GENEFORGE
FAQ/WALKTHROUGH (version 0.3) by MattP,
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Geneforge and all names in this FAQ are copyright
Spiderweb Software (www.spidweb.com)
INTRO: Welcome to the exciting world of Geneforge! Geneforge is an
innovative game designed by Spiderweb Software, who has also made such
games as Avernum 1 & 2, Nethergate, the Exile Series, and Blades of
Exile. Their homepage is www.spidweb.com. While there, be sure to
check out their games and the spiderweb message boards (under forum).
PURPOSE: Geneforge is an exciting, new game from Spiderweb software.
It has given me much sanity time in this busy period of my life, and I
felt it was my duty to try to write a good FAQ for this game. I have
also written Walkthroughs and FAQs for Avernum 2 and Nethergate. Be
sure to check them out!
Right now, this FAQ is about a third done. It covers the Demo
region of the game, and also goes over some of the creations and gives
a few hints. I have noticed that many people have questions about the
demo that are easily answerable. After my thesis defense and exams,
work will begin anew on this FAQ, and it will be completely done
hopefully by the end of June. Admittedly, I'm also trying to stake my
claim to the Geneforge FAQ.
WARNING: There are plenty of spoilers in this FAQ. Please refer to the
specific section/area about which you have a question to avoid being
spoiled silly.
I will not be providing cheat codes in this version of the FAQ. If
you want them so very badly, then you should order the hint book or
check the spiderweb forums. They may be placed in a later version of
the FAQ, but not for a long time.
I will not give out registration codes. Spiderweb is a small
company, and they need your support. Ignoring their request for a
small fee for your hours of enjoyment is stealing, and illegal.
If you wish to post this FAQ/walkthrough on your site, please send
me an email. I will try to get back to you, ASAP. You will probably
want to wait for the full version, too.
CONTENTS:
1. Character Classes
2. Character Stat Guide
3. Creation Guide
4. Spell Guide
5. Sect Guide
6. Location Guide (table of contents for the walkthrough) and
walkthrough
7. Canister Locations, other Miscellaneous info.
8. Equipment Guide
1. CHARACTER CLASSES
The Guardian: The physical powerhouse of the triumvirate. When playing
as a Guardian, you'll often find that "If I can get next to an enemy,
in the next turn, it will die." This is true. The Guardians can beat
anything to a bloody pulp. They also have decent shaping skills, and
can summon up a weak army if really necessary. They have very poor
magic skills, and this is their main downfall. They are unable to open
most chests until they've advanced to a high level or have invested
valuable skill points in intelligence or mechanics, or are willing to
burn off living tools. On easy difficulties, they rule. On harder
difficulties, they don't. They can not deal effectively with crowds,
as they don't get searing orbs, nor do they get a powerful army. That
said, beginners may find them very easy to start with. Guardians
probably won't find much use out of magic spell canisters.
Guardian HP = ?
Guardian SP = lvl*int+6
Guardian EP = 1.5*lvl*int+6
The Shaper: The shaper is probably the character at whom this game is
aimed to please. They will get a lot of use out of every canister they
find, and this may be appealing on some levels. Their strength lies in
their numbers. Shapers can create with the best of them. They will
always be able to summon up creations, and will rarely be at a loss
when one creation dies. That said, Shaper's can't take a beating.
Essentially, if there's a strong wind, a shaper might lose half of his
hit points. They must be guarded by their creations. Fortunately,
shapers are pretty good with missile weapons and with spells, so
erecting a creation-shield shouldn't be difficult. Shapers can manage
well on all difficulties.
Shaper HP = ?
Shaper SP = 2*lvl*int+6 (from Alex on the Spiderweb message boards)
Shaper EP = 2*lvl*int+6
The Agent: The agent is probably the singly most powerful character in
the game. Magic is well balanced with creations, and the agent can
spellsling with the best of them. She will never be able to summon up
an army like the shaper or even the guardian, but can take one out on
her own pretty readily. She is very difficult to play at first, as she
will have at most one or two creations as assistants, but will be
increasingly powerful as she levels up. You do not want to create many
assistants with an agent, as she needs much of her essence to cast
spells.
Agent HP = ?
Agent SP = 3*lvl*int+6
Agent EP = 1.5*lvl*int+6
2. CHARACTER STATS
Stats: Stats can only be raised up to 30. It is unlikely that you'd
reach this over the course of normal play, so it's not a bad cap.
Stat name (cost, Guardian, Shaper, Agent [if constant for all three
classes, then only one number is shown]): Effects and opinion.
Strength (5): Influences you weight capacity, and your chance to hit
for melee, your stunning resistance, and you're damage done. Very much
necessary to the Guardian and Agent. The Shaper can ignore it
somewhat, but will need it in order to carry items.
Dexterity (5): Influences you chance to hit for missile weapons, your
speed in combat, and your chance to dodge enemy blows. This stat can
be ignored by most characters. The bonuses given by it are easily
mimicked by quick action and missile weapons. A shaper might find this
stat moderately more useful than the other characters.
Intelligence (5): Influences your spell points, your essence points,
and your mind resistance. This stat is very important to shapers and
agents. Both need essence, and this is the only stat that affects it.
The guardian may want to invest a few points in this stat as well,
since he will eventually want to cast unlock and summon up some
powerful creations.
Endurance (5): Influences you HP in a large way, and your poison
resistance. Guardians get the largest bonus for this skill.
(Guardian strong, Shaper weak)
Melee (G-2, S-5, A-3): Influences your accuracy and damage done by
melee weapons. The most powerful weapons in this game are melee
weapons. The agent should always use melee weapons, as missile- magic
is her specialty. The guardian should use melee weapons whenever
fighting melee opponents, and should try to use them when fighting
distance opponents. The shaper should probably ignore this skill, at
least until he gets a lot of points in it.
Missile (G-2, S-5, A-3): Influences your accuracy and damage done by
missile weapons. Shapers will find this to be a valuable skill.
However, it is extremely expensive, and not necessarily worthwhile for
them. Guardians may find this skill useful, especially when engaging
distant enemies. Normally, they can manage without adding points in
this skill, however. Agents should probably ignore this skill.
Quick Action (G-1, S-4, A-2): Gives you a small chance of attacking
twice in a single round, and also influences the time you act in
combat. A cool, powerful skill. All classes will appreciate this
skill. Guardians and agents will find it more useful to invest in this
skill than shapers, however, given its cost.
Anatomy (G-1, S-4, A-2): Gives you a small chance of getting a
critical hit. Once again, agents and guardians will get the best use
out of this skill. Shapers should pretty much ignore it completely,
unless they decide to use melee weapons.
(Agent strong, Guardian weak)
Battle Magic (G-5, S-3, A-2): Influences the strength of your battle
spells, the chance to hit with your battle spells, and the level of
battle spell you can cast. You will need to add points to this skill
if you're playing as an agent. An agent will want to have 5 points in
this skill a few levels after completing the demo region. Shapers can
ignore this skill and instead use thorn batons, and guardians can't
afford this skill.
Mental Magic (G-5, S-3, A-2): Influences the strength of your mental
spells, the chance to hit with your battle spells, and the level of
battle spell you can cast. All classes will want at least one point in
this skill so as to be able to cast unlock. Agents and shapers may
want to invest more points in this skill. The guardian should be
miserly as always when adding points to this skill.
Blessing Magic (G-5, S-3, A-2): Influences the strength of your
blessing spells and the level of blessing spell you can cast. This
skill is especially valuable to the shaper. The shaper will want to
beef up his creations before any big fight. The agent will want to get
this skill up to level 3 so as to be able to cast speed and war
blessing, but won't find much use out of mass energize.
Spellcraft (G-7, S-5, A-4): Influences the strength of all spells.
This skill is where the agents reign. Other classes won't be able to
invest points in this skill, or will find it too expensive, but the
agent should add a point to it often. It will greatly strengthen all
of your skills.
(Shaper strong, Agent weak)
Fire Shaping (G-5, S-4, A-7): Influences your ability to create fire
creations, and the level at which they start. Shapers will want to
invest in all the shaping skills (or one in particular). Fire
creations are versatile in that they all have strong melee and physical
attacks. Guardians will want to put a point or two in each skill, but
won't find much benefit from further investment. Agents, unless they
desire a pet fyora, should ignore this expensive skill.
Battle Shaping (G-4, S-3, A-6): Influences your ability to create
battle creations, and the level at which they start. Shapers will want
to invest in all the shaping skills (or one in particular). Battle
creations focus primarily on physical attacks, and have a lot of HP.
Guardians may want to invest more points in this skill, as there is
always need for cannon fodder. Agents, again, should ignore this
skill.
Magic Shaping (G-4, S-3, A-6): Influences your ability to create
magic creations, and the level at which they start. Shapers will want
to invest in all the shaping skills (or one in particular). Magic
creations generally have a bonus feature to their attack, but are
generally only missile weapon users (with the Glaahks being significant
exceptions). Guardians may find this skill to be very useful, as
artilas are a nice component to your army. Agents may want to start
with one point in this skill, and to make an artila or two over time,
but again should probably ignore this expensive skill.
Healing Craft (G-3, S-2, A-5): Influences the strength of your
healing spells, and allows you to use the spell mass restore if a
significant investment in this skill is made. Useful for all classes.
Agents should be more hesitant to add points to this skill, however.
Leadership (2): This skill is only useful in dialogue. However, you
will be talking a lot in this game, so this skill is extremely useful.
You should at least have 5 points in this skill by level 5, this will
get you more skills and such. You will want at least 8 by the end
game, though more (12 or so) is quite useful. Going above 12 is
unnecessary except in one (major) encounter.
Mechanics (2): This is a very useful skill. Guardians will get the
most use out of it, as they will be unable to cast the spell unlock
(they should try to have around about 6 by level 5). Agents and
shapers still should not ignore this skill, but do not need to invest
in it as heavily (maybe ~5). Mechanics is used in some special
encounters, and also influences the following: Unlocking of levers and
chests, Manipulation of power spirals, Disarming of exploding crystals,
Disarming of mines, Manipulation of spore boxes and control devices.
Luck (1): A useful skill, but not as pervasive as in previous
Spiderweb games. All characters should start with 1 point, and then
delay getting any more points until they can purchase them from Dig.
Each point of luck increases the chance to hit by 1%, and the chance to
dodge by 1%. It may also affects some resistances. Every 2 points of
luck increases armor by 1. Monsters may also drop items more
frequently. (both hints are from Scales on the Spiderweb message
boards).
3. CREATIONS
Important things to note- not all creations start off at level 1. Some
creations start off at different levels. Therefore, it is not
necessary to keep around old creations just because you think that
they're more powerful than new, more advanced creations. I once had a
level 17 fyora with my Agent. I decided I needed some help for a
particular battle, so I made a Drayk. I was surprised to see that the
Drayk had superior stats, despite being a level lower. I saved my
game, and absorbed each creation to see which was more expensive in
essence. Much to my chagrin, my fyora was costing me over 100 essence,
whereas the Drayk only cost 60! I got rid of my poor faithful Fyora
right then and replaced him with the superior Drayk.
Generally, creations that have a specific set of stats determined by
their level. Newly created creations have stats defined completely by
the level at which you create them. When creations gain levels, they
don't necessarily get a set of points at each level. As a result,
creations that are newly created at a specific level are almost always
better than or equal to a creation that has ascended to that level
through gaining experience.
Creature name: (cost in essence, cost in essence +2 int). [starting
level]. Opinion.
Fyoras: (8, 11). [0] A staple of lower levels. They can become
fairly powerful at higher levels, but will never be as strong as
Drayks. As a shaper, create a few of these. They will save your life.
Cryoras: (30, 39). [3] A more powerful version of fyoras. They can
be more powerful than fyoras, but are also more expensive.
Roamers: (15, 20). [2] Kind of disappointing. They spit acid, and
have a good bite, but artilas are better acid shooters and are cheaper,
and there are stronger physical enemies out there.
Pyroroamers: (12, 17). [1] An interesting concept, but kind of hard
to employ. These little guys explode when they are hit hard (lose all
HP). You could potentially make 7 of these guys go after a single
enemy, and once said enemy attacks, they explode and kill the enemy.
Drayks: (60, 75). [9] Very powerful, but also expensive. Still, a
nice improvement. They have a better melee attack than missile attack,
though both are very strong.
Cryodrayks: (90, 111) [10] Very, very powerful, but also expensive.
Thahds: (7, 10) [2] Another staple of lower levels. These guys can
mete out good punishment and take it as well. They aren't the most
powerful, and die pretty easily against turrets and other ranged
creatures, but are still a good first option.
Thahd Shades: (28, 35). [5] These guys are much harder for the enemy
to hit than Thahds, but by the time you get them, you'll be itching for
something more. They still are probably stronger than clawbugs.
Clawbug: (20, 27). [3] A decent upgrade from Thahds. They can fight
pretty well, but also tend to share many of the Thahd's deficits.
Plated Bug: (48, 59). [9] A very powerful creation. Expensive as
well, unfortunately. These creations start off with 10 AP, so can get
2 hits in during a round. This is a significant advantage, especially
since they start off at a higher level, and can really pummel an enemy.
Battle Alpha: (45, 56). [7]
Battle Beta: (75, 92). [9]
Artila: (12, 17). [3] Probably the best of the early level creations.
Artilas can take out most everything. They have great accuracy and a
powerful attack. Unfortunately, they can't attack too much, as they
have limited energy. They are also very weak in melee.
Searing Artila: (30, 39). [4] A decent improvement on the Artila in
terms of strength, endurance and such. They can attack more often than
artilas, but cost more as well.
Vlish: (15, 20). [4] Very potent, especially at upper levels. For
mac users, they may not be so hot, but for PC users, they can clean
house. Their attack stuns and does good damage, and doesn't cost too
much energy. They are also quite cheap.
Terror Vlish: (45, 56). [7]
Glaahk: (45, 56). [8]
Ur-Glaahk: (65, 80). [11] A powerful creation. Their sting stuns
enemies, voiding their next turn. They are also the cheapest of the
top level creations.
Ornk: (8, 11). [0] Sort of a hidden creation. Quite weak, but good
for comic effect. Don't go out of your way for this one. Save your
living tools instead.
4. SPELLS
Firebolt: A cheap, powerful spell. A staple of the Agent. You can
get it up to a very high level as well.
Searer: A bit more expensive, but somewhat more powerful. Causes
energy damage, and acid damage thereafter.
Searing Orbs: If you can use this (as an agent or shaper), then do
so. It's very powerful. Use it on multiple enemies.
Unlock: A necessary spell. One spell the guardian should definitely
invest in, since he'll have a hard time opening most doors of the
three.
Terror: Kind of expensive, but useful enough. I've gone through
plenty of games without ever even using it. It can be quite powerful
when you're in a bind.
Dominate: Similar to terror. I rarely ever used it. However, there
are those who swear by it. Give it a try, maybe you'll like it.
War Blessing: A good spell, saves you from using those battle pods.
Especially useful for shapers, since it blesses all of your creations
as well.
Speed: A very nice spell, especially for shapers. Agents get good
use out of it, too. It gives you 1.5 X your current AP.
Mass Energize: Good if you know something's coming. Unfortunately,
you can't use it too often.
Heal: Necessary. You get hit a lot in this game, this will save your
butt.
Cure Effects: Useful, there are plenty of poisonous monsters and
regions out there. This will help alleviate some of the pain.
Mass Restore: Myeh, it's not awful, especially if you have a lot of
creations. If just a few creatures are hurt, use the cheaper and more
powerful heal.
5. SECTS
Sects: Joining each sect is a commitment of time and ability. Be sure
to wait to hear out all sects before agreeing one way or another.
6. LOCATIONS and WALKTHROUGH
Crumbling Docks
Abandoned Vale
Vakirri
Bandit Woods
Ruined School
Watchhill
Ellhrah's Keep
Crag Valley
Spiral Burrow
Thorny Fen
Pentil Woods
Pentil
Pentil Plains
The Tombs
Pentil East
Thorny Woods
Southbridge
WALKTHROUGH
NOTE: Quests: All quests give experience, unless you're at a very high
level. Many also give decent items.
Crumbling Docks:
Q: Leave the island
C & S: Firebolt.
Enemies: None.
D: (North to the Abandoned Vale)
You start off at the Abandoned docks. You get your first quest, to
leave the island. Walk around and get acquainted with movement. There
are some jars nearby. Search them, but you won't find anything.
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Containers, well, they contain things. In Geneforge, containers
range from jars to vats of goo to cabinets. If you put your mouse over
a container that is searchable, it will be highlighted, and you can
search it.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Head further east, then enter the building. Here you'll find your
first equipment- a tunic. Equip it, it'll aid you slightly. Check the
drawer to the south to find 6 javelins. Head to the northwest room to
get a cloak, some coins, and a key. Then head south, and stand by the
door- it will automatically open for you. Grab the canister:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Canisters give you skills. Use all that you come across.
There's no penalty for doing so (at least, not intrinsically. There
are a few encounters which are different if you haven't used many).
There are at least 4 of every creature and spell. View your skills
with the "character traits" button.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Continue east, you'll get a message regarding your use of the canister,
and check the small passage to the east. You'll find some thorns at
the end. You'll learn what these can do at a later point. Head back
out and search the container for a healing pod. Enter the building,
and grab the dagger and shield. Pull the lever:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Levers are your ticket to moving around. Whenever you see a
lever, chances are there's a door nearby. Some levers are locked and
can only be manipulated with a key or through some sort of unlocking
mechanism.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Head up and around. You'll find another healing pod in a jar.
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Magic items. There are several classes of magic items. First,
you can acquire pods. These affect your main character alone. Second,
there are spores. Spores affect you and all your creations. They are
a bit more rare than pods. Rods behave like spores, but are even more
rare (and valuable). Crystals will cast a spell for you and can be
very powerful (especially swarm and spray crystals). There are a few
other magic items you'll run across as you go on.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Continue, and enter the south entrance of the hotel. Go west, pull the
lever, and you'll find a belt, some more healing pods, and a robe
(better than the cloak). Head north. Here you'll meet the Ornk.
Ornks are rarely aggressive (only in one area). That doesn't mean you
can't take your aggression out on them. Doing so isn't too bad an
idea- they will give you some handsome experience and meat. Head to
the east, and pull the lever. If you have 3 mechanics or more, you can
pick the lock, and get some thorns and ice crystals. Head to the north
to the next level when you're ready.
Abandoned Vale:
Q: None.
C & S: Create Fyora, Heal.
O: Timo.
Enemies: Fyoras.
D: South to the Crumbling Docks, East to Vakkiri.
Head directly north. You'll see two pools here, one on your right
and one on your left. Blue pools heal you and your creation's essence
and energy, whereas green ones heal your health. Go up, and you can
get two canisters (Create Fyora, Heal). There are some goodies on the
tables as well. Exit, and choose your path. The lower one leads to a
dead body with some coins and a few minor items. Head through the
middle one. You'll get some messages warning you about enemies.
Prepare for battle, and attack! They should be quite easy. If you're
a shaper, you'll probably want some assistance, in the form of fyoras.
Guardians and Agents can both manage on their own. Check the buildings
for a few more minor goodies. Head to the west, and look in the
building to get a Baton:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Batons are one of the more unique weapons of Geneforge. They are
very powerful, but not useful to all classes. Agents should not use
them, but Shapers should. Guardians may want to use them, depending on
their enemies (i.e., artilas). Many batons also have secondary effects
like poison, stunning, acid attack, or the dreaded super-death attack
(of sorts).
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Enter the center building, you'll find a pair of boots in one of the
containers. Walk to the east, and you'll find a Servant Mind:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Servant minds are great sources of information. They will also
assist you in your quests. Sometimes, you may want to kill them as
well. In such an instance, talk it to death.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Talk with him, and he'll analyze you and let you go off through the
northern door. A servile will come up and talk with you, giving you
information, and asking your opinion:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Opinions matter. In order to join the various servile sects,
you'll have to get on their good sides. Telling them what they want to
hear is the best way to do this. Most of the time, you can exit the
conversation without telling them anything, if you desire to take your
time in making up your mind.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Don't attack his Ornks. You may then leave to the east to Vakkiri.
Vakkiri:
Q: Eliminate the bandits, Find stolen knife, Find spy in Vakkiri, Kill
Ellhrah, Find Pixley, Find Arth, Search ruined school, Open box, Clear
watchhill, Deliver message to Ellhrah, Clear Crag Valley.
C & S: War blessing.
O: Learned Pinner, Ham, Khobar, Strout
Enemies: none.
D: West to the Abandoned Vale, North to the Bandit Woods, East to
Watchhill.
Welcome to the first Servile settlement. You can get much of the
background story here by conversing with the residents. You will also
get many quests as you talk with the villagers. Brodus Blade asks you
to eliminate the bandits (in the Bandit Woods), and gives a wand of
firebolt as a reward. Inerny asks you to find her stolen knife. Lietz
has it, but you need to have 4 leadership or more to get her to give it
up (look away). The reward for this quest is cheaper food. It might
be better to keep the knife, as it's a powerful weapon for a low level
character. Sencia asks you to find the spy in Vakkiri. Nabb is the
spy, and he gives the quest to kill Ellhrah. He is a member of the
Takers. Reporting him to Sencia only gets you exp (but a good bit).
Sencia also refers to Clakkit, who can give you a good bit of
information about what people think of you, and may give you a few more
hints as you progress through the game. Coale will buy and sell from
you. He gives you quests to find two merchants. Finding Pixley will
get you 3 living tools. Coale's lever room contains a few living
tools. The room to his north has two locked chests that contain pods
and coins. Further south, there is a room to the west that has a trap.
Inside is a bronze sword and some robes. Now is a good time to talk
about theft:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Theft- it isn't a crime if it's unseen. Wait for a character to
leave, then steal their stuff. Use this often in Vakkiri to build up
your gold reserves. It will be quite useful later on in certain other
areas, as well.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Dreet will sell you access to a canister (containing war blessing) for
300 coins, or if you have 6 or greater leadership. Save up your cash.
Learned Pinner wants you to search the Ruined School to find some
answers. Your reward is exp. She will also examine you to tell you
how mutated you are. Ham will buy and sell from you, and also wants
you to open his box. Use spells, tools, or pure mechanics if you so
desire:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Opening things can be a problem. Luckily, there are plenty of
living tools available. Living tools act as an unlocking device. Use
them on an object to decrease the mechanics required to manipulate said
device. There are other ways around locked chests and doors. First,
and easiest, is to have a key. A key will open a lever or lock without
problems. Of course, you must find the required key. Another means is
by increasing your mechanics skill. This is the most broad answer, as
you can do almost anything with enough mechanics. Note that each
living tool acts like two points of the mechanics skill. Finally, you
can use the spell unlock. Some doors are resistant to this spell, and
will not unlock even if you have a large unlock spell bonus. Unlock
only works for locked items and does not affect power spirals and such.
The best way to approach unlocking an item is first to use living tools
to get the message down to "You need to use 3 more tools to open this,"
then to attempt the spell unlock. Guardians will have no chance until
they reach a high level of unlocking anything requiring more than 1
living tool.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
For this he gives you a few pods. If you've spilled the beans on Nabb,
you can go up to his room and claim his stuff, which includes a Chitin
armor and a gem.
Leader Khobar gives you a series of quests. The first is to clear
Watchhill. The reward for this quest is 300 coins. Next he tells you
to deliver a letter to Ellhrah. Telling him you've completed this
quest gets you 150 coins. Finally, he asks you to clear Crag Valley.
Once this has been done, you get a girdle of strength
Bandit Woods
Q: none.
C & S: none.
O: none.
Enemies: Fyoras, Thahds, and Bandits
D: West to the Ruined School, South to Vakkiri, North to Dry Wastes
As you enter this area, you are accosted by Ghurk, leader of the
bandits. You can attempt to convince him not to attack, and he'll tell
you that they will stop raiding if they get some food (leadership 4 or
more). Tell Brodus Blade this, and if your leadership is >=5, you can
convince her to agree. This results in an early exp reward. If you
wander through their woods enough, they will attack you anyways. They
are difficult for a low level character, but one bandit has a Coated
Cloak. Their NE headquarters has a lot of gold (235 coins), and some
nice pods (healing and 1 shielding). In the center of the woods there
is a room with three locked chests. Opening them gets you gauntlets,
living tools, pods, and one healing spore. Finally, go to the west.
You'll fight several low level enemies, and can gain entrance to the
Ruined School.
Ruined School
Q: none.
C & S: Searer, Endurance, Create Artila, Firebolt.
O: none.
Enemies: Fyoras, Thahds, Artilas, Rawbone.
D: East to Bandit Woods.
This is a fairly rich area, and is well-worth exploring. To the SE
and SW are several magic pods. Check all of the containers you come
across. Get to the center west area, and you'll fight Rawbone, a
powerful Thahd (100HP), and his cronies. Killing him gets you the very
nice Student's Belt. You can also find the School key. Use the key in
the SW corner room to get some thorns, a bronze sword, a studded belt,
and a Searer canister. Head up to the NE, and use the key to unlock
the lever to get a point in endurance from the canister. Then head to
the NW and get to the servant mind. Ask the servant mind about the
history of the place to complete Learned Pinner's quest. If you have 5
leadership, you can also convince it to give you one more point in
Firebolt. Explore the area around the servant mind for a Venom Baton
and a canister of Create Artila.
Watchhill
Q: none
C & S: Create Thahd
O: none.
Enemies: Thahds, Fyoras, Spawner
D: South to Ellhrah's keep, West to Vakkiri, North to Crag Valley, East
to Thorny Fen
Here you will meet your first spawner. Head to the north, and you'll
have to make your way through thahds and a fyora or two. In the NW
corner, you'll encounter a spawner. Spawners generate enemies every
two turns or so. They are a decent place to build up experience, if
you so desire. Once killed, the spawner leaves a group of gems.
Search the area, killing any hostile creations you come across, and
search the containers. You can find a good variety of items. In the
central area of the building, you'll find a canister that will give you
a point of Create Thahd. The rest of this place doesn't have too much.
Seerula will assist you in your fight, if you so desire and have enough
leadership. If she kills an enemy, you don't get any of the EXP,
however. I generally just let her stay.
Ellhrah's Keep
Q:
C & S: Firebolt, Create Fyora, Cure Effects.
O: Ellhrah, Swan.
Enemies: Cryoras
D: North to Watchhill.
This is a friendly area. There are some merchants just east of the
entrance, they have a decent amount of gold to trade with you for your
items. Swan is a good character who will train you if you are a member
of the Awakened. Head down south to Ellhrah. Along the way, you meet
Ting, who wants you to kill Ellhrah. Ellhrah wants you to join the
awakened. Give him the message, and then return to Vakkiri to get your
reward. Ellhrah will let you join the Awakened if you have said enough
things to make him happy. He will first make you prove yourself by
insisting you go kill Control 4. If you have enough leadership, you
can avoid this quest. Head to the SE, and you'll find some cryoras.
Thy can be tough for a low level character, but take your time. This
area will yield a canister of firebolt, pods, and living tools. Head
to the center south as far as you can go, then head east. Unlock the
door, and you can get a jar of Mind Nutrients (More on this later), and
a canister of Create Fyora. There's also a dead servant mind here. If
you join the Awakened, Ellhrah will give you a bronze key. You can
convince him to give you a gold key if you have enough leadership. If
you don't want to join the Awakened just yet, you can still pillage the
keep's hidden goods. When you have enough tools, you should head west
from the dead servant mind. Watch out for the guard (unless you have
the key). He'll shout an alarm if he catches you without a key, and if
you can't lie your way out (requires a fairly high leadership). Once
you make it to the west, you can collect a lot of gems and coins. You
can also get a girdle of nimbleness, and a canister of cure effects.
Finally, you can acquire a discipline wand, a powerful magic item early
on in the game.
Crag Valley
Q: none
C & S: Unlock, War Blessing.
O: Forney
Enemies: Thahds, Roamers, Artilas, and a Spawner.
D: South to Watchhill, West to Spiral Burrow, East to Hall of Jars.
As you enter this area, you meet two serviles, who are both members
of the Obeyers. They have been having trouble with artilas, and could
use your help. Head to the west, and kill all of the enemies you come
across. Towards the south you will run into roamers. Head up north
and you'll have to fight some artilas. Enter the building from the
west, and you'll see an essence pool as well as a Power spiral:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Power spirals can be rather annoying. Most of the time they are
powering something dangerous, and should be shut off. There are two
ways of accomplishing this (3 actually, but the third doesn't come into
play until late in the game). First, and easiest, is to blow them up.
The best way to blow them up is to enter combat. While in combat,
disarm the spiral, then get behind a wall. A turn or two later, it
will explode (doing damage to anything nearby). The second way to do
it requires investment in mechanics. If you have adequate mechanics
skill, you can turn a spiral off without it exploding. The third way
is to use the control key. Some spirals are instantly turned off by
this device, but you don't get it till real late in the game.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
You don't have any choice but to explode this spiral. Do so, and
you'll kill the spawner hiding just east, and blow a hole in the wall.
This finishes Khobar's mission. Also, while you're here, be sure to
grab the shaper equipment. It is useful for a later quest. You can
continue heading east in the building, however, you will be attacked by
very strong artilas. If you feel you're up to it (thahds and more
creations can help), you can obtain a canister of unlock and of war
blessing.
Spiral Burrow
Q: None.
C & S: Heal, Create Roamer.
O: None.
Enemies: Roamers, Warp.
D: East to Crag Valley.
This area is home to Control Four, who is the object of two quests.
It is also the home of Warp, a dangerous Vlish. As you enter, you'll
notice Roamers that are, well, roaming the halls. If you don't kill
them quickly enough, they will run away and get their friends to gang
up on you. Most of the important stuff is in the center of the map.
You can find some decent equipment and items in each of the four
corners (NE, SW, NW, SE) and to the North. Also in the SE, you can
obtain a canister of Heal. When you're ready, head to the center. You
will have to fight Warp, a dangerous Vlish. If you have any creations
around, Warp will attempt to charm them and get them to serve him. A
charmed creation will eventually uncharm. It may take a few goes, but
eventually, you should be able to kill Warp. Head west, and you'll
find a closed room, wait for the door to open, and use the canister for
a point in Create Roamer. Then head north, and talk with Control Four.
If you want to join the Obeyers, feed him some of your mind nutrients.
If you want to kill him (to join the Awakened), you'll have to tell him
4 times to deactivate himself. If you're not sure, wait before doing
anything.
Thorny Fen
Q: None.
C & S: Unlock.
O: None.
Enemies: Roamers.
D: West to Watchhill, North to Hall of Jars, East to Pentil Woods
There's not too much to do here. There are a lot of roamers, and they
yield decent EXP. Be sure to check the bushes- they will yield thorns.
Occasionally you may get lucky and get something other than normal
thorns, but this is rare. To the SE there is a body and a chest
containing a few thorns and other items. To the NE is Sleet, who is
being attacked by a Roamer. Kill the roamer. Talk with Sleet, and you
can get some info on nearby areas, and some crystals, if you ask her
for them. To the NW is a body with a baton, a sword, and a crystal.
The most important thing here is just south of this body- a canister
containing Unlock. You probably can't use the unlock spell if you're a
guardian, but all of the other classes now can open a lot of those
chests. If you kill enough Roamers, the area is cleared.
Hall of Jars
Q: None
C & S: Create Thahd, Quick Action, Searer.
O: None.
Enemies: Turrets, Venom Turrets.
D: West to Crag Valley, South to Hall of Jars, East to Pentil Plains.
This is a dangerous, but rewarding, area. There are two main
sections- the outer rim, and the inner room. The inner room is the
most rewarding. There are over 10 living tools available for the
taking in this area. You enter on the outer rim, most likely from
either the south or the west. Explore the area, and head to the SW (if
you're coming from the south or west). You'll find some mines:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Mines are bad. Fortunately, there are many ways to get past
them. Some mines won't explode unless you step right on top of them,
thus you can avoid them by careful walking. Other mines can be turned
of from a lever-controlled spore box. Finally, you can also use spore
batons, which you will find at a later point in time.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Carefully make your way to a nearby locked door- unlock it and use the
lever-controlled spore box. This will turn off all mines in the
region. Then head a bit NE to the central area. You will probably
need to use some living tools to get in. Once you've entered, prepare
for a fight. Turrets are waiting for you. You should be able to kill
the one without too much hassle. Then move to the east and manipulate
the spore box, turning off the turrets. You may now kill them at will.
Be sure to kill them in one turn or else you will be attacked by all of
them (this shouldn't be too difficult). Killing them gets you some
EXP, as well as some thorns. You should get enough venom thorns from
the venom turrets that you can now ditch any plain thorn batons. There
are other areas to explore in the room, but first head to the NE. The
door will open, and you'll see a mine. This mine is always dangerous,
but won't do too much damage. Head to the north. You'll see a servant
mind. Talk with it, and with adequate leadership, you can convince it
to turn off all of the mines and turrets, making your job a lot easier.
You can also get the name of the human who has been troubling you. To
the east of the mind is a key that is quite useful. To the west of the
mind is a jar of Mind Nutrients. This is a very valuable special item,
and there are a limited number of these. Head back down to the west
room, and enter the NW room. You'll find a bunch of Pods, and a
canister of Create Thahd. Head east, and you'll find some neutral
turrets (kill them if you desire). Head to the northern room from this
turret room to get a chainmail armor and a canister of quick action.
Head to the western room from the turret room to get some acid thorns,
an iron sword, and a canister of searer. In the eastern turret room,
you can get some steel gauntlets. Exit once you've got everything you
desire.
Pentil Woods
Q: None
C & S: Create Artila.
O: None.
Enemies: Vlish, a spawner.
D: West to Thorny Fen, North to Pentil, East to the Tombs.
There are Vlish here. Be sure to kill them in one turn, or else
they'll call their buddies, and you may have a hard fight on your
hands. If you kill enough Vlish, this area will be cleared, and you'll
be rewarded with EXP. Do not bother with the room to the SW until
after you've spoken with Godwin in Pentil. Completion of his quest
before he asks you may result in no reward! To the south there is a
nest, but I've never found anything to do with it. To the NE there is
a room filled with mines that are guarding a canister. The best way to
deal with the mines is to create a dummy creation, and send it in to
get blown to bits. The canister increases you Create Artila skill. In
the center of the woods, you will find the living place of the woodsman
serviles. After you've gotten Godwin's quest, be sure to head to the
SW and unlock the lever. Enter the building, and grab the iron shield.
Unlock another lever, then kill the Spawner. Report back to Godwin to
claim your reward.
Pentil
Q: Clear a bridge, Find Shaper Records, Find source of Vlish, Clear
Pentil gate, Destroy hidden rebels, Feed Control Four, Kill Gnorrel,
Speak with Doge.
C & S: Quick Action (2), Fire Shaping, Melee weapons, Mechanics,
Leadership, Create Roamer.
O: Learned Dayna, Natley, Leader Rydell.
Enemies: None.
D: South to Pentil Woods, West to Pentil Plains, East to Pentil East
This is the home of the Obeyer Sect. The Obeyers worship you. To
the south, you will find Pixley, the object of one of Coale's quests.
Pixley has a mission for you: Clear a bridge. To the SE are living
quarters, and if you're sneaky you can steal some minor goodies. At
the outer wall, there are chest at each of the four corners (NE, NW,
SE, SW), all with goodies that are ripe for the stealing if you're
patient (there's a guard that is watching you at each, but he leaves
eventually). There are merchants in the eastern section. Learned
Dayna, in the library, is busy saving shaper records. You can help her
if you desire, and if you don't tell her that it's a pointless task.
You get 10 coins for each book you bring her. There are some in the
southern room of the library. In the NE you can talk with Godwin- he
wants your help clearing out the vlish in the woods to the south.
After you kill the spawner, return, and he will train you in Quick
Action (+2). Natley is just west of Godwin, and provided you haven't
cleared out the gate to the west, she will ask for your assistance in
doing so. Upon completion, you get a shielding band, a nice magical
ring. To the NW is Mickall Blade, who wants your help killing some
rebels in the Thorny Woods. You can either help him (an Obeyer), or
help Eko Blade (a Taker). The Takers give a better reward, but you
also have to kill some friendly humans. Your choice. After completing
this quest (for no reward), you'll get another quest to speak with a
servile named Doge. Learned Jaffee will talk with you a lot after
you've joined the Obeyers- he will train you in Fire Shaping, and will
instruct you in the Sholai Language:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Over the course of the game, you will need to learn the Sholai
tongue. *i on the spiderweb message boards says that you need to learn
it 3 times in order to be able to speak it fluently. Each sect will
teach you once, and there are other teachers around who will increase
your knowledge of this language.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Finally you can speak with leader Rydell, and he will let you join the
Obeyers if you've talked down to serviles, and do a quest: Feed control
4. If you've killed Control 4, he will want you to kill Gnorrel, of
the Takers. If you have enough leadership, you can get out doing
either of these tasks. When/If you join the Obeyers, you will be given
a key. The key gives you access to all of the areas in Pentil that are
blocked by hard-to-unlock locks. However, if you have enough living
tools/spell power/mechanics, you can pillage the rooms relatively
easily. Start with Rydell's room. Breaking into his room will let you
read his books (giving you +1 to melee and mechanics), and take his
Carnelian gloves, which are quite useful, as they will give you some
valuable magic skills. Head to the SW, and unlock the door there. you
can get a canister of leadership. Then head to the east. For some odd
reason, unlocking the doors in this fashion voids the lock on this
door. This is Pentil's storage room. You can take the steel shield
and the canister of create roamer.
Pentil Plains
Q: None.
C & S: Cure Effects.
O: None.
Enemies: Artilas and Thahds.
D: West to Hill of Jars, East to Pentil, North to the Junkyard.
It's easiest to enter this area from the west. There's not too much
here, but to the SE you can find a few items. In the east, you can
obtain a canister of cure effects after unlocking a nearby lever.
Eventually you will need to kill the creatures guarding the gates. Try
to do this after obtaining Natley's quest. You'll probably want to
kill as many Thahds as you can by wandering around the fields. You
have two options for killing these creatures: the first is to enlist
the aid of the serviles. Go to the south and speak with Chesh (you can
also take any items lying around their camp), and if you have adequate
leadership, you can convince him to attack. In all likelihood, some of
the serviles will die. Otherwise, you can attempt to take on the
creations on your own. This is probably a better choice, despite being
more difficult. Use your cunning to kill the cretures (a good way I've
found is to march forward, then run behind a corner when attacked).
Once dead, tell the serviles, and they'll ask you to escort them to
Pentil.
The Tombs
Q: None.
C & S: Melee Weapons, Healing Craft, Fire Shaping, Battle Shaping,
Magical Shaping, Battle Magic, Mental Magic, Blessing Magic,
Spellcraft.
O: None.
Enemies: Unstable Roamers, Thahd Shades.
D: West to Pentil Woods, North to Thorny Woods, East to Southbridge.
This is one of the most rewarding areas in the game. You will get a
lot of stat points by clearing this map, especially as a shaper. Head
to the south. On your way, you will inevitably come across some
unstable roamers. For these creatures, be sure to use melee weapons.
They are very weak, but when they die, they explode, damaging
everything around them (including their friends and you). If you can,
try to get a large group of them assembled, then blast one of them,
yielding a nice batch of fireworks! Head to the SW, and you'll get a
message along the lines of "You see the boat that attacked you sinking"
and will get some experience. Head a bit to the north, and enter the
room to the west. You'll have to fight 3 thahd shades, which can be
very difficult for a low level character. Continue west, and you'll
have to fight another thahd shade. Head into the room to the north,
and search the cabinets. You'll find the Caretaker's amulet, which
will give you access to all of the rooms in the area. Head to the room
to the south, and you'll find a canister with the melee weapons skill.
Now it's time to do some tomb-raiding, especially if you're playing an
agent (sorry, couldn't resist)! Each tomb is guarded by a green mine
which will explode to create a thahd shade. If you enter combat before
the shade appears, you can attack the shade twice before he responds.
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Most tombs have a tome hidden within their casket, which when
read yield a point in a skill. However, in order to get the free
point, you must at least have one point in the skill to begin with.
Therefore, Guardians and Agents may not get full use out of the tombs
until they decide to come back later with either more skills or stat-
raising items. Agents may find the shaper robe (which raises all
shaping skills by one) useful, as they can get the points in shaping
skills instantly after equipping this item. Guardians may find the
Agent's robe useful, as they will get the magic skill points from use
of this item.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
The tombs to the NW give a point of healing craft and of Battle magic.
The tombs to the NE give a point in Battle Shaping, and you can also
acquire an iron breastplate and sword on a dead body. Those to the NNE
give a point of Fire Shaping. The ones to the east give points in
Mental Magic, Magic Shaping, Spellcraft, and Blessing Magic. Once
you've pillaged all the tombs as best you can, you should leave.
Pentil East
Q: None.
C & S: None.
O: Garnet.
Enemies: Cryoras, Spawners (3)
D: West to Pentil, South to Thorny Woods, East to Northbridge.
If you enter this area from the west, head straight south, and enter
the abandoned building. You'll find some nice items. Directly east
are also several items. You can talk with Pool- she'll give you advice
about the local happenings. Sorking will teach you some of the Sholai
language if you are a member of the awakened. Talk with Garnet. If
you have enough leadership, you can convince him to help you attack the
enemies located here. This place is full of cryoras. It's a relatively
straight-forward place, just kill all three spawners. There's no items
around here that really stick out, although there's a dead human to the
east SE. If you wander around too much, you will be attacked by
cryoras guarding their nests.
Thorny Woods
Q: None
C & S: Firebolt, Create Fyora.
O: None.
Enemies: Warrior serviles, fyoras.
D: North to Pentil East, South to the Tombs.
You have two options for this area. You are either here to kill the
rebels, or to free them. You won't be able to get the "free them"
quest for a while, and that quest also requires as a precursor, the
rather untasteful slaying of friendly humans. So, killing the rebels
is probably why you're here. First off, head to the SE. You'll see a
building (you may also get attacked by a servile carrying a girdle of
strength- it happened once for me). Open the door, and you'll see some
box mines:
///////////////////////////////HINT\\\\\\\\\\\\\\\\\\
HINT: Box mines can be very dangerous. However, as opposed to living
minds, box mines can be disarmed, provided you have enough mechanics.
Some box mines explode, and some summon enemies (the bright green
ones). There are ways to explode mines without getting hurt. First,
enter combat. Then, approach the mine till it says "you trigger the
mine," then go hide behind a corner. The mine will explode, but you'll
be unharmed.
\\\\\\\\\\\\\\\END HINT////////////////////////////////
Make it through the box mines, and you can get a canister of Firebolt.
Head to the center, and you'll see an Obeyer servile and some tamed
fyoras. Head west. You'll come to an area with essentially 3
branches. Both the north and south passages don't lead anywhere
special. There are some minor items and a few fyoras and serviles to
fight with, but that's about it. Head to the western path. You'll
hear some serviles speaking. In the SW corner you'll find the rebel
base. Ezog is the servile leader. He'll be hostile if you're trying
to complete the Obeyer quest. In the SW room, you'll find a jar with a
key in it that will open up most items in this area. Open the door
slightly to the east, and avoid the mines. You'll find a canister of
Create Fyora, some steel gauntlets, and an acid baton. Return to
Mickall Blade and tell him your success.
Southbridge
Q: None
C & S:
O: None
Enemies: Clawbugs, Turrets, Venom turrets, Searing Turrets, Sholai
D: West to the Tombs, East to Stone Circle
7. CANISTER LOCATIONS (COMPLETE)
Crumbling Docks- Firebolt
Abandoned Docks 2- Create Fyora, Heal
Vakirri- War Blessing
Watch hill- Create Thahd
Thorny Fen- Unlock
Ruined School- Searer, Endurance, Create Artila
Ellhrah's Keep- Create Fyora, Cure Effects, Firebolt,
Crag Valley- War Blessing, Unlock
Pentil Woods- Create Artila
Pentil- Create Roamer
Tombs- Melee weapons
Spiral Burrow- Heal, Create Roamer
Hill of Jars- Create Thahd, Quick action, Searer
Pentil Plains- Cure Effects
Thorny Woods- Firebolt, Create Fyora
Southbridge- Create Clawbug
Northbridge- Terror
Buried Cells- Speed, Searing Orbs
Quiet Marshes- Burning Canister (dangerous)
Crystal Burrow- Speed, Create Vlish
Outpost- Terror
Kazg- Create Vlish, Create Thahd, War Blessing
Kazg Ruins- Create Clawbug, Searing Orbs, Unlock
Dry Wastes- Searing Orbs
Wooded Valley- War Blessing, Firebolt
Tribal Woods- Create Artila
Holding 2- Speed, Create Vlish
East Kazg- Terror, Endurance, Heal, Searer, Create Roamer
Servile Warrens- Quick Action, Mass Restore, Dominate, Create Ornk
Dock Ruins- Cure Effects
East Docks- Dominate, Create Battle Alpha
West Wastes- Create Battle Alpha
Patrolled Bridge- Terror, Magic Shaping
Freeplace- Searer
Power Station- Strength, Mass Energize, Create Battle Alpha
Power Core- Create Glaahk
Kantre's Realm- Cure Effects
Icewalls- Dominate
West Gate- Create Drayk
Peaceful Valley- Create Artila, Heal, Searing Orbs, Speed (for 5 skill
points)
West Workshop- Create Thahd
Sealed Lab- Dominate, Create Drayk,
Crossroads- Create Glaahk
Patrolled Dell- Create Drayk
Guarded Docks- Create Clawbug
Underground River- Create Clawbug
South Workshop- Create Battle Alpha, Unlock
Winding Road- Melee, Mass Energize
Great Temple- Create Drayk
Mine Core- Strength
Northern Mines- Dexterity, Intelligence, Create Glaahk
Western Mines- Mass Restore
The Arena- Create Vlish, Luck
Inner Crypt- Strength, Endurance, Intelligence, Dexterity
Central Labs- Create Glaahk, Dominate, Dexterity
Holding Cells- Battle Magic
Quarters- Firebolt, Create Fyora
Vats- Mass Restore
Skill raising locations (not from canisters, not yet complete)
Ruined School- Firebolt, from Servile Mind if leadership is > 4
Ellhrah's Keep- Melee +2, Missile +2, Anatomy +1, Quick Action +1, if
join Awakened
Pentil- Fire Shaping +1, if joined Obeyers, Mechanics, Melee
Tombs- Fire shaping, Battle shaping, Magic shaping, Healing magic,
Mental magic, Blessing magic, Battle magic, Spellcraft
Southbridge- Leadership, Anatomy
Northbridge- Terror
Wooded Valley- Spellcraft from Anya, if on good terms
Icy Tunnels- Spellcraft +2, if sufficient luck (at least 2)
Patrolled Bridge- Luck from Dig, 500 coins a go
East Docks
West Wastes
The Hill- Healing Craft, Create Roamer
Kantre's Realm
Icewalls
West Gate
West Workshop
Sealed Lab- battle magic, mental magic, blessing magic, fire shaping,
battle shaping, magic shaping
Guarded Docks
South Workshop
Winding Road- Mechanics, purchased for 2000 coins from Flig
Valley of Wind
Spirit City- Luck +1 from freeing ghost
Sentinels- Endurance +1 if you complete Huestess's quest.
Mine Core
Northern Mines
Western Mines
The Arena
Shaper Crypt
Ancient Crypt
Drayk's vale- Leadership from Learned Halm for 2000 coins, if you're
not aligned with Takers.
Vats
Inner Crypt
Central Labs
Holding Cells
Geneforge- Using the geneforge gets you +8 Str, +8 Dex, +8 Int, +8 End,
+8 Melee, +8 Spellcraft, +8 Fire Shaping, +8 Battle Shaping, +8 Magic
Shaping, +8 Healing craft
Good magic item locations:
Vakirri- Belt of strength (reward for doing Crag Valley quest)
Bandit Woods- Coated Cloak (on a bandit)
Ruined school- student's belt (on boss enemy)
Ellhrah's Keep- Belt of Nimbleness (hidden in good supplies), Swan also
has a shielding band
Pentil- Carnelian gloves (hidden in Rydell's room)
Thorny Woods- Chilling Band or Girdle of Strength (randomly appears on
a bandit)
Stone Circle- Specter Boots (secret item, on a shade)
North bridge- Chilling Band (well hidden)
Buried Cells- Static band
Kazg Plains- Girdle of Insight (reward for doing spy-quest)
Kazg- Shaped Shield (reward for completing control 3 quest)
Refugee Cave- chilling band on one of the Sholai
Power Station- Green boots, singing rapier
Mind Nutrients: Ellhrah's Keep, Hill of Jars, Kazg, Holding 2
Entry Batons:
Control Key:
Ancient Pillars- Drayk's vale, Ancient Crypt, Diarazad,
8. EQUIPMENT GUIDE
Rings: Bonus:
Arcane Band +10 Arm, +20 Stun, +20 Acid, +6 C Arm
Chilling Band +25 Fire
Gold Ring
Mica Band +25 Acid
Ring of Eye +50 Mind, +25 C Mind
Shaper's Boon +1 All creation Primary Stats
Shielding Band +5 Arm, +15 Stun
Silver Ring
Stabilizing Band +50 Stun, +50 C Stun
Static Band +25 Energy
Zavor's Band +1 All Primary Stats
Boots/Sandals Arm Bonus
Sandals +1
Boots +3
Heavy Boots +5
Shaped Boots +9
Dodging Boots +5 +2 Dex
Green Boots +5 +3 Luck
Grounded Boots +3 +10 Energy
Quicksilver Boots +5 +1 AP, -2 Str
Samaritan Sandals +1 +2 Healing Craft
Specter Boots +3 +10 Acid, +10 C Acid, -2 Str
Stability Boots +5 +1 Dex, +20 Stun
Vat boots +3 +5 Poison, +5 Acid
Gauntlets/Gloves Arm Bonus
Gloves +1
Gauntlets +3
Steel Gauntlets +5
Shaped Gauntlets +7
Carnelian Gloves +1 +1 Battle M, +1 Mental M
Gloves of Hammer +8 +2 Str, +2 Quick A, +2 Anatomy
Ornkskin Gloves +3 +2 Str, +2 End, -2 Int, -20 Mind
Specter Gloves +5 +10 Energy, +10 Stun, -10 Fire
Thrusting Gloves +5 +3 Anatomy, +2 Damage
Tinker's Gloves +1 +2 Mech
Shields Arm Bonus
Wooden +5
Iron +10
Steel +15
Shaped +22
Agent's Shelter +15 +20 Mind, +20 Stun, +1 SpellC, +2 Dex
Fibrous +15 +15 Stun, +5 Energy, -10 Fire
Fyoraskin +10 +15 Fire
Glaahk +8 +40 Stun
Leaded +15 +50 Mind
Reflecting +10 +10 Resist All
Shining +10 +2 Leadership, +25 Mind
Stability +22 +50 Stun, -5 Mind, +50 C Stun, -5 C Mind
Girdles/Belts Arm Bonus
Belt +2
Studded Belt +4
Shaped +6
Bhargeth's +4 +6 Damage
Danette's +4 +3 All Primary Stats
Oozing +4 -2 End, +2 C End
Of Endurance +4 +1 End, +1 C End
Of Insight +4 +1 Int, +1 C Int
Of Leadership +4 +2 Lead, +1 Int
Of Nimbleness +4 +1 Dex, +1 C Dex
Of Strength +4 +1 Str, +1 C Str
Shaper's +2 +15 C Fire, +15 C Acid, +15 C Mind, +15 C Stun
Sharing +4 -2 Str, -2 Dex, +2 C Str, +2 C Dex
Stability +4 -1 AP, +10 Arm, +50 Stun
Student's +2 +1 Int, +1 Damage
Robes/Cloaks Arm Bonus
Agent +3 +1 Battle M, +1 Mental M, +1 Blessing M, +1
SpellCraft
Cloak +1
Coated +5 +10 Energy
Fine Cloak +5
Grounded +3 +15 Energy
Guardian +8 +1 Melee, +1 Missile, +1 Quick A, +2 Anatomy
Robe +3
Shaper +6 +1 Fire S, +1 Battle S, +1 Magic S, +1 Healing M
Specter +5 +10 Energy, +10 Stun, -10 Fire
Symbiotic +5 +2 End
Transference +6 -2 Str, Dex, End, +2 C Str, C Dex, C End
Armor Arm Bonus
Tunic +1
Chitin Armor +7 +10 Stun
Chain Mail +12 +20 Stun, -1 attack
Iron Bplate +18 +30 Stun, -2 attack
Steel Bplate +28 +40 Stun, -3 attack
Shaped Bplate +40 +60 Stun, -4 attack
Draykskin Tunic +18 +30 Stun, +10 Resist All
Quicksilver Chitin+7 +10 Stun, +1 AP, -2 SpellC
Quicksilver Chain +12 +20 Stun, +1 AP, -2 SpellC, -4 attack
Quicksilver Plate +40 +60 Stun, +1 AP, +1 Dex, -4 attack
Grounding Vest +12 +15 Energy, +20 C Energy
Thahd Skin Tunic +10 +2 Melee, -1 Int
Charmed Plate +28 +40 Stun, +5 Luck, +5 Resist All, -3 attack
Vat Chitin +12 +10 Stun, +10 Poison, +10 Acid
Crystal Plate +40 +60 Stun,
Weapons Damage Bonus
Dagger 2-14
Bronze Sword 3-21
Steel Knife 4-28
Iron Sword 5-35
Steel Sword 6-36
Shaped Blade 10-70
Singing Rapier 5-35 +2 Quick A, +2 Anatomy
Shielding Knife 7-49 +4 Arm
Bonding Knife 7-49 -2 Str, Dex, Int, +4 End
Living Knife 7-49 +2 C Dex
Charmed Falchion 7-49 +5 Luck, +10 Resist All
Tek's Spectral Dirk 8-56 +5 Arm, +30 Resist All, +30 Stun
Guardian Claymore 10-70 +2 Str, +2 Quick A, +2 Anatomy
Thanks to;
Scales on the Spiderweb message boards.
Alex on the Spiderweb message boards.
*i on the Spiderweb message boards.
Unsolved Mysteries:
Nest in Pentil Woods