Avernum 5 (walkthrough)


Avernum 5

FAQ/Walkthrough

Version 0.5
 
By Matt Pasek
Email: Elementalizard@aol.com

Avernum 5 (A5) is the fifth game in the Avernum series.  A5 builds on the 
technical capabilities of A4 with a hugely improved plot, fascinating new land 
to explore, and improved strategic aspects.  Major technical/strategic changes 
from A4 to A5 include:
 
A new inventory system.  No longer are you weighed down by all the stuff in 
your backpack.  Now your character's encumbrance is decided solely on what 
your character is wearing (presumably your character can drop the backpack 
with 40 tons of iron prior to fighting).  This de-emphasizes the importance of 
strength for wizards, and allows you to carry more stackable items as desired.

New combat movement.  A5 uses the Geneforge 4 combat system, which means that 
your characters can attack with 1 AP left.  This allows for some intriguing 
strategic options, most notably the ability to shuffle characters around mid-
fight.  For instance, if your bowman is your first character (since they tend 
to be the fastest at the beginning), your bowman can move your melee fighter 
forward one to three spaces as necessary.  For instance, if you are trying to 
get to a Monster M with Bowman B and Fighter F:

.F.
.B.
...
...
.M.

Do the following:
.B.   ...   ...   ...
.F.   .FB   .F.   .B.
... > ... > .B. > .F.
...   ...   ...   ...
.M.   .M.   .M.   .M.
until you reach your foe.  This becomes especially important when you get the 
haste spell, as it may mean you can attack twice instead of just once.

New battle techniques.  There are now eight battle techniques available for 
your characters to use (detailed further below).  All give significant 
bonuses, and can be very useful when used tactically.  Also, it is now more 
useful for mages/priests to add some points to bows and melee so as to access 
a few of these skills to boost spell damage.  

Boats!  Elevation!  A few new, really cool items are elevation (making forts 
look really cool) and boats, which really help add to the "Frontier" 
perspective of A5.

Bold story- you now have several choices to make, and are no longer stuck in 
the save-the-underworld mentality.

Lots of new monsters + a whole new area to explore.  You will see all of 1-2 
areas that may be familiar from A4, but otherwise everything is all new.  The 
monsters are also very imaginative, including several boss fights.

Table of Contents:
1. Miscellaneous Info
2. Skills Guide
3. Spells Guide & Battle Disciplines
4. Traits 
5. Walkthrough
6. Item Overview
7. Spell Teachers, Skill Trainers and freebies
8. General Strategy
9. Munchkin Guide

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                         1.  Miscellaneous Info
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The following is a list of important tidbits for things you should pick up and 
take with you on your travels through Avernum.  Pick up these items throughout 
your quest, as well as any item worth anything to sell.  Money is scarce in 
the game.

Quest and job items: 
   20 Parchment 
   All mined Crystals
   9 Sentinel Power Stone 
   25 Chitrach Claw
   8 Chitrach Husks 
   Fishing Pole 
   Pipe 
   Potted Plant 
   Scissors 
   Vase
 
Crafting Items:
   All Herbs 
   Focusing Crystals 
   Fine Leather 
   Fine Steel

Rare Items: 
   Eyestalks  
   Mandrake Tincture 
   Demon Bile 

A few:
   Gold Necklace 
   Platinum Ring 
   Sticks     
   Emeralds    > for wands
   Rubies     /

Also, you will rapidly get the ability to travel via the pylons.  The 
following is a list of their locations:
 
 Pylons:
Blackchasm Outpost (00)
New Harston (03)
Shanker's Tower (19)
Gladwell's Keep (23)
Harkin's Landing (38)
Exodus (43)
Tranquility (58)
Anama Lands (66)
Highground (82)
Muck (90)
Vahnatai Lands (A4)
Melanchion's Keep (B8)

ALWAYS GET JOBS FROM JOB BOARDS AS YOUR FIRST ACTIVITY WHEN YOU REACH A NEW 
AREA!
If you don't you may end up with uncompleted quests, especially with quests 
like "Collect item Q from enemy Z".  
 

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                         2.  Skills Guide
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Main Stats:
   Strength (Str): Strength affects the amount of damage you do in melee, the 
amount you can wear as armor (without losing APs), and your stun resistance.  
An average character will want about 6 points total to wear nice armor, and a 
melee fighter will probably want 8 points to access some of the better skills 
available.

   Dexterity (Dex): Dexterity increases your To Hit (TH) percentage with all 
weapons, your attacking order in combat, and your dodging ability.  It's also 
a major prerequisite for several special skills.  Aim for about eight points, 
that's all you'll need.  

   Intelligence (Int): Intelligence affects the amount of spell points (SP) 
you have, and your mental resistance.  Magic users will want about 8 points to 
be able to cast a bunch of spells and to access magery and other key skills.  
Melee fighters can probably ignore this skill, although they may want to 
invest a few to access Anatomy, which is a lot easier to get to than previous 
Avernums.

   Endurance (End): Endurance affects your hit points (HP), and your poison 
and acid resistances.  This skill is a bit more necessary than A4 because HP 
are more necessary.  Also, Magical Efficiency is a lot more powerful, so it's 
probably worth try to get a decent amount of these points even for magic 
users.


Combat Stats:
   Melee Weapons (MW): Melee weapons affects the amount of damage you do with 
melee weapons (daggers & swords), your To Hit percentage (TH) with these 
weapons, and increases the number of battle disciplines you can use.  Melee 
fighters (even pole weapon users) will want six points in this skill to get 
access to Blademaster.  For magic users, you may want to buy three points here 
to get some of the nicer battle disciplines, but otherwise ignore this 
ability.
 
   Pole Weapons (PW): Pole weapons affects the amount of damage you do with 
pole weapons (spears & halberds), your To Hit percentage (TH) with these 
weapons, and increases the number of battle disciplines you can use.  Melee 
fighters (including sword users) will want six points in this skill to access 
Blademaster.  As before, magic users may want to buy three points to get some 
of the nicer battle disciplines, but otherwise will probably want to ignore 
this ability.  There tend to be fewer, but more powerful pole weapons than 
melee weapons.

   Bows (Bow): Bows affects the amount of damage you do with bows (bows & 
longbows), your To Hit percentage (TH) with these weapons, and increases the 
number of battle disciplines you can use, though at half the rate of MW and 
PW.  There are a lot of really nice bows, and though they tend to be less 
powerful than thrown weapons, they have better side bonuses.  Also, they weigh 
a lot less, and you don't need to carry around a large selection of them.  
Pretty much everyone should try to get a few points in this skill, unless 
they're using thrown missiles exclusively.
 
   Thrown Missile (TM): Thrown missiles affects the amount of damage you do 
with thrown weapons (javelins & razordisks), your To Hit percentage (TH) with 
these weapons, and increases the number of battle disciplines you can use, 
though at half the rate of MW and PW.  Thrown weapons are the most powerful 
weapons available, but are limited in number.  I tend to have 1 character 
devoted exclusively to these weapons, usually a mage.  Note that these can 
also be quite heavy.  
 
   Quick Action (QA): Quick action gives you a chance of having two attacks in 
a single round and increases your turn order in battle.  It's not an 
especially powerful skill, since you don't get a large chance to double-hit, 
but it's not bad to invest 3-4 points in since it's fairly cheap.  It's also 
an easy way to increase your turn order.


Magic Stats:
   Mage Spells (MS): This skill increases the damage you do with your mage 
spells, and the number of mage spells you have access to.  If you're going to 
cast magic spells, this is your skill.  Eighteen points is all you'll ever 
need, and if you have the natural mage trait, you'll get an extra point every 
five levels or so.  Add about 13 points to this skill for your mage, and 
that's about all you'll need.  This skill is a bit more expensive than priest 
spells but gives access to better spells.  DON'T INVEST HERE IF YOU WANT TO 
JOIN THE ANAMA!
 
   Priest Spells (PS): This skill increases the damage you do with your priest 
spells, and the number of priest spells you have access to.  If you're going 
to cast holy spells, this is your skill.  Eighteen points is all you'll ever 
need, and if you have the pure spirit trait, you'll get an extra point every 
five levels or so.  Add about 13 points to this skill for your priest, and 
that's about all you'll need.  This skill is cheaper than mage spells but 
doesn't have as good of spells.

   Arcane Lore (AL): Arcane lore increases your ability to read books (giving 
new spells) and increases your mental resistance.  Everyone should probably 
try to get about four points in this skill so that you won't be upset when you 
run across a book you can't use.  The mental resistance is a nice icing on the 
cake.  

   Spellcraft (SC): Spellcraft increases the damage and duration of your 
spells.  All magic users should increase this skill, though probably after 
buying a few points in it from Shanker.  Magery is similar to this skill but 
more expensive.  


General Stats:
   Hardiness (Hard): Hardiness increases your armor and resistances.  It is a 
cheap and effective skill.  Buy at least 2 points for everyone, 4 if you've 
got a few points (or brews or crystals) to spare.   This skill is a precursor 
to resistance.  The only resistances it doesn't increase are mental and stun 
resistances.
 
  Defense (Def): Defense decreases your likelihood of being hit.  It's 
relatively cheap and inexpensive.  It is the precursor to the quite useful 
skill parry, and riposte.  Definitely buy 6 points for all your fighters so as 
too access parry.

  Tool Use (TU): Tool use affects your ability to disarm traps and open doors 
(as well as a few special encounters).  A maximum of 15 is all that's needed 
for 98% of things, 17 will open nearly everything (especially when you equip 
the two tinker items).  Only one character need acquire this, and I'd 
recommend giving said character the "Nimble Fingers" trait as well.  I'd 
recommend about 8 points for Chapter 1, 10 for Chapter 2, 12 for Chapter 3, 
and 15 from then on (which means add about 8-10 points for a character with 
Nimble Fingers).  
 
  First Aid (FA): First aid affects how many HP and SP you gain after 
successfully killing something.  This is a useful, cheap skill that can help 
delay your need to go back to town.  I'd recommend buying at least 2 points 
for everyone early.  Increase to 4 when you have the spare points.
 
  Nature Lore (NL): Nature Lore affects your ability to calm wild animals and 
to find caches, and is used for a few special encounters.  Buy 2 points for 
everyone at the start of the game, then set 4-6 skill points in reserve for 
the occasion later when you can't get a cache (by about chapter 3 you will 
need to add a few more points).  

  Luck: Affects pretty much everything, including resistances, armor, dodging 
ability, and probably damaging ability.  Expensive though, and I might 
recommend holding onto your points until you find the late-game trainer for at 
least some of your party.  Maybe add 1 point for everyone to increase 
survivability.


Special Skills:
Key:
(initial skill point cost) Name: Requisite 1 (cost of requisite when requisite 
is reached) + Requisite 2 (cost of requisite when requisite is reached): 
Description.

  Note that special skills have requisites before you can train in them.  You 
can buy points, get quest rewards, get them through traits or as racial bonus, 
or equip items to get points in these skill, but can only train in these 
skills once you have reached the requisites.  Additionally, the requisites 
must be reached through training or buying points in the requisites- they do 
not include other bonuses (whether through traits, quest rewards, or 
equipment).  Thus you must reach the point where the skill starts to cost X 
points, where X is the number to the right of the skill.  This will help 
clarify what you need, and explains why you might have 10 points in dexterity 
and still not access some of these skills- equipment, quest, and racial/trait 
bonuses do not count.  

(3) Quick Strike (QS): 6 Dexterity (starts to cost 8) + 6 Melee or Pole 
(starts to cost 7): Quick strike will give you a slight chance of getting 
bonus movement points in a given round.  If you invest heavily here you get a 
chance for getting even more AP.  One of my favorite skills, well worth trying 
to get for all fighters. 

(3) Parry (Par): 6 Dexterity (starts to cost 8) + 6 Defense (starts to cost 
5): Parry gives you a slight chance of blocking an attack completely (about 3% 
per point invested).  A good skill for fighters, and a prerequisite for 
riposte.  Worth trying to get for fighters. 

(5) Blademaster (Blm): 6 Melee (starts to cost 7) + 6 pole (starts to cost 7) 
+ 6 Strength (starts to cost 8)- Increases you to hit% and your damage done 
with melee weapons.  Also decreases your fatigue time so you can use battle 
techniques more frequently.  A prerequisite for the top tier abilities Lethal 
Blow and Riposte.  Worth getting for devoted fighters as you'll be able to 
burn through battle techniques with this skill. 

(4) Anatomy (Anat): 4 Intelligence (starts to cost 7) + 8 Melee or Pole 
(starts to cost 8): Gives a bonus to your first aid recovery, and gives a 
damage bonus when fighting against humanoids.  This skill is a whole lot 
cheaper than it has been in previous Avernum games, and is worthwhile for 
fighters and/or priests.  Buy points in this skill first though.  This skill 
is a prerequisite for Lethal Blow. 

(4) Gymnastics (Gym): 8 Dexterity (starts to cost 9) + 6 Strength (starts to 
cost 8): Increases your attack order and decreases your likelihood of being 
hit.  Not too bad, and you can get it pretty easily.  I recommend training in 
this skill first though.

Pathfinder:  Pathfinder affects your resistance to acid and poison.  It's 
cheap but untrainable, and no items seem to offer it.  Go ahead and buy three 
points in this skill when you can, just because that'll further diminish the 
affects of poison and acid. 

(4) Lethal Blow (LB): 8 Anatomy (starts to cost 8) + 8 Blademaster (starts to 
cost 9): Gives a chance of doing massive damage when attacking with melee/pole 
weapons to a single foe.  Not that bad, though quite difficult to obtain.  I'd 
recommend buying training in this and leaving it at that.  By the time your 
warriors could access this skill you'll probably doing way more damage with 
your magic users instead.  Fighters will serve primarily as meat shields. 

(5) Riposte (Rip): 8 Parry (starts to cost 7) + 6 Blademaster (starts to cost 
8): Gives a slight chance of reflecting damage back at a foe.  This skill 
doesn't do too much damage, but is a modest improvement from parry.  If you 
build your stats for your fighters with getting this skill in mind, you will 
have very powerful fighters by the end game. 

(4) Sharpshooter (SS): 6 Dexterity (starts to cost 8) + 8 Bows or Thrown 
(starts to cost 6): Increases damage done by bows and thrown weapons.  Nice to 
buy points for all characters, and then train your archers in this skill even 
further.  Don't bother investing skill points for non-archers in this skill, 
as it takes a devoted archer to get to it.  Essentially the next "Bows" skill 
for archers. 

(4) Magery (Mgr): 8 Intelligence (starts to cost 9) + 6 Mage Spells (starts to 
cost 8) or Priest Spells (starts to cost 7): Gives your spells larger bonuses 
in terms of damage and duration.  Probably mostly equivalent to spellcraft, 
though a prerequisite for magical efficiency.  Aim your mage to get this 
skill, and probably your priest at a later time. 

(4) Magical Efficiency (MEf): 8 Magery (starts to cost 8) + 8 Endurance 
(starts to cost 8):  Gives a chance of decreasing the spell point cost of a 
spell.  Much more effective in A5 than in A4, this spell is well worth getting 
for your mages and probably your priests as well.  With this spell you'll be 
able to spam lightning spray and smite much longer, and your buffs are much 
cheaper.  You won't go wrong if you build your mage with this skill in mind. 

(5) Resistance (Res): 8 Dexterity (starts to cost 9) + 8 Endurance (starts to 
cost 8) + 8 Hardiness (starts to cost 5):  Gives a bonus to most physical 
resistance stats.  Probably not worth try to get to, due to its cost, I'd 
still recommend buying three points or so for everyone.  It will make you last 
that much longer.

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                3.  Spells & Battle Discipline Guide
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  The spells and battle disciplines are described below.  Each spell is also 
affected by spell "strength" which for a given spell is equal to the number of 
times trained in that spell, plus the spell class skill (either mage spells or 
priest spells), plus your spellcraft, plus your magery.  The effects for 
increasing your spell strength in a given spell are described by "+".  The 
best way of increasing your spell strength is to add points to magery and 
spellcraft as both skills affect all spells cast.  Training in a spell with a 
teacher has less of an effect, and may not be worth the cost, especially if 
you have found a book that will train you instead.  The bonuses from spell 
strength (from the manual) are described as well.

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                   Priest Spells
  These are the healing spells, the buff spells, and the occasional damage 
spell and summoning spells available to everyone.  In general they have a much 
smaller damage output per SP than mage spells, but can compensate in other 
ways.  These spells are cheaper and easier to use than mage spells.

Minor Heal: The staple health returning spell at low level.  Very useful early 
in the game, a bit less so later in the game.
  + Increases HP regained (+ 1d3)
 
Curing: Removes negative effects like poison and acid from a character.  
Necessary for some fights, and cheap to cast.
  + Removes more levels of poison/acid.
 
War Blessing: Cast this before every moderate fight, it increases your chance 
to hit and your damage done to foes.  
  + Increasing the level of this spell makes it last longer.
 
Protection: Decreases your chance of being hit by a foe and decreases the 
damage received.  Cast this before every moderate fight, it lasts for fairly 
long.
  + Increases the duration of the spell.

Repel Spirit: Does disruption damage to undead and demons.  Undead take a lot 
of damage from this spell, and this spell is the main damage-dealer for 
priests when available.  Couple it to a mighty blow to kill many undead 
instantly.
  + Increases damage done by spell (+ 1d5).
 
Smite: The first major damage-dealing spell of the priestly repertoire.  This 
spell is costly but does a decent amount of energy damage (not ice, I don't 
think).  Great, useful spell.
  + Increase damage done (+ 1d5). 

Summon Shade: Summons a shade (~43 HP) or a greater shade (~62 HP) to fight 
for you.  
  + Increases the chance of getting a greater shade (?) and the length of time 
they stick around.

Enduring Shield: Places a long-lasting shield that decreases the likelihood of 
getting hit.  Well worth casting before every decently large board.  Less 
powerful than Enduring Armor.
  + Makes the spell last somewhat longer.
 
Unshackle Mind: Removes charm, daze, and terror effects.  Doesn't seem to 
always remove daze or terror, but charm is easily broken.  Very useful spell 
for those occasions.
  + Increases likelihood of removal.

Heal: Provides a nice batch of health to a single character.  Well worth it 
for the middle of fights.
  + Increase HP regained (+ 1d5).
 
Mass Healing: Casts a healing spell on all your (nearby) characters.  Often 
useful right after a nasty hit (for instance, by a fire shrub).
  + Increases HP regained (+ 1d3?)
 
Mass Curing: Casts a curing spell on everyone.  Very useful when fighting 
poisonous-cloud launching creatures.
  + Increases poison/acid levels removed.

Steel Skin: A long-lasting shield spell that decreases the damage you receive 
from most attacks.  This one can be cast in conjunction with enduring 
shield/armor.
  + Increases the duration.

Divine Fire: Hits foes with fire in an area of effect.  The staple mid-high 
level damage spell for priests.  Not as powerful as fireblast, but still 
respectable.
  + Increases damage (+ 1d5).

Control Foe: Seizes the mind of a foe, forcing it to fight for you.  Doesn't 
work on enemies without brains, or undead.
  + Stronger strength of spell.

Enduring Armor: Strongly reduces chance of being hit with a long-lasting 
protection spell.  Better than Enduring Shield, it replaces it if you cast 
this instead.
  + Increases the duration.

Return Life: Brings a character back from "unconsciousness".  Useful for D'oh 
moments.  Better than traipsing all the way back to town, for certain.
  + Increases health restored (?).

Divine Retribution: Casts a fire spell on all visible enemies.  Especially 
powerful on weak, distributed foes.  Kind of cool, acts like a wand of the 
inferno.  Not too useful on higher level foes.
  + Increases damage (+ 1d4).

Divine Restoration: THE healing spell, this spell removes all negative effects 
other than "unconsciousness".  Also, gives the invaluable ability to 
regenerate, making your characters last much longer.  Some crystals can also 
give the ability to regenerate, so hold on to those.
  + Increases HP regained, and regeneration duration.
 
Divine Host: Summons a battle wraith (133 HP) or a protector wraith (118).  
The protector wraith will cast spells on you.
  + Increases spell duration.

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                   Mage Spells
  These spells are capable of the most damage in the game.  Couple that to a 
high magical efficiency and a high first aid and you're mages will be the 
major source of damage in the late game.  

Bolt of Fire: A single fire attack to damage your foes.  This spell is good 
early on, and good late in the game as well.  It is strong against humans and 
most undead, and weak against demons, reptiles, and things colored red.
  + Increases damage (+ 1d3)

Call Beast: Summons a weak foe to come fight for you.  Summons cave worms, 
giant rats, huge bats, cave wolves, and cave crawlers (19-27 HP). Summoning 
spells got a boost in A5, and are pretty cool for some assistance.  Useful for 
distractions, no doubt.
  + Increases duration, may increase probability of getting a good summon.

Spray Acid: Hits a foe with a blast of acid, which continues to do damage 
through time.  A bit nerfed since Avernum 4, this spell is no longer as strong 
as it was.  Useful at the beginning of the game, but not near the end.
  + Increases initial damage (+ 1d3), adds more acid.

Daze: Stuns foes until you wake them up by attacking them.  Cool and 
occasionally useful.  
  + Increases spell strength.

Haste: Adds about 2 or 25% to your AP for a single round.  An invaluable 
spell, this spell will help you attack twice in a single round, or up to three 
times late in the game (depending on your character setup).  Cast this on 
everyone before every major fight.
  + Increases spell duration.
 
Slow:  Drops the AP of a foe so that they only attack once every two rounds.  
Really useful on bosses, and/or on splitting monsters (e.g., doomguards).  
  + Increases spell duration.

Icy Rain: An area of effect ice attack.  One of the few ice attacks available 
in the game.  It is nearly always useful except on ice loving foes or undead.  
Don't forget about it as you fight higher level enemies, it often does more 
damage than lightning spray or fireblast, depending on the size and number of 
foes.
  + Increases spell strength (+ 1d3).

Unlock Doors: Removes magical locks.  A moderately necessary spell, this spell 
removes the magical parts of locks.  No longer as powerful as in A4, you can't 
unlock normal locks with this spell.  You can replace this spell with 
"tinker's crystals" for the Anama or magically-disinclined.
  + Increases magical lock removal strength.  

Augmentation: Casts a long lasting boost to HP of about 35 HP, give or take.  
This is a very useful buff at middle levels, and still good at high levels.  
It will last about two maps worth of slow exploration, so you may need to 
recast on long jaunts.
  + Increases spell duration.

Minor Summon: Summons a middle level foe to fight with you (Searing Slimes, 
Ghasts, Spitting Wyrmkins, Chitrachs, Fire Lizards, Wights, Hellhounds- HP 53-
78). Good for distractions, and some have some special attacks. Especially 
useful for mage-heavy parties.
  + Increases duration, may increase probability of getting a good summon.

Lightning Spray: The middle-upper level staple damage spell, this spell does 
energy damage to up to three foes.  The foes must be 2 spaces (diagonal counts 
as one) from the target foe in order to give them spray damage.  Few foes are 
strong against energy damage, so this spell will do damage consistently.  Its 
expensive cost in SP is moderated by a high magical efficiency and first aid.
  + Increases spell damage (+ 1d4).
 
Terror: Scares foes so that they run away.  Might be useful on melee-focused 
strong foes, I don't use it too much.
  + Increases likelihood of terrorizing.

Prismatic Shield: Provides resistance to mental attack spells (charm + 
confusion + maybe terror + daze?) and to cold (petrification-like) attacks.  
Worth casting whenever fighting an opponent that freezes or tries to confuse 
you.  One of the nice, generic buffs for mages.
  + Increases spell duration.

Dispel Barrier: A necessary spell that removes barriers.  Piercing crystals 
are its anama equivalent, but piercing crystals don't always remove barriers.  
You'll get this in Tranquility.
  + Brings down stronger barriers.

Summon Aid: Summons a pretty powerful creature to fight with you (Warped 
Wolves, Mutant Lizards, Experimental Rats, Rabid Hellhounds, Plated Chitrachs, 
Revenants, Worgs- between 58 and 111 HP).  Some have special attacks or good 
resistances.
  + Increases duration, may increase probability of getting a good summon.
 
Strong Daze: Strongly stuns enemies.  Useful when surrounded by low level 
melee fighters/foes.  Not bad in emergencies.
  + Affects stronger foes.

Fireblast: The generic damage spell at high level, this one replaces icy rain 
in damage output.  Expensive to cast though.
  + Increases spell damage (+ 1d5).
 
Arcane Summon: The strongest summon spell for mages, summons Writhing Massses, 
Guardian Hellhounds, Enormous Cavebats, Terror Wolves, Pustulant Zombies, 
Gnawing Stoneworms, and Skeleton Warriors (HP from 125-154).  Very useful as 
distractions and as damagers.
  + Increases duration, may increase probability of getting a good summon.

Arcane Shield: The ultimate buff for mages, this one gives you potent 
resistances to magic, as well as spiny shield.  The spiny shield ability 
reflects a portion of the damage you take back onto the foe.  That's very nice 
for most battles (except with splitting foes!).  Cast before boss fights.
  + Increases spell duration.
 
Arcane Blow: The final rung on the damaging ladder, this spell casts an area 
of effect blast of energy.  Does a lot of damage, and costs a lot of SP.  
Actually manageable if you have enough magical efficiency, though not for too 
long.
  + Increases spell damage (+ 1d6).
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                   Battle Disciplines
  Battle disciplines are new to Avernum, and are the closest thing to fighter-
spells.  These operate on a different set of rules than spells- your character 
can use a discipline, but will become fatigued for a certain amount of time so 
that they can't use another.  You can decrease the number of rounds your 
character is fatigued for by adding points to Blademaster, and by wearing 
armor that has "fatigue removal" under the description.  I've maxed out at 
about 3 fatigue points removed per round.  These disciplines are extremely 
worthwhile for all characters, and I would recommend training everyone in some 
skills so as to access these skills (at the very least the first two) by mid-
late game.  These disciplines are stackable with spells, and if a caster can 
get to the last skill (battle frenzy) they can become a dervish of 
destruction.

  The highest level discipline you can access is equal to your melee weapons + 
pole weapons + bows / 2 + thrown missiles / 2 skills (I call this battle 
skill).  Points can be trained or acquired by equipment, they aren't picky.  
Points from traits or racial bonuses count as well, making it very easy for 
sliths and nephilim to get these disciplines.   

Well-Aimed Blow. 5 battle skill points needed needed, gives 3 fatigue.  
Increases the damage done of your next attack by about 20-30%, give or take.  
Can make a huge difference late in the game, especially for mages (an extra 30 
damage every three rounds will bring that boss down 30% sooner).  

Shield Breaker. 6 battle skill points needed needed, gives 5 fatigue.  Curses 
your foe so that they take more damage (again about 20-30% more).  Use this 
skill on foes first then hit them with a well-aimed or mighty blow.  Try to 
get to at least this skill for your mages and priests once you've maxed out 
their priest/mage spells skills.

Leg Sweep. 8 battle skill points needed needed, gives 5 fatigue.  Curses your 
foe so that they do less damage to you.  Makes a big difference early on in 
the game, less later.  Use on low-level bosses.

Berserker Rage. 9 battle skill points needed needed, gives 6 fatigue.  Blesses 
and shields you but does some damage as well.  Myeh, I prefer war blessing + 
protection to this.

Focus Spirit. 11 battle skill points needed needed, gives 5 fatigue.  Removes 
negative effects from your character (slow/curses).  The ones that you really 
need it to remove (terror/charm/daze) it can't affect because you can't use 
it.  Occasionally useful, but the next discipline is much more so.

Mighty Blow. 13 battle skill points needed needed, gives 4 fatigue.  Adds a 
hefty bonus on your next attack.  Excellent for everyone, including mages and 
priests.  Priests are a bit more likely to get to it though.
 
Adrenaline Rush. 15 battle skill points needed needed, gives 8 fatigue.  Adds 
some AP in exchange for HP.  Sometimes useful, but if you're here you may as 
well just build up to battle frenzy.

Blade Shield. 16 battle skill points needed needed, gives 8 fatigue.  
Increases your parry ability.  Cool while waiting to get to battle frenzy.

Stunning Blow. 18 battle skill points needed needed, gives 5 fatigue.  Stuns 
an enemy with your next attack.  Couple this to a slow spell and that foe 
won't be moving any time soon!
 
Battle Frenzy. 20 battle skill points needed needed, gives 12 fatigue.  The 
ultimate discipline, this ability blesses you, and hastes you (stacks with the 
haste spell and other AP increasers).  Makes your fighters incredible.  Magic 
users become even more incredible, but would have to invest a lot of points 
here in order to get this discipline.  Still, Wow!

-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
                            4.  Traits
-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
  Traits are character features that increase (or decrease) the effectiveness 
of certain abilities.  You can have up to two traits which will affect the 
rate you gain experience, plus a race, which will also do the same.  You will 
get about 40 levels for a human with no traits, which means that each 6-8% 
decrease will cost you about 1 level (or 5 skill points) by the end of the 
game.  However, most traits more than make up for this decrease.  I do not 
recommend any negative traits.
  Traits give slow increases to skills which means one point at the beginning 
of the game and one point every 12 levels or so, and fast increases to skills 
which means two points at the beginning of the game and one point every eight 
levels or so.

Good Constitution (1 level lost): Increases your resistances.  Effectively 
acts as a free two points in hardiness, and gives a few more points in mental 
and stun resistances.  Good cheap trait if you hate losing levels.

Nimble Fingers (1 level lost): Gives a bonus of 2 points initially to tool use 
which increases quickly, and a bonus to first aid which increases slowly.  
It's worth giving one character this skill just to save points on tool use 
(effectively about 42 skill points by the end of the game!). 

Thick Skin (1 level lost): Gives a bonus to armor naturally.  No bonuses to 
resistances, and I prefer good constitution slightly.
 
Strong Will (1-2 levels lost): Hugely increases your mental resistance (by 
about a full 50%!).  Good if you hate charming and terror, especially good for 
priests (so that they can cast unshackle mind in following turns).  Not 
necessary though.
 
Deadeye (1-2 levels lost): Gives a bonus to sharpshooter (+2) which increases 
quickly.  Pretty good for dedicated archers and nephilim.  There are better 
traits for everyone else though.

Fast on Feet (2 levels lost): Increases your attack order and occasionally 
gives one bonus AP.  A really nice cheap trait if you can't stand not maxing 
out your level.  
 
Pure Spirit (2-3 levels lost): Gives a bonus to priest spells which increases 
quickly and gives a bonus to magical efficiency which may also increase 
quickly.  Any dedicated priest (the character who is aiming for 18 in Priest 
spells) should get this trait.

Natural Mage (2-3 levels lost): Gives a +2 bonus to mage spells which 
increases quickly, a smaller bonus to magical efficiency which may increase 
slowly, and a bonus to the amount of armor you can use before losing access to 
your high mage spells.  Extremely potent for mages, definitely go for it for 
your dedicated mage.

Elite Warrior (2-3 levels lost): Gives a bonus to parry and blademaster which 
increases quickly for both skills, and a slight bonus to your carrying 
capacity.  Great for melee warriors, or any sort of meat shield characters.  
 
Divinely Touched (4-5 levels lost): Gives slow increases to magery, 
blademaster, and sharpshooter, with +1 free points to these skills.  Also 
gives a very healthy increase to armor.  You can't go wrong with giving any 
character this trait, especially characters who want to do more than one 
thing.  This trait will benefit everyone.

--------------------------------------------------------------------------

Weak-Minded (1 level gain): Decreases your mental resistance.  Not worthwhile.

Delicate Skin (1-2 levels gained): Decreases your fire and cold resistances, 
and perhaps your energy resistance.  Ouch.

Sluggish (1-2 levels gained): Decreases your attack order, and sometimes takes 
away an AP.  May find mild use for late-stage characters (for instance, 
priests who need to cast cure or healing spells) but probably not worthwhile.

Brittle Bones (2-3 levels gained): Increases damage taken from melee attacks.  
Ouch.

Frail (3-4 levels gained): Everything goes badly for you.  Double ouch.  The 
extra levels aren't worth it.

--------------------------------------------------------------------------

Races:
  Due to the introduction of battle techniques, all non-human races are quite 
useful as they will get you significant bonuses to the abilities which decide 
what level battle techniques you can use.  Some may suggest that you give your 
entire party a non-human race, which really isn't a bad idea as the cost isn't 
that high.  I would recommend making an all-nephil party due to the power of 
bows in the late game, or a 3 nephil-1 slith party.  Anyway you try it, you'll 
be wiping the world clean.
 
Human: No penalties or bonuses.
 
Nephilim (about 2 levels lost): Gives a bonus to bows, thrown missiles, (+2 
for both and which increases quickly ) and gymnastics (+1 which increases 
slowly).  Excellent for archers or anyone who can use a bow (OK, so everyone).  

Slithzerikai (about 3 levels lost).  Gives a bonus to pole weapons (+2 and 
which increases quickly), and a bonus to fire, poison, and acid resistances, 
and a few bonus HP.  Excellent for melee fighters.


-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
-------------------------------------------------------------
====================WALKTHROUGH==============================
-------------------------------------------------------------
-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-

KEY:
  Name of place (number)
Q: Quests available {rewards for job board quests}
I: Items of Note
C: Cache supplies
S: Skills, spells, and trainers (cost)
D: Secret Doors
$: Merchants [Key Items]  *Constructions*

////////////////////////////////\\\\\\\\\\\\
                       1. DEMO AREA
\\\\\\\\\\\\\\\\/////////////////////////


Map of demo region:
   15    17
   |^^^^^|
11-10-09-16 14
|  |  |  |  |
06-04-03-08-12
|  |  |  |  |
05-01-02-07 13
   |
   00

  Blackchasm Outpost (00)
Q: Get Out of Basement
   Transit Papers
   See the General
   The Pylon Lesson
   Get Your Boat
   The Northern Frontier
   Intisar's Cauldron
   Dirty Dan 
   Dirty Desiree
   Message: New Harston {100c}
   Nice Scuttler Eyes {Healing x2, Speed, Energy Potions}
   The Bargha Walls {Ice Bolt and Lightning Scrolls}
   Aid to Aminro {Platinum Ring}
I: Shielding Band, Blessed Bauble, Blessed Shield
S: Incantrix Intisar (slightly expensive)
D: Rivlin's room.  
$: Sergeant Damien 
  You start in Blackchasm Outpost, exiting a portal.  Grab the few items to 
the NE (some supplies), you will need all the gold you can find.  There are 
also some bolts of cloth to sell hidden a bit to the SW.  Anything that has 
any value you should pick up and sell.  Towards the end of the game this 
becomes less necessary, though you will always want to have a few thousand in 
reserve.
  Captain Newsom greets you off the platform.  Talk with him, then leave to 
the east.  Grab some supplies from the rooms, and continue on, getting 
messages of the suspicious sort.  Head south, and you'll see what happens.  
Kill the skeletons, and grab their stuff.  One may drop a short sword, equip 
it instead of your knife.  If you want to understand the damage potential of a 
weapon, take the high number and divide it by the low number.  For instance, a 
dagger does 2-4 damage.  This is 2d2 in RPG terms (roll 2 two sided dice and 
calculate).  The short sword is 3-6, or 3d2, slightly better (with a bit 
better chance to hit).  Most melee weapons have d2 or d3, pole weapons are d3 
or d4, 
  Continue east and kill the rest of the undead.  Grab the stuff on the 
bodies, and continue south.  Grab the nearby spear and energy potion.  You 
have a choice- kill the lizards or kill the zombie.  Or both, if you want some 
xp.  Head west through the skeletons, north through the worms (ignore the pot 
for now), then face Newsom.  Kill him and his zombies, then go through the 
door.  He drops a shielding band on death, the first magic item you'll find.  
Open the doors to the north (there's a key near the beginning of the level 
from here) to grab the stuff (slightly better equipment than what was first 
available). Soldier rush out as you head to the east, then go up the stairs.
  Sergeant Cienna greets you.  Talk with her to get your official quest, 
Transit Papers.  Immediately nearby is a job board with four more quests for 
you.  Grab them all if you'd like.  
  Incantrix Intisar is an empire-approved mage who will teach you some weak 
magic skills for slightly expensive costs.  She also gives you a quest to take 
care of her cauldron down below.  Go back downstairs and open her cauldron, 
kill the 10 or so worms that fly out (the leader, a brainy worm, drops a 
blessed bauble).  You get a fiery wand from Intisar for your troubles.  Once 
you get to Tranquility or so her spell repertoire increases.
  Sergeant Damien is the quartermaster who will trade with you.  He also gives 
you a series of quests, starting first with "Dirty Dan".  Completion gets you 
300c.  You then get the "Dirty Desiree" quest.  Completion gets you 300c and a 
pair of plate vambraces.  
  Rivlin is an Avernite agent to the south.  Talk with him and he'll complain 
about noise in his quarters.  Go to his quarters (they're nearby), and search 
for a small black spot on the wall.  These are secret door buttons, which are 
among the best return to old-school features of A5.  These buttons are common 
and will open up much.  Use the "U"se button frequently to find them if you're 
not sure how to enter a secret spot.  Use this button and kill the rat.  Grab 
the scroll and tell Rivlin about it.
  Report back to Sergeant Cienna with the news from the mayor.  You're 
instructed to see the general.  Go west and talk with general Manfred.  You 
get your next quest, to learn how to use the teleporters, and you can get a 
blessed shield out of him.  Go ahead an touch the pillar to the SW twice.  You 
are teleported to (08).  Once done, you get two quests- to get your boat, and 
to explore the northern frontier.  

  Outside Outpost (01)
C: Beautiful Crystal, Energy Potion
  There are lots of routes down here.  But first, head north, and you'll find 
Dirty Dan.  Beat up his dogs (you're not really supposed to kill him), then 
demand he give you his key.  Let him go.
  Underneath the level to the NW you'll find Dan's stash, as well as some 
bats.  The eastern tunnels hold rats.  There are a few herbs spread around.  
Press "g"et often when in dark places.

  South of Harston (02)
I: Piercing Gloves
C: Energetic Herbs, Healing Herbs
  Not much here beyond some worms and an avernite soldier who doesn't like 
you.  Underneath, you will find Aminro, a nephil who would like your help 
(provided you got the quest in Blackchasm Outpost).  First head north and kill 
a bunch of worms.  You'll get the maximum xp return if you do so, but don't 
kill too many as you head to the east.  Then get Aminro, and go on the hunt.  
Go to the north then east, and kill the gassy crawler.  Aminro leaves you, 
then pillage its loot for some piercing gloves (+1 to anatomy).

  New Harston (03)
I: Shadow Band
Q: Hunt Hirickis
   Land Grab
   The Rat Lord
   The Friendly Giant?
   The Anama Letter
   Baquba the Aranea
   Venomous Mongbat
   Pit Crawler
   Lost Shade Moref
   Mindwarp Chitrach
   Whirling Thrasher
   Hraithe Lord
   Black Horror
   Message: Gladwell {Invulnerability Potion, Knowledge Brew}
   Package: Harkin's Landing {Fine Razor Disks}
   Rat Bounty {Beautiful Crystal x 2, Focusing Crystal, Piercing 
               Crystal}
   Lowlands Slime {300c}
   Courier Satchel {Blessed Belt}
C: Lovely Crystal
S: Minister Pilhofer (exorbitant), Lark (expensive), Augmentation, Control 
Foe, Strong Daze, Spellcraft, Quick Action, Magical Efficiency, Parry, 
Resistance, Riposte, Magery, Strength, Dexterity, Intelligence
D: In Lark's upstairs
$: Vaosh
  This is a decent city loaded with quests and things to do.  You are first 
recommended to go talk with the mayor.  Go ahead and do so (talking with the 
mayor solves one of your job board quests, getting you 100c).  She tells you 
that before you can be given the papers of transit, you must first defeat 
Hirickis, a crazed mage to the NW.  You can go up from her room, however, 
there's a locked door (12 tool use to unlock) that houses a nasty shade.  Kill 
it if you'd like and grab the nice armor and goods.
  There's a job board here, grab everything that you'd like.  Note that 
"Courier Satchel" will only appear when you have completed a few tasks 
already.  Vaosh the slith will trade with you.
  Dionicio is an avernum agent who gives you a quest to deal with a friendly 
giant.  Tell him when you've completed this quest (500c), and you'll see more 
of him later.
  Minister Pilhofer is a priest of the Anama who talks with you.  He will 
train you in spells for exorbitant prices.  He will also give you a message to 
deliver when the mayor sends you on your way.  Two strongly-locked doors are 
upstairs.  One you can get in near the end of the game (20 tool use required).  
Behind is a book of Control Foe.  
  You'll find several people at the inn.  Most are unfriendly, and the soldier 
at the bar will hint that you're marked.  Go up the north stairs and you can 
loot the inn for a disruption wand (among the most useful of the wands).  Go 
up the south stairs and talk with Goodman Wulf for a new quest- to claim the 
Rat Lord's lands. He also wants you to tell him first when you remove him. 
  Lark the hedge wizard gives you one of the most interesting and involved 
quests of the game.  She will also sell you a number of spells, including icy 
rain and unlock doors, which is probably worth your while buying from her.  
Unlike previous Avernums, unlock doors isn't the uber-spell it used to be, but 
it's still very useful.  Upstairs she has a spellbook with "Augmentation," and 
two very-locked doors.  They will become unlocked as you complete her quests.
  Lark's first quest is to kill the Aranea Barquba (10).  Do so for a free 
point in spellcraft for all your characters.  Next she wants you to kill the 
Venomous Mongbat (26).  You get a free point in quick action for finishing 
this quest.  Next she wants the brain of a pit crawler (42).  Do so for a 
point in magical efficiency.  She then wants some of the ectoplasm from the 
lost shade Moref (63).  Do so for a point of Parry.  She then wants you to 
hunt the Mindwarp Chitrach, which is in the anama lands (72).  You can also 
now explore her top floor (one room, anyway).  Enter it, kill the lizard, then 
read the book for a point in strong daze.  Once you return with the Mindwarp 
Chitrach's mandibles, Lark cooks up another stew that gets you a point in 
Resistance.  She then asks you to hunt for the Whirling Thrasher (88).  Bring 
in the Thrasher's claw for a point in riposte (nice!).  Lark will then request 
the eyes of a Hraithe Lord.  Bringing this item to Lark will get you a point 
of magery, and she will open up her rooms upstairs, allowing you to read a 
book on Arcane Blow, and grab a wisdom crystal and a shadow band.  Her last 
hunt quest for you is the Black Horror (C1).  This is easily the most 
difficulty battle in the game, but it's well worth it.  When you have its 
skin, come back.  Give it to her for +1 to strength, dexterity, and 
intelligence.  That's it, the end of one of the most involved quests in the 
game!
  Mother Alice gives you a quest to depose of the rat lord.  She also wants 
you to inform her of his removal first.  Upstairs she has a magically-locked 
door with a piercing crystal (woo!) and other goods behind it.
  After you depose of the rat lord, you can choose to tell either Goodman Wulf 
or Mother Alice about it.  Telling Goodman Wulf first gets you a Chilling band 
from him and 20c from her.  Telling Mother Alice first gets you 600c and 
nothing from Goodman Wulf.  The money is probably a bit more useful in the 
long run.

  West of New Harston (04)
C: Speed Potion
D: Goodwife Paulette's house
  Scuttlers live here.  These are the bugs desired for a quest in the 
Blackchasm outpost.  Occasionally, when you kill a scuttler or you'll get an 
eye from it (it's a special item).  Try to collect nine.  Go down below and 
collect even more.  You may want to reload if you kill a batch without getting 
any eyes, since there are limited numbers of the things.  Not all scuttler 
batches will drop eyes, so don't try too many times.
  Beneath Paulette's house is a secret door that will get you a curing potion.

  The Blackchasm (05)
I: Nimble Chain
C: Heavy Boots
$: Storgald
  More monsters here.  Also, Storgald the scum farmer sells a variety of 
herbs, none of which are direly necessary.  Go down his stairs and loot his 
stuff for some more herbs and the ultra-useful invulnerability elixir.
  Go through the tunnels and head west after cleaning them out.  Go back up 
the stairs and you'll encounter Dirty Darius.  Get rid of him however you'd 
like, then go north and fight Dirty Desiree.  Kill her for a nimble chain, and 
loot her stuff.  You'll get a bar of fine steel from her stuff.

  Bargha Gates (06)
C: Energetic Herbs
  Not much to do here.  Watch out for the guards as they're not too friendly.  
Try going to the north and west till you receive a note along the lines of, 
"It's not your job to invade the fort", then head south and get a similar 
note.  That's all you need to do for the job board quest.

  Harston Lowlands (07)
I: Bladeshield
C: Energetic Herbs, Assault Crystal
$: Techtar [Mandrake]
  You're probably here to do the Lowlands Slime Quest for Mother Alice.  First 
talk with Techtar, he will help you get ready.  Then head south, killing all 
the slimes.  When you reach the SE, the slime will run away.  However, hang 
around the lizard (talk with Techtar to get one), and it'll return.  Kill it 
and it'll drop a few nice items.  Tell Techtar and he'll tell you about some 
other slimes that live under the swamp.  He'll also sell you some stuff, most 
notably a piece of mandrake (buy it!).  He also warns you of a slime living 
underneath the swamps.
  Head underneath the swamps and kill the batches of slimes nearby.  Make your 
way to the NW, and bless, shield and haste your characters.  Then go north.  
Wait for the slime to attack you, then lay into it with all you've got.  If 
you don't do a lot of damage to it, then when it splits, the second slime will 
be as strong as the first.  Kill it and take its stuff (bladeshield chain, 
nice minor items).

  Static Fields (08)
Q: Portal Shades
   More Portal Shades
I: Shining Silver Band, Ghostly Blade.
C: Beautiful Crystal x2
S: Summon Shade, Minor Summon, Summon Aid
  There's not too much to do here until you've defeated Hirickis and got the 
papers of transit.
  You are teleported here whenever you touch a pylon.  This is an excellent 
place to store your junk.  Drop everything you want on the floor.
  When you get here the first time, Sergeant Cienna will talk with you.  She 
will want an update every time you find something new (which is fairly often).  
  Talk with Portmaster Pirro and you'll get a quest to kill some shades.  Also 
explore the southern staircase to get another piercing crystal.  Then take the 
northern staircase and fight the shades.  One has a lot of HP and should only 
be attacked with missiles and spells, otherwise it will frighten your melee 
attacker.  Once they are dead, explore the area.  The magic barrier to the 
south is guarding a shining silver band, which is a fairly weak ring.  You can 
use Pirro's book for a point in Summon shade for your victory.  He will have a 
second quest for you when you get to Tranquility.
  The second shade is a fragmented shade.  This shade will spawn off help 
after every round you do damage, and will also slow/curse your melee 
attackers.  Hit it hard with spells and take it out.  Use your melee attackers 
to kill the spawned shades and occasionally hit the fragmented one.  Once dead 
you get a point in minor summon.
  He has a third quest once you get to the Azure Gallery (or soon thereafter).  
Several shades have taken up residence again.  The Shamanic Spirit is the 
leader of three shades.  If you hit it with melee, it may freeze your 
characters.  Try using your meleers on the accomplice shades and focus magic 
attacks and missiles on the shamanic spirit.  When it dies it drops a ghostly 
blade, which has the quite powerful ability to curse those it hits.  It's a 
very cool weapon.  You also get a point of summon aid for your time.
  Underneath this area you'll find some goblins.  Not too big of a deal.

  North of Harston (09)
Q: The Crocolisk
C: Healing Herbs
S: Daze
D: Underground entrance to Fortunado's basement.
$: Apprentice Tess [Knowledge Brew]; 
   Fortunado: *Healing Potion*
              *Curing Potion*
              *Speed Potion*
              *Energy Potions*
  Fortunado the alchemist lives here with his apprentice, Tess.  As you enter 
Fortunado's room, he is attacked by some goop.  Kill it with him.  He doesn't 
have too much to say, but will give you a quest to kill a crocolisk.  He can 
also make potions for you, if you like.  Don't drink from either of his 
basins.  Tess is more interesting, as she sells some interesting items, most 
notably a knowledge brew and invulnerability potion.  Check his basement for a 
lot of herbs and a spellbook for the daze spell.
  Head to the north and walk along the coast with a fish in your inventory.  
You will be attacked by Fortunado's crocolisk.  Tell him after you kill it for 
a focusing crystal, fine steel, and fine leather.  

  Northwest Harston (10)
I: Nimble Sandals, Blessed Bauble
C: Energetic Herbs, Spiritual Herbs, Speed Elixir
  Spiders rule this region.  Otherwise, this area is just there to hinder you 
in your pursuit of Hirickis.
  Underneath Northwest Harston you'll find a lot of spiders.  Fortunately, 
they're fairly easy to beat.  In the southeast tunnels you'll find a body with 
some nimble sandals (+1 Dex), and a cache.  A bit north you'll find some 
slimes guarding herbs.  Towards the center of the underground you'll find 
Baquba the aranea.  It's a fairly easy enemy, and drops a blessed bauble on 
death.

  Scuttler Pits (11)
I: Blessed Silk Tunic, Warmth Ring, Warmth Shield, Apprentice Belt
C: Curing Potion
S: Slow
D: Red brick room
  This area should be your focus for the demo region.  There are lots of 
scuttlers around on the surface.  Kill them all and take as many eyes as you 
can (you need 8, and can check on them in your special items).  Try to at 
least have 6 by completing the upper area.  You can summon some scuttlers with 
the gong (pick up the whip as well!), but other than a cache, there's not too 
much here initially.  
  Go down the NW passage and you'll find Hirickis.  He runs away initially, 
after taunting you (with a bit of funny dialogue).  Grab the scroll of raise 
dead (wow!), read the book, and pick up a whip somewhere if you haven't found 
one yet, then go south.  Use the gong, and if you have the whip, two scuttlers 
will be friendly.  There are three gongs on this level, and each one will give 
you two more friendly scuttlers.  When ready, pillage the main fortress.  
There's a secret door that leads to some nice armor and a piercing crystal in 
the room with the red blocks, at the very least grab the crystal.  
  When ready, charge Hirickis.  He's not too difficult, especially if you have 
scuttlers helping you.  When he gets to about a third of his life, he will 
plead with you to spare him.  If you want to spare him, you can claim his 
hidden treasure, 3 rubies, a blessed silk tunic, and a focusing crystal. 
Otherwise kill him for the blessed silk tunic.  Sometimes mercy is the better 
route (as far as loot), as in this case.  Explore his stuff for a book that 
teaches you slow, and some decent armor.
  Ascend his stairs, and kill the altered scuttler (haste and bless 
beforehand).  It drops a warmth ring on death.  There's a barrier nearby, go 
ahead and use a piercing crystal to get a warmth shield and some other goods.  
Kill Apprentice Kvell for an apprentice belt.  You're done here, so head on 
back to New Harston to tell them your success.

  Northern Avernum (12)
I: Nimble Sandals
C: Lovely Crystal x3, Piercing Crystal, Beautiful Crystal x2, Wisdom Crystal
D: SE under tunnels
  The bridge is out here.  To the north you'll fight the rat lord, to the 
south, a bunch of goblins.  Take your pick.
  Underneath this level to the NW you'll find some shades guarding some 
crystals.  Two of caches include a piercing crystal and a wisdom crystal, very 
nice.  If you head to the SE, you'll find a secret door that leads to a room 
loaded with barriers.  Bring them down then open the door and kill the wight.  
Claim its nimble sandals.  If you head west, a golem will stop you.  So long 
as you have the crystals for the pylons, you'll be safe.  Otherwise, you will 
have to fight it.  Two rubies are your reward.

  Goblin Warrens (13)
I: Swampwalker Leather, Tribal Symbol, Coated Cloak, Fine Cleaver, Girdle of 
Might
S: Minor Heal, Smite
D: Caves SE
  Goblins are your foe here.  Kill them all.  Grab the swampwalker leather off 
of the shaman to the SW.  Grab the tribal symbol off of the altar and kill the 
demon that pops up.
  There are four routes to the caves below.  The first two are near the altar.  
If you go down these, you will have to use missiles and spells to take out 
some goblin flingers.   Another route is to the north, and takes you to the 
upper ledge which is tactically a slightly better position. The final route is 
a secret door to the SE, which takes you directly to Chief Throngul, who on 
death will drop a coated cloak.
  Take stairs down to the north and then head west for a spellbook of minor 
heal. Head east from the same door to find Chef Vorlag who drops a fine 
cleaver on death (great for archers).  To the west you'll find a courier 
satchel, which you should show to Minister Pilhofer.  To the east you'll find 
Marrowsucker the giant.  Talk with him and tell him Dominicio's request.  
He'll agree.  If you want, after you've cleaned up that quest, you can kill 
Marrowsucker.  He drops a girdle of might on death (+2 Str).  Rob his stuff, 
and kill his giant spawn.  You can get a point of smite as well.

  The Rat Cave(14)
I: Swamp Boots, Bonding Knife
C: Healing Herbs, Fine Steel
D: Near middle stairs up
  Before coming here, be sure you have the job board quest to kill rats from 
New Harston.  This is the home of the Rat Lord, another Avernite crazy.  He'll 
taunt you from his ledge.  Go ahead and chase after him.  Go down the stairs, 
and you'll get into a series of fights with the rat lord's rats.  Foul rats 
are the end rats of the first two, and an oozing stinkrat is the last one of 
the third.  When you make it out, be on the lookout for a secret door that 
gives you access to a fine steel cache.  Head a bit north and you'll come to a 
room with some swamp boots.  Head up the north passageway to face the rat 
lord.
  The rat lord calls some well-bred rats to help him fight.  Kill him and 
he'll drop a bonding knife.


  Harston Dock Road (16)
I: Girdle of Insight, Shielding Knife
C: Woven Golden Chain
  Immediately to the East are some old ruins.  There is a cache with a woven 
golden chain and a few lizards.  You can't really go too far here without 
having taken care of Hirickis.
  Once Hirickis is removed, head back here to get your boat.  Hasen, a mage, 
intercepts you and tells you he will help you escape some darkside loyalists.  
Follow him, and then fight the loyalists.  Hasen drops a shielding knife on 
death.
  You can get underneath this area by coming from (12).  The notable items 
here include a mung rat guarding a girdle of insight (+1 Int) and other goods.

  Northern Isles (15)
  You can get here by starting near the spider caves (10), and going 
underground then north.  Alternatively, you can get here later when you get a 
quest to do so.  This area will be revisited in the post-demo section.

  Harston Docks  (17)
Q: Revenge on Ronaldo.
   Message: Shanker {200c}
   Western Rapids {Piercing, Purging, Assault Crystals}
   We Hate Basilisks {unlock nearby locker}
$: Aspen
  Welcome to the last place in the demo.  You have a lot you can do here, and 
there's a message board ripe for quest giving.  Talk with Schwarz to tell 
someone about the assassination attempt.  He'll tell you about what to expect 
around here.  Aspen will trade with you.  The last person to talk with is 
Duaria, an empire spy.  She gives you a quest to kill Ronaldo, an evil 
avernite (26).  When you do, return for no real reward.  When you're ready, 
grab your boat and head on out!

***********************************************************************
=======================================================================
END OF DEMO!  BUY FULL GAME FOR $28!  EXCELLENT PRICE FOR SEVERAL HOURS OF 
FUN!  BEST AVERNUM GAME YET!
=======================================================================
***********************************************************************

////////////////////////////////\\\\\\\\\\\\
                       2. NORTHERN ISLES
\\\\\\\\\\\\\\\\/////////////////////////

NOTE: You have three boats with which to explore.  If you follow this 
walkthrough, you will use two of them to explore the drake pillars and fulfill 
a minor job board quest.  You should always have one spare.

Map:

      31-32-33-34-35
      |
30-29-28-27-26
   |  |  |  |
22-21-19-20-25
   |  |  |  |
   15-18-17-23-24
      |     |
      09    14


  Northern Isles (18)
I: Blessed Gauntlets, Grounded Boots
C: Energetic Herbs
  There are islands here ripe for exploration.  The eastern island has lizards 
and a path down to a lizard den full of crystals.  Clean it out.  Head out the 
NW ladder to grab some blessed gauntlets, then head down to the SW and kill 
the basilisks (fulfilling a Harston Docks quest).  For your troubles, you get 
a pair of grounded boots and a piercing crystal.

  North of Harston (09)
C: Purging Crystal
  Come here quickly to pick up the purging crystal.  That's it.

  Shanker's Tower (19)
Q: A Gassy Brew
   The Crystal Field
   Ogre Thwacking
   Machinery Repairs
   The Mad Crystal
   Wanted: Paper! {Scrolls: Acid Shower, Madness, Group Haste}
   Skull of the Black Wight {terror wand}
   Rogue Kherrr {Wisdom, Purging, Assault Crystals}
I: Magestone Band, Enchanter's Robe, Symbiotic Cloak
S: Shanker (pretty average), Haste, Terror, Arcane Shield
D: SE building, outdoors- fine lances hidden.
$: Horyn [Knowledge Brew], Sage Belkin, Sarramor [Wisdom Crystal], Landman
  Shanker's Tower is one of the more interesting places you will visit.  
Shanker is a mage on the run from the empire with a number of helpful 
merchants.  She has a job board as well.  Explore the area thoroughly to see 
what's available.  There's a pylon here as well, and a boat in case you need 
to use one in the late game.
  Horyn is an alchemist living to the SW.  She's quite weird, and gives you a 
quest to take care of her cauldron.  Head up her stairs, then use the 
cauldron.  Prepare for a fight.  You'll fight three waves of hallucinations- 
undead, slimes + ogres, demons.  Make it through the three and talk to Horyn 
for your reward- an energy potion, an invulnerability potion, and a knowledge 
brew (Wow!).  
  Sage Belkin will sell you scrolls, and will take your paper if you've got 
his quest.  He gives you some powerful scrolls in exchange.  
  Sarramor is a nephil crystal worker who will sell you a wisdom crystal 
(1100c, the most expensive to purchase.  Still, quite worthwhile though maybe 
not immediately).  He also gives you a quest to find and clear a field of 
crystals.  Once you do, you get some beautiful crystals, a piercing crystal, 
and a wisdom crystal.
  Landman will also trade with you.  He has two barriers upstairs, one of 
which is too strong to bring down with a piercing crystal.  Come back here 
later and loot this place.
  Finally you should talk with Shanker.  She is upset that empire soldiers 
have found her, but if you promise to help her remain hidden from the empire, 
she'll help you a lot.  It's in your best interest to do so, so I'd say to go 
ahead and lie to Cienna the next time you see her.  Shanker will teach you 
magic (pretty average prices), will teach you skills (post-lying to Cienna) 
and give you a few quests.  Buy points in magery for all of your magic-using 
characters from her, she has the best prices early in the game.  You may also 
want to buy some points in magical efficiency, though you can get those points 
for cheaper a lot later on in the game.  I would prioritize with magery, then 
magical efficiency. Also, if you lie to Cienna, she will give you a magestone 
band ring. Her first quest for you is to go calm down an ogre servant.  Go up 
the stairs, break the barrier, go south, then haste, shield, and bless your 
characters, and thwack away at the ogre.  Once it gets down to <100 HP or so, 
it'll quiet down.  Tell Shanker to get an aranea silk tunic and a spellbook of 
haste.
  Next she wants you to get some tools from Solberg to repair some of her 
stuff upstairs.  Go on upstairs.  Bring down the barriers (if you're strong 
enough you can bring down the ones to the NE for an enchanter's robe and 
mandrake).  Go up to the room with the machine.  Buff up.  Then insert a 
crystal.  Four shades appear.  If you're strong enough, kill them (don't 
bother with physical damage- fire, disruption, and energy all work very well 
though).  If not, avoid them, and insert a new crystal into the machine every 
3-4 turns.  Return to Shanker for your reward- a symbiotic cloak and the 
ability to read another book (Terror).  She has one final quest for you- the 
Mad Crystal.
  To complete the mad crystal, you will first need to find some vahnatai (A5).  
Once you know what to do, go ahead and go up the stairs.  Dispel the NW 
barrier, then go talk with Festante.  Get him to become hostile, then hit him 
as hard as you can (no melee!).  You will probably have to use missiles and 
ice to take him to half his health, then he'll be friendly.  Go down and tell 
Shanker for your reward, a silk-woven cord and book of arcane shield.
  
  Northern Isles (15)
S: Enduring Shield
D: Nearby black wight.
  Now let's explore this area, since we got the quest from Shanker, "Skull of 
the Black Wight".  Land on the shore, and kill the undead.  Make your way to 
the altar and kill the ruby skeleton.  Claim its gems and the sword on the 
altar.  Go down the SW stairs.
  Ring the gong and fight the undead.  The nearby gate should open for you.  
Head east, and then fight the wight.  It's not too tough.  You can read the 
enduring shield book after you kill it and its fellow undead.  Also, use the 
nearby secret door.

  Northern Isles (20)
Q: Claudia's Island
I: Girdle of Endurance
C: Healing Herbs, Energetic Herbs
$: Goodman Grando [Mandrake Root]
  Some merchant-inhabited islands.  Goodman Grando will sell you a mandrake 
root.  On the island a bit north, Claudia will talk with you and ask you to 
clear away her island immediately east.  Go there, grab the caches, then head 
down the pit.  Kill the worm-eaten zombie at the end of the pit.  It drops a 
girdle of endurance and some other minor goods.  Tell Claudia (25c) and she 
will be a bit more talkative.

  Northern Isles (21)
I: Girdle of Dexterity, Ruby Breastplate
C: Healing Herbs
  These are the islands near the rapids that Duaria wants you to check out.  
The way in is slightly hidden for both islands, but carefully patrol the 
perimeter of both and you'll see a way in.  The southern island is home to a 
sea ogre.  Go ahead and kill it.  The northern island is home to a bunch of 
testy nepharim.  Kill them if you like, one drops a girdle of dexterity.  Head 
north, and there's a small pullout from the water.  Go down the pit and you'll 
face a number of spiny stoneworms.  Use spells to kill them.  Then kill the 
lurking gargoyle (again with spells).  It drops a ruby breastplate on death.

  Northern Isles (22)
C: Blessed Belt
  Just a cache here, that's it.
 
  Gladwell's Keep (23)
C: Focusing Crystal, Shining Golden Band
$: Antrobus
  There is a small island to the NW that has two caches.  Row your boat 
diagonally to get through the rocks to get them.
  You now come upon one of your first dilemmas in the game- whether or not to 
be geased by Gladwell.  But first, you can investigate his stuff.  Antrobus 
will trade with you, and has the best prices if you are geased.  Sabina is in 
charge of the inn and will give you a healing potion periodically if geased.  
The last person of interest here is Maggie, who doesn't say much.  Everyone on 
the island acts a bit funny, which isn't too much of a surprise.

  Rat Cave (14)
I: Archer's Band.
  Come here briefly to pick up some herbs and use a stairway to get an 
"archer's band" ring.  You can also use the little land jut for a quick and 
easy way to kill the rat king.  That's it.

  Gladwell's Keep (24)
I: Incantor's Ring, Magus Vest, Seeking Rapier, Chaotic Halberd, Assassin's 
Shield
S: Icy Rain, Unlock Doors, Dispel Barrier, Prismatic Shield
  Gladwell lives here.  Give him the message for a batch of potions.  Talk 
with him.  You now have your first good Avernum 5 dilemma.  Will you be geased 
by Gladwell?  Or will you explore freely.  (Take the Geas at least once for a 
playthrough, if only to see what it does.)  What Gladwell would like from you 
is your help in retrieving certain items.  The geas will tell you when you 
need to get the item.  You can talk with him first, though.
  Agreeing to submit to his geas will get you +1 to Str, Dex, Int, and End for 
all your characters for as long as the geas is in effect.  This is a hefty 
bonus.  You will also learn a fair bit on what is going on around here- 
whether Dorikas came through the region, and will be able to trade with him 
townies.  Also, when you complete some of his tasks you will be given a shadow 
key which will enable you to open doors in his basement and grab the supplies 
and use the fountains for an experience boost.  However, being geased by 
Gladwell will prevent you from dealing with one character, and you will not 
have as many items as you might like for trade with others.  The biggest set-
back is obtaining his items.  In three of five cases, getting the items he 
desires will result in the town where those items are based becoming mad with 
you.  Generally, that's not game-ending, though it can be frustrating when you 
can't finish a quest or trade with the townsfolk.  In two of the other cases 
you can get the item without a fight (but at significant cost for one of the 
items).  If you take the geas and decide you don't like it any more, you can 
remove it after getting the second item.  Note that if you don't get the item, 
you will be cursed nastily.
  Not taking the geas gives you a lot more freedom to explore and enjoy towns, 
and gives you the chance to trade the items wanted by Gladwell for other 
services by other Avernite Powers.
  That said, if you're finding the Northern Isles a bit tough and/or are a 
first time player, take the geas for the fun of it.  If you really don't like 
it, end it midway through the game.
  The items Gladwell will have you get include: a Drake's skin, the Anama 
Prayer Scrolls, a Spiral Crystal, a Piece of a Crystal Soul, and a dragon egg.  
Yikes!  When you trade him one of these items, you can go into his basement 
and collect your prize.  There are three options- spells, armor, and weapons.  
In each case you also get to use a basin for some xp granting fluid.
  In the Offensive magic area you can use one key to open a room with an 
Incantor's Ring and a book of Icy Rain (+3) and Unlock Doors (+3).  The next 
door holds a Magus Vest and a book of Dispel Barrier (+3) and Prismatic Shield 
(+3).
  If you choose the room of the blade you get a rod of battle and seeking 
rapier for your first key, and a chaotic halberd and rod of alacrity for your 
second key.  
  Finally, if you choose the room of the shield you get an assassin's shield 
and some invulnerability potions for your first key, and a mercuric plate and 
some invulnerability elixirs for the second.
  If you want to maximize your output, choose which of these is the most 
appealing (the second door rewards are many times better than the first time 
rewards), and stick with it.  Note that the anama scrolls and the crystal 
spiral are both desired by others, but that the drakeskin and the crystal soul 
chip are not.  You could kill Gladwell after trading the items that only he 
desires, and give the others away.  


  Northern Isles (25)
Q: Farmhouse Ghost?
I: Swamp Boots, Treated Leather
C: Healing Herbs, Spiritual Herbs, Energetic Herbs
D: Door near slith.
  Explore the items a little bit to collect some caches.  Then head to the NE 
to the mainland.  Talk with Fae.  She is being bothered by a ghost, 
apparently.  Yes, the lock doors are suspicious.  Anyways, head down to the 
south building and get trapped.  Go through the passage, and grab the swamp 
boots, kill the rats, then talk with the slith.  It points to a secret button, 
push it then escape.  Grab the miscellaneous goods on your way out, then go up 
the stairs.  Kill the thugs (the nephil drops treated leather), grab there 
stuff, then head out the door.  You can either kill Fae or let her go.  Either 
way you get a platinum ring for your troubles.

  Northern Isles (26)
I: Grounded Boots, Coated Cloak
C: Graymold
  The island to the SW isn't really explorable by boat.  Look around 
elsewhere, exploring the passageways as you see them- one to the NW, the next 
one east has some grounded boots, the next your passage to the SW island, the 
next some bats. The NE passage holds Ronaldo.  Go ahead and get into a fight 
with him.  He drops a coated cloak on death.
  When ready take the middle passage and go down the tunnel.  You'll have to 
fight a lot of fast bats, thorny fungi (turrets from Geneforge), but none are 
too difficult.  Go down the south passageway to find the venomous mongbat.  
When you attack it, it summons a bunch of weak help.  Blow the bats it calls 
away with a few blasts of icy rain.  Then take the bat down to get its wing 
for Lark.  You can leave these tunnels by the west, though there's less for 
you to do there.

  Northern Isles (27)
Q: Pests in the Basement
D: Poison vat room NE.
$: Galena: *Fine Leather Helmet*
           *Leather Vambraces*
           *Blessed Boots*
           *Girdle of Strength*
           *Mercuric Leather* 
  Galena will give you a quest to clean out her basement, after which she will 
give you the ability to craft with her and some fine leather.  Head down her 
stairs.  Shoot one plant from a distance.  All will explode, clearing the 
area.  Then go kill the lizards.  Go talk with her and if you want to craft 
anything out of your fine leathers and focusing crystals, go ahead.  You can 
also get two more leathers from the poisoned vat room to the NE.  The Mercuric 
Leather is fairly good if you can stomach the strength loss.

  Northern Isles (28)
I: Swamp Pants
C: Spiritual Herbs
  Head to the island and talk with Goodwife Amber.  She is weird.  Take some 
tea with her, then kill the shade.  Go down the nearby hatch, and go smash the 
crystal (grab the herbs in the cabinets as well- includes one mandrake).  
Return up and Amber is normal again.  She gives you all herbs other than 
mandrake as a reward/apology.  Explore the passageway to the east for a pair 
of swamp pants behind some fungi.

  Northern Isles (29)
  Head to the NW, and go up a secret passage where you find a bunch of 
nephilim.  Push past them and kill them, then go through the gate.  Prepare to 
move fast- you get trapped in, and must kill some lizards and nephilim to make 
it to your prize (a crystal mine).  The calderas behind you will explode 
periodically so try to make it to the end of the area so that the gate will 
open and your party can escape.  Kill the few nephilim in the crystal room, 
then grab the crystals. You can get a few other minor items here as well, 
including a piercing crystal. 

  Fang Clan Village (30)
I: Ratskin Shawl, Nephil Warblade, Ceremonial Longbow, Ceremonial Leggings, 
Deadeye Cloak, Blessed Bow, Thick Wool Tunic
D: Room 3.
  The nephils here surprisingly don't want to kill you.  Pilot your boat to 
the main island, then explore the village.  The rogue nephilim Kherrr is in 
the building to the north- ask him to duel as you'll run into him during the 
main quest of this area.  You can rob the room to the NE if you'd like.  Talk 
with Elder Mhrrorr when you're ready to take on the quest of this area, the go 
down the hatch to the NW.
  Enter the chambers, then head to the east.  Use the map below for 
assistance. 1) Testmaster Orrassa and two wolves are your first challenge.  
Beat him up till he submits (don't kill him!) to pass the test.  2) traps 
impede you here, if you have a character with decent tool use this shouldn't 
be a problem.  You get a knowledge brew and iron bracers for your efforts.  3) 
Another chest.  You have 3 options- unlock it with a spell, use strength to 
open the gate, or hit the secret button.  The button is obviously the best 
route.  4) Ring the gong and summon some worms.  They're pretty easy, though 
can surprise you.  5) A blade-warded ghoul blocks you here.  Use spells to 
bring it down (ratskin shawl for a reward).  You can also pillage the 
ceremonial item, a nephil warblade (wow!).  All ceremonial items will 
disappear though as soon as you leave the premises (unless you cheat- see end 
of FAQ for details). 6) A massive worg is here and it doesn't like you unless 
you have decent cave lore.  Then it's friendly and you can claim the loot (+ 
ceremonial bow!).  7) Testmaster Shelles is against you here.  Beat her up 
till he submits.  8) Arkada the Assassin is guarding this room.  Beat him up 
till he submits.  You can get some ceremonial leggings for your trouble.  9) 
Hssrrotis Piercer is in this room.  You will need to kill him to win.  He 
drops a deadeye cloak and a blessed bow for your troubles.  Now head west 
through the doors.  Don't go up yet, instead kill Kherrr, who lurks near the 
place you entered. Kherrr drops a thick wool tunic on death.
        1-2-3
        | | |
        4-5-6
        | | |
        7-8-9

  Northern Rapids (31)
Q: Spiders in the House
I: Polar Fur Cloak
  These areas signal the end of chapter 2.  Talk to Captain Amero on the mail 
island.  She will give you a quest- to clear out the spiders living to the 
north.  Head to the NW first, and kill the spiders there.  The spiders are 
guarding a body with some minor goods.  Head to the northern passage, kill the 
spiders on the first floor, then go up and kill the rest (including an 
aranea).  Claim your polar fur cloak and other goods, then head back out.  
Tell Amero of your success, then head on down the rapids.

  Northern Rapids (32)
C: Speed Potion
  Go down the rapids, then take the south route to find some land.  Some 
gremlins are here.  They can be obnoxious, so get the jump on them.  Kill them 
and take their stuff.  Head to the north rapids, and get out of your boat onto 
the land.  Go down and grab the crystals.

  Northern Rapids (33)
I: Clover Boots
  Go down the rapids, then explore the south path.  Kill the brigands on the 
ledge with missiles and spells, then go down the hatch to the south.  Disarm 
the traps and kill the brigands.  Go up the ladder, then fight some more 
brigands, and Mafalda the pirate. Mafalda drops some clover boots on death, 
which are some excellent early level boots.  Also grab the jeweled wand from 
the chest. Head back to your boat and continue down the rapids.

  Northern Rapids (34)
I: Ivory band
C: Fine Steel
  Get off at the north jut of land, and go east.  Use the secret door to get a 
cache.  Mark this area mentally, it is the subject of a later quest.
  When you have the "empty the cache" job board quest, grab a new boat then 
head back here.  Approach the wall, and then go through it.  Kill the 
fireeater goblin- it drops an ivory band and a knowledge brew on death.  Not 
too bad!

////////////////////////////////\\\\\\\\\\\\
                     3.  DRAKE PILLARS
\\\\\\\\\\\\\\\\/////////////////////////

Map of Drake Pillars
34-35-41-49-48-44-55
   |  |  |  |  |^^
   36-39-40-42-43^   Nothing at 50, 53.
   |  |  |  |  |^^ 
   37-38-45-46-47^
   |  |  |  |^^^^^
   50-51-52-53^^^^
         | 
         54

  Drake Pillars (35)
I: Spectral Gloves
C: Mined Crystal x2
  I'd recommend heading straight to Harkin's Landing (38).  Come back after 
you've rested and sold off junk.  There's a bandit camp on the mainland, kill 
them and take their stuff.  Kill the worgs to the north as well.
  When you've reached the ledge from (41), proceed to the end.  You'll find 
Summer and Mabile's pylon. Talk with Summer then prepare for battle.  A nasty 
vahnatai shade appears.  Hit it a bit.  It will split into parts.  Hit the red 
shade with melee and physical damage, the blue one with bolt of fire, and the 
green one with disruption.  Once you do enough damage to the parts of the 
shade, the whole shade dies.  You get some spectral gloves as a reward.  Talk 
to Summer and send him on his way.  That's it for this area.

  Drake Pillars (36)
  I'd recommend heading straight to Harkin's Landing (38).  Not too much is 
here otherwise, the island holds a small fort with some minor goods.

  Drake Pillars (37)
I: Crystal Woven Chitin
C: Spiritual Herbs, Healing Herbs, Energetic Herbs
  I'd recommend heading straight to Harkin's Landing (38).  Come back after 
resting to hunt around a bit.  Head to the west wall, and search for a passage 
down.  Look a bit north and you'll see lots of calderas and fire lizards.  Try 
to draw the lizards out with missiles, then send a single hasted character 
north to pick up crystals and supplies from the stone nests and mage body 
(especially the crystal woven chitin!) to the north.  Heal the character every 
turn, then bring them back with all the goods.  

  Harkin's Landing (38)
Q: Lysstak the Beast
   Lysstak's Spies
   Damaged Pylon
   Mined Crystals
   The Crypt's Purpose {Healing, Curing, Speed Elixirs}
   Crypt Summoning {Silken Shield}
   Claim Check {300c}
   Empty the Cache {Drakeskin Bracers, Archer's Band}
   Delivery: Exodus {50c}
I: Blessed Boots, Girdle of strength (40), Serpentskin Helmet, Crystal Symbol
S: Mother Kriss (Pretty Average)
D: Under Kelda's Inn.
$: Sage Mabile, Fuller
  This is the first frontier town you get to visit with.  There's a healthy 
amount to do here.  Pefko tells/threatens you to go check with the mayor as 
soon as you land.  Go ahead and do so.  
  Mayor Killgore is friendly enough.  He tells you of the troubles that plague 
the land.  He is also your source for a bracelet to continue exploring.  
However, he won't give it to you unless you kill the bandit Lysstak.  He's not 
a bad mayor, just obnoxious.  This is a common theme you'll encounter through 
the next few villages.  
  Pefko will now talk with you.  She gives you a quest to ferret out the spies 
who are in the town.  Telling on Kelda gets you 3 beautiful crystals and an 
assault crystal.  Telling on Kolata gets you 3 beautiful crystals and a 
purging crystal.  Those are the only traitors you can turn in, but that's not 
too bad!
  Mother Kriss is the Priestess of the Town.  She will teach you priest spells 
and some skills for decent prices.  You can use her altar if you want.  There 
are four random results that can happen for using it- you can gain xp, lose 
xp, gain coins, lose coins. The negative penalties are worse than the positive 
ones. If you use it often enough, you will get a prize (blessed boots).  She 
also gives you several jobs, and an excellent silken shield as a reward for 
the completion of the last one.  Note that though she has good prices for the 
skills she trains, the skills are mostly very low-level skills (1 skill point 
increases or such).  I would recommend saving your money by investing 2 points 
in these skills, then buying the last point (good coins/skill point saved 
ratio).  I do not recommend buying hardiness from her.
  Sage Mabile will trade with you, and will give you a quest to investigate a 
damaged pylon to the north.  Do so and you'll get a serpentskin helmet, a fine 
piece of armor.
  Fuller is a businessman from the empire.  Don't go down his hatch unless 
you're ready to stop dealing with him.  Fuller is a member of the Underworld 
Joint Trading Company.  It's an unusual business, but you can buy a share in 
it for 1000c.  It's probably worth doing at some point as it actually has an 
effect on the end game.  Fuller will also give you a quest to buy Mined 
Crystals.  He will give you 15c a pop.  Note that there is a later individual 
who will pay you more, so it's up to you if you want to use his services.  Try 
to give him at least 40 to get his special reward- a crystal symbol
  Kelda is the innkeeper here.  She will sell you various hints for cash.  One 
you should buy is "Lysstak the Beast".  Go down her stairs and to the end of 
the line (39) then (40).  Prepare for battle once you see the gate.  Plotz, 
one of Lysstak's lieutenants ambushes you along with some archers.  Kill them 
all.  He drops a girdle of strength on death.  Go back up, tell off Kelda, 
then tell Pefko.
  Arriannia is the claims manager of the town.  She knows a bit about Lysstak, 
but won't tell you unless you have killed one of Lysstak's lieutenants.  The 
info she gives you is really the only valid info you'll get.
  Gall, outside of town, will tell you to talk with Kolata with regards to the 
bandits.  Kolata will tell you to explore the three tunnels claim, hitting a 
switch.  Do so eventually then tell on Kolata to Pefko.

  Drake Pillars (39)
I: Mica Band
C: Flawed Crystal x 3, Mined Crystal x 2, Wisdom Crystal, Lovely Crystal x 2, 
Beautiful Crystal x 2.
D: Three Tunnels Claim, Stone Carver Claim
  Top level- kill the worgs, and grab the caches.  Near the Stone Carver Claim 
you'll find a crystal cache by pushing a hidden button.  Bottom level- I 
recommend taking the three tunnels claim first (normal path).  Grab the 
crystals, kill the goblins, and grab as much stuff as you can.  Then go up and 
use the secret button to open a fourth tunnel down.  Get close to the gate, 
prepare for battle, then fight the brigands who appear. Lysstak is among them! 
However, he runs away as fast as possible if you hit him much or kill his 
comrades.  The slith drops a slith spear and a mica band.
  If you take the locked door pathway down, you can see Anemona, the drake.  
Don't do this till you're done with the chapter, especially if you have 
Gladwell's geas!

  Drake Pillars (40) 
C: Mined Crystal x 2, Beautiful Crystal
  An ogre tries to rob you to the north.  Kill it for some good salable items.  
There's also a stone circle here which you can't do anything with until you 
get a quest from Exodus.  Some worgs need killing as well.
  Once you have the quest from Foramon, come back here.  Charge your 
characters up with protective spells, and make sure your priest has mass 
healing.  Then approach the pillars.  One pillar will come to life as a golem.  
Don't kill it!  Instead, take its abuse with a strong character (enduring 
shield + augmentation + a hasted priest to heal every turn helps).  After 5-10 
rounds, the golem runs out of juice.  Go tell Foramon for your reward.  
  If you're underground, you can take the central-south passage down to a 
decently challenging area, Khora-Vysss (through 45).  Otherwise, there's 
plenty of foes here, including some bandits (and Thea the Scourge) to the 
north.  Kill them and take their stuff.  You can use any number of the passage 
ways here to get back to town in case you need to sell your stuff or what have 
you.  Head north.

  Drake Pillars (41)
I: Wyrmskin Helmet, Blessed Gauntlets
C: Mined Crystal x 2, Healing Herbs, Spiritual Herbs, Energetic Herbs
D: South rock formation, down hatch.
  Kill the rats here, then go into the Gelickson Claim.  You'll find lots of 
decent crystals behind the traps, then head down the hatch.  Continue to 
collect the crystals, and kill the slimes that get in your way.  Continue east 
to (35)- this route will take you up on the ledge.
  Condon the merchant is cornered by bandits to the east.  Kill them and take 
his stuff.  On the south rock formation you'll find a secret door.  Go down 
the hatch, break the barriers, and grab the crystals.  Don't forget the hidden 
focusing crystal behind the secret door!  At the Levine mind you'll find 
Arland, who will tell you to go hunt for Lyssak in the mine to the north.  Go 
ahead and go there.  Kill the slimes, then search the body to the west for a 
wyrmskin helmet.  Head south, and reach the gate.  It's a trap!  Head back to 
the slime pit and kill all of the slimes, including the cryos slime (which 
drops a wisdom crystal on death).  Then head back on up and kill Arland.  He 
drops some good armor and blessed gauntlets on death.

  Drake Pillars (42)
I: Treated Carapace
C: Graymold, Speed Elixir
D: South of Avernite camp.
  There's a friendly avernite camp here.  Once you have the Gelmax quest, go 
south from this camp and you'll see a goblin.  Kill it, go through its secret 
door.  You'll find Gelmax the goblin shaman.  Whack his goblins, then smack on 
him.  Once you do enough damage, he runs away.  Pillage his stuff.
  Immediately south of the entrance is a small claim marker (reddish looking 
stakes) that belongs to Tobias.  Walking next to this provides a check for the 
"Claim Check" job board quest.  Also, in the far NE of this area, you'll find 
another Tobais claim stake.
  To the west of the goblin hideout are some slimes and herbs.  To the east is 
a puddle which is guarded by more slimes, including an unstable mass. 
  If you're coming here from the underground, you'll notice a lot of foes.  
Lava bats roam the cave passages, they can gang up on you if you're not 
careful.  Try to fight in the bending passages so that the bats have to fight 
on your terms.  There are a few pools here- the green one is the only one you 
should try to drink out of.  Kill the fissure bats guarding it so that you can 
use it at will.
  The Pit Crawler is to the NW.  Prepare prior to fighting it, then approach 
it.  Don't hit it until it charges you.  It summons lots of abyssal worms to 
help it fight, kill the worms until it breaks free. The worms should die with 
one hit from a decent meleer/spell.  When the pit crawler breaks free use 
spells on it to take it down (lightning spray + smite work well).  It hits 
hard, but is soft against attacks.  Try using spells only, as melee will 
reflect some damage back at you.  You may lose a character or two, but you can 
use the green pool to the NW to heal back up.  The pit crawler drops a treated 
carapace on death.  To the SE you'll find some undead- kill them and take the 
stuff on the nearby bodies.

  Exodus (43)
Q: Hunt for Gelmax 
   Slith Kidnappers {Inertial Shield}
   Claim Jumpers {Beautiful Crystal x 3, Piercing Crystal, Wisdom 
                  Crystal}
   Message: Tranquility {0}
I: Blessed Shortsword
D: Near Moro, and in north building.
$: Poutin, Moro
  As you are entering this area, Skarp, a drunken abyss attacks you.  Try to 
talk your way out of it, and his friends will leave.  Kill him.  Head into the 
city.  Towards the west you'll encounter Ruth, a darkside loyalist.  She 
mostly talks, but offers to let you join the darkside loyalists.  This is one 
of the starting points for the darkside path, and introduces a major game-
influencing dilemma.  Try doing both the pro-empress and pro-darkside paths 
once.  This FAQ will be written from the pro-empress path.  Tell her to buzz 
off.  I will try to play again as a darksider, and will add this info as it 
comes up.
  Poutin will buy your stuff, but won't sell to you.  Mayor Vikas will give 
you a quest to hunt for Gelmax, a goblin.  Do so for a blessed short sword.  
Downstairs and to the southwest you will find Moro, who is another member of 
the Underworld Joint Trading Company.   He's fairly wimpy, but is guarding a 
secret door with tough barriers blocking it.  The pylon is outside of the 
town.
  When you have the magic to bring down the barriers near Moro, do so, then 
cast unlock doors.  Prepare for battle.  Open the door and kill the 
hellhounds.  Grab the stuff (including a wisdom crystal).  

  Exodus (44)
Q: Stone Circle
I: Mandrake Tincture, Sniper's Vest
C: Mined Crystals x 2,
S: Foramon
$: Gorp, Haskell
    Gorp: *Blessed Shield*
          *Blessed Shortsword*
          *Blessed Vambraces*
          *Blessed Spear*
          *Blessed Breastplate*
    Haskell: *Healing Elixir*
             *Curing Elixir*
             *Energy Elixir*
             *Armor Elixir*
  Gorp is a smith here.  He will trade with you, and will craft blessed items 
for cash, fine steel, and focusing crystals.  Dellinger is a miner who is 
quite chatty.  His quest is on the job board to the south.  Shiarra is a 
nephil miner who wants you to help Merrum.  You will do so eventually.  
Haskell is the town's potion maker, and will make some decent elixirs for you. 
She also wants you to check her basement for noise.  Go down, and grab the 
mandrake tincture behind the spell-locked door.  Continue till you see a gate.  
Persephone, a Lysstak-friendly mage, is waiting for you.  Kill her and take 
her stuff.  Go back upstairs and chew out Haskell.  She will sell you potions 
now and give you info.  You can get behind that ledge and grab a sniper's vest 
when you raid Lyssak's keep.
  Incantor Foramon is the last person of interest here.  He is your route to 
Tranquility.  However you will need the mayor of Harkin's Landing's permission 
before you can get through.  Foramon gives you a quest to explore the stone 
circle to the west.  Return back when successful to get some potions and 
access to a bunch of skills, most importantly resistance.  The other two 
Shanker will teach you instead for cheaper.

  Drake Pillars (45)
I: Woven Silver Chain, Nullity Shield
C: Beautiful Crystal x 2, Mined Crystal x 2
S: Mass Curing, Steel Skin
  This is home to one of the very few friendly miners in the game, Armella.  
Talk with her to figure out what's going on.  She doesn't tell you too much of 
use, but warns you of ghosts in her mine.  Ooh, sounds like something to kill!  
Go down into her mine and look in the nearby locked room.  You'll get a chance 
to improve Mass Curing for your efforts, plus some crystals.  Go north, and 
kill the ghost (rather, have it attack you).  Continue north, killing ghosts 
for fun, and picking up the crystals.  Once you make it to the top, grab the 
stuff in the coffins (including a woven silver chain).  Pick up the tablet and 
kill the ghoul.
  Take the tablet back to Mother Kriss and get the next job board quest (Crypt 
Summoning).  Head back to the area with the coffins, then perform the chant.  
Some undead will be summoned.  Prepare the battle, then "you are called".  
Kill them, the skeleton hunter drops a nullity shield.  Disrupt undead, 
lightning spray, and bolt of fire are your friends for this fight, as is 
hasting prior to the battle.  Go explore the last tomb for a point in steel 
skin.
  Underground is also the route to Khora-Vysss.  Kill the few sliths guarding 
the way, and proceed south to (52)

  Drake Pillars (46)
C: Energetic Herbs, Spiritual Herbs
D: Underground north
  This area is home to Merrum, the nephil who knows how to get to Lysstak, 
which is where you should go when you finally want to start chasing his evil 
self down.  First explore the SW- kill the scuttlers, then go down the 
passage, kill some more scuttlers, and grab a few minor items.
  When you're ready to take on Lysstak, find and talk with Merrum.  You'll 
have to go through some traps or pass by a nasty lizard, but Merrum is 
otherwise friendly.  He'll disarm his traps for you if you ask him to do so.  
Of course, you can disarm them yourself for the xp.  There's a secret door to 
the north, you can go up and kill the rats and grab the crystals.  Head to the 
NW, then get on the platform.  Prepare for battle then pull the lever.  Kill 
the rats that jump down at you.  If you're prepared you should be able to kill 
them all before they can hit you too hard.  

  Drake Pillars (47)
I: Viperskin Boots, Girdle of Nimbleness
S: Minor Heal, Heal
D: E, SE.
  Here you will find a secret door to the east that leads to lizards and 
sliths.  Go through it then go down the stairs.  You can't go too far in, but 
you can grab some nice minor items.
  Approach this map by boat and go through the secret door to the SE. Go down 
the stairs, then kill the slith flingers. More sliths come running, kill them 
too.  Continue along the bridges, slaughtering anything that gets in your way.  
To the NW you'll find Slavemaster Gvass, on death he drops some viperskin 
boots.  Read the book behind him to get some healing spell points.  Open the 
nearby gate, then head to the east and free the prisoners.  Accompany them to 
the exit, killing the last few sliths.  One slith drops a girdle of nimbleness 
on death.  When the humans have safely escaped, you'll get some xp, and can 
complete the job board quest.

  Drake Pillars (48)
I: Girdle of Insight, Shield Ring, Pustulant Vambraces
C: Piercing Crystal x 6, Beautiful Crystal 
  There are some fake merchant bandits near the south center of this area.  
Kill them and take their stuff.  Gelmax (take 2) is here if you've fought him 
at (42).  Kill him this time, taking his girdle of insight and shield ring as 
your prize.
  Near the smashed sign you'll find a crazed miner.  Kill him and take his 
stuff.  His mine also has some spiders and caches at the end.  Kill them and 
take their stuff (+ caches).  The other miners here are Dellinger's foes and 
claim jumpers.  Kill them and take their stuff.  You get a pair of pustulant 
vambraces for your troubles.  Head down their mine and explore a bit.  You'll 
be attacked by a bunch of spiders and an aranea for your troubles.  However, 
all through this level you're rewarded with gobs of piercing crystals.  
  There is a Tobias claim in the west part of this map.
  If you're here from raiding Lysstak, kill all of the spiders, and grab the 
crystals.  Head all the way to Exodus (44).  

  Northern Plateau (49)
I: Blessed Vambraces, Static Band, Swamp Boots, Worgskin Cloak, Samaritan 
Sandals, Blessed Shield, Ruby Necklace
C: Gold Necklace
S: War Blessing, Protection
D: Small rock jut south, ledge nearby underground entrance,
  If you're here by the surface layer, there's not much to do.  A secret door 
can be found to the south, use it to grab some potions.  
  If you're coming here to kill Lysstak (from the underground), kill the 
archers and bandits that impede you, then press the button up on the ledge.  
Before going the secret passage route, go east and kill the rats, goblins, and 
archers.  Stay away from the shrubs for right now as they are quite difficult 
for low-damage archers.  Head back and bring down the barrier.  Go and kill 
the goblins and nephil, then head north.  Kill some more bandits, ignoring the 
shambler until they're all dead.  Kill the shambler once you're no longer 
preoccupied.  Vekoslav the ogre is to the north.  Kill it from a distance if 
at all possible.  It drops some blessed vambraces on death.  Rawiri Beasttamer 
is a bit east.  Kill him for a static band.  Continue east, killing the shrubs 
and archers that get in your way.  You'll get a healthy amount of stuff for 
doing so.  You can head all of the way east from here to get to (48) again.  
When ready, head up the stairs.
  You're nearly immediately attacked by bandits.  Kill them and take their 
stuff.  Some swamp boots are nearby.  Head east, kill the sliths and lizards, 
then you can open the doors nearby.  Inside is some help- a large dangerous 
rat, and Private Varrick, both of whom will follow you and help you fight.  
It's up to you if you want to take them.  They don't hurt.  Kill Lizardtender 
Vormr for a worgskin cloak, and kill the cultists for some Samaritan sandals.  
Go north from the altar and enter the room, read the book for a bonus to war 
blessing and protection, and use the basin to get some decent long-term 
protection.  Go up the platform, then use the secret door to the west to grab 
a blessed shield and other goods.  Use the basin to heal if you need to.  Head 
back out (don't press that button just yet), and kill the rest of the bandits.  
Then head towards the ledge and face Lysstak the beast.
  The first round of fighting Lysstak you will barely be able to do any 
damage.  Hit him anyway, you'll take off a few points.  Once you've been 
fighting for a few rounds, he'll call an older version of himself to help 
fight.  You can now do full damage though, so it's not that bad.  After a bit, 
a third Lysstak will join the fight.  Kill one, then kill the second, then 
kill the third.  You get a ruby necklace for your efforts.  Phew!  Private 
Varrick leaves you then.  Return to Harkin's Landing.
  
  Drake Pillars (51)
C: Graymold
  There's a cache amongst these islands, as well as a pit down.  Take the pit 
down and kill the fungi, ogre botanist, and goblin shamen (shamans?).  That's 
it for here.

  Drake Pillars (52)
I: Radiant Short Blade
C: Graymold, Mined Crystal, Mandrake
D: West path underground, SW building with tomb.
  Some islands with bats and caches.  Note that one of the trees has some 
healing herbs behind it- in A5 it's fairly common for cool items to be hidden 
behind pillars, trees, and such.  Keep on the lookout.
  If you're coming from the underground, you'll approach a cross-path.  Take 
the west route and use the secret door, then use the teleporter.  You'll be 
teleported to a platform.  Use the secret button on the SW side of the 
building, then enter the room.  Kill the two sentinels, then grab the radiant 
short blade from the tomb.  Use the teleporter and go south.

  Khora-Vysss (54)
I: Woven Silk Robe, Tinker's Gloves, Warrior Vambraces, Slith Bloodspear, 
Demon's Bile, Mooneye Girdle, Warmaster Helm
S: Thrown Missiles, Pole Weapons
D: N of Chroisss
  This is one of the most challenging areas of the game.  I'd recommend 
completing this area only after getting through a few of the next chapters.  
You can kill a bunch of stuff now though, to make your later foray easier.  
There are a few good challenge areas in the game, the rewards can be well 
worthwhile.
  You're here from the basement.  Head south, killing the sliths that get in 
your way.  This map holds a bit of a puzzle- water prevents you from exploring 
a majority of the map.  You need to find several wheels that will close off 
the water levels and enable you to explore.  The first is to the east.  Using 
the wheel there after killing the sliths drains the west river passage.  You 
can also cross the bridge to the east, and can kill some more sliths.  You'll 
find Chroisss, a slith magic user.  Kill it for a woven silk robe.  There's a 
secret door immediately north that has a book which will improve your thrown 
weapons ability.  Cool!  Head to the SW.  Kill the sliths and lizards that get 
in your way, then use the wheel that isn't broken.  The wheel empties the 
eastern river.  Go now to the SE.  Kill the sliths, including Beastkeeper Tah-
Kss.  You are rewarded with the useful Tinker's Gloves for your efforts.  Use 
the nearby wheel to block the south river.  Head across the water way and 
you'll find Kazhri-Uss.  He's a fearsome foe.  Don't bother with his lizards, 
just concentrate on Kazhri-Uss.  It drops a key on death as well as some 
warrior vambraces.
  Head upstairs, but only if you feel confident enough to take on 1300 HP 
sliths repeatedly.  I'd recommend trying the upstairs a bit later.  You've got 
all that you need to have for the moment (the slith key).  Maybe wait until 
after you've beaten the Tranquility region- you'll have a better arsenal of 
spells with some more experience.  Take out the javeliners to the south and 
around the entrance.  Then kill the temple defender.  Work your way west a bit 
till you get attacked by a screeching horror and some slith scourgers.  Then 
head north, and clean out those buildings.  Head all the way north to (52) and 
grab the graymold and mandrake cache.  Work your way back south (avoiding the 
temple and its defenders for now) and then go kill Chief Gleth-Sss.  He has an 
attack that will make you run away if it hits, so try to block his attacks as 
best you can.  He drops a slith bloodspear on death.  This is the best pole 
weapon you'll find for a long while.  Continue west from the dead chief and 
you'll find Goram-Kryss and a slith cultist.  Kill them.  Then grab your 
rewards- a point in pole weapons and some demon's bile.
  Next head to the temple.  Kill the two defenders, then head up and buff up.  
Charge the slith horror as best you are able, casting slow on it once every 
turn, and using battle disciplines religiously.  It's weak against ice, 
slightly.  However, it will also cast a death curse on you.  This spell has a 
limited duration, but will do a lot of damage to you when it activates.  If 
you have it cast on you, run to one of the filled basins and drink from it to 
remove it.  Continue along these lines and eventually it will fall.  You get a 
mooneye girdle for your efforts.  Head west and pillage its stuff.  You also 
get a warmaster helm if you go down the stairs and grab the blue chest.  Best 
helmet in the game.

NOTE- After you have defeated Lysstak, go to some of the various mines and 
claims.  Some people may have returned or will deal with you better, including 
Armella and the Stone Carver Claim (buy the wisdom crystal!).  Also, if you 
have Gladwell's Geas, you can't leave this area without the skin of the drake 
beneath Harkin's Landing.  Getting it will make the whole town hate you, 
though, so be warned!


////////////////////////////////\\\\\\\\\\\\
                     4.  TRANQUILITY
\\\\\\\\\\\\\\\\/////////////////////////


-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
                         6.  Item Overview
-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
The following is a list of weapons and armor with some recommendations.  These 
lists are not yet complete, but should give most of the info.

         Weapons
Stick              1-2
Dagger             2-4
Bronze Short Sword 3-6
Iron Short Sword   5-10
Steel Short Sword  7-14
Stunning Band      3-6, Stuns
Fine Cleaver       6-12, +1 Dex
Bonding Knife      7-14, 6%, -1 Str,Dex,Int, +4 End
Discipline Blade   7-14, 30% Ftg Rmv, +2 PW, +1 MW
Falchion of Evasion7-14, +2 Def, +4HER
Shielding Knife    4-8, 6%
Nephil War Blade   10-20, +4 Str, +4 Dex, 75% Ftg Rmv
Singing Rapier     10-20, +2 QA, +1 Blm
Seeking Rapier     13-26, +1 Blm, +3 Anat
Radiant Short Blade16-32, +10TH, +15ER

  These weapons are great for non-melee fighters (like archers and magic 
users).  The discipline blade is probably among the best as it gives you 
access to more battle disciplines if you have a few points to begin with.  My 
end game priests and archers find it invaluable.

Bronze Broadsword  4-12
Iron Broadsword    6-18
Waveblade          8-24
Fine Waveblade     10-30
Blessed Broadsword 12-36
Ghostly Blade      8-24, +6HER, 6PFW, Jinx
Flaming Sword      11-33, +10TH, +10FR, Fire
Oozing Blade       11-33, +10AR, +5TH, Acid
Frozen Blade       11-33, +10CR, +15TH, Jinx
Venomous Blade     12-36, +12AR, +12PR, Poison
Radiant Soulblade  16-48, +8%, +2 LB, +2 QA, +3 Par

  For melee weapon users, the various ghostly blades, flaming blades, acid 
blades, Frozen Blades, and Venomous Blades are your staple as far as weapons 
go.  The single radiant soulblade in the game is incredible for devoted melee 
weapon users, just from bonuses alone.

Bronze Spear       6-18
Iron Spear         8-24
Slith Spear        8-24
Steel Spear        10-30
Lava-fired Spear   10-30, +10FR
Chaotic Halberd    12-36, +10CR, +1 Dex, Jinx
Spear of the Fen   12-36, +10AR, +3 Def, +1 Rip

  The Chaotic halberd is my personal favorite of these, however, you should 
change it with a more powerful pole weapon when dealing with regular foes.  
Jinx attacks are excellent for boss fights.

Bronze Halberd     6-24
Iron Halberd       8-32
Steel halberd      10-40
Fine Slith Spear   10-40
Molten Halberd     9-36, +1 QS
Slith Warspear     12-48, +8FR, +5TH
Slith Bloodspear   14-56, +10FR, +5TH

  These weapons follow a fairly standard progression.  I'd recommend switching 
to these for your pole user as soon as you find one, as the bonus damage is 
significant by switching to a d4 from a d3.

Cavewood Bow       2-4
Yew Bow            5-10
Composite Bow      8-16
Blessed Bow        11-22
Cavewood Longbow   2-6
Yew Longbow        5-15
Bow of Decay       7-14, Acid
Shockwave Bow      8-16, Stuns
Farsight Longbow   10-30, +1 SS, 10% Ftg Rmv
Ebony Longbow      14-42, +10 MR, +1 QS
Eliavri's Bow      14-42, +2 QA, +3 Bow, +2HER
Ceremonial Longbow 15-45
Heartstriker Bow   8-32

  Switch to long bows for your devoted archers as soon as you find them, but 
everyone else should just have a regular missile weapon.  By the late game, go 
ahead and give people bows that have bonuses, and get your archer a 
heartstriker bow for the major increase in damage output.

Javelin            4-16
Steel Javelin      6-24
Fine Lance         10-40
Razordisk          7-35
Fine Razordisk     11-55

  For thrown weapon users, I tend to use the available but weak javelins and 
steel javelins as they are easiest to replace.  The razordisks can do the most 
damage in the game for a physical weapon, but are fairly sparse.  Save them 
for bosses.

     Armor
Cloak               2%
Fine Cloak          4%
Vahnatai Cloak      5%,
Worgskin Cloak      7%
Drakeskin Cloak     10%
Archer's Cloak      3%, +2 Bow, +2 TM, +1 QA
Coated Cloak        4%, +5FR
Grounded Cloak      4%, +5ER
Ratskin Shawl       7%, +6PR, +5TH
Deadeye Cloak       4%, +1 SS
Infernal Shroud     4%, +15ER, +15FR, +2 LB, +1 Anat
Warrior's Cloak     5%, +1 MW, +1 PW, +1 Hard, +1 Def
Flowing Silk Cloak  7%, +1 Par, +1 QS
Spirit Cloak        8%, +2 PS, +2 FA, +2 Hard

Belt                2%
Studded Belt        4%
Blessed Belt        6%
Radiant Belt        8%
Apprentice Belt     2%, +1 MEf
Girdle of Strength  2%, +1 Str
Girdle of Nimbleness2%, +1 Dex
Girdle of Insight   2%, +1 Int
Girdle of Endurance 2%, +1 End
Girdle of Might     5%, +2 Str
Girdle of Avoidance 5%, +2 Dex
Girdle of Genius    5%, +2 Int
Girdle of Life      5%, +2 End
Mooneye Girdle      6%, -5TH, +10ER, +15MR
Stability Girdle    6%, -5TH, +12SR
Silk-Woven Cord     6%, +5PfW, +2 AL, +1 SC, +1 FA
Polychromous Girdle 7%, -10TH, +10HER
Lightning Girdle    8%, +2 QA, +2 QS, +2 LB, +8ER

Pants               2%
Leather Pants       3%
Leather Vambraces   4%, +5SR, -5TH
Plate Vambraces     6%, +7SR, -10TH
Blessed Vambraces   8%, +8SR, -10TH
Radiant Vambraces   10%, +10SR, -10TH
Swamp Pants         2%, +5PR
Pustulant Vambraces 4%, +5SR, -5TH, +8AR
Warrior Vambraces   4%, +5SR, -5TH, 20% Ftg Rmv
Airy Vambraces      4%, +5SR, -5TH, +1 Gym, +2 QS
Runed Vambraces     4%, +5SR, +5ER
Acid-Etched Legs    6%, +7SR, -10TH, +1 Anat, +5AR
Icedrake Vambraces  7%, +5SR, -5TH, +12CR
Ceremonial Leggings 8%, +8SR, -10TH, +4 Str, +2 Res
Blasted Vambraces   8%, +8SR, -10TH, +1 Str, +2 Res

Wooden Sheild       6%
Iron Shield         8%
Steel Shield        10%, -5TH
Blessed Shield      12%, -5TH
Radiant Shield      16%, -5TH 
Warmth Shield       6%, +5CR
Silken Shield       8%, +1 Gym, +1 Par
Inertial Shield     8%, +40SR
Reflecting Shield   8%, +5HER
Nullity Shield      10%, +15SR, +5ER, -2FR
Treated Carapace    10%, +10PR
Assassin's Shield   12%, +2 QA, +1 Anat, +2 LB
Quicksilver Bulwark 12%, +1 AP, +1 Anat, +2 LB
Crystalline Aegis   16%, +10HER, +2 AL, +2 Mgr, +2 MEf

Tunic               4%
Robe                6%
Fine Robe           10%
Leather Armor       10%, +10SR
Chainmail Vest      16%, +20SR, -5TH    
Iron Breastplate    22%, +30SR, -10TH
Steel Breastplate   28%, +40SR, -15TH
Blessed Breastplate 34%, +50SR, -20TH
Sniper's Vest       4%, +1 Dex, +2 SS
Thick Wool Tunic    6%, +5CR
Aranea Silk Tunic   6%, +8FR
Blessed Silk Tunic  6%, +1 SC
Enchanter's Robe    9%, +1 MS, +1 PS, +2 SC
Swampwalker Leather 12%, +10SR, +5PR, +5AR
Treated Leather     10%, +10SR, +2HER
Specter Robe        10%, +5ER, +20SR, +20MR, -4FR
Crystal Woven Chitin12%, +20SR, +1 SC
Woven Silk Robe     12%, +10ER, +10FR, +20SR
Mercuric Chain      16%, +20SR, -5TH, +1 AP, -1 Str
Grounding Vest      16%, +20SR, -5TH, +10ER
Deadeye Chain       22%, +20SR, -5TH, +5 SS, 10 Ftg Rmv
Fibrous Breastplate 20%, +50SR, -15TH, +12ER, -5FR
Magus Vest          20%, +1 MS, +1 PS, +2 AL, +1 SC
Ruby Breastplate    22%, +30SR, -10TH, +8FR
Charmed Plate       28%, +40SR, -15TH, +3 Luck, +8HER
Mercuric Plate      34%, +50SR, -20TH, +1 AP, -1 Str
Crystalline Plate   34%, +50SR, -20TH, +15AR, +15ER
Runed Plate         34%, +50SR, +20MR, +2 Mgr
Radiant Plate       40%, +50SR, -20TH
Emerald Chestguard  42%, +20PR, +20AR, +1 Blm, +20SR


Gloves              2%
Gauntlets           3%
Leather Bracers     4%, -5TH
Steel Gauntlets     4%
Blessed Gauntlets   5%
Bronze Bracers      6%, -5TH 
Iron Bracers        8%, -10TH
Piercing Gloves     2%, +1 Anat
Tinker's Gloves     2%, +2 Tool Use
Stained Swamp Gloves2%, +20AR, +20PR, +2 NL, +3 TM
Suede Gloves        3%, +2 SC, +2 Res
Duelist Gloves      3%, 10% Ftg Rmv, +2 Rip
Answering Gauntlets 3%, +2 Par, +3 Rip	
Thrusting Gauntlets 4%, +1 Blm, +1 Lethal Blow
Spectral Gloves     5%, +5ER, +10SR
Drakeskin Bracers   6%, -5TH, +3SR, +2FR
Gloves of the Hammer8%, +2 Str, +1 QS, +2 Blm
Putrified Gauntlets 9%, -1 Str, -1 Dex, +50AR, +5 SC
Blessed Bracers     10%, -10TH, +3SR, +2HER
Radiant Gauntlets   10%, +15TH


Sandals             2%
Boots               4%
Heavy Boots         6%
Blessed Boots       8%
Radiant Boots       14%
Nimble Sandals      2%, +1 Dex
Samaritan Sandals   2%, +1 PS
Quicksilver Sandals 2%, +1 AP, -2 Str
Swamp Boots         4%, +5AR, +5PR
Grounded Boots      4%, +5ER
Clover Boots        4%, +3 Luck
Viperskin Boots     6%, +10PR
Spectral Boots      8%, +5CR, +1 Def
Stabiltiy Boots     8%, +20SR, +1 Dex
Gazerskin Sandals   16%, +10HER, +10SR

Poor Leather Helmet 1%
Leather Helmet      2%
Tin Helmet          3%, -5TH
Fine Leather Helmet 3%
Iron Helmet         4%, -5TH
Steel Helmet        5%, -5TH
Wyrmskin Helmet     5%
Blessed Helmet      7%, -5TH
Cap of Thoughts     3%, +1 Mgr, +1 MEf
Cap of Farsight     3%, +1 Bow, +1 SS
Serpentskin Helmet  5%, +10PR, +5AR
Ice Hydra Helmet    5%, +10SR, +5CR
Helm of Khar        7%, +1 Anat, +1 Gym
Warmaster Helm      7%, +25SR, 25 Ftg Rmv, +2 levels damage
Basher's Helm       7%, -5TH, +1 Blm, +8SR
Helm of Klin        9%, +1 Par, +1 Blm
Runed Helm          10%, +1 Mgr

     Jewelry
Shield Ring         4%, +5SR
Armor Ring          6%, +8SR
Blessed Armor Band  8%, +10SR, +4HER
Shining Silver Band     +7CR
Warmth Ring         2%, +15CR
Chilling Band       2%, +15FR
Static Band         2%, +15ER
Mica Band           2%, +15PR, +15AR
Ivory Band          2%, +15MR
Magestone Band      1%, +1 MEf
Incantor's Ring     6%, +8SR, +1 MS, +1 Mgr
Archer's Band           +1 SS
Farsight Ring           +3 SS
Shadow Band             +1 Par, +1 Gym, +1 Def
Shining Golden Band 1%, +7ER
Explorer's Ring         +2 NL, +3 FA, +2 Lck
Avenger's Ring      6%, +8SR, +2 Anat, +2 LB, +2 Dmg lvl
Pearlescent Band    4%, +5SR, +2 PW, +1 SS
Leaden Band         8%, -10TH, +15SR, +4HER

Blessed Bauble      2%
Woven Silver Chain      +1HER
Woven Golden Chain  1%, +2SR
Nimble Chain            +1 Gym
Tribal Symbol       2%, +1 Luck, +1 Hard
Stability Bauble        +10SR
Crystal Symbol      1%, +1 MEf
Ruby Necklace       2%, +5FR, +10ER
Clarity Talisman    4%, +1 MS, +1 Hard
Temperate Necklace  2%, +10FR, +10CR
Ruby Chain          3%, +18FR
Opal Chain          3%, +18CR
Mica-Flecked Chain  3%, +18ER
Runed Jade Necklace 2%, +10PR, +10AR
Jade Chain          3%, +25PR, +25AR
Talisman of Might       +4 Str
Hero's Necklace     6%, +1 MW, +1 BM, +1 LB

--------------------------------------------------------------------------

Crafting Guide:  

You can make the following weapons, armor, potions, and wands by meeting the 
right people and giving them the right stuff.  I tend to avoid paying cash for 
an item, unless it's an end-game item (e.g., the items the last four crafters 
will make for you).  You can usually find nearly equivalent equipment nearby, 
though these help fill out your collection.  As far as potions are concerned, 
I tend to hoard all energetic herbs and mandrake, as these are the least 
abundant herbs.  Healing herbs, spiritual herbs, and graymold are a bit more 
common, but don't burn them off too fast.  
   
Fortunado (09):
   Healing Potion = 2 Healing Herbs
   Curing Potion = 1 Healing Herb 
   Speed Potion = 1 Healing Herb, 1 Spiritual Herb, 1 Energetic Herb
   Energy Potion = 1 Healing Herb, 1 Spiritual Herb, 1 Energetic Herb

Galena (27):
   Fine Leather Helmet = 1 Fine Leather
   Leather Vambraces = 1 Fine Leather, 30c
   Blessed Boots = 2 Fine Leather, 1 Focusing Crystal, 50c
   Girdle of Strength = 2 Fine Leather, 1 Focusing Crystal, 200c
   Mercuric Leather = 4 Fine Leather, 2 Focusing Crystals, 500c

Gorp (44)
   Blessed Short Sword = 1 Fine Steel, 1 Focusing Crystal, 200c
   Blessed Shield = 2 Fine Steel, 1 Focusing Crystal, 300c
   Blessed Spear = 3 Fine Steel, 1 Focusing Crystal, 600c
   Blessed Vambraces = 3 Fine Steel, 2 Focusing Crystals, 700c
   Blessed Breastplate = 4 Fine Steel, 2 Focusing Crystals, 800c

Haskell (44)
   Healing Elixir = 1 Graymold, 1 Healing Herb
   Curing Elixir = 1 Graymold, 1 Healing Herb
   Energy Elixir = 1 Graymold, 1 Healing Herb, 1 Energetic Herb
   Armor Elixir = 1 Graymold, 1 Spiritual Herb, 1 Energetic Herb

Smith Mandivian (55): 
   Blessed Bracers = 1 Fine Steel, 1 Focusing Crystal
   Blessed Gauntlets = 1 Fine Steel, 1 Focusing Crystal 
   Blessed Helmet = 3 Fine Steel, 1 Focusing Crystal
   Blessed Broadsword = 4 Fine Steel, 1 Focusing Crystal

Shayla (59):
   Drakeskin Bracers = 2 Fine Leather, 1 Focusing Crystal, 200c
   Ice Hydra Helm = 3 Fine Leather, 2 Focusing Crystal, 200c
   Drakeskin Cloak = 3 Fine Leather, 2 Focusing Crystal, 200c

Sportz (68):
   Fiery Wand = 1 Stick, 1 Focusing Crystal, 1 Emerald, 1 Energetic 
                Herb
   Disruption Wand = 1 Stick, 1 Focusing Crystal, 1 Emerald, 1 
                     Energetic Herb
   Terror Wand = 1 Stick, 1 Focusing Crystal, 1 Ruby, 1 Graymold
   Sparkling Wand = 1 Stick, 1 Focusing Crystal, 1 Ruby, 1 Mandrake

Brendan (68):
   Augmenting Potion = 1 Chitrach Claw, 1 Graymold
   Armor Elixir = 1 Healing Herb, 1 Spiritual Herb, 1 Energetic Herb, 1 
                  Beautiful Crystal

Endereba (82)
   Blessed Broadsword = 3 Fine Steel, 2 Focusing Crystals
   Blessed Halberd = 4 Fine Steel, 1 Mandrake, 3 Focusing Crystals
   Mercuric Plate = 5 Fine Steel, 1 Mandrake Tincture, 1 Demon's Bile, 
                    4 Focusing Crystals
   Runed Vambraces = 3 Fine Steel, 1 Mandrake Tincture, 4 Focusing 
                     Crystals
Brennan (90): 
   Suede Gloves = 4 Fine Leather, 1 Mandrake Tincture, 2 Focusing 
                  Crystals, 300c
   Wisdom Crystal = 1 Energetic Herb, 1 Mandrake, 1 Focusing Crystal, 
                    300c
   Talisman of Might = 1 Gold Necklace, 1 Demon's Bile, 4 Focusing 
                       Crystals, 1 Eyestalk, 300c
   Warmaster Helm = 5 Fine Steel, 1 Mandrake Tincture, 1 Demon's Bile, 
                    4 Focusing Crystals, 300c
   Armor Ring = 1 Platinum Ring, 1 Mandrake, 2 Focusing Crystals, 300c

Chash-Ah (90):
   Healing Elixir = 1 Healing Herb, 1 Graymold
   Curing Elixir = 1 Healing Herb, 1 Graymold
   Speed Elixir = 1 Spiritual Herb, 1 Energetic Herb, 1 Graymold
   Energy Elixir = 1 Spiritual Herb, 1 Energetic Herb, 1 Graymold
   Invulnerabilty Potion = 1 Healing Herb, 1 Spiritual Herb, 1 
                           Energetic Herb, 1 Mandrake
   Knowledge Brew = 1 of All Herbs

Darkstalker Helft (B8):
   Putrified Gauntlets
   Blasted Vambraces = 4 Fine Steel, Demon's Bile, 4 Focusing Crystals,
                       500c
   Heartstriker Bow
   Blessed Armor Band = 2 Fine Steel, Mandrake Tincture, 4 Focusing 
                        Crystals, 500c
   Wand of the Inferno
   Rod of Alacrity


-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
                         7.  Skill and Spell Trainers
-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
  Spell Trainers 
  I recommend only buying a spell if you haven't found it yet.  Don't bother 
buying points in spells you already have, at least beyond the first six or so.  
The bonus isn't worth the cost.  Use your money on skill trainers instead.  
If, at the end of the game you have maxed out your skills sufficiently, go 
back and buy a few points from people.

Magic Spells:

Incantrix Intisar (Slightly Expensive) *Level based
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   *Icy Rain
   *Unlock Doors
   *Augmentation
   *Minor Summon

Lark (Expensive)
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   Icy Rain
   Unlock Doors

Shanker (Pretty Average)
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   Icy Rain
   Unlock Doors
   Augmentation
   Minor Summon
   Lightning Spray
   Terror

Tiacoura (Expensive)
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   Icy Rain
   Unlock Doors
   Augmentation
   Minor Summon
   Lightning Spray
   Terror
   Prismatic Shield
   Summon Aid

Incantor Temple (Slightly Expensive)
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   Icy Rain
   Unlock Doors
   Augmentation
   Minor Summon
   Lightning Spray
   Terror
   Prismatic Shield
   Summon Aid
   Strong Daze

Shafrir (Expensive)
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   Icy Rain
   Unlock Doors
   Augmentation
   Minor Summon
   Lightning Spray
   Terror
   Prismatic Shield
   Summon Aid
   Strong Daze
   Fireblast

Clodeca (Slightly Expensive)
   Bolt of Fire
   Spray Acid
   Call Beast
   Daze
   Haste
   Slow
   Icy Rain
   Unlock Doors
   Augmentation
   Minor Summon
   Lightning Spray
   Terror
   Prismatic Shield
   Summon Aid
   Strong Daze
   Fireblast
   Arcane Summon

Epiron-Bok (Very Reasonable)
   Dispel Barrier

Priest Spells:

Incantrix Intisar (Slightly Expensive) *Level based
   Minor Heal
   Curing
   War Blessing
   Protection
   Repel Spirit
   Smite
   *Summon Shade
   *Enduring Shield
   *Unshackle Mind
   *Heal

Minister Pilhofer (Exorbitant)
   Minor Heal
   Curing
   War Blessing
   Protection
   Repel Spirit
   Smite
   Summon Shade
   Enduring Shield

Mother Kriss (Pretty Average)
   Minor Heal
   Curing
   War Blessing
   Protection
   Repel Spirit
   Smite
   Summon Shade
   Enduring Shield
   Unshackle Mind
   Heal
   Mass Healing
   Mass Curing

Seeker Meena (Expensive)
   Minor Heal
   Curing
   War Blessing
   Protection
   Repel Spirit
   Smite
   Summon Shade
   Enduring Shield
   Unshackle Mind
   Heal
   Mass Healing
   Mass Curing
   Steel Skin
   Divine Fire

Priestess Bela (Expensive)
   Minor Heal
   Curing
   War Blessing
   Protection
   Repel Spirit
   Smite
   Summon Shade
   Enduring Shield
   Unshackle Mind
   Heal
   Mass Healing
   Mass Curing
   Steel Skin
   Divine Fire
   Control Foe
   Enduring Armor

Clodeca (Expensive)
   Minor Heal
   Curing
   War Blessing
   Protection
   Repel Spirit
   Smite
   Summon Shade
   Enduring Shield
   Unshackle Mind
   Heal
   Mass Healing
   Mass Curing
   Steel Skin
   Divine Fire
   Control Foe
   Enduring Armor
   Return Life

Epiron-Bok (Very Reasonable)
   Divine Restoration



      Skill trainers            Cost/skill point

General strategy with trainers:  Although it's hard to place a value on skill 
points, I'd say don't pay more than 400c per skill point.  The average 
knowledge brew/wisdom crystal runs about 600-800c, which means that the skill 
points won are each about 300-400c.  For freebie skills (skills that only cost 
1 point like the lore skills, hardiness, and first aid) definitely just go 
ahead and invest in them ASAP.  You can pretty much do so in one or two level 
ups.  Money is fairly scarce through the majority of the game, and you will 
rarely be able to max/min your game to grab lots of skill points from 
trainers.  


 
Shanker (19- Pretty Average) 
   Arcane Lore                       500/550/300 ? 
   Spellcraft                        333/367/300 
   Magery                            250/275/240 
   Magical Efficiency   
 
Mother Kriss (38- Pretty Average) 
   Nature Lore                       500/550/300
   First Aid                         500/550/300 
   Hardiness                         900/990/540 
 
Foramon (44- Slightly Expensive) 
   Magery 1200 
   Resistance                        300/330/288  
   Magical Efficiency 1440 
 
Captain Dixon (62- Expensive) 
   Melee Weapons                     315/346/302 
   Pole Weapons                      315/346/302 
   Bows                              570/627/456 
   Thrown Missiles                   420/462/336 
 
Priestess Bela (82- Expensive) 
   Nature Lore 
   First Aid 
   Luck                              210/231/202 
   Lethal Blow 
   Anatomy 

Pasquale (90- Very Reasonable) 
   Anatomy 
   Gymnastics 
   Pathfinder 

Oramorra (95- Expensive) 
   Bows                              560/616/448 
   Sharpshooter                      245/270/235 
  
Epiron-bok (A5- Very Reasonable) 
   Arcane Lore 
   Luck                              120/132/115 
   Magical Efficiency                240/264/230 
   Lethal Blow                       240/264/230 
 
Thalon Ten-Eyes (C6- Expensive) 
   Mage Spells                       350/385/360 
   Priest Spells                     420/462/420 
   Arcane Lore 
   Spellcraft 
   Magical Efficiency

Dervish Tholmen (Darkside Loyalists only- Extrememly Cheap): 
   Melee weapons 
   Pole weapons 
   Bows 
   Thrown missiles 
   Hardiness 
   Defense 
   Quick Action 
   Quick Strike 
   Parry 
   Blademaster 
   Anatomy 
   Gymnastics 
   Lethal Blow 
   Riposte

There are also a lot of skills available as quest rewards, in books etc, which 
go to the whole party and don't count against the training limit:
This help was originally taken from a post from Khoth (thanks!) on the 
spiderweb message boards. 
 
Lark: 
+1 Spellcraft 
+1 Quick Action 
+1 Magical Efficiency. 
+1 Parry 
+1 Resistance 
+1 Riposte 
+1 Magery 
+1 Str/Dex/Int 
 
Gladwell: 
+1 Str/Dex/Int/End (Lost if de-geased). 
 
Khora-Vysss: +1 Thrown 
Sentinel Lab: +1 Magical Efficiency, +1 Magery 
Upper Khora-Vysss: +1 Pole 
Kherebass: +1 Melee 
Gremlins: +2 Luck 
 
Melanchion: Melanchion's Desire quest 
Turn in one item - +1 Resistance 
Turn in second item - +1 Strength 
Turn in last item - +1 Dexterity, +1 Intelligence


-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
                         8.  General Strategy
-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
  Party Setup:  There are about four general character types- Melee fighters, 
archers, mages, and priests.  In general, characters can do two jobs well, or 
one job very well.  At the beginning of the game your melee fighters will do 
the most damage consistently, by the end, your mages (and occasionally 
priests) will be doing the most.  Archers will consistently do as much or a 
bit more damage than meleers at the last part of the game, due to the high 
parry and riposte skills of your foes.

  I would recommend having a melee fighter (probably slith) as your main meat 
shield.  Have an archer (probably a nephilim with some magic skills) as 
support, give him a few points in melee weapons to increase battle discipline 
availability.  Then have an archer priest (probably a nephilim) as your main 
buffer with some physical damage competence.  Finally have your devoted mage 
(human is OK, but so is any other race to get some battle disciplines) stand 
back and fire away.  

  Pole weapon users (especially sliths) almost always do more damage than 
melee weapon users, so they are probably the best meat shields out there.  Two 
meat shields gets a bit redundant by the mid-late game, though they can carry 
the beginning quite well.

Traits to take- for meleer, go for elite warrior.  
For your archer, either go for a nephilim or go for deadeye (or both!).  
For your priest, go for pure spirit
For your mage, go for natural mage
Add "nimble fingers" to at least one character, and increase tool use to 8 or 
so.  Maybe add strong will to your priest, and divinely touched to everyone 
else (or fast on feet).  

--------------------------------------------------------------------------

General strategy against normal foes (first 60-80% of the game):

Cast enduring shield or steel skin and augmentation on nearly everyone in your 
party as you enter an unexplored area with monsters.
Your archer often attacks first, especially if they are a nephilim.  Hit your 
foe with a shield breaker bow attack.
Then hit your foe with well-aimed blows or mighty blows, and firebolt, and icy 
rain (and later, lightning spray).  Repeat till dead.  End combat, and 
continue to explore.

General strategy against bosses (first 60-80% of the game):
  
Cast enduring shield or steel skin and augmentation on nearly everyone in your 
party as you enter an unexplored area with monsters.  Add haste, war blessing, 
protection, and prismatic shield.  For very tough fights, use an assault 
crystal for the regeneration bonus.
Your archer often attacks first, especially if they are a nephilim.  Hit your 
foe with a shield breaker bow attack.
Then hit your foe with leg-sweep, well-aimed blows or mighty blows, and slow, 
firebolt, and icy rain (and later, lightning spray).  Repeat till dead. Heal 
as necessary. End combat, and loot away.

General strategy against normal foes (last 20-40% of the game):

Cast enduring armor and augmentation on everyone in your party as you enter an 
unexplored area with monsters.
Your archer still attacks first, especially if they are a nephilim.  Hit your 
foe with a shield breaker bow attack.
Charge your meleers with battle frenzy, and move in for the kill.
Use lightning spray, fireblast, and smite.  Repeat till dead.  End combat, and 
continue to explore.

General strategy against bosses (last 20-40% of the game):

Cast enduring armor and augmentation on everyone in your party as you enter an 
unexplored area with monsters.  Cast haste, war blessing, protection, 
prismatic shield, arcane shield, and divine restoration.
Your archer still attacks first, especially if they are a nephilim.  Hit your 
foe with a shield breaker bow attack, or if they have it available, go into 
battle frenzy and attack.
Load your meleers with jinxing weaponry, charge them with battle frenzy, and 
move in for putting on the pain.  Switch back to high-damage weaponry after a 
few hits.
Use lightning spray, fireblast, arcane blast, and smite.  Repeat till dead.  
Loot.

--------------------------------------------------------------------------

General money strategy

Buy all wisdom crystals and knowledge brews.  Buy all Mandrake.

Only buy skills that are less than 400 gold per skill, and then, only if you 
need it.  Compare prices on the list above.  Only buy spells if you haven't 
found a book yet, even then look around a bit.  Never buy more than one point 
in a spell.

Pick up anything worth money and sell it.  Don't bother buying moderately-
appealing items, only buy the best items, or items from crafters.  Sell mined 
crystals to Fuller, and then to the vahnatai.  

-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
                         9.  Munchkin Guide
-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-

Note- I've not actually tried to do all of these.  The ones with * are 
untested.

    Demo Region:
Let Dirty Dan go.
Kill Dirty Darius and Desiree.
Let Hirickis go.
Get the Giant to agree to Dionicio's terms, then return and kill it.
Tell Mother Alice about the land first, then Goodman Wulf.
  
    Northern Isles
Don't tattle on Shanker
Kill Fae
Kill Ronaldo
Kill Nephilim guarding rapids
Kill Nephilim guarding crystal field
Take Gladwell's Geas

    Drake Pillars
Kill all the lieutenants (even the ones that try to run)
Train as desired with Mother Kriss
Give 40 crystals to Fuller, then steal his crystals
Kill Anemona
Purge Harkins Landing

    Tranquility
Steal Solberg's Papers

    Anama Lands
Steal Anama Papers

    Highground + Muck + Vahnatai Lands
Steal the Perfect Crystal Spiral
Agree to help Highground and the Vahnatai, then deal with the queen
Get your rewards
Kill the Queen
Get your reward from Muck
*Destroy Epriron-Bok
Give Gladwell the Drake skin and Crystal Soul Bits- claim two major rewards
Try to get Geas Removed (minor spells in nearby spell book)
Kill Gladwell
Let Shafrir copy the Anama Scrolls

    Dark River
Give Melanchion Solberg's Papers, the Anama Scrolls, and the Perfect Crystal
Get tribute from all four locals
Get reward from Melanchion
Kill 2-3 of the tribute-giving locals
*Kill Melanchion- give Solberg the Egg



Cheat:
To keep the Fang Clan ceremonial items, put them all on a sacrificial 
character.  Let the sacrificial character die before leaving the testing area.  
Beat the testing area and leave it.  Restore sacrificial character.  Never 
drop the items, and never enter (30) again.
 

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