requires Grim Necromancy 10 * Requires Arcane Fury 4 * Duration 300 seconds * Curse radius 6 meters * Eruption radius 2.5 meters * Damage 70% of Victim's Max Health HARVEST SOUL: "A deadly attack invented by the vilest mages in history, this dark ritual creates a gigantic scythe that cuts away the life force of the mage's enemies, allowing his allies to absorb it and heal themselves." * Area of Effect Targets an Enemy or Terrain * Normal Recharge * Radius 3 meters Level 1 * Requires Devastation 6 * Requires Grim Necromancy 5 * Damage (53 + 13 * CM level) * (1.5 + 0.015 * CM level) Level 2 * Requires Devastation 8 * Requires Grim Necromancy 8 * Requires Vampirism 4 * Damage (53 + 13 * CM level) * (2.0 + 0.029 * CM level) Level 3 * Requires Devastation 10 * Requires Grim Necromancy 12 * Requires Vampirism 10 * Damage (53 + 13 * CM level) * (2.5 + 0.036 * CM level) CHAIN LIGHTNING: "A favored attack of young Combat Mages, Chain Lightning hurls a bolt of lightning that shocks the nearest enemy then jumps to other nearby foes. The bolt deals reduced damage with each jump." * Automatically Targets Nearest Enemy * Fast Recharge Level 1 * Requires Devastation 2 * Requires Amplified Lightning 1 * Hits 3 enemies * Damage decreases 38% each hit * Damage (66.4 + 16.6 * CM level) * (0.82 + 0.015 * CM level) Level 2 * Requires Devastation 5 * Requires Amplified Lightning 4 * Hits 5 enemies * Damage decreases 22% each hit * Damage (40.9 + 10.2 * CM level) * (1.20 + 0.029 * CM level) Level 3 * Requires Devastation 12 * Requires Amplified Lightning 8 * Requires Arcing 5 * Hits 7 enemies * Damage decreases 15% each hit * Damage (29.5 + 7.40 * CM level) * (2.00 + 0.036 * CM level) GATHERED BOLT: "The mage gradually builds up a massive electrical charge on the ground, causing a tremendous bolt of lightning to crash down, devastating all enemies it hits." * Area of Effect Targets an Enemy or Terrain * Slow Recharge Level 1 * Requires Amplified Lightning 8 * Requires Quickened Casting 1 * Radius 3.5 meters * Damage (70 + 17.5 * CM level) * (1.85 + 0.015 * CM level) Level 2 * Requires Amplified Lightning 10 * Requires Quickened Casting 6 * Requires Arcane Fury 1 * Radius 4 meters * Damage (70 + 17.5 * CM level) * (2.00 + 0.029 * CM level) Level 3 * Requires Amplified Lightning 14 * Requires Quickened Casting 12 * Requires Arcane Fury 6 * Radius 5 meters * Damage (70 + 17.5 * CM level) * (2.5 + 0.036 * CM level) [4.2.6] Nature Mage Skill Tables & Powers ------------------------------------------- NATURAL BOND: "Dryads share an instinctive affinity with all living things. They can cast spells using less of their mana by drawing from the life force of their surroundings. They have also learned to create mana potions from certain plants." * Requires Nature Magic level 1 * Decreases mana cost of spells * Can harvest mana potions - Small potions at skill levels 1 - 4 - Medium potions at skill levels 5 - 8 - Large potions at skill levels 9 - 11 - Super potions at skill levels 12 - 15 - Colossal potions at skill levels 16 - 19 - Twice as many colossal potions at skill level 20 Percentage Decrease in Spell Mana Cost |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 6 | 7 | 34 | 13 | 49 | 19 | 59 | 25 | 63.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 12 | 8 | 37 | 14 | 51 | 20 | 60 | 26 | 64 | |------+------+------+------+------+------+------+------+------+------| | 3 | 17 | 9 | 40 | 15 | 53 | 21 | 61 | 27 | 64.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 22 | 10 | 43 | 16 | 55 | 22 | 62 | 28 | 65 | |------+------+------+------+------+------+------+------+------+------| | 5 | 26 | 11 | 45 | 17 | 57 | 23 | 62.5 | 29 | 65.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 30 | 12 | 47 | 18 | 58 | 24 | 63 | 30 | 66 | |---------------------------------------------------------------------| AQUATIC AFFINITY: "Nature Mages cultivate a shamanistic bond with water, the life blood of the world. They channel its strength for both healing and offense." * Requires Nature Magic level 1 * Increases healing power * Increases ice damage Percentage Increase in Power of Healing Spells |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 24 | 13 | 36 | 19 | 45 | 25 | 51 | |------+------+------+------+------+------+------+------+------+------| | 2 | 9 | 8 | 26 | 14 | 37.5 | 20 | 46 | 26 | 52 | |------+------+------+------+------+------+------+------+------+------| | 3 | 12 | 9 | 28 | 15 | 39 | 21 | 47 | 27 | 53 | |------+------+------+------+------+------+------+------+------+------| | 4 | 15 | 10 | 30 | 16 | 40.5 | 22 | 48 | 28 | 54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 18 | 11 | 32 | 17 | 42 | 23 | 49 | 29 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 21 | 12 | 34 | 18 | 43.5 | 24 | 50 | 30 | 55 | |---------------------------------------------------------------------| Percentage Increase in Damage of Nature Magic Spells |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 5 | 7 | 22 | 13 | 31 | 19 | 37 | 25 | 41.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 9 | 8 | 24 | 14 | 32 | 20 | 38 | 26 | 42 | |------+------+------+------+------+------+------+------+------+------| | 3 | 13 | 9 | 25.5 | 15 | 33 | 21 | 39 | 27 | 42.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 16 | 10 | 27 | 16 | 34 | 22 | 40 | 28 | 43 | |------+------+------+------+------+------+------+------+------+------| | 5 | 18 | 11 | 28.5 | 17 | 35 | 23 | 40.5 | 29 | 43.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 20 | 12 | 30 | 18 | 36 | 24 | 41 | 30 | 44 | |---------------------------------------------------------------------| SUMMON FORTITUDE: "Dryad summoners are taught to respect the companions they call and are constantly developing methods to increase their creatures' ability to survive in combat." * Requires Nature Magic level 5 * Increases summoned creature's health Percentage Increase in Summons Max Health |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 12 | 7 | 55 | 13 | 79 | 19 | 95 | 25 | 105 | |------+------+------+------+------+------+------+------+------+------| | 2 | 22 | 8 | 60 | 14 | 82 | 20 | 97 | 26 | 106 | |------+------+------+------+------+------+------+------+------+------| | 3 | 30 | 9 | 65 | 15 | 85 | 21 | 99 | 27 | 107 | |------+------+------+------+------+------+------+------+------+------| | 4 | 37 | 10 | 69 | 16 | 88 | 22 | 101 | 28 | 108 | |------+------+------+------+------+------+------+------+------+------| | 5 | 44 | 11 | 73 | 17 | 91 | 23 | 103 | 29 | 109 | |------+------+------+------+------+------+------+------+------+------| | 6 | 50 | 12 | 76 | 18 | 93 | 24 | 104 | 30 | 110 | |---------------------------------------------------------------------| ENVELOPING EMBRACE: "The essence of hardwoods and vines, known for their ability to endure, is often invoked by empathic mages who wish to strengthen their protective Embrace spells, which protect their party in battle." * Requires Nature Magic level 5 * Increases Embrace spell power and duration Percentage Increase in Embrace Spell Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 18 | 7 | 82 | 13 | 124 | 19 | 145 | 25 | 159 | |------+------+------+------+------+------+------+------+------+------| | 2 | 32 | 8 | 90 | 14 | 128 | 20 | 148 | 26 | 161 | |------+------+------+------+------+------+------+------+------+------| | 3 | 44 | 9 | 98 | 15 | 132 | 21 | 151 | 27 | 162 | |------+------+------+------+------+------+------+------+------+------| | 4 | 54 | 10 | 106 | 16 | 136 | 22 | 153 | 28 | 163 | |------+------+------+------+------+------+------+------+------+------| | 5 | 64 | 11 | 112 | 17 | 139 | 23 | 155 | 29 | 164 | |------+------+------+------+------+------+------+------+------+------| | 6 | 74 | 12 | 118 | 18 | 142 | 24 | 157 | 30 | 165 | |---------------------------------------------------------------------| Percentage Increase in Embrace Spell Duration |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 26 | 7 | 110 | 13 | 158 | 19 | 188 | 25 | 204 | |------+------+------+------+------+------+------+------+------+------| | 2 | 46 | 8 | 120 | 14 | 164 | 20 | 191 | 26 | 206 | |------+------+------+------+------+------+------+------+------+------| | 3 | 62 | 9 | 130 | 15 | 170 | 21 | 194 | 27 | 207 | |------+------+------+------+------+------+------+------+------+------| | 4 | 76 | 10 | 138 | 16 | 176 | 22 | 197 | 28 | 208 | |------+------+------+------+------+------+------+------+------+------| | 5 | 88 | 11 | 146 | 17 | 180 | 23 | 200 | 29 | 209 | |------+------+------+------+------+------+------+------+------+------| | 6 | 100 | 12 | 152 | 18 | 184 | 24 | 202 | 30 | 210 | |---------------------------------------------------------------------| ARCTIC MASTERY: "Rimen the White spent half his life in self-imposed exile in the frozen north. He learned ways to combine water and air magic to make all manner of ice do his bidding." * Requires Nature Magic level 5 * Requires Aquatic Affinity level 1 * Increases ice magic damage Percentage Increase in Damage of Ice Spells |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 8 | 7 | 33 | 13 | 49 | 19 | 58 | 25 | 63.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 14 | 8 | 36 | 14 | 51 | 20 | 59 | 26 | 64 | |------+------+------+------+------+------+------+------+------+------| | 3 | 19 | 9 | 39 | 15 | 53 | 21 | 60 | 27 | 64.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 23 | 10 | 42 | 16 | 55 | 22 | 61 | 28 | 65 | |------+------+------+------+------+------+------+------+------+------| | 5 | 27 | 11 | 45 | 17 | 56 | 23 | 62 | 29 | 65.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 30 | 12 | 47 | 18 | 57 | 24 | 63 | 30 | 66 | |---------------------------------------------------------------------| SUMMON MIGHT: "Elves discovered that magic could be woven around the teeth and claws of summoned creatures to create an effect not unlike the tempering of steel. Though short-lived, it proved quite effective." * Requires Nature Magic level 12 * Requires Summon Fortitude level 1 * Increases summoned creature damage per second Percentage Increase in Summons DPS |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 18 | 7 | 80 | 13 | 122 | 19 | 146 | 25 | 155 | |------+------+------+------+------+------+------+------+------+------| | 2 | 33 | 8 | 88 | 14 | 127 | 20 | 148 | 26 | 156 | |------+------+------+------+------+------+------+------+------+------| | 3 | 45 | 9 | 96 | 15 | 132 | 21 | 150 | 27 | 157 | |------+------+------+------+------+------+------+------+------+------| | 4 | 55 | 10 | 103 | 16 | 136 | 22 | 152 | 28 | 158 | |------+------+------+------+------+------+------+------+------+------| | 5 | 64 | 11 | 110 | 17 | 140 | 23 | 153 | 29 | 159 | |------+------+------+------+------+------+------+------+------+------| | 6 | 72 | 12 | 116 | 18 | 143 | 24 | 154 | 30 | 160 | |---------------------------------------------------------------------| FERAL WRATH: "The dangerous, wild essence of thorns, nettles, and cacti can be harnessed by skilled mages to magnify the potency of their offensive Wrath enchantments, which increase their party's strength." * Requires Nature Magic level 12 * Requires Enveloping Embrace level 1 * Increases Wrath spell power and duration Percentage Increase in Wrath Spell Power |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 18 | 7 | 82 | 13 | 124 | 19 | 145 | 25 | 159 | |------+------+------+------+------+------+------+------+------+------| | 2 | 32 | 8 | 90 | 14 | 128 | 20 | 148 | 26 | 161 | |------+------+------+------+------+------+------+------+------+------| | 3 | 44 | 9 | 98 | 15 | 132 | 21 | 151 | 27 | 162 | |------+------+------+------+------+------+------+------+------+------| | 4 | 54 | 10 | 106 | 16 | 136 | 22 | 153 | 28 | 163 | |------+------+------+------+------+------+------+------+------+------| | 5 | 64 | 11 | 112 | 17 | 139 | 23 | 155 | 29 | 164 | |------+------+------+------+------+------+------+------+------+------| | 6 | 74 | 12 | 118 | 18 | 142 | 24 | 157 | 30 | 165 | |---------------------------------------------------------------------| Percentage Increase in Wrath Spell Duration |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 26 | 7 | 110 | 13 | 158 | 19 | 188 | 25 | 204 | |------+------+------+------+------+------+------+------+------+------| | 2 | 46 | 8 | 120 | 14 | 164 | 20 | 191 | 26 | 206 | |------+------+------+------+------+------+------+------+------+------| | 3 | 62 | 9 | 130 | 15 | 170 | 21 | 194 | 27 | 207 | |------+------+------+------+------+------+------+------+------+------| | 4 | 76 | 10 | 138 | 16 | 176 | 22 | 197 | 28 | 208 | |------+------+------+------+------+------+------+------+------+------| | 5 | 88 | 11 | 146 | 17 | 180 | 23 | 200 | 29 | 209 | |------+------+------+------+------+------+------+------+------+------| | 6 | 100 | 12 | 152 | 18 | 184 | 24 | 202 | 30 | 210 | |---------------------------------------------------------------------| NURTURING GIFT: "Shamans that focus on the restorative arts can eventually wield healing magic that is nothing short of miraculous in its effectiveness." * Requires Nature Magic level 12 * Requires Aquatic Affinity level 1 * Increases healing magic power Percentage Increase in Power of Healing Spells |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 7 | 7 | 40 | 13 | 70 | 19 | 92 | 25 | 105 | |------+------+------+------+------+------+------+------+------+------| | 2 | 13 | 8 | 45 | 14 | 75 | 20 | 95 | 26 | 106 | |------+------+------+------+------+------+------+------+------+------| | 3 | 19 | 9 | 50 | 15 | 79 | 21 | 97 | 27 | 107 | |------+------+------+------+------+------+------+------+------+------| | 4 | 25 | 10 | 55 | 16 | 83 | 22 | 99 | 28 | 108 | |------+------+------+------+------+------+------+------+------+------| | 5 | 30 | 11 | 60 | 17 | 86 | 23 | 101 | 29 | 109 | |------+------+------+------+------+------+------+------+------+------| | 6 | 35 | 12 | 65 | 18 | 89 | 24 | 103 | 30 | 110 | |---------------------------------------------------------------------| ARCANE RENEWAL: "Through study and meditation, Nature Mages can draw on reserves normally out of reach. This increased flow of energy revitalizes the mage and restores his most powerful abilities." * Requires Nature Magic level 24 * Requires Natural Bond level 1 * Increases the recovery rate of combat and nature magic powers Percentage Increase in Magic Power Recovery Rate |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 3 | 7 | 12 | 13 | 17.5 | 19 | 20.5 | 25 | 23.3 | |------+------+------+------+------+------+------+------+------+------| | 2 | 5 | 8 | 13 | 14 | 18 | 20 | 21 | 26 | 23.7 | |------+------+------+------+------+------+------+------+------+------| | 3 | 6.5 | 9 | 14 | 15 | 18.5 | 21 | 21.5 | 27 | 24.1 | |------+------+------+------+------+------+------+------+------+------| | 4 | 8 | 10 | 15 | 16 | 19 | 22 | 22 | 28 | 24.4 | |------+------+------+------+------+------+------+------+------+------| | 5 | 9.5 | 11 | 16 | 17 | 19.5 | 23 | 22.5 | 29 | 24.7 | |------+------+------+------+------+------+------+------+------+------| | 6 | 11 | 12 | 17 | 18 | 20 | 24 | 22.9 | 30 | 25 | |---------------------------------------------------------------------| FREEZING: "The ice magic of Nature Mages can be honed to freeze the moisture in the air around their enemies into immobilizing blocks of ice." * Requires Nature Magic level 24 * Requires Arctic Mastery level 1 * Gives chance to freeze enemies Percentage Chance to Freeze Target |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 4 | 7 | 16 | 13 | 23 | 19 | 27.5 | 25 | 30.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 7 | 8 | 17.5 | 14 | 23.75| 20 | 28 | 26 | 31 | |------+------+------+------+------+------+------+------+------+------| | 3 | 9 | 9 | 19 | 15 | 24.5 | 21 | 28.5 | 27 | 31.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 11 | 10 | 20 | 16 | 25.25| 22 | 29 | 28 | 32 | |------+------+------+------+------+------+------+------+------+------| | 5 | 13 | 11 | 21 | 17 | 26 | 23 | 29.5 | 29 | 32.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 14.5 | 12 | 22 | 18 | 26.75| 24 | 30 | 30 | 33 | |---------------------------------------------------------------------| Frozen Duration (in Seconds) |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 1 | 7 | 1 | 13 | 1.25 | 19 | 1.5 | 25 | 1.75 | |------+------+------+------+------+------+------+------+------+------| | 2 | 1 | 8 | 1.25 | 14 | 1.5 | 20 | 1.75 | 26 | 2 | |------+------+------+------+------+------+------+------+------+------| | 3 | 1 | 9 | 1.25 | 15 | 1.5 | 21 | 1.75 | 27 | 2 | |------+------+------+------+------+------+------+------+------+------| | 4 | 1 | 10 | 1.25 | 16 | 1.5 | 22 | 1.75 | 28 | 2 | |------+------+------+------+------+------+------+------+------+------| | 5 | 1 | 11 | 1.25 | 17 | 1.5 | 23 | 1.75 | 29 | 2 | |------+------+------+------+------+------+------+------+------+------| | 6 | 1 | 12 | 1.25 | 18 | 1.5 | 24 | 1.75 | 30 | 2 | |---------------------------------------------------------------------| SUMMON BOND: "The bond between the mage and a summoned creature can be strengthened to the point that the creature will trade its own life force to absorb damage dealt to the mage who called it." * Requires Nature Magic level 36 * Requires Summon Might level 1 * Transfers injuries suffered by the mage to a summoned creature Percentage of Damage done to Mage Transferred to Summons |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 9 | 7 | 36 | 13 | 52 | 19 | 63 | 25 | 70.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 16 | 8 | 39 | 14 | 54 | 20 | 64.5 | 26 | 71 | |------+------+------+------+------+------+------+------+------+------| | 3 | 21 | 9 | 42 | 15 | 56 | 21 | 66 | 27 | 71.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 26 | 10 | 44.5 | 16 | 58 | 22 | 67.5 | 28 | 72 | |------+------+------+------+------+------+------+------+------+------| | 5 | 30 | 11 | 47 | 17 | 60 | 23 | 68.5 | 29 | 72.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 33 | 12 | 49.5 | 18 | 61.5 | 24 | 69.5 | 30 | 73 | |---------------------------------------------------------------------| ABSORPTION: "Nature Mages of legend were so attuned to magical energy that they could absorb a portion of magical attacks and use it to restore their mana. It is said the Dryads still hold this secret." * Requires Nature Magic level 36 * Requires Nurturing Gift level 1 * Absorbs magic damage and transfers some to mana Percentage of Magic Damage Absorbed |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 8 | 7 | 42 | 13 | 63 | 19 | 76 | 25 | 82 | |------+------+------+------+------+------+------+------+------+------| | 2 | 15 | 8 | 46 | 14 | 65.5 | 20 | 77 | 26 | 83 | |------+------+------+------+------+------+------+------+------+------| | 3 | 22 | 9 | 50 | 15 | 68 | 21 | 78 | 27 | 83.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 28 | 10 | 54 | 16 | 70 | 22 | 79 | 28 | 84 | |------+------+------+------+------+------+------+------+------+------| | 5 | 33 | 11 | 57 | 17 | 72 | 23 | 80 | 29 | 84.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 38 | 12 | 60 | 18 | 74 | 24 | 81 | 30 | 85 | |---------------------------------------------------------------------| Percentage of Magic Damage Added to Mana |---------------------------------------------------------------------| |Level |Value |Level |Value |Level |Value |Level |Value |Level |Value | |------+------+------+------+------+------+------+------+------+------| | 1 | 8 | 7 | 31 | 13 | 43 | 19 | 49.5 | 25 | 52.5 | |------+------+------+------+------+------+------+------+------+------| | 2 | 14 | 8 | 33.5 | 14 | 44.5 | 20 | 50 | 26 | 53 | |------+------+------+------+------+------+------+------+------+------| | 3 | 18 | 9 | 36 | 15 | 46 | 21 | 50.5 | 27 | 53.5 | |------+------+------+------+------+------+------+------+------+------| | 4 | 22 | 10 | 38 | 16 | 47 | 22 | 51 | 28 | 54 | |------+------+------+------+------+------+------+------+------+------| | 5 | 25.5 | 11 | 40 | 17 | 48 | 23 | 51.5 | 29 | 54.5 | |------+------+------+------+------+------+------+------+------+------| | 6 | 28.5 | 12 | 41.5 | 18 | 49 | 24 | 52 | 30 | 55 | |---------------------------------------------------------------------| GRAVITY STONE: "The mage summons a monolithic stone of such density that its gravitational force pulls enemy creatures toward it and holds them in place until it collapses under itself." * Area of Effect Targets an Enemy or Terrain * Normal Recharge * Range 10 meters Level 1 * Requires Natural Bond 1 * Radius 4 meters * Duration 4 seconds Level 2 * Requires Natural Bond 5 * Radius 5 meters * Duration 5 seconds Level 3 * Requires Natural Bond 8 * Requires Arcane Renewal 6 * Radius 6 meters * Duration 6 seconds ICICLE BLAST: "A deadly attack inspired by the North Dragon's breath, Icicle Blast launches shards of ice from the caster's fingers in a fan of destruction, knocking enemies back and blasting them with cold." * Cone Effect Targets an Enemy or Terrain * Normal Recharge * Range 10 meters Level 1 * Requires Aquatic Affinity 2 * Damage (56 + 14 * NM level) * (0.82 + 0.015 * NM level) Level 2 * Requires Aquatic Affinity 5 * Requires Arctic Mastery 5 * Damage (56 + 14 * NM level) * (1.3 + 0.029 * NM level) Level 3 * Requires Aquatic Affinity 10 * Requires Arctic Mastery 10 * Requires Freezing 8 * Damage (56 + 14 * NM level) * (2.0 + 0.036 * NM level) CIRCLE OF FROST: "Circle of Frost banishes all heat from an area. The ground cracks as moisture turns to ice, the very air freezes, and any creature unlucky enough to be caught in the circle is frozen until it thaws." * Area of Effect Targets an Enemy or Terrain * Slow Recharge * Range 9 meters Level 1 * Requires Natural Bond 5 * Requires Arctic Mastery 8 * Requires Freezing 1 * Duration 12 seconds * Radius 3.5 meters * Damage (13.3 + 3.3 * NM level) * (2.0 + 0.015 * NM level) Level 2 * Requires Natural Bond 6 * Requires Arctic Mastery 10 * Requires Freezing 6 * Duration 15 seconds * Radius 4 meters * Damage (13.3 + 3.3 * NM level) * (2.0 + 0.029 * NM level) Level 3 * Requires Natural Bond 8 * Requires Arctic Mastery 12 * Requires Freezing 12 * Duration 18 seconds * Radius 4.5 meters * Damage (13.3 + 3.3 * NM level) * (2.5 + 0.036 * NM level) SUMMON PROVOKE: "With an Agallan rhyme, the mage provokes enemies around himself to focus their wrath upon his summoned creature. Once provoked, monsters won't always respond to additional provocation." * Can only be used when mage has summoned a creature * Automatically Provokes Enemies around Caster * Very Fast Recharge Level 1 * Requires Summon Fortitude 3 * Requires Summon Might 1 * Radius 6 meters Level 2 * Requires Summon Fortitude 7 * Requires Summon Might 4 * Radius 7 meters Level 3 * Requires Summon Fortitude 12 * Requires Summon Might 6 * Requires Summon Bond 6 * Radius 8 meters AETHER BLAST: "Aether Blast channels a spike of magical energy through the mage's link with his summoned creature, creating a devastating explosion. The more powerful the creature, the more deadly the blast." * Can only be used when mage has summoned a creature * Automatically Blasts Enemies around Summoned Creature * Normal Recharge Level 1 * Summon Might 8 * Requires Arcane Renewal 1 * Blast radius 3.5 meters * Stun time 5 seconds * Damage (240 + 1.8 * NM level) Level 2 * Summon Might 10 * Requires Arcane Renewal 6 * Requires Summon Bond 2 * Blast radius 4 meters * Stun time 5 seconds * Damage (240 + 3.5 * NM level) Level 3 * Summon Might 14 * Requires Arcane Renewal 8 * Requires Summon Bond 12 * Blast radius 5 meters * Stun time 5 seconds * Damage (350 + 4.3 * NM level) INVULNERABILITY: "The most powerful defensive magic a Nature Mage can possess, Invulnerability protects the party so completely that no physical or magical attack can harm them." * Automatically Protects All Nearby Allies * Slow Recharge Level 1 * Requires Enveloping Embrace 1 * Duration 6 seconds Level 2 * Requires Enveloping Embrace 6 * Requires Nurturing Gift 4 * Duration 8 seconds Level 3 * Requires Enveloping Embrace 12 * Requires Nurturing Gift 8 * Requires Arcane Renewal 6 * Duration 12 seconds GLACIAL AURA: "Nature Mages of frozen mountains can focus glacial power around themselves, creating an aura that emits waves of frost that damage and briefly freeze any enemies who draw near." * Automatically Enhances Self * Slow Recharge * Radius 2 meters Level 1 * Requires Feral Wrath 8 * Requires Freezing 4 * Aura duration 10 seconds * Freeze duration 4 seconds * Damage (2.6 + 0.65 * NM level) * (2.0 + 0.015 * NM level) Level 2 * Requires Feral Wrath 12 * Requires Freezing 12 * Requires Absorption 6 * Aura duration 12 seconds * Freeze duration 5 seconds * Damage (2.2 + 0.54 * NM level) * (2.6 + 0.029 * NM level) Level 3 * Requires Feral Wrath 14 * Requires Freezing 15 * Requires Absorption 12 * Aura duration 15 seconds * Freeze duration 6 seconds * Damage (1.7 + 0.44 * NM level) * (2.9 + 0.036 * NM level) __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [5] COMPANIONS ) \__ \___________________________________________________ / |,-' ============== [5.1] Henchmen ============== If you carry any of the DS2 henchmen with you forward to Broken World, they come through unchanged. (Assuming you can get them out of the Inn.) If you don't bring the DS2 henchmen with you, they will be hanging around the Dryad Outpost with the class levels indicated below. Each has eight unspent skill points; but, that's a moot point since a quick visit to Trainer Vireni will allow you to re-allocate their skill points as you desire. The class levels listed here are for Mercenary difficulty, they will be appropriately higher when playing Veteran and Elite. All these characters, assuming they are not stored at the Inn, will be found in the Dryad Outpost. * Amren: Elf, level 39 Sharpshooter (ranged 39) -> Northeast section of the Outpost, on a bluff behind the arcanist * Deru: Dryad, level 39 Grand Mage (ranged 2, nature magic 39) -> Practicing near the trainer on the east side of the bridge * Eva: Human, level 39 Knight (melee 39) -> Running around in the southeast section of the Outpost * Finala: Elf, level 39 Sorceress (combat magic 39) -> Playing on the bridge * Lothar: Half-Giant, level 39 Sorcerer (melee 2, combat magic 39) -> Sitting near the south gate * Sartan: Half-Giant, level 39 Knight (melee 39) -> Talking to Vix, near Burk in the southeast section of the Outpost * Taar: Dryad, level 39 Grand Mage (nature magic 39) -> Next to the pet seller in the northeast section of the Outpost * Vix: Human, level 39 Sharpshooter (ranged 39) -> Talking to Sartan, near Burk in the southeast section of the Outpost Broken World adds three new henchmen; all require you embark on a quest before you can hire them. All three will stay in the spot you first encounter them if you turn them down when they offer to join. * Celeb'hel: Elf, level 45 Sorcerer (combat magic 45) Celeb'hel waits at a Ruined Shrine not far south of the Calennor Stronghold entrance. When you complete the Part 2 secondary quest, "Celeb'hel", he offers to join up (assuming you don't cause him to assume Campbell's(tm) Chunky Soup status). * Ressa: Elf, level 43 Assassin (ranged 39, combat magic 31) Ressa is at a campsite just south of Aman'lu. Before she will join up, you have to complete her secondary quest "Questionable Methods". * Yoren: Dwarf, level 40 Preserver (melee 36, nature magic 29) Yoren is in the Dryad Outpost, not far from your starting point, near Burk. He initiates the "Hunt for the Lost Dwarves" secondary quest. When you find the clue to the lost dwarves, he offers to join your party and you must have him in your party to complete the quest. ========== [5.2] Pets ========== Broken World adds two new pets. These pets are immediately available from the pet seller in the Dryad Outpost at the beginning of the game. All other pets are also available from the dryad pet seller. Kohl Beast ------------ Cost: 5,000 gold Class: Melee Weapon: Claw Slash Spell: n/a Power: Flurry; Increases attack speed and damage of kohl beast for 4 seconds; Normal recharge Emanation: Deadly Strike; increases frequency and damage of melee and ranged critical hits Acquired: From the pet seller in the Dryad Outpost Level Req: Baby - 40, Fledgling - 42, Juvenile - 44, Adolescent - 46, Young Adult - 48, Mature - 50 The kohl beast is a good choice for a melee/ranged heavy party for its emanation. It's also a pretty good fighter, but doesn't offer much beyond that to mages. Pack Ram ---------- Cost: 4,000 gold Class: Melee Weapon: Kick Spell: n/a Power: Earthquake; sends out waves of force that damage and stun enemies; Slow recharge Emanation: Determination; increases party max health and strength Acquired: From the pet seller in the Dryad Outpost Level Req: Baby - 40, Fledgling - 42, Juvenile - 44, Adolescent - 46, Young Adult - 48, Mature - 50 The pack ram is an alternate for the pack mule. It gets one extra page of inventory at the Adolescent stage. Compared to the mule, you get a pack animal with a more useful emanation and power, but less overall storage space. __ ___________________________________________________|'-, __________/____/ \ @_/_/_/_/_| ____ [6] VERSION HISTORY & CREDITS ) \__ \___________________________________________________ / |,-' v1.11 2006-09-16 - Fixed a few errors v1.10 2006-09-13 - Updated item lists with level requirements, armor ratings and damage figures - Added a book list - Added locations of DS2 henchmen in the Outpost - Added more boss strategies - Spellcheck and general clean-up v1.01 2006-08-21 - Several people pointed out I left Celeb'hel's quest incomplete. Whoops. Filled that in and also corrected the second outcome (giving him the soulstones) thanks to Asteron. v1.00 2006-08-18 - First published version Special Thanks To: -------------------- * Ginasue1 of GameFAQs for helping me find the last couple of things I needed to fully complete the game. (Namely the mana-infused stone for Mage Nari and the purple and yellow stones in the Calennor Stronghold.) * Asteron of GameFAQs corrected the outcome for the Celeb'hel quest where, if you give him the soulstones, he blows himself to bits. Written & Copyright 2006 by Barry Scott Will This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.5/