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PRIMA Official Game Guide


BRAD ANTHONY

Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100 Roseville, CA 95661 1-800-733-3000 www.primagames.com

The Prima Games logo is a registered trademark of


Random House, Inc., registered in the United
Please be advised that the ESRB Ratings icons, EC, E,
E10+, T, M, AO, and RP are trademarks owned by Contents
States and other countries. Primagames.com is a the Entertainment Software Association, and may only be
registered trademark of Random House, Inc., used with their permission and authority. For information
registered in the United States. regarding whether a product has been rated by the ESRB, The Warriors Code
please visit www.esrb.org. For permission to use the Ratings Introduction . . . . . . . . . . . . . . . . . . . . 2
icons, please contact the ESA at esrblicenseinfo.com.
2006 by Prima Games. All rights reserved. No part of this Gameplay . . . . . . . . . . . . . . . . . . . . . . 3
book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, The Bestiary . . . . . . . . . . . . . . . . . . . 68
Important:
recording, or by any information storage or retrieval system Prima Games has made every effort to determine that the infor- Story Mode . . . . . . . . . . . . . . . . . . . . 92
without written permission from Prima Games. Prima Games mation contained in this book is accurate. However, the publisher
is a division of Random House, Inc. makes no warranty, either expressed or implied, as to the
accuracy, effectiveness, or completeness of the material in this Brotherhood of the Blade
book; nor does the publisher assume liability for damages, either Introduction . . . . . . . . . . . . . . . . . . 144
Product Manager: Todd Manning
incidental or consequential, that may result from using the infor-
Senior Project Editor: Brooke N. Hall mation in this book. The publisher cannot provide information Gameplay . . . . . . . . . . . . . . . . . . . . 145
regarding gameplay, hints and strategies, or problems with Monster Manifesto . . . . . . . . . . . . . 162
hardware or software. Questions should be directed to the
Acknowledgments support numbers provided by the game and device manufacturers
Story Mode . . . . . . . . . . . . . . . . . . . 167
Thanks to Amanda Flock at Sony for all her help on this project. in their documentation. Some game tricks require precise timing Items . . . . . . . . . . . . . . . . . . . . . . . . 195
and may require repeated attempts before the desired result is
2005 Sony Online Entertainment. SOE and the SOE logo are achieved.
registered trademarks and Untold Legends and The Warriors
Code are trademarks of Sony Online Entertainment Inc. PSP
and the PSP logo are trademarks and PlayStation and the ISBN: 0-7615-5325-8
PS Family logo are registered trademarks of Sony Computer
Entertainment Inc. All other trademarks are properties of
Library of Congress Catalog Card Number: 2005911082
their respective owners. All rights reserved.

All products and characters mentioned in this book are


trademarks of their respective companies.

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PRIMA OFFICIAL GAME GUIDE

This guide reveals valuable information to help you successfully battle your way This guide is divided into two parts, one for each game. Because of the
through Untold Legends: Brotherhood of the Blade and Untold Legends: significant difference in gameplay between the first and second games, The
The Warriors Code. Both are covered in this guide. Warriors Code part has sections dedicated to its content only. Were using this
Because of the high percentage of randomly generated maps in Brotherhood format to separate both games into self-contained parts in the guide so you
of the Blade, there is no best way through much of that games world. can get to the information you need as fast as possible.
However, with our help, you will find it much easier to get through any Now on to the hack n slash; the next section covers all the gameplay
randomly generated areas in one piece. elements for Untold Legends: The Warriors Code.

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GAMEPLAY

Here is everything you need to know about your characters. As the majority of Key Attributes
the game controls and basic features are fully covered in your game manual, we Stamina, Intelligence
focus on the subtleties and intricacies of the five character types: disciple,
guardian, mercenary, prowler, and scout. Starting Statistics
This section also includes many statistics for valuable game items such as Strength: 4 Dexterity: 5
unique magical items, potions, gems, runes, and orb power-ups. Intelligence: 9 Stamina: 7

Characters Behemoth Changeling Form


Behemoth Attributes
Melee Damage Bonus
Disciple + Shadow damage
Attribute Bonus
Increased power regeneration
Attribute Bonus 2
Increased experience gain
Attribute Bonus 3
All resistances increased
Special Ability
Normally opposed to the taking of life, the patient and wise disciple has been HowlArea-effect ability that randomly kills enemies or causes charm, fear,
forced to take up arms in defense of his people. Wielding the ancient mysticism or chaos
of his Changeling ancestors (and a shotgun for good measure), the disciple Special Ability 2
joins the fight against all those who threaten his peoples very existence. Wolf PawDramatic increase in your movement speed

NOTE
In all ability tables, the effects gain no added bonuses after level 20.

Disciples Ability Summary


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Frost Breath 1 Cold 40 8 Cone freezes Same Same Same
enemies.

Toxic Ball 3 Poison 28 4 Rolls forward, Same Same Same


dealing damage
over time to
nearby enemies.
Coil 6 Lightning 80 8 Damage shield Damage shield Damage shield Damage shield
inflicts damage on inflicts damage over inflicts damage over inflicts damage over
enemies who strike time on enemies who time on enemies who time on enemies who
the disciple. strike the disciple. strike the disciple; strike the disciple;
reduces enemy reduces enemy
damage output. damage output;
chance of instant kill.

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Disciples Ability Summary (continued)


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level

Sunburst 9 Fire 52 4 Cone deals damage. Same Same Same

Balance 12 Shadow 160 10 Drains health from Drains health from Drains health from Drains health from
nearby enemies; nearby enemies; nearby enemies; nearby enemies;
lasts 1.0 second. lasts 2.0 seconds. lasts 3.0 seconds. lasts 4.0 seconds.

Power Blast 14 Armor Class 72 4 Shotgun blast with Same Same Same
bonus damage.

Terror 17 Poison 126 6 Sends one enemy Sends two enemies Sends three enemies Sends unlimited
running away in running away in fear; running away in fear; number of enemies
fear; deals damage deals damage over deals damage over running away in
over time. time. time. fear; deals damage
over time.

Torrent 20 Lightning 192 8 Roots nearby Roots nearby Roots nearby Roots nearby
enemies. enemies; slows enemies; slows enemies; slows
enemy attack speed. enemy attack enemy attack speed;
speed; deals deals damage over
damage over time. time; chance of
instant kill.

Inferno Ball 23 Fire 108 4 Rolls forward, Same Same Same


dealing damage to
nearby enemies.

Calm 25 Cold 58 2 Cone puts enemies Cone puts enemies to Same Same
to sleep. sleep; lowers enemy
resistances.

Immunize 28 192 6 Increases cold Increases poison, Increases fire, Increases all
and lightning cold, and lightning poison, cold, and resistances of
resistances of resistances of lightning resistances disciple and allies.
disciple and allies. disciple and allies. of disciple and allies.

Persuasion 31 Shadow 280 8 Charms an enemy to Charms an enemy to Charms an enemy to Charms an enemy to
attack the disciples attack the disciples attack the disciples attack the disciples
enemies. enemies; increases enemies; increases enemies; increases
movement speed of movement/attack movement/attack
charmed creature. speeds of charmed speeds of charmed
creature. creature; charmed
creature deals
bonus damage.

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GAMEPLAY

Disciples Unique Armor


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Icegrip 2 Hands Strength 1 2.6
Mooncap 3 Head Electricity 1 3.6
Resistance
Glittershroud 4 Chest Gem Find 4 6.2
Acolytes Path 6 Feet Essence Gain 2 3.3
The Visionary 7 Head Ranged Critical 1 3.8
Robes of the Acolyte 8 Chest Experience Gain 1 6.4
Shadow Rise 11 Censer Shadow Resistance 2 4.5
Winterfall Boots 12 Feet Cold Resistance 2 3.6
Spiritpalm Gloves 13 Hands Attack Speed 3 3.1
Warchanter Robes 14 Chest Break Block 6 6.7
Pyrehaze 16 Censer Fire Resistance 2 4.7
The Seers Eye 18 Head Intelligence 4 4.4
Behemoths Stride 19 Feet Maximum Carrying 24 3.9
Weight
The Oracles Grasp 21 Hands Melee Critical 3 3.5
Netherefog 22 Censer Intelligence 5 5.1
Dreamclasp 24 Head Essence Gain 5 4.7
Spiritwalker 26 Feet Maximum Health 23 Changeling Form 13 4.2
Duration
Miasma 27 Censer Power Regeneration 5 Suffix Drop 0.004 Poison Resistance 3 5.3
Crown of Acumen 29 Head Artifact Find 29 Dexterity 6 4.9
Pyreborne Bracers 30 Hands Block Critical 15 Block AC 30 Gold Find 30 3.9
Darkspur Shoes 32 Feet Attack Speed 7 Shadow Resistance 4 4.5
Suryas Wisdom 33 Head Special Ability 0.04 Maximum Power 28 Suffix Drop 0.005 5.1
Critical Hit Chance
Trust of the Ascendant 34 Chest Maximum Power 29 Special Ability 0.04 7.6
Critical Hit Chance
Warmist 35 Censer Cold Resistance 4 Potion Find 36 5.7
Shadowhand 37 Hands Ranged Critical 4 Block Critical 19 4.3
Ati Marras Vision 38 Head Experience Gain 4 Poison Resistance 4 5.3
Battlechord Armor 40 Chest Strength 8 Stamina 8 7.9
Viper Clutch 42 Hands Health Regeneration 7 Melee Critical 5 Potion Find 42 Attack Speed 9 4.5
Astral Stride Boots 43 Feet Movement Speed 19 Electricity Resistance 5 5.1
Raiment of the Elders 45 Chest Power Regeneration 7 Health Regeneration 7 Artifact Find 45 Essence Gain 9 8.2

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Disciples Unique Armor (continued)


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Might of the Golem 46 Hands Maximum Carrying 54 Break Block 12 4.7
Weight
Amaranthine Casement 47 Censer All Resistances 2 Block AC 50 6.3
Suryas Venture 48 Feet Dexterity 10 Movement Speed 21 Gem Find 48 Fire Resistance 5 5.3
Zatharums Crown 50 Head All Resistances 2 Stamina 10 Maximum Health 41 Changeling Form 22 5.9
Duration

Disciples Regular Armor Disciples Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Argil Censer 1 Censer 4.0 Threadbare Muslin Cap 5 Head 3.7
Threadbare Linen Garment 1 Chest 6.0 Threadbare Muslin Garment 5 Chest 6.2
Threadbare Linen Hood 1 Head 3.5 Threadbare Muslin Gloves 5 Hands 2.7
Threadbare Linen Mitts 1 Hands 2.5 Threadbare Muslin Sandals 5 Feet 3.2
Threadbare Linen Shoes 1 Feet 3.0 Clay Brazier 6 Censer 4.3
Clay Censer 2 Censer 4.1 Threadbare Damask Gloves 6 Hands 2.8
Sewn Linen Garment 2 Chest 6.1 Threadbare Damask Hood 6 Head 3.8
Sewn Linen Hood 2 Head 3.6 Threadbare Damask Robe 6 Chest 6.3
Sewn Linen Mitts 2 Hands 2.6 Threadbare Damask Shoes 6 Feet 3.3
Sewn Linen Shoes 2 Feet 3.1 Ceramic Brazier 7 Censer 4.3
Argil Brazier 3 Censer 4.1 Sewn Damask Gloves 7 Hands 2.8
Spun Linen Cap 3 Head 3.6 Sewn Damask Hood 7 Head 3.8
Spun Linen Garment 3 Chest 6.1 Sewn Damask Robe 7 Chest 6.3
Spun Linen Mitts 3 Hands 2.6 Sewn Damask Shoes 7 Feet 3.3
Spun Linen Shoes 3 Feet 3.1 Argil Vessel 8 Censer 4.4
Ceramic Censer 4 Censer 4.2 Sewn Muslin Cap 8 Head 3.9
Woven Linen Cap 4 Head 3.7 Sewn Muslin Garment 8 Chest 6.4
Woven Linen Garment 4 Chest 6.2 Sewn Muslin Gloves 8 Hands 2.9
Woven Linen Mitts 4 Hands 2.7 Sewn Muslin Sandals 8 Feet 3.4
Woven Linen Shoes 4 Feet 3.2 Porcelain Brazier 9 Censer 4.4
Porcelain Censer 5 Censer 4.2 Spun Damask Gloves 9 Hands 2.9

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GAMEPLAY

Disciples Regular Armor (continued) Disciples Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Spun Damask Hood 9 Head 3.9 Spun Satin Shoes 16 Feet 3.8
Spun Damask Robe 9 Chest 6.4 Spun Satin Vestment 16 Chest 6.8
Spun Damask Shoes 9 Feet 3.4 Brass Koro 17 Censer 4.8
Brass Brazier 10 Censer 4.5 Woven Satin Cowl 17 Head 4.3
Woven Damask Gloves 10 Hands 3.0 Woven Satin Gloves 17 Hands 3.3
Woven Damask Hood 10 Head 4.0 Woven Satin Shoes 17 Feet 3.8
Woven Damask Robe 10 Chest 6.5 Woven Satin Vestment 17 Chest 6.8
Woven Damask Shoes 10 Feet 3.5 Clay Thurible 18 Censer 4.9
Clay Vessel 11 Censer 4.5 Flame-Weave Muslin Cap 18 Head 4.4
Spun Muslin Cap 11 Head 4.0 Flame-Weave Muslin Garment 18 Chest 6.9
Spun Muslin Garment 11 Chest 6.5 Flame-Weave Muslin Gloves 18 Hands 3.4
Spun Muslin Gloves 11 Hands 3.0 Flame-Weave Muslin Sandals 18 Feet 3.9
Spun Muslin Sandals 11 Feet 3.5 Bronze Koro 19 Censer 4.9
Ceramic Vessel 12 Censer 4.6 Tailored Satin Cowl 19 Head 4.4
Tailored Muslin Cap 12 Head 4.1 Tailored Satin Gloves 19 Hands 3.4
Tailored Muslin Garment 12 Chest 6.6 Tailored Satin Shoes 19 Feet 3.9
Tailored Muslin Gloves 12 Hands 3.1 Tailored Satin Vestment 19 Chest 6.9
Tailored Muslin Sandals 12 Feet 3.6 Dyed Satin Cowl 20 Head 4.5
Ceramic Koro 13 Censer 4.6 Dyed Satin Gloves 20 Hands 3.5
Dyed Muslin Cap 13 Head 4.1 Dyed Satin Shoes 20 Feet 4.0
Dyed Muslin Garment 13 Chest 6.6 Dyed Satin Vestment 20 Chest 7.0
Dyed Muslin Gloves 13 Hands 3.1 Ivory Koro 20 Censer 5.0
Dyed Muslin Sandals 13 Feet 3.6 Ceramic Thurible 21 Censer 5.0
Porcelain Vessel 14 Censer 4.7 Raw Silk Headdress 21 Head 4.5
Refined Muslin Cap 14 Head 4.2 Raw Silk Raiment 21 Chest 7.0
Refined Muslin Garment 14 Chest 6.7 Raw Silk Slippers 21 Feet 4.0
Refined Muslin Gloves 14 Hands 3.2 Raw Silk Wraps 21 Hands 3.5
Refined Muslin Sandals 14 Feet 3.7 Porcelain Thurible 22 Censer 5.1
Brass Vessel 15 Censer 4.7 Refined Satin Cowl 22 Head 4.6
Embroidered Muslin Cap 15 Head 4.2 Refined Satin Gloves 22 Hands 3.6
Embroidered Muslin Garment 15 Chest 6.7 Refined Satin Shoes 22 Feet 4.1
Embroidered Muslin Gloves 15 Hands 3.2 Refined Satin Vestment 22 Chest 7.1
Embroidered Muslin Sandals 15 Feet 3.7 Bronze Censer 23 Censer 5.1
Porcelain Koro 16 Censer 4.8 Embroidered Satin Cowl 23 Head 4.6
Spun Satin Cowl 16 Head 4.3 Embroidered Satin Gloves 23 Hands 3.6
Spun Satin Gloves 16 Hands 3.3 Embroidered Satin Shoes 23 Feet 4.1

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Disciples Regular Armor (continued) Disciples Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Embroidered Satin Vestment 23 Chest 7.1 Spun Silk Slippers 30 Feet 4.4
Brass Thurible 24 Censer 5.2 Spun Silk Wraps 30 Hands 3.9
Flame-Weave Satin Cowl 24 Head 4.7 Iron Brazier 31 Censer 5.5
Flame-Weave Satin Gloves 24 Hands 3.7 Woven Gossamer Gloves 31 Hands 4.0
Flame-Weave Satin Shoes 24 Feet 4.2 Woven Gossamer Hood 31 Head 5.0
Flame-Weave Satin Vestment 24 Chest 7.2 Woven Gossamer Robe 31 Chest 7.5
Ice-Thread Satin Cowl 25 Head 4.7 Woven Gossamer Slippers 31 Feet 4.5
Ice-Thread Satin Gloves 25 Hands 3.7 Embroidered Gossamer Gloves 32 Hands 4.0
Ice-Thread Satin Shoes 25 Feet 4.2 Embroidered Gossamer Hood 32 Head 5.0
Ice-Thread Satin Vestment 25 Chest 7.2 Embroidered Gossamer Robe 32 Chest 7.5
Jade Thurible 25 Censer 5.2 Embroidered Gossamer Sandals 32 Feet 4.5
Iron Censer 26 Censer 5.2 Silver Brazier 32 Censer 5.5
Tailored Damask Gloves 26 Hands 3.7 Bronze Vessel 33 Censer 5.6
Tailored Damask Hood 26 Head 4.7 Woven Silk Headdress 33 Head 5.1
Tailored Damask Robe 26 Chest 7.2 Woven Silk Raiment 33 Chest 7.6
Tailored Damask Shoes 26 Feet 4.2 Woven Silk Slippers 33 Feet 4.6
Dyed Damask Gloves 27 Hands 3.8 Woven Silk Wraps 33 Hands 4.1
Dyed Damask Hood 27 Head 4.8 Flame-Weave Gossamer Gloves 34 Hands 4.1
Dyed Damask Robe 27 Chest 7.3 Flame-Weave Gossamer Hood 34 Head 5.1
Dyed Damask Shoes 27 Feet 4.3 Flame-Weave Gossamer Robe 34 Chest 7.6
Jade Censer 27 Censer 5.3 Flame-Weave Gossamer Sandals 34 Feet 4.6
Bronze Brazier 28 Censer 5.3 Jade Brazier 34 Censer 5.6
Sewn Gossamer Gloves 28 Hands 3.8 Ice-Thread Gossamer Gloves 35 Hands 4.2
Sewn Gossamer Hood 28 Head 4.8 Ice-Thread Gossamer Hood 35 Head 5.2
Sewn Gossamer Robe 28 Chest 7.3 Ice-Thread Gossamer Robe 35 Chest 7.7
Sewn Gossamer Slippers 28 Feet 4.3 Ice-Thread Gossamer Sandals 35 Feet 4.7
Ivory Censer 29 Censer 5.4 Monks Brazier 35 Censer 5.7
Spun Gossamer Gloves 29 Hands 3.9 Embroidered Silk Headdress 36 Head 5.2
Spun Gossamer Hood 29 Head 4.9 Embroidered Silk Raiment 36 Chest 7.7
Spun Gossamer Robe 29 Chest 7.4 Embroidered Silk Slippers 36 Feet 4.7
Spun Gossamer Slippers 29 Feet 4.4 Embroidered Silk Wraps 36 Hands 4.2
Hallowed Censer 30 Censer 5.4 Iron Vessel 36 Censer 5.7
Spun Silk Headdress 30 Head 4.9 Flame-Weave Silk Headdress 37 Head 5.3
Spun Silk Raiment 30 Chest 7.4 Flame-Weave Silk Raiment 37 Chest 7.8

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GAMEPLAY

Disciples Regular Armor (continued) Disciples Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Flame-Weave Silk Slippers 37 Feet 4.8 Serpents Satin Cowl 44 Head 5.6
Flame-Weave Silk Wraps 37 Hands 4.3 Serpents Satin Gloves 44 Hands 4.6
Spiritwaker 37 Censer 5.8 Serpents Satin Shoes 44 Feet 5.1
Celestial Koro 38 Censer 5.8 Serpents Satin Vestment 44 Chest 8.1
Storm-Weave Silk Headdress 38 Head 5.3 Elder Haruspex 45 Censer 6.2
Storm-Weave Silk Raiment 38 Chest 7.8 Spirit Satin Cowl 45 Head 5.7
Storm-Weave Silk Slippers 38 Feet 4.8 Spirit Satin Gloves 45 Hands 4.7
Storm-Weave Silk Wraps 38 Hands 4.3 Spirit Satin Shoes 45 Feet 5.2
Gold Spiritwaker 39 Censer 5.9 Spirit Satin Vestment 45 Chest 8.2
Invokers Silk Headdress 39 Head 5.4 Celestial Thurible 46 Censer 6.2
Invokers Silk Raiment 39 Chest 7.9 Lunar Silk Headdress 46 Head 5.7
Invokers Silk Slippers 39 Feet 4.9 Lunar Silk Raiment 46 Chest 8.2
Invokers Silk Wraps 39 Hands 4.4 Lunar Silk Slippers 46 Feet 5.2
Sacred Spiritwaker 40 Censer 5.9 Lunar Silk Wraps 46 Hands 4.7
Serpents Silk Headdress 40 Head 5.4 Sacred Thurible 47 Censer 6.3
Serpents Silk Raiment 40 Chest 7.9 Sun Satin Cowl 47 Head 5.8
Serpents Silk Slippers 40 Feet 4.9 Sun Satin Gloves 47 Hands 4.8
Serpents Silk Wraps 40 Hands 4.4 Sun Satin Shoes 47 Feet 5.3
Sacred Koro 41 Censer 6.0 Sun Satin Vestment 47 Chest 8.3
Storm-Weave Satin Cowl 41 Head 5.5 Ancestral Censer 48 Censer 6.3
Storm-Weave Satin Gloves 41 Hands 4.5 Lunar Satin Cowl 48 Head 5.8
Storm-Weave Satin Shoes 41 Feet 5.0 Lunar Satin Gloves 48 Hands 4.8
Storm-Weave Satin Vestment 41 Chest 8.0 Lunar Satin Shoes 48 Feet 5.3
Haruspex 42 Censer 6.0 Lunar Satin Vestment 48 Chest 8.3
Invokers Satin Cowl 42 Head 5.5 Adepts Satin Cowl 49 Head 5.9
Invokers Satin Gloves 42 Hands 4.5 Adepts Satin Gloves 49 Hands 4.9
Invokers Satin Shoes 42 Feet 5.0 Adepts Satin Shoes 49 Feet 5.4
Invokers Satin Vestment 42 Chest 8.0 Adepts Satin Vestment 49 Chest 8.4
Ivory Thurible 43 Censer 6.1 Blessed Thurible 49 Censer 6.4
Sun Silk Headdress 43 Head 5.6 Ancestral Thurible 50 Censer 6.4
Sun Silk Raiment 43 Chest 8.1 Astral Satin Cowl 50 Head 5.9
Sun Silk Slippers 43 Feet 5.1 Astral Satin Gloves 50 Hands 4.9
Sun Silk Wraps 43 Hands 4.6 Astral Satin Shoes 50 Feet 5.4
Platinum Haruspex 44 Censer 6.1 Astral Satin Vestment 50 Chest 8.4

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Disciples Unique Melee Weapons


Weapon Lv. Melee Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Range Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Insight 1 1.5 Intelligence 1 8.0
The Scholars Totem 9 1.5 Experience Gain 1 8.4
Pained Logic 15 1.5 Electricity 2 Special Attack 2 8.7
Resistance Critical
Mindbreaker 17 1.5 Power 3 8.8
Regeneration
Stoneruin 23 1.5 Increase Block AC 25 9.1
Bonedriver 28 1.5 Potion Find 28 9.3
Spine of Geshra 39 1.5 Essence Gain 8 Changeling Form 18 9.9
Duration
Suryas Betrayal 44 1.5 Strength 9 Magic Item Find 60 10.1

Disciples Melee Weapons Disciples Melee Weapons (continued)


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Tin Bladed Club 1 1.5 8.0 Steel Tapered Pike 16 1.5 8.8
Bronze Bladed Club 2 1.5 8.1 Oak Tapered Pike 17 1.5 8.8
Tin Edged Cudgel 3 1.5 8.1 Chestnut Whetted Cane 18 1.5 8.9
Steel Bladed Club 4 1.5 8.2 Cedar Tapered Pike 19 1.5 8.9
Chestnut Bladed Club 5 1.5 8.2 Runic Tapered Pike 20 1.5 9.0
Bronze Edged Cudgel 6 1.5 8.3 Pine Whetted Cane 21 1.5 9.0
Iron Edged Cudgel 7 1.5 8.3 Cedar Whetted Cane 22 1.5 9.1
Bronze Apical Staff 8 1.5 8.4 Pine Bladed Club 23 1.5 9.1
Steel Edged Cudgel 9 1.5 8.4 Ethereal Whetted Cane 24 1.5 9.2
Pine Edged Cudgel 10 1.5 8.5 Guilded Whetted Cane 25 1.5 9.2
Oak Apical Staff 11 1.5 8.5 Bamboo Bladed Club 26 1.5 9.2
Bamboo Apical Staff 12 1.5 8.6 Spiritblade 27 1.5 9.3
Iron Tapered Pike 13 1.5 8.6 Bamboo Edged Cudgel 28 1.5 9.3
Ethereal Apical Staff 14 1.5 8.7 Totemic Spiritblade 29 1.5 9.4
Earthblade 15 1.5 8.7 Darkened Spiritblade 30 1.5 9.4

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GAMEPLAY

Disciples Melee Weapons (continued) Disciples Melee Weapons (continued)


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Bone Edged Cudgel 31 1.5 9.5 Shining Tapered Pike 41 1.5 10.0
Petrified Edged Cudgel 32 1.5 9.5 Guilded Tapered Pike 42 1.5 10.0
Traditional Earthblade 33 1.5 9.6 Carved Whetted Cane 43 1.5 10.1
Skullsplitter 34 1.5 9.6 Shillelagh 44 1.5 10.1
Divine Skullsplitter 35 1.5 9.7 Ritual Shillelagh 45 1.5 10.2
Eclipsed Earthblade 36 1.5 9.7 War Cane 46 1.5 10.2
Soothsayers Earthblade 37 1.5 9.8 Tribal War Cane 47 1.5 10.3
Ethereal Tapered Pike 38 1.5 9.8 Diviners Spiritblade 48 1.5 10.3
Shadowed Earthblade 39 1.5 9.9 Umbral War Cane 49 1.5 10.4
Oracles Earthblade 40 1.5 9.9 Void War Cane 50 1.5 10.4

Disciples Unique Ranged Weapons (continued)


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Furor 5 Disciple Disciple Attack Speed 1 Stamina 2 8.2
Shotgun Shotgun
Attack 1 Attack 2
Sparksting 20 Disciple Disciple Dexterity 2 8.5
Shotgun Shotgun
Attack 1 Attack 2
Hellshot 10 Disciple Disciple Fire 2 Gold Find 20 9.0
Shotgun Shotgun Resistance
Attack 1 Attack 2
Ridgequake 25 Disciple Disciple Weight 31 Movement 12 9.2
Shotgun Shotgun Maximum Speed
Attack 1 Attack 2
Deathknell 31 Disciple Disciple Shadow 4 Cold 4 9.5
Shotgun Shotgun Resistance Resistance
Attack 1 Attack 2
Scourge 36 Disciple Disciple Health 6 Poison 4 9.7
Shotgun Shotgun Regeneration Resistance
Attack 1 Attack 2
Dragon Mouth 41 Disciple Disciple Gem Find 4 10.0
Shotgun Shotgun
Attack 1 Attack 2
Uramshais Will 49 Disciple Disciple Ranged 5 Increase 40 All 2 Artifact 49 10.4
Shotgun Shotgun Critical Maximum Resistances Find
Attack 1 Attack 2 Power

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Disciples Ranged Weapons


Name Level Available Ranged Spell A Ranged Spell B Weight
Flintlock 1 Regular Shotgun Attack Charged Shotgun Attack 8.0
Tin Flintlock 2 Regular Shotgun Attack Charged Shotgun Attack 8.1
Bronze Flintlock 3 Regular Shotgun Attack Charged Shotgun Attack 8.1
Steel Flintlock 4 Regular Shotgun Attack Charged Shotgun Attack 8.2
Iron Flintlock 5 Regular Shotgun Attack Charged Shotgun Attack 8.2
Mediator 6 Regular Shotgun Attack Charged Shotgun Attack 8.3
Pine Flintlock 7 Regular Shotgun Attack Charged Shotgun Attack 8.3
Polished Flintlock 8 Regular Shotgun Attack Charged Shotgun Attack 8.4
Etched Flintlock 9 Regular Shotgun Attack Charged Shotgun Attack 8.4
Stainless Flintlock 10 Regular Shotgun Attack Charged Shotgun Attack 8.5
Cold Mediator 11 Regular Shotgun Attack Charged Shotgun Attack 8.5
Baleful Mediator 12 Regular Shotgun Attack Charged Shotgun Attack 8.6
Embossed Flintlock 13 Regular Shotgun Attack Charged Shotgun Attack 8.6
Engraved Flintlock 14 Regular Shotgun Attack Charged Shotgun Attack 8.7
Alloy Flintlock 15 Regular Shotgun Attack Charged Shotgun Attack 8.7
Callous Mediator 16 Regular Shotgun Attack Charged Shotgun Attack 8.8
Titanic Mediator 17 Regular Shotgun Attack Charged Shotgun Attack 8.8
Howitzer 18 Regular Shotgun Attack Charged Shotgun Attack 8.9
Bone Flintlock 19 Regular Shotgun Attack Charged Shotgun Attack 8.9
Rifle 20 Regular Shotgun Attack Charged Shotgun Attack 9.0
Bronze Howitzer 21 Regular Shotgun Attack Charged Shotgun Attack 9.0
Iron Howitzer 22 Regular Shotgun Attack Charged Shotgun Attack 9.1
Steel Howitzer 23 Regular Shotgun Attack Charged Shotgun Attack 9.1
Polished Howitzer 24 Regular Shotgun Attack Charged Shotgun Attack 9.2
Steel Rifle 25 Regular Shotgun Attack Charged Shotgun Attack 9.2
Etched Howitzer 26 Regular Shotgun Attack Charged Shotgun Attack 9.2
Stainless Howitzer 27 Regular Shotgun Attack Charged Shotgun Attack 9.3
Chrome Howitzer 28 Regular Shotgun Attack Charged Shotgun Attack 9.3
Embossed Howitzer 29 Regular Shotgun Attack Charged Shotgun Attack 9.4
Engraved Howitzer 30 Regular Shotgun Attack Charged Shotgun Attack 9.4
Chestnut Rifle 31 Regular Shotgun Attack Charged Shotgun Attack 9.5
Alloy Howitzer 32 Regular Shotgun Attack Charged Shotgun Attack 9.5
Ivory Howitzer 33 Regular Shotgun Attack Charged Shotgun Attack 9.6
Advocate 34 Regular Shotgun Attack Charged Shotgun Attack 9.6
Partisan Advocate 35 Regular Shotgun Attack Charged Shotgun Attack 9.7

12

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GAMEPLAY

Disciples Ranged Weapons


Name Level Available Ranged Spell A Ranged Spell B Weight
Stainless Rifle 36 Regular Shotgun Attack Charged Shotgun Attack 9.7
Chrome Rifle 37 Regular Shotgun Attack Charged Shotgun Attack 9.8
Menacing Advocate 38 Regular Shotgun Attack Charged Shotgun Attack 9.8
Stoic Advocate 39 Regular Shotgun Attack Charged Shotgun Attack 9.9
Authority 40 Regular Shotgun Attack Charged Shotgun Attack 9.9
Engraved Rifle 41 Regular Shotgun Attack Charged Shotgun Attack 10.0
Etched Rifle 42 Regular Shotgun Attack Charged Shotgun Attack 10.0
Bone Rifle 43 Regular Shotgun Attack Charged Shotgun Attack 10.1
Merciless Authority 44 Regular Shotgun Attack Charged Shotgun Attack 10.1
Lethal Authority 45 Regular Shotgun Attack Charged Shotgun Attack 10.2
Musket 46 Regular Shotgun Attack Charged Shotgun Attack 10.2
Oak Musket 47 Regular Shotgun Attack Charged Shotgun Attack 10.3
Bronze Musket 48 Regular Shotgun Attack Charged Shotgun Attack 10.3
Chrome Musket 49 Regular Shotgun Attack Charged Shotgun Attack 10.4
Malignant Authority 50 Regular Shotgun Attack Charged Shotgun Attack 10.4

DiscipleRanged Weapon Ammunition


Name Level Available Stack Size Weight
Shell 1 20 0.3

Guardian Beast Changeling Form


Beast Attributes
Melee Damage Bonus
+ Cold damage
Attribute Bonus
Increased armor class
Attribute Bonus 2
This soldier has been a part of the Changeling underground since the fall of the Increased lightning resistance
capital city. After 18 years, his chance to return to the fields of battle has Attribute Bonus 3
finally arrived. A true champion of his people and the city for which he fights, Increased poison resistance
the guardian faces his enemies with a sword and shield. Special Ability
BitternessCauses knockback + damage + slows attackers movement rate
Key Attributes and attack rate
Strength, Stamina Special Ability 2
Wolf PawDramatic increase in your movement speed
Starting Statistics
Strength: 8 Dexterity: 4
Intelligence: 3 Stamina: 10

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Guardians Ability Summary


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Frostbite 1 Cold 30 6 Damage shield Damage shield Damage shield Damage shield
inflicts damage on inflicts damage on inflicts damage on inflicts damage on
enemies who strike enemies who strike enemies who strike enemies who strike
the guardian. the guardian; the guardian; the guardian;
reduces enemy block reduces enemy block reduces enemy block
armor class. armor class; reduces armor class; reduces
enemy attack rate. enemy attack rate
and damage output.
Jolt 3 Lightning 42 6 Charge forward, Charge forward, Charge forward, Charge forward,
knocking back knocking back knocking back knocking back
enemies and dealing enemies and dealing enemies and dealing enemies and dealing
damage. damage over time. damage over time; damage over time;
additional knockback additional knockback
follows initial one. follows initial one;
instant kill.
Jagged Blade 6 Cold 40 4 Sword strikes deal Same Same Same
additional damage;
hastens attacks
Noxious Wave 9 Poison 78 6 Toxic cannonball Same Same Same
deals damage over
time within area
of effect.
Hailstrike 12 Cold 64 4 Frozen cannonball Two frozen Three frozen Four frozen
deals damage within cannonballs deal cannonballs deal cannonballs deal
area of effect. damage within area damage within area damage within area
of effect. of effect. of effect.
Salubrity 14 180 10 Raises armor class; Raises armor class Raises critical block Raises critical block
affects guardian and block armor %, armor class, and %, armor class, and
and allies. class; affects block armor class; block armor class;
guardian and allies. affects guardian chance to stun
and allies. attacking enemies;
affects guardian
and allies.
Chill 17 Cold 126 6 Charge forward, Charge forward, Charge forward, Charge forward,
freezing enemies freezing enemies freezing enemies and freezing enemies
and dealing damage. and dealing damage dealing damage over and dealing damage
over time. time; additional freeze over time; additional
follows initial one. freeze follows initial
one; chance of
instant kill.
Taunt 20 Poison 96 4 Forces enemies to Forces enemies to Forces enemies to Forces enemies to
run within melee run within melee run within melee run within melee
range. range; lowers enemy range; lowers enemy range; lowers enemy
block armor class. block armor class armor class, block
and resistances. armor class, and
resistances.

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GAMEPLAY

Guardians Ability Summary (continued)


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Ice Blast 23 Cold 216 8 Area-effect damage Area-effect damage Area-effect damage Area-effect damage
and knockback to and knockback to and knockback to and knockback to
two enemies. three enemies. four enemies. unlimited number of
enemies.
Ceasefire 25 116 4 Causes two enemies Causes three enemies Causes four enemies Causes all enemies
in area to sleep. in area to sleep. in area to sleep. in area to sleep.

Shock 28 Lightning 256 8 Deals area-effect Deals area-effect Same Same


damage. damage over time.

Hypothermia 31 Cold 210 6 Area-effect freeze Area-effect freeze Area-effect freeze Area-effect freeze
(one enemy). (two enemies). (three enemies). (unlimited number
of enemies).

Guardians Unique Armor


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Ironveil 2 Head Fire Resistance 1 8.8
Bronzefist 3 Hands Special Ability 0.01 6.4
Critical Hit Chance
Bronzeheel Boots 5 Feet Artifact Find 5 Experience Gain 1 7.7
Ironguard 6 Shield Block AC 10 10.3
Goldshroud Mail 7 Chest Gold Find 7 15.3
Steelfoot 9 Feet Maximum 13 7.9
Carrying Weight
The Sentry 10 Shield Ranged Critical 1 Potion Find 10 10.5
Ironform 11 Chest Stamina 3 15.5
Steelgrip 13 Hands Gold Find 13 6.9
Titan Skull 14 Head Maximum 18 9.4
Carrying Weight
Sentinel Gauntlets 16 Hands Dexterity 4 7.0
Coldspur Boots 17 Feet Cold Resistance 2 8.3
The Citadel 18 Shield Intelligence 4 10.9
Stonecage 20 Chest Poison Resistance 2 Gem Find 20 16.0
Seras Guard 22 Shield Artifact Find 22 11.1
Warfist 23 Hands Ranged Critical 3 7.4
Stormwalker Boots 24 Feet Electricity Resistance 3 8.7
Warforge Sheath 26 Chest Melee Critical 3 Maximum Health 23 16.2
Crown of the Beast 27 Head Essence Gain 6 Changeling Form -13 Shadow Resistance 3 10.0
Duration
Ward of Techlatal 29 Shield Poison Resistance 3 Gem Find 32 11.4
War Visor 30 Head Melee Critical 3 Break Block 9 Dexterity 6 10.2

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Guardians Unique Armor (continued)


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Myrmidon Greaves 31 Feet Changeling Form 15 Maximum Power 26 9.0
Duration
Imperial Shroud 32 Chest Essence Gain 7 Cold Resistance 4 16.5
Stormgrip 34 Hands Attack Speed 7 Break Block 10 7.9
Warstep Greaves 36 Feet Strength 7 Maximum Health 30 Shadow Resistance 4 9.2
Bladestrike Ward 37 Shield Fire Resistance 4 Gold Find 31 11.8
Shining Victory 38 Chest Attack Speed 8 Fire Resistance 4 16.8
Myrmidons Crest 39 Head Power Regeneration 6 Movement Speed 18 Experience Gain 4 10.6
Steelvice Gauntlets 40 Hands Stamina 8 Block Critical 20 8.2
Legacy 43 Shield Stamina 9 Shadow Resistance 5 12.1
The Emperors Grasp 44 Hands Intelligence 9 Potion Find 22 8.4
The Emperors Crown 45 Head Maximum Power 37 Suffix Drop 0.006 Special Ability 0.05 Electricity 5 10.9
Critical Hit Chance Resistance
Nakivas Stride 47 Feet Movement Speed 21 Health 8 9.8
Regeneration
Suri Mahs Courage 48 Chest Strength 10 All Resistances 2 Power 8 Suffix Drop 0.006 17.3
Regeneration
Wall of Koryn Thal 50 Shield Block AC 50 All Resistances 2 Block Critical 25 Health 8 12.4
Regeneration

Guardians Regular Armor Guardians Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Bronze Boots 1 Feet 7.5 Bone Defender 3 Shield 10.1
Bronze Coif 1 Head 8.8 Steel Boots 3 Feet 7.6
Bronze Light Gloves 1 Hands 6.3 Steel Coif 3 Head 8.9
Bronze Ring Mail 1 Chest 15.0 Steel Light Gloves 3 Hands 6.4
Tin Buckler 1 Shield 10.0 Steel Ring Mail 3 Chest 15.1
Brass Buckler 2 Shield 10.1 Arena Bone Gauntlets 4 Hands 6.4
Iron Boots 2 Feet 7.6 Bronze Buckler 4 Shield 10.2
Iron Coif 2 Head 8.8 Bronze Chain Boots 4 Feet 7.7
Iron Light Gloves 2 Hands 6.3 Bronze Sallet 4 Head 8.9
Iron Ring Mail 2 Chest 15.1 Bronze Splint Mail 4 Chest 15.2

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GAMEPLAY

Guardians Regular Armor (continued) Guardians Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Brass Round Shield 5 Shield 10.2 Steel Bascinet 11 Head 9.3
Bronze Bascinet 5 Head 9.0 Steel Heavy Gloves 11 Hands 6.8
Bronze Heavy Gloves 5 Hands 6.5 Silver Protector 12 Shield 10.6
Soldiers Bone Greaves 5 Feet 7.7 Soldiers Bascinet 12 Head 9.3
Soldiers Bone Lorica 5 Chest 15.2 Soldiers Heavy Gloves 12 Hands 6.8
Centurion Defender 6 Shield 10.3 Warriors Bone Greaves 12 Feet 8.1
Iron Chain Boots 6 Feet 7.8 Warriors Bone Lorica 12 Chest 15.6
Iron Sallet 6 Head 9.0 Arena Bascinet 13 Head 9.4
Iron Splint Mail 6 Chest 15.3 Arena Heavy Gloves 13 Hands 6.9
Lacquered Bone Gauntlets 6 Hands 6.5 Bone Tower Shield 13 Shield 10.6
Banded Centurion Defender 7 Shield 10.3 Etched Bone Greaves 13 Feet 8.1
Soldiers Splint Mail 7 Chest 15.3 Etched Bone Lorica 13 Chest 15.6
Steel Chain Boots 7 Feet 7.8 Cold Forged Bone Greaves 14 Feet 8.2
Steel Sallet 7 Head 9.1 Cold Forged Bone Lorica 14 Chest 15.7
Warriors Bone Gauntlets 7 Hands 6.6 Gold Protector 14 Shield 10.7
Arena Bone Greaves 8 Feet 7.9 Warriors Bascinet 14 Head 9.4
Arena Bone Lorica 8 Chest 15.4 Warriors Heavy Gloves 14 Hands 6.9
Bone Kite Shield 8 Shield 10.4 Cold Forged Heavy Gloves 15 Hands 7.0
Iron Bascinet 8 Head 9.1 Embossed Protector 15 Shield 10.7
Iron Heavy Gloves 8 Hands 6.6 Etched Bascinet 15 Head 9.5
Arena Splint Mail 9 Chest 15.4 Smoldered Bone Greaves 15 Feet 8.2
Etched Bone Gauntlets 9 Hands 6.7 Smoldered Bone Lorica 15 Chest 15.7
Lacquered Chain Boots 9 Feet 7.9 Bronze Greaves 16 Feet 8.3
Lacquered Sallet 9 Head 9.2 Bronze Plate Mail 16 Chest 15.8
Steel Defender 9 Shield 10.4 Bronze Vambraces 16 Hands 7.0
Cold Forged Bone Gauntlets 10 Hands 6.7 Bronze Visor 16 Head 9.5
Heraldic Centurion Defender 10 Shield 10.5 Iron Tower Shield 16 Shield 10.8
Warriors Chain Boots 10 Feet 8.0 Iron Greaves 17 Feet 8.3
Warriors Sallet 10 Head 9.2 Iron Plate Mail 17 Chest 15.8
Warriors Splint Mail 10 Chest 15.5 Iron Vambraces 17 Hands 7.1
Bronze Kite Shield 11 Shield 10.5 Iron Visor 17 Head 9.6
Lacquered Bone Greaves 11 Feet 8.0 Steel Tower Shield 17 Shield 10.8
Lacquered Bone Lorica 11 Chest 15.5 Ancestral Bone Greaves 18 Feet 8.4

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Guardians Regular Armor (continued) Guardians Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Ancestral Bone Lorica 18 Chest 15.9 Warriors Visor 24 Head 9.9
Cold Forged Bascinet 18 Head 9.6 Etched Plate Mail 25 Chest 16.2
Petrified Targe 18 Shield 10.9 Refractory Greaves 25 Feet 8.7
Smoldered Heavy Gloves 18 Hands 7.1 Refractory Vambraces 25 Hands 7.5
Coral Tower Shield 19 Shield 10.9 Refractory Visor 25 Head 10.0
Steel Greaves 19 Feet 8.4 Silver Aegis 25 Shield 11.2
Steel Plate Mail 19 Chest 15.9 Ancestral Bone Gauntlets 26 Hands 7.5
Steel Vambraces 19 Hands 7.2 Cold Forged Chain Boots 26 Feet 8.7
Steel Visor 19 Head 9.7 Cold Forged Sallet 26 Head 10.0
Arena Plate Mail 20 Chest 16.0 Iron Round Shield 26 Shield 11.2
Legionary Shield 20 Shield 11.0 Refractory Splint Mail 26 Chest 16.2
Soldiers Greaves 20 Feet 8.5 Bronze Chain Gloves 27 Hands 7.5
Soldiers Vambraces 20 Hands 7.2 Cold Forged Splint Mail 27 Chest 16.3
Soldiers Visor 20 Head 9.7 Smoldered Chain Boots 27 Feet 8.8
Bronze War Armor 21 Chest 16.0 Smoldered Sallet 27 Head 10.0
Bronze War Boots 21 Feet 8.5 Steel Round Shield 27 Shield 11.3
Bronze War Gauntlets 21 Hands 7.3 Bronze Heavy Boots 28 Feet 8.8
Cold Steel Targe 21 Shield 11.0 Bronze War Casque 28 Head 10.1
Smoldered Bascinet 21 Head 9.8 Coral Defender 28 Shield 11.3
Arena Greaves 22 Feet 8.6 Iron Chain Gloves 28 Hands 7.6
Arena Vambraces 22 Hands 7.3 Smoldered Splint Mail 28 Chest 16.3
Arena Visor 22 Head 9.8 Bronze Chain Mail 29 Chest 16.4
Gilded Targe 22 Shield 11.1 Iron Heavy Boots 29 Feet 8.9
Lacquered Plate Mail 22 Chest 16.1 Iron War Casque 29 Head 10.1
Bronze Round Shield 23 Shield 11.1 Silver Heater 29 Shield 11.4
Lacquered Greaves 23 Feet 8.6 Steel Chain Gloves 29 Hands 7.6
Lacquered Vambraces 23 Hands 7.4 Gold Heater 30 Shield 11.4
Lacquered Visor 23 Head 9.9 Imperial Bascinet 30 Head 10.2
Warriors Plate Mail 23 Chest 16.1 Iron War Armor 30 Chest 16.4
Gladiators Plate Mail 24 Chest 16.2 Iron War Boots 30 Feet 8.9
Runic Targe 24 Shield 11.2 Iron War Gauntlets 30 Hands 7.7
Warriors Greaves 24 Feet 8.7 Iron Chain Mail 31 Chest 16.5
Warriors Vambraces 24 Hands 7.4 Lacquered Chain Gloves 31 Hands 7.7

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GAMEPLAY

Guardians Regular Armor (continued) Guardians Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Parma Shield 31 Shield 11.5 Crested Legionary Shield 38 Shield 11.8
Steel Heavy Boots 31 Feet 9.0 Lacquered War Armor 38 Chest 16.8
Steel War Casque 31 Head 10.2 Lacquered War Boots 38 Feet 9.3
Arena Heavy Boots 32 Feet 9.0 Lacquered War Gauntlets 38 Hands 8.1
Engraved Parma Shield 32 Shield 11.5 Warriors Bone Helm 38 Head 10.6
Lacquered War Casque 32 Head 10.3 Brilliant Lionheart Protector 39 Shield 11.9
Refractory Chain Mail 32 Chest 16.5 Etched Bone Helm 39 Head 10.6
Warriors Chain Gloves 32 Hands 7.8 Warriors War Armor 39 Chest 16.9
Jeweled Protector 33 Shield 11.6 Warriors War Boots 39 Feet 9.4
Soldiers Bone Helm 33 Head 10.3 Warriors War Gauntlets 39 Hands 8.1
Steel War Armor 33 Chest 16.6 Cold Forged Bone Helm 40 Head 10.7
Steel War Boots 33 Feet 9.1 Etched War Armor 40 Chest 16.9
Steel War Gauntlets 33 Hands 7.8 Etched War Boots 40 Feet 9.4
Cold Forged Chain Gloves 34 Hands 7.9 Etched War Gauntlets 40 Hands 8.2
Cold Forged Chain Mail 34 Chest 16.6 Sacred Lionheart Protector 40 Shield 11.9
Cold Forged Heavy Boots 34 Feet 9.1 Embossed Legionary Shield 41 Shield 12.0
Cold Forged War Casque 34 Head 10.4 Engraved Plate Mail 41 Chest 17.0
Hallowed Parma Shield 34 Shield 11.6 Gladiators Greaves 41 Feet 9.5
Luminous Parma Shield 35 Shield 11.7 Gladiators Vambraces 41 Hands 8.2
Smoldered Chain Gloves 35 Hands 7.9 Gladiators Visor 41 Head 10.7
Smoldered Chain Mail 35 Chest 16.7 Blessed Legionary Shield 42 Shield 12.0
Smoldered Heavy Boots 35 Feet 9.2 Cold Forged Plate Mail 42 Chest 17.0
Smoldered War Casque 35 Head 10.4 Etched Greaves 42 Feet 9.5
Arena Bone Helm 36 Head 10.5 Etched Vambraces 42 Hands 8.3
Lionheart Protector 36 Shield 11.7 Etched Visor 42 Head 10.8
Soldiers War Armor 36 Chest 16.7 Cold Forged War Armor 43 Chest 17.1
Soldiers War Boots 36 Feet 9.2 Cold Forged War Boots 43 Feet 9.6
Soldiers War Gauntlets 36 Hands 8.0 Cold Forged War Gauntlets 43 Hands 8.3
Arena War Armor 37 Chest 16.8 Polished Aegis 43 Shield 12.1
Arena War Boots 37 Feet 9.3 Smoldered Bone Helm 43 Head 10.8
Arena War Gauntlets 37 Hands 8.0 Engraved Greaves 44 Feet 9.6
Lacquered Bone Helm 37 Head 10.5 Engraved Vambraces 44 Hands 8.4
Sealed Lionheart Protector 37 Shield 11.8 Engraved Visor 44 Head 10.9

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Guardians Regular Armor (continued) Guardians Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Runic Scutum 44 Shield 12.1 Smoldered Visor 47 Head 11.0
Smoldered Plate Mail 44 Chest 17.1 Adamant Plate Mail 48 Chest 17.3
Adamantine Scutum 45 Shield 12.2 Imperial Greaves 48 Feet 9.8
Cold Forged Greaves 45 Feet 9.7 Imperial Vambraces 48 Hands 8.6
Cold Forged Vambraces 45 Hands 8.4 Imperial Visor 48 Head 11.1
Cold Forged Visor 45 Head 10.9 Jeweled Heater 48 Shield 12.3
Imperial Plate Mail 45 Chest 17.2 Adamantine Aegis 49 Shield 12.4
Ancestral Bone Helm 46 Head 11.0 Ancestral Greaves 49 Feet 9.9
Etched Praetorian Aegis 46 Shield 12.2 Ancestral Vambraces 49 Hands 8.6
Smoldered War Armor 46 Chest 17.2 Ancestral Visor 49 Head 11.1
Smoldered War Boots 46 Feet 9.7 Lacquered Battle Armor 49 Chest 17.4
Smoldered War Gauntlets 46 Hands 8.5 Adamant Greaves 50 Feet 9.9
Ancestral Plate Mail 47 Chest 17.3 Adamant Vambraces 50 Hands 8.7
Ancestral Praetorian Aegis 47 Shield 12.3 Adamant Visor 50 Head 11.2
Smoldered Greaves 47 Feet 9.8 Praetorian Aegis 50 Shield 12.4
Smoldered Vambraces 47 Hands 8.5 Warriors Battle Armor 50 Chest 17.4

Guardians Unique Melee Weapons


Weapon Lv. Melee Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Range Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Goldblade 1 2.25 6.0
Storm Edge 8 2.3 6.4
Coldfire 15 2.3 Shadow 2 Fire 2 6.7
Resistance Resistance
Colossus 21 2.3 Increase Maximum 26 7.0
Carrying Weight
Valor of Suri Mah 28 2.3 Block Critical 14 Experience Gain 3 7.3
Azrans Skill 35 2.3 Intelligence 7 Special Attack 4 7.7
Critical
Justice 42 2.3 Strength 8 Break Block 11 Gold Find 42 Increase 35 8.0
Maximum Power
Azrans Honor 49 2.3 Movement Speed 21 All Resistances 2 Power 8 Increase Block AC 50 8.4
Regeneration

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GAMEPLAY

Guardians Melee Weapons Guardians Melee Weapons (continued)


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Tin Short Sword 1 2.25 6.0 Battle Masters Templar Sword 26 2.25 7.2
Bronze Short Sword 2 2.25 6.1 Aggressors Templar Sword 27 2.25 7.3
Tin Tabar 3 2.25 6.1 Stainless Battle Axe 28 2.25 7.3
Short Sword 4 2.25 6.2 Polished Gladius 29 2.25 7.4
Templar Sword 5 2.25 6.2 Inscribed Gladius 30 2.25 7.4
Bronze Tabar 6 2.25 6.3 Polished Battle Axe 31 2.25 7.5
Tabar 7 2.25 6.3 War Axe 32 2.25 7.5
Bronze Scimitar 8 2.25 6.4 Legends Black Eagle Blade 33 2.25 7.6
Steel Tabar 9 2.25 6.4 Barbaric War Axe 34 2.25 7.6
Battle Axe 10 2.25 6.5 Ceremonial War Axe 35 2.25 7.7
Steel Scimitar 11 2.25 6.5 Naga 36 2.25 7.7
Black Eagle Blade 12 2.25 6.6 Cold Steel Naga 37 2.25 7.8
Broadsword 13 2.25 6.6 Barbaric Falchion 38 2.25 7.8
Conscripts Black Eagle Blade 14 2.25 6.7 Runed Naga 39 2.25 7.9
Warriors Black Eagle Blade 15 2.25 6.7 Adamant Naga 40 2.25 7.9
Steel Broadsword 16 2.25 6.8 War Sword 41 2.25 8.0
Stainless Broadsword 17 2.25 6.8 Ceremonial War Sword 42 2.25 8.0
Thracian Edge 18 2.25 6.9 Dragoons Corinthian Blade 43 2.25 8.1
Polished Broadsword 19 2.25 6.9 Cold Steel War Sword 44 2.25 8.1
Falchion 20 2.25 7.0 Adamant War Sword 45 2.25 8.2
Soldiers Thracian Edge 21 2.25 7.0 Champions Corinthian Blade 46 2.25 8.2
Gladiators Thracian Edge 22 2.25 7.1 Decapitator 47 2.25 8.3
Recruits Templar Sword 23 2.25 7.1 Runed Gladius 48 2.25 8.3
Vanquishers Thracian Edge 24 2.25 7.2 Officers Decapitator 49 2.25 8.4
Corinthian Blade 25 2.25 7.2 Conquerors Decapitator 50 2.25 8.4

Guardians Unique Ranged Weapons


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Ironstrike 4 Guardian Guardian 14.2
Cannon Cannon
Attack 1 Attack 2
Wrathfire 12 Guardian Guardian 14.6
Cannon Cannon
Attack 1 Attack 2

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Guardians Unique Ranged Weapons (continued)


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Doomfire 19 Guardian Guardian Essence Gain 4 14.9
Cannon Cannon
Attack 1 Attack 2

Battlecharger 25 Guardian Guardian Attack Speed 5 15.2


Cannon Cannon
Attack 1 Attack 2

Thunderstroke 33 Guardian Guardian Health 28 Electricity 4 Gem Find 36 15.6


Cannon Cannon Maximum Resistance
Attack 1 Attack 2

The Warlords Cry 41 Guardian Guardian Health 7 16.0


Cannon Cannon Regeneration
Attack 1 Attack 2

The War Baron 46 Guardian Guardian Ranged 5 Magic Item 48 16.2


Cannon Cannon Critical Find
Attack 1 Attack 2

Guardians Ranged Weapons


Name Level Available Ranged Spell A Ranged Spell B Weight
Bronze Cannon 1 Regular Cannon Attack Charged Cannon Attack 14.0
Iron Cannon 2 Regular Cannon Attack Charged Cannon Attack 14.1
Steel Cannon 3 Regular Cannon Attack Charged Cannon Attack 14.1
Stainless Cannon 4 Regular Cannon Attack Charged Cannon Attack 14.2
Polished Cannon 5 Regular Cannon Attack Charged Cannon Attack 14.2
Bronze Persuader 6 Regular Cannon Attack Charged Cannon Attack 14.3
Greased Cannon 7 Regular Cannon Attack Charged Cannon Attack 14.3
Soldier Cannon 8 Regular Cannon Attack Charged Cannon Attack 14.4
Engineered Cannon 9 Regular Cannon Attack Charged Cannon Attack 14.4
Fierce Cannon 10 Regular Cannon Attack Charged Cannon Attack 14.5
Iron Persuader 11 Regular Cannon Attack Charged Cannon Attack 14.5

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Guardians Ranged Weapons (continued)


Name Level Available Ranged Spell A Ranged Spell B Weight
Steel Persuader 12 Regular Cannon Attack Charged Cannon Attack 14.6
Battle Masters Cannon 13 Regular Cannon Attack Charged Cannon Attack 14.6
Royal Cannon 14 Regular Cannon Attack Charged Cannon Attack 14.7
Imperial Cannon 15 Regular Cannon Attack Charged Cannon Attack 14.7
Polished Persuader 16 Regular Cannon Attack Charged Cannon Attack 14.8
Greased Persuader 17 Regular Cannon Attack Charged Cannon Attack 14.8
Soldier Persuader 18 Regular Cannon Attack Charged Cannon Attack 14.9
Bronze Mortar 19 Regular Cannon Attack Charged Cannon Attack 14.9
Iron Mortar 20 Regular Cannon Attack Charged Cannon Attack 15.0
Engineered Persuader 21 Regular Cannon Attack Charged Cannon Attack 15.0
Fierce Persuader 22 Regular Cannon Attack Charged Cannon Attack 15.1
Royal Persuader 23 Regular Cannon Attack Charged Cannon Attack 15.1
Imperial Persuader 24 Regular Cannon Attack Charged Cannon Attack 15.2
Greased Mortar 25 Regular Cannon Attack Charged Cannon Attack 15.2
Intercessor 26 Regular Cannon Attack Charged Cannon Attack 15.2
Savage Intercessor 27 Regular Cannon Attack Charged Cannon Attack 15.3
Despot Intercessor 28 Regular Cannon Attack Charged Cannon Attack 15.3
Assault Intercessor 29 Regular Cannon Attack Charged Cannon Attack 15.4
Bronze Equalizer 30 Regular Cannon Attack Charged Cannon Attack 15.4
Engineered Mortar 31 Regular Cannon Attack Charged Cannon Attack 15.5
Iron Equalizer 32 Regular Cannon Attack Charged Cannon Attack 15.5
Polished Equalizer 33 Regular Cannon Attack Charged Cannon Attack 15.6
Greased Equalizer 34 Regular Cannon Attack Charged Cannon Attack 15.6
Engineered Equalizer 35 Regular Cannon Attack Charged Cannon Attack 15.7
Fierce Mortar 36 Regular Cannon Attack Charged Cannon Attack 15.7
Battle Masters Mortar 37 Regular Cannon Attack Charged Cannon Attack 15.8
Soldier Equalizer 38 Regular Cannon Attack Charged Cannon Attack 15.8
Battle Masters Equalizer 39 Regular Cannon Attack Charged Cannon Attack 15.9
Peacemaker 40 Regular Cannon Attack Charged Cannon Attack 15.9
Imperial Mortar 41 Regular Cannon Attack Charged Cannon Attack 16.0

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Guardians Ranged Weapons (continued)


Name Level Available Ranged Spell A Ranged Spell B Weight
Thunder Mortar 42 Regular Cannon Attack Charged Cannon Attack 16.0
Arbiter 43 Regular Cannon Attack Charged Cannon Attack 16.1
Cruel Peacemaker 44 Regular Cannon Attack Charged Cannon Attack 16.1
Enforcers Peacemaker 45 Regular Cannon Attack Charged Cannon Attack 16.2
Grim Arbiter 46 Regular Cannon Attack Charged Cannon Attack 16.2
Sergeants Arbiter 47 Regular Cannon Attack Charged Cannon Attack 16.3
Siege Arbiter 48 Regular Cannon Attack Charged Cannon Attack 16.3
Supreme Arbiter 49 Regular Cannon Attack Charged Cannon Attack 16.4
Barrage Peacemaker 50 Regular Cannon Attack Charged Cannon Attack 16.4

GuardianRanged Weapon Ammunition


Name Level Available Stack Size Weight
Iron Ball 1 10 0.5

Mercenary
This tough-as-nails warrior has an ego thats as sharp and deadly as her Fury Changeling Form
Fury Attributes
Melee Damage Bonus
+ Fire damage
Attribute Bonus
Increased block break %
Attribute Bonus 2
gruesome blade. Armed with a dual-sided poleaxe and a wicked sawblade Increased lightning resistance
launcher, this Amazon-like warrior mows down her enemies with sanguinary Attribute Bonus 3
satisfaction.
Increased poison resistance
Special Ability
WildfireFlame-based damage shield with chance to instantly
Key Attributes kill attackers
Strength, Intelligence
Special Ability 2
Wolf PawDramatic increase in your movement speed
Starting Statistics
Strength: 16 Dexterity: 3
Intelligence: 10 Stamina: 6

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GAMEPLAY

Mercenarys Ability Summary


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Searing Strike 1 Fire 30 6 Deal bonus melee Same Same Same
damage; increase
attack speed.
Discharge 3 Lightning 42 6 Charge forward, Same Same Same
stunning enemies
and dealing damage.
Solar Disc 6 Fire 20 2 Fire-blazing Fire-blazing Fire-blazing Fire-blazing
sawblade deals sawblade deals sawblade deals sawblade dealing
bonus damage. bonus damage bonus damage over bonus damage over
over time. time; chance to stun. time; chance to stun
or instant kill.
Pestilence 9 Poison 104 8 Area-effect knockback Area-effect knockback Area-effect knockback Area-effect knockback
and damage over and damage over and damage over and damage over
time affects two time affects three time affects four time affects unlimited
enemies. enemies. enemies. number of enemies.
Smash 12 Armor Class 64 4 Deals bonus melee Same Same Same
damage.
Sunray 14 Fire 108 6 Beam deals damage. Same Same Same
Resolve 17 84 4 Bonus power each Bonus power each Bonus power each Bonus power each
time the mercenary time the mercenary time the mercenary time the mercenary
is struck. is struck or blocks an is struck, resists a is struck, resists a
attack. spell, or blocks spell, kills an enemy,
an attack. or blocks an attack.
Flashfire 20 Fire 144 6 Flames leap across Flames leap across Flames leap across Flames leap across
ground, from enemy ground, from enemy ground, from enemy ground, from enemy
to enemy (affects to enemy (affects to enemy (affects to enemy (affects
two targets). three targets). four targets). five targets).

Malfunction 23 Lightning 108 4 Sawblade sends an Sawblade sends an Sawblade sends an Sawblade sends an
enemy into state of enemy into state of enemy into state of enemy into state of
chaos; deals damage chaos; deals damage chaos; deals damage chaos; deals damage
over time. over time (fires two over time (fires over time (fires four
sawblades). three sawblades). sawblades).
Ignited Charge 25 Fire 116 4 Charge forward, Same Same Same
knocking back
enemies and dealing
damage.

Envenomed 28 Poison 192 6 Deals melee damage Deals melee damage Deals melee damage Deals melee damage
Blades to surrounding and damage over and damage over and damage over
enemies. time to surrounding time to surrounding time to surrounding
enemies. enemies; chance to enemies; chance to
stun enemies. stun or instant kill
enemies.
Blaze 31 Fire 350 10 Rings of flame deal Same Same Same
area-effect damage.

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Mercenarys Unique Armor (coninued)


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Bladebuckle Boots 1 Feet Melee Critical 1 6.0
Flamecoil Gauntlets 2 Hands Attack Speed 1 5.1
Ironmight 4 Chest Strength 1 12.2
Bonewalker 6 Head Maximum 9 7.3
Carrying Weight
Fleshguard 7 Chest Maximum Health 8 12.3
Emberhand 8 Hands Artifact Find 8 5.4
Goldfire Greaves 11 Feet Fire Resistance 2 6.5
Fireskull 13 Head Health Regeneration 3 7.6
Battletoe 14 Feet Experience Gain 2 6.7
Uttams Craft 15 Hands Ranged Critical 2 Electricity 2 5.7
Resistance
Bronze Maiden 17 Chest All Resistances 1 12.8
Gravedigger 19 Hands Cold Resistance 2 5.9
Valkyries Crest 20 Head Experience Gain 2 8.0
Siege Strider 24 Feet Movement Speed 12 7.2
Ironclash Guardian 25 Chest Maximum 31 Block AC 50 13.2
Carrying Weight
Cranial Shield 27 Head Intelligence 6 Block Critical 14 Power Regeneration 5 8.3
Greaves of the Fury 28 Feet Changeling 14 Potion Find 28 7.3
Form Duration
Reaper Mask 29 Head All Resistances 2 Suffix Drop 0.004 8.4
Soulvice 30 Hands Health Regeneration 5 Break Block 9 Essence Gain 6 6.4
Ghoul Vice 33 Hands Melee Critical 4 Shadow Resistance 4 Block Critical 17 6.6
Vow of Seras 34 Chest Intelligence 7 Stamina 7 13.6
Tempest Clasp 37 Hands Special Ability 0.04 Electricity 4 6.8
Critical Hit Chance Resistance
Path of Seras 38 Feet Power Regeneration 6 Artifact Find 38 7.8
Iron Ridge 39 Head Strength 8 Cold Resistance 4 Dexterity 8 8.9
Firedancer Boots 42 Feet Fire Resistance 5 Dexterity 8 Movement Speed 19 Gem Find 44 8.0
Claws of the Fury 43 Hands Break Block 11 Attack Speed 9 7.1
Nethershell 45 Chest Special Ability 0.05 Essence Gain 9 Suffix Drop 0.006 Shadow Resistance 5 14.2
Critical Hit Chance
Duskhorn 46 Head Changeling Form 20 Maximum Health 38 9.2
Duration
Hell Gout 47 Hands Maximum Power 38 Gem Find 48 7.3
Wartread Greaves 50 Feet Maximum Power 41 Gold Find 50 Stamina 10 Poison Resistance 5 8.4

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GAMEPLAY

Mercenarys Regular Armor Mercenarys Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Bronze Armet 1 Head 7.0 Smoldered Lamellar Gloves 9 Hands 5.4
Bronze Link Boots 1 Feet 6.0 Smoldered Lamellar Mail 9 Chest 12.4
Bronze Link Gloves 1 Hands 5.0 Refractory Lamellar Boots 10 Feet 6.5
Bronze Link Mail 1 Chest 12.0 Refractory Lamellar Gloves 10 Hands 5.5
Iron Armet 2 Head 7.1 Refractory Lamellar Mail 10 Chest 12.5
Iron Link Boots 2 Feet 6.1 Varnished Crown 10 Head 7.5
Iron Link Gloves 2 Hands 5.1 Smoldered Burgonet 11 Head 7.5
Iron Link Mail 2 Chest 12.1 Steel Scale Boots 11 Feet 6.5
Steel Armet 3 Head 7.1 Steel Scale Gloves 11 Hands 5.5
Steel Link Boots 3 Feet 6.1 Steel Scale Mail 11 Chest 12.5
Steel Link Gloves 3 Hands 5.1 Cold-Forged Burgonet 12 Head 7.6
Steel Link Mail 3 Chest 12.1 Smoldered Scale Boots 12 Feet 6.6
Bronze Lamellar Boots 4 Feet 6.2 Smoldered Scale Gloves 12 Hands 5.6
Bronze Lamellar Gloves 4 Hands 5.2 Smoldered Scale Mail 12 Chest 12.6
Bronze Lamellar Mail 4 Chest 12.2 Enameled Burgonet 13 Head 7.6
Smoldered Armet 4 Head 7.2 Refractory Scale Boots 13 Feet 6.6
Bronze Scale Boots 5 Feet 6.2 Refractory Scale Gloves 13 Hands 5.6
Bronze Scale Gloves 5 Hands 5.2 Refractory Scale Mail 13 Chest 12.6
Bronze Scale Mail 5 Chest 12.2 Cold-Forged Scale Boots 14 Feet 6.7
Iron Burgonet 5 Head 7.2 Cold-Forged Scale Gloves 14 Hands 5.7
Iron Lamellar Boots 6 Feet 6.3 Cold-Forged Scale Mail 14 Chest 12.7
Iron Lamellar Gloves 6 Hands 5.3 Lacquered Burgonet 14 Head 7.7
Iron Lamellar Mail 6 Chest 12.3 Enameled Scale Boots 15 Feet 6.7
Refractory Armet 6 Head 7.3 Enameled Scale Gloves 15 Hands 5.7
Cold-Forged Armet 7 Head 7.3 Enameled Scale Mail 15 Chest 12.7
Steel Lamellar Boots 7 Feet 6.3 Varnished Burgonet 15 Head 7.7
Steel Lamellar Gloves 7 Hands 5.3 Bronze Camail 16 Head 7.8
Steel Lamellar Mail 7 Chest 12.3 Steel Brigandine 16 Chest 12.8
Iron Scale Boots 8 Feet 6.4 Steel Brigandine Boots 16 Feet 6.8
Iron Scale Gloves 8 Hands 5.4 Steel Brigandine Gloves 16 Hands 5.8
Iron Scale Mail 8 Chest 12.4 Iron Camail 17 Head 7.8
Steel Burgonet 8 Head 7.4 Smoldered Brigandine 17 Chest 12.8
Enameled Armet 9 Head 7.4 Smoldered Brigandine Boots 17 Feet 6.8
Smoldered Lamellar Boots 9 Feet 6.4 Smoldered Brigandine Gloves 17 Hands 5.8

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Mercenarys Regular Armor (continued) Mercenarys Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Iron Half-Plate 18 Chest 12.9 Gilded Brigandine Gloves 25 Hands 6.2
Iron Half-Plate Greaves 18 Feet 6.9 Cold-Forged Lamellar Boots 26 Feet 7.2
Iron Half-Plate Vambraces 18 Hands 5.9 Cold-Forged Lamellar Gloves 26 Hands 6.2
Polished Burgonet 18 Head 7.9 Cold-Forged Lamellar Mail 26 Chest 13.2
Refractory Brigandine 19 Chest 12.9 Polished Crown 26 Head 8.2
Refractory Brigandine Boots 19 Feet 6.9 Enameled Lamellar Boots 27 Feet 7.3
Refractory Brigandine Gloves 19 Hands 5.9 Enameled Lamellar Gloves 27 Hands 6.3
Steel Camail 19 Head 7.9 Enameled Lamellar Mail 27 Chest 13.3
Enameled Brigandine 20 Chest 13.0 Gilded Crown 27 Head 8.3
Enameled Brigandine Boots 20 Feet 7.0 Heraldic Crown 28 Head 8.3
Enameled Brigandine Gloves 20 Hands 6.0 Lacquered Lamellar Boots 28 Feet 7.3
Enameled Camail 20 Head 8.0 Lacquered Lamellar Gloves 28 Hands 6.3
Heraldic Burgonet 21 Head 8.0 Lacquered Lamellar Mail 28 Chest 13.3
Steel Half-Plate 21 Chest 13.0 Lustrous Crown 29 Head 8.4
Steel Half-Plate Greaves 21 Feet 7.0 Varnished Lamellar Boots 29 Feet 7.4
Steel Half-Plate Vambraces 21 Hands 6.0 Varnished Lamellar Gloves 29 Hands 6.4
Iron Morion 22 Head 8.1 Varnished Lamellar Mail 29 Chest 13.4
Lacquered Brigandine 22 Chest 13.1 Refractory Half-Plate 30 Chest 13.4
Lacquered Brigandine Boots 22 Feet 7.1 Refractory Half-Plate Greaves 30 Feet 7.4
Lacquered Brigandine Gloves 22 Hands 6.1 Refractory Half-Plate Vambraces 30 Hands 6.4
Steel Morion 23 Head 8.1 Steel Barbute 30 Head 8.4
Varnished Brigandine 23 Chest 13.1 Embossed Crown 31 Head 8.5
Varnished Brigandine Boots 23 Feet 7.1 Polished Lamellar Boots 31 Feet 7.5
Varnished Brigandine Gloves 23 Hands 6.1 Polished Lamellar Gloves 31 Hands 6.5
Polished Brigandine 24 Chest 13.2 Polished Lamellar Mail 31 Chest 13.5
Polished Brigandine Boots 24 Feet 7.2 Gilded Lamellar Boots 32 Feet 7.5
Polished Brigandine Gloves 24 Hands 6.2 Gilded Lamellar Gloves 32 Hands 6.5
Refractory Morion 24 Head 8.2 Gilded Lamellar Mail 32 Chest 13.5
Cold-Forged Morion 25 Head 8.2 Runed Crown 32 Head 8.5
Gilded Brigandine 25 Chest 13.2 Cold-Forged Half-Plate 33 Chest 13.6
Gilded Brigandine Boots 25 Feet 7.2 Cold-Forged Half-Plate Greaves 33 Feet 7.6

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GAMEPLAY

Mercenarys Regular Armor (continued) Mercenarys Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Cold-Forged Half-Plate Vambraces 33 Hands 6.6 Varnished Field Plate 41 Chest 14.0
Smoldered Barbute 33 Head 8.6 Varnished Field Plate Gauntlets 41 Hands 7.0
Adamant Crown 34 Head 8.6 Varnished Field Plate Greaves 41 Feet 8.0
Heraldic Lamellar Boots 34 Feet 7.6 Polished Field Plate 42 Chest 14.0
Heraldic Lamellar Gloves 34 Hands 6.6 Polished Field Plate Gauntlets 42 Hands 7.0
Heraldic Lamellar Mail 34 Chest 13.6 Polished Field Plate Greaves 42 Feet 8.0
Ancestral Crown 35 Head 8.7 Varnished Morion 42 Head 9.0
Embossed Lamellar Boots 35 Feet 7.7 Gilded Barbute 43 Head 9.1
Embossed Lamellar Gloves 35 Hands 6.7 Runed Half-Plate 43 Chest 14.1
Lustrous Lamellar Mail 35 Chest 13.7 Runed Half-Plate Greaves 43 Feet 8.1
Enameled Half-Plate 36 Chest 13.7 Runed Half-Plate Vambraces 43 Hands 7.1
Enameled Half-Plate Greaves 36 Feet 7.7 Gilded Field Plate 44 Chest 14.1
Enameled Half-Plate Vambraces 36 Hands 6.7 Gilded Field Plate Gauntlets 44 Hands 7.1
Refractory Barbute 36 Head 8.7 Gilded Field Plate Greaves 44 Feet 8.1
Enameled Barbute 37 Head 8.8 Polished Morion 44 Head 9.1
Varnished Half-Plate 37 Chest 13.8 Heraldic Field Plate 45 Chest 14.2
Varnished Half-Plate Greaves 37 Feet 7.8 Heraldic Field Plate Gauntlets 45 Hands 7.2
Varnished Half-Plate Vambraces 37 Hands 6.8 Heraldic Field Plate Greaves 45 Feet 8.2
Lacquered Barbute 38 Head 8.8 Lustrous Morion 45 Head 9.2
Polished Half-Plate 38 Chest 13.8 Adamant Half-Plate 46 Chest 14.2
Polished Half-Plate Greaves 38 Feet 7.8 Adamant Half-Plate Greaves 46 Feet 8.2
Polished Half-Plate Vambraces 38 Hands 6.8 Adamant Half-Plate Vambraces 46 Hands 7.2
Lustrous Half-Plate 39 Chest 13.9 Embossed Barbute 46 Head 9.2
Lustrous Half-Plate Greaves 39 Feet 7.9 Embossed Morion 47 Head 9.3
Lustrous Half-Plate Vambraces 39 Hands 6.9 Lustrous Field Plate 47 Chest 14.3
Varnished Barbute 39 Head 8.9 Lustrous Field Plate Gauntlets 47 Hands 7.3
Embossed Half-Plate 40 Chest 13.9 Lustrous Field Plate Greaves 47 Feet 8.3
Embossed Half-Plate Greaves 40 Feet 7.9 Embossed Field Plate 48 Chest 14.3
Embossed Half-Plate Vambraces 40 Hands 6.9 Embossed Field Plate Gauntlets 48 Hands 7.3
Polished Barbute 40 Head 8.9 Embossed Field Plate Greaves 48 Feet 8.3
Enameled Morion 41 Head 9.0 Runed Morion 48 Head 9.3

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Mercenarys Regular Armor (continued) Mercenarys Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Adamant Morion 49 Head 9.4 Adamant Field Plate 50 Chest 14.4
Runed Field Plate 49 Chest 14.4 Adamant Field Plate Gauntlets 50 Hands 7.4
Runed Field Plate Gauntlets 49 Hands 7.4 Adamant Field Plate Greaves 50 Feet 8.4
Runed Field Plate Greaves 49 Feet 8.4 Ancestral Morion 50 Head 9.4

Mercenarys Unique Melee Weapons


Weapon Lv. Melee Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Range Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Wrathful Pillar 3 2.0 Melee Critical 1 10.1
Woe Harvest 9 2.0 Essence Gain 2 10.4
War Needle 10 2.0 Increase Maximum 14 Artifact Find 10 10.5
Carrying Weight
Stormspike 18 2.0 10.9
Spinegorge 22 2.0 Stamina 5 Strength 3 11.1

The Sentinel 26 2.0 All Resistances 2 Increase Block AC 30 11.2


Spire of T`oth 31 2.0 Experience Gain 4 11.5
Vishals Pledge 35 2.0 Potion Find 36 Block Critical 18 11.7
Misery 36 2.0 Shadow 4 Intelligence 7 11.7
Resistance
Ati Marras Needle 40 2.0 Strength 8 Health 7 11.9
Regeneration
Pike of Techlatal 48 2.0 Break Block 12 Magic Item Find 60 Increase 39 12.3
Chance Maximum Power

Mercenarys Melee Weapons Mercenarys Melee Weapons


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Tin Voulge 1 2 10.0 Iron Poleaxe 8 2 10.4
Brass Voulge 2 2 10.1 Tapered Scythe 9 2 10.4
Heraldic Scythe 3 2 10.1 Inscribed Guisarme 10 2 10.5
Bronze Voulge 4 2 10.2 Steel Poleaxe 11 2 10.5
Tin Halberd 5 2 10.2 Stainless Poleaxe 12 2 10.6
Ancestral Scythe 6 2 10.3 Chrome Bardiche 13 2 10.6
Adamant Scythe 7 2 10.3 Bronze Fauchard 14 2 10.7

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GAMEPLAY

Mercenarys Melee Weapons (continued) Mercenarys Melee Weapons (continued)


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Iron Fauchard 15 2 10.7 Steel Fauchard 33 2 11.6
Etched Bardiche 16 2 10.8 Wicked Harrowspine 34 2 11.6
Inscribed Bardiche 17 2 10.8 Callous Harrowspine 35 2 11.7
Chrome Lochaber Axe 18 2 10.9 Chrome Fauchard 36 2 11.7
Runic Bardiche 19 2 10.9 Deadreaver 37 2 11.8
Brass Partizan 20 2 11.0 Steel Partizan 38 2 11.8
Etched Lochaber Axe 21 2 11.0 Brutal Deadreaver 39 2 11.9
Inscribed Lochaber Axe 22 2 11.1 Vicious Deadreaver 40 2 11.9
Brass Halberd 23 2 11.1 Gorepike 41 2 12.0
Serrated Naginata 24 2 11.2 Bold Gorepike 42 2 12.0
Adamant Naginata 25 2 11.2 Ceremonial Naginata 43 2 12.1
Bronze Halberd 26 2 11.2 Brutal Gorepike 44 2 12.1
Iron Halberd 27 2 11.3 Cold Gorepike 45 2 12.2
Ancestral Guisarme 28 2 11.3 Spireaxe 46 2 12.2
Ripscorn 29 2 11.4 Fierce Spireaxe 47 2 12.3
Deadly Ripscorn 30 2 11.4 Vile Ripscorn 48 2 12.3
Harrowspine 31 2 11.5 Ruthless Spireaxe 49 2 12.4
Bitter Harrowspine 32 2 11.5 Vengeful Spireaxe 50 2 12.4

Mercenarys Unique Ranged Weapons


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Firestrike 5 Mercenary Mercenary Attack Speed 1 Fire 1 7.2
Saw-Gun Saw-Gun Resistance
Attack 1 Attack 2
Hailfyre 12 Mercenary Mercenary Power 2 7.6
Saw-Gun Saw-Gun Regeneration
Attack 1 Attack 2
Widow Switch 16 Mercenary Mercenary Special Critical 2 7.8
Saw-Gun Saw-Gun
Attack 1 Attack 2
Razor Shot 21 Mercenary Mercenary Range Critical 3 8.0
Saw-Gun Saw-Gun
Attack 1 Attack 2
Harbinger 23 Mercenary Mercenary Experience 3 8.1
Saw-Gun Saw-Gun Gain
Attack 1 Attack 2

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Mercenarys Unique Ranged Weapons (continued)


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Steelthroe 32 Mercenary Mercenary Gold Find 32 Cold 4 8.5
Saw-Gun Saw-Gun Resistance
Attack 1 Attack 2
Sunderflight 41 Mercenary Mercenary Movement 18 Poison 5 9.0
Saw-Gun Saw-Gun Speed Resistance
Attack 1 Attack 2
Iron Thrasher 44 Mercenary Mercenary Health 36 Electricity 5 9.1
Saw-Gun Saw-Gun Maximum Resistance
Attack 1 Attack 2
Dead Rail 49 Mercenary Mercenary Gem Find 52 Dexterity 10 Beast -0.21 9.4
Saw-Gun Saw-Gun Degeneration
Attack 1 Attack 2

Mercenarys Ranged Weapons


Name Level Available Ranged Spell A Ranged Spell B Weight
Tin Saw-Shooter 1 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.0
Brass Saw-Shooter 2 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.1
Bronze Saw-Shooter 3 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.1
Iron Saw-Shooter 4 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.2
Steel Saw-Shooter 5 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.2
Brass Blade-Cannon 6 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.3
Stainless Saw-Shooter 7 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.3
Polished Saw-Shooter 8 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.4
Chrome Saw-Shooter 9 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.4
Grim Saw-Shooter 10 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.5
Bronze Blade-Cannon 11 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.5
Iron Blade-Cannon 12 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.6
Engineered Saw-Shooter 13 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.6
Runic Saw-Shooter 14 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.7
Siege Saw-Shooter 15 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.7
Steel Blade-Cannon 16 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.8
Stainless Blade-Cannon 17 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.8
Polished Blade-Cannon 18 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.9

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GAMEPLAY

Mercenarys Ranged Weapons (continued)


Vivisector 19 Regular Saw-Gun Attack Charged Saw-Gun Attack 7.9
Barbarous Vivisector 20 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.0
Grim Blade-Cannon 21 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.0
Skirmish Blade-Cannon 22 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.1
Executioner 23 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.1
Savage Executioner 24 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.2
Woeful Vivisector 25 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.2
Ruinous Executioner 26 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.2
Hostile Executioner 27 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.3
Stainless Blade-Spitter 28 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.3
Polished Blade-Spitter 29 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.4
Grim Blade-Spitter 30 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.4
Aggressive Vivisector 31 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.5
Greased Blade-Spitter 32 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.5
Runic Blade-Spitter 33 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.6
Siege Blade-Spitter 34 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.6
Skirmish Blade-Spitter 35 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.7
Iron Saw-Gun 36 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.7
Steel Saw-Gun 37 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.8
Deadly Blade-Spitter 38 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.8
Boneshredder 39 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.9
Cruel Boneshredder 40 Regular Saw-Gun Attack Charged Saw-Gun Attack 8.9
Greased Saw-Gun 41 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.0
Polished Saw-Gun 42 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.0
Grim Saw-Gun 43 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.1
Dire Boneshredder 44 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.1
Cutthroat Boneshredder 45 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.2
Engineered Saw-Gun 46 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.2
Deadly Saw-Gun 47 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.3
Imperial Saw-Gun 48 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.3
Adamant Saw-Gun 49 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.4
Chief Boneshredder 50 Regular Saw-Gun Attack Charged Saw-Gun Attack 9.4

MercenaryRanged Weapon Ammunition


Name Level Available Stack Size Weight
Sawblade 1 15 0.4

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Prowler
Dervish Changeling Form
Dervish Attributes
Melee Damage Bonus
+ Lightning damage
Attribute Bonus
Increased chance of melee critical hits
This mysterious and lone hunter prowls the shadows, cutting down the Attribute Bonus 2
Warlords agents without mercy or fear. Known as the prowler, this swift and Increased cold resistance
agile assassin utilizes dual blades, martial kicks, and a cesta (used to throw a Attribute Bonus 3
steel ball at high velocity) to annihilate his enemies.
Increased fire resistance
Special Ability
Storm WarningArea-effect damage and stun
Key Attributes
Strength, Dexterity Special Ability 2
Wolf PawDramatic increase in your movement speed

Starting Statistics
Strength: 7 Dexterity: 9
Intelligence: 4 Stamina: 5

Prowlers Ability Summary


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Thunderbolt 1 Lightning 40 8 Charge forward, Charge forward, Charge forward, Charge forward,
stunning enemies stunning enemies stunning enemies stunning enemies
and dealing damage. and dealing damage and dealing damage and dealing damage
and damage over and damage over and damage over
time. time; additional stun time; additional stun
follows initial one. follows initial one;
chance of instant kill.
Biting Claws 3 Cold 28 4 Deal bonus melee Deal bonus melee Deal bonus melee Deal bonus melee
damage with each damage and damage damage and damage damage and damage
attack. over time with each over time with each over time with each
attack. attack; freeze attack; freeze
enemy. enemy; chance of
instant kill.
Blinding Flash 6 Lightning 100 10 Area of effect stuns Area of effect stuns Area of effect stuns Area of effect stuns
two enemies. three enemies. four enemies. unlimited number of
enemies.

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GAMEPLAY

Prowlers Ability Summary (continued)


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Fire Spray 9 Fire 26 2 Throws two ignited Throws three ignited Throws four ignited Throws five ignited
pelotas that deal pelotas that deal pelotas that deal pelotas that deal
bonus damage. bonus damage. bonus damage. bonus damage.
Velocity 12 96 6 Increases movement Increases movement Increases movement Increases movement
speed. speed and break and attack speeds and attack speeds,
block %. and break block %. critical hit %, and
break block %.
Chain Lightning 14 Lightning 108 6 Lightning bolt jumps Lightning bolt jumps Lightning bolt jumps Lightning bolt jumps
between two between three between four between five
enemies, dealing enemies, dealing enemies, dealing enemies, dealing
damage. damage. damage. damage.

Dragon Eye 17 Fire 126 6 Charge forward, Charge forward, Charge forward, Charge forward,
filling enemies with filling enemies with filling enemies with filling enemies with
fear and dealing fear and dealing fear and dealing fear and dealing
damage. damage over time. damage over time; damage over time;
additional fear additional fear
follows initial one. follows initial one;
chance of instant kill.

Conductive Claws 20 Lightning 96 4 Claw strikes deal Same Same Same


additional damage;
hastens attacks.
Ice Volley 23 Cold 54 2 Frozen pelota Same Same Same
shatters on impact,
scattering shards
that deal damage.

Vigilance 25 Lightning 290 10 Summons pelota pet. Summons two Summons three Summons four
pelota pets. pelota pets. pelota pets.

Frenzy 28 0 0 Increases power Increases power Increases power Increases power


regeneration rate. regeneration rate; regeneration rate; regeneration rate;
bonus power with bonus power with bonus power with
each block break by each block break or each block break,
prowler. critical hit by instant kill, or
prowler. critical hit by
prowler.

Disruption 31 Lightning 280 10 Area of effect Area of effect knocks Area of effect knocks Area of effect knocks
knocks back enemies back enemies and back enemies and back enemies and
and deals damage. deals damage; deals damage; two deals damage; three
additional knockback additional additional
follows initial one. knockbacks follow knockbacks follow
initial one. initial one.

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Prowlers Unique Armor


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Tearshade Veil 1 Head Gem Find 4 4.7
Gloomhand 3 Hands Maximum 6 3.5
Carrying Weight
Nightspur Guards 4 Feet Movement Speed 5 4.2
Sanguine Armor 6 Chest Essence Gain 2 8.3
Lupin Bracers 7 Hands Experience Gain 1 3.7
Duskrune 10 Chest Shadow Resistance 1 Block AC 10 8.5
Darktred Boots 11 Feet Dexterity 3 4.5
Goreshade 12 Head Changeling Form 8 5.2
Duration
Ghastrend Armor 14 Chest Melee Critical 2 8.7
Umbral Fist 16 Hands Break Block 6 4.1
Grimstare 17 Head Maximum Health 16 5.5
Darkwalker Boots 18 Feet Maximum Health 17 4.9
Umbral Stride 20 Feet Special Ability 0.02 Suffix Drop 0.003 5.0
Critical Hit Chance
Deadgrasp 23 Hands Intelligence 5 4.4
Blizzard Guard 24 Chest Cold Resistance 3 9.2
Voidrunner Guards 25 Feet Maximum 31 Potion Find 26 5.2
Carrying Weight
Veil of the Gorgon 27 Head Health Regeneration 5 Gold Find 27 Cold Resistance 3 6.0
Azrans Trust 29 Chest Maximum Power 25 Gem Find 32 9.4
Form of the Predator 31 Chest Changeling Form 15 Power Regeneration 5 9.5
Duration
Assassins Cowl 32 Head Ranged Critical 4 Attack Speed 7 6.2
Thunderstride Boots 33 Feet Ranged Critical 4 Attack Speed 7 Gold Find 33 5.6
Witherhold 35 Hands Strength 7 Artifact Find 35 5.0
Hide of Ru Kaji 36 Chest Block Critical 18 All Resistances 2 Strength 7 9.7
Shadowrunner Boots 37 Feet Experience Gain 4 Shadow Resistance 4 5.8
Balestitch 39 Hands Break Block 11 Power Regeneration 6 Fire Resistance 4 5.2
Phantom Veil 41 Head Dexterity 8 Electricity Resistance 5 6.6

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Prowlers Unique Armor (continued)


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Thunderhawk Boots 42 Feet Movement Speed 19 Essence Gain 9 Potion Find 42 Fire Resistance 5 6.0
Uramshais Hand 43 Hands Melee Critical 5 All Resistances 2 5.4
Defense of Vishal 44 Chest Poison Resistance 5 Stamina 9 10.1
Darkthorn Guards 49 Feet Special Ability 0.05 Suffix Drop 0.007 Maximum Power 40 Poison Resistance 5 6.4
Critical Hit Chance
Deadshroud 50 Chest Electricity Resistance 5 Intelligence 10 Artifact Find 50 Health Regeneration 8 10.4

Prowlers Regular Armor Prowlers Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Patched Wrapped Armor 1 Chest 8.0 Soft Studded Veil 5 Head 4.9
Patched Wrapped Boots 1 Feet 4.0 Soft Banded Guards 6 Feet 4.3
Patched Wrapped Drape 1 Head 4.7 Soft Banded Rigging 6 Chest 8.3
Patched Wrapped Gloves 1 Hands 3.4 Soft Banded Veil 6 Head 5.0
Stitched Wrapped Armor 2 Chest 8.1 Soft Banded Wraps 6 Hands 3.6
Stitched Wrapped Boots 2 Feet 4.1 Light Banded Guards 7 Feet 4.3
Stitched Wrapped Drape 2 Head 4.8 Light Banded Rigging 7 Chest 8.3
Stitched Wrapped Gloves 2 Hands 3.4 Light Banded Veil 7 Head 5.0
Soft Wrapped Armor 3 Chest 8.1 Light Banded Wraps 7 Hands 3.7
Soft Wrapped Boots 3 Feet 4.1 Light Studded Armor 8 Chest 8.4
Soft Wrapped Drape 3 Head 4.8 Light Studded Gloves 8 Hands 3.7
Soft Wrapped Gloves 3 Hands 3.5 Light Studded Jambeaux 8 Feet 4.4
Stitched Banded Guards 4 Feet 4.2 Light Studded Veil 8 Head 5.1
Stitched Banded Rigging 4 Chest 8.2 Heavy Banded Guards 9 Feet 4.4
Stitched Banded Veil 4 Head 4.9 Heavy Banded Rigging 9 Chest 8.4
Stitched Banded Wraps 4 Hands 3.5 Heavy Banded Veil 9 Head 5.1
Soft Studded Armor 5 Chest 8.2 Heavy Banded Wraps 9 Hands 3.8
Soft Studded Gloves 5 Hands 3.6 Seared Banded Guards 10 Feet 4.5
Soft Studded Jambeaux 5 Feet 4.2 Seared Banded Rigging 10 Chest 8.5

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Prowlers Regular Armor (continued) Prowlers Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Seared Banded Veil 10 Head 5.1 Silver Studded Veil 18 Head 5.5
Seared Banded Wraps 10 Hands 3.8 Iron Barbed Drape 19 Head 5.6
Hardened Studded Armor 11 Chest 8.5 Iron Barbed Guards 19 Feet 4.9
Hardened Studded Gloves 11 Hands 3.9 Iron Barbed Vesture 19 Chest 8.9
Hardened Studded Jambeaux 11 Feet 4.5 Iron Barbed Wraps 19 Hands 4.2
Hardened Studded Veil 11 Head 5.2 Steel Barbed Drape 20 Head 5.6
Bronze Studded Armor 12 Chest 8.6 Steel Barbed Guards 20 Feet 5.0
Bronze Studded Gloves 12 Hands 3.9 Steel Barbed Vesture 20 Chest 9.0
Bronze Studded Jambeaux 12 Feet 4.6 Steel Barbed Wraps 20 Hands 4.3
Bronze Studded Veil 12 Head 5.2 Iron Spiked Bracers 21 Hands 4.3
Iron Studded Armor 13 Chest 8.6 Iron Spiked Cowl 21 Head 5.7
Iron Studded Gloves 13 Hands 4.0 Iron Spiked Jambeaux 21 Feet 5.0
Iron Studded Jambeaux 13 Feet 4.6 Iron Spiked Shroud 21 Chest 9.0
Iron Studded Veil 13 Head 5.3 Heavy Barbed Drape 22 Head 5.7
Steel Studded Armor 14 Chest 8.7 Heavy Barbed Guards 22 Feet 5.1
Steel Studded Gloves 14 Hands 4.0 Heavy Barbed Vesture 22 Chest 9.1
Steel Studded Jambeaux 14 Feet 4.7 Heavy Barbed Wraps 22 Hands 4.4
Steel Studded Veil 14 Head 5.3 Silver Barbed Drape 23 Head 5.8
Heavy Studded Armor 15 Chest 8.7 Silver Barbed Guards 23 Feet 5.1
Heavy Studded Gloves 15 Hands 4.1 Silver Barbed Vesture 23 Chest 9.1
Heavy Studded Jambeaux 15 Feet 4.7 Silver Barbed Wraps 23 Hands 4.4
Heavy Studded Veil 15 Head 5.4 Burnished Barbed Drape 24 Head 5.8
Hardened Barbed Drape 16 Head 5.4 Burnished Barbed Guards 24 Feet 5.2
Hardened Barbed Guards 16 Feet 4.8 Burnished Barbed Vesture 24 Chest 9.2
Hardened Barbed Vesture 16 Chest 8.8 Burnished Barbed Wraps 24 Hands 4.5
Hardened Barbed Wraps 16 Hands 4.1 Seared Barbed Drape 25 Head 5.9
Bronze Barbed Drape 17 Head 5.5 Seared Barbed Guards 25 Feet 5.2
Bronze Barbed Guards 17 Feet 4.8 Seared Barbed Vesture 25 Chest 9.2
Bronze Barbed Vesture 17 Chest 8.8 Seared Barbed Wraps 25 Hands 4.5
Bronze Barbed Wraps 17 Hands 4.1 Soft Thorned Boots 26 Feet 5.2
Silver Studded Armor 18 Chest 8.9 Soft Thorned Bracers 26 Hands 4.6
Silver Studded Gloves 18 Hands 4.2 Soft Thorned Cowl 26 Head 5.9
Silver Studded Jambeaux 18 Feet 4.9 Soft Thorned Shroud 26 Chest 9.2

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Prowlers Regular Armor (continued) Prowlers Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Light Thorned Boots 27 Feet 5.3 Seared Thorned Bracers 35 Hands 5.0
Light Thorned Bracers 27 Hands 4.6 Seared Thorned Cowl 35 Head 6.3
Light Thorned Cowl 27 Head 6.0 Seared Thorned Shroud 35 Chest 9.7
Light Thorned Shroud 27 Chest 9.3 Silver Spiked Bracers 36 Hands 5.1
Bronze Thorned Boots 28 Feet 5.3 Silver Spiked Cowl 36 Head 6.4
Bronze Thorned Bracers 28 Hands 4.7 Silver Spiked Jambeaux 36 Feet 5.7
Bronze Thorned Cowl 28 Head 6.0 Silver Spiked Shroud 36 Chest 9.7
Bronze Thorned Shroud 28 Chest 9.3 Seared Spiked Bracers 37 Hands 5.1
Iron Thorned Armor 29 Chest 9.4 Seared Spiked Cowl 37 Head 6.4
Iron Thorned Boots 29 Feet 5.4 Seared Spiked Jambeaux 37 Feet 5.8
Iron Thorned Bracers 29 Hands 4.7 Seared Spiked Shroud 37 Chest 9.8
Iron Thorned Cowl 29 Head 6.1 Chased Spiked Bracers 38 Hands 5.2
Steel Spiked Bracers 30 Hands 4.8 Chased Spiked Cowl 38 Head 6.5
Steel Spiked Cowl 30 Head 6.1 Chased Spiked Jambeaux 38 Feet 5.8
Steel Spiked Jambeaux 30 Feet 5.4 Chased Spiked Shroud 38 Chest 9.8
Steel Spiked Shroud 30 Chest 9.4 Runed Spiked Bracers 39 Hands 5.2
Steel Thorned Boots 31 Feet 5.5 Runed Spiked Cowl 39 Head 6.5
Steel Thorned Bracers 31 Hands 4.8 Runed Spiked Jambeaux 39 Feet 5.9
Steel Thorned Cowl 31 Head 6.2 Runed Spiked Shroud 39 Chest 9.9
Steel Thorned Shroud 31 Chest 9.5 Bone Spiked Bracers 40 Hands 5.3
Heavy Thorned Boots 32 Feet 5.5 Bone Spiked Cowl 40 Head 6.6
Heavy Thorned Bracers 32 Hands 4.9 Bone Spiked Jambeaux 40 Feet 5.9
Heavy Thorned Cowl 32 Head 6.2 Bone Spiked Shroud 40 Chest 9.9
Heavy Thorned Shroud 32 Chest 9.5 Chased Barbed Drape 41 Head 6.6
Heavy Spiked Bracers 33 Hands 4.9 Chased Barbed Guards 41 Feet 6.0
Heavy Spiked Cowl 33 Head 6.3 Chased Barbed Vesture 41 Chest 10.0
Heavy Spiked Jambeaux 33 Feet 5.6 Chased Barbed Wraps 41 Hands 5.3
Heavy Spiked Shroud 33 Chest 9.6 Runed Barbed Drape 42 Head 6.7
Silver Thorned Boots 34 Feet 5.6 Runed Barbed Guards 42 Feet 6.0
Silver Thorned Bracers 34 Hands 5.0 Runed Barbed Vesture 42 Chest 10.0
Silver Thorned Cowl 34 Head 6.3 Runed Barbed Wraps 42 Hands 5.3
Silver Thorned Shroud 34 Chest 9.6 Shaded Spiked Bracers 43 Hands 5.4
Seared Thorned Boots 35 Feet 5.7 Shaded Spiked Cowl 43 Head 6.7

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Prowlers Regular Armor (continued) Prowlers Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Shaded Spiked Jambeaux 43 Feet 6.1 Embossed Barbed Guards 47 Feet 6.3
Shaded Spiked Shroud 43 Chest 10.1 Embossed Barbed Vesture 47 Chest 10.3
Bone Barbed Drape 44 Head 6.8 Embossed Barbed Wraps 47 Hands 5.6
Bone Barbed Guards 44 Feet 6.1 Shaded Barbed Drape 48 Head 7.0
Bone Barbed Vesture 44 Chest 10.1 Shaded Barbed Guards 48 Feet 6.3
Bone Barbed Wraps 44 Hands 5.4 Shaded Barbed Vesture 48 Chest 10.3
Branded Barbed Drape 45 Head 6.8 Shaded Barbed Wraps 48 Hands 5.6
Branded Barbed Guards 45 Feet 6.2 Gold Barbed Drape 49 Head 7.0
Branded Barbed Vesture 45 Chest 10.2 Gold Barbed Guards 49 Feet 6.4
Branded Barbed Wraps 45 Hands 5.5 Gold Barbed Vesture 49 Chest 10.4
Adamant Spiked Bracers 46 Hands 5.5 Gold Barbed Wraps 49 Hands 5.7
Adamant Spiked Cowl 46 Head 6.9 Tempered Barbed Drape 50 Head 7.1
Adamant Spiked Jambeaux 46 Feet 6.2 Tempered Barbed Guards 50 Feet 6.4
Adamant Spiked Shroud 46 Chest 10.2 Tempered Barbed Vesture 50 Chest 10.4
Embossed Barbed Drape 47 Head 6.9 Tempered Barbed Wraps 50 Hands 5.7

Prowlers Unique Melee Weapons


Weapon Lv. Melee Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Range Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Darkrise 2 1.8 3.1
The Vulture 8 1.8 Melee Critical 1 3.4
Stormclaw 13 1.8 3.6
Bloodrake 15 1.8 Health 3 Strength 3 3.7
Regeneration
Agony 21 1.8 Intelligence 5 4.0
Oblivion 22 1.8 Potion Find 22 4.1
Wrath of Ru Kaji 28 1.8 Fire Resistance 3 Essence Gain 6 4.3
The Emperors Hand 34 1.8 Increase Block AC 35 Increase 29 4.6
Maximum Health
Blood Shiver 40 1.8 Break Block 11 Power 7 4.9
Regeneration
Thrasher Claw 46 1.8 Changeling Form 20 5.2
Duration
Talon of Suri Mah 47 1.8 Attack Speed 10 Block Critical 24 5.3

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Prowlers Melee Weapons Prowlers Melee Weapons (continued)


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Tin Wrist Blade 1 1.75 3.0 Adamant Quill Blade 26 1.75 4.2
Bronze Wrist Blade 2 1.75 3.1 Talon Blade 27 1.75 4.3
Tin Scissor Blade 3 1.75 3.1 Ancient Tiger Blade 28 1.75 4.3
Brass Wrist Blade 4 1.75 3.2 Ivory Talon Blade 29 1.75 4.4
Cold-Steel Quill Blade 5 1.75 3.2 Raptor Talon Blade 30 1.75 4.4
Bronze Scissor Blade 6 1.75 3.3 Chrome Scissor Claw 31 1.75 4.5
Brass Scissor Blade 7 1.75 3.3 Serrated Scissor Claw 32 1.75 4.5
Phoenix Claw 8 1.75 3.4 Stainless Fanged Blade 33 1.75 4.6
Scissor Blade 9 1.75 3.4 Adamant Scissor Claw 34 1.75 4.6
Adamant Tiger Blade 10 1.75 3.5 Sanguine Scissor Claw 35 1.75 4.7
Glowing Phoenix Claw 11 1.75 3.5 Dragon Claw 36 1.75 4.7
Dawn Phoenix Claw 12 1.75 3.6 Amber Dragon Claw 37 1.75 4.8
Bronze Lion Blade 13 1.75 3.6 Stalkers Viper Claw 38 1.75 4.8
Steel Fanged Blade 14 1.75 3.7 Night Dragon Claw 39 1.75 4.9
Polished Fanged Blade 15 1.75 3.7 Predators Dragon Claw 40 1.75 4.9
Iron Lion Blade 16 1.75 3.8 Bronze Falcon Blade 41 1.75 5.0
Viper Claw 17 1.75 3.8 Iron Falcon Blade 42 1.75 5.0
Ancestral Jackal Claw 18 1.75 3.9 Blood Serpent Maw 43 1.75 5.1
Jade Viper Claw 19 1.75 3.9 Steel Falcon Blade 44 1.75 5.1
Storm Viper Claw 20 1.75 4.0 Polished Falcon Blade 45 1.75 5.2
Silent Jackal Claw 21 1.75 4.0 Ancient Eagle Claw 46 1.75 5.2
Ravenous Jackal Claw 22 1.75 4.1 Ancestral Eagle Claw 47 1.75 5.3
Chrome Quill Blade 23 1.75 4.1 Hunters Talon Blade 48 1.75 5.3
Serpent Maw 24 1.75 4.2 Silent Eagle Claw 49 1.75 5.4
Seething Serpent Maw 25 1.75 4.2 Soaring Eagle Claw 50 1.75 5.4

Prowlers Unique Ranged Weapons


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Darkforce 5 Prowler Cesta Prowler Cesta Special Critical 1 Magic Item 8 5.2
Attack 1 Attack 2 Find
Volt Hurler 9 Prowler Cesta Prowler Cesta Increase 10 5.4
Attack 1 Attack 2 Maximum
Power
Galethrust 19 Prowler Cesta Prowler Cesta 5.9
Attack 1 Attack 2

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Prowlers Unique Ranged Weapons (continued)


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
Blood Arc 26 Prowler Cesta Prowler Cesta Experience 3 6.2
Attack 1 Attack 2 Gain

Deaths Reach 30 Prowler Cesta Prowler Cesta All 2 Gold Find 30 Poison 3 6.4
Attack 1 Attack 2 Resistances Resistance

Horizons Flight 38 Prowler Cesta Prowler Cesta Movement 17 Ranged 4 6.8


Attack 1 Attack 2 Speed Critical

Grim Volley 45 Prowler Cesta Prowler Cesta Electricity 5 Gem Find 48 Cold 5 Stamina 9 7.2
Attack 1 Attack 2 Resistance Resistance

Raven Flight 48 Prowler Cesta Prowler Cesta Weight 57 Shadow 5 Dexterity 10 Artifact 48 7.3
Attack 1 Attack 2 Maximum Resistance Find

Prowlers Ranged Weapons


Name Level Available Ranged Spell A Ranged Spell B Weight
Wicker Cesta 1 Regular Cesta Attack Charged Cesta Attack 5.0
Carved Cesta 2 Regular Cesta Attack Charged Cesta Attack 5.1
Pine Cesta 3 Regular Cesta Attack Charged Cesta Attack 5.1
Stained Cesta 4 Regular Cesta Attack Charged Cesta Attack 5.2
Cedar Cesta 5 Regular Cesta Attack Charged Cesta Attack 5.2
Chestnut Cesta 6 Regular Cesta Attack Charged Cesta Attack 5.3
Oak Cesta 7 Regular Cesta Attack Charged Cesta Attack 5.3
Bamboo Cesta 8 Regular Cesta Attack Charged Cesta Attack 5.4
Tin Cesta 9 Regular Cesta Attack Charged Cesta Attack 5.4
Brass Cesta 10 Regular Cesta Attack Charged Cesta Attack 5.5
Bronze Cesta 11 Regular Cesta Attack Charged Cesta Attack 5.5
Iron Cesta 12 Regular Cesta Attack Charged Cesta Attack 5.6
Steel Cesta 13 Regular Cesta Attack Charged Cesta Attack 5.6
Polished Cesta 14 Regular Cesta Attack Charged Cesta Attack 5.7
Stainless Cesta 15 Regular Cesta Attack Charged Cesta Attack 5.7
Cold-Steel Cesta 16 Regular Cesta Attack Charged Cesta Attack 5.8
Plated Cesta 17 Regular Cesta Attack Charged Cesta Attack 5.8
Etched Cesta 18 Regular Cesta Attack Charged Cesta Attack 5.9
Engraved Cesta 19 Regular Cesta Attack Charged Cesta Attack 5.9

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Prowlers Ranged Weapons (continued)


Name Level Available Ranged Spell A Ranged Spell B Weight
Runed Cesta 20 Regular Cesta Attack Charged Cesta Attack 6.0
Jade Cesta 21 Regular Cesta Attack Charged Cesta Attack 6.0
Ivory Cesta 22 Regular Cesta Attack Charged Cesta Attack 6.1
Inscribed Cesta 23 Regular Cesta Attack Charged Cesta Attack 6.1
Crested Cesta 24 Regular Cesta Attack Charged Cesta Attack 6.2
Heraldic Cesta 25 Regular Cesta Attack Charged Cesta Attack 6.2
Tribal Cesta 26 Regular Cesta Attack Charged Cesta Attack 6.2
Ritual Cesta 27 Regular Cesta Attack Charged Cesta Attack 6.3
Ancestral Cesta 28 Regular Cesta Attack Charged Cesta Attack 6.3
Totemic Cesta 29 Regular Cesta Attack Charged Cesta Attack 6.4
Ethereal Cesta 30 Regular Cesta Attack Charged Cesta Attack 6.4
Solar Cesta 31 Regular Cesta Attack Charged Cesta Attack 6.5
Lunar Cesta 32 Regular Cesta Attack Charged Cesta Attack 6.5
Chrome Cesta 33 Regular Cesta Attack Charged Cesta Attack 6.6
Lambent Cesta 34 Regular Cesta Attack Charged Cesta Attack 6.6
Radiant Cesta 35 Regular Cesta Attack Charged Cesta Attack 6.7
Jeweled Cesta 36 Regular Cesta Attack Charged Cesta Attack 6.7
Blessed Cesta 37 Regular Cesta Attack Charged Cesta Attack 6.8
Gilded Cesta 38 Regular Cesta Attack Charged Cesta Attack 6.8
Adamant Cesta 39 Regular Cesta Attack Charged Cesta Attack 6.9
Cold-Forged Cesta 40 Regular Cesta Attack Charged Cesta Attack 6.9
Elemental Cesta 41 Regular Cesta Attack Charged Cesta Attack 7.0
Lacquered Cesta 42 Regular Cesta Attack Charged Cesta Attack 7.0
Fanged Cesta 43 Regular Cesta Attack Charged Cesta Attack 7.1
Sharktooth Cesta 44 Regular Cesta Attack Charged Cesta Attack 7.1
Golden Cesta 45 Regular Cesta Attack Charged Cesta Attack 7.2
Ceremonial Cesta 46 Regular Cesta Attack Charged Cesta Attack 7.2
Auroral Cesta 47 Regular Cesta Attack Charged Cesta Attack 7.3
Boreal Cesta 48 Regular Cesta Attack Charged Cesta Attack 7.3
Shadowed Cesta 49 Regular Cesta Attack Charged Cesta Attack 7.4
Seething Cesta 50 Regular Cesta Attack Charged Cesta Attack 7.4

ProwlerRanged Weapon Ammunition


Name Level Available Stack Size Weight
Pelota 1 25 0.2

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Scout
Hellcat Changeling Form
Hellcat Attributes
Melee Damage Bonus
+ Lightning damage
Attribute Bonus
Increased health regeneration
Vivacious, cunning, and wily, the scout is a versatile and lithe combatant who Attribute Bonus 2
utilizes her small stature to outmaneuver enemies. Favoring twin daggers and a Increased cold resistance
large repeating crossbow, the scout poses a very real threat to those who Attribute Bonus 3
might underestimate this youthful combatants prowess and determination.
Increased fire resistance
Special Ability
MiasmaArea-effect ability that inflicts damage over time to all
Key Attributes nearby enemies
Intelligence, Dexterity
Special Ability 2
Wolf PawDramatic increase in your movement speed
Starting Statistics
Strength: 3 Dexterity: 10
Intelligence: 8 Stamina: 4

Scouts Ability Summary


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Infected Bolt 1 Poison 30 6 Crossbow bolt deals Same Same Same
damage over time;
infectious.

Staggered Wound 3 14 2 Melee attack deals Same Same Same


no initial damage,
but deals heavy
damage over time.

Ensnare 6 Poison 60 6 Area of effect roots Area of effect roots Area of effect roots Area of effect roots
an enemy to the two enemies to the three enemies to the unlimited number of
ground. ground. ground. enemies to the
ground.

Ice Bolt 9 Cold 52 4 Frozen crossbow Same Same Same


bolt shatters on
impact, scattering
shards that deal
damage.

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Scouts Ability Summary (continued)


Ability Name Level Applicable Base Power Effect @ Effect @ Effect @ Effect @
Available Enemy Power Cost/ Levels 15 Levels 610 Levels 1115 Levels 1620
Resistance Cost Level
Sap Life 12 Poison 96 6 Charge forward, Charge forward, Charge forward, Charge forward,
draining health from draining health from draining health from draining health from
nearby enemies. nearby enemies; nearby enemies; nearby enemies;
additional drain additional drain additional drain
damage over time. damage over time; damage over time;
chance to drain two chances to drain
additional health. additional health.
Fortune 14 Fire 180 10 Coat enemy with Same Same Same
gold, causing each
attack against it to
drop gold to ground.

Multi-Shot 17 Armor Class 126 6 Rapidly fires two Rapidly fires three Rapidly fires four Rapidly fires five
crossbow bolts that crossbow bolts that crossbow bolts that crossbow bolts that
deal bonus damage. deal bonus damage. deal bonus damage. deal bonus damage.
Swarm 20 Poison 144 6 Area of effect Area of effect Area of effect Area of effect
damage over time. damage over time; damage over time; damage over time;
lowers enemy lowers enemy lowers enemy
resistances. resistances; roots resistances; roots
enemies. and stuns enemies.
Rupture 23 Cold 216 8 Charge forward, Charge forward, Charge forward, Charge forward,
stunning enemies stunning enemies stunning enemies and stunning enemies
and dealing damage. and dealing damage dealing damage over and dealing damage
over time. time; additional stun over time; additional
follows initial one. stun follows initial
one; chance of
instant kill.
Obfuscate 25 Poison 174 6 Area of effect puts Area of effect puts Area of effect puts Area of effect puts
enemies into sleep enemies into sleep enemies into sleep enemies into sleep
state. state; lowers enemy state; lowers enemy state; lowers enemy
block armor class. block armor class armor class, block
and resistances. armor class, and
resistances.
Doppelganger 28 Fire 256 8 Summons mirror Summons mirror Summons mirror Summons mirror
image of scout that image of scout that image of scout that image of scout that
absorbs enemy absorbs enemy absorbs enemy absorbs enemy
damage. damage; doppel- damage; doppel- damage; doppel-
ganger taunts ganger taunts ganger taunts
enemies. enemies and has enemies and has
damage shield. damage shield;
doppelganger melee
attacks enemies.
Chaos Bolt 31 Poison 280 8 Crossbow bolt puts Same Same Same
enemies into chaos
state, causing them
to attack one
another.

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Scouts Unique Armor


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Blizzard Guard 24 Chest Cold Resistance 3 9.2
Wanderers Mitts 1 Hands Experience Gain 1 3.0
Brambleweave Armor 2 Chest Health Regeneration 1 7.1
Briarthorn Mask 5 Head Maximum 8 Suffix Drop 0.001 4.3
Carrying Weight
Snakeskin Moccasins 6 Feet Intelligence 2 3.8
Feral Hide 8 Chest Changeling Form 6 7.4
Duration
Silentwalk 10 Feet Maximum Power 11 Electricity Resistance 1 4.0
Cobra Bracelet 11 Hands Poison Resistance 2 3.4
Guise of Fangs 12 Head Gold Find 12 4.7
Wildrunner Shoes 13 Feet Special Ability 0.02 4.1
Critical Hit Chance
Harlequin Visage 16 Head Artifact Find 16 4.9
Wildcat Shroud 17 Chest Dexterity 4 7.8
Venomhawk Talons 18 Hands Melee Critical 2 3.8
Bearpaw Boots 19 Feet Strength 4 4.4
Farstrider Habiliment 20 Chest Movement Speed 11 Gold Find 20 8.0
Winters Fist 22 Hands Cold Resistance 3 4.0
Ursine Mask 23 Head Maximum Health 20 5.2
Coils of the Viper 25 Chest Melee Critical 3 Poison Resistance 3 8.2
Pathwalker Sandals 27 Feet Power Regeneration 5 Artifact Find 27 Break Block 8 4.8
Ru Kajis Gaze 28 Head Ranged Critical 3 Cold Resistance 3 5.4
Ravenwing Gloves 29 Hands Attack Speed 6 Intelligence 6 4.3
Darkleaf Mask 32 Head Special Ability 0.04 Shadow Resistance 4 5.6
Critical Hit Chance
Windrider Boots 33 Feet Movement Speed 15 Fire Resistance 4 Potion Find 34 5.1
Dawnchaser Armor 34 Chest Experience Gain 4 Shadow Resistance 4 8.6
The Defiants Wrath 35 Hands Stamina 7 Break Block 10 4.6
Zulekas Sacrifice 37 Chest Maximum Health 31 Block Critical 19 8.8
Amaranthine Brace 38 Hands Block AC 40 Gem Find 4 4.7
Slitherfoot Sandals 40 Feet Health Regeneration 7 Suffix Drop 0.005 5.4
Feral Mane 41 Head All Resistances 2 Changeling Form 18 6.1
Duration
Hellcats Brace 42 Hands Strength 8 Fire Resistance 5 Essence Gain 9 Maximum Power 35 4.9

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Scouts Unique Armor (continued)


Name Level Slot Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Available Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Shroud of the Wendigo 45 Chest Essence Gain 9 Block AC 45 Stamina 9 Maximum 53 9.2
Serpentstrider Boots 46 Feet Power Regeneration 8 Potion Find 46 5.7
Eelgrip Gloves 47 Hands Dexterity 9 Electricity Resistance 5 5.2
The Rebels Grit 48 Chest Ranged Critical 5 Gem Find 48 All Resistances 2 Attack Speed 10 9.3

Scouts Regular Armor Scouts Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Patchwork Hide Garb 1 Chest 7.0 Stitched Leather Gloves 8 Hands 3.3
Patchwork Hide Mask 1 Head 4.1 Stitched Leather Guise 8 Head 4.5
Patchwork Hide Mitts 1 Hands 3.0 Stitched Leather Shoes 8 Feet 3.9
Patchwork Hide Sandals 1 Feet 3.5 Cured Bokni Hide Armor 9 Chest 7.4
Stitched Hide Garb 2 Chest 7.1 Cured Bokni Hide Gloves 9 Hands 3.3
Stitched Hide Mask 2 Head 4.2 Cured Bokni Hide Guise 9 Head 4.5
Stitched Hide Mitts 2 Hands 3.0 Cured Bokni Hide Moccasins 9 Feet 3.9
Stitched Hide Sandals 2 Feet 3.6 Boiled Bokni Hide Armor 10 Chest 7.5
Branded Hide Garb 3 Chest 7.1 Boiled Bokni Hide Gloves 10 Hands 3.4
Branded Hide Mask 3 Head 4.2 Boiled Bokni Hide Guise 10 Head 4.6
Branded Hide Mitts 3 Hands 3.1 Boiled Bokni Hide Moccasins 10 Feet 4.0
Branded Hide Sandals 3 Feet 3.6 Branded Hard Leather Uniform 11 Chest 7.5
Patched Bokni Hide Armor 4 Chest 7.2 Branded Leather Gloves 11 Hands 3.4
Patched Bokni Hide Gloves 4 Hands 3.1 Branded Leather Guise 11 Head 4.6
Patched Bokni Hide Guise 4 Head 4.3 Branded Leather Shoes 11 Feet 4.0
Patched Bokni Hide Moccasins 4 Feet 3.7 Cured Hard Leather Uniform 12 Chest 7.6
Patched Hard Leather Uniform 5 Chest 7.2 Cured Leather Gloves 12 Hands 3.5
Patchwork Leather Gloves 5 Hands 3.2 Cured Leather Guise 12 Head 4.7
Patchwork Leather Guise 5 Head 4.3 Cured Leather Shoes 12 Feet 4.1
Patchwork Leather Shoes 5 Feet 3.7 Boiled Hard Leather Uniform 13 Chest 7.6
Stitched Bokni Hide Armor 6 Chest 7.3 Boiled Leather Gloves 13 Hands 3.5
Stitched Bokni Hide Gloves 6 Hands 3.2 Boiled Leather Guise 13 Head 4.7
Stitched Bokni Hide Guise 6 Head 4.4 Boiled Leather Shoes 13 Feet 4.1
Stitched Bokni Hide Moccasins 6 Feet 3.8 Stained Hard Leather Uniform 14 Chest 7.7
Branded Bokni Hide Armor 7 Chest 7.3 Stained Leather Gloves 14 Hands 3.6
Branded Bokni Hide Gloves 7 Hands 3.3 Stained Leather Guise 14 Head 4.8
Branded Bokni Hide Guise 7 Head 4.4 Stained Leather Shoes 14 Feet 4.2
Branded Bokni Hide Moccasins 7 Feet 3.8 Bleached Leather Gloves 15 Hands 3.6
Stitched Hard Leather Uniform 8 Chest 7.4 Bleached Leather Shoes 15 Feet 4.2

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Scouts Regular Armor (continued) Scouts Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Tanned Hard Leather Uniform 15 Chest 7.7 Glossy Lambskin Boots 24 Feet 4.7
Tanned Leather Guise 15 Head 4.8 Glossy Lambskin Guise 24 Head 5.2
Stitched Lambskin Armor 16 Chest 7.8 Glossy Lambskin Mitts 24 Hands 4.1
Stitched Lambskin Boots 16 Feet 4.3 Laced Lambskin Armor 25 Chest 8.2
Stitched Lambskin Guise 16 Head 4.9 Laced Lambskin Boots 25 Feet 4.7
Stitched Lambskin Mitts 16 Hands 3.7 Laced Lambskin Guise 25 Head 5.3
Branded Lambskin Armor 17 Chest 7.8 Laced Lambskin Mitts 25 Hands 4.1
Branded Lambskin Boots 17 Feet 4.3 Stained Bokni Hide Armor 26 Chest 8.2
Branded Lambskin Guise 17 Head 4.9 Stained Bokni Hide Gloves 26 Hands 4.2
Branded Lambskin Mitts 17 Hands 3.7 Stained Bokni Hide Guise 26 Head 5.3
Tailored Leather Guise 18 Head 4.9 Stained Bokni Hide Moccasins 26 Feet 4.7
Tanned Leather Gloves 18 Hands 3.8 Tanned Bokni Hide Armor 27 Chest 8.3
Tanned Leather Shoes 18 Feet 4.4 Tanned Bokni Hide Gloves 27 Hands 4.2
Waxed Hard Leather Uniform 18 Chest 7.9 Tanned Bokni Hide Guise 27 Head 5.4
Cured Lambskin Armor 19 Chest 7.9 Tanned Bokni Hide Moccasins 27 Feet 4.8
Cured Lambskin Boots 19 Feet 4.4 Waxed Bokni Hide Armor 28 Chest 8.3
Cured Lambskin Guise 19 Head 5.0 Waxed Bokni Hide Gloves 28 Hands 4.3
Cured Lambskin Mitts 19 Hands 3.8 Waxed Bokni Hide Guise 28 Head 5.4
Stained Lambskin Armor 20 Chest 8.0 Waxed Bokni Hide Moccasins 28 Feet 4.8
Stained Lambskin Boots 20 Feet 4.5 Tanned Outrider Boots 29 Feet 4.9
Stained Lambskin Guise 20 Head 5.0 Tanned Outrider Bracers 29 Hands 4.3
Stained Lambskin Mitts 20 Hands 3.9 Tanned Outrider Habiliment 29 Chest 8.4
Braided Leather Guise 21 Head 5.1 Tanned Outrider Visage 29 Head 5.5
Laced Hard Leather Uniform 21 Chest 8.0 Patched Hard Leather Boots 30 Feet 4.9
Waxed Leather Gloves 21 Hands 3.9 Patched Hard Leather Bracers 30 Hands 4.4
Waxed Leather Shoes 21 Feet 4.5 Patched Hard Leather Mask 30 Head 5.5
Bleached Lambskin Armor 22 Chest 8.1 Patchwork Leather Armor 30 Chest 8.4
Bleached Lambskin Boots 22 Feet 4.6 Waxed Outrider Boots 31 Feet 5.0
Bleached Lambskin Guise 22 Head 5.1 Waxed Outrider Bracers 31 Hands 4.4
Bleached Lambskin Mitts 22 Hands 4.0 Waxed Outrider Habiliment 31 Chest 8.5
Tailored Lambskin Armor 23 Chest 8.1 Waxed Outrider Visage 31 Head 5.6
Tailored Lambskin Boots 23 Feet 4.6 Glossy Outrider Boots 32 Feet 5.0
Tailored Lambskin Guise 23 Head 5.2 Glossy Outrider Bracers 32 Hands 4.5
Tailored Lambskin Mitts 23 Hands 4.0 Glossy Outrider Habiliment 32 Chest 8.5
Glossy Lambskin Armor 24 Chest 8.2 Glossy Outrider Visage 32 Head 5.6

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Scouts Regular Armor (continued) Scouts Regular Armor (continued)


Name Level Available Slot Weight Name Level Available Slot Weight
Stitched Hard Leather Boots 33 Feet 5.1 Braided Lambskin Armor 42 Chest 9.0
Stitched Hard Leather Bracers 33 Hands 4.5 Braided Lambskin Boots 42 Feet 5.5
Stitched Hard Leather Mask 33 Head 5.7 Braided Lambskin Guise 42 Head 6.1
Stitched Leather Armor 33 Chest 8.6 Braided Lambskin Mitts 42 Hands 4.9
Laced Outrider Boots 34 Feet 5.1 Tailored Leather Armor 43 Chest 9.1
Laced Outrider Bracers 34 Hands 4.5 Waxed Hard Leather Boots 43 Feet 5.6
Laced Outrider Habiliment 34 Chest 8.6 Waxed Hard Leather Bracers 43 Hands 5.0
Laced Outrider Visage 34 Head 5.7 Waxed Hard Leather Mask 43 Head 6.1
Padded Outrider Boots 35 Feet 5.2 Conditioned Lambskin Armor 44 Chest 9.1
Padded Outrider Bracers 35 Hands 4.6 Conditioned Lambskin Boots 44 Feet 5.6
Padded Outrider Habiliment 35 Chest 8.7 Conditioned Lambskin Guise 44 Head 6.2
Padded Outrider Visage 35 Head 5.8 Conditioned Lambskin Mitts 44 Hands 5.0
Branded Hard Leather Boots 36 Feet 5.2 Cuirboulli Lambskin Armor 45 Chest 9.2
Branded Hard Leather Bracers 36 Hands 4.6 Cuirboulli Lambskin Boots 45 Feet 5.7
Branded Hard Leather Mask 36 Head 5.8 Cuirboulli Lambskin Guise 45 Head 6.2
Cured Leather Armor 36 Chest 8.7 Cuirboulli Lambskin Mitts 45 Hands 5.1
Boiled Leather Armor 37 Chest 8.8 Conditioned Hard Leather Mask 46 Head 6.3
Cured Hard Leather Boots 37 Feet 5.3 Padded Leather Armor 46 Chest 9.2
Cured Hard Leather Bracers 37 Hands 4.7 Tailored Hard Leather Boots 46 Feet 5.7
Cured Hard Leather Mask 37 Head 5.9 Tailored Hard Leather Bracers 46 Hands 5.1
Boiled Hard Leather Boots 38 Feet 5.3 Ceremonial Lambskin Armor 47 Chest 9.3
Boiled Hard Leather Bracers 38 Hands 4.7 Ceremonial Lambskin Boots 47 Feet 5.8
Boiled Hard Leather Mask 38 Head 5.9 Ceremonial Lambskin Guise 47 Head 6.3
Stained Leather Armor 38 Chest 8.8 Ceremonial Lambskin Mitts 47 Hands 5.2
Stained Hard Leather Boots 39 Feet 5.4 Embossed Lambskin Armor 48 Chest 9.3
Stained Hard Leather Bracers 39 Hands 4.8 Embossed Lambskin Boots 48 Feet 5.8
Stained Hard Leather Mask 39 Head 6.0 Embossed Lambskin Guise 48 Head 6.4
Tanned Leather Armor 39 Chest 8.9 Embossed Lambskin Mitts 48 Hands 5.2
Tanned Hard Leather Boots 40 Feet 5.4 Feathered Lambskin Armor 49 Chest 9.4
Tanned Hard Leather Bracers 40 Hands 4.8 Feathered Lambskin Boots 49 Feet 5.9
Tanned Hard Leather Mask 40 Head 6.0 Feathered Lambskin Guise 49 Head 6.4
Waxed Leather Armor 40 Chest 8.9 Feathered Lambskin Mitts 49 Hands 5.3
Padded Lambskin Armor 41 Chest 9.0 Noble Lambskin Armor 50 Chest 9.4
Padded Lambskin Boots 41 Feet 5.5 Noble Lambskin Boots 50 Feet 5.9
Padded Lambskin Guise 41 Head 6.1 Noble Lambskin Guise 50 Head 6.5
Padded Lambskin Mitts 41 Hands 4.9 Noble Lambskin Mitts 50 Hands 5.3

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Scouts Unique Melee Weapons


Weapon Lv. Melee Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Range Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Viper Fang 9 1.3 2.4
Raven Beak 14 1.3 2.7
Sore Sting 14 1.3 Melee Critical 1 2.2
Spirit Leech 24 1.3 Essence Gain 5 3.2
Deception 30 1.3 Intelligence 6 Block Critical 15 Health 5 3.4
Regeneration
Wildstrike 39 1.3 Changeling Form 18 Poison Resistance 4 Artifact Find 39 3.9
Duration
Inayas Vengeance 43 1.3 Strength 9 Break Block 11 4.1
The Princely Spike 49 1.3 Increase 40 Increase 40 Gold Find 49 Attack Speed 10 4.4
Maximum Health Maximum Power

Scout Melee Weapons (continued) Scout Melee Weapons (continued)


Name Level Available Melee Range Weight Name Level Available Melee Range Weight
Shank 1 1.25 2.0 Rascals Quillion 26 1.25 3.2
Tin Shank 2 1.25 2.1 Jester 27 1.25 3.3
Dirk 3 1.25 2.1 Jade Basilard 28 1.25 3.3
Bronze Shank 4 1.25 2.2 Bone Jester 29 1.25 3.4
Quillion 5 1.25 2.2 Serrated Jester 30 1.25 3.4
Bronze Dirk 6 1.25 2.3 Obsidian Basilard 31 1.25 3.5
Iron Dirk 7 1.25 2.3 Rogue 32 1.25 3.5
Harlequin 8 1.25 2.4 Duelists Sax 33 1.25 3.6
Steel Dirk 9 1.25 2.4 Electrum Rogue 34 1.25 3.6
Duelists Basilard 10 1.25 2.5 Vicious Rogue 35 1.25 3.7
Silver Harlequin 11 1.25 2.5 Hunters Sax 36 1.25 3.7
Jagged Harlequin 12 1.25 2.6 Serrated Sax 37 1.25 3.8
Skain 13 1.25 2.6 Iron Rondel 38 1.25 3.8
Wily Harlequin 14 1.25 2.7 Stiletto 39 1.25 3.9
Sax 15 1.25 2.7 Hunters Stiletto 40 1.25 3.9
Stainless Skain 16 1.25 2.8 Outlaw 41 1.25 4.0
Polished Skain 17 1.25 2.8 Ivory Outlaw 42 1.25 4.0
Misericorde 18 1.25 2.9 Jade Kris 43 1.25 4.1
Cold Steel Skain 19 1.25 2.9 Fanged Outlaw 44 1.25 4.1
Rondel 20 1.25 3.0 Wary Outlaw 45 1.25 4.2
Polished Misericorde 21 1.25 3.0 Obsidian Kris 46 1.25 4.2
Cold Steel Misericorde 22 1.25 3.1 Assassin 47 1.25 4.3
Hunters Quillion 23 1.25 3.1 Crafty Jester 48 1.25 4.3
Kris 24 1.25 3.2 Platinum Assassin 49 1.25 4.4
Duelists Kris 25 1.25 3.2 Wicked Assassin 50 1.25 4.4

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GAMEPLAY

Scouts Unique Ranged Weapons


Weapon Lv. Ranged Ranged Attribute/ Value Attribute/ Value Attribute/ Value Attribute/ Value Weight
Name Avail. Attack 1 (Charged) Bonus 1 1 Bonus 2 2 Bonus 3 3 Bonus 4 4
Attack 2
The Archer 3 Scout Scout Dexterity 1 6.1
Crossbow Crossbow
Attack 1 Attack 2
Stingshot 7 Scout Scout 6.3
Crossbow Crossbow
Attack 1 Attack 2
Bloodhawk 15 Scout Scout Gem Find 16 Shadow 2 6.7
Crossbow Crossbow Resistance
Attack 1 Attack 2
Leadstrike 21 Scout Scout 7.0
Crossbow Crossbow
Attack 1 Attack 2
Foulcrow 26 Scout Scout Special Critical 3 Experience 3 7.2
Crossbow Crossbow Gain
Attack 1 Attack 2
Ichorstring 31 Scout Scout All 2 Potion Find 32 7.5
Crossbow Crossbow Resistances
Attack 1 Attack 2
Siegestrike 36 Scout Scout Ranged 4 Magic Item 40 Fire 4 7.7
Crossbow Crossbow Critical Find Resistance
Attack 1 Attack 2
The Scorpion 44 Scout Scout Movement 20 8.1
Crossbow Crossbow Speed
Attack 1 Attack 2
The Iron Pegasus 50 Scout Scout Stamina 10 Increase 59 Power 8 Electricity 5 8.4
Crossbow Crossbow Carrying Regeneration Resistance
Attack 1 Attack 2 Weight

Scouts Ranged Weapons


Name Level Available Ranged Spell A Ranged Spell B Weight
Runed Cesta 20 Regular Cesta Attack Charged Cesta Attack 6.0
Pine Crossbow 1 Regular Crossbow Attack Charged Crossbow Attack 6.0
Cedar Crossbow 2 Regular Crossbow Attack Charged Crossbow Attack 6.1
Chestnut Crossbow 3 Regular Crossbow Attack Charged Crossbow Attack 6.1
Oak Crossbow 4 Regular Crossbow Attack Charged Crossbow Attack 6.2
Cherrywood Crossbow 5 Regular Crossbow Attack Charged Crossbow Attack 6.2
Copper-Plated Balista 6 Regular Crossbow Attack Charged Crossbow Attack 6.3
Bamboo Crossbow 7 Regular Crossbow Attack Charged Crossbow Attack 6.3
Carved Crossbow 8 Regular Crossbow Attack Charged Crossbow Attack 6.4
Engraved Crossbow 9 Regular Crossbow Attack Charged Crossbow Attack 6.4
REtched Crossbow 10 Regular Crossbow Attack Charged Crossbow Attack 6.5
Nickel-Plated Balista 11 Regular Crossbow Attack Charged Crossbow Attack 6.5
Steel-Plated Balista 12 Regular Crossbow Attack Charged Crossbow Attack 6.6
Polished Crossbow 13 Regular Crossbow Attack Charged Crossbow Attack 6.6
Lacquered Crossbow 14 Regular Crossbow Attack Charged Crossbow Attack 6.7

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Scouts Ranged Weapons (continued)


Name Level Available Ranged Spell A Ranged Spell B Weight
Stained Crossbow 15 Regular Crossbow Attack Charged Crossbow Attack 6.7
Iron Balista 16 Regular Crossbow Attack Charged Crossbow Attack 6.8
Chrome Balista 17 Regular Crossbow Attack Charged Crossbow Attack 6.8
Ivory Balista 18 Regular Crossbow Attack Charged Crossbow Attack 6.9
Pine Arbalist 19 Regular Crossbow Attack Charged Crossbow Attack 6.9
Chestnut Arbalist 20 Regular Crossbow Attack Charged Crossbow Attack 7.0
Shiny Balista 21 Regular Crossbow Attack Charged Crossbow Attack 7.0
Frantic Balista 22 Regular Crossbow Attack Charged Crossbow Attack 7.1
Adamant Balista 23 Regular Crossbow Attack Charged Crossbow Attack 7.1
Cold Steel Balista 24 Regular Crossbow Attack Charged Crossbow Attack 7.2
Brass Arbalist 25 Regular Crossbow Attack Charged Crossbow Attack 7.2
Hellion 26 Regular Crossbow Attack Charged Crossbow Attack 7.2
Trusty Hellion 27 Regular Crossbow Attack Charged Crossbow Attack 7.3
Uncanny Hellion 28 Regular Crossbow Attack Charged Crossbow Attack 7.3
Cohort Hellion 29 Regular Crossbow Attack Charged Crossbow Attack 7.4
Iron Composite Bow 30 Regular Crossbow Attack Charged Crossbow Attack 7.4
Bronze-Plated Arbalist 31 Regular Crossbow Attack Charged Crossbow Attack 7.5
Steel Composite Bow 32 Regular Crossbow Attack Charged Crossbow Attack 7.5
Chrome Composite Bow 33 Regular Crossbow Attack Charged Crossbow Attack 7.6
Ivory Composite Bow 34 Regular Crossbow Attack Charged Crossbow Attack 7.6
Gleaming Composite Bow 35 Regular Crossbow Attack Charged Crossbow Attack 7.7
Iron-Plated Arbalist 36 Regular Crossbow Attack Charged Crossbow Attack 7.7
Silver-Plated Arbalist 37 Regular Crossbow Attack Charged Crossbow Attack 7.8
Lawless Composite Bow 38 Regular Crossbow Attack Charged Crossbow Attack 7.8
Jeweled Composite Bow 39 Regular Crossbow Attack Charged Crossbow Attack 7.9
Agitator 40 Regular Crossbow Attack Charged Crossbow Attack 7.9
Gold-Plated Arbalist 41 Regular Crossbow Attack Charged Crossbow Attack 8.0
Ivory Arbalist 42 Regular Crossbow Attack Charged Crossbow Attack 8.0
Firebrand 43 Regular Crossbow Attack Charged Crossbow Attack 8.1
RDependable Agitator 44 Regular Crossbow Attack Charged Crossbow Attack 8.1
Sly Agitator 45 Regular Crossbow Attack Charged Crossbow Attack 8.2
Reliable Firebrand 46 Regular Crossbow Attack Charged Crossbow Attack 8.2
Adept Firebrand 47 Regular Crossbow Attack Charged Crossbow Attack 8.3
Ally Firebrand 48 Regular Crossbow Attack Charged Crossbow Attack 8.3
Ruthless Firebrand 49 Regular Crossbow Attack Charged Crossbow Attack 8.4
Comrade Agitator 50 Regular Crossbow Attack Charged Crossbow Attack 8.4

ScoutRanged Weapon Ammunition


Name Level Available Stack Size Weight
Bolt 1 30 0.1

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GAMEPLAY

Items
Throughout story mode you find countless valuable items by defeating the many creatures of the world, by searching every nook and cranny of your surroundings,
and by completing your assigned quests. The following sections list all of the available items.

Gems
Gem Name Level Available Added to Armor Attribute Bonus Value Added Weight Rarity
Fractured Alabaster 1 Maximum Power 2 0.1 Very Rare
Fractured Amber 1 Maximum Health 2 0.1 Extremely Rare
Fractured Bloodstone 1 Block Critical 1 0.1 Extremely Common
Fractured Carnelian 1 Fire Resistance 1 0.1 Rare
Fractured Garnet 1 Intelligence 1 0.1 Very Common
Fractured Moonstone 1 Essence Gain 1 0.1 Extremely Common
Fractured Obsidian 1 Shadow Resistance 1 0.1 Common
Fractured Onyx 1 Strength 1 0.1 Extremely Common
Fractured Sage Stone 1 Poison Resistance 1 0.1 Extremely Common
Fractured Scarab Gem 1 Dexterity 1 0.1 Very Common
Fractured Sun Pearl 1 Stamina 1 0.1 Common
Fractured Tourmaline 1 Electricity Resistance 1 0.1 Uncommon
Fractured Turquoise 1 Cold Resistance 1 0.1 Very Common
Rough Alabaster 11 Maximum Power 4 0.1 Very Rare
Rough Amber 11 Maximum Health 4 0.1 Extremely Rare
Rough Bloodstone 11 Block Critical 4 0.1 Extremely Common
Rough Carnelian 11 Fire Resistance 2 0.1 Rare
Rough Garnet 11 Intelligence 2 0.1 Very Common
Rough Moonstone 11 Essence Gain 2 0.1 Extremely Common
Rough Obsidian 11 Shadow Resistance 2 0.1 Common
Rough Onyx 11 Strength 2 0.1 Extremely Common
Rough Sage Stone 11 Poison Resistance 2 0.1 Extremely Common
Rough Scarab Gem 11 Dexterity 2 0.1 Very Common
Rough Sun Pearl 11 Stamina 2 0.1 Common
Rough Tourmaline 11 Electricity Resistance 2 0.1 Uncommon
Rough Turquoise 11 Cold Resistance 2 0.1 Very Common
Alabaster 21 Maximum Power 6 0.1 Very Rare
Amber 21 Maximum Health 6 0.1 Extremely Rare
Bloodstone 21 Block Critical 6 0.1 Extremely Common
Carnelian 21 Fire Resistance 3 0.1 Rare
Garnet 21 Intelligence 3 0.1 Very Common
Moonstone 21 Essence Gain 3 0.1 Extremely Common

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Gems (continued)
Gem Name Level Available Added to Armor Attribute Bonus Value Added Weight Rarity
Obsidian 21 Shadow Resistance 3 0.1 Common
Onyx 21 Strength 3 0.1 Extremely Common
Sage Stone 21 Poison Resistance 3 0.1 Extremely Common
Scarab Gem 21 Dexterity 3 0.1 Very Common
Sun Pearl 21 Stamina 3 0.1 Common
Tourmaline 21 Electricity Resistance 3 0.1 Uncommon
Turquoise 21 Cold Resistance 3 0.1 Very Common
Superior Alabaster 31 Maximum Power 8 0.1 Very Rare
Superior Amber 31 Maximum Health 8 0.1 Extremely Rare
Superior Bloodstone 31 Block Critical 9 0.1 Extremely Common
Superior Carnelian 31 Fire Resistance 4 0.1 Rare
Superior Garnet 31 Intelligence 4 0.1 Very Common
Superior Moonstone 31 Essence Gain 4 0.1 Extremely Common
Superior Obsidian 31 Shadow Resistance 4 0.1 Common
Superior Onyx 31 Strength 4 0.1 Extremely Common
Superior Sage Stone 31 Poison Resistance 4 0.1 Extremely Common
Superior Scarab Gem 31 Dexterity 4 0.1 Very Common
Superior Sun Pearl 31 Stamina 4 0.1 Common
Superior Tourmaline 31 Electricity Resistance 4 0.1 Uncommon
Superior Turquoise 31 Cold Resistance 4 0.1 Very Common
Exquisite Alabaster 41 Maximum Power 10 0.1 Very Rare
Exquisite Amber 41 Maximum Health 10 0.1 Extremely Rare
Exquisite Bloodstone 41 Block Critical 11 0.1 Extremely Common
Exquisite Carnelian 41 Fire Resistance 5 0.1 Rare
Exquisite Garnet 41 Intelligence 5 0.1 Very Common
Exquisite Moonstone 41 Essence Gain 5 0.1 Extremely Common
Exquisite Obsidian 41 Shadow Resistance 5 0.1 Common
Exquisite Onyx 41 Strength 5 0.1 Extremely Common
Exquisite Sage Stone 41 Poison Resistance 5 0.1 Extremely Common
Exquisite Scarab Gem 41 Dexterity 5 0.1 Very Common
Exquisite Sun Pearl 41 Stamina 5 0.1 Common
Exquisite Tourmaline 41 Electricity Resistance 5 0.1 Uncommon
Exquisite Turquoise 41 Cold Resistance 5 0.1 Very Common

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GAMEPLAY

JewelryEars
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Adventurers Earring 36 Stamina 10 Gold Find 36 Increased 58 0.1 Extremely
Carrying Weight Common
Aluminum Stud 1 Electricity Resistance 1 0.1 Extremely
Common
Amaranthine Bauble 37 Increased 59 Special Critical 4 0.1 Extremely
Carrying Weight Common
Astral Earring 50 Ranged Critical 5 Beast Form -0.29 Find Item Chance 0.005 Find Magic 0.007 0.1 Extremely
Degeneration Rate Item Chance Common
Ati Marras Whisper 25 Melee Critical 3 Block Critical 13 0.1 Extremely
Common
Bloodfeather 34 Ranged Critical 4 Dexterity 9 0.1 Extremely
Common
Bone Feather 10 Shadow Resistance 1 Maximum Power 14 0.1 Extremely
Common
Brass Hoop 3 Dexterity 2 0.1 Extremely
Common
Celestial Bauble 23 Attack Speed 5 0.1 Extremely
Common
Champions Loop 45 Block Critical 23 Beast Form -0.27 Strength 12 Stamina 12 0.1 Extremely
Degeneration Rate Common
Changeling Fang 33 Beast Form -0.21 Strength 9 Maximum Power 37 0.1 Extremely
Degeneration Rate Common
Changeling Feather 9 Beast Form -0.09 0.1 Extremely
Degeneration Rate Common
Chipped Fang 9 Special Critical 1 0.1 Extremely
Common
Chromatic Hoop 11 Shadow Resistance 2 0.1 Extremely
Common
Crystal Earring 49 Power Regeneration 11 Essence Gain 10 Special Critical 5 Ranged Critical 5 0.1 Extremely
Common
Dark Sun 50 Melee Critical 5 Potion Find 50 Attack Speed 10 Movement Speed 29 0.1 Extremely
Common
Diamond Stud 26 Find Item Chance 0.0026 Electricity Resistance 3 0.1 Extremely
Common
Earring of Enlightenment 21 Experience Gain 3 0.1 Extremely
Common
Earring of Power 39 Health Regeneration 9 Power Regeneration 9 Maximum Power 43 0.1 Extremely
Common
Earring of Strength 19 Strength 6 0.1 Extremely
Common
Earring of the Cabal 29 Find Item Chance 0.0029 Strength 8 0.1 Extremely
Common

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JewelryEars (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Elders Hoop 48 Dexterity 13 Melee Critical 5 Beast Form -0.28 Potion Find 48 0.1 Extremely
Degeneration Rate Common
Emerald Stud 13 Gem Find 16 0.1 Extremely
Common
Emperors Stud 30 Magic Item Find 32 Poison Resistance 3 Potion Find 30 0.1 Extremely
Common
Essence Hoop 20 Dexterity 6 Essence Gain 4 0.1 Extremely
Common
Ethereal Stud 27 Experience Gain 3 Essence Gain 6 Block Break 0.11 0.1 Extremely
Common
Fang of Shadow 45 Block Break 0.16 All Resistances 2 Attack Speed 9 Block Critical 23 0.1 Extremely
Common
Fang of the Beast 7 Changeling Form 8 0.1 Extremely
Duration Common
Feather of Restoration 8 Health Regeneration 2 0.1 Extremely
Common
Feral Fang 32 Changeling Form 20 Attack Speed 7 0.1 Extremely
Duration Common
Firedancer Earring 37 Maximum Health 41 Beast Form -0.23 0.1 Extremely
Degeneration Rate Common
Garnet Stud 18 Maximum Power 22 0.1 Extremely
Common
Gift of Techlatal 38 Ranged Critical 4 All Resistances 2 0.1 Extremely
Common
Glacial Stud 2 Cold Resistance 1 0.1 Extremely
Common
Gladiators Earring 14 Block Break 0.08 0.1 Extremely
Common
Glamorous Earring 46 Dexterity 12 Poison Resistance 5 0.1 Extremely
Common
Glass Loop 6 Shadow Resistance 1 0.1 Extremely
Common
Glittering Stud 16 Gold Find 16 0.1 Extremely
Common
Gold Stud 5 Special Critical 1 Maximum Power 9 0.1 Extremely
Common
Grimshade 33 Maximum Power 37 Health Regeneration 7 Attack Speed 7 0.1 Extremely
Common
Harvesters Loop 23 Essence Gain 5 0.1 Extremely
Common
Hoop of Might 8 Block Break 0.06 0.1 Extremely
Common

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GAMEPLAY

JewelryEars (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4

Icewalker Hoop 7 Cold Resistance 1 0.1 Extremely


Common
Inscribed Bauble 40 Block Critical 20 Find Item Chance 0.004 0.1 Extremely
Common
Ivory Feather 47 Cold Resistance 5 Strength 13 0.1 Extremely
Common
Jade Feather 24 Stamina 7 0.1 Extremely
Common
Journeymans Hoop 4 Increased 10 0.1 Extremely
Carrying Weight Common
Koryn Thal Bauble 31 Power Regeneration 7 Ranged Critical 4 0.1 Extremely
Common
Loop of Alacrity 32 Movement Speed 20 Find Item Chance 0.0032 0.1 Extremely
Common
Loyalists Earring 21 Melee Critical 3 0.1 Extremely
Common
Lustrous Earring 25 Block Critical 13 Health Regeneration 6 0.1 Extremely
Common
Moonbane 38 Essence Gain 8 Strength 10 0.1 Extremely
Common
Mystics Stud 5 Intelligence 2 Shadow Resistance 1 0.1 Extremely
Common
Nakivas Fang 42 Gold Find 84 Fire Resistance 5 Electricity 5 Essence Gain 9 0.1 Extremely
Resistance Common
Opaline Stud 39 All Resistances 2 Essence Gain 8 Melee Critical 4 0.1 Extremely
Common
Overlords Totem 31 Shadow Resistance 4 Attack Speed 7 0.1 Extremely
Common
Painted Feather 24 Find Item Chance 0.0024 0.1 Extremely
Common
Phoenix Feather 46 Fire Resistance 5 Maximum Health 50 0.1 Extremely
Common
Platinum Hoop 18 Potion Find 18 0.1 Extremely
Common
Polished Earring 14 Poison Resistance 2 0.1 Extremely
Common
Princes Earring 36 Dexterity 10 All Resistances 2 Power 8 0.1 Extremely
Regeneration Common
Prismatic Feather 48 Intelligence 13 Movement Speed 28 Gold Find 96 Block Break 0.16 0.1 Extremely
Common
Radiant Loop 44 Block Break 0.15 Electricity Resistance 5 0.1 Extremely
Common

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JewelryEars (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4

Ramblers Bauble 22 Block Critical 11 0.1 Extremely


Common
Ru Kajis Mark 12 Stamina 4 0.1 Extremely
Common
Ruby Stud 30 Block Break 0.12 Gem Find 32 Fire Resistance 3 0.1 Extremely
Common
Rusted Bauble 2 Maximum Health 6 0.1 Extremely
Common
Sanguine Fang 20 Essence Gain 4 Attack Speed 4 0.1 Extremely
Common
Scorched Earring 19 Fire Resistance 2 0.1 Extremely
Common
Scratched Earring 16 Dexterity 5 0.1 Extremely
Common
Seras Keepsake 49 Find Item Chance 0.0049 Melee Critical 5 Electricity 5 Health 11 0.1 Extremely
Resistance Regeneration Common
Shaded Bauble 35 Stamina 10 Block Critical 18 0.1 Extremely
Common
Shadowstalker Stud 26 Strength 7 Dexterity 7 0.1 Extremely
Common
Silken Feather 12 Power Regeneration 3 0.1 Extremely
Common
Silver Stud 3 Intelligence 2 0.1 Extremely
Common
Skycrystal Loop 40 Electricity Resistance 4 Poison Resistance 4 0.1 Extremely
Common
Soldiers Earring 15 Maximum Health 19 Strength 5 0.1 Extremely
Common
Spirit Feather 35 Beast Form -0.22 Maximum Health 39 0.1 Extremely
Degeneration Rate Common
Squires Bauble 34 Movement Speed 21 Stamina 9 0.1 Extremely
Common
Star Loop 17 Find Magic 0.003 0.1 Extremely
Item Chance Common
Starfire 42 Experience Gain 5 Dexterity 11 Fire Resistance 5 Stamina 11 0.1 Extremely
Common
Stormflier 13 Electricity Resistance 2 0.1 Extremely
Common
Stormrider Fang 29 Find More Gold 0.029 Electricity Resistance 3 0.1 Extremely
Chance Common
Stud of Continuance 28 Experience Gain 3 Attack Speed 6 0.1 Extremely
Common

58

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JewelryEars (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4

Stud of Protection 1 All Resistances 1 0.1 Extremely


Common
Stud of Quickness 17 Movement Speed 13 0.1 Extremely
Common
Stud of the Empyrean 41 All Resistances 2 Find Magic 0.006 0.1 Extremely
Item Chance Common
Stud of the Forgotten 41 Gem Find 44 Increased 65 0.1 Extremely
Carrying Weight Common
Suri Mahs Luck 27 Gem Find 28 Movement Speed 18 Intelligence 8 0.1 Extremely
Common
Tarnished Earring 4 Block Critical 2 0.1 Extremely
Common
Totem of the Heart 44 Potion Find 44 Maximum Health 48 0.1 Extremely
Common
Totem of the Mind 47 Potion Find 48 Power Regeneration 10 0.1 Extremely
Common
Totem of the Spirit 6 Power Regeneration 2 0.1 Extremely
Common
Troopers Earring 28 Attack Speed 6 Movement Speed 18 0.1 Extremely
Common
Venomspinner Bauble 43 Poison Resistance 5 Attack Speed 9 0.1 Extremely
Common
Vipers Fang 43 All Resistances 2 Movement Speed 26 0.1 Extremely
Common
Warriors Fang 22 Maximum Health 26 0.1 Extremely
Common
Windwing 10 Electricity 1 Increased 19 0.1 Extremely
Resistance Carrying Weight Common
Wisemans Loop 15 Maximum Power 19 Cold Resistance 2 0.1 Extremely
Common
Withered Feather 11 Ranged Critical 2 0.1 Extremely
Common

JewelryFingers
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt.
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Adepts Coil 7 Experience Gain 1 0.1
Aluminum Band 13 Maximum Power 17 0.1
Amaranthine Regalia 29 Fire Resistance 3 Block Critical 15 0.1
Amazons Coil 30 Movement Speed 19 Fire Resistance 3 Beast Form -0.19 0.1
Degeneration Rate

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JewelryFingers (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt.
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Amethyst Ring 21 Increased Carrying Weight 35 0.1
Arcane Halo 36 Find Item Chance 0.0036 Ranged Critical 4 Fire Resistance 4 0.1
Astral Circle 29 Health Regeneration 7 Find Item Chance 0.0029 0.1
Ati Marras Spiral 23 Health Regeneration 5 0.1
Azrans Signet 37 Attack Speed 8 Power Regeneration 8 0.1
Band of Swiftness 26 Movement Speed 17 Cold Resistance 3 0.1
Band of Vishal 25 Power Regeneration 6 Maximum Health 29 0.1
Bent Signet 12 Maximum Power 16 0.1
Bestial Circle 20 Essence Gain 4 Stamina 6 0.1
Brass Regalia 5 Melee Critical 1 Strength 2 0.1
Burning Halo 31 Increased Carrying Weight 50 Maximum Power 35 0.1
Celestial Halo 11 Find Item Chance 0.0011 0.1
Chromatic Signet 48 Gem Find 48 Strength 13 Essence Gain 10 Movement Speed 28 0.1
Coil of Fire 23 Fire Resistance 3 0.1
Coil of Honor 22 Stamina 6 0.1
Coil of Ice 38 Melee Critical 4 Block Break 0.14 0.1
Coil of Shadow 47 Block Critical 24 Strength 13 0.1
Coil of the Storm 6 Attack Speed 2 0.1
Coil of Venom 32 Poison Resistance 4 Power Regeneration 7 0.1
Coral Ring 4 Cold Resistance 1 0.1
Crystal Ring 32 Experience Gain 4 Health Regeneration 7 0.1
Darkfire Halo 19 Fire Resistance 2 0.1
Diamond Ring 18 Intelligence 5 0.1
Dull Halo 14 Block Break 0.08 0.1
Eclipsed Halo 31 Cold Resistance 4 Ranged Critical 4 0.1
Electrum Circle 15 Attack Speed 3 Ranged Critical 2 0.1
Emberglow 27 Cold Resistance 3 Health Regeneration 6 Dexterity 8 0.1
Emerald Coil 11 Electricity Resistance 2 0.1
Encrusted Band 9 Power Regeneration 3 0.1
Entangled Coil 50 Beast Form -0.29 Health Regeneration 11 Electricity Resistance 5 Essence Gain 10 0.1
Degeneration Rate
Etched Band 9 Gold Find 9 0.1

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GAMEPLAY

JewelryFingers (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt.
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Frozen Circle 42 Shadow Resistance 5 Changeling Form 25 Cold Resistance 5 Ranged Critical 5 0.1
Duration
Glittering Ring 22 Dexterity 6 0.1
Glowing Halo 8 Magic Item Find 8 0.1
Gold Band 1 Gem Find 4 0.1
Hailstone 30 Potion Find 30 Increased 49 Cold Resistance 3 0.1
Carrying Weight
Hearth Signet 10 Fire Resistance 1 Maximum Health 14 0.1
Heraldic Regalia 48 Movement Speed 28 Gem Find 48 Health Regeneration 10 Fire Resistance 5 0.1
Imperial Band 39 Gold Find 39 Increased 62 Poison Resistance 4 0.1
Carrying Weight
Inscribed Regalia 40 Increased Carrying Weight 64 Magic Item Find 40 0.1
Iron Band 16 Strength 5 0.1
Ivory Band 26 Intelligence 7 Poison Resistance 3 0.1
Jeweled Regalia 45 All Resistances 2 Block Break 0.16 Stamina 12 Movement Speed 0.27 0.1
Koryn Thal Regalia 33 Maximum Health 37 Find Item Chance 0.0033 Ranged Critical 4 0.1
Lambent Halo 35 Maximum Health 39 Essence Gain 7 0.1
Loyalists Signet 34 Health Regeneration 8 Power Regeneration 8 0.1
Luminous Band 41 Intelligence 11 Health Regeneration 9 0.1
Lunar Coil 41 Poison Resistance 5 Gem Find 44 0.1
Lupine Circle 24 Movement Speed 16 0.1
Magnetized Band 28 Stamina 8 Magic Item Find 32 0.1
Mossy Coil 13 Potion Find 14 0.1
Nakivas Regalia 45 Magic Item Find 48 Increased 71 Intelligence 12 Fire Resistance 5 0.1
Carrying Weight
Opal Ring 5 Gold Find 5 Maximum Power 9 0.1
Peridot Ring 8 All Resistances 1 0.1
Petrified Band 17 Electricity Resistance 2 0.1
Platinum Band 4 Melee Critical 1 0.1
Polished Signet 24 Special Critical 3 0.1
Prismatic Signet 10 Electricity Resistance 1 Gold Find 10 0.1
Rebels Insignia 15 Maximum Power 19 Maximum Health 19 0.1
Regalia of Fortune 18 Potion Find 18 0.1
Regalia of War 7 Stamina 3 0.1
Ring of Seras 49 Stamina 13 Block Break 0.17 Poison Resistance 5 Increased 77 0.1
Carrying Weight
Ring of Valor 43 All Resistances 2 Strength 12 0.1
Royal Signet 46 Gem Find 48 Fire Resistance 5 0.1

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JewelryFingers (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt.
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Ru Kajis Band 28 Magic Item Find 32 Block Critical 14 0.1
Ruby Ring 6 Ranged Critical 1 0.1
Rusted Ring 1 Block Critical 1 0.1
Sanguine Ring 40 Strength 11 Intelligence 11 0.1
Scratched Coil 3 Beast Form -0.06 0.1
Degeneration Rate
Seal of Koryn Thal 50 Maximum Health 54 Gold Find 50 Strength 13 Intelligence 13 0.1
Seal of Techlatal 42 Strength 11 Block Break 0.15 Poison Resistance 5 All Resistances 2 0.1
Searing Band 44 Find Item Chance 0.0044 Cold Resistance 5 0.1
Serpents Coil 12 Essence Gain 3 0.1
Shadowgleam 19 Movement Speed 14 0.1
Shimmering Circle 33 Fire Resistance 4 Strength 9 Potion Find 34 0.1
Signet of Justice 37 Magic Item Find 40 Power Regeneration 8 0.1
Signet of Strength 25 Strength 7 Magic Item Find 32 0.1
Silver Coil 2 Special Critical 1 0.1
Sparkling Coil 2 Maximum Health 6 0.1
Stargem Ring 46 Ranged Critical 5 Special Critical 5 0.1
Starlight Halo 14 Experience Gain 2 0.1
Steel Ring 16 Strength 5 0.1
Sumdai Coil 44 Dexterity 12 Gem Find 44 0.1
Suryas Coil 49 Fire Resistance 5 Maximum Health 53 Strength 13 Increased 77 0.1
Carrying Weight
Tarnished Circle 3 Shadow Resistance 1 0.1
Thunderwhim 39 Melee Critical 4 Cold Resistance 4 Gem Find 40 0.1
Umbral Stone 38 Shadow Resistance 4 Power Regeneration 8 0.1
Uramshais Circle 20 Block Break 0.09 Shadow Resistance 2 0.1
Ursine Band 21 Increased Carrying Weight 35 0.1
Viperbane 17 Poison Resistance 2 0.1
Vulpine Band 34 Beast Form -0.21 Poison Resistance 4 0.1
Degeneration Rate
Warlocks Circle 35 Potion Find 36 Fire Resistance 4 0.1
Wreathed Coil 36 Shadow Resistance 4 Dexterity 10 Stamina 10 0.1
Writhing Band 27 Electricity Resistance 3 Essence Gain 6 Dexterity 8 0.1
Zatharums Ring 43 Block Break 0.15 Experience Gain 5 0.1
Zulekas Circle 47 Special Critical 5 Block Break 0.16 0.1

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GAMEPLAY

JewelryNeck
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Amaranthine Medallion 19 Intelligence 6 0.2 Extremely
Common
Ati Marras Tear 48 Maximum Power 52 Dexterity 13 All Resistances 2 Potion Find 48 0.2 Extremely
Common
Beaded Necklace 3 Essence Gain 1 0.2 Extremely
Common
Beryl Amulet 15 Magic Item Find 16 Melee Critical 2 0.2 Extremely
Common
Bokni Medallion 42 Potion Find 42 Gem Find 44 Health Regeneration 9 Shadow Resistance 5 0.2 Extremely
Common
Braided Chain 31 Special Critical 4 Electricity 4 0.2 Extremely
Resistance Common
Brass Chain 1 Experience Gain 1 0.2 Extremely
Common
Buffed Torque 21 All Resistances 1 0.2 Extremely
Common
Cameo Locket 17 Ranged Critical 2 0.2 Extremely
Common
Captains Charm 35 Experience Gain 4 Special Critical 4 0.2 Extremely
Common
Chromatic Amulet 47 Electricity 5 Essence Gain 10 Maximum Health 51 Gold Find 47 0.2 Extremely
Resistance Common
Cobalt Chain 27 Essence Gain 6 Increased 44 Poison Resistance 3 0.2 Extremely
Carrying Weight Common
Diamond Necklace 32 Health Regeneration 7 Dexterity 9 0.2 Extremely
Common
Electrum Choker 9 Gold Find 9 0.2 Extremely
Common
Electrum Torque 8 Health Regeneration 2 0.2 Extremely
Common
Elemental Charm 13 Fire Resistance 2 0.2 Extremely
Common
Eye of Yama 29 Stamina 8 Intelligence 8 0.2 Extremely
Common
Eye of Zatharum 30 Essence Gain 6 Stamina 8 Power Regeneration 7 Beast Form -0.19 0.2 Extremely
Degeneration Rate Common
Fang of Geshra 36 Cold Resistance 4 Dexterity 10 Fire Resistance 4 Experience Gain 4 0.2 Extremely
Common
Fanged Necklace 11 Attack Speed 3 0.2 Extremely
Common
Feral Torque 38 Attack Speed 8 Beast Form -0.23 Increased 61 0.2 Extremely
Degeneration Rate Carrying Weight Common
Glistening Amulet 40 Power Regeneration 9 Maximum Power 44 Potion Find 4 0.2 Extremely
Common
Gold Charm 4 Gem Find 4 0.2 Extremely
Common

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JewelryNeck (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Gold Choker 10 Ranged Critical 1 Cold Resistance 1 Strength 3 0.2 Extremely
Common
Heart of Nakiva 49 Poison Resistance 5 Movement Speed 29 Electricity Resistance 5 Increased 77 0.2 Extremely
Carrying Weight Common
Imperial Pendant 50 Attack Speed 10 Gold Find 50 Maximum Power 54 Power 11 0.2 Extremely
Regeneration Common
Jeweled Charm 39 Health Regeneration 9 Power Regeneration 9 Maximum Health 43 Magic Item Find 40 0.2 Extremely
Common
Jeweled Torque 34 Gem Find 56 Maximum Health 38 0.2 Extremely
Common
Mark of Toth 37 Increased 59 Movement Speed 23 Melee Critical 4 0.2 Extremely
Carrying Weight Common
Meditation Talisman 43 Intelligence 12 Essence Gain 9 Fire Resistance 5 0.2 Extremely
Common
Moss-Covered Pendant 25 Power Regeneration 6 Potion Find 26 0.2 Extremely
Common
Necrosis Talisman 16 Poison Resistance 2 0.2 Extremely
Common
Nickel Chain 7 Potion Find 8 0.2 Extremely
Common
Platinum Locket 23 Strength 7 0.2 Extremely
Common
Prismatic Medallion 45 Special Critical 5 Maximum Health 49 Essence Gain 9 Fire Resistance 5 0.2 Extremely
Common
Revolutionarys Torque 28 Gold Find 28 Shadow Resistance 3 0.2 Extremely
Common
Seal of Koryn Thal 26 Cold Resistance 3 Fire Resistance 3 0.2 Extremely
Common
Shadowed Choker 14 Melee Critical 2 0.2 Extremely
Common
Sheriffs Pendant 24 Maximum Power 28 0.2 Extremely
Common
Shimmering Pendant 44 Strength 12 Essence Gain 9 Maximum Power 48 0.2 Extremely
Common
Silver Choker 5 Maximum Power 9 Stamina 2 0.2 Extremely
Common
Silver Necklace 2 Special Critical 1 0.2 Extremely
Common
Source Stone Talisman 46 Increased 73 Cold Resistance 5 Experience Gain 5 Beast Form -0.27 0.2 Extremely
Carrying Weight Degeneration Rate Common
Spiked Choker 12 Magic Item Find 16 0.2 Extremely
Common

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GAMEPLAY

JewelryNeck (continued)
Item Lev. Attribute Value 1 Attribute Value 2 Attribute Value 3 Attribute Value 4 Wt. Rarity
Name Avail. Bonus 1 Bonus 2 Bonus 3 Bonus 4
Stargazer Talisman 22 Find Item Chance 0.0022 0.2 Extremely
Common
Sumdai Pendant 20 Poison Resistance 2 Special Critical 2 Strength 6 0.2 Extremely
Common
Tarnished Necklace 6 Movement Speed 7 0.2 Extremely
Common
Techlatal Amulet 18 Increased 31 0.2 Extremely
Carrying Weight Common
Vishals Oath 33 Special Critical 4 Maximum Health 37 Essence Gain 7 0.2 Extremely
Common
Zulekas Talisman 41 Block Critical 21 Intelligence 11 Increased 65 0.2 Extremely
Carrying Weight Common

Runes
Rune Level Attribute Effect Attribute Effect Weight Rarity
Name Available Effect 1 Value 1 Effect 2 Value 2

Rune of Ati Marra 42 Intelligence 17 Increase Carrying Weight -67 0.1 Extremely Common
Rune of Azran 30 Attack Speed 9 Stamina -8 0.1 Extremely Common
Rune of Inaya 1 Potion Find 2 Maximum Power -5 0.1 Extremely Common
Rune of Nakiva 43 Experience Gain 7 Movement Speed -26 0.1 Extremely Common
Rune of Nani Dae 4 Magic Item Find 8 Melee Critical -1 0.1 Extremely Common
Rune of Rori Shi 17 Essence Gain 6 Special Critical -2 0.1 Extremely Common
Rune of Ru Kaji 3 Essence Gain 1 Power Regeneration -1 0.1 Extremely Common
Rune of Seras 29 Stamina 12 Essence Gain -6 0.1 Extremely Common
Rune of Suri Mah 37 Experience Gain 6 Gold Find -37 0.1 Extremely Common
Rune of the Aggressor 24 Block Break 0.15 Potion Find -24 0.1 Extremely Common
Rune of the Alchemist 41 Potion Find 62 Block Critical -21 0.1 Extremely Common
Rune of the Archer 15 Ranged Critical 3 Essence Gain -3 0.1 Extremely Common
Rune of the Armadillo 5 Block AC 10 Increase Carrying Weight -11 0.1 Extremely Common
Rune of the Artisan 48 Magic Item Find 80 Changeling Form Duration 28 0.1 Extremely Common
Rune of the Bandit 6 Gold Find 8 Intelligence -2 0.1 Extremely Common
Rune of the Berserker 36 Strength 15 Block AC -40 0.1 Extremely Common
Rune of the Brute 9 Melee Critical 2 Potion Find -10 0.1 Extremely Common
Rune of the Bull 18 Maximum Health 33 Maximum Power -22 0.1 Extremely Common
Rune of the Bulwark 33 Block Critical 25 Intelligence -9 0.1 Extremely Common
Rune of the Champion 13 Melee Critical 3 Gem Find -16 0.1 Extremely Common
Rune of the Cheetah 11 Movement Speed 14 Magic Item Find -16 0.1 Extremely Common
Rune of the Citadel 28 Block Critical 21 Attack Speed -6 0.1 Extremely Common
Rune of the Collector 12 Find Item Chance 0.0017 Melee Critical -2 0.1 Extremely Common
Rune of the Craftsman 26 Find Item Chance 0.0038 Experience Gain -3 0.1 Extremely Common

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Runes (continued)
Rune Level Attribute Effect Attribute Effect Weight Rarity
Name Available Effect 1 Value 1 Effect 2 Value 2
Rune of the Curator 44 Gem Find 68 Strength -12 0.1 Extremely Common
Rune of the Elder 50 Maximum Power 81 Dexterity -13 0.1 Extremely Common
Rune of the Elephant 25 Increase Carrying Weight 62 Dexterity -7 0.1 Extremely Common
Rune of the Enlightened 21 Power Regeneration 8 Ranged Critical -3 0.1 Extremely Common
Rune of the Falcon 31 Movement Speed 29 Maximum Health -35 0.1 Extremely Common
Rune of the Grove 22 Health Regeneration 8 Block Critical -11 0.1 Extremely Common
Rune of the Hellcat 32 Changeling Form Duration 3 Special Critical -4 0.1 Extremely Common
Rune of the Leviathan 27 Strength 11 Health Regeneration -6 0.1 Extremely Common
Rune of the Lizard 2 Dexterity 2 Stamina -1 0.1 Extremely Common
Rune of the Magus 40 Maximum Power 66 Strength -11 0.1 Extremely Common
Rune of the Marksman 7 Ranged Critical 2 Gold Find -7 0.1 Extremely Common
Rune of the Miner 39 Gem Find 60 Find Item Chance -0.0039 0.1 Extremely Common
Rune of the Monk 23 Intelligence 10 Magic Item Find -24 0.1 Extremely Common
Rune of the Mountain 20 Gold Find 29 Health Regeneration -5 0.1 Extremely Common
Rune of the Mule 47 Increase Carrying Weight 111 Gem Find -48 0.1 Extremely Common
Rune of the Ox 19 Maximum Health 35 Experience Gain -2 0.1 Extremely Common
Rune of the Pugilist 16 Block Break 0.12 Ranged Critical -2 0.1 Extremely Common
Rune of the Rat 45 Dexterity 18 Maximum Health -49 0.1 Extremely Common
Rune of the Shepherd 14 Health Regeneration 5 Changeling Form Duration -11 0.1 Extremely Common
Rune of the Thrasher 49 Changeling Form Duration 43 Power Regeneration -11 0.1 Extremely Common
Rune of the Tortoise 8 Stamina 4 Movement Speed -8 0.1 Extremely Common
Rune of the Viper 46 Attack Speed 14 Block Break -0.16 0.1 Extremely Common
Rune of the Warlord 35 Special Critical 6 Block Break -0.13 0.1 Extremely Common
Rune of the Wendigo 10 Special Critical 2 Find Item Chance -0.001 0.1 Extremely Common
Rune of Vishal 34 Block AC 55 Attack Speed -7 0.1 Extremely Common
Rune of Zuleka 38 Power Regeneration 13 Block AC -40 0.1 Extremely Common

Health Potions (Extremely Common) Health Potions (Extremely Common)


Potion Level Amount Value Weight Potion Level Amount Value Weight
Name Available Name Available
Small Health Vial 1 98 8 0.1 Lesser Health Flask 15 308 28 0.2
Minor Health Vial 3 128 11 0.1 Major Health Vial 17 338 31 0.1
Small Health Flask 5 158 14 0.2 Minor Health Bottle 19 368 34 0.3
Lesser Health Vial 7 188 17 0.1 Large Health Flask 21 398 37 0.2
Minor Health Flask 9 218 20 0.2 Greater Health Vial 23 428 39 0.1
Large Health Vial 11 248 23 0.1 Small Health Decanter 25 458 42 0.4
Small Health Bottle 13 278 25 0.3 Lesser Health Bottle 27 488 45 0.3

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Health Potions (Extremely Common)


Potion Level Amount Value Weight Rejuvenation Potions (Uncommon)
Name Available Potion Level Amount Value Weight
Major Health Flask 29 518 48 0.2 Name Available
Minor Health Decanter 31 548 51 0.4 Small Rejuvenation Vial 1 98 13 0.1
Large Health Bottle 33 578 53 0.3 Minor Rejuvenation Vial 3 128 17 0.1
Small Rejuvenation Flask 5 158 21 0.2
Greater Health Flask 35 608 56 0.2
Lesser Rejuvenation Vial 7 188 25 0.1
Lesser Health Decanter 37 638 59 0.4
Minor Rejuvenation Flask 9 218 30 0.2
Major Health Bottle 39 668 62 0.3 Large Rejuvenation Vial 11 248 34 0.1
Large Health Decanter 41 698 65 0.4 Small Rejuvenation Bottle 13 278 38 0.3
Greater Health Bottle 43 728 68 0.3 Lesser Rejuvenation Flask 15 308 42 0.2
Major Health Decanter 45 758 70 0.4 Major Rejuvenation Vial 17 338 46 0.1
Minor Rejuvenation Bottle 19 368 51 0.3
Greater Health Decanter 47 788 73 0.4
Large Rejuvenation Flask 21 398 55 0.2
Greater Rejuvenation Vial 23 428 59 0.1
Small Rejuvenation Decanter 25 458 63 0.4
Power Potions (Extremely Common) Lesser Rejuvenation Bottle 27 488 68 0.3
Major Rejuvenation Flask 29 518 72 0.2
Potion Level Amount Value Weight
Name Available Minor Rejuvenation Decanter 31 548 76 0.4
Small Power Vial 1 98 8 0.1 Large Rejuvenation Bottle 33 578 80 0.3
Greater Rejuvenation Flask 35 608 84 0.2
Minor Power Vial 3 128 11 0.1
Lesser Rejuvenation Decanter 37 638 89 0.4
Small Power Flask 5 158 14 0.2
Major Rejuvenation Bottle 39 668 93 0.3
Lesser Power Vial 7 188 17 0.1 Large Rejuvenation Decanter 41 698 97 0.4
Minor Power Flask 9 218 20 0.2 Greater Rejuvenation Bottle 43 728 101 0.3
Large Power Vial 11 248 23 0.1 Major Rejuvenation Decanter 45 758 105 0.4
Small Power Bottle 13 278 25 0.3 Greater Rejuvenation Decanter 47 788 110 0.4
Lesser Power Flask 15 308 28 0.2
Major Power Vial 17 338 31 0.1
Power-Ups
Minor Power Bottle 19 368 34 0.3
Health Orbs
Large Power Flask 21 398 37 0.2 Name Level Amount Rarity
Greater Power Vial 23 428 39 0.1 Small Health Orb 1 25 Extremely Common
Large Health Orb 1 100 Uncommon
Small Power Decanter 25 458 42 0.4
Lesser Power Bottle 27 488 45 0.3 Power Orbs
Major Power Flask 29 518 48 0.2 Name Level Amount Rarity
Minor Power Decanter 31 548 51 0.4 Small Power Orb 1 25 Extremely Common
Large Power Orb 1 100 Uncommon
Large Power Bottle 33 578 53 0.3
Greater Power Flask 35 608 56 0.2 Rejuvenation Orbs
Lesser Power Decanter 37 638 59 0.4 Name Level Amount Rarity
Small Rejuvenation Orb 1 25 Extremely Common
Major Power Bottle 39 668 62 0.3 Large Rejuvenation Orb 1 100 Uncommon
Large Power Decanter 41 698 65 0.4
Greater Power Bottle 43 728 68 0.3 Essence Orbs
Name Level Amount Rarity
Major Power Decanter 45 758 70 0.4
Small Essence Orb 1 3 Extremely Common
Greater Power Decanter 47 788 73 0.4 Large Essence Orb 1 9 Uncommon

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The Amaranthine Orbis created guardians to protect the gateway into the
NOTE Underworld. Forged from fire and otherworldly magic originating in the
Underworld, the Archon of Flame is unrivaled in his command of the
Only the monsters and bosses you face in combat have statistics lists
destructive element.
in their entries.

TIP
Dont use fire-based attacks against the Archon of Flameif he werent
Afflicted Eidolon undead, hed laugh at your attempt.

Health: 100
Armor Class:
Melee Attack Damage:
Archon of Lightning
Attack Delay (seconds): Health: 1500
Special 1: Damage w/Chance of Damage Over Time Armor Class: 150
Poison Resistance: 75 Melee Attack Damage: 125
Attack Delay (seconds): 1
These horrible creatures are believed to be the walking remnants of the unfor- Special 1: Damage + Knockback
tunate spirits trapped in Techlatal. The affliction of the Eidolon is rumored to
be a by-product of the Amaranthine Orbiss initial opening of the dimensional Block Strength: Yes
rift over the city. Block AC: 200

TIP The Amaranthine Orbis created guardians to protect the gateway into the
Underworld. Forged from storms and magic originating in the Underworld, the
Afflicted Eidolons are resistant to poison. Use anything but poison-based Archon of Lightning is unrivaled in his command of natural destruction.
attacks to defeat them.

TIP

Archon of Flame
The Archon of Lightning has a strong block; use that time in combat
against him to replenish your health and power.

Health: 1125
Armor Class:
Melee Attack Damage:
Archon of Shadow
Attack Delay (seconds): 0.5
Special 1: Damage Health: 1500
Fire Resistance: 50 Armor Class: 75
Melee Attack Damage: 120
Attack Delay (seconds):
Special 1: Power Drain
Shadow Resistance: 50

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THE BESTIARY

The Amaranthine Orbis created powerful guardians to protect the gateway


into the Underworld. Forged from elemental shadow and otherworldly magic
originating in the Underworld, the Archon of Shadow is unrivaled in his
Barrier Beast
command of darkness.
Health: 200

TIP Armor Class:


Melee Attack Damage: 112.5
The Archon of Shadow has a potent power-drain attackstock many Attack Delay (seconds): 3
power potions before engaging him in combat.
Special 1: Erect Circular Barrier

The Bokni horde is notorious for its breeding programs, which yield specialized
Ati Marra bloodthirsty creatures of war. Among these creatures are the Barrier Beasts,
ferocious monsters who are able to generate psychic barriers that entrap
their enemies.
Health: 2250
Armor Class:
Melee Attack Damage: 130
CAUTION
Attack Delay (seconds): The Barrier Beast can erect a psychological barrier to prevent your
Special 1: Damage + Freeze escape, trapping you inside with it.
Special 2: Damage + Knockback
Teleport/Burrow: Yes
Cold Resistance: 50
Shadow Resistance: 25 Blocker
The Changeling mother of Emperor Nakiva, Ati Marra is the architect of the Health: 100
capital citys fall. Her training with the Amaranthine Orbis has given her Armor Class: 50
immense power over the shadow element, making her a fierce and devastating Melee Attack Damage: 100
nemesis for any who dares to challenge her sons rule.
Attack Delay (seconds): 3
Special 1:
NOTE Block Strength: Yes
High health, freezing melee attacks, significant resistance to cold and Block AC: 100
shadow attacks, plus the ability to teleport make Ati Marra a dangerous foe. Damage Shield: Yes

This powerful defensive unit was bred with the unique ability to produce a
Baron Grimmose shield of frost that damages his opponents. The Blocker is often utilized by the
Bokni horde to engage the most powerful of enemies.

Light-spirited, boisterous, and friendly in demeanor,


the baron is among the oldest beings in the Underworld. NOTE
Desperate to end the Yethru persecution of his people,
the baron has welcomed the Changeling heroes with In addition to their sturdy blocking ability, Blockers can erect an
open arms. additional frost-based damage shield to protect themselves from attack.

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Bombardier Mulgroat
Bog Pest Health: 1050
Armor Class:
Health: 50 Melee Attack Damage:
Armor Class: Attack Delay (seconds):
Melee Attack Damage: 90 Special 1: Damage
Attack Delay (seconds): Special 2: Grenade Damage
Special 1: Special 3: Knockback + Damage Over Time
Poison Resistance: 50 Shadow Resistance: 75

A distant cousin of the Mire Imp, the Bog Pest takes advantage of its small and Mulgroat is the Bokni chief of demolitions in the continuing conflict of the
lithe stature. Chaotic (and some would say insane) by nature, Bog Pests delight eastern province. Mulgroat and his Mine Sowers provide essential protection
in causing deadly mayhem. for Dreadguard Fortress.

CAUTION NOTE
Despite their small size, Bog Pests have deceptively strong melee attacks. Bombardier Mulgroat is immune to shadow-based attacks.

Bokni Magus
Boom Bud
Health: 1200
Armor Class:
Melee Attack Damage: Health: 25
Attack Delay (seconds): Armor Class:
Special 1: Health Drain Melee Attack Damage:
Special 2: Power Drain Attack Delay (seconds):
Teleport/Burrow: Yes Special 1: Explosive Damage
Fire Resistance: 50
Shadow Resistance: 50 Existence on this foreign plane has begun to destabilize the Bokni essence,
creating dangerous anomalies within some of their larvae. The Boom Buds are
an unexpected and explosive example of these ill effects.
This otherworldly magus infiltrated the sacred Hibernal Shrine while the Monks
focused on the impending invasion from outside of their walls. The magus had NOTE
corrupted the enchanted altar, leaving the Monastery defenseless.
Unlike Fiend Buds, Boom Buds have no physical melee attacks; instead,
NOTE they explode, causing area-effect damage.

With two significant resistances, teleportation ability, and both ranged-


health and power-drain attacks, the Bokni Magus is a menacing enemy.

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Brute
Health: 100
Armor Class: 25
Melee Attack Damage: 95
Bunglebud
Attack Delay (seconds):
Health: 1200
Special 1:
Armor Class:
Melee Attack Damage: 110
Armed with deadly blades, the simple-minded Brute is the backbone of the
Attack Delay (seconds): 2
Bokni horde. These foot soldiers were created to slaughter enemy forces in
battle, a task that they have thus far performed with deadly precision. Special 1: Summon Fiend Bud

TIP A recent experiment of Bokni horde, Bunglebud was created in the Dreadmaul
Compound. Designed to grow into a powerful fiend summoner, he has yet to
Brutes have no resistances: Use any type of attack against them. blossom to his full potential.

CAUTION
Brute Kharl Quick defeat is mandatory: There is no limit to how many Fiend Buds this
boss can summon, and they could eventually overwhelm you.
Health: 100
Armor Class: 25
Melee Attack Damage: 95 Captain Seras
Attack Delay (seconds):
Special 1: Captain Seras leads the resistance movement in the
rebellion against Nakiva. Some time ago, Captain Seras
managed to pry a piece of siege technology from the
A lowly Brute in the Bokni forces stationed in Hope Province, Kharl has served
enemy. She is the only human capable of wielding this
his station with willful determination for many years.
alien weapon.

Brute Leni
Health: 100
Changeling Loyalist
Armor Class: 25
Health: 150
Melee Attack Damage: 95
Armor Class:
Attack Delay (seconds):
Melee Attack Damage: 110
Special 1:
Attack Delay (seconds): 0.25
Special 1: Damage + Stun
The younger brother of Kharl, Leni is eager to please and hopes to rise up in
Break Block %: 25
the ranks of the Bokni horde. His determination has resulted in the deaths of
many resistance fighters, making this Brute something of a hero among his Cold Resistance: 25
comrades.

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The Loyalists are brutal mercenaries who lead Nakivas campaign against those One of the two leading field officers serving in General Teirsats army,
Changelings who refuse to pledge fealty to the Emperor. No longer needing to Thorgon is responsible for the Bokni hold on the Fields of Despair. Calculating
hide their secret, the Loyalists prowl the streets in their true form. and ruthless, Thorgon is one of a few fiends to have a penchant for order
among troops.

CAUTION
TIP
Beware the fast attacks of the Changeling Loyalist, who have a solid
chance to break through your blocks. Thorgon has no resistances: If you have lots of power, fight him from a
distance using ranged weapons and special ability attacks.

Commander Skander
Concubine
Health: 900
Armor Class: Health: 150
Melee Attack Damage: 120 Armor Class:
Attack Delay (seconds): 0.5 Melee Attack Damage: 105
Special 1: Damage + Stun Attack Delay (seconds):
Break Block %: 25 Special 1: Power Drain
Fire Resistance: 75
Concubines are beautiful human women who serve Nakiva as both bodyguards
and companions. Wielding steel fans, the Concubines are as graceful as they
One of two leading field commanders serving in General Teirsats army, Skander are deadly.
has claimed more resistance kills than any other Bokni in his rank.

TIP TIP

Dont bother wasting fire-based attacks against this elite Scorcher boss Concubines have a strong power-drain ability: Eliminate them quickly in
he eats fire for breakfast. melee combat.

Commander Thorgon Corporal Odlaw


Health: 600
Health: 900
Armor Class: 100
Armor Class: 50
Melee Attack Damage:
Melee Attack Damage: 120
Attack Delay (seconds):
Attack Delay (seconds): 0.5
Special 1: Damage
Special 1: Damage + Knockback
Special 2: Flurry Damage
Break Block %: 25
Special 3: Damage + Knockback

Corporal Odlaw is one of the Bokni hordes most cunning scouts. He has been
spotted patrolling the Frigid Trail, and it is feared that his knowledge of the
Monasterys limited defenses will prove devastating if he is allowed to bring
this intelligence to his commanding officers.

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TIP
Curator
Corporal Odlaw is dangerous at a distance, but up close his melee attacks
are weakstay close to avoid his high-damage gun attacks. Health: 100
Armor Class:
Melee Attack Damage:
Coven Elder Attack Delay (seconds): 0.75
Special 1: Damage
Health: 1200 Special 2: Spray of Saw blades
Armor Class:
Melee Attack Damage: Curators are biomechanical creations of the Amaranthine Orbis. They were
Attack Delay (seconds): 1 forged utilizing the dark magic and alien technologies of the Underworld. While
Special 1: Damage their biological parts are primitive, their mechanical pieces are advanced.

Special 2: Damage + Knockback


Special 3: Damage + Slow Movement
TIP
Special 4: Damage + Power Drain Block to protect yourself against the Curators special attack: a spray of
Teleport/Burrow: Yes saw blades that can carve you to bits.

Unrivaled in arcane elemental power and mystic knowledge, the Coven Elder is
believed to be the only one who can help the Changeling heroes in their quest
to defeat Nakiva. Unfortunately, the Coven Elders contempt for the heroes
Destroyer
plight is without limit.
Health: 150
NOTE Armor Class: 25
Melee Attack Damage: 95
With attacks that slow your movement rate and drain your power, plus the
ability to teleport away, Coven Elders make challenging opponents. Attack Delay (seconds):
Ranged weapons are your only useful tool against them. Special 1: Damage + Knockback
Special 2: Flurry Damage
Lightning Resistance: 25

Craftsman Uttam
These machines were designed for one purpose: the annihilation of the Yethrus
enemies. Destroyers are often found in the company of Sentry units, creating a
Craftsman Uttam is the last descendant from a long line deadly squadron determined to destroy every enemy in its wake.
of legendary Monk blacksmiths. Although seclusion has
stifled the need for his work, Uttam continues to labor
at the forge, refusing to let the ancient art of his TIP
ancestors fade from memory.
The Destroyer is a melee fighting machineyoure better off battling it
from a distance.

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Drainer Drone
Health: 100 Health: 100
Armor Class: Armor Class:
Melee Attack Damage: Melee Attack Damage:
Attack Delay (seconds): Attack Delay (seconds): 1
Special 1: Power Drain Special 1: Damage + Slow Attack Speed
Special 2: Damage
The Drone was created using the advanced technology that the Amaranthine
The Bokni have dedicated a great deal of technology to the development of this Orbis had gained from its zealous research of the Underworld. These machines
gruesome and ill-fated unit. Known as the Drainer, this robot leeches the power prowl the ruins, defending their creators territory.
of its foes. When full, the Drainer will burst, causing damage to its enemies.
NOTE
NOTE
Drones can slow your attack speed.
A Drainer cant harm you if killed before it leeches its fill of your power.

Dreadfire Archer Elder Faelius


Health: 1200
Health: 75 Armor Class:
Armor Class: Melee Attack Damage:
Melee Attack Damage: Attack Delay (seconds): 1
Attack Delay (seconds): 0.5 Special 1: Damage
Special 1: Damage Projectile Special 2: Summon Skeleton
Fire Resistance: 25 Teleport/Burrow: Yes
Fire Resistance: 75
After the uprising that cast the coven from the city, patrolling archers vanished
from the surrounding desert. It wasnt until 1,000 years had passed that the Faelius was Techlatals most honored champion, but when the people
soldiers were found, serving the elders who had enslaved them in tortured rebelled, he chose to defend the citys leaders. Banished alongside the
immortality. coven, Faelius turned to the necromantic arts and became one of the covens
most powerful sorcerers.

TIP
TIP
Destroy these archers in melee combat to avoid their bow attacks.
Elder Faelius is impervious to fire-based attacks: Use anything but those
when engaging him in combat.

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Elder Ithral Elder Veshta


Health: 1200 Health: 1200
Armor Class: Armor Class:
Melee Attack Damage: Melee Attack Damage:
Attack Delay (seconds): 1 Attack Delay (seconds): 1
Special 1: Damage + Slow Movement Special 1: Damage + Power Drain
Special 2: Summon Skeleton Special 2: Summon Skeleton
Teleport/Burrow: Yes Teleport/Burrow: Yes
Cold Resistance: 75 Shadow Resistance: 75

The son of a nobleman, Ithral had long been fascinated with the legends of the The High Priests favorite pupil, Veshta was Techlatal's favorite son. When the
Underworld. When he came of age, the ambitious aristocrat joined the ranks of people became fearful of their leaders, they turned to Veshta, but he stayed
the Amaranthine Orbis. He would become one of its most powerful members. faithful to his order. He was banished to the desert and became determined to
avenge his mentors death.

NOTE
NOTE
Elder Ithral is immune to cold-based attacks.
Elder Veshta is immune to shadow-based attacks.

Elder Soran
Emperor Nakiva
Health: 1200
Armor Class: Health: 2000
Melee Attack Damage: Armor Class: 100
Attack Delay (seconds): 1 Melee Attack Damage: 150
Special 1: Damage + Knockback Attack Delay (seconds): 0.25
Special 2: Summon Skeleton Special 1: Flurry Damage
Teleport/Burrow: Yes Special 2: Damage + Knockback
Lightning Resistance: 75 Break Block %: 50
Fire Resistance: 50
Soran joined the coven determined to gain the High Priests approval so that he
might earn Zulekas hand in marriage. When the people rebelled, Soran Commanding a legion of otherworldly soldiers and made immortal by the
abandoned his love and joined his brethren in exile. entrapped essence of the god-like Overlord of the Underworld, Nakivas
dominion and power seem absolute.

NOTE
NOTE
Elder Soran is immune to lightning damage.
The Emperor is partially immune to fire damage and can break through
your blocks half the time. Combined with impressively strong and fast
melee attacks, hes a force to be reckoned with.

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Excavator Feral Changeling


Health: 100 Health: 100
Armor Class: 50 Armor Class:
Melee Attack Damage: Melee Attack Damage: 95
Attack Delay (seconds): 1 Attack Delay (seconds): 0.25
Special 1: Projectile Damage + Stun Special 1: Damage + Knockback
Teleport/Burrow: Yes Poison Resistance: 25

Created by the elders of the Amaranthine Orbis, these machines were integral Lawless, bestial, and ferocious, the Wendigo Changelings abandoned their
to the covens expansion throughout the desert. Although the coven has long human selves long ago. They have prowled the deserts for centuries, feeding
abandoned its desert lairs, the minions continue to prowl and defend the ruins. off of the abundant life energies of Techlatal.

NOTE TIP
Excavators can burrow through the ground to advance or retreat. Feral Changelings are dangerous melee combatantsdefeat them from a
distance when possible.

Executioner
Fiend Bud
Health: 150
Armor Class: 50 Health: 25
Melee Attack Damage: 110 Armor Class:
Attack Delay (seconds): 0.5 Melee Attack Damage: 90
Special 1: Armor Class + Resistance Bonuses + Heal Attack Delay (seconds): 2
Special 1:
The Executioner unit is a cruel and deadly foe whose one desire is to spread
carnage and bloodshed. There have been reports of the Executioners mount Fiend Buds are the offspring of the Brute soldiers. These larvae are produced in
feasting upon the rotting corpses of fallen allies and enemies alike. periods of high emotional stress on the part of the Brute parents. The larva,
while weaker, is born with the destructive instincts of its parents.

NOTE Health: 75
NOTE
The Executioners special abilities include healing their allies plus raising
their armor class and resistances. In spite of their size, Fiend Buds melee attacks do significant damage
thankfully, they hop around more than they attack.

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Firespitter Frost Trooper


Armor Class: Health: 100
Melee Attack Damage: Armor Class:
Attack Delay (seconds): 0.25 Melee Attack Damage: 80
Special 1: Damage Attack Delay (seconds):
Special 2: Damage Cone Special 1: Projectile Damage
Fire Resistance: 75 Special 2: Grenade Damage + Freeze

Fitted with a 50-gallon drum of liquid fuel, the Firespitter has been engineered Frost Troopers, and their frost grenades, often lead Bokni assaults by freezing
and trained as an anti-insurgency unit. Many uprisings have been stamped out an enemy in its tracks while the horde moves in for the kill.
by only a few squads of Firespitters.

CAUTION
TIP
Beware the Frost Troopers freeze grenades!
Nearly impervious to flame attacks, you can defeat Firespitters more
easily when faced in close melee combat.

Gate Caller
Flame Trooper Health: 125
Armor Class:
Health: 100
Melee Attack Damage:
Armor Class:
Attack Delay (seconds): 1
Melee Attack Damage: 80
Special 1: Damage + Slow Movement
Attack Delay (seconds):
Teleport/Burrow: Yes
Special 1: Projectile Damage
Special 2: Grenade
Gate Callers are interesting creatures who possess the ability to travel
Fire Resistance: 50 between worlds. Able to create a temporary dimensional portal through which
they alone can step, Gate Callers are unpredictable and deadly adversaries.
The Flame Troopers of the Bokni horde wield powerful guns that shoot molten
lava and launch destructive fire bombs. They can turn entire villages to rubble
within seconds. NOTE
Gate Callers can teleport plus reduce your movement rate; consequently
CAUTION they can be difficult to chase down.

Avoid fighting Flame Troopers from a distance, where they are


more powerful.

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General Ru Kaji
Gate Keeper Health: 2250
Armor Class: 100
Health: 1200 Melee Attack Damage: 150
Armor Class: 100 Attack Delay (seconds): 1
Melee Attack Damage: 125 Special 1: Damage + Knockback
Attack Delay (seconds): 0.5 Special 2: Flurry Damage
Special 1: Damaging Charge + Knockback Special 3: Damage
Special 2: Damage + Stun Special 4: Power Drain
Block Strength: Yes
The Gate Keeper was one of the first fiends to be successfully summoned from Block AC: 150
the Underworld by the Amaranthine Orbis. The coven quickly managed to train Break Block %: 50
this powerful but weak-willed creature to guard the portal from all outsiders. Lightning Resistance: 50

TIP When Nakivas reign over Koryn Thal was sealed, Ru Kaji was among the first to
offer his services to the new Emperor. Ru Kaji felt that those Changelings who
Use ranged weapons and special ability attacks to defeat the Gate Keeper. refused to join him and the Emperor were enemies and thus had to be eliminated.

NOTE
General Belzruk Ru Kaji is the ultimate fighting machine; hes well-rounded and devas-
tating in nearly all aspects. He has a weakness to ranged weapons.
Health: 900
Armor Class:
Melee Attack Damage:
Attack Delay (seconds):
General Teirsat
Special 1: Damage
Health: 900
Special 2: Grenade Damage + Freeze
Armor Class: 100
Special 3: Damage + Slow Movement
Melee Attack Damage: 120
Cold Resistance: 75
Attack Delay (seconds): 0.5
Special 1: Damage + Knockback
One of two commanding officers to have taken post in the abandoned temples,
Belzruk and his troops remain poised and ready for invasion. Special 2: Ring Damage

Appointed by Emperor Nakiva to hold the eastern province, General Teirsat is


NOTE one of the most fearsome officers in the Bokni horde. Commanding his troops
from within the safety of Dreadguard Fortress, Teirsat is believed to be
Cold attacks are wasted against General Belzrukhes got a high
untouchable.
resistance to them.
NOTE
Teirsat has no resistances; therefore he is susceptible to ranged weapon
and special ability attacks.

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Geshra
Health: 900 Grim Flayer
Armor Class: 50
Melee Attack Damage: 120 Health: 100
Attack Delay (seconds): 0.5 Armor Class:
Special 1: Damage Over Time Melee Attack Damage: 100
Special 2: Charge forward w/Damage + Knockback Attack Delay (seconds):
Break Block %: 25 Special 1:
Poison Resistance: 25 Break Block %: 25

Cruel and calculating, Geshra was the leader of the Yethru uprising. He has long The Grim Flayer is one of the many abominations resulting from the
planned for the demise of his brother, Uramshai. With Nakivas arrival, Geshra Amaranthine Orbiss experimentations with the forces of the Underworld. The
was able to achieve the power he sought. Grim Flayer is an incredibly powerful and single-minded guardian.

TIP NOTE
Geshras melee attacks are powerful and cause damage over timefight Grim Flayers are strong melee fighters with the ability to break through
him from a distance. your blocks.

Gore Driller Hammarak


Health: 100 Health: 900
Armor Class: 50 Armor Class: 100
Melee Attack Damage: 100 Melee Attack Damage: 135
Attack Delay (seconds): Attack Delay (seconds): 3
Special 1: Special 1:
Teleport/Burrow: Yes Block Strength: Yes
Block AC: 200
The Gore Drillers strong appendages enable it to drill through stone as Damage Shield: Yes
easily as a knife cuts through flesh, making this creature deadly and
efficient on the warfront.
Hammarak was one of two fiends who aided the Bokni Magus in the destruction
of the sacred altar in the Hibernal Shrine.
NOTE
Gore Drillers are dangerous melee opponents, and their teleportation TIP
abilities make them difficult to get away from.
Hammarak has strong defenses, but he only attacks sporadically. Keep
hacking away for a quick defeat.

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Hound King Zatharum


Health: 80 Health: 4500
Armor Class: Armor Class:
Melee Attack Damage: 95 Melee Attack Damage: 150
Attack Delay (seconds): Attack Delay (seconds):
Special 1: Special 1: Damage + Stun
Special 2: Damage
Hounds are mindless drones who have been bred for one purpose: to obey Break Block %: 25
commands. Hounds can often be found being whipped into frenzy by their Lightning Resistance: 25
Scorcher masters.

TIP In her first act of spite for those who spurned her, Ati Marra cursed Zatharum
to an eternity of madness. When Nakiva took control of Koryn Thal, he decided
Hounds are strong melee fighters but weak in all other aspects; kill them to employ the cursed remains of his father as the guardian of the palaces
from a distance for the easiest success against them. Undercity entrance.

TIP

Jailor Matrok Be patient when fighting King Zatharum; he has the most health of any
boss in the game, and it takes longer to bring him down.

Health: 900
Armor Class: 150
Melee Attack Damage: 125 Lady Inaya
Attack Delay (seconds):
Special 1: Health: 100
Armor Class:
Many resistance fighters have met a gruesome fate at the hands of this sadistic Melee Attack Damage:
jailor. His ruthless craving for sheer torment and death is widely feared Attack Delay (seconds):
throughout the resistance movement. Special 1:

NOTE This beautiful and graceful woman is the mother of Azran, prince of Koryn Thal.
Although she misses her home and mourns the loss of her love, the late King
Jailor Matrok is a skilled melee combatant, but has no exceptional Nahir, Lady Inayas sole concern is the welfare of her son.
defenses against ranged weapons and special ability attacks.

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Leviathan Lonu
Health: 900 Like the rest of his brethren, Lonu is a pacifist, making
Armor Class: 100 his presence in the Underworld seem out of place. Lonu
is a capable alchemist, and he is without equal in his
Melee Attack Damage: 140 knowledge of the swamps indigenous life.
Attack Delay (seconds):
Special 1:
Break Block %: 25
Lightning Resistance: 50
Cold Resistance: 75 Major Dethgrall
The Leviathan is an intelligent and powerful creature who has been bred specif-
Health: 750
ically for the purposes of destruction. Its cunning and calculating nature makes
the Leviathan one of the most fearsome units in the Bokni horde. Armor Class:
Melee Attack Damage:
NOTE Attack Delay (seconds):
Special 1: Damage
The Leviathan is a challenge due to its strong melee attacks and resistance to Special 2: Grenade Damage Over Time
lightning and coldpoison-, shadow-, and fire-based attacks do full damage.
Special 3: Knockback + Damage Over Time

One of two commanding officers who have taken post in t he abandoned


Liquidator temples, Dethgrall is eager for the chance to take his troops into battle against
the Monastery.

Health: 1500
Armor Class: 50 TIP
Melee Attack Damage: 125
Major Dethgrall is a powerful ranged fighter who is immune to poison;
Attack Delay (seconds): defeat him with strong melee attacks.
Special 1: Damage + Knockback
Special 2: Damage Flurry
Lightning Resistance: 50
Master Surya
Short-circuited by lightning, this Destroyer turned hostile to its masters
and began cannibalizing parts and limbs from victims, enhancing its mass
Health: 2250
and abilities.
Armor Class: 150
NOTE Melee Attack Damage: 150
Attack Delay (seconds):
The Liquidator is partially resistant to lightning, but other special ability Special 1: Damage + Knockback
attacks do full damage against it.
Special 2: Damage
Special 3: Lowers AC + Resistances
Break Block %: 50

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The leader of the ancient order of Monks, Master Surya is a wise and patient The Mire Imp is a rather intelligent and wicked little creature. Mire Imps
man. Before the war, he served as the chief council and bodyguard to the are territorial and have a size complex that translates into spiteful
royal dynasty. aggressiveness.

NOTE TIP
A true all-around combat master, Suryas only weakness is his lack Mire Imps have no melee attacksget in close to finish them off.
of resistances.

Mine Sower Monks of the Monastery


Health: 100 The ancient Monks of the Monastery have existed for a
Armor Class: 100 millennium. Most of their order died defending Koryn
Thal, with only a few key members escaping to ensure
Melee Attack Damage: the protection of Lady Inaya and her royal child.
Attack Delay (seconds): 0.25
Special 1: Knockback Mine
Special 2: Power Drain Mine
Special 3: Damage Mine
Special 4: Stun Mine
Overseer
Mine Sowers are fast and agile soldiers who have been bred by the Bokni horde
for one purpose: to lay mines.
Health: 1125
Armor Class:
NOTE Melee Attack Damage: 130
Attack Delay (seconds): 0.5
Mine Sowers lay mines with various effects: knockback (orange), power
drain (blue), stun + poison (green), and health damage (red). You can Special 1: Bonuses to Damage Output and Block Break % +
identify the type of mine by its distinctive color. Damage Shield
Fire Resistance: 75

Mire Imp This fire-wielding slaver is the backbone for the construction effort at the
Siege Forge.

Health: 50
Armor Class: TIP
Melee Attack Damage: This fiery boss Scorcher is immune to fire attacks. Up close in melee combat
Attack Delay (seconds): 0.5 its tough, so soften it up first with any ranged attack you can get in.
Special 1: Damage
Shadow Resistance: 25

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TIP
Nani Dae
These large arachnids are dangerous up close: Keep your distance and
When her family was taken by Loyalists, Nani Dae fled eliminate these pests with ranged weapons.
into the Undercity. Nani Dae is vivacious, good-natured,
and incredibly kind. She has dedicated these past two
years to the chosen art of her late father: alchemy.

Priest Cimido
The right-hand man to Baron Grimmose, this Sumdai
priest is a very calm and polite gentleman whose

Plaguebone
knowledge of the Underworld will prove invaluable to
the Changeling heroes.

Health: 100
Armor Class: 25
Melee Attack Damage: 90
Attack Delay (seconds): Prince Azran
Special 1: Damage + Damage Over Time
Poison Resistance: 25 Raised in the hidden Monastery atop the highest peak in
the realm, Azran has had the benefits of the Monks
millennium of experience and wisdom. The young prince
When the Wendigo tribe migrated to the Forbidden Desert, the Amaranthine is a formidable fighter, the equal of seasoned warriors.
Orbis seized it for their experimentations. The human visage of the Changelings
became forever cursed to dwell in tormented unlife.

NOTE
Plaguebones are resistant to poison. Rancid Imp
Health: 25
Praetox Lurker Armor Class:
Melee Attack Damage:
Health: 50 Attack Delay (seconds):
Armor Class: Special 1: Explosive Damage Over Time
Melee Attack Damage: 70
Attack Delay (seconds): As Imps age, the bile that courses through their bodies becomes unstable. Any
agitation will cause the Imp to spontaneously combust in a disgusting
Special 1: explosion of rancid acidic bile.

The Praetox Lurkers are lone hunters who dominate the Underworlds swampy NOTE
landscape. These otherworldly arachnids are incredibly vicious and cunning
hunters, always in search of the next meal. These offensive little critters have no resistances and blow up, causing
damage over time. They are dangerous in large numbers.

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Rattlebone Render Prime


Health: 100 Health: 1000
Armor Class: 50 Armor Class: 100
Melee Attack Damage: 95 Melee Attack Damage: 160
Attack Delay (seconds): 1 Attack Delay (seconds): 2
Special 1: Special 1: Damage + Stun
Block Strength: Yes Block Strength: Yes
Block AC: 100 Block AC: 250

When the Wendigo tribe migrated to the Forbidden Desert, the Amaranthine An advanced prototype deemed too dangerous to mass produce even as an ally,
Orbis seized it for their experimentations. The human visage of the Changelings Render Prime was pulled from assembly and rewired for maintenance and
became forever cursed to dwell in tormented unlife. scavenger duty.

NOTE TIP

These undead have strong melee skills and sturdy blocking abilities Render Prime is a killing machine; watch for the delay time between its
however, special ability attacks can cause them great damage. attacks for your best chance to strike and get away.

Reaver Resistance Fighter


Health: 75
Armor Class: Led by Captain Seras, the resistance has fought against
the horde since the fall of the capital city. With the
Melee Attack Damage: heir newly in their midst, they have vowed to bring the
Attack Delay (seconds): 0.25 fight to Koryn Thal and reclaim the city from the
Special 1: Health Drain Emperors tyranny.
Shadow Resistance: 25

Created by Overlord Uramshai, Reavers serve as the executors of the Overlords


will over the domain. Although their creator has disappeared, the Reavers
continue to execute their duties with deadly precision and robotic dedication.
Rori Shi
When Sheriff Suri Mah joined the Loyalist ranks, Rori
NOTE Shi vowed vengeance. It wasnt until Suri Mah saved his
life that Rori Shi would come to realize the sheriffs
Up close and personal is the best way to destroy Reaversthis prevents genuine nature.
them from sitting back and safely using their ranged health-drain attack.

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Rumblerock Sentinel
Health: 1125 Health: 100
Armor Class: Armor Class: 50
Melee Attack Damage: 135 Melee Attack Damage: 100
Attack Delay (seconds): 0.5 Attack Delay (seconds):
Special 1: Damage + Knockback Special 1:
Break Block %: 63
Forged by a combination of willing coven members and Underworld-
Rumblerock was one of two fiends who aided the Bokni Magus in the inspired technology, Sentinels are the most advanced of the Amaranthine
destruction of the sacred altar in the Hibernal Shrine. Orbiss creations.

TIP NOTE
Rumblerock is a strong melee fighter; use ranged weapons and special Sentinels are first and foremost melee fighters. You can eliminate them
ability attacks against him. from a distance without hassle.

Scorcher Sentry
Health: 150 Health: 125
Armor Class: Armor Class: 25
Melee Attack Damage: 115 Melee Attack Damage: 105
Attack Delay (seconds): 0.5 Attack Delay (seconds):
Special 1: Bonuses to Damage Output and Block Break % + Special 1: Attribute Decrease
Damage Shield
Fire Resistance: 50 Among the most advanced and specialized of the Underworld forces, Sentries
are biomechanical units that serve as the chief guardians of the Yethru palace.
These sadistic fiends can often be found on active battlefronts, whipping
Hounds and other lesser fiends into a battle frenzy. Their unbiased sadistic
nature makes Scorchers ideal slave-drivers. TIP
Use your ranged weapons and special ability attacks to defeat this melee-
TIP oriented foe.

Use every type of special ability attack against Scorchers, except fire:
Theyre immune to its effects.

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Shademarrow
Sergeant Gorbog Health: 50
Armor Class:
Health: 900 Melee Attack Damage:
Armor Class: Attack Delay (seconds): 0.5
Melee Attack Damage: 125 Special 1: Damage + Freeze
Attack Delay (seconds): 0.5 Cold Resistance: 50
Special 1: Damage + Knockback
Special 2: Shademarrows are the products of the covens experimentation upon members
of their own order. Twisted and condemned to a cold, hollow eternity in unlife,
Break Block %: 50 Shademarrows are vengeful creatures who seek to inflict only torment.

Sergeant Gorbog was recently dispatched by General Ru Kaji to secure the NOTE
sewers. Although the sergeant had proven triumphant in past battles, the
escaped Changelings were too determined for Gorbog to defeat on his own. You can easily defeat Shademarrows in melee combat, but at a distance
their freezing special attacks are problematic.
NOTE
This boss has higher attributes than others of his typeboth health and
damage are increased. From a distance, though, he is no trouble. Sheriff Suri Mah
When Nakiva invaded, Suri Mah joined the Changeling

Shade Trooper Loyalist movement to spy on the enemy. When the


Loyalists uncovered Suri Mahs motives, he was forced
to flee the city.
Health: 100
Armor Class:
Melee Attack Damage: 80
Attack Delay (seconds):
Special 1: Projectile Damage
Special 2: Grenade Damage + Stun Shock Trooper
Shadow Resistance: 50
Health: 100
The mysterious Shade Troopers are the elite fighting force of the Bokni horde. Armor Class:
Their fierce weapons fire bolts and grenades of pure shadow energy. Stunned Melee Attack Damage: 80
silence and death usually follow.
Attack Delay (seconds):
Special 1: Projectile Damage
TIP
Special 2: Grenade Damage + Knockback
Use any special ability attacks besides shadow-based ones, because Lightning Resistance: 50
Shade Troopers are immune to those.

Bokni Shock Troopers are the first into battle, electrocuting the opposition and
knocking them into next week with their static grenades.

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TIP
These electrified combat units are immune to lightning, but they have
little defense against big weapons in melee combatget in close and hack
them to bits.
Sludge Beast
Health: 1200

Siege Weapon Armor Class: 50


Melee Attack Damage: 200
Health: 300 Attack Delay (seconds): 0.5
Armor Class: 50 Special 1: Damage
Melee Attack Damage: Special 2: Damage Over Time Projectile
Attack Delay (seconds): Break Block %: 50
Special 1: Ranged area-effect attack for Fire Resistance: 25
25 Damage with Knockback Poison Resistance: 75

The Siege Weapon is a biomechanical construct that is capable of long-distance Bred by the Bokni horde specifically for the purpose of trapping Changelings
strikes. It does not have any close-ranged attacks and is completely vulnerable and other renegades in the labyrinthine depths of the Undercity, the Sludge
when on-screen. Siege Weapons are oftentimes guarded by grounded units such Beast is an incredibly stealthy and efficient hunter.
as Blockers, Brutes, and Troopers. If all Siege Weapons in an area are destroyed,
their bombardment attacks against the player will cease.
NOTE

CAUTION With partial resistance to both fire and poison, the Sludge Beast is best
fought in close, trading blow for blow after its slugs are eliminated.
Beware the knockback effect of Siege Weapon ammunition blasts.

Sludge Slug
Slime Slug
Health: 10
Health: 10 Armor Class:
Armor Class: Melee Attack Damage: 50
Melee Attack Damage: 50 Attack Delay (seconds): 0.25
Attack Delay (seconds): 0.25 Special 1:
Special 1: Poison Resistance: 50
Poison Resistance: 50
The Sludge Slug is the larval offspring of the gruesome Sludge Beast. These
These Bokni hatchlings thrive in the dank sewers, feeding off of the plentiful slugs spend their time in the sewers, where they have a constant supply of
toxic refuse that has corrupted Koryn Thals waterworks. food and a dank place to grow.

NOTE NOTE
Slime Slugs are only in the first chamber of the Sewer Safehouse. They are Sludge Slugs are immune to poisonous attacks.
identical to Sludge Slugs.

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Smasher Spine Slinger


Health: 150 Health: 100
Armor Class: Armor Class:
Melee Attack Damage: 105 Melee Attack Damage: 100
Attack Delay (seconds): 0.5 Attack Delay (seconds): 1.5
Special 1: Damage + Knockback Special 1: Damage + Stun
Break Block %: 25 Block Strength: Yes
Block AC: 100
Incredibly stupid but dangerously strong, the Smasher is armed with an Damage Shield: Yes
awkward and unpredictably effective weapon. Poison Resistance: 75

TIP Cunning, ruthless, and always hungry, Spine Slingers are ranged hunters,
armed with needle-like spines that can be shot at high velocity.
Smashers are strong melee fightersstrong enough to break through
your blocks. Use area-effect attacks against them when their hammers get
stuck in the ground after a devastating downward strike. NOTE
These creatures are immune to poison, but other special attacks are
effective. Ranged weapons also work well against them.
Spectre
Health: 75 Spirits of Techlatal
Armor Class:
Melee Attack Damage: 85 When the ancient coven opened a rift in dimensional
Attack Delay (seconds): 0.5 space over 1,000 years ago, the dead began to linger
Special 1: between worlds. Today, the spirits of Techlatal
continue to haunt the ruins, longing for an end to
Shadow Resistance: 75 their purgatory.

The Amaranthine Orbis returned to Techlatal to harvest the spirits who had
been trapped by their earlier ritual. The spirits were bathed in nether worldly
magic, making them stronger and able to affect the material world.

Stonedancer
NOTE
Spectres are immune to shadow-based attacks. Health: 300
Armor Class:
Melee Attack Damage:
Attack Delay (seconds):
Special 1: Power Drain

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When Ati Marra returned to the palace, Nakiva assigned the Concubines to
serve as his mothers servants and bodyguards. The most adept were enchanted
by Ati Marra to look and be as stone until a time when she would need their aid.
Toxic Trooper
Health: 100
TIP Armor Class:
Stonedancers do little damage, but they suck out your power with their Melee Attack Damage: 80
special attacks. Eliminate them quickly when fighting groups to preserve Attack Delay (seconds):
your power. Special 1: Projectile Damage
Special 2: Grenade Damage Over Time

Sumdai Villager
Poison Resistance: 50

The masked Toxic Troopers wield powerful Bokni weapons that fling poisoned
The Sumdai are the nomadic sentient people of the essence. Their bolts sting, but the real danger is their toxic gas grenade.
Underworld swamplands. Although their religious
ceremonies can appear quite gruesome to outsiders,
TIP
they are a passive and peaceful people.
Toxic Troopers have a powerful ranged poison attackget in close to
prevent them using it.

Toth
Health: 1350
Trainer Vishal
Armor Class: 100
Strong, courageous, and honorable, Vishal is one of the
Melee Attack Damage: 130 most formidable warriors the Monks have to offer. Since
Attack Delay (seconds): 0.5 the end of the war, Vishal has served as Azrans mentor;
Special 1: Damage + Knockback never having had a son of his own, he possesses a deep
attachment to the prince.
Special 2: Health Drain
Break Block %: 50
Shadow Resistance: 50

Toth is the most temperamental of the three Yethru princes. It has been
known for many centuries that Toth harbored ill will toward his older Trooper
brother, Uramshai.
Health: 100
Armor Class: 25
NOTE
Melee Attack Damage: 80
Toth is no pushover; hes an all-around killing machine, and youre in his Attack Delay (seconds):
sights. He is resistant to shadow attacks, can break through your blocks,
Special 1: Projectile Damage
drain your health via special attacks, and blow you away in melee combat.
Special 2: Flurry Damage

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Utilizing the full potential of Bokni technology, the Troopers wield Vanguards serve as the bodyguards of the Yethru royalty. They are slow but
specialized weapons that hurl hot lead in two fire modes: single-fire and powerful combatants who are not to be underestimated.
barely controlled burst.

CAUTION NOTE
The Vanguards one resistance is a bonus against shadow-based attacks.
The Troopers minigun is a devastating ranged weapon; engage these
Bokni units in melee combat as soon as possible!

Vanguard Vavoroon
Tumgri Health: 1125
Armor Class:
Tumgri is a polite and soft-spoken craftsman. Until the
arrival of the outworlders, Tumgris crafts were Melee Attack Damage: 140
decorative and simple in nature. Attack Delay (seconds): 0.75
Special 1: Damaging Charge + Knockback + Power Drain
Damage Over Time
Special 2: Damage + Stun
Break Block %: 50
Damage Shield: Yes

Uramshai Shadow Resistance: 50

Appointed by the Yethru princes to safeguard the bridge in the Nest of Fiends,
This god-like ruler was betrayed by his brothers, who
Vavoroon became an infamous figure in the Underworld. It wasn't until his
sought to claim the Underworld as their own. To ensure
demise at the hands of otherworldly heroes that the palace was once again
that he would not return, Uramshais spirit was
accessible by the Underworld's denizens.
imprisoned within the essence of Nakiva, who conspired
with the Yethru princes.

Void Cutter
Vanguard Health: 100
Armor Class:
Health: 150
Melee Attack Damage: 105
Armor Class:
Attack Delay (seconds):
Melee Attack Damage: 110
Special 1:
Attack Delay (seconds): 0.75
Teleport/Burrow: Yes
Special 1: Damaging Charge + Knockback
Shadow Resistance: 25
Special 2: Damage + Stun
Break Block %: 25
Native creatures of the Underworld, Void Cutters can teleport. These unpre-
Shadow Resistance: 25
dictable predators are devastating on the battlefield, making them incredible
assets to the Bokni horde.

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NOTE
The Void Cutters primary tactic is to teleport in and out of range to launch
its melee attacks.

Watcher Yama
Health: 75 Health: 1800
Armor Class: 25 Armor Class: 150
Melee Attack Damage: Melee Attack Damage: 140
Attack Delay (seconds): 1 Attack Delay (seconds): 0.5
Special 1: Damage Special 1: Melee + Bonus Damage
Break Block %: 75
When the elders gained knowledge of the fiends technological advancements, Fire Resistance: 75
they began work to replicate their technology. The Watcher was created to
support the Drones in the protection of the laboratories.
Wise and patient, Yama was the guardian of the Source Stone. When the
uprising began, it was Yama who shattered the stone and cast the enchantment
TIP that imbedded Uramshais essence in the half-breed warrior.

Watchers do not possess any resistance to special ability attacks.


TIP
Yama is a strong melee combatant whos impervious to fire damage. Dont
Wendigo Patriarch try blocking against him; every one of his attacks will get through
whether youre blocking or not.

Health: 1500
Armor Class:
Melee Attack Damage: 145
Attack Delay (seconds): 0.25
Special 1: Damage + Knockback
Zuleka
Break Block %: 25
The daughter of the one-time arch priest of the
Poison Resistance: 50 Amaranthine Orbis, Zuleka was condemned to purgatory
between worlds alongside her brethren. Zuleka carries
The patriarch destroyed several members of his own tribe to achieve this with her the guilt of her fathers role in the fall of
position of power. Although he has only held the title for a short time, the Techlatal.
patriarch has proven to be one of the most fearsome Wendigo warriors the
desert has ever known.

CAUTION
The Wendigo Patriarch is a whirling dervish in melee combat. His
dangerous melee attacks are executed with blinding speedkeep distance
between you.

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From the Sewer Safehouse to the Abyssal Shrine, this section takes you
through the objectives in story mode and describes how to complete them.
The Meeting
Although quest items are collected, theyre automatically stored and usedyou I have received an invitation from Sheriff Suri Mah to attend a secret
dont need to concern yourself with carrying them and utilizing them in the meeting in the Undercity. Yet, the Emperors minions have long patrolled
right occasions. Boss battles are included in the following pages (refer to the
the sewers, making secrecy very difficult to preserve. I must be sure to kill
any enemy soldiers that I encounter on my way to the safe house, else
Bestiary section for stats on bosses fought in story mode).
they follow me to where the others are gathered and waiting.

Prologue Objective 1: Attend the Meeting


The sewers are teeming with the Emperors forces! I must fight through the
enemy forces in order to make my way to the safe house gathering.
Sewer Safehouse
Youre in a large sewer chamber. There
is only one exit from this room (to the
west), but before leaving, explore the
area and collect any treasure or
valuable items from the various chests
scattered around.
Many Slime Slugs ooze around this
chamber. Get a feel for your weapons various attacks by eliminating these
slimy Bokni hatchlings from this sewer chamber.
When youre done, head west up the passage. A Brute attacks with its deadly
blades. There are many more where he came from, so get used to how these
Bokni foot soldiers behave in combat.
As the passage turns south, note the
presence of a checkpointthe blue
circle with a glowing blue-white orb
floating above it. As you move through
this feature, the game automatically
saves your progress. Now if you should
die, this is where you respawn. If you
hear the chime while moving through
it, that means your progress is successfully saved.
Keep moving through the passage and eventually the third foe type is
revealedSmashers. These creatures are strong and wield a massive battle
hammer. This is also where the attacks of opportunity (AoOs) first appear.
This special type of attack can make or break a battle for you, so make sure you
understand how to use them effectively.
Beyond this point in the passage farther ahead, you must conquer the first
ranged unit of the Bokni forces: Toxic Troopers. They are not formidable foes;
however, their ammunition varies and packs a punch when youre preoccupied
dealing with other enemies.
Follow the passage in the only
direction you can go, and eventually a
cutscene shows the results of the
meeting. This completes your objective
to attend the secret meeting of the
Changelings with Sheriff Suri Mah.

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Flight to Freedom Boss Battle: Sergeant Gorbog (continued)


I need to find safe passage out of Koryn Thal. I know I can fight my way Watch for the prompt on the screen when the timing is right to launch your
out, but what about the others that were at the meeting? They didnt look power AoO. Dont worry if these opportunistic attacks dont connect, as it
like warriors to me and may need my help getting out of here. only takes several regular melee attacks to defeat the sergeant.

Objective 1: Rescue the Changelings


When Sergeant Gorbog is defeated,
I have to get out of here, but the others at the meeting will likely need my note the three exits from your current
help. If I find them, I must ensure that they make their way safely out of
location. Large beasts known as
the sewers.
Changeling Loyalists inhabit two of
them. They are both behind locked
When the game resumes, note that your objectives have changed. The sheriff doors, so you can attack them when
and the beast who came through the door are in one of the adjacent passages youre well prepared. These
battling it outyou can observe the battle but not interfere with it. Changelings are not hardy or much of a challenge in combat.
Investigate the alternative passage out of this area. When the two Changelings are defeated, check the chests in both of these
Soon you find a Changeling locked in side rooms for valuables. Just past this point your quest journal updates and
a cage. Follow the screen prompt and completes your first objective in this quest: You have rescued the Changelings!
release her from the cage; this is the
female Changeling from the meeting. Objective 2: The Sludge Beast
Now the passage beyond the cage is The Sludge Beast is guarding the only exit in this part of the sewers! I
open for further exploration. must kill the beast before it is safe to escape.

NOTE From the large door, explore down the passage beyond. There may only be a
few enemies to vanquish before you meet the second boss.
These Changelings cant fight, so you must protect them at all costs!
Boss Battle: The Sludge Beast

Continue down the unexplored passage and through several waves of Brutes, Explore the large open chamber that the Sludge Beast calls home. Youve got
Smashers, and Toxic Troopers to find the male Changeling from the meeting a short period before it climbs up the central pillar in the middle of the room
also locked in a cage. Release him and move down the passage that opens and begins the assault with its ranged poison shot and cloud attacks. Use
behind the cage; there is a checkpoint right around the corner. this time to go around the ringed platform, clearing the area of Sludge Slugs.
There are only a few stretches of passages between you and the first boss After the Sludge Beast is at the top of the pillar, it periodically jumps
now; practice your attack types before you get there to ensure a quick and across to one of the corner platforms. That is where you must attack. It may
easy victory. take several turns of it jumping away and jumping back, but with patience
comes victory. When given the chance, the beast spawns several Sludge Slugs
Boss Battle: Sergeant Gorbog
at a time, so you may have to deal with those squirmy distractions while the
beast takes a few free shots at you.
You get several chances to deal AoOs on the large Sludge Beastif
youve practiced them, this is a straightforward battle.

Sergeant Gorbog carries a giant hammer similar to those youve seen used
by other Smashers. His melee damage is impressive, although he is very
slow. Take advantage of his high arcing swings that pound the ground and
get stuck there, giving you a wide open chance for using AoOs against him.

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superstitions claim that the mountain has a will of its own; that its ice
Objective 2: Leave the Sewers mysteriously shifts to block or open pathways that will lead the unwitting
I must find the exit that the Sludge Beast was guarding and get out of here to their doom. Few have dared to venture this far up the deadly peak, and
before Ru Kaji and his soldiers catch up to me! even fewer still have survived its unforgiving dangers.

Retreat to Safety
I dont know where I am or where I am going. All I know is that its cold, Im
hungry, Im tired, and theres an army of the Emperors soldiers on my tail.
I need to make it to high ground before they catch up with me.

After you defeat the Sludge Beast, the immediate area is clear to explore. Objective 1: Gain the High Ground
Find the far exit from this chamber; many chests await your plundering. A The Emperors soldiers have followed me up the mountain. I must make my
ladder leads out of the sewers, thus ending this quest. way to high ground if I am to escape capture!

In the barren landscape of the Frigid


Chapter I Trail, there is a new host of enemies
searching for you. In the harsh cold are
Blockers, Hounds, Frost Troopers, and
Shock Troopers. Explore the
Frigid Trail surrounding area, eliminating the
enemy troops, but keep your eyes out
for several types of destructible objects that may contain treasure. In this area
they come in the form of chests, boxes, and large stones.

CAUTION
Be wary of the Frost Troopers ranged attack; their rifles fire automatic ice
rounds in quick flurries.

Explore east along the cold barren world. There is a checkpoint in the open
near a passage blocked with icewell return here later. Work your way east
to a large molten chasm with ornate stone buildings dotting the adjacent
rocky outcroppings.
You must fight your way over it. A narrow rock bridge passes over the chasm
and guards wait for you there. Battle your way across; on the other side is an
isolated monastery. You must find a way inside.

At the front of the monastery is no doorway, but there is a frozen entrance


you can inspect. Look for the on-screen prompt to pop up and indicate youre
at the right location, or check your minimap for the door icon. When there,
inspect the frozen entrance. It appears solid, but when you touch it, your skin
tingles. A Bokni ambush appears, but some hidden power immobilizes and
For untold centuries, the wintry path that winds its way to the mountains
legendary summit had been unreachable by the common traveler. Some eliminates them. You lose consciousness. You have gained the high ground
but at what cost?

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Hidden Monastery
Objective 2: Patrol the Mountain
Trainer Vishal has ordered me to patrol the Frigid Trail and kill the fiends
that have followed me up the mountain.

Leave the monastery and various Bokni forces attack. Eliminate the immediate
threat and continue west across the stone bridge. On the other side, look for
the previously blocked passage. The fiends have broken through the frozen
pass, and this is where you must go!

TIP
Look for large crates and boxes in this area that may contain
valuable treasure.

Built upon a foundation of peace and enshrouded in timeless legend, the


monastery has long enjoyed isolation from the worlds turmoil. It wasnt
until the arrival of a mysterious traveler that the monasterys ancient
secrecy was shattered. Now that the monastery is in the Emperors baleful
sights, it is only a matter of time before the last free peoples of the realm
are claimed in bloodshed.
Head south, destroying resistance. This part of the frozen landscape is open,
so keep track of your position on the minimapits easy to get turned around if
The Debt youre not watching your travel direction.
The fiends that followed me here are still lurking on the mountain. The At the far end of this zone, watch for the red skull and crossbones on the
monks are worried that the scouts will send word of their location to Koryn minimap; this indicates the location of your next boss. However, hes not so
Thal. I need to stop the scouts before that happens. willing to confront you yet. The boss notices you and flees into the nearby
cavern, triggering an avalanche to cover his tracks. There is nothing left to do
Objective 1: The Trainer now but get to the monastery and ask the trainer for advice.
I need to find Trainer Vishal in the monastery and speak with him. Use the Warp function (accessed from the journal map) to get back to the
monastery quicker than walking back.

CAUTION
The second objective is not completed until you defeat the boss
Corporal Odlaw.

Inside the monastery, get to know the surroundings and the people. To stock up
on items or sell any valuables collected, talk with the merchant in the
monasterys northwest corner.
You must find Trainer Vishal in the northeastern corner to complete this
objective and receive your reward.

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Glacial Tomb
Objective 3: The Avalanche
I should ask Trainer Vishals advice regarding the avalanche blocking
the cavern.

To progress with this objective and finalize this quest, you must return to the
monastery to speak with Trainer Vishal if you havent already done so. He says
you can break through the barrier, so go there. At the barrier, use several
melee attacks against it to break it apart and gain access to the Glacial Tomb
beyond. Within the tomb is the corporal, and now that hes had time to prepare
for your arrival, the advantage is with him.

Boss Battle: Corporal Odlaw


Corporal Odlaw is an elite
Bokni scout who wields an
extremely powerful minigun
capable of firing hundreds of
bullets in small bursts. This is
one boss you dont want to duel
with ranged attacks!
When youre able, get in as
close as possible to the
corporal to prevent him from
using his minigun to its fullest
potential. Use your strongest
melee attacks in close range to
hurt him significantly. Dont
forget about the pesky Fiend
Buds who are hopping around
his feet. Theyre not that
threatening alone, but can distract you long enough for the corporal to put
hundreds more holes in you with his minigun. The tomb was once a sacred resting place for the monks who dwell on the
It may take several health potions, but keep the fight in close to him to mountain summit. Today, the tomb is used as a staging ground and
emerge victorious. His melee attacks are not as dangerous or powerful as transport pass by the fiend horde that prepares for its assault on the
his ranged attack, but he does possess a knockback effect from his guns monastery.
butt attack. You can avoid that with timely blocking, but if you dont, get
back into the fight ASAP. Regardless of which character youre playing, take The Occupied Temples
the fight into hand-to-hand combat range.
The ancient temples in the mountain are teeming with the Emperors
troops; no doubt they are staged for attack. I need to stop them before
Defeating Corporal Odlaw completes this quest. Note that your journal
they move on the monastery.
automatically updated to reveal the next quest and its currently known
objectives. Objective 1: Cripple the Bokni Forces
The Emperors forces have secured both of the ancient temples and are
staged for attack. I must find the officers stationed in each temple and
stop them before its too late!

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Explore north of the entry chamber Boss Battle: Major Dethgrall (continued)
down the long corridor. New troops
The major is an elite Toxic Trooper with a devastating ranged projectile
arrive to delay your progress, but dont
attack and an additional knockback effect. You must get close enough to avoid
let them slow you down. Firespitters,
his ranged attack and force him into melee combat modegiven the knockback
Fiend Buds, and Hounds roam the
effect of his attack this can be a slight challenge. Up close the major is half the
corridor ahead.
threat he is from a distance, so keep him within arms length.

TIP After Dethgrall is defeated, continue north along the narrow corridor to the
exit, which leads to Icen Sanctuary. Exit to continue your quest.
Look for breakable vases and multi-armed statues that serve as chests.
You never know what treasure is to be found inside these features.
Icen Sanctuary
When you get to the large square room with the fountain in the middle,
prepare for a large group battle against several Firespitters, some Smashers,
and Fiend Buds. They attack all at once; any available mass-effect spells or
stun abilities will save you in this tight situation.
When this area is cleared of Bokni forces, note the three exits from this
chambernot including the one you came from to the south. The west passage
leads to a larger complex chamber and corridor system. There are many Bokni
units throughout the following passages, and especially along the fringes of
the zone map in the circular chambers with only one exit: Expect large groups
of enemies within.

This is a large and spread out map that easily causes confusion when youre
not paying attention to it. However, there is only one way out when you clear
the map of the Bokni forces. From the large square room with the pool and
fountain, head north until you get to another square balcony room with exits to
the north, east, south, and west. Walk west (if you continue north from this
point, there is a dead end in one of the circular rooms) until you come to a T-
shaped passage. Turn north again into a long narrow corridor.
Battle your way down this long corridor, and eventually you come to a closed
door. On the other side of the door is the telltale red skullthe sign of a boss
in the chamber beyond (check the minimap). This is the first of the two officers
you must eliminate to complete your objective.
Boss Battle: Major Dethgrall

Before the fall of Koryn Thal, the Icen Sanctuary was a sacred place where
the honored dead were prepared for their journey to the afterlife. These
halls have since been occupied by the fiendish horde of the Emperor.

The last of the Bokni forces are holed up with Major Dethgrall: some Fiend
Buds and a few Hounds. Eliminate his troops before you attack the major.

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Objective 2: Secure the Temple


In the Icen Sanctuary, follow the passage The fiends have been expelled from the temples, but for how long? I should
north to a massive open chamber. travel beyond the Icen Sanctuary and secure the temple from the Bokni
Search the chamber and eliminate all of forces once and for all.
the Brutes, Fiend Buds, and Firespitters
you can find. When the area is clear,
look for the one exit, which is through
a door along the north wall.
Soon you come to a four-way inter-
section, and each corridor beyond is blocked by a locked door. After you check
the north door (which is locked), head south down the corridor from which you
came. When you turn to leave, the west and east doors spring open in ambush,
and the Bokni units rush to attack. Travel north down the corridor past the chamber where you defeated General
Search the eastern corridor first. Another gargantuan chamber at the far end Belzruk to find the end of the temple and the exit to the Supply Depotthrough
contains many Bokni forces to eradicate. The way you came in from the inter- you must go!
section is the only way out, so return to that point when you finish clearing it out. In the Supply Depot, note the two barrels of explosives, one on either side of
Back at the intersection, note the northern door is still lockedyou dont the sanctuary entrance. Attack both barrels to cause a massive cave-in, thus
need to open it. Now explore the western corridor to find an even larger securing the temples and completing your objective and this quest.
chamber full of Bokni soldiers. Go west down the corridor, then north as far as
you can go; the second boss is behind a closed door. Inside his station chamber
there is a small army of various Bokni units including Firespitters, Brutes, Supply Depot
Blockers, Smashers, and a Gore Driller as the bosss personal pet. The second
officer is none other than General Belzruk.
Boss Battle: General Belzruk
This elite Frost Trooper has a small
army backing him up, which is an
incredibly difficult challenge if you go
about it the wrong way.
First of all, its easy to bait and
hook the minions who are inside the
door. Let them get you in their line of
sight, and theyll give chase back out the door, where you can eliminate
them quietly and without a fuss.
Inch along the walls on either side of the chamber, staying out of sight
of the general, who is in the center of the room due north of the entrance.
You must go to both sides of this large chamber and clear it out without
activating this boss battle. If you can accomplish this, you only have to
fight the general and his pet at once instead of a massive gang fight that
makes the odds against you poor.
After the area is clear, you can begin your attack; youll know when its
on by the bluish frosty ring of protection around the general. Once inside
his ring, youre stuck insideany attempt to leave knocks you down.
Immediately hell start firing his rapid ranged attacks, so you must get in
close and destroy his pet Gore Driller, then turn the fight on him.
The general is not tough up close; hes a true ranged fighter when it
comes down to it. And if youve already destroyed the rest of his minions,
this battle is soon over with you coming out the victor.

The defeat of the general concludes the first objective in this quest.

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The Emperors fiendish army has amassed with lightning speed at the base
of the mountains summit. Guarded by flimsy wooden fences, the Supply TIP
Depot is the backbone of the fledgling war machine that steadily prepares
for conquest over the monastery at the mountains summit. While you search the landscape, artillery fire from the Supply Depot
rains on you. These explosives have a knockback effect, but theyre more
pesky than anything else. Ignore them while you work toward completing
Cripple the Horde your objective.
How long was I unconscious in the monastery? The Bokni have already put
together the makings of a full-scale war machine! I need to cripple their
efforts by hitting them where it hurtstheir supply line.
Siege Factory
Objective 1: Seek Vishals Guidance
I should return to the monastery and seek Vishals guidance on the Supply Depot.

Warp to the monastery and seek out Vishal. He tells you that you must destroy
the enemies supplies to strike a savage blow to the hordes attack capabilities.
This objective is now complete.

Objective 2: Destroy the Supplies


I must return to the Supply Depot and destroy the enemies supplies.

Warp back to the Supply Depot


and bring your assault against
the Bokni weapons stores
but first you must find them.
Head south over the icy
landscape looking for a short
bridge. This area is massive
and it will take time to cover it
all. Aside from getting
experience points, though, the only
thing you need to do is find all the
crates, and theyre close together.
When you start to find stockpiles of
destructible crates, youre getting
close to the Supply Depot. Watch for
Constructed by a combination of nether worldly magic and restless labor,
the journal prompt to tell you that they
the Siege Forge is the seething heart and soul of the war machine. Here,
must be forging these weapons nearby. Look south from there to find the depot terrible instruments of war are born by the hundreds. It is believed by
where the rest of the crates are. many that the forge itself is a conduit into the nether realm from which the
You must destroy eight supply crates to complete this objective and end fiends themselves came, but no living being has dared to venture into the
the quest. fiery depths to discover for themselves.

NOTE The Siege Forge


The forge is the heart of the Siege Factory. If I can find some way to halt
The supply crates you must destroy show up as red crosses like those of production on Siege Weapons, I can ensure the safety of the monastery, at
enemies on your minimap. least for a time.

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Boss Battle: The Overseer


Objective 1: Dismantle the Siege Weapons
The Bokni horde has begun to create Siege Weapons in preparation for When you reach the top of the
their invasion of the monastery. Dismantling these weapons will further stairway, pause to survey your
cripple the enemies plans for invasion. minimapseveral enemies will show
up whom you can bait and hook out of
the fight with the Overseer.
This massive hoofed creature
wields both flame attacks and a giant
chain whip. If your ranged attacks are capable of doing significant damage
try using them against him before going in for melee combat. Characters
with low health will have a harder time withstanding direct blows from his
chain whip.
From the entrance to the Siege Factory area, you must work your way west toward Regardless of your transition time between ranged attacks and melee
the factory proper. There is a lot of ground to cover, so keep pushing forward. attacks youll have to get in close to finish the job. Be prepared with your
When you notice fiery ammo falling from the sky, youre getting close to a health potions and also eliminate any stragglers left in the Overseers
catapult location. You must search out and destroy that catapult! There are more defenses; there may be an extra Flame Trooper kicking around in the back.
of these Siege Weapons scattered about toward the factory: Destroy them all.
With the defeat of the Overseer, the first objective of the quest is complete.
NOTE
Objective 2: Destroy the Forge
There are eight Siege Weapons to destroy to complete this objective. The forge is the heart of the war machine on the mountain. I think that the
Siege Igniters will be more than enough to overload the forge and destroy it.

NOTE
Every time you destroy a Siege Weapon, you collect a Siege Igniter. This
automatically stored quest item allows you to complete the next objective.

This objective is quick and easy after the defeat of the Overseer. Follow the on-
screen prompt to ignite the forge and cause the explosion.

Objective 3: Escape the Explosion


I need to get out of the Siege Factory before the forges destruction.
The first part of this map is a large irregular circle, so whether you take the
western or northern branch, you end up in the same place where both branches The igniters have done their job, the
meet together at the fifth Siege Weapon. When you get to number five, trust forge is in the center of what now will
that youre going in the right directionat this point it will be due north. be a devastating explosionand
Follow the narrow section of the map north until it opens into a wide youve got five minutes to escape!
landscape. The sixth Siege Weapon is straight ahead and to the west. The Run south as far as you can then
seventh is nearby on a northeast line from number six. The final Siege Weapon turn east. Stop to eliminate Bokni
is straight across the map on the far end; follow your compass east as far as soldiers only if theyre in your direct
you can go to find it there. path to freedom. At the far end of the map where it turns south again, the
When you have destroyed the last of the eight Siege Weapons, find the fiery quest journal should update and youre automatically warped back to the
canyon to the north (on the maps eastern end). From there, only the right fork monastery. This concludes your escape.
leads down into the factory; the left fork is a dead end that leads to a high
lookout point above the canyon beyond.
TIP
Look for the right fork in the road that leads down into the factory. There you
must confront the Overseer to progress in your quest. While making your escape be sure to run across any checkpoints you see
just in case you dont escape on the first try.

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Objective 4: Report to Trainer Vishal It wasnt long after the Changeling travelers arrival upon the mountain
I must report the Siege Forges destruction to Trainer Vishal. that the monks noticed a change in their most sacred and blessed of
dwellings. The Hibernal Shrine was infiltrated by a strange and wicked
fiend magus and the blessed altar desecrated by its corruptive presence.

Secure the Monastery


The sacred temple within the monastery has been corrupted by a Bokni
Magus. I need to kill the invader and restore the enchanted idol to the altar.

Back in the monastery, seek out Trainer Vishal and speak with him about your Objective 1: The Master
success. Hes in his regular spot in the northeast corner of the main hall. Once Master Surya, the leader of the monks, has requested my assistance at once.
youve spoken and collected your reward, this quest is over. Search out Master Surya, the leader of the monks in the southeast section of

Hibernal Shrine

the monasteryhes the guy whos been quiet until now, watching over the two
sparring monks.
This objective is concluded when the master tells you of your next task:
Restore the altar with the three idol fragments.

Objective 2: Restore the Altar


I must find the three idol fragments and restore them to the altar in the
Hibernal Shrine.
You must travel to the Hibernal Shrine via the previously locked door located in

the northern hall of the monastery. Inside the shrine, proceed south down the
passageway to the bottom of the stairs. The east and west passages meet up
again farther into the shrine, so it doesnt matter which path you choose as long
as your searching is thorough to gain the most treasure and experience from this
level as possible.
We chose to go west and work our way right back to this spotits a wide
circular path through the shrine but we covered every inch of the shrine in the
circular route before moving deeper into the building.
Halfway around this first ring of the shrine you come to a square balcony
chamber with an exit on each of the four walls. The exit on the north wall is
where you collect the first idol fragmentbut you must pry it from the grip
of Hammarak!

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Boss Battle: Hammarak Boss Battle: Rumblerock


When you find this large This is another boss fight that
square chamber, fight your way can be extremely difficult or
along the balcony opposite extremely easy depending
Hammarak, clearing away all of solely on whether you
his support troops in the eliminate the bosss guards
immediate area. When his prior to engaging him in
minions have been eliminated combat directly. If possible,
you can challenge him alone make your way all around the
almost. He may have one Shade outside of this chambers
Trooper backing him up still balcony on the opposite side
when you confront him in the that Rumblerock is on. If you
dead-end corridor to the north. see his red skull and
This elite Blocker lives up to crossbones ahead of you, turn
his traditionhe blocks most around and go the other way
of the time and then counter- until youve eliminated all of
attacks. If you have any block- his Bokni support troops.
breaking bonuses they help Rumblerock fights just like
greatly during this battle. Destroy the Shade Trooper minion right away so any Smasher, but with extra-powerful attacks. His primary hammer attack
youre not taking damage from afar while you deal with this boss. has a knockback effect, and in between swings, if youre in close, hell just
You must get in close to Hammarak and swing away to break his block strike out for a cheap and quick jab. If you can avoid his huge hammer
and open him up for more attacks. His blocks are quite solid; however, swings and stay inside his reach he is very easy to defeat. Dont waste time
once his defenses are open a quick punishing finishes him off. Hammaraks trying to block his hammer swings; most characters move faster than he
defeat gives you the first of the three idol fragments you need to does so just get in close and lay on the pain!
complete the objective.
Rumblerocks defeat gives you the second piece of the idol and brings you
When you have cleared the closer to completing this objective.
first half of the shrine of all Now turn on your large
Bokni forces, proceed down minimap. The southern exit
the southern corridor from the from this chamber is a dead
square chamber where you end, but you should clear it
fought Hammarak. You should out regardless. Again the west
pass a checkpoint soon as you and east corridors lead to
explore this southern. Soon mirror image rooms that
you come to another large eventually end up in the same
square chamber with a bridge narrow corridor beyond. It
built into the center of it, doesnt matter which way you
joining both sides of the go, just note the southern
balcony. Again there are four corridor that links them when
exits, one on each wall you get there so you can come
including the one you just back this way on the other
came in. In the center of this side and clean out any
chamber is the second idol remaining Bokni resistance.
bossRumblerock!
When you find the corridor
on the far south side of the map, there is only a single way to proceed. A
hallway to the east leads to the grand altar chamber.

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Eliminate all of the Bokni Boss Battle: The Bokni Magus (continued)
resistance within the altar There is one other way to damage him and even finish him off that
chamber. A sealed doorway on worked once for us. Run around the circular dais in the middle of the
the second floor will not open chamber and keep it between you and the magus. If you can get him out of
until you place your two idol range so that hes stuck on the other side and isnt pursuing you anymore,
fragments into the idol (this you may have it. Keep hitting him with your ranged attacks while staying
happens automatically when out of his range. If he cant heal himself with his ranged drain attacks you
you approach the statue). can keep whittling him down for an eventual win.
When the two colored crystal
fragments are replaced on the Good luck!
idol, the door on the second
floor opens. That is where you When the magus is finally destroyed, head back down to the main level and
must go to face the Bokni place the last idol fragment on the altar. This restores the altar and completes
Magus inside in a final this objective.
confrontation.
Objective 3: Return to the Master
I need to report my success in the Hibernal Shrine to Master Surya.

Boss Battle: The Bokni Magus


This is by far the most
difficult battle up to this point
in the game. The Bokni Magus is
an incredibly powerful mage
from another realm, and he
wont be defeated without a After the last epic objective, warp back to the monastery and seek out the
terrible struggle. The magus Master; speak with him to complete this objective and receive your reward.
rides on the back of a horrible
four-legged beast, which
Objective 4: Leaving the Mountain
grants him extremely fast
mobility. This can be a major I must speak with Trainer Vishal, who will be accompanying me down
disadvantage because at times
the mountain.
it means he engages you in Find Trainer Vishal and speak
combat or flees upon a whim. with him. This objective is
To make it even more completed at the end of the
challenging the magus can conversation and youre
teleport short distances. automatically sent into
chapter II.
The magus tries to keep distance between youif you run away hell
come after you, but if you run at him hell run away. While at a safe
distance he launches his ranged health- and power-draining attacks; he
also has an attack that causes slowness. His draining attacks heal himself
while he keeps your power low as well so that you cant use your own
special attacks. However, there is a way to beat himeven two!
At this point our 17th level prowlers Changeling form, the dervish, was a
force to be reckoned with, but the time limit to take advantage of his
alternate form was fairly brief. Get into the battle fast as your Changeling
and use up all your power with special attacks, AoOs, and high-damage
melee attacks. The magus is not very resilient to Changeling melee attacks
if you can stay in close and rip him apart.

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The burned-out farming village map is very easy to navigate. Start working your
Chapter II way north along the eastern edge and then systematically explore in north-south
lines as you progress farther west. The first open area that you start in soon
narrows into a long westward field. There is only one exit from this westward
Ashen Foothills section of the maplook for a narrow opening in the northern wall that leads to a
pathway through a charred field.
Halfway down this path you find the next bossthe Leviathan.

Boss Battle: The Leviathan


This abomination is a deadly
melee fighter. It walks on its
oversized hands while holding
a spinning bone saw between
its atrophied feet. If the
Leviathan is not attacking with
its massive claws in powerful
swipes, its whipping its
sawblade out at targets
attempting to cut them in half.
The Leviathan attacks the
prince first whenever given an
opportunity, so you must be
prepared to give him potions to
keep him healthy and safe. If
he needs one, youll see the
Give Potion prompt on the
game screen.
Even though the Leviathan does incredible melee damage, you must get
The farmlands were converted into minefields and have since been in close and hack it to bits. Every second its close to the prince youre
abandoned by the fiends that dominate this region. Enormous charred dangerously close to losing this battle. The best way to deal with this boss
stumps and the carcasses of burnt trees dot this war-torn landscape. The is to end the fight as quickly as it starts with only strong melee attacks
charred remains of a farming village are scattered throughout the terrain. and wasting no time on special attacks or abilities.

Enemy Territory At the far end of the


northward pathway youll find
The prince and I have been separated from Trainer Vishal, and the Ashen a flaming log over the exit in
Foothills are teeming with the Emperors troops. All we can do is fight our the wall. Break it apart by
way to safety and hope that Trainer Vishal can make it on his own.
striking it with your melee
weapon to pass through. You
Objective 1: Escape Enemy Territory may have to approach from the
I need to ensure the princes survival as we make our way to safe ground. far right side because the
Prince could have some
difficulty navigating the
burning logjam.
On the other side, there is a
checkpoint to save your
progress. This area is a large
rectangle that you can clear
out with your royal cohort.
When all of the Bokni forces
have been eliminated look for Trainer Vishal near a break in the far northern
wall. This quest is now complete.

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Objective 2: Set the Igniters


Outpost Hope I need to fight my way through the Tower of Might and set the three
charges that Seras gave me.

Look for the exit to the Warfront in


the southwest section of Outpost
Hope, just west of Nani Dae through
the burned-out building and up
the stairs.

NOTE
There are two merchants here in Outpost Hope; you may recognize them
as the Changelings you rescued in the Undercity.

Warfront

The outpost has been built upon the ruins of an old village square. The
resistance has made use of what architecture that survived the original
assault that would claim the province in the name of the false Emperor.
This staging ground may not seem like much, but it is all the resistance
fighters have left.

The Tower of Might


It didnt take long for Captain Seras to put my skills to good use. The
Tower of Might has been keeping the resistance from progressing onward,
and so the captain has asked that I go inside and, well, blow the tower up.
This oughtta be a cakewalk.

Objective 1: The Resistance Captain


Captain Seras, the leader of the resistance movement, needs my help.

From your starting position at Outpost Hope, search out Captain Seras (who
should be right there nearby). She gives you three explosive charges that you
The Warfront is an expansive, charred landscape. The remnants of the lush
must take to the Tower of Might and use to destroy itobjective complete.
woodlands that once adorned this region have been reduced to nothing
more than charred stumps and blackened corpses. The ruins of small villages
have been converted into fiend outposts, siege forges, and battlefields.

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The Warfront is a large expanse of This compound was once the town square for the capital of the eastern
scarred land thats seen more than its province. The few structural remains that survived the initial attack have
fair share of carnage and destruction. since been converted into a warfront outpost for the Emperors fiends, who
The only comfort is that its wide open dominate this area.
and easily navigated. From your
starting position, head west and
explore that half entirely before
heading east. Afterward, continue east
as far as you can go until the map opens up to the north. The map opens up
again to the northeast as you work your way toward the far end of the map. If
you come to an area where you cant go north anymore, start heading east.
There is a heavy Bokni military presence in this area, supported by many
Siege Weapons firing their flaming ammunition. There are no objective-relevant Dreadmaul Compound is a large building complex connecting chambers with
points of interest except for the exit to Dreadmaul Compound at the far end of long straight corridors. Head north down the first corridor and note the first
the map. Search the entire map well to ensure youve collected all the passage that veers off to the left (west)its a dead end but clear it out
experience possible before moving on. anyway. Continue down the northbound hall until reaching another T. The hall
that goes left here leads along a very long passage then joins into another hall
running south for an incredibly long distance. That southbound corridor leads
Dreadmaul Compound to the entrance to the Tower of Might.
However, dont head that way yet. Continue north from the original second T
and clear out this entire area. If you keep going north you find a checkpoint and
a boss nearby in a dead-end chamberBunglebud.

Boss Battle: Bunglebud


Bunglebud is similar to yet
bigger than the normal Fiend
Buds youve fought up until
now. Its very mobile, bouncing
around incessantly stopping
only briefly to launch a high-
arcing bite attack or to summon
a small horde of Fiend Buds.
Bunglebud can summon
endless Fiend Buds. If you let
this battle go on for a long
time, you may end up with
dozens of Fiend Buds attacking
you at once.
Destroy only the Fiend Buds
that stand between you and the
boss. It bounces around a lot
but you can attack while its on the ground summoning.

Back out into the hall and


continue north down the
corridor. As it turns west then
south you end up in the hall
that leads deep into the
building to the entrance to the
Tower of Might. However, one
unexplored passage leads west
from this corridor. Follow this

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STORY MODE

passage and enter a massive open resistance on the way back even though you already cleared the areas out.
chamber lined with a balcony. You cant Proceed through the once-sealed door and meet the new Bokni units:
get down to the floor, but you can go Drainers. This is another long hallway that eventually ends in a T with several
all the way around the outside walls of immediate options. First, inspect the nearby door to the east and note that its
the chamber. On the far side you find sealed: this door opens up after you plant the second charge.
another long hall that leads to a sealed
doorand it wont budge. Remember Explore the southern corridor. After a couple of turns it leads to a dead-end
this location; youll come back here
later. But now, you must go to the Tower of Might.

Tower of Might

chamber held by several Gate Callers. When this area is cleared out, backtrack
to the T and continue north toward the second charge location. Farther ahead in
this corridor there is another sealed door on the right: Remember this location
as well. Soon the hall splits north and east; the north leads to a dead-end
chamber and the east passage continues toward your second charge objective.
When the second charge has been set, backtrack all the way to the first of
the two sealed doors. This way is now open and you can continue down this
very long corridor as it twists and turns through the tower. The third and
last charge location is similarly guarded by Flame Troopers. Considering all
of the hard exploring youve been doing, there is a special bonus at the end
of this questthere isnt a boss battle to finish things off, just the sweet
smell of success!

TIP
The centerpiece of the fiend compound is an enormous iron watchtower Use charged attacks to hit more than one enemy at once.
constructed by the fiends after their takeover of the area 18 years ago.
The watchtower is a grim, cold, and unwelcoming place to anyone but the
fiends who dwell there. Prisoners of War
Oh, this just keeps getting easier and easier! Ive just discovered that the
Bokni have a Changeling captive in the towers cellar. The problem? The tower
is about to explode! I cant leave the Changeling behindhes a resistance
fighter! Besides, I think I have a good idea of who this sheriff is.

Objective 1: The Prisoner


I need to get to the cellar and free the prisoner before the charges detonate.
First things first: Remember where the other locked door is? Good, thats where
Inside the tower the first corridor shoots east up many flights of stairs and past
many Bokni units: mostly Brutes and Fiend Buds. At the far east end you come to
a T in the passage. From the T you must actually go north, but there are a few
things to check out south of here before you leave. One is a sealed doorway that
you cant open now, and the other is a fun fight with a Bokni Scorcher.
When youre ready, proceed north through the corridor. This passage
continues for a great distance but after several changes in direction you reach a
large room with a circular opening in the floor. This is one of the three locations
to plant the explosive charges. You can plant the charges almost anywhere you must go. However, getting there will not be so easy. There are new Bokni
around the room; it doesnt affect your success. After the first charge is planted troops everywhere, and when you get back out into the hallway where the
you must backtrack all the way to where the sealed door is, but the Bokni have locked doors are you find that Sergeant Wor and his squad are waiting for you.
discovered your plan and have sent more soldiers in to stop youexpect more
Now proceed down the hall back to the previously sealed door. There should

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Cellar of Torment
Boss Battle: Sergeant Wor
Sergeant Wor is an elite Smasher,
and his hammer does incredible
damage! Hell have his squad of
Brutes with him unless you
were able to lure them away
before the fight started.
Just like other Smashers, Wor
has several different types of
hammer attacks plus a punch
attack when he puts down the
hammer.
Every time Wor uses his
heavy downward hammer
strike, the weapon gets stuck
in the ground. This leaves Wor
open to attack with AoOs: The
damage may be worth it, but he
is immune to some special effects like knockback.
Use the same strategy for Wor as for regular Smashers to make
this a quick win.

be a checkpoint nearby and The Cellar of Torment is a very dark and foul dwelling, rich with the stench
you are able to continue east of rotting flesh and unbathed guardsmen. Originally designed as a
down the unexplored hall. storeroom, the cellar has been recently converted into a prison where
After a long run you find a resistance prisoners are held and interrogated.
room with two arguing Bokni
soldiers. Enjoy the scene and
The Cellar of Torment is composed of enormous lengths of straight corridors
then back to business.
that run deep into the ground.
Eliminate these two guards
and note the north and south After passing the split in the corridor that made a square, be cautious to not
exits from the room. The get turned around and consequently lost. Just keep heading south until you can
northern doorway is locked so turn down a corridor to the west. Follow this hall as far as you can go to find an
south you must go. Follow the exclamation mark on the minimap behind the locked doorthis is the escape
corridor to find the entrance from this level that youll soon need!
to the Cellar of Torment.
TIP
You must remember this doors location; youre going to have to get here
very quickly in order to escape and complete your second objective for
this quest.

The area south of here leads into another long corridor and through a large
processing room where you can only get around on the upper balcony (the main
floor below is inaccessible). From the eastern wall of this huge room another
corridor leads east. Take special heed here: The first passage leading south
takes you to the next boss battleJailer Matrok!

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Boss Battle: Jailer Matrok that show you the way. There is enough time during your escape to stop and
eliminate all of the Bokni who try to stop you, but otherwise dont waste time.
Jailer Matrok is a huge Brute
who wields the typical dual When you get to the locked door, open it up with the Cell Key and continue
blades youve seen on others of on to exit the compound and complete this objective.
his kind. His various melee
attacks are all very quick, but Objective 3: Report to Captain Seras
be really cautious of his
Its time for me to return to Outpost Hope and report my success in the
jumping attack, which can do
tower to Captain Seras.
significant damage if he
catches you off guard.
He undoubtedly has his support troops with him in this chamber. It is
more difficult to bait and hook them out of the room without triggering the You find yourself back in Outpost Hope
boss fight, so you may have to fight several of the troops plus the boss at in the rain. Talk to the captain to
one time. If this happens, use the full size of the room while you run back complete this objective and this quest.
and forth trying to isolate one guard at a time.
The Jailers defeat yields the Cell Key quest item, which you will soon use
to free the prisoner.

The Assault
The Bokni are preparing for an invasion of Outpost Hope at this very
moment. I must find the two commanding officers leading the attack and
stop them before all is lost.

When leaving the Jailers chamber, head east at the T in the passage. Follow Objective 1: The War Plans
the corridor east and look for the checkpoint. From there continue east, I must discuss the war plans with Sheriff Suri Mah.
ignoring the passage that goes north right now. The east passage leads to a
dead-end chamber full of Bokni forces; clear it out then return to the passage Search out Sheriff Suri Mah within
that leads north. You will find a new area that you havent seen yet as the long Outpost Hope. Speak with him about
hall goes north and then west through a locked door. When you come to a T in the war plans before continuing on in
the hall, head south and you should come to the jail itself. Eliminate all of the this quest.
remaining Bokni resistance and use the Jailers Cell Key to release the sheriff
from his cold prison. This concludes the first objectivenow you must escape!

Objective 2: A Hasty Escape


The charges will detonate within the next few minutes! The sheriff and I Objective 2: Stop the Assault
must find an exit into the compound else well die when the tower collapses. Commanders Skander and Thorgon are stationed in the Fields of Despair
and are ready for an attack on Outpost Hope. I must stop them before
they engage!

This is a very quick quest objective. You must escape to the exit with the
sheriff and make sure he survives the onslaught of Bokni Troopers. The
minigun-toting fiends are now scattered throughout the section of corridors The entrance to the Fields of Despair is in Dreadmaul Compound. Warp there to
between you and the exit. get a jump on the objective; theres no sense in walking all that way. Inside
Dreadmaul Compound you must find your way back to the sealed doorway that
Now remember the exclamation mark you saw on the map earlier but it was
wouldnt budge before now. If you recall, its located in the far northwest
behind a locked door. That is where you must get to. However, youre not
corner of the map.
entirely on your own in this four-minute countdown. Follow the blue arrows

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Fields of Despair Boss Battle: Commander Skander (continued)


There may be a few Troopers
and Siege Weapons backing
Skander up; the Troopers you
can kill but watch for the ever-
present siege explosives
flying through the air as they
do damage plus have the
knockback effect.
Skander can teleport and will do so if you get too far away from him.
During his break from combat hell heal himself, so dont give him any
opportunitieskeep the pressure on!
There is a little trick to help defeat Skander. Back out of the gap in the
gate just south. Lure Skander into following you to the gate; however, he is
too big to pass through that small gap in the wall. Back up out of range of
his weapon while getting in some free shots with your ranged weapons.
Dont back up too far, though, or hell teleport back to his original position.

It has been 18 years since the war machines first rolled through this once
peaceful and tranquil land. A vast and plentiful farming region has been
forever scarred with burning outposts and tainted with the blood of the
countless peasants and resistance fighters who have fallen to protect it.

The Fields of Despair is an appropriate name for this place. The resistance
fighters battle against overwhelming numbers of Bokni troops in the never- Continue north from this position through the narrow field and break
ending rain. The entrance to this map is at the eastern edge of a massive through the burning log to enter the next area. This is another extremely large
rectangle. Fight your way west while helping any of the resistance fighters you rectangle filled with countless Brutes, Gate Callers, and Troopers. Take it slow
manage to find still alive. Some distance to the west you find a narrow gap in and work your way east a great distance. Far east from the center of the map
the northern wall where you can pass through. You wont get far here before you find the second commander: Thorgon!
you meet the first of this objectives bossesCommander Skander.

Boss Battle: Commander Skander Boss Battle: Commander Thorgon


This elite Scorcher may be alone This Scorcher commander is a
by the time you find him just massive melee machine. His
through the northern gate. Even chain does damage comparable
so, he can be a handful in melee to Skanders, but he lacks the
combat. His chain whip does powerful abilities of healing
impressive damage; however, and teleportation.
that is his primary attack, so Thorgon is out in the open so
ranged fighters will have an you can approach this battle in
easier time defeating him. either melee or ranged combat.
Run circles around him trying
to dodge his whip or fight it
out away from his long reach
while inflicting much pain with
your best ranged weapons or
most powerful magic.

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Objective 3: Report to the Sheriff Objective 1: Find Captain Seras


The commanders are gone. The invasion is stoppedfor now. The sheriff Captain Seras has set out to the Fields of Despair and is waiting for me. I
must hear of this victory. must find her.

Warp to the Fields of Despair


and immediately you should
see Captain Seras standing by
the burning log. If you have
explored this far east in the
fields you may have noticed
this log blocking a passage
Warp back to Outpost Hope and speak to Sheriff Suri Mah to complete this and noted that it couldnt be
objective and end the quest. broken like those youve seen
previously. Now its destroyed
Minefield of Chaos and you can pass by it to the
south. Speak to the captain to
complete this objective and
learn more about Bombardier
Mulgroat.

Objective 2: Find Bombardier Mulgroat


I need to find this Bombardier Mulgroat and defeat him. Its the only way to
reclaim the minefield.

TIP
You can disarm mines that you are careful enough to detect before they
blow up! Travel slowly and with light steps!

Captain Seras sends you off to the Minefield of Chaos in search of Bombardier
Mulgroat. Travel south from the burning log and into a small secluded area to
The minefield guards the fortified walls of Deathguard Fortress. The Bokni the south (it was previously inaccessible). Look for the entrance to the
engineers and Mine Sowers are vigilant in their efforts to ensure that the minefield along the southern border of this map.
field is virtually untraversable.

The Minefield
A great minefield guards the path to Deathguard Fortress. Bombardier
Mulgroat, a Bokni engineer, is in charge of the minefield. Captain Seras
says that if I can stop Mulgroat, the minefield will fall into disarray and
the soldiers will be able to make their way to the fortress.

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In the Minefield of Chaos, explore east from the entrance and follow this long CAUTION
area as the map curls down to the southwest. In this next area, which is more
square, a narrow path leads due south. Follow this to get to the final area of The color of a Mine Sowers mine indicates what kind of damage it will
the minefield, where you can confront the Bombardier. In the final part of the inflict: knockback (orange), power drain (blue), poison + stun (green), or
minefield you can travel almost directly southwest from the exit of the narrow health drain (red).
pathway to reach the boss for this objectiveBombardier Mulgroat!
Head west from the boss battle and look for a narrow gap in the western wall.
Boss Battle: Bombardier Mulgroat Follow the path to where the map widens out again and fight your way due
Mulgroat is an elite Shade west to find Sheriff Suri Mah and Captain Seras waiting for you on the fringes
Trooper with a small army of the minefield. Once you speak to them, this objective and quest are completed.
backing him up right in the
middle of the field. This is not a
strong position to start from so
The Inner Wall
be very careful in this battle.
Bait and hook his support
troops if you can but dont get
too close to the bombardier
before youre ready!
In combat Mulgroat highly
favors his charged attack,
which leaves him totally open
for your AoOs or whatever you
want to throw at him. Its fairly
easy to dodge this charged
rifle shot (which stuns you if it
hits) as he commits to one direction to firehis regular rifle shots,
however, are not as easily dodged because of the high rate of fire.
If you get too close he hits you with the butt of his gun and youll likely
be knocked back. This can be a curse or a blessing depending on how you
would prefer to fight him.
Mulgroat is not particularly strong on either the melee or ranged front.
Ranged characters should fight him from a distance and melee characters
should engage him directly to cause the most damage and defeat him
quickly and gain the quest item: Mulgroats Explosives.
As part of the Emperors campaign to impose his will and total control over
Objective 3: Rendezvous the people of the realm, a fortified wall was constructed around the capital
territories, isolating it from the rest of the war-torn realm. To reach the
Now that Mulgroat has been dispatched, it is time for me to rendezvous
capital city, the wall must be breached, but doing so will be no small feat.
with the sheriff on the outer edges of the minefield.
It is rumored that one of the fiends most ferocious and bloodthirsty
generals commands the fortress maintaining the wall on this front.

The Great Wall


The sheriff and Captain Seras will be accompanying me on the march to
Deathguard. If we prove successful, we may very well secure a safe
passageway to Koryn Thal.

Objective 1: Create the Diversion


Sheriff Suri Mah and Captain Seras have volunteered to accompany me into
the heavily guarded Inner Wall. Together, we must locate the fortress gate
and collapse it.

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STORY MODE

Deathguard Fortress is the final and most deadly obstacle separating the
eastern province from the capital city of Koryn Thal. General Teirsat, one of
the most feared Bokni generals in the empire, governs the fortress with an
iron fist.

Objective 3: General of Deathguard


My companions will remain behind to fend off the Bokni forces while I
The entrance to the Inner Wall is directly west of your meeting place with the venture into Deathguard. There, I must face General Teirsat on my own.
sheriff and captain. Inside the wall travel as far west as you can go through a
couple of rooms and a few stretches of long corridor to find the proper
entrance of the Inner Wall. Here plant some of the bombardiers explosives to
bring this entrance crashing down and complete this first objective.

Objective 2: Destroy the Wall


Weve collapsed the entrance! Now, the three of us must find the support
wall and cave it in.
Deathguard Fortress is literally crawling with hundreds of Bokni units of all
different kinds. This is an easy map to get lost in, so pay close attention to
these directions and to your minimap.
From the entrance chamber head due south as far as possible in the initial
corridor. You pass many side corridors, and you can clean them out of Bokni
resistance if you desire. Find the second to last eastbound passage and follow it
up the long flights of stairs until it finally opens up into a massive chamber.
This is another one of the facility-type rooms where you can only circum-
From this room where you collapsed the entrance, go back out to the previous navigate it on the balcony. Take the southern balcony all the way along the room
corridor and head north over the narrow rock bridge that spans a wide chamber. to the east end, where you find exactly who youre looking forGeneral Teirsat!
There is only one way to go that ultimately continues along to a lengthy Boss Battle: General Teirsat
upward-climbing passageway. Eventually you get to a room full of Bokni The general is a war-proven
fighters with an Executioner supporting them. After the battle the NPCs blow elite Executioner who is feared
the support wall and complete this objective for you. for good reasonhis rotating
blade is a ferocious and fatal
Death Guard weapon. Melee attacks with his
blade do upwards of 80100
points of damage per hit! This
fearsome weapon also inflicts
fire damage and even the
occasional knockback blast. It
is essential to eliminate all of
his support troops (Fiend Buds,
Hounds, and Blockers) before
engaging him directly.
The generals mount even
has its own abilities. Aside
from quick movement, the
beast rears up on its hind legs only to come crashing down with a massive
tremor that easily inflicts over 120 points of damage each time. You must
be out of range to not incur the pain from this attack, even off the screen
from the general.
A hit-and-run strategy works best against the general; strong melee
fighters will most assuredly have an easier time defeating him than ranged
characters. Be certain to have many potions on hand before this battle.

The defeat of General Teirsat completes this objective.

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Objective 4: The Path Northward The Savage Beasts


Now that Deathguard is secure, I should return to the outpost and see if The spirits of Techlatal say that a group of feral Changelings has been
Master Surya has devised a plan regarding the robed figure. hunting them for some time. I need to gain the spirits trust and the only
way for me to earn it is to prove that I am not one of these feral beasts.

Objective 1: Defeat the Wendigo Patriarch


The only way to stop the Wendigo is to dispatch their patriarch, who
resides in the ruined Grounds of the Damned beneath the Forsaken Sands.

Warp back to Outpost Hope. Find Master Surya in the courtyard and speak to
him to complete this chapter and be transported to the Ruins of Techlatal.

Chapter III
NOTE

Ruins of Techlatal There are two merchants here in the ruins; be sure to take advantage of
their prices before venturing further. When ready use the portal on the
southern edge of the map to travel to the Forsaken Sands.

Forsaken Sands

This once lush, verdant landscape has become little more than a golden
wasteland of desert and bone. Known as the Forsaken Sands, this desert is
home to some of the worlds most fearsome and deadly inhabitants, among
them the vicious Wendigo Changeling tribe.
In a time now long lost to history, Techlatal was the reigning bastion of
civilization in the realm. Today, little more than abandoned ruins remain
of this once glorious empire. Legends say that the citys people were In the Forsaken Sands you find three new types of opponents never seen
cursed to unlife by a powerful coven of necromancers known as the before: Afflicted Eidolons, Grim Flayers, and Shademarrows. There may not be
Amaranthine Orbis. that many scattered around the first part of the map, but they are tougher than
most opponents youve fought so far, and they have an entirely new set of
skills to use against you.
You must search out the large set of bones on the eastern border. Climb
through them to get to the next area. On the other side you meet several new
enemies yet again: Rattlebones, Dreadfire Archers, and Feral Changelings. This

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STORY MODE

second half of the map is incredibly extensive. Spend some time eliminating Boss Battle: Wendigo Patriarch
everything you can find. The objective lies in the far northeast corner of the The Wendigo Patriarch is a
map. Look for an area where the canyon narrows significantly and you should deadly adversary all on his
be able to see a large stone tower at the far endthe entrance to the Grounds own: be sure to clear as much
of the Damned. of the outer part of this
chamber as possible before
Grounds of the Damned getting too close to him, thus
initiating the battle.
This boss is partially
immune to poison-based
attacks so youre better off not
using them at all. Hes a melee
fighting machine, so ranged
attacks may work better for
some characters. Get in close
and brave his fierce combat
skills only if you have lots of
health or power (and potions to
back them both up).
The patriarchs melee skills include several very quick claw attacks, some
spinning, some with knockback effects. Again, only the strongest melee
fighters should engage him in direct combat. Everyone else should stick
with ranged weapons and special ability attacks.

Investigate the Ruins


Ive discovered that the Wendigo den is really a ruined complex. There is
magic here; I can feel it. I need to learn more about this place.

The grounds are a subterranean remnant of the once great kingdom of


Techlatal. Although it was abandoned several centuries ago, the ruins are Objective 1: Investigate the Temple
teeming with all forms of diabolical life. The Wendigo tribe of Feral The Wendigo den is more than it appears.Further investigation of these
Changelings has made its den in these ruins. ancient ruins is bound to yield some clues that will help us find the
Amaranthine Orbis.

Inside the Grounds of the


Damned, energy crackles in the
air from some unknown power
source. At the entrance youre
in a hallway that goes west or
east but both paths soon meet
up to the south. From the first
large chamber go west and Travel south from the chamber where you defeated the Wendigo Patriarch. The
find the next room, which has nearby doorway that was previously sealed is now open. There is a sealed
a massive stone and water passageway at the farthest point south that you can go at this timeanother
sculpture in a wide dais. area must be investigated before you return to this place.
Continue west from there into
the passage beyond and look Fight your way to the Runestone chamber to the west. The den is less
for the first turn that leads populated with enemies than what youve seen in a few previous levels but
south. This passage leads to dont let your guard down: Feral Changelings and Afflicted Eidolon are much
the chamber of the Wendigo tougher than Fiend Buds and Brutes!
Patriarch. In the chamber where you find the Runestone, investigate it to learn more of
the story and complete this objective.

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Elders Sanctum
Objective 2: Share the Findings
Master Surya will most definitely want to know about what Ive discovered
in the ruins. I should return to Techlatal and share my findings at once.

To complete this objective,


simply warp back to the
Ruins of Techlatal and speak
with Master Surya. He tells
you of the coven and of your
next quest.

The Covens Tracks


Master Surya and I will be returning to the ruins beneath the desert in our This haunted, accursed place was once a temple of the Amaranthine Orbis.
pursuit of the Amaranthine Orbis. I just hope that Master Surya is as Although the ancient coven has since abandoned these grounds, the
skilled in combat as he is in reciting obscure historical facts. remnants of their diabolical research continue to prowl the crumbling halls.

Objective 1: The Runestones The first half of the Elders Sanctum is sparsely populated with various types of
Master Surya and I will investigate the Elders Sanctum for more clues. I undead, Changelings, and other repugnant creations of the Amaranthine Orbis.
must ensure that the master survives, else our cause here will be lost. From the entrance, work your way north through the labyrinthine complex.
There is only one way to proceed north from the halfway point through the
structure but there you must stop to investigate another Runestone. Activate
this Runestone to complete your objectiveMaster Surya teleports back to the
Ruins of Techlatal while you press on alone.

Objective 2: Further Investigation


Master Surya has asked me to continue investigating the Elders Sanctum
for more clues while he returns to Techlatal to sort through what we have
Warp back to the Grounds of the Damned with Master Surya. You must get to already discovered.
the previously blocked passageway leading far south of the Runestone
chamber. You soon find out the Master Surya can actually hold his own in battle.
Find the entrance to the Elders Sanctum and go there to continue your quest.

From the Runestone, travel north to a large chamber with a pool in the
center. North of this chamber is a T in the passage. Turn east and follow this
corridor as it bends south to the chamber of the Coven Elders.

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STORY MODE

Boss Battle: Coven Elder Objective 2: Recover the Relic


The elder has retreated to the Gauntlet beyond the Desert of the Dead. I
must imprison him! The elemental pillars require a spell of the same type
to activate. I must be clever and trick the elder into casting his elemental
spells on the pillars.

Coven Elders are essentially undead coordinatorsthey have no real melee


abilities to boast of, but their command of the magical arts is astounding.
This elder has a small army of Rattlebones and Shademarrows protecting it,
so destroy as many of its undead minions as possible. Even if the fight
begins, chase down the remaining skeletons and finish them off before
going for the elder. Warp back into the Elders Sanctum to find that the once-sealed passage is now
wide open thanks to the Sanctum Key obtained by Zuleka. Follow the new
The Coven Elder is a ranged fighter, using several types of damaging passage west and then south through the mazelike configuration to find the
ranged attacks that include knockback, slow, and power-drain effects. It can
exit leading to the Desert of the Dead.
be a difficult fight because the elder teleports when youre near it, so you
need to chase it down, get in quick, and strike fast before it disappears and
relocates to another position. Desert of the Dead
Coven Elders have no resistances and are therefore susceptible to all
ranged weapons and special ability attacks. However, nothing defeats an
elder faster than a strong melee fighter getting in close to reduce it to
nothing more than bone meal.

When you get it down to a quarter health, the Coven Elder escapes via telepor-
tationthis completes your objective. If you havent found it yet, west of the T in the
passage lies a sealed doorway; you will return there soon as the quest continues.

Objective 3: Seek the Masters Council


I need to let Master Surya know about my confrontation with the
elderand his escape.

Warp back to the Ruins of Techlatal and


seek out Master Surya, who is waiting
just east of his usual position here. He
tells you of Zuleka and your new quest. Ruins of the ancient civilization of Techlatal and the skeletal remains of
long-extinct behemoths rise out from the endless sea of golden sand. Small
scavenger packs of the Wendigo tribe roam the barren wasteland, preying
upon anything that falls within their sights.
Closing In
The Amaranthine Orbis has left at least one elder behind. Unfortunately, he Back in the desert, the sands stretch out before you as before. This is
is a coward and ran off before I could defeat him in fair combat. I need to another large area that takes some time to get through. Explore north from the
find him and fast!
sanctums exit up and over the bone bridge to the next section of desert. Follow
the canyon farther north until it bends west, south, then west again.
Objective 1: Zuleka
Zuleka wishes to speak with me before I set out to find and capture the elder.

Zuleka is an ancient spirit, trapped in


undeath to watch over the Ruins of
Techlatal. Look for her in the west end
of the ruins and speak with her to get
the Sanctum Key.

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CAUTION
Believed to be the most recent facility utilized by the Amaranthine Orbis,
This entire map is filled with a deadly combination of Feral Changelings the Gauntlet is a deadly and horrific place that is feared by all, even the
(strong melee fighters) and Shademarrows (strong ranged fighters) savage Wendigo. The covens gruesome constructs are on constant patrol
among others. Proceed slowly and avoid large group battles with the throughout the darkened halls, and deadly traps await any who dare to
countless undead. intrude upon the covens solitude.

Soon you find your way to a pair of rib-bone bridges that lead west up and NOTE
over a deep chasm. Just beyond is the entrance to the Gauntlet.
Objectives 2 and 3 are commonly active at the same time. Once inside the
The Gauntlet Gauntlet you must complete the elemental pillars objective before moving
on to other areas of the map.

Inside the Gauntlet the corridor leads you south to the locations of the
elemental pillars. Once youve activated all four (see Objective 3) in the first
section of the map, continue south to track down the Coven Elder.
Progress forward may be slowed somewhat past the area north of the first
fountain. Here begins the dominion of the Sentinels and Sentries. They are
powerful guards not to be taken lightlyin small groups they can beat you to a
pulp very easily. Continue north through the corridors and find the passage
leading to the first boss confrontationRender Prime!

Boss Battle: Render Prime


Render Prime was designed for
killing, theres no doubt about
that. With its troop of
Sentinels and Sentries this is
one fight that warrants extra
caution. From the entrance of
the room you may be able to
bait and hook only a few of
Primes guards, but even one or
two is a bonus in this fight.
In combat, Render Prime
attacks with its massive
biomechanical armsand these
babies pack quite a punch!
Watch for its long attack delay,
though (nearly two seconds).
Take advantage of this pause
and get inside to launch your own flurry of melee attacks. The creature also
has a devastating charged special attack. It takes several seconds for it to
charge so that is also a great time to use your opportunity attacks.
Dont bother trying to fight Render Prime from a distance; its far too
quick for you to outrun and get any beneficial room between the two of
you. Turn and face him with the best of your melee and special abilities.
Also, its blocking skills are outstandinguse the time its blocking to use
potions and prepare for the next round of battle.

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After the defeat of Render Prime you must travel through the last
remaining section of the Gauntlet, which leads into the southeast corner. NOTE
Before reaching the elders chamber you find a locked door that opens with
the Sanctum Key given to you by Zuleka. Open the chamber door and lure out Objectives 2 and 3 are commonly active at the same time. Weve listed these
any nearby guards to get them out of the way for the battle. Inside, you must two objectives in the order of their appearance and activation in the game
face the Coven Elder again. and not how theyre shown in the quest journal. Consequently, this objective
is completed before the Coven Elder is confronted for the second time.
Boss Battle: Coven Elder
Inside the elders chamber, run
around and note the locations From your entrance into the
of the four elemental pillars: Gauntlet, navigate the winding
shadow and fire in the north, corridors south to find the
ice and lightning in the south. four elemental pillars.
Note that something is Activated them to complete
different about the elder this your objective. However, you
time aroundhe cant be must get through the throng of
harmed by any physical means! undead guarding the area plus
If you approach the elder and two new units that patrol
try to strike him he simply here as well: Excavators
teleports away to a safe and Watchers.
location.
The pillars are all in the
There is only one way to first section of the map, so be
defeat him; you must imprison certain youve activated all
him within the portal in the four and completed the objective
middle of the room by using his before trying to continue
attacks against him. south through the complex.
First, get right next to the shadow pillar and make sure youre between
the pillar and the elder as he attacks with his ranged attacks. His
projectiles are shadow, fire, ice, and lightningcorresponding to the four
pillars. Stay still and let him fire at you, then dodge out of the way to let The Spirits Release
the projectile hit the pillar. If its not the right type of projectile nothing It is time for the spirits of Techlatal to be released from their purgatory.
happens. When a shadow projectile hits the shadow pillar its activated and The temple lies beneath Techlatal, but I have a feeling that they will be
you can move on to the fire pillar. teeming with plenty of the covens abominations.
It shouldnt take long to trick the elder into shooting his projectiles at
each columnhe is trying to defeat you after all. When you have activated Objective 1: The Masters Guidance
all four columns a rift opens in the circular depression in the center of the
I have the relic, but Master Surya is the only one who knows what must be
room. Lead the Coven Elder toward it as he chases you and hell get sucked
done to release the spirits from their entrapment.
into the rift, trapping him there.

The defeat of the elder yields the Runestone Relic and thus completes your
quest. Warp back to the Ruins of Techlatal and speak with Master Surya to
begin the next quest.

Objective 3: The Elemental Pillars


The Amaranthine Orbis has used arcane elements to create obstacles that
prevent intruders from exploring their domain. I must find and overcome Back in the Ruins of Techlatal, seek out Master Surya to learn of the next
these elemental obstacles if I am to find the Coven Elder. objective.

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Objective 2: Zulekas Offer Objective 3: The Braziers


I must speak with Zuleka before setting out to release her and the other The braziers that light the temple are adorned with arcane runes but have
entrapped spirits. been extinguished for untold centuries. I must rekindle the braziers if I am
to reach the altar.

Find Zuleka in the western section of the ruins and speak with her to learn of
your next objective. The entrance to the Forgotten Temple is along the east edge of the ruins. Inside
you find yourself in a very well-constructed complex, regardless of its age.
Forgotten Temple Travel north with Zuleka through the initial corridor and soon you find the
first brazierlight it and continue on north along the corridor. There are five
braziers scattered around this first section of the temple. Refer to the map in
the appendix to track them all down before being able to move on to the sixth.
It is farther north in the complex, past all of the forks in the corridors. From
there the last braziers are all farther along throughout the open rooms of the
temple. There are 11 braziers that must be lit before you may access the altar
in the southern end of the map. Once the last brazier has been lit, your
objective is complete and you can continue the quest with your last objective.

Objective 4: The Altar


I must escort and protect Zuleka through the Forgotten Temple. There, she
will sacrifice herself so that the ritual can be completed.

After the last brazier has been lit proceed to the altar chamber, directly south.
Explore the altar chamber and note that its currently devoid of undeadbut
not for long!
Prepare for battle before you examine the altar; afterwards youll have your
hands full with a small skeletal army.
After the altar is examined you find that it wont activate until it absorbs
The eldest of the Techlatals ancient temples, the Forgotten Temple is the
enough spiritual energy. The only way for this to occur is to destroy the
very site where the priests of the Amaranthine Orbis invoked the dimen-
sional rift. When the coven was cast from the city, the temple was sealed charging Rattlebones. You are notified on-screen as each pillar is activated
and marked as a cursed, forbidden place. For over 1,000 years, no living with spiritual energy. Once the final pillar is lit Zuleka sacrifices herself on the
being has stepped foot inside the temple. altar and thus completes your objective. You are automatically warped back to
the Ruins of Techlatal to begin your new quest.

The Gate Keeper


It is time to finally gain what we have come all this way for: the source of
Nakivas power. Unfortunately, the elder alone bears this knowledge.

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Objective 1: Report to Surya This subterranean complex was constructed by the Amaranthine Orbis to
Now it is time to return focus to the Amaranthine Orbis, but I need Master contain the portal to the Underworld. Incredibly over-protective of their
Suryas council before continuing onward. work, the necromantic coven went to great lengths to create fearsome and
powerful creatures to protect the precious Gateway to the Underworld.
Locate Master Surya in the Ruins of
Techlatal and speak to him regarding
your next objective.
Objective 3: The Archons
Beyond the elders portal, I must pass an ancient trial. Only through
summoning and defeating the elemental Archons can I ultimately face the
Gate Keeper.
Inside the Gateway, work your way south through the maze of corridors. Nine

Objective 2: Interrogate the Elder


I must return to the Gauntlet and interrogate the imprisoned elder.

magical pillars await activation before you can confront each of the Archons.
Note the locations of the pillars on the map. The three circular rooms are the
locations for the three bosses. When youve got the pillars lit, head to the
Warp back to the Gauntlet and return to the chamber where you imprisoned northwest corner of the map and face the Archon of Lightning first.
the Coven Elder. He tells you of the portal that opens up just south of his When the Archon of Lightning is destroyed, work your way across the map to
magical prison. Into the portal you must to go continue your quest.
Boss Battle: Archon of Lightning
The Archon of Lightning is
Gateway to the Underworld the first of three undead lords
or Archons that you must
defeat to move forward with
your quest. This boss is
incredibly powerfulits no
regular skeleton youre dealing
with here.
As with most skeleton
fighters, the Archon is an
excellent melee fighter, but its
attributes are boosted. Its got
a very high health and has
melee attacks (with knockback
effect) that do significant
damage. Aside from a great
offense, its defensive skills are
solid with a high block rating due to its shield. If you hadnt already
guessed, this Archon is practically immune to lightning damage.
Strong melee fighters will be able to combat the Archon directly and
without too much hesitation. Characters with ranged abilities stronger than
their melee skills may have to play the hit-and-run strategy with this
skeletal boss to defeat him.

the second circular room to the east to find the next undead obstaclethe
Archon of Shadow.
The defeat of the Archon of Shadow leaves only one boss left before the

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your quest. This objective is now complete; the Gate Keeper awaits.
Boss Battle: Archon of Shadow
The Archon of Shadow is not as
powerful a melee combatant as Objective 4: The Gate Keeper
the previous undead lord; The Gate Keeper who guards the portal must be defeated if I am to travel
however, this boss has a few into the Underworld.
other tricks up its sleeve. With
The battle with the Archons was tough, but there is still a horde of undead
the ability to teleport and a
power-drain attack it gives you
a different type of challenge.
Fighters that rely heavily on
their special abilities may have
more difficulty with this boss
because his power-drain attack
can leave you scrambling for
power potions. As long as between you and the Gate Keeper. Make your way slowly through the
youve cleared the preceding remaining sections of the complex as it winds to the northeast section of the
corridors you can retreat to the map. There you find the Gate Keeper and an interesting turn of events.
halls to use potions if need be.
Strong melee fighters will have less challenge with this battle than the
previous one. The Archon of Shadow has a lower armor class and less melee Boss Battle: The Gate Keeper
damage than the Archon of Lightning. The Gate Keeper is a large
otherworldly creature with a
quest can continue. sawblade tail that it whips
The destruction of the three elemental Archons is a major accomplishment in out to cut you in two. Its a
melee fighting machine if that
Boss Battle: Archon of Flame part isnt immediately
Dont waste your power on obviousstrangely
flame-based attacks as this reminiscent of the Leviathan,
Archon has full mastery of all which you faced a long while
things fire. Remember that as a back. If you recall that battle,
ranged fighter, he has no melee you will remember the relevant
attacks and therefore cant fighting style of creatures such
harm you when youre in close. as this one youre facing now.
The problem is that the Archon
The Gate Keeper has several
is fairly quick so youll need
different melee attacks,
good timing to corner him. If
including a charged attack
its not working in the circular
where it plants its sawblade
chamber, lure him into the
tail in the ground and tries to pummel you with its massive hands. Use this
narrow hall where its harder
as a good time to strike or charge your own AoOs.
for the Archon to flee when
you engage him in direct This boss is rather quick, so ranged characters will have a difficult time
melee combat. getting away from it in the small chamber. The upside to this is that it
doesnt block, so any type of attack you make against it is being mitigated
Ranged fighters should have
only by its armor class.
an easy time with this boss as the Archon stays the same distance away
from you for the entire fight. Just keep trading ranged attacks and using
potions, while throwing in some special ability attacks to spice things up. The defeat of the Gate Keeper cues an interesting twist in the story. Master
Soon you have the Archon reduced to nothing but a bag of bones. Surya shows up at the last second to fend off an attacking Coven Elder as you
plunge through the magical portal into the Underworld.

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STORY MODE

Objective 1: The Sacrifice


Chapter IV The altars magic requires a sacrifice. I must lure my enemies here and let
their deaths fuel the altar.

The Blood Moor Youve finally made it to the


Underworld, but now what?
Youre on your own for the
time being and you need to
make some friends in this
very inhospitable place.
Immediately youll notice the
difference from all of the
places youve visited in your
explorations; nothing else
has been this strange!

TIP
Watch for the large plants that can be hacked open to reveal various
hidden treasures. Some ground flowers can be opened up like chests to
reveal gold and other valuables.

The Blood Moor is a large swamp filled with new enemies, including Spine
Slingers, Vanguards, and Void Cutters. Vanguards are especially dangerous with
their special attacks. Try to avoid fighting them in groups to prevent being
stunned and rendered incapable of defending yourself for a brief period.
Work your way to the
southernmost part of the map;
there you find an odd bone-
rimmed staircase. This is the
altar youre looking for. Climb
the staircase all the way to
the top and you should get a
note onscreen about the
stench of death in the air. At
that time, several opponents
The exotic swamplands of the Underworld are as deadly as they are capti-
that you must defeat spawn on
vating. Scattered throughout the Blood Moor are gruesome sites bearing
the carnage of strange religious rituals. the ground below. Their life
force activates the altar and
completes your first objective
The Search for Allies in this quest.
Ive arrived in the Underworld, alone. If there are any allies to be had, I
need to find them fast. Perhaps I will find something or someone while
exploring the swamp.

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Objective 1: Speak with the Priest


I should seek Priest Cimidos council before venturing further.

Objective 2: The Strange Priest


A strange priest has appeared and seems friendly enough. I had best speak The strange priest you met
with him. It is my only chance of finding allies in this foreign place. goes by the name of Cimido.
Now that youre in the
Sumdai Village, your mission
seems somewhat less
daunting. Seek out Priest
Cimido on his platform above
the village. Its accessed by
the narrow ramp in the
southern part of the village.
On his platform, Cimido tells
The strange priest appears at the top of the staircase. Speak with him and he you of the living Bulwark and
brings you to the Sumdai Village, thus completing this objective. the favor you must perform
to gain its help.
Sumdai Village

Objective 2: The Hungry Bulwark


The living Bulwark that protects the Sumdai Village from the Yethru
hunters has been weakened. I must restore it by luring my enemies to the
two starved segments of the wall and killing them there.

An exit pathway opens up in the southwest of the village leading to your next
destinationthe Abhorrent Bulwark.

The Abhorrent Bulwark

The peaceful and superstitious Sumdai have lived in the swamps for
countless eras. Although the village may seem primitive, it provides all
of the essentials one needs to survive in this deadly and unforgiving
hostile plane.

A Favor for the Sumdai


The Sumdai are strange folk, but they seem glad to have me in their
midst. Before they help me uncover the source of Nakivas power, the
Sumdai have asked that I repair a living wall that once protected them
from Yethru persecution.
The Abhorrent Bulwark is a living creature that protects the Sumdai from
the merciless Yethru royalty. Recently, the Yethru have begun to starve
the Bulwark. If the Bulwark dies, the Sumdai will be defenseless against
their enemies.

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Nest of Fiends

From your entrance to the area, travel southeast to the first Bulwark
location. This living being absorbs spiritual energy, and this is what it needs to
be healthy again. Lure enemies into the area right next to the sickly Bulwark
section and destroy them there. Their energy will be absorbed until the
Bulwark is no longer starving. When the first section is no longer famished
(indicated by an on-screen prompt), continue your exploration of the area.
To get to the next area to the south, use the ramp leading up into the Sumdai
dwellings in the treetops. Keep pushing south through the odd plants and
creatures in the swamp until you get to the far southern end of the map. There
you find the second Bulwark location and plenty of blood to spill to rejuvenate
this amazing being that protects the Sumdai. When this section of the Bulwark
is satiated by the spilt blood, warp back to the village to begin your new quest.

Breach the Palace


I need to get inside the Yethru palace, but according to the baron, this will
be harder than it sounds.

Objective 1: Audience with the Baron


It is time for me to speak with Baron Grimmose at the Sumdai Village.

Back in the Sumdai Village, seek out Baron Grimmose in the eastern section
of the map. The baron tells you of a way to get into the palaceon to the
next objective.

Objective 2: Breach the Palace


I must find a way to activate the drawbridge. Its the only way for me to
get inside the Throne of Betrayal.

Guarded by an enormous drawbridge, the Nest of Fiends is the foyer to the


Yethru palace. Fearsome Yethru warriors stand guard there, prepared to kill
any who dare to intrude upon their princes domain.

Warp back to the Abhorrent Bulwark and battle your way as far west as possible.
If you explored as far as you could go prior to this you would have found a
massive gate. After speaking to the baron, the gate is opened and you can proceed
farther west to the entrance into the Nest of Fiendsand in you must go.

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Boss Battle: Vavoroon (continued)


Inside the Nest of Fiends,
there is nowhere to go but On the other hand, if you prefer more of a finesse battle fought from a
south and right into the distance you have your work cut out for you. As soon as you enter the main
waiting maw of Vavoroon chamber, Vavoroons guards which consist of both Hounds and Shock
the drawbridge guardian and Troopersattack in unison. Youll have to act very quickly as the bosss
his support troops. charge attack can have you painfully bouncing off the walls with little time
to recover before he or his troops launch follow-up attacks.
If youre only fighting Vavoroon in the hall you can eliminate his
guards afterwards. If youre battling in the main bridge chamber, youll
have to kill his troops immediately or there is no way to get through this
fight in one piece.

When Vavoroon and his


cronies are defeated, turn
your attention to the three
bridge control panels. They
have a high health or hit
points but just keep attacking
Boss Battle: Vavoroon them until theyre destroyed
Upon nearing Vavoroons and you complete your
chamber, note the four red objective and this quest.
skeleton heads on the minimap.
There arent four bosses to
defeat, rather one boss and
three very important features
that must be addressedthe
three bridge control devices.
Vavoroon is an elite
Vanguard, and to be a
bodyguard to demonic princes,
you must be pretty tough for
starts. But Vavoroon has many
things going for him: high
health, high melee damage,
The Yethru Princes
partial immunity to shadow Ive finally infiltrated the Yethru palace. Now, I need to find the throne
attacks, knockback charge room and confront the Yethru princes.
attack, jumping stun attack, power drain, and just for good measure, he can
break through your blocks half the time. Objective 1: The Yethru Princes
After clearing out the hallway on the way to his chamber, you can lure The Yethru princes who guard the shattered Source Stone must be
Vavoroon into the hall and fight one on one in a slugfest of titanic destroyed.
proportions. This may be the way to go for brave and skilled melee fighters
or anyone with no shortage of health potions to use during the course of
After Vavoroons defeat you
the fight.
can continue south over the
drawbridge and through the
nest. If youre not interested
in maximizing your
experience in this level, we
suggest sticking to one side
of the map or the other. On

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STORY MODE

the map there are two rooms Throne of Betrayal


labeled with Scorchers.
These rooms are filled with
Destroyers, Hounds, Frost
Troopers, Vanguards, and
several Scorchers whipping
the entire squad into a blood-
thirsty frenzy. Clearing one of
these rooms is hard enough
but two is insane. Unless youre looking for a huge experience bonus, stay
clear of the second of these two chambers.
Continue south to the middle of the map to find the second level boss
the Liquidator.

Boss Battle: The Liquidator


The Liquidator is an elite
Destroyer with a small
entourage of Vanguards,
Hounds, and Scorchers to back
it up. This boss is a melee
fighter, preferring to engage
directly and up close with its
high melee damage attacks and
special flurry attacks with its
several arms.
The Liquidator has high
health, a strong armor class
bonus, and partial resistance
to lightning.
As with most bosses you Eighteen years ago, Overlord Uramshai was betrayed by his brothers and
must eliminate its support his essence imprisoned within the mortal body of the half-breed Emperor.
troops so theyre not taking The Throne of Betrayal is the very site where the Yethru princes rose up
pot shots at you while youre fighting their leader. The Scorchers should against their brother and seized control over the Underworld.
always be your first target as they inspire in the other troops several
bonuses that make your battles that much harder.
When the troops are eliminated, engage the Liquidator directly. Most
characters will have only moderate difficulty with this boss as long as their
stock of potions is good. The main concern when fighting the Liquidator is
staying away from its lightning-charged melee attack.

When the Liquidator has been destroyed, work your way to the far southern
end of the adjacent corridor to find the entrance to the Throne of Betrayal. The Throne of Betrayal is a massive all-out bloodbath. Forget objectives, you
simply need to get from the entrance to the throne room in one piece. The
entire complex is filled with a multitude of Bokni forces, so stay calm and be
patient. Its going to take a while to get to the other end of the map; bait-and-
hook tactics work very well to slowly clear out your path toward the objective.
The throne room is that unwritten objective, and there awaits your destiny: to
face the three Yethru princes.

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As you enter the throne room, turn and head south. Note the large pillar in Boss Battle: Yama (continued)
this cornerthere is one in each corner of the room. These pillars can be used Stronger ranged characters can use similar tactics with the exception that
as obstacles to keep between you and a demon prince during battle to give a with lower health you should not engage Yama in melee combat directly. Use
bit of safety and time to recuperate and use potions while on the run. When a ranged weapon or powerful ranged magical attacks while keeping him at a
youre ready, turn toward the center of the room and slowly creep forward to distance on the other side of the pillar. Stop, wait for him to come in sight,
catch Yamas eye and lure him away from his brothers back to the southwestern blast off your attack, and then retreat to the other side of the pillar.
corner of the room.
This strategy works very well, often not allowing Yama to strike you
even once through the pillar. This way youre ready for the second and third
CAUTION Yethru princes with full stock of your potions.

Running headlong into the throne room will get you nothing but a brutal
With Yama dead, its time to lure out the second of the Yethru brothers. This
and merciless defeat at the hands of three of the most powerful demons in
time, pick on Geshra. Head due east along the south wall right into the center
history. Fighting these Yethru princes one at a time is the only way
of the room. Find your way to the southeastern pillar: This is your new base of
through in one piece. operations. Now slowly walk out toward the center of the room until Geshra
appears on your minimap; wait for him to see you and bite onto pursuit. Now
Boss Battle: Yama lure him back into the southeast corner and into combat!
Yama is actually the most
powerful of the three Yethru Boss Battle: Geshra
princes, so rest easywhen Geshra is the weakest of the
you defeat him the remaining three Yethru, not that its much
two fights are childs play. of a consolation here because as
Yama, like his four-armed a standard, demon princes are
demon brethren, enjoys the all quite dangerous in combat.
ability to carry four massive Compared to Yama though,
melee weaponsthats the bad Geshra has half the health, a
news. The good news is that much lower armor class, and
the four-armed demons can only a slight resistance against
only attack with a maximum of poisonous attacks.
two of a time lest they lose Geshra also has one- and
their balance and coordination two-armed sword attacks that
and hack off one of their own do slightly less damage than
limbs (dont count on it!). Yama Yamas, but hes also got an
has several melee attacks; he area-effect poison cloud attack
may swing one or two of his swords at a time, inflicting damage that is that can inflict devastating
usually well over 100 points. He also has a charged melee attack with both amounts of damage over time.
swords that invokes a flaming sheath on the blades. If he strikes with this Blocking is much more successful against Geshra as he only has a one in
attack it causes bonus fire damage. Luckily, Yama is not a ranged fighter four chance of breaking through it outright. This is not the end of his
but that doesnt mean this battle is any easier. Hes practically immune to talents, however; if youre fighting him at a distance, he can easily execute
fire damage, so that takes away some characters potent fire-based attacks. a charging attack that knocks you back off your feet. Be very cautious not
Strong melee fighters should get in close and hack away at him with to let him charge you right out into the open to find yourself fallen at the
everything theyve got. Dont bother trying to block his attacks either; Yama feet of his big brother, Toth.
is far too powerful and can break through three out of four of your blocks. The pillar strategy works well against all Yethru brothersmelee and
Engage him directly with every combat bonus you can apply at one time: ranged fighters alike benefit greatly by having this large obstacle to keep
weapon damage bonuses, attack speed increases, armor class increases between them and the demon bosses.
use whatever youve got. Play hit and run with Yama while running around
the southwest pillar. Efficient use of this obstacle is critical for having
enough time to fully heal yourself before rushing back into battle. TIP
Remember that your beast form has increased melee damage and attack
speedthis is often a great way to inflict much more damage than in your
human guise, so if youve collected enough essence, now is the time to use it!

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With two of the Yethru princes dealt with its time to face the middle After the defeat of the three
brother: Toth. Walk out into the middle of the room to bait Toth into battle. Yethru princes, Priest Cimido
Now that youre an expert in demon slaying you may not need to resort to appears through a portal into
using the pillars, preferring to face him in open combat, but that is entirely the Throne of Betrayal. Speak
up to you. with him to complete this
objective and quest and
Boss Battle: Toth continue in your efforts to
This third demon prince is confront the Emperor.
rated somewhere between his
brothers in strength and power.
While not entirely as
dangerous as Yama, Toth does
possess some impressive and
deadly abilities. His high
health and armor class make
him a tough opponent to beat;
however, as with most Yethru,
his melee skills are what set
him apart from other bosses.
Toth attacks with his swords The Reliquary
in both one- and two-handed
attacks, along with jumping
slashing attacks, all of which
do very impressive amounts of
damage. Combined with his
ability to break through half your blocks, this prince is an otherworldly
force to be reckoned with.
Aside from outright melee talent, Toth is a dangerous foe due to his
ranged shadow attack, which drains health and heals himself immediately.
Also, Toth is partially immune to shadow-based attacks so avoid using any
such special abilities.
Because his healing ability is fueled by your drained health, Toth should
not be given any room to execute this attackwhich he seems to do when
youre sitting at about midrange. To prevent him from using it, stay in close
and keep the pressure on with many melee attacks.
If you run into trouble against this big red machine, resort to the pillar
tactic, which works miracles against all three Yethru princes.

Once controlled by Overlord Uramshai, the Source Stone is the heart of the
Underworld. When the princes rose against their brother, they shattered
the stone, weakening the Overlord and throwing this once-orderly world
into chaos. The fragments of this shattered stone reside in the heavily
guarded Reliquary beneath the Princes throne room.
Objective 2: Cimidos Council
The Yethru princes are dead, but my task here is not done. Priest Cimido is
the only one who can instruct me further.

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Objective 1: The Barons Farewell


It is time to return to Baron Grimmose in the Sumdai Village.
The Reliquary
Priest Cimido said that the stones are in the Reliquary, but they are
heavily guarded by soldiers and deadly enchantments. I need to be fast,
but careful, if Im to survive.

Objective 1: The Source Stones


I must locate the three Source Stone casements in the Reliquary and
destroy them.
Back in Sumdai Village, seek out Baron Grimmose in his usual spot in the
eastern section. Speak to him about your next objective to complete this one
and move on.

Objective 2: Gather the Priest


I must gather Priest Cimido before journeying into the Swamp of Writhing.

The entrance to the Reliquary is in the hall east of the throne room. Inside the
Reliquary you can expect much the same type of opposition from the Bokni
forces as you did in the Throne of Betrayal. There are no bosses to fight in the
Reliquaryyou simply fight your way through the horde to the three locations
housing Source Stone fragments. Each of the Source Stone fragments can be
destroyed by melee attacks. Each is located deeper and deeper into the
Reliquary, so you must battle through most of the Bokni guards to the far end Meet with Priest Cimido atop his perch above the Sumdai Village. There you
of the map. temporarily join forces in your travels to leave the Underworld. This objective
Note on the map all of the circular chambers at the ends of long corridors. is now complete.
Each of these contains a small army of foes that in defeat grant an excellent
portion of experience points. If you want to level up, those chambers will help.
The terminal room is also grounds for massive battles; many troops guard this
Swamp of Writhing
massive chamberwhich serves as the route to the second and third Source
Stone fragments.

CAUTION
The explosion of a Source Stone can cause a stun effect, which may prove
deadly in a room full of Bokni forces. Always clear a room of opponents
before attempting to destroy these powerful artifacts.

With the destruction of the last Source Stone fragment this quest is
complete. Warp back to the Sumdai Village to advance in your adventures.

The Way Home


The Source Stones have been destroyed. My work here is done. Now, to find
a way home. The Sumdai know of a portal shrine in the swamps, but its
going to be dangerous to get to. I will need to keep Cimido alive through
the journey, considering hes the only one who can open the portal. The Swamp of Writhing was once the homeland of the nomadic Sumdai. In a
time now long lost to history, the Sumdai were forced from their kingdom
and made to roam the deadly swamps as nomads. Today, the swamp is
inhabited by the deadly predators of the Underworld and is unsafe for any
to traverse alone.

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Objective 3: The Portal The swamp known as the Final Gate was once the cornerstone of the
Priest Cimido is the only one who can open the portal. I must ensure that Sumdai civilization. Though most traces of the Sumdai have been
he survives long enough to reach the altar in the Final Gate. consumed by the swamp, the sacred portal that links the two worlds
together still stands.
With Priest Cimido in tow, leave the Sumdai Village from the exit in the northwest
corner. This leads to the Swamp of Writhingone more step in your journey home. The Final Gate is precisely
what you would expect from
the last swamp section to deal
with on your escape from the
Underworld. Bog Pests and
Imps galore attempt to
distract you while they lure
Priest Cimido to his doom. This
level can be quite meticulous
The Swamp of Writhing is similar to the Abhorrent Bulwark in that the same in that youre going to make
Bokni horde and Underworld creatures reside there attempting to prevent your very slow progress from the
successful passage through this infested landscape. From the north side of the west end to the east end of
Sumdai settlement you must go up and over the treetop ramps to get to the the map. Every single spider
south side and continue on. You must get Cimido from one end of the map to the or imp that comes along can
other, which can be difficult as he sometimes tends to wander and get into trouble. put enough space between you
and Cimido that you wont be
CAUTION able to give him a potion when
hes low in health.
Priest Cimido is not a very strong fighter. You must have many health
potions handy to give to him to help him survive the arduous journey to TIP
the portal.
To ensure you get through this map in the least amount of time, stay
There seems to be a never-ending population of Praetox Lurkers living in shoulder to shoulder with Priest Cimido to protect him and give him
this swampand Cimido apparently has a talent for bringing them all running. potions when necessary.
Dont underestimate these small arachnids as even a few of them are enough to
kill Cimido when youre preoccupied fighting monsters of your own. It is
possible to minimize travel and work your way west in a straight line once you At the far east end of the
get around the southern curve of the map. There is not a abundance of map you find the portal. Now
experience to gather from defeating creatures on this map, so you might as the real challenge begins.
well head directly for the Final Gate at the far west end of the map. Priest Cimido must cast a spell
to activate the portal;
Final Gate however, any interruption
means he must start again
from the beginning. Praetox
Lurkers attack from the north
and south sides of Priest
Cimido while hes attempting
to cast his spell. You must kill
the spiders before they can
attack the priest and interrupt
his spell castingand this is
no easy feat. This can be done
by melee combat if youre fast.
Stand directly behind Cimido
and watch cautiously for
spiders to appear. At first sight, move to the north or south to intercept them
before they can interrupt Cimido.

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Alternatively, you can use high-powered special abilities to protect him. Any The Loyalists Prisoner
powerful area-effect spell that does enough damage to kill a Praetox Lurker
outright (should be close to being over 50 damage per hit) will suffice for your
purposes here. Well, the sheriff went off and got himself capturedagain. This time, Ru
Kaji, the general of the Loyalist movement, is the captor. Captain Seras and
I are going to try and rescue the sheriffagain, and maybe well be able to
TIP stop Ru Kaji once and for all.
Youll likely need a lot of power potions to get Cimido through his spell
casting if youre using special abilities to protect him. Collect and buy as Objective 1: Report to Captain Seras
many as you can for this exit from the Underworld. Captain Seras has important information that will undoubtedly assist me in
the sheriffs rescue. I must speak with her before setting out.
When the portal is opened, say your farewells to Cimido and jump in, thus
closing this quest and chapter of the story. Look for Captain Seras in the
southeast corner of the main
area of the Resistance
Foothold. There she informs
Chapter V you of the rescue plan and
completes this objective.

Resistance Foothold

Objective 2: Rescue the Sheriff


I must help Captain Seras free Suri Mah before his scheduled execution.

You have five minutesthats


ituntil Sheriff Suri Mah is
executed! Run back to the
When the resistance arrived in the Undercity, Sheriff Suri Mah led them to eastern corridor in the
a location he knew would be safe from the Emperors minions. For nearly southeast corner of
two months, the resistance has maintained the footholds secrecy from Resistance Foothold through
their enemies, but they realize that their discovery is inevitable. The a previously locked doorway
resistance must move quickly to secure Azrans throne, for if they lose the and into the last room on the
strategic foothold, they will lose Koryn Thal forever. south side of the passage.
There you find the entrance
to the Halls of Sorrow.

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Halls of Sorrow
From your entry to the Halls of Sorrow start moving fast down the north
corridor. There is only one way to go through this map, so as long as youre
continuing forward youre moving in the right direction! Dont stop to
search for valuables, only to destroy any opposition in your way. You have
five minutes to get to Suri Mah; if you move straight through it should only
take you a minute and a half, so there is actually a lot of time to spare as
you dont have to travel all the way to the other end of the map. When you
get to Suri Mah, destroy his captors and release him from the cage to
complete the objective.

Objective 3: The Showdown


It is time for Ru Kaji to face justice for his villainy!

Now, with both Captain Seras and Sheriff Suri Mah in your party, there is no
stopping you! Take your time and work through the remainder of the Hall of
Sorrows toward the far end of the map. There you find the gate leading to Ru
Led by General Ru Kaji, the Changeling Loyalists have converted a large Kajis chamber. Before you proceed, warp back to the Resistance Foothold and
portion of the subterranean waterworks complex into a vast prison. Known stock up with potions in the least. There is an epic battle coming upRu Kaji
as the Halls of Sorrow, the prison complex is where all enemies of the is waiting!
Emperor, Changeling and human alike, are held until after their inevitable
execution.
Boss Battle: Ru Kaji
Sheriff Suri Mah cannot contain
his rage any longer; he
CAUTION transforms into his beast form
and attacks Ru Kaji, thus
In this fast-paced objective remember that you must ensure that Captain
beginning the massive boss
Seras survives. Not only are you working against the clock to save Suri
battle! This battle is either
Mah, you must protect your companion from the Bokni troops.
difficult or impossible,
depending on how you
approach it. Remember that
you have two NPCs that you
CAUTION must protectif either of them
dies the mission is a failure
Watch for the chamber with the Scorcher. This is a tough spot to get
and you must start from the
through in one piece with a Scorcher whipping many Bokni units into a last checkpoint. Consequently,
bloodlust. Prepare an area-effect spell to eliminate these enemies quickly you must stay close to both of
as youre passing through. them and be ready to give them
potions when the need arises.

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Boss Battle: Ru Kaji (continued) Objective 4: Check in on the Sheriff


Ru Kaji is a deadly combatant I should check in on the Sheriff at the foothold.
nothing like youve faced
before. Even the Yethru princes
cant hold a candle to this high-
ranking general in the Bokni
army. Ru Kaji is tough and
resilient with both high melee
fighting skills and solid
defensive abilities. In melee
combat he attacks with Warp back to the Resistance Foothold and seek out Sheriff Suri Mah in the
flurries; another attack has the southeast corner of the main chamber. Speak with him for your reward and the
knockback effect and another completion of this quest.
has a power drain. His blocks
are quite strong when
executed, and he can get The Cursed King
through your blocks half the The time has come for Azran to claim his throne. The sheriff is in no
timedont even bother condition to go anywhere, leaving me to escort the prince to the
blocking when fighting him final battle.
directly. Spend your time fiercely swinging away. Hes also partially immune
to lightning, so dont try to damage him with lightning-based attacks. Objective 1: Speak with the Master
Ru Kaji has a motley bunch of Bokni forces that usually includes Brutes, Master Surya wishes to speak with me before the prince and I begin our
Changeling Loyalists, Firespitters, and even a Feral Changeling. It is crucial journey toward the palace.
to the survival of you and your friends to destroy his minions first. Make
this a top priority in this battle. The longer his minions stay alive the
higher the chances of Suri Mah or Captain Seras being killed. Once his
troops are dead, turn your attention to Ru Kaji and keep the pressure on
him! Dont let up at all!
You dont have to defeat him, actually; you just need to get him to half
health and the plot thickens. Suri Mah is struck down and you and Captain
Seras are left to destroy Ru Kaji on your own. This is your chance! Seras
hangs back shooting while you can get in close for the finishing blow! When Seek out Master Surya on the northern platform in the main chamber. Once you
Ru Kaji is defeated, the objective is completed. speak with him about your journey, this objective is complete.

Objective 2: The Prince


It is time for Azran to claim his destiny, and I will be his guide in this final
chapter. There is no time to waste. I must gather him and leave at once.

Seek out Prince Azran in the southwest corner of the main chamber. Once you
speak with him regarding the journey this objective is completed.

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STORY MODE

Fallen Waterworks Scorched Tunnels

The waterworks once provided fresh water to the entire population of


Koryn Thal. Today, they are a haven for the Emperors fiendish engineers, When Koryn Thal fell many of the Changelings fled for the subterranean
who seek to harvest the technology for purposes of war. Most of the piping waterworks for shelter and secrecy, but their safety was not to last.
remains intact, but the stagnant water has been polluted to dangerously General Ru Kaji gave chase to those who sought sanctuary from his
high levels. Emperors will, and the refugees were purged from the Undercity. Today,
the Scorched Tunnels are a heavily fortified passageway that connects the
Undercity to the palace cellar.
Objective 3: The Cursed King
The cursed remains of Azrans grandfather must be destroyed before we can
gain entry into the palace proper.

CAUTION
You must travel with Prince Azran to the Fallen Waterworks via the tunnel in
the northwest corner of the Resistance Foothold. Inside you find familiar Expect tougher battles in locations on the map marked with Scorchers.
scenerythis area looks quite similar to the sewers you fought out of during
the first quest in the game. There is not much for challenges on your way
The Scorched Tunnels are an extension of the sewer/waterworks complex.
across the mapwhat you will find, though, are many small groups of slugs
These areas are much more heavily guarded than previously expected. There
being backed up by other Bokni troops. Navigate the twists and turns of the
are Scorchers in most of the larger chambers leading the Bokni military squads,
elevated corridors to find the exit ladder leading to the Scorched Tunnels.
and theyre intent on not letting you past. If they get a chance to effect their
combat bonuses on their troops these battles become significantly harder than
if you kill the Scorchers first.

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In the last chamber of the Scorched Tunnels is a horde of Bokni and a The Vault is the lowest level
Scorcher leader. This is a very difficult fight to get Prince Azran through alive of the palace: ornate archi-
as he seems to always find himself in the middle of a group of Changeling tecture overridden with Bokni
Loyalists and consequently getting himself slaughtered. Area-effect spells forces in servitude to the
work wonders here; dont even bother trying to fight any creatures, just follow Emperor. But soon the local
the prince around blasting off your spells and handing him potions. This is the militia changes; you see less
most effective way to get through this last fight of the level. and less of the regular troops
After the battle is over, collect the booty lying around on the cold stone and more and more undead
floor and use the exit on the south wall to get to the Vault. whats going on here? In most
of the larger rooms you find
Executioners, each commanding
Vault its own small army of various
Bokni forces. Getting through
this map alive is really an
exercise in following the path
of least resistance and only
going into the chambers or
corridors that get you to the
kings Vault chamber: Nowhere
else is required.

TIP
Watch for the rooms marked with asterisks on the map. These are areas
where youre likely to find Executioners and their squads of Bokni
forceschoose your battles wisely.

When you reach the far northern end of the Vault, prepare for a multistage
approach to the boss battle. Even before the boss battle begins, you must clear
the area and destroy King Zatharums undead guards.

CAUTION
Dont touch King Zatharum while hes in his mysterious energy field. The
knockback effect will KO you for several seconds, which is more than
enough time for any remaining undead minions to hack you or Prince
Azran to pieces.

The palace cellar is the nethermost level of the royal palace of Koryn Thal.
Many years before Nakivas arrival, the palace became host to the tormented
remains of King Zatharum, who had been cursed by his spurned lover. To
this day, Zatharum remains locked in the Vault that stands before the
entrance into the palace proper.

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STORY MODE

Boss Battle: King Zatharum


In his chamber, Zatharum is Suryas Betrayal
imprisoned by a mysterious Master Surya has betrayed us! He has betrayed me! After all Ive done for
energy field generated by four him and his precious heirfortunately Trainer Vishal is still one of the
outlandish machines, one in good guys. Together, we can take the old monk downI hope.
each corner of the room. These
apparatus each contribute a
portion of energy to the Objective 1: Defeat the Master
ethereal prison, keeping him Master Surya has gone mad! Fortunately, Trainer Vishal has come to my aid.
immobilized. They must be Together, we can defeat the master.
destroyed to release the
energy field surrounding the
king. Be well prepared, for
when the field goes down the
cursed Zatharum attacks with
mindless vengeance.
The king is immensely,
unbelievably strong. When his
invisible prison dissipates he rips his steel binds from the stone floor,
taking with them massive chunks of stone that he will eagerly attempt to Here in King Zatharums vault prison, you must defeat the master of the monks,
crush you with during his charged attacks. His high armor class and health who has guided you through your myriad adventures. Master Surya is no
make him very resistant to damage, and his melee attacks are so strong pushover; thankfully youve got Trainer Vishal with you.
that they can stun on contact. The king can break through 25 percent of
your blocks and has a slight resistance to lighting, so choose a different Boss Battle: Master Surya
type of attack that will do full damage against him. Surya is called a master for
Keep an eye on the princes health meter and stay close to him so you good reason. This extraor-
can hand over a potion when hes getting beaten down. King Zatharum dinary monk has high health,
obviously recognizes his grandson and often seems to focus on attacking high armor class, and
him during this battle. Thus, the king leaves his back open to you for unbelievably high melee
attack. Use this grand opportunity to inflict your highest melee damage via damage. His attacks may not be
either many fast regular melee attacks or by repeatedly charging your that diverse, but with a short
special melee attack and hoping for the common high damage it inflicts on delay between melee attacks
your opponents. he is a wall of blades that you
King Zatharum may be unbelievably tough and strong, but between you must contend with to get in
and the prince (if you keep him alive) you can defeat the king without too close enough to strike him.
many complications. Simple melee tactics work well; just remember to keep Watch for his spinning attack,
the prince out of trouble! which has a knockback effect,
and his special ranged attack,
which lowers your armor class
and all your resistances. Dont
spend too much effort blocking
in this struggle against the
master; he can break through your blocks half of the time he strikes.
In spite of his combat mastery, Surya leaves himself open after the large
swings of his blade. Dodge back and out of range, waiting for him to end his
swing. Then walk in and attack several times while he recovers. This is an
King Zatharums corrupted remains are destroyed, but a surprising threat excellent tactic against the master.
emerges from the chaos. This quest is complete but the next proves even more
challenging!

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Seat of Power
Objective 2: Speak with Vishal
Trainer Vishals timing is as curious as it is fortunate. He can undoubtedly
shed some light on this bizarre turn of events.

Speak with Vishal here in the vault to complete this objective and end the quest.

The Emperors Fall


Nakivas time grows very short. The prince and I must make our way to the
throne room where we will see to his end.

Objective 1: Speak with Azran


I need to make sure that Azran is all right before we continue into the palace.

The defeat of Master Surya releases Prince Azran from his slumber. Speak with
the prince to complete this objective and begin your final pursuit of the Emperor.

Objective 2: Confront the Emperor


I must close the portals and give Azran a fighting chance.

Symbolizing peace, tolerance, and acceptance, the palace doors were


always open to the public, but much has changed in the last 18 years.
Today, the palace, while structurally the same, is a veritable fortress that
is constantly patrolled by the Emperors bloodthirsty legions.

With Prince Azran in tow,


Leave Trainer Vishal here in the vault and proceed north to the entrance to the explore north from the
Seat of Powerit is there the confrontation with the Emperor will occur. entrance to the Seat of Power.
As in the previous map there
is a path of least resistance to
get to the final stage of the
map and the boss battle. If
youre concerned about

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STORY MODE

leveling up, then just clear out Boss Battle: Emperor Nakiva (continued)
the entire map of Bokni When the two machines are destroyed, the story continues and Nakiva
resistance. Check our map for addresses you directly.
asterisksagain, these mark
the locations of tougher yet When Nakiva strikes down
more rewarding battles due to the prince, he then turns on
the presence of Executioners you and transforms into his
rallying their troops. beast form. This is a good cue
for you to transform as well to
take advantage of your beast
TIP forms higher melee damage,
higher attack rates, and other
Watch for the small piles of bonuses (consider this a
valuables that contain large reasonable option, but not
vasesthese can be broken mandatory).
apart to reveal valuable Nakiva has very high health,
treasures. high armor class, and a partial
immunity to fire. Hes got a
very short delay between his
various melee and special
attacks, so you must counter
At the far southwestern corner of the Seat of Power, you find the throne with your own furiously fast attacks. It doesnt matter what they arejust
room, where Emperor Nakiva rules over his usurped dominion with an iron fist. keep them coming in quick succession!
You must help the prince defeat the Emperor once and for all! If you need a break and some time to recuperate go to the throne. Nakiva
cant follow you all the way into that recess in his large beast form. Be
Boss Battle: Emperor Nakiva warned, though; you taking a break means he can, too, and he can heal
As the story unfolds in the himself while youre hiding back there. Basically the throne recess should
movie, you may have figured it only be used for emergencies.
out that you dont have to fight Strong and fast melee attacks are the best way to beat Nakiva, whether
the Emperor yourselfat least in your beast form or not. If you can transform for this fight its a great
not in the first part of the idea to use the essence while you can and then scrap it out in human form
battle. Prince Azran and Nakiva for the rest.
have a score to settle between
the two of them and you dont
have to concern yourself with
The Emperor soon falls by your hand and the plot continues to thicken even
the prince for the time being.
now in this late hour.
You cant help him with potions
here, so focus on your
objective: destroying the red
glowing portals that Nakiva is
using to warp in many more
support troops from the Bokni
military. Eliminate any Bokni
forces that come through the
portals and then destroy the two machines sustain the portals themselves.

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Harem Chambers
The Mothers Penitence
Sorceress Ati Marra, Nakivas loving mother, is on her way to rejoin the
Amaranthine Orbis. Theres no way Im going to let her slide on by; shes
the reason for all of this! She must pay!

Objective 1: The Overlord


The Emperors death has freed the Overlord. I should speak with him to be
certain that he will not seek vengeance for his imprisonment.

The appearance of Overlord


Uramshai is surprising;
however, you must speak with
him to learn of Ati Marras
treachery. Learn what you can
from Uramshai to complete
this objective.

Objective 2: Stop the Sorceress


Ati Marra cannot escape! I must stop her in the Harem Chambers before she
flees to the safety of her allies.

Locate the entrance to the


Harem Chambers to the west
of the throne room. In you
must go to pursue Ati Marra!

The only servants of the royal dynasty that were spared the Emperors
murderous coup were the many harem girls. These women have been
trained over the last 18 years to serve the Emperor both as companions
and bodyguards of the royal mother, Ati Marra. The harem levels, once
inviting and peaceful, are now just as deadly for intruders as the Warfront.

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By now you should be


reaching very high character
levels. Due north awaits Ati
Marra in her guard chamber,
and there you will face her. It
is nearly a straight line
between the entrance to the
Harem Chambers and the boss
location. Go straight there if
you desire, or you can take your time and clean out the entire map. Check the The Covens End
map for asterisks again, as these mark the locations of Scorchers and their Two bad guys down, five to gothe Amaranthine Orbis is still out there
Bokni legionsyou can safely expect more difficult fights in these areas, but and, according to Ati Marra, are making plans to avenge the death of their
the experience point rewards are invaluable to players still needing to level up. champion. I need to stop the coven before they make all of this for naught.
When you finally reach Ati Marra in the last chamber, shes got a
surprise for you! Objective 1: Speak with Ati Marra
Boss Battle: Ati Marra Ati Marra has realized the
error of her ways and has
vowed to assist us in
destroying the Amaranthine
Orbis. I can only hope that
her guidance will not lead me
to ruin

Ati Marra is an impressive creature: a lethal beauty that possesses skills Speak with Ati Marra about
far superior to many youve already faced. She swings her chain mace with the coven to complete
blinding speed, with almost no delay between her regular melee attacks! this objective.
Ati Marra attacks in melee combinations that have never been seen before
and are incredibly hard to defend against.
Her high health, fatal melee damage, and attack combinations make for
an almost insurmountable offense, but her partial immunity to cold and
slight resistance to shadow-based attacks grant her excellent defenses
against characters relying on magical ranged attacks. Be cautious of her
freezing spray attack, which can turn you into an icicle for short periods, Objective 2: Destroy the Coven
leaving you open for her devastating melee combination attacks and the Ati Marra has opened a portal that will take me to the Abyssal Shrine.
assault from her loyal guardians. If you try and run away in retreat for a There, I must face the coven once and for all!
breather, shell shortly be on top of you with her teleportation ability.

Once Ati Marra has the portal open, travel through it to reach the Abyssal Shrine.
As soon as you strike Ati Marra, half of her Stonedancers come to life in her
defense. As you continue to do her damage, she calls forth the rest of her stone
minions. They are limited in number to the amount placed around the fountain
in the middle of the room. Destroy her Stonedancer guardians and then focus
again on the sorceress herself. If youve collected enough essence, transform
to your beast form to quickly inflict massive damage on Ati Marra. By the time
you transform back into human guise, shell be well on her way to defeat.

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When you find your way to the inner sanctum, be sure to cautiously
Abyssal Shrine eliminate the undead guards immediately adjacent the entrance doorway: You
dont need these guards around when the battle with the coven begins. This is a
small dent in the covens bone army even within the sanctum itself as there are
many more present on the east side grand stairs beyond the central dais where
the coven members have gathered.

TIP
There are many treasure chests around the walls of the inner sanctum.
Whether youre treasure hunting or searching for much-needed potions,
be sure to check all of the chests for valuables.

Boss Battle: The Coven


The coven is essentially a
unit of spell casters that
cannot easily be isolated into
Unbeknownst to the world, the Amaranthine Orbis has managed to stabilize individual boss battles. It is
a rift in dimensional space that separates the realm of people from the possible (however unlikely) to
Underworld. Within this chaotic, ethereal realm, the Amaranthine Orbis has corner each elder by himself,
constructed a most sacred temple, known as the Abyssal Shrine. Here, the but more often than not the
ancient coven oversees the Emperors reign and continues its pursuit of the elder in question draws more
Underworlds arcane mysteries. undead backup or even another
elder into the battle for support. As soon as one elder is aware of your
presence the other three are ready to join the fight as well.
The Abyssal Shrine is not a
large structure; however, rest Because of this, and due to the similarities between each coven member,
assured, its jam-packed with this boss battle is described as a group. The only differences in the elders
undead soldiers. More than are their immunities to certain types of damage and the type of ranged
youve ever seen before in one attack they cast at you. Listed below are the summaries for each elder in
place, and all kinds of them! the coven:
There is a literal bone army
between you and the coven in Elder Soran
its inner sanctum. Travel due
Immunity: Lightning
east from the shrines entry
point to find the coven. Every Ranged Attack: Damage + Knockback
chamber in this structure has Special Ability 1: Summons Skeletons
dozens of undead soldiers
Special Ability 2: Teleportation
guarding it, so prepare all of
your most devastating area-
effect spells to clear the Elder Veshta
rooms as quickly as possible.
Immunity: Shadow
Ranged Attack: Damage + Power Drain
TIP Special Ability 1: Summons Skeletons
Special Ability 2: Teleportation
If you find yourself surrounded by undead soldiers, remember that your
charged attacks can hit enemies 360 degrees all the way around you.
Elder Ithral
Immunity: Cold
Ranged Attack: Damage + Slow Movement
Special Ability 1: Summons Skeletons
Special Ability 2: Teleportation

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THE WARRIORS CODE APPENDIX

Boss Battle: The Coven (continued) Boss Battle: The Coven (continued)
Elder Faelius
Immunity: Fire
Ranged Attack: Damage + Bonus Fire Damage
Special Ability 1: Summons Skeletons
Special Ability 2: Teleportation

Each elders ranged attack With three of the Coven Elders destroyed, the remaining obstacle is
does incredible amounts of Elder Faelius. If youve run out of ranged ammunition or potions, it may be
damage. You must have a huge time to attack directly in melee combat in either human or even better in
collection of potions to get beast form if available. Now you dont have to worry about the other elders
through this battle successfully. powerful ranged attacks while youre focused on your last main target.
In the inner sanctum, stick Coven Elders have little to no protection against melee attack damage so if
initially to the southwest you can chase him down, Faelius wont last long at all. If you cant get to
corner and try to lure Elder him in time before he flees, then you must resort to searching the grounds
Soran out to you. If you can for more ranged ammo and potions and defeating him at a distance as with
keep him in the corner with the other elders. In his defeat, Faelius gives way to a new era.
ranged attacks, you may be
able to defeat him without
initiating battle with another
one of the elders. It is likely
that a few undead soldiers will
join the fight with Soran against
you, but they are a minor
concern compared to having several coven members against you at one time.
Having a lot of ammunition for your ranged weapons makes this epic
battle much easier, but you must conserve it. Save all of your ranged ammo
for the bosses and use special abilities like area-effect for the undead that
Objective 3: Victory Achieved
the elders conjure up to defeat you. When Soran is dead, move to the north
end of the sanctum, along the west wall, and try to bait Veshta into coming
The Amaranthine Orbis has been vanquished from this world. Azrans throne
has been secured and peace achieved. I should return to the foothold and
after you. His shadow attacks drain a lot of health with each hit so you
inform my new king of this victory.
must be fast with your health potions. Lure Veshta back toward the western
exit and deal with him there.

TIP
If youre quick its possible to dodge the elders ranged attacks.

With Veshta dead, there are only two elders remaining. Move slowly
along the north wall just until you see Ithral come into view on the The defeat of the coven brings Overlord Uramshai to the Abyssal Shrine. He
minimap. Slowly move closer until he sees you and gives chase. You must seems grateful enough after obliterating any last remains of the Coven Elders; he
be close to the north wall so that Faelius is out of range when Ithral opens a portal for you to use to return to your home world.
attacks you. Remember that Ithral is almost totally immune to cold-based
Enter the portal to return to the Resistance Foothold. There you must speak
attacks, so if youve been using this type, its time to switch it up. Its much
with Suri Mah, Captain Seras, Trainer Vishal, and finally the new king, Azran.
more effective to fight the first three elders with ranged attacks. This way
This completes your quest and brings the story to its final conclusion.
you can prevent excessive movement on their partin melee they will flee
Congratulations! Now you can restart the story and continue pushing on toward
or teleport away from you, often bringing in other elders to the fight. At a
level 50!
distance, elders dont flee and are stationary and very easy to hit with
ranged weapons and special abilities. You can eliminate Ithral in the
northern alcove or lure him to his doom near the entrance in the west (the
west end is safer).

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Recently, strange occurrences have begun to haunt the people of Aven.


Several prominent citizens have gone missing, and innocents have fallen
suddenly and mysteriously ill. Unrest and fear are beginning to prosper, but
not without reason. A dark cloud is brewing on the horizon, and Aven is
threatened by unknown forces that promise only oblivion.

Prologue
The streets of Aven are dressed in the brilliance of celebration, and all is
prepared for the time-honored Festival of the Crown, a day that marks the
anniversary of Avens founding nearly two millennia ago.
Today, one who is pure of heart and innocent of soul has been chosen to
champion Aven through the coming year with her morality, virtue, and justice.
Today, a new crown has been elected.
The people of Aven are gathered in the town square, their spirits and voices
lifted high with patriotism as they gaze in admiration upon the beautiful young
woman on the dais. She smiles brightly to her brethren and subjects as the
academy overseer, Lysetta, places the ceremonial crown of Aven upon her head.
Kaylee, a brilliant apprentice of the academy and beloved by all, has been
elected the crown of Aven for this new year.
The ceremony of the crown ends with roaring applause and cheering. Now
the Tournament of the Guardian begins.
The day nears its end and the people of Aven gather in the Howling Pine
Tavern and Inn. Kegs of beer and bottles of wine pour freely from the bar, and
hot food from the kitchen is plentiful.
You are the last to enter through the front doors of the tavern; your clothing
and armor are soaked with sweat and torn from the trials of the tournament.
Hail to the crown! Hail to the crown! The tavern patrons collectively stand
and cheer loudly at your entrance. News travels fast in Aven, for you have won
In the Beginning. the tourney just a few minutes ago.
Tonight, you sleep in the tavern suite that has been readied as your abode
through the duration of your guardianship of the crown. With a belly full of
fine food and drink, you finally lay yourself down for a much needed rest. Sleep
Unataca is an ancient planet. Hundreds of civilizations have risen and fallen comes quickly and dreams are soon to follow.
upon its surface. This is the story of one such civilization. Throughout their
recorded history, the people of Unataca have known peace and prosperity
within the walls of their timeless city, Aven. High upon the plateau known only
as the Watchtower, Aven has been isolated and secure for generations. The
people have dwelled in this sheltered solitude so long that today, mystery and
ignorance shroud the certainty of an unknown danger.
The realms beyond the Watchtower are barren and dying regions
inhabited by dangerous and powerful creatures. Aven is truly the only safe
haven and the last bastion of human civilization and culture left upon a
withering Unataca.

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In this section, we cover all you need to know about playing Untold Legends: Green: Any green map marker is an area that you have physically visited. You
Brotherhood of the Blade. From general gameplay tips to character creation to must go through a doorway or portal and step foot in the area before it will be
the hordes of weapons and magic, its all here. marked green on the world map.

NOTE
General This is a great way to keep track of the places you visit in Unataca.
However, just because an area is marked green doesnt mean youve
explored all of it. Its best to be thorough once in an area and scour every
This section covers the ins and outs of exploring the world of Unataca and all inch of it for treasure before moving on.
of the essential gameplay elements. The PSP may be small, but this world is
huge! You need to keep track of a lot of character, inventory, and quest infor- Red: Red map markers indicate those locations that youve either just heard
mation, so be sure to read through this section in its entirety. about or found the entrances to but havent yet traveled to. You will eventually
get to most of the red areas just by completing all the main and sidequests, so
dont feel rushed to explore all of them before they come up in the story.
Exploring Unataca
Transparent: Some markers appear empty on the world map. These areas are
unknown to youthey dont exist as far as your character knows. Until an NPC
Unataca is a large world, with many locations to explore. Destroy legions of
mentions them or until you find an entrance that would then make one a known
undead in the many catacombs below the city of Aven; eliminate desert hordes
location, they will remain empty and uncolored.
in the Badlands, or confront the dark demonic armies of the Infernal Abyss, if
you dare!
This large world map also displays how to get from one area to the next. The
To get around efficiently you must become accustomed to reading and using
trails that run between map locations give you a quick idea of the best way to
your different maps often. Every map aside from Aven is randomly generated
get from point A to point B or even point F.
and rarely the same. Consequently, its very easy to get lost and completely
Some maps are dead ends and have only one entrance or exit, while others,
miss your turn. Lets discuss the types of maps available to you.
like Lightfall Grove, serve as major travel routes and have many exits from
which you can get to numerous other areas.
World Map & Legend Every time you start a new quest its an excellent idea to plan your travel
route to get there the fastest. Check the world map to pick the best route to
Unataca is quite large. Each oval on the map represents a smaller individual the quest location.
game map where your adventures take place. Depending on your game progress,
each locations oval marker is one of five colors:
NOTE
Blue: There can be only one blue oval marker on the map at any given time; this
is your current location. If you get lost or turned around while treasure Maps that have multiple levels are still represented on the world map by
hunting, refer back to this world map and find your current zone. only one oval (for exampleTemple of Dreams levels 1, 2, and 3). The
world map will, however, display your current location name when you
Purple: This color marks your main quest locationthis is the next place you move the cursor over it. You must be inside a multilevel dungeon for this
want to go to further the story. to apply.

NOTE
Note that only your main quests show up as purple ovals on this map. Minimaps
Sidequests (covered in the Story Mode section) are not displayed by Exploring Unataca can be a daunting task for any traveler without a good map;
purple markers; they can only be found in the details of your quest log thankfully you have two more aside from the world map. Two versions of the
(see the Quest Journal section). minimap are useful in different circumstances.

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Where Can You Go from Aven?


The smaller minimap is great for a quick visual reference to make sure that There are five regular ground exits and dead ends from Aven (not including
youre going in the right direction. Having it visible in the top right corner the teleporter; see the Travel section for details):
helps prevent getting lost, so keep it on at all times.
The larger minimap is quite useful for looking over the immediate area at a Eastern Catacombs: A hole in the floor of level 2 leads into the depths of
larger scale and checking out your surroundings more easily. The big bonus is the Forgotten Catacombs and the crypts below.
that this map shows all of the portal names. It is possible to play the game
with this map slightly obscuring the fighting action just to be sure that you Lightfall Grove: This grove is a major transit pointthere are many other
dont miss the entrance youre looking for. areas accessible from Lightfall Grove, including Shadowpine, Tornwood
Two other features show up on both minimaps: exclamation points and Forest, and Marrowrock.
devil heads:
Secret Catacombs: This is a dead end.
Exclamation Points: Anytime an NPC has something to tell you, always
regarding your quests, his or her location is indicated on the map by an excla- Howling Pine Inn: An alternate quest exit from the basement of the inn
mation point. Watch carefully for them on the smaller minimap as they can leads to the Forbidden Catacombs and into the deeper dungeons beyond.
sometimes be missed, depending on the location of the mark in relation to the
surrounding map features. The exclamation points on the larger minimap are Western Catacombs: This is a dead end.
quite easily recognizable.

Red Devil Heads: All main quest bosses are indicated on both the minimaps by
a red devils head. Watch carefully for this feature to appear and make sure to NOTE
save your game before rushing in to crush the enemy!
The Aven teleporter is functional only after you find a teleporter in the
wilderness of Unataca and activate it.
NOTE
Minimap bosses do not have red marks that show up on the minimaps like
the quest bosses do. You usually find minimap bosses at the ends of most
Non-Player Characters (NPCs)
areas before you can return or progress farther into another area. The following NPCs are those who initiate both the main and sidequests in your
adventures through story mode. The Story Mode section covers the quests.

TIP
The minimaps are toggled by holding r and then tapping p.

The City of Aven Acolyte Maia


Aven is a timeless city, the last stronghold of human civilization on Unataca. It
is your job as guardian to keep it safe, and this significant responsibility keeps
you very busy.
The map shows all of the information to be found in Aven, including the
entrances/exits, market, and of course the quest-triggering non-player
characters (NPCs) all around town.

Elder Aidas

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Kaylee Shepherd Grailynn

Madam Diana Sir Armon

Overseer Lysetta Templar Draven

Travel
There are three ways to get around Unataca, and we cover them all here, in
order of efficiency from hardest to easiest. There is a trade-off when youre
traveling, between speed of travel, rewards, and experience collected.

On Foot
Sabine Firehand It is possible to explore all of Unataca on foot; it is the slowest means of
travel, but you will level up quickly by taking this route. If you take the long
way around all the time, you will end up with more treasure and a more
powerful character sooner than other players.

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Gaining Wealth
Teleporters
Teleporters are the second most efficient means of travel across Unataca, but There are several ways to find and collect more wealth to upgrade your
with one hitch. You must find and activate the scattered teleporters before you character. Having the necessary gold comes in handy when fighting a difficult
can travel between them and the Foundation Academy teleporter in Aven. bossyou may need to return to Aven and restock your supply of health and
After you activate some teleporters, they show up in the list of destinations power potions. Lets discuss where all this wealth is coming from.
that appears on-screen when you enter a teleporter.
Teleporters are an excellent, efficient means of travel; however, their use is Treasure
limited to the portals you have found and activated. There is no shortage of treasure scattered around Unataca, from gold dropped
by bandits to powerful magical items found in the possession of conquered
Teleporter Locations foes. Pick up everything you can, even if youre not planning on using it. You
Aven (in Foundation Academy) can sell it for gold that, in turn, can be used to buy other, more needed items.
Shadowpine
Lightfall Grove Chests
Tornwood Forest
Treasure chests are randomly located throughout the adventuring mapsand
Splinterfull Woods
treasure chests mean lots of gold and magical items. There is one catch: Chests
The Riven Flats
dont all look the same, so keep a watchful eye out for them. Chests may look
Deadeye Ridge
like regular chests in the Badlands, but in the dungeons they appear more like
The Eclipsed Land
small stone coffins.
Glacial Steppes
If youre exploring maps to their fullest extent, the on-screen prompt asking
Infernal Abyss
if you want to open the chest is a dead giveawaythis gives you an obvious
indication of any nearby chests, so stick around and scoop out the contents:
There is no limit on how much gold you can carry.

Recall Hidden Containers


After Overseer Lysetta has given you the Lysetta Stone, you gain the ability to Treasure also lurks in hidden containers and boxes. These are trickier to find
recall or teleport to Aven directly and immediately in the case of emergency. than chests because no prompt asks you if you want to open them. Look for
This stone is a spiritual link with Aven, and all citizens carry one with them. any item that stands out from the surroundings and appears breakable. The
This ability is accessed through the start menu. From there select Recall to only way to get to the treasure within is to break the container with your
Aven or Return to (wherever you came from). weapon. If you suspect there is a container in front of you, swing and behold
TIP the treasure within!
Hidden containers come in all shapes and sizes, from rocks in the Badlands
If you are in the middle of a losing battle, return to Aven using the Lysetta to ice crystals in the Glacial Steppes, to piles of bones in the Infernal Abyss.
Stone. There you can restock on health potions, etc., in the market and
warp back into the action better prepared for massive chaos and carnage.
NOTE
The discerning adventurer is able to move hidden containers around on
the floor by walking up against them. This is an effective way of deciding
Lysetta Stone if you need to stop and break them open.
The Lysetta Stone has a limited memory. Consequently, you can return to
Aven only briefly, then instantly transport back to whence you came.
You cant recall to Aven, run a bunch of errands, enter a new map on foot, The Aven Market: Buying and Selling
then return to your recall point. By then the Lysetta Stone has forgotten
where you came from, and the option has disappeared.
with Loren Haggard
Regardless of your character
class, Aven Market is where
youll be spending a lot of
time, either upgrading your
weapons and armor or selling
the goods you gather during
your adventures. Loren
Haggard owns the market; hes
who you deal with for all your
equipment needs.

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You may not ever have to buy armor and weapons because you can often the world with stubborn determination, regardless of the incredible odds
collect powerful items from fallen enemies after your many battles. However, against them. Alchemists serve Aven as sources of knowledge, expertise, and
you cant use all of them, and its more efficient to stick with the best of your dangerous ability. Their relentless pursuit of the unknown drives them to
collection, and sell the rest to keep room for more goods on the next adventure. confront the dangers of the outer territories.
Alchemists employ eldritch
NOTE science and its untold
capabilities in their explo-
Items with red text names or that appear in red in your inventory cant be ration of these dangerous
used by your current class. However, you can sell these items at the market. territories. Potions of their
own craft and ancient arcane
scrolls are the sources of their
Quest Journal destructive and defensive
capabilities.
Alchemists are respected in the city of Aven for their countless contributions
The quest journal is the official record of your progress through story mode. It
to cultural progression. If it were not for this elite order of brilliant and
is on the fifth tab from the left in your personal inventory.
progressive minds, Aven would likely not have survived the turmoil of its past.
Active quests and their current objectives are displayed in the journal. The
entry should tell you what needs to be done, who needs to be spoken to, or
where you need to go. After an objective in the game is completed, a note
appears across your screen indicating that your journal has been updated.
Key Attributes
Intelligence, Stamina
Check the journal at that time to find out what happens nextthis makes your
adventuring efficient.
An ambitious adventurer can have multiple ongoing quests. It is possible to
have a main quest active and also initiate some sidequests through the various Starting Statistics
NPCs in Aven. If this happens, scroll through the quests with p. Strength: 9 Dexterity: 10
Intelligence: 18 Stamina: 10

Dying
Life and death are all part of the natural order; that doesnt make it any easier TIP
when you bite it while fighting off hordes of undead or a gargantuan boss.
Youre going to take hits and your character may end up being killed in the
Spend most skill points gained on your character classs key attributes.
most unfortunate places. However, there is a bright side to this: When your
character dies, you start from the current maps beginning, not from the point
of the last saved game. Skill Point Distribution
Now before you let out a big sigh of relief, note that the penalty for dying is Every time you level up, skill points are awarded for you to put toward
the loss of the experience, gold, and treasure youve collected on the current developing your characters special abilities. At level 50 (the final level),
map. If you start at the maps beginning, you start with what you came in with your character will have earned all 150 skill points, so you could have up to
in your inventory. seven skills at level 20 (the highest possible).

Skill Points Earned by Level

Character Classes Levels


19
Skill Points
1
1019 2
2029 3
Alchemist 3039
4050
4
5
Alchemists are scientists of
incredible brilliance, extreme
curiosity, and little regard for
the consequences of their Top 7 Alchemist Abilities
experiments (all in the pursuit 1. Build Golem 5. Poison Shot
of science). They are also 2. Chain Lightning 6. Quagmire
scholars of great renown and 3. Detonate Golem 7. Transmute
pursue the lost mysteries of 4. Make Potion

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Alchemist Ability Summary Table


Use this table to help decide where your skill points should go.

Ability Type Required Level Base Level Effect Comments

Block Passive 1 Adds 5% extra damage protection to all blocks. Use as a prerequisite for other skills only.
Has a 5% chance of knocking back an attacker
1.21.4 meters while blocking.

Melee Attack Passive 1 All melee attacks will do 105% damage. Use as a prerequisite for other skills only
unless youre playing a battle alchemist and
desire strong melee skills.

Poison Shot Active 1 A bolt that causes 34 points of damage and Great ranged and area attack ability,
creates a 1.2-meter-radius poison cloud that especially at higher levels.
also does 34 points of damage every 0.9
seconds.

Magic Circle Passive 3 Increases all resistances by 5%. Maxed out it offers 25% resistances, but with
some gems or other upgrade items your totals
for some resistances could be slightly higher.

Endurance Passive 5 Increases your base maximum carrying Spending points in this ability allows you to
weight by 10. make fewer trips back to the market. If this
doesnt matter to you, use your points to
beef up other abilities.

Acid Spray Active 5 Sprays acid 2.2 meters that has a chance to Its difficult to be accurate with the spray;
stun creatures for 2.0 seconds. use this as a prerequisite for other skills only.

Make Potion Active 5 Theres a 25% chance to make a health or power Excellent ability; all alchemists should spend
vial. However, there is a 96% chance a lesser points in this.
vial will be made. Uses 10 gold.

Fire Bomb Active 8 Places a bomb that explodes after 2.5 seconds, Good area-effect ability against large
dealing 5872 points of damage in a 5-meter groups, especially at higher levels.
radius. Two bombs are allowed at the same time.

Build Golem Active 10 Creates a level 10 golem that will aid you in fights. Excellent ability; the golem fights off your
enemies while you sit back and use ranged
attacks.

Transmute Active 10 Converts all items on the ground in a 3.2-meter Excellent ability when maxed out; use this
radius to gold at a 15% exchange rate. with the Make Potion skill for a permanent
supply of health and power.

Quagmire Active 13 Creates a 2.2-meter flaming tar slick that causes This ability damages and slows your enemies;
914 points of damage and reduces speed to works well when followed up with a high-
60% every 1.2 seconds. level Poison Shot.

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Alchemist Ability Summary Table (continued)


Ability Type Required Level Base Level Effect Comments

Guarded Watch Active 15 Satellites deliver 1215 points of damage to Absolutely devastating when maxed out;
enemies in a 2.2-meter radius over 10.0 spend many points in this ability.
seconds. Friends satellites deliver 13 bonus
points of damage.

Stone Gaze Active 15 Fires a shot that turns an enemy to stone for 5.0 Powerful one-on-one ranged magic attack
seconds. Has a 15% chance of instantly killing that is especially useful against bosses.
the enemy.

Detonate Golem Active 20 Explodes your golem for 262323 points of damage Perfect partner skill for the Build Golem
and knocks back enemies in a 2.2-meter radius. ability. Let the golem fight as much as he can
and then blow him up for lots of extra damage.

Chain Lightning Active 18 Shoots a lighting bolt that hits a monster for Amazing ability that causes high damage to
8098 points of damage, then hits up to two multiple targets; max this ability as soon as
more nearby monsters. possible.

Mind Wrack Active 25 Converts enemies to fight for you. Use this ability to force your enemies to fight
with you for a time; destroy them all in the
confusion that follows.

Strategies
TIP
Alchemists are a difficult class to play because they initially have a lot of
catching up to do with respect to their fighting skills. If ones intelligence and Use fast and deadly small blades to finish off the enemies that get
stamina are maxed out to provide more power for spell casting, etc., then there through the alchemists magical attacks.
must be trade-offs in the form of strength and dexterity.
Thus, most alchemists seriously lack melee combat skills because their
physical attacks wont do that much damage. Considering that at lower levels
her magic abilities are limited, that puts her at an early disadvantage Battle Alchemist
compared to more combat-oriented character classes such as the knight. As with most suggestions, its really your decision on which direction to take
With some patience and hard work, the alchemist is a rewarding character, your character. To illustrate this point well discuss the battle alchemist.
but you must see her through the hard times. To get through the early stages You could spend all your attribute points making a brilliant alchemist that
of the game more or less in one piece, you must play smart and safe. Running much more of a typical spell-casting genius who is extremely weak when it
blindly into battles is a good way to repeatedly get killed and never make any comes to physical combat. However, another path may prove quite
progress. rewarding. That is the path of the battle alchemist: a warrior and a spell
Rather, err on the side of caution and proceed slowly, attacking the enemy caster all rolled up into one.
ranks with as many ranged attacks as possible. Only as a last option should Whereas a typical alchemist would be spending all her points into intel-
you engage the enemy in melee combat. You will find, though, that often an ligence and stamina, the battle alchemist distributes points between
enemy is not killed outright by your spells and keeps getting closer and closer strength, intelligence, and stamina. There is a slight trade-off because you
while moving in for the attack. Thats okay, because even though the alchemist dont have as many points to go around when splitting them this way, but
majors in magic, that doesnt mean she doesnt keep a shining blade at her side the major benefit is having a very solid physical presence.
to finish off any stubborn foes.
Use Poison Shot repeatedly at the first sight of enemies. When Quagmire is
available to slow down foes first, the Poison Shot then has that much more time
to effect its poison. Also, making good use of Transmute and Make Potion skills
keeps the alchemist in good fighting form with a constant supply of potions.

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Berserker There is some truth to this speculation, as no berserker is born a berserker


she is chosen. Only those who have proven their incredible strength, perse-
verance, and a bloodlust for vengeance are given the gift of the berserker.
The berserker is the embodiment of unbridled fury, force, and bloodthirsty
Despite the cold sentiments of others, berserkers are very loyal and
vengeance. A berserkers
dedicated to Aven and its people. They stalk the outer territories and
primary role is one of
obliterate the foes of Aven without mercy.
brutality and destruction.
Berserkers are widely feared
and distrusted for their
extreme cunning and brutal Key Attributes
force, but they are Strength, Stamina
nonetheless among the most
important contributors to
Avens defense.
Starting Statistics
These mysterious and dangerous warriors are unique in their heightened
Strength: 18 Dexterity: 8
senses and superhuman Intelligence: 6 Stamina: 15
strength. Berserkers employ
small blades and throwing
weapons in their arsenal.
Berserkers have been among Top 7 Berserker Abilities
Avens populace for countless 1. Death Breath 5. Recover Thrown Weapon
generations but have been 2. Dual Wield 6. Savage Strike
accepted by the people and 3. Endurance 7. Thrown Weapons
government only in the recent 4. Melee Attack
century. Their origins are a mystery to all, so it is a common belief that these
unfortunate people are the bearers of a disease and should be treated as such.

Berserker Ability Summary Table


Use this table to help decide where your skill points should go.

Ability Type Required Level Base Level Effect Comments

Block Passive 1 Adds 5% extra damage mitigation to all blocks. Berserkers dont block; spend only one point
Has a 5% chance of slowing an attacker for 2.8 on this as a prerequisite for other skills.
seconds while blocking.

Melee Attack Passive 1 All melee attacks will do 105% damage. Essential berserker ability; the more damage
you can inflict per attack the better.

Rend Active 1 Hits your enemy for 1519 points of damage A useful skill for early in the game; later on
and a chance to cause 1013 points of damage spend your points on other skills.
to nearby enemies you are facing.

Sprint Active 3 Increases movement rate to 120% for 3.0 Sprint is useful if you want to get from one
seconds for you and your friends within a 2.2- end of a map to the other in the least
meter radius. possible time.

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Berserker Ability Summary Table (continued)


Ability Type Required Level Base Level Effect Comments

Sprint Active 3 Increases movement rate to 120% for 3.0 Sprint is useful if you want to get from one
seconds for you and your friends within a 2.2- end of a map to the other in the least
meter radius. possible time.

Endurance Passive 5 Increases your base maximum carrying Essential: You need to sell lots of treasure
weight by 10. and constantly restock with health potions.

Ravage Active 5 A series of rapid attacks that deal 47% damage. Use as a prerequisite for other skills only.
Requires a melee weapon.

Thrown Weapons Passive 8 Every thrown weapon will do 105% damage. Use as a prerequisite for other skills only. If
you favor a berserker with powerful ranged
attacks, maximize this ability.

Savage Strike Active 10 A 50% chance that each melee attack made Phenomenal: This ability can have massive
during 4.0 seconds will be a critical hit for you impact if maxed out (70% critical hits).
and your friends within a 1.2-meter radius.

Feral Rush Active 10 Rush for 1.0 seconds delivering 4657 points of Use as a prerequisite for other skills only.
damage and knock back all enemies near the
point of impact.

Piercing Howl Active 13 Cause 2835 points of damage to enemies in a Devastating area-effect spell at higher
2.2-meter radius. Friends that hear the howl levels.
also deliver 2835 points of damage in a 1.2-
meter radius.

Recover Thrown Passive 15 Gives you a 15% chance of automatically Important: If you like throwing weapons this
Weapon recovering weapons that have been thrown. is a must. You may never have to go find
more throwing weapons again if this is
maxed out.

Dual Wield Passive 15 Allows you to wield two weapons simultaneously Essential: This is a brutal ability that enables
with 80% damage for the primary weapon and the full fury of the berserker.
75% damage with secondary weapon.

Scent of the Pack Passive 18 Increases the chance of a critical hit by 2% when Use this ability in concert with Savage Strike
attacking enemies for both you and your friends to increase critical hit chances.
within a 2.2-meter radius.

Blood Curdle Active 20 A chance to stun enemies in a 2.2-meter radius Use as a prerequisite for other skills only.
for 3.0 seconds and for nearby friends to stun
close enemies for 2.0 seconds.

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Berserker Ability Summary Table (continued)


Ability Type Required Level Base Level Effect Comments

Death Breath Active 20 A 2.5-meter spray that causes 2025 points of Essential: This is a very effective area-effect
damage and creates a magic cloud that deals ability that can easily sway the outcome of
810 additional points of damage every 2.9 large group battles.
seconds. Enemies may flee.

Infect with Active 25 Makes an enemy an ally for 14.0 seconds and Easily infects enemies into fighting for you
Madness completely heals him. His damage is raised to while you eliminate them all from a safe
125% for 20.0 seconds. distance.

Strategies the druids foes or give


protection to his allies.
Berserkers need to get dirty and bloody during a battle or they just arent Although the druids inevitably
living up to their reputation. With this type of character you must be prepared die from the infection of
to jump right into the middle of a fight and hack your way out to victory. corruption, they consider it a
To be a successful berserker, you need to be strong and healthy, and be dual- sacrifice that is both worthy
wielding two devastating weapons. What those weapons are is up to you, but and necessary to their cause.
we favored a powerful magical long sword and mace combinationnot only did The druids are among the
they look cool, but they unquestionably put the hurt on our foes. By level 30 oldest of Avens elite orders
our berserker was dealing out an astounding 400600 points of damage per and have served the city for
attack. many eras. Druids are viewed
A berserkers attack strategy is very straightforward: attack and kill, end of with a grave respect by the
lesson. If you want to develop a bit of finesse for your berserker, try attacking people of Aven, who consider
enemies with brutal throwing weapons (shurikens and throwing knives) and them to be the bravest of the
ranged abilities such as Death Breath. If and when enemies make it through champions and most honorable
that barrage, a good clean follow-up melee attack should easily put them down of heroes. The druids have been
for good. responsible for the continued
Spend nearly all of your points on strength to provide the best offense in survival of Aven and its
the gameunbelievably high damage! Spend a few here and there on stamina people, having assured clean water and good crops with their many sacrifices
to increase your health as well. Between strength and stamina, the berserker in centuries past.
becomes an unbeatable force of destruction.

TIP
Key Attributes
Shurikens make the perfect throwing weapon as they only take up one
Intelligence, Dexterity
space in your weapon inventory.

Starting Statistics
Druid Strength: 11 Dexterity: 7
Intelligence: 18 Stamina: 11
Druids are dedicated preservationists who harvest the unseen powers of nature
in their crusade against corruption. These fierce and stoic combatants are
dedicated to obliterating the abominable corruption of the land and desire its Top 7 Druid Abilities
restoration more than anything. The druids dedication to Aven is very strong, 1. Natures Medicine 5. Thorny Decoy
for they view it as the last bastion of hope and the core of their crusade. 2. Sting 6. Thunder Strike
The druid employs the corrupted forces of the natural world to exter- 3. Stone Storm 7. Tranquil Thoughts
minate the enemies of Aven. This corrupted force is siphoned through the 4. Tempest
druids own life essence, trapping the corruption forever within his own spirit.
The force is then channeled as pure, natural energy that can serve to destroy

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GAMEPLAY

Druid Ability Summary Table


Use this table to help decide where your skill points should go.

Ability Type Required Level Base Level Effect Comments

Block Passive 1 Adds 5% extra damage mitigation to all blocks. Use as a prerequisite for other skills only.
Has a 5% chance of rooting the attacker for 2.0
seconds while blocking.

Melee Attack Passive 1 All melee attacks will do 105% damage. Use as a prerequisite for other skills only.

Sting Active 1 A magic bolt that does 1013 points of damage Spend many points on this essential ranged
and creates a 3.2-meter radius magic cloud that ability.
causes 13 points of damage every 1.4 seconds.

Natures Medicine Passive 3 Increases the speed of health regeneration to Maximizing this ability should be a priority
130% for you and your friends within a 2.2- for all druids.
meter radius.

Endurance Passive 5 Increases your base maximum carrying Use as a prerequisite for other skills only;
weight by 10. this ability is not necessary if Natures
Medicine is at a high level.

Thorny Decoy Active 5 Summons a level 5 thorny decoy that will lure An excellent ability for early in the game
enemies away from you. until Tempest becomes available.

Mend Wounds Active 8 Heals all players in a 2.2-meter radius and you An essential healing spell; works wonders in
for 7290 hit points over 3.1 seconds. group play.

Stone Storm Active 8 Boulders rain 4251 points of damage on A devastating area-effect ability; focus on
enemies up to 3.2 meters away. Hit enemies maxing this out as soon as possible.
cause 2227 points of fragmentation damage in
a 1.2-meter radius.

Clinging Vines Active 10 A shot that roots an enemy for 3.5 seconds. Use as a prerequisite for other skills only.
Enemies within 2.0 meters of the enemy hit will
also be rooted for 2.5 seconds.

Breath of Active 10 A shot that freezes an enemy for 2.5 seconds Useful and deadly, but put points in this after
the North when hit. The frozen monster has a 15% chance the other priorities are maximized.
of being instantly killed.

Tranquil Passive 13 Makes power regeneration 105% faster for you Essential power regeneration ability; add
Thoughts and your friends within a 2.2-meter radius. many points here.

Cloak of Thorns Active 15 Creates a 20.5-second shield around you that Excellent defensive ability that is essential
delivers 2226 points of damage to enemies when fighting against large groups of
when they successfully attack. attackers.

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Druid Ability Summary Table (continued)


Ability Type Required Level Base Level Effect Comments

Thunder Strike Active 15 Creates a 2.2-meter radius wave of lightning Brutally effective area-effect ability.
rain that hits enemies for 6782 points of
damage. Also has a chance to stun for 1.0
second.

Quake Active 18 A 3.0-meter radius wave that has a chance to Use as a prerequisite for other skills only.
slow and knock back enemies 2.23.2 meters.

Tempest Active 20 Summons a level 20 tempest to fight by Essential ability; use it to help wreak havoc
your side. on your enemies.

Cleanse the Land Active 25 A 2.2-meter magic aura that delivers 3339 Quick and powerful skill at higher levels.
points of damage every 1.1 seconds with a 5%
chance of causing instant death.

Strategies Knight
As the mediums for the corrupted energies of the world, druids have immense
potential with which you can lay down the law. The real trick is to successfully The knight is a champion of
navigate the earlier part of the game until their more powerful higher abilities law, virtue, order, and justice.
are accessible. A knights primary role in Aven
Druids are very resourceful characters later in the game when they can use is to serve at the forefront of
their powers of Natures Medicine and Tranquil Thoughts to quickly restore both the protection of Aven and its
health and power for themselves and their friends. These two abilities make people. The knight practices an
them extremely valuable additions to any adventuring group. Druids were the ancient form of combat that
healers of many ancient societies, so the benefit here is obvious. has been perfected throughout
The druid has a broad mix of abilities that can form an amazing offense and the passing centuries. This
defense at the same time. Their several ranged-shot attacks, like Sting and combative style relies upon the usage of heavy weaponry and armor. Through
Breath of the North, can be quite deadly at higher levels, while their area- relentless dedication and perfected discipline, the knight champions his tenets
effect spells, such as Stone Storm and Thunder Strike, can easily destroy throughout the outer territories of Aven.
weaker targets before the druid even reaches melee combat range. The knights of Aven belong to an elite and mysterious branch of military
One of the best skills the druid possesses is harnessing the planets energy known as the Shaeluun Maul. The Shaeluun Maul has been regarded by the
to call forth creatures to distract the enemy or even to fight for him. Thorny people of Aven as a stoic and constant force of vigilance and protection for
Decoy is an incredible ability that you should be using all the time at lower centuries.
levels to make your battles easier. While the enemy is attacking the decoy you The knight is viewed with deep respect and silent fear by the people of Aven.
can lay it on thick with the magical bolts or other physical ranged weapons like The impenetrable mystery that surrounds the knights of Shaeluun Maul would
spears, etc. At level 20 the tempest becomes available to be summoned and warrant nothing less. However,
fight for you. Spend lots of points in the Tempest ability at higher levels. the people trust these knights
The druid is a well-balanced fighter later in the game; however, in the implicitly, for they have shown
beginning youll have to be a bit tricky. Dont run full force into any battle; their unrelenting dedication to
hold back and let all your ranged weapons work your enemies down. Only the city and its people since
then should you directly engage your foes. If youre wearing your Cloak of the beginning of Avens
Thorns when they do attack, you may not even need to strike them before history.
they destroy themselves.

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GAMEPLAY

Key Attributes
Strength, Dexterity Top 7 Knight Abilities
1. Dual Wield 5. Paragon of Might
2. Endurance 6. Power Swing
Starting Statistics 3. Melee Attack 7. Recover Arrow
Strength: 15 Dexterity: 8 4. Multi Shot
Intelligence: 6 Stamina: 18

Knight Ability Summary Table


Use this table to help decide where your skill points should go.

Ability Type Required Level Base Level Effect Comments

Block Passive 1 Adds 5% extra damage mitigation to all blocks. Best used as a prerequisite for other
Has a 5% chance of stunning the attacker for 1.6 skills only.
seconds while blocking.

Melee Attack Passive 1 All melee attacks will do 105% damage. Maximize this ability to do lots of extra
damage per attack.

Power Swing Active 1 Swing your melee weapon multiple times for a Excellent ability used mostly in the early part
chance to hit each enemy in a radius around you of the game.
for 1923 points of damage per swing.

Archery Passive 3 Every arrow shot will do 105% damage. If youre playing a ranged knight you must
maximize points in this ability.

Endurance Passive 5 Increases your base maximum carrying Maximize this ability to be able to carry much
weight by 10. more treasure to sell for potions.

Flurry Active 5 A series of rapid attacks that deal 60% damage. Best used as a prerequisite for other
Requires a melee weapon. skills only.

Multi Shot Passive 8 Fires three arrows from your bow simulta- Excellent skill, especially when used with the
neously. Each arrow delivers 45% damage. maximized Archery ability.
Requires a bow to be equipped.

Aura of Valor Passive 8 Raises the experience gain rate to 103% for you This is the best way to get to level 50 before
and your friends within a 6.0 radius. any other class can reach that level.

Bash Active 10 Attack with a shield for 93115 points of If youre playing with a weapon and shield
damage with a chance to knock nearby enemies this is a very useful ability to break up group
back. Requires a shield to be equipped. attacks.

Recover Arrow Passive 10 Gives you a 15% chance of automatically As with the other archery skills, this ability
recovering arrows shot. greatly complements your ranged attacks.

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Knight Ability Summary Table (continued)


Ability Type Required Level Base Level Effect Comments

Dual Wield Passive 13 Allows you to wield two weapons simultaneously A must-have for most knights depending on
with 80% damage for the primary weapon and your style. Not necessary if you prefer
75% damage with secondary weapon. fighting with a weapon in one hand and a
shield in the other.

Counter Attack Active 15 Creates a 25.0-second shield around you that An excellent defensive ability; spend some
delivers 1721 points of damage to enemies points on this if youre not maxing out the
when they successfully attack. other more important abilities.

Cleave Active 15 A powerful swing delivers 7896 points of Most two-handed weapon attacks are slightly
damage. Has a chance to stun your target and slower than regular one-handed melee
knock back nearby enemies. Two-handed weapon weapons; we recommend sticking with the
required. latter.

Critical Shot Passive 18 Increases your chance of a critical hit from a This is the best skill to have if youre playing
bow by 2.2%. a ranged knight and favor using a bow; if
that is the case, maximize this ability.

Aura of Wounds Active 20 A chance to stun for 3.0 seconds and deliver This powerful ability is best used in groups;
83102 points of damage in a radius. Returns single players can spend their points in
health to you and your friends in a 2.2-meter better areas.
radius.

Paragon of Might Active 25 Ups melee damage to 115%, blocking to 100%, Immensely powerful skill at higher levels;
and melee instant kill to 5%. Cuts speed to 55%. maximize points here only after your other
Lasts 10.0 seconds. preferences are maximized, too.

Strategies However, the higher Dual Wield is raised with skill points, the lower the
penalty for using two weapons. The trade-off here is that the knight then uses
Knights are the typical noble and valiant warriors who would prefer to die in no shield and would not be able to receive a shield bonus to his armor rating.
combat rather than of old age. These knights of the Shaeluun Maul are no On the other hand, you are attacking with two weapons and are able to mount
different; they revel in battle great or small. that much stronger an offense against your enemies.
The typical knight prefers to fight with sword and shield, but there are And finally, the ranged knight plays a role as well. Some knights prefer to
countless variations when you start switching weapons. Any one-handed use the bow as a primary weapon and maximize all of the archery-related
weapon will do; in fact, the higher the damage rating the better, obviously. skills. When completed, the ranged knight is quite formidable, launching
Following the sword and shield route your offense is slightly lowered as youre multiple high-damage arrows at each target. Keep in mind, though, that even
only using one weapon; on the flip side your defense is that much higher due to the ranged knight must have strong melee skills for the eventuality when
the huge shiny kite shield youll be carrying around with you. Consequently, its enemies break through even the most solid ranged defense.
harder for enemies to hit and damage you.
Another common route is to take advantage of the knights Dual Wield
ability, which allows him to hold a weapon in each hand and attack with slightly
less efficiency in both than he would if he were only holding one weapon.

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GAMEPLAY

Battle Strategies Back to the Wall


Being surrounded by enemies
All players develop their own styles and preferences for the skills and abilities in a battle is a recipe for a
they favor. Player style aside, however, these strategies will help you during quick demise. When caught in
your exploration of Unataca. a large-scale battle, the last
thing you want is someone
Charge behind you throwing attacks
that you have no chance to
Regardless of character class,
avoid. Whenever youre faced
sometimes you want to run
with more than a couple of
headlong into battle despite
combatants, put your back to the wall to avoid taking unnecessary damage.
the odds or consequences.
This tactic strengthens your combat position and can make you a stronger
Sometimes this tactic works,
and more durable fighter. It helps you last longer in battles, thus relying less
but the chances of success
on your health and power potions.
depend on both skill and luck.
Retreat
There is no shame in running
CAUTION away from a battle (unless you
also screamed like a little girl
Charging into unknown at the sight of an Imp). This is
territory can end in disaster similar to the bait-and-hook
most alchemists and druids strategy except that youre
hightailing it out of the fight
should avoid this tactic.
until you can come back
rejuvenated and ready for
more action.
Retreat also takes advantage of the fact that most creatures are attached to
a home range. After a brief pursuit, they return to the area theyre responsible
for protecting. This leaves you able to rejuvenate and return to the fight at
your convenience.
Bait and Hook
Most creatures in the game are
attached to a small home
range, meaning that they react TIP
to you only within a certain
area of their territory. Few Use the Lysetta Stone for a very efficient and instantaneous means of
will chase you across the map retreat.
(except for some bosses);
rather they will initiate
pursuit when they notice you,
but after youre out of their home range they return to protect it. The bait-and-
hook principle takes advantage of this behavior and uses it against your enemies.
As you explore, several enemies may be lurking in an adjacent area or
Items
chamber beyond your line of sight. Proceed slowly until only one or two of
those enemies react to your presence, then slowly retreat into the area you
came from. Upgrade Items
Instead of fighting a small gang of five or six opponents at once, youre only
facing one or two. This tactic is an excellent strategy for ranged characters Each normal piece of weaponry or armor has one available slot, which you can
who are not as strong in melee fights as knights and berserkers. use to customize that item and imbue it with magical powers and extraordinary
attributes. Heres a summary of the available items:
TIP
Begin this tactic with a high-damage area-effect spell to eliminate many
of the nearby opponents before they can reach you.

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Gems
Gem Upgrades
Item Added To Effect 1 Effect 2 Effect 3
Cold Sapphire Weapon Cold Damage Freezing Strike Slightly Increased Critical Hit %
Armor Cold Resistance +5%

Fire Ruby Weapon Fire Damage Flame Circle Slightly Increased Critical Hit %
Armor Fire Resistance +5%

Lambent Crystal Weapon Lightning Damage Energy Charge Slightly Increased Critical Hit %
Armor Dexterity Bonus +5

Rune Stones
Rune Stone Upgrades
Item Added To Effect 1 Effect 2 Effect 3
Ferrous Stone Weapon Berserk Slightly Increased Critical Hit %
Armor Strength Bonus +5

Virtue Stone Weapon Cold Damage Healing Winds Slightly Increased Critical Hit %
Armor Strength Bonus +8
Armor Intelligence Bonus +8

Skulls
Skull Upgrades
Item Added To Effect 1 Effect 2 Effect 3
Scorched Skull Weapon Direct Fire Damage Slightly Increased Critical Hit %
Armor Health Bonus +10

Umbral Skull Weapon Slow Increased Critical Hit %


Armor All Resistances +3%

Vile Skull Weapon Poison Damage Envenom Slightly Increased Critical Hit %
Armor Poison Resistance: +3%

Totems
Totem Upgrades
Item Added To Effect 1 Effect 2 Effect 3
Storm Totem Weapon Trepidation Slightly Increased Critical Hit %
Armor Stamina Bonus +3
Armor Increased Critical Hit %

Wind Totem Weapon Force Blast Slightly Increased Critical Hit %


Armor Intelligence Bonus +10

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Weapons
Upgradable Equipment Weapons are a matter of
personal taste. Although there
Armor are class restrictionsfor
A grand part of being an adventurer is adorning your armor with the spoils and example, alchemists cant wear
trophies of many conquests. Every seasoned warrior should have armor decorated full plate mail armor or use
with jewels, magical runes, totems, and even mystical skullsunless, of some two-handed swords
course, youve found several pieces to a unique set of armor. See the unique there is a lot of flexibility
sets of armor in the Appendix armor table section for more information. when it comes to customizing
Each regular piece of armor, whether made for your head, arms, torso, legs, the combat look and potential
shins, or feet, has one open slot available to be upgraded with one of the items of your character.
listed in the Upgrade Items section. You dont have to play a typical alchemist with a staff; theres no reason she
The effect of the upgrade depends on what item you use to improve your cant swing a huge two-handed war axe or even carry a mace and shield. Your
armor. There are many items to be found, so frequently improving and character can choose from most of the weapons in the game, from pole arms to
replacing your armor is common. swords, axes, and even bows.
The key is to pick the weapon(s) you like for the look of your character. Then
try to find one thats in exquisite quality and upgrade it to your liking with the
TIP skulls, gems, etc. listed under Upgrade Items. If youre not using a unique
weapon, these upgraded weapons can be devastating in battle.
Always look for upgrades with better armor class bonuses and special
abilities.

Jewelry
Upgrading Armor and Weapons There is no shortage of valuable jewelry scattered across Unatacasome
magical, some notall are worth at least a pretty gold piece. There are
three types:

Fingers: Rings (x2)


Necks: Amulets, Charms
Ears: Studs, Hoops

Many pieces of jewelry imbue the wearer with magical benefits. The general
1. Find an upgrade item. 2. Select it with the use command.
rule of thumb is to pick items based on their relevance to your character class.
For example, if youre an alchemist, a ring that grants strength benefits is
not as valuable as a ring that grants intelligence benefits. For an alchemist,
intelligence is the most highly regarded attribute because it determines how
much she can use her magic or special abilities.
Alternatively, a knight would prefer to have a high-strength-bonus ring over
a dexterity bonus so that he can inflict additional damage in melee combat.

3. Choose armor or weapon to 4. Use combine with command to TIP


upgrade. upgrade item.
Refer to the appendix for complete tables of available jewelry in Untold
Legends: Brotherhood of the Blade.

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Listed here are the common creatures you battle in your travels from one side
of Unataca to the other. A word to the wise adventurer, though: You may
discover a rare threat no one has yet to see or record. If that happens, you
Bramble Beast
must devise your own strategy for the new creature.
The Bramble Beast is a predator
by nature and will destroy any
living creature that enters its
Basilisk awareness, including its own
kind. A solitary hunter, the
Bramble Beast does not stray
Basilisk are otherworldly from its woodland territory,
creatures who inhabit the where it lays ambushes for
lower planes in regions unsuspecting prey.
surrounding the Infernal
Abyss. Up close the Basilisk CAUTION
has moderately dangerous
melee attacks plus the ability Be wary of the Icy Bramble Beast; it possesses a cold shot ranged ability
to freeze opponents in their that causes damage and freezes you in your tracks.
tracks with a successful attack.
They are solitary or in groups; they are dangerous in groups if an opponent
is frozen in place because they can take easy bites out of their target. The
Basilisk has no ranged attacks. Construct
Constructs are flesh golems,
similar in function to the
Beholder golem summoned by the
alchemistwith the exception
that this type of golem is
Beholders are renowned made from massive chunks of
across Unataca as elusive humanoid flesh.
and magical in nature; many Constructs are fast and
have heard rumors of their resistant to physical damage.
existence, but few have However, they are also vulnerable to ranged magical attacks. Be wary
seen one. Constructs are found in the company of their evil creators.
Beholders are levitating
orbs of flesh with many

Dark Paladin
protruding eyestalks. As
inherently magical creatures, they have both a high degree of ability in and
resistance to magic. On the flipside, Beholders are vulnerable to physical
attack and have limited melee fighting skills.
Dark Paladins are those who
previously served in all
goodness, but one evil force
or another have corrupted
them. You will find them
protecting those who have
charmed them into service or
attached to the powerful magic
of esoteric temples.

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MONSTER MANIFESTO

Paladins wear full armor and have excellent resistance to physical melee
attacks, but are susceptible to area effect spells. Ghost
Ghosts are the semi-material

Dreg Beast spirits of the deceased who


have found no peace in the
afterlife. They haunt the halls
and secret locations common
These strange nomadic mortals fear to tread. Found in
creatures possess an uncanny groups, Ghosts appear and
ability to adapt to any disappear as they fly and swirl
environment, making them the around their targets. They are
only creatures who have mobile, and consequently, not many adventurers live to tell of their existence.
thrived across the whole of
this decaying world. What
these creatures lack in intel-
ligence, they make up for in Gorgein
sheer brutality and stubborn determination.
Dregs have moderate melee skills, but also possess a deadly pus shot Gorgeins are reclusive and
ranged attack that you should not overlook. prefer to stay away from the
affairs of the outside world.
They live in caverns
CAUTION resembling old mining camps
used centuries ago not far
The Dreg Beast has a larger cousinthe Spiked Dreg Beast. This larger outside the city.
variation is doubly as dangerous as its smaller relative and can be
identified by its large dorsal spikes. These beasts are commonly found
only in the burning regions of the Infernal Abyss.
Gorgein Warrior
The Gorgein butchers have
earned themselves a fearsome

Dustman
reputation among the
townsfolk of Aven. They are
savage warriors not known for
their finesse. They are deadly
Dustmen are intangible
combatants who show no mercy.
creatures who inhabit suits of
armor. They are found in
temples, crypts, and places
also frequented by the Gorgein Shaman
undead. Adventurers have
reported being able to see The priests of the Gorgein
through the shadowy parts of culture are as unforgiving as
their bodies. After the armor their warrior brethren. Like all
shell that houses a Dustman is destroyed, he cant remain on this plane of magic users, they prefer to
existence any longer. fight from a distance with
their spells as a formidable
offense. These shamans use an
explosive ranged attack against their foes, and during group battles supply
their warriors with powerful backup.
They will attempt to flee from melee combatget your strikes in before they
can make a run for it.

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Manticore
Gorgein Matron These creatures are a magical
blend of a scorpions body and
Matron Skulkgra has ruled the a lions head. Not only can
Gorgein tribes for many years, they inflict damage from a
and there are few in Aven who severe bite, but they can also
do not flinch in disgust and use their poison barbed tail
fear at the mention of her for an effective attack.
name. This ruthless tyrant has Luckily, these odd beasts only
long desired to bring her inhabit dark or dry
people out from the earthy depths in which they wallow, and it is the city of environments in the Badlands region of Unataca.
Aven that Skulkgra seeks to make her own.
Imps are dangerous, tiny, winged creatures who prey on unwary travelers and
adventurers. Imps are magical beings who have the ability to appear from
nowhere when they want to attack unsuspecting parties.
Praetox
The Praetox spiders are a
highly organized collective,
Imp functioning like a beehive.
However, they do not possess
the drone-like qualities of a
There are two types of Imps; bee. Rather, each individual
the smaller red pests who fly Praetox spider has the intel-
around in groups, and Imp ligence of an adolescent
casters who are larger and human. They are vicious
lighter in color and possess cunning hunters, always hungry and looking for food. Their venomous sting,
limited ranged magical territorial disposition, and strength make them deadly foes.
attacks. Both Imp types have
weak melee skills, but when
attacking in groups their
CAUTION
damage can threaten weaker characters.
Beware the Praetox soldiersthese spiders are twice the size of regular
Praetox and pack a mean bite attack!
CAUTION
Vrultok necromancers can make bombs out of Imps and send them flying
toward their enemies. If you are fighting Vrultok be wary of these winged
explosives. Priestess
These powerful women are
found in temples, protecting
them from desecration and
trespass. Priestesses have
strong ranged magical
abilities, but lack melee
combat skills. They also may
summon a Dark Paladin to
fight for them during battle
the two are often found together.

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MONSTER MANIFESTO

Quill Mongrel Sentinel


The Sentinels are immortal
These mysterious creatures beings originally charged with
live in dark dense forests and the protection of Xoquoxxotils
are hardly ever reported eternal prison. However, they
outside of a few areas in were the first to succumb to
Unataca. They appear as the seeping shadow; their
humanoid wolves, standing on once-benevolent divinity was
their back legs as would a shattered in a torrent of
werewolf. Other than a claw madness and corruption.
attack, their melee skills Sentinels are dangerous foes who reside in the regions surrounding the
remain unknown. However, they can shoot a ranged quill attack great distances. Infernal Abyss and all of its sub-layers. They have incredible melee skills and
are quick on the run. Their downfall is that they possess no special abilities or
ranged attacks.

Rhino Siren
These large mammals are These mythical female figures
scattered throughout the have lured men to their doom
Badlands regions. Rhinos are for countless centuries. Sirens
slow, lumbering along and possess a strong ranged
uprooting vegetation, but they attack that can stun their
possess a charge attack that opponents from great
does incredible damage. distances. Most Sirens lack
Against a Rhino attack, melee fighting skills. However,
your best bet is to run Siren bosses sometimes do
ranged attacks work best unless youre a skilled melee fighter. not share this weakness.

Saber Wolf Skeleton


The undead are common in
Saber Wolves resemble most Unataca; Skeletons inhabit
common wolves, but their most underground crypts,
telltale signs are the skunk- dungeons, and temples. They
like back stripe and the crest are not your usual foes; they
of dorsal saber spines. fight with weapons similar to
In melee combat these the ones you carry around.
wolves bite, but they also can When attacking in groups,
launch ranged projectile they are dangerous. Because
attacks at their opponents. of their swarming habits, Skeletons are susceptible to area-effect spells.
Saber Wolves are all over Unataca, residing with others of their kind and Skeletons are not uniform in their rolesquite the opposite. Across Unataca
normal wolves together. you will discover various types of Skeleton warriors, archers, and mages. When
together, they form formidable battalions.

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Varmite Wolves
Varmites are nocturnal in There are packs of regular
nature and hunt in large packs, wolves running around the
making them social creatures wilds of Unataca. They possess
who are rarely alone. An no special attacks, but if
individual Varmite is a hardy hunting in a pack, these
and ferocious omnivore who animals can take unwary
will attack anything on sight travelers by surprise. They
in the hopes of attaining a have a powerful bite and have
good meal. They roam the been known to hunt humans.
outskirts of the Woodland Ring.

Vrultok Zombie
Vrultok are a humanoid Zombies are sickening
birdlike race, resembling the creatures who are reanimated
carrion birds many people and sustained through some
know from trips to the powerful and dark ethereal
Badlands. These creatures are force. Legends speak of necro-
a tribal civilization with a mancers who were able to
complex social structure. raise the dead and bend them
Vrultok are known for their to the caster's will. Zombies
ferocity as warriors and their inhabit the darkest recesses
potent abilities in the dark arts of necromancy. Both warriors and necro- of the world, including Aven's catacombs.
mancers work together to defend their fortresses and temples.

Wildling
Wildlings, or outcasts as
some call them, are the
people living in the wild
regions surrounding Aven.
They are an eclectic group,
fighting with basic weapons
and hide armor. Wildling
warriors and archers are the
most common units found
defending the territory of this society.

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In this section, we give you a rundown of the story mode, both the main and Boss Battle: Shadowed Praetox
optional questsdescriptions and tips for all quest bosses are included for The Shadowed Praetox is a
your successful journey through Unataca. large spider composed of
shadows and smoke. It can be
hurt and killed with regular
Investigate the Scream weapons. This boss is hiding in

& Save My Friends the foyer, preventing you from


exiting the inn. Look for the red
devils head on the minimap if
youre confused about which
Objective 1: Find Alice McKintyre. direction to go.
Your first mission is brief and Approach the foyer and prepare to fight when you turn off the story text.
serves as an easy orientation This large spider is easy to kill and has no special attacks. It comes at you,
to the game. You must inves- giving you ample time to blast it with a ranged special ability attack and
tigate a scream and find Alice. follow up with your melee weapon until its destroyed.
Shes outside your room in the
adjacent hallsomething has
startled her. After that threat is dealt
Head out of your room and with, move into the city
turn left into the hall; Alice is proper. Exit the foyer and
beyond your doorway. She tells you about the attacking Praetox spiders and prepare to continue the fight
says you must go save your friends. against the smaller Praetox
spiders. Acolyte Maia is
waiting outside the inn for you
Objective 2: Save your friends from the attacking Praetox boss. and sends you toward the
Pass Alice in the hall and move academy to protect the
down the corridor. Watch for overseer. The academy is around the corner past the entrance to the Secret
more Praetox spiders, as Catacombsrefer to your large minimap.
theyre all over this building.
There are many more small Praetox to eliminate on your way. After the city
There may be a few in the hall,
is safe, speak with Overseer Lysetta; she gives you the Lysetta Stone.
but there is a large group in
the inns main room at the
bottom of the stairs. Prepare
your special abilities before TIP
you head into this room to clear it. Eliminate the rest of the spiders in the main
room with your melee weapon and move on. Quest Item
Talk to Layla Goodmorrow to find out that something big and dark ran into The Lysetta Stone grants you the Recall ability. After its in your
the foyer. Thats the first boss, but you dont want to deal with it yet. After you possession, you are able to automatically recall to Avenback and forth
clear this room of small spiders, find William the Bartender and head behind at any time. Refer to the Gameplay section for more information about
the bar. You cant go into the room behind the bar yet, but you can lure the this ability.
spiders inside into this room to slay them. This tactic yields a few extra
potions to help against the boss.
Now you are ready to level up, so deal with that before you move on to the
boss, and your statistics will be up-to-date.

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After destroying the Revenant, proceed down the hall, but be cautious; you
may encounter a few more large Praetox before you get to Kaylee. After you
clear the area, walk to the end of the catacombs nearby and find Kaylee to
Search the Secret Catacombs learn about what has happened. Recall to Aven after your conversation and
speak with her again in the city. Report to the overseer to gain your
experience, finalize this quest, and push on to the next.
Initiating NPC: Overseer Lysetta

Objective 1: Find Kaylee (a.k.a. the Crown) in the Secret Catacombs.


Overseer Lysetta directs you
Explore the Western Catacombs
to find the missing Crown
also known as Kaylee. The
entrance to the catacombs is Initiating NPC: Overseer Lysetta
through the manhole in front
of Loren Haggards market.
Objective 1: Destroy the Mourning Sage
Speak with Overseer Lysetta
to initiate your next quest.
She tells you that the spiders
bit and poisoned both her and
TIP Kaylee. You must follow the
remaining spiders into the
Sell all unwanted items and stock up on health and power potions before
Western Catacombs and
heading out on your adventure. eliminate them. Only this way
can you protect the city from
The Secret Catacombs are dark and dreary, populated with many Praetox future attacks.
spidersboth the small and large varieties. Watch for numerous treasure
chests and breakable urns containing hidden valuables, either gold or various
types of weapons, armor, and magical items.
TIP
There may be several large rooms where enemies swarm you. Use this as an Virtue Stones (see Items in the Gameplay section) are some of the
opportunity to practice your bait-and-hook strategy. Lure individual enemies most important magical items in the game. Collect all that you can and add
into a secured area to destroy them more easily than facing them all at the them to your armor early in the game. The bonuses to strength and intel-
same time. ligence benefit all characters.

Boss Battle: The Revenant The entrance to the Western Catacombs is at the bottom of the stairs outside
The Revenant is an undead lord
Market Plazalook for Shepherd Grailynn, who stands beside the manhole
who protects this area, and hes
passage into the catacombs.
not keen on letting you save
Kaylee the Crown. This fight is There are torches lit in this dungeon; however, that doesnt make it any more
difficult only because of the hospitable. You face a new type of evil: Skeletons. There are two types here
constricted hall in which it melee fighters and archers. When they attack in unison they are deadly. Always
takes placeexpect a close take out the archers first, then deal with the melee fighters. The last thing you
battle in this hall. want is to stand around fighting while getting arrows in the back!
Hit him hard with any ranged
weapons, spells, or abilities when he stops talking. Swing your melee Boss Battle: Shatterbone
weapons, because hes coming after you!
Shatterbone is a local miniboss
You need to use a few potions during this fight, so be prepared with those
a Skeleton lord who fights with
buttons. The Revenant has no special abilities or attacks, so get in close and
sword and shield. He may have
hack him to pieces.
some allies in the area, so lure
them out first; dont fight them
all at the same time.
This boss is trouble-free;
he comes straight at you so its
easy to hit him with ranged
attacks. He has no special attacks, so get in close and reduce him to bone dust!

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STORY MODE

NOTE TIP
You can dodge arrows fired by Skeleton archers. If you run to the side Refer to the Monster Manifesto section for more information about Zombies.
before they fire, you can get out of the way in time.

Boss Battle: The Mourning Sage


Quest Item: Ancient Journal Volume I
TIP

The Mourning Sage is a giant


Make a mental note of the hole in
undead lord who will attempt to the floor here in the Forbidden
crush you with a huge two- Catacombs. Later in the game,
handed staff. He is also a caster you can use a rope to get to a
and will launch ranged magic lower dungeon.
attacks from a distance if he
can keep some between you.
Use ranged weapons against
him for an easy kill, as both of
you will line up against each other and attack back and forth from a
distance. Additionally, you can use all your power, launching as many special Work your way through the Forbidden Catacombs to come to the final two
attacks as possible before closing the distance. Easier said than done, battles: Ronan the Zombie and Athloxxiathe Praetox queen!
though, because hes a caster and tries to move out of the way when you
approachthis causes problems for melee characters. For quick success,
cause high damage with multiple ranged attacks, then go in for the kill when Boss Battle: Ronan the Zombie
youre out of power. Poor Ronan; hes been infected
with spider venom and is now
If youre finished clearing this dungeon, recall to Aven and meet with a mindless Zombie boss. This
Overseer Lysetta to collect your experience and some bonus valuables: gold is another narrow corridor
and a magical weapon. This completes the mission. Speak with her again to that makes fighting tricky. You
initiate the next quest. can lure Ronan into the
previous chamber for more
room to run if required. Hes
faster than most Zombies, so keep light on your feet to stay ahead of
Retrieve Praetox Queen Venom him. Aside from wanting to claw at you and eat your flesh, Ronan has no
other attacks. If you have time to blast him with ranged weapons, great,
but if not, dont sweat it; hes not too much of a challenge at close range,
Initiating NPC: Overseer Lysetta anyway. Get in there and put your old friend out of his undead misery.

Objective 1: Explore the Forbidden Catacombs to find the Praetox queen. Down the corridor from the Ronan battle is the Praetox queen, on a secure
The entrance to the Forbidden platform in the darkness of the catacombs. Follow the passageway to your final
Catacombs is in the Howling battle on this quest.
Pine Inn basement, where you
began the story. Go there and
head downstairs. More Praetox
spiders are lurking in the inn,
so clear them out on your way
down. In the basement you
find out that the spiders got
your friend, Ronan, and hes been taken to the catacombs. The entrance is the
broken bit of wall across the room.
The Forbidden Catacombs are similar to the other underground areas
youve visited. This place is filled with undead, and here evil finds another
faceZombies!

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Objective 2: Find and destroy the Gorgein defiler in Lightfall Grove.


Boss Battle: AthloxxiaPraetox Queen Enter Lightfall Grove via the city gates and the adventure continues. Out in the
Quest Item: Praetox Venom open terrain you encounter several new enemies: Gorgein butchers, Dreg

At the end of the Forbidden Boss Battle: Gorgein Defiler


Catacombs you must face the Quest Item: Ancient Journal Volume II
Praetox spider queen, Athloxxia.
She is an unbelievably huge The Gorgein Defilers are more
arachnid that lives in a dark powerful than regular Gorgein
cavern on the underside of a shamans, but theyre the same
massive rock platform. unit with higher attributes.
Dont worry about her size This boss waits in the open in
when you see her; it works in Lightfall Grove, but hes not
your favor because you can hit her from anywhere in front of her. alone. Hes likely to have
The trick to the battle is that during the fight Athloxxia leaves the platform minions of all kinds guarding
to change the side from which she attacks. When she pops up from underneath him, but after you eliminate his
the platform, she remains for 510 seconds, then disappears again. support, he is an easy kill. The Defiler is a caster, so he prefers to stay out
After you get used to this pattern, shes not too much of a challenge. of melee fighting range. This behavior works against him if youre proficient
However, she has three attacks: a melee biting attack, a special poison cloud with throwing weapons or ranged special attacks. If not, youll have to chase
attack that does extra poison damage over time, and a web attack that slows him down and battle him in melee combat while he tries to escape. Backing
your movement and spawns spiderlings to help her defeat, then eat you. him into tight spots in the environment can work in your favor and prevent
Athloxxia has a lot of health; for characters with weak melee skills, this is his retreat.
a frustrating battle. Alchemists and druids will have a difficult time with her
the first couple of attempts. They must find their balance between spending
many power points blasting her with ranged weapons or special attacks, Beasts, and Varmites.
then swinging away with their best melee weapon. Be prepared to use many After the battle, you find out there are two more Gorgein shamans that must
of your potions to stay in this fight to the bitter end.
be destroyed to stop their corruption of the Druidic shrines.
The next shaman is in Shadowpine; check your minimap to find the entrance
When you defeat Athloxxia and collect the Praetox Venom, recall back
from here in Lightfall Grove. Once in Shadowpine, you face Wildlings, an
to Aven and speak with Overseer Lysetta to finalize this quest and gain
untamed race of people who inhabit the forests. Also, the Bramble Beasts make
your rewards.
their large presence known. They take many hits to killplus theyre resistant

Boss Battle: Gorgein Reaver


Quest Item: Ancient Journal Volume III

Tend the Shrines Wherever you corner this


second Gorgein shaman, the
battle is short-lived. Even
Initiating NPC: Elder Aidas ranged characters with less
health than the stronger melee
Objective 1: Get permission to leave the city. class characters will have an
easy time removing this portly
scourge from the forest.
Quest Item: Seal of Aven For an easy win, get in close
Find Sir Armon near the city and back the shaman up into some trees to prevent his moving away from
gates. He gives you the Seal of you. From there its all hack and slash until this part of the quest is
Aven, which allows you to complete and you eliminate him.
come and go through the city
gates as you wish.
to physical damagebut keep swinging to remove their branches.
Now its off to Tornwood Forest, another of the woodland regions
surrounding Aven. Here you find Sabrewolves and Wildlings (a.k.a. outcasts) in
their various forms: warriors, archers, and casters. Search the region until you
find the last Gorgein shaman; the corruptor.

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Boss Battle: Gorgein Corruptor Boss Battle: The Dark Hierophant


Quest Item: Ancient Journal Volume IV This malevolent spirit is the
boss who attempts to prevent
This is the third installment of you from helping the lost
the Gorgein saga; the Corruptor researcher, who is beyond this
is the last of the shamans you point farther into the tomb. The
must eliminate to protect the Dark Hierophant behaves like a
Druidic shrines. As with the Ghost, darting in and out of
previous two, if you deal with visibility. The key to defeating
his cronies first, the shaman him is letting him come to you,
doesnt put up much of a fight. and he will.
The Corruptor does have an This spirit has a potent ranged magic attack, so its better to face him in
ace up his sleeve, however, and that is his stun attack, which can halt you in close combat, melee style, and with your favorite hack-and-slash weapon.
your tracks for several seconds while he and his minions hack you to pieces. Whether a tomahawk or two-handed sword, any melee weapon does the
The only way to avoid this is to kill him fast; hit him with everything youve trickthe more damage the better. The Ghosts melee attacks are not much
got. He doesnt have a lot of health, so any successful attacks will do. of a threat compared to its ranged attacks, so by standing toe-to-toe, you
should have this boss beat faster than by keeping your distance.
When the Corruptor is dead, recall back to Aven and speak with Elder Aidas
to collect your reward and your valuable experience points. Now that this quest When youve destroyed the Dark Hierophant, continue along the passage
is over, youre free to explore or start one of several new quests. toward the exclamation mark on the mapit indicates the location of the lost
researcher. Speak with him briefly about his misadventure, then recall back to
Aven and wrap things up. Talk to Acolyte Maia to collect your reward and hard-
earned experience and move on to the next quest.
The Lost Researcher (Optional)
Initiating NPC: Acolyte Maia The Betrayal (Optional)
Objective 1: Save Maias researcher from the perils of the Nightfall Tomb Initiating NPC: Sabine Firehand
beneath Shadowpine.
One of Acolyte Maias
researchers is on to Objective 1: Find Calipso in the Dismal Lair and retrieve the Wildmoon
something but has disap- Totem she stole from Aven.
peared in Nightfall Tomb, a By now the Shadowpine
depressing construction far teleporter is active, so get
under Shadowpine. If youve over to that region. You must
activated the Shadowpine find the entrance to the Dismal
teleporter, that is the easiest Lair, where youll find Calipso
and quickest way to get there. and her minions.
Spiders permeate this tomb, but you also have to deal with a new threat: Ghosts! In this cavern the Wildling
hordes reside with their allies,
Ghosts are some of the most erratic enemies in the game. They fly around
the Saber Wolves and Varmites.
you in circles, darting in for an attack, then disappearing for brief periods. The
With the many twists and turns in the cavern, this is a perfect map for
key to conquering gangs of Ghosts (you rarely fight just one) is to keep your
practicing bait-and-hook tactics. Dont get caught in the open in a large
weapon swinging; theyll eventually run into it, as they dive-bomb you
group battle.
attempting to attack.
Soon the mark of the boss appears on the minimap. Save your game before
When you near the end of the dungeon, one of the last rooms is protected by
heading in to confront her.
the level bossthe Dark Hierophant.

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The Bleak Mines are


randomly located around
Shadowpine, so do some
Boss Battle: Calipso the Red Fang
exploring if you havent come
Quest Item: Wildmoon Totem across the entrance yet. They
are across the map, so be
At the end of the Dismal Lair prepared for a bit of a trek to
caverns are Calipso and her find them.
guards. It is easy to lure her
Once there, youll be
minions out of Calipsos
fighting a small army of Gorgein; butchers and shamans alike. In the last cave
chamber. If you can deal with
of the mines is the Gorgein leader, Graahika Bloodsnout, who is keeping the old
her guards that way, the final womans granddaughter hostage.
fight against her will be easy.
Start the battle with as many ranged weapon or special attacks as
Boss Battle: Graahika Bloodsnout
possible before the distance is breached and you enter melee combat.
Graahika is a Gorgein shaman;
Knights and berserkers will have no trouble defeating Calipso with their like the others, she has a
strong offenses. However, druids and alchemists need to do more hit- powerful ranged attack. Take it
and-run and distance healing during the fight if theyre hacking it out away from her by moving in
face-to-face with her. with any backup availablethe
druids Thorny Decoy and the
Talk to Sabine Firehand again when youre in Aven to collect your reward and alchemists golem are both
a valuable magic item. useful here. Melee fighters
(berserkers and knights) should
do what they do bestcharge and destroy! Graahika is easily killed in melee
combat, especially if you have help.
Recover the Distilling Crystal
Objective 3: Return to the old woman in Shadowpine.
Initiating NPC: Kaylee (the Crown)
Quest Item: Distilling Crystal
Objective 1: Find the Wildling outcasts in Shadowpine Now that the granddaughter
and recover what they stole. is safe, return to the old
Now back to the main quests; woman in Shadowpine. Either
you need to recover the retrace your route or recall to
crystal that the Wildlings Aven, then use the teleporter
stole. They are in Shadowpine, to get to Shadowpine. When
so head to the teleporter to you find her, she keeps her
get there quick. word and gives you the
Shadowpine is populated Distilling Crystal.
with many Bramble Beasts, Recall to Aven with the crystal and talk with Kaylee. What the Gorgein
Wildling warriors, Dreg wanted it for is a mystery for now. Collect your experience and reward and
Beasts, and Shadowed Praetox in areas. Watch for the exclamation mark on the move on to the next quest.
map that indicates the location of the NPC for whom youre looking. After you
find her, the plot thickens.

Instigate the Uprising


Objective 2: Save the old womans granddaughter from the hands of the
Gorgein in the Bleak Mines somewhere in Shadowpine.
Initiating NPC: Madam Diana
The Gorgein are behind this plot, but they wont get away with it! The old
woman has the artifact you need, and shes promised to give it back if you save
her only heir. Objective 1: Slay Marrowtusk, the Gorgein Wallowpit tribes
most skilled warrior.
If you have activated the Tornwood Forest teleporter this is a quick trip.
Otherwise you may have to walk from either Shadowpine or Lightfall Grove.
Wallowpit is an underground Gorgein lair that shows up on your labeled minimap.

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Inside Wallowpit, expect to With Krelgaak dead and the seeds for the Gorgein uprising sown, head to
wade through masses of Aven and speak with Madam Diana to end the quest and collect your experience.
Gorgein warriors and shamans.
The close quarters make for
excellent spots to use area- NOTE
effect abilities that cause high
damage when many enemies Any weapon that grants a chance to partially heal you in combat is a
group tightly together. keeper. This random effect can mean the difference between life or death
in many battles. Items of this sort are useful for alchemists and druids or
any character with low health.
Boss Battle: Marrowtusk
Quest Item: Ancient Journal Volume V

On the first level in Wallowpit is Slay the Matriarch


Marrowtusk, a large battle
axewielding Gorgein warrior
with a bad temper. Hes not Initiating NPC: Templar Draven
stopping for anything, and
wants to cleave you in two. If
Objective 1: Find and kill the Wallowpit matriarch, Matron Skulkgra.
you have a shield and are able
Wallowpit is in Tornwood
to use it, do so, as any bonus to
Forest. Use the academy
your AC helps against bosses
who use melee fighting styles.
teleporter to get to Tornwood.
Luckily, this Gorgein is more bark than bite. Even ranged characters with Youre going to the lowest
lower strength (i.e., their melee attacks do less damage on average) can level of Wallowpit this time;
defeat this boss in melee combat, as he has little defensive capabilities. your previous quest there took
you only to the topmost level.
Like the other Gorgein dens,
Objective 2: Kill the Snoutrott tribes patriarch. this one hosts a lot of warriors
Now head back to Lightfall Grove; using recall and the teleporter is the fastest and shamans to eliminate as you travel deeper into the earth.
route. The entrance to Snoutrott Den looks like an old mine shaft entrance, so
its easy to spot.
Boss Battle: The Butcher
Inside Snoutrott Den its the same old story, as numerous Gorgein shamans
This massive Gorgein guards
and butchers attempt to prevent your passage through their home. Ranged the entrance to Wallowpits
attacks and area-effect spells work wonders in the tight caverns and lowest level. The Butcher is a
passagewaysuse everything you have at your disposal. Soon you find the dual cleaverwielding giant of a
champion of this Gorgein tribe and the next boss battle. Gorgein. Dont let his
appearance concern you,
Boss Battle: Krelgaak Snoutrott though; his appearances are
Quest Item: Ancient Journal Volume VI more frightening than his
fighting ability. Soften up his
This Gorgein warrior is no pig flesh with ranged magic attacks or throwing weapons if youve got them,
pushover (unlike the previous then go in for the kill with your highest damage melee weapon. Despite the
Gorgein); hes fast and does fact that hes wielding two giant cooking knives and can inflict a lot of
incredible damage with his damage, hes slow and most characters can take him on directly without too
huge battle axe. Strong fighters much trouble.
can go toe-to-toe with him, but
alchemists and druids will have
a difficult time fighting him Continue to the lowest level of Wallowpit; there in the dank green glow of
directly and without taking the den is Matron Skulkgra.
breaks for rejuvenation.
Use distractions, decoys, and ranged attacks; if you need to retreat, do it!
Golems and Thorny Decoys work wonders for casters while they spend their
remaining power on high-level ranged attacks to whittle him down before
having to face him in melee combat. When hes down to little remaining
health, ranged fighters should get in close for the kill.

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Boss Battle: The Rotting Priest


Quest Item: Druidic Wreath
Boss Battle: Matron Skulkgra
Quest Item: Ancient Journal Volume VII The Rotting Priest is a large,
dark, undead lord. Eliminate his
This gigantic Gorgein is like minions, especially the Ghosts,
nothing youve seen before. before initiating the battle with
Aside from her immense size him or this fight will be tougher
and girth, Matron Skulkgra than it need be.
carries an impressively large His melee attack is not
battle pick. powerful, but his tactics are
However, her skills do not difficult for solo melee fighters
end with wielding a melee to conquer. The Rotting Priest can stun you for several seconds, then either
weapon thats bigger than you he or his minions can tear you to pieces. Often, as you get within striking
are! At a distance, the Gorgein ruler fires a swath of flame, and in close she distance, he stuns you and moves out of melee reach.
executes a devastating jumping attack that stuns you into oblivion for This battle is easier when you have powerful ranged weapons or strong
several seconds. ranged attacks that eliminate the need to get within striking distance of the
Strong characters can face her directly if their melee damage is high, but priest. Hit him hard with any ranged attacks, and if youve got a thorny
a good rule for alchemists and druids is to stay back and spend many power decoy or a golem handy, that will take most of his punishment while you are
vials keeping your ranged magic attacks coming. Retreat from her when she freed up to cause some quick and uninterrupted damage.
ignites the swath of flame, but keep striking her with your most powerful
ranged attacks. When you get her down to the last bit of health, challenge Recall back to Aven and take the Druidic Wreath to Elder Aidas for your hard-
her directly with your melee weapons to finish her off. earned reward.

When the disgusting blood-thirsty matriarch is dead, return to Aven and talk
to Templar Draven to end this quest. Defend the Gates
The Tools of the Four Initiating NPCs: Templar Draven, Madam Diana

Initiating NPCs: Overseer Lysetta, Elder Aidas Objective 1: Stop the Vrultok general and his army in Deadeye Ridge
before they reach Aven.
Templar Draven starts this
Objective 1: Break into the Sacred Vaults and recover quest by giving you a tidbit of
the Druidic Wreath. information regarding the
Overseer Lysetta sends you Vrultok, a new species may
to speak with Elder Aidas, who have not seen yet. These
informs you of your next vulture-like humanoids are
questa hunt for ancient well-organized into clans,
artifacts. much like the Gorgein. Draven
You must travel to Lightfall sends you to speak with
Grove and search for the Madam Diana, and she gives you the rest of the story.
entrance to the Sacred Vaults. You must travel to Deadeye Ridge, but the only way to get there is by
There you must defeat the one known only as the Rotting Priest; he guards the taking the rope that Diana gives you and climbing into the pit in Marrowrock
sacred Druidic Wreath, the first of the four artifacts that you must recover. North. Pack your gear and head for Lightfall Grove whichever way you prefer
The Sacred Vaults are a haven for the undead. Inside the marble mausoleum to get there.
are Skeletons, Zombies, Ghosts, and a couple of Specters, who are stronger Sometimes the entrance to
forms of undead than Skeletons; theyre faster and better armed, but they have Marrowrock North appears
the same vulnerabilities. close to the Lightfall Grove
teleporter, but rememberthe
maps are randomly generated
so it could be anywhere.
Once inside Marrowrock
North, notice the legions of

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STORY MODE

skeletal undead: warriors, archers, and mages with dangerous ranged magic teleporter; activate it while youre in this part of the world so you have it
attacks. Find your way through the mazelike caverns to the hole in the ground, quickly accessible for next time.
where the rope allows you to get down into Marrowrock South. After you find Sir Braelynn,
you learn that he is not guilty
TIP of the crimes attributed him.
You must get back to the crypts
Marrowrock is a multilevel region. The north and south regions are repre- beneath Aven to uncover the
sented on the world map by the same oval, so dont let that confuse you. truth of the matter.

After youre in the earth in Marrowrock South, you must hack your way
through an undead army. The Skeletons have enlisted Zombies to help prevent
the living from passing through these areas. In a passage far away is the
doorway leaving Marrowrock for the fresh air of Deadeye Ridge. Objective 2: Confront the betrayerSir Gerard in the Deep Crypts
Deadeye Ridge is a region of the dry Badlands where the Vrultok race rules beneath the Forbidden Catacombs.
supreme. Youll find formidable Rhinos as wellup close they do massive Recall to Aven to get to the Forbidden Catacombs the quickest. Its efficient to
damage! Stay clear and eliminate them from a distance. On the far end of work on the next questThe Outcasts Historywhile youre exploring the
Deadeye Ridge is General Zsraahjust the bird you were looking for. dungeons beneath Aven, so fulfill that quests local objectives after you
complete this objective.
Boss Battle: General Zsraah Once back in Aven, get inside the Howling Pine Inn and go to the basement to
Quest Item: Ancient Journal Volume VIII find the entrance to the Forbidden Catacombs. You must find the hole in the
floor of the catacombs that leads to the Deep Cryptsthis is where your rope
This Vrultok general does massive comes in handy!
damage with his hefty mace,
The Deep Crypts are full of undead: Skeletons, Dark Paladins, and Zombie
but he doesnt have any special
lords. This level isnt too large; you should make it to the other end quickly to
abilities to complement the
confront Sir Gerard.
melee damage. All characters,
pound for pound, will have an
advantage over this boss when Boss Battle: Sir Gerard
considering the benefits of Quest Item: Sir Gerards Testimony
their special abilities.
Vrultok are mobile and quick so there isnt much demand or even oppor- Sir Gerard attacks without
tunity for battling this out at a distance. Attack him directly with your best hesitation, so get into battle
weapons to make quick work of this ugly bird. quickly. He has little in the way
of special abilities, and conse-
quently this skirmish is not that
Recall to Aven and speak with Madam Diana about your reward. When this much of a challenge. As a
quest is complete, talk to Sir Armon to initiate the next series. knight, Sir Gerard wears a suit
of armor that provides him with
excellent armor ratings;

The Fallen Knight (Optional) however, if you keep swinging at close range, youll turn him to scrap metal
in no time.

Initiating NPC: Sir Armon


Objective 3: Take the evidence of Sir Braelynns innocence back to
Sir Armon in Aven.
Objective 1: Confront the spirit of the fallen knight (Sir Braelynn) Dont head to Aven yet; youre
in Splinterfull Woods. near the entrance to the Long
If you havent been to Walk, and you can wrap up your
Splinterfull Woods yet, the other sidequest objectives
quickest way is the following while youre here. Refer to the
route: Teleport to Tornwood next quest (The Outcasts
Forest, then travel through the History) to learn what is
Shattercove East and West required in that area before
regions. Somewhere in you return to the surface.
Splinterfull Woods is a

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The Executioner carries a large sword and is fully clad in spectral armor.
When youre ready, take the evidence to Sir Armon and witness how the plot He has a high armor class and dangerous melee skills, so a balanced
unfurls. On to the next objective. attack is called for in this battle. This means not focusing on just melee
combat or just ranged fighting, but mixing it up evenly. If you have
abilities that slow, freeze, or stun opponents, they will play a key role in
Objective 4: Return to Sir Braelynn in Splinterfull Woods. defeating this boss as well.
Use the teleporter at the The bait and hook strategy works great on the Executionerhe chases
academy to get to Splinterfull you to the farthest reaches of the ruins if you let him. Lead him away from
Woods. Look for the excla- his troops (if any remain) and deal with him one on one.
mation mark that indicates Sir
Braelynns location. When you Objective 2: Deliver the Wayfarers Tome to Acolyte Maia in Aven.
speak with him, he thanks you
for your efforts on his behalf
and gives you a special item.
That concludes this quest.

The Outcasts History (Optional)


Initiating NPC: The Old Woman (in Splinterfull Woods) TIP
The important book youre looking for is in a chest or vase near the levels
Objective 1: Search for a historical item in a chest inside end. Be thorough in your search to ensure you find it.
the Long Walk ruins.
Now you can recall back to the city and resolve the past two objectives from
Quest Item: Tome of Aven this and the previous quest. When you return to Acolyte Maia, she tells you
Search out the old woman in more about the history of the relationship between the people of Aven and the
Splinterfull Woods; she has outcasts. Now that this quest is complete, finish the outstanding objectives
the details of another optional from the previous quest before moving on to the next.
quest that pertains to Avens
history. Her location is
indicated by the telltale excla- Second Rise of the Horde
mation mark on the minimap.
The Long Walk is an
(Optional)
ancient ruin beneath Aven
proper. Many secrets are locked away here, and you will return to these halls Initiating NPC: Sabine Firehand
later in the story. For now, be content destroying the legions of undead that
haunt this place. Objective 1: Find the new Praetox lair in the Fellroot Tunnels area in
Splinterfull Woods and destroy their new queen.
Boss Battle: The Executioner If you followed the order of the
In the Long Walks halls stalks quests to this point, you will
the Executioneras grim in now be in a prime location to
death as he was in life. This is continue with this second effort
his realm, where he put to to destroy the Praetox. Theyve
death many souls for countless
crowned a new queen and you
decades. Now he and his
must eliminate her at all costs!
minions guard this place
against intruders. The tunnels are sparsely
populated with Skeleton
warriors and Praetox spiders. Its a short level that offers up some easy experience
points. At the end of the tunnels you meet the new queen, who is nothing like the last.

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STORY MODE

Boss Battle: Heshassith When the general has been defeated, return to Aven for an update with
Heshassith is the new Praetox Templar Draven. He rewards you well and sends you to see the overseer for
queen, but she hasnt grown your next assignment.
into her position yetshes still
a regular-sized Praetox spider.

Repair the Gates


Eliminate this arachnid threat
like any other spider: Stomp
her to goo. Regular melee
attacks work well if your armor
rating is high enough to Initiating NPC: Overseer Lysetta
counter her attack damage, but otherwise use high-damage ranged weapons
first and follow up during the fight with magical area attacks. Soon youll
Objective 1: Obtain the Containment Shard from Alyssia the Hateful, a
demote this queen back to the bottom of the food chain.
Siren in the Whispering Chasm.
You should have the teleporter
Recall to Aven and speak with Sabine Firehand; there she thanks you and
in Splinterfull Woods activated
provides a well-earned reward.
by nowif not, youve got a
long walk ahead of you. From
Splinterfull Woods you must
Destroy the Stronghold find the entrance to Dreadwind
Moor, which in turn leads to
the expansive Waning Wastes,
Initiating NPC: Templar Draven where lies the entrance the
Whispering Chasm.
Objective 1: Find Ironstone Hollow in Deadeye Ridge and kill the new In the chasm, you come up against Dark Paladins, whom youve seen before,
active Vrultok general. and also Sirens, who are new enemies. There is not much else in this area for
Use the academy teleporter to opposition. However, somewhere in the chasm is Alyssia.
get to Deadeye Ridge. In
Deadeye Ridge there is the Boss Battle: Alyssia the Hateful
usual host of Vrultok, a few Quest Item: Containment Shard
Rhinos, and more than your
fair share of Imps. Alyssia is the leader of the
Sirens in the Whispering Chasm.
This is a large level. To
She has all of their usual
avoid getting turned around or
abilities, but her attributes are
lost, explore each canyon to higher. Like other Sirens, she
the fullest; you may see the red devils head that indicates which direction you tries to blast you from a
should be going to encounter the boss. In the farthest reach of the ridge is the distance with her opponent-
new Vrultok general. stunning ranged attack, but she
is neutralized in close combat.
Boss Battle: General Baelzuraak One or two ranged attacks will do on your way in to close the distance, but
Quest Item: Ancient Journal Volume IX then you can safely swing away with your melee weapon and defeat her to
gain the Containment Shard.
This large Vrultok general
carries a huge battle axe, and
hes quick with it. Hell try to Recall to Aven and deliver the Containment Shard to Overseer Lysetta for
block your melee attacks, but your experience and rewardthus concludes this quest. Now two quests can
he prefers to get into the battle be activated while youre in Aven: Rescue the Prisoner, instigated by
and hack you to bits. Templar Draven, and The Weeping Banshee, instigated by Sir Armon. Have
Get the jump on him with these two active before you leave town or youll have to make an extra trip
many fast melee attacks of back to the city.
your own. If you have any
magic attacks that do damage over time, use themits a great way to keep
doing more damage as the fight goes on. You may have to use a lot of
potions during this battle, but even the weakest characters will only have
moderate difficulty defeating the general.

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After hacking your way


through the defenses in the
chasm, you come to the

Rescue the Prisoner Weeping Banshee waiting for


you in her lair.

Initiating NPC: Templar Draven

Objective 1: Rescue Kaylee (the Crown) from the Vrultok in the


Screeching Halls in Dreadwind Moor. Boss Battle: The Weeping Banshee
This is an easy boss battle. The
Quest Item: Ancient Journal Volume X Weeping Banshee has no excep-
tional special abilities and weak
Dreadwind Moor is accessible melee attack skills. The weakest
through Splinterfull Woods, characters will have a walk in
which is the nearest the park fighting her even with
teleporter, one region away. It the smallest weapons. However,
wont take too long to locate if you havent eliminated the
the entrance to the Screeching enslaved knights before taking
Halls where the Vrultok are her on, expect a more difficult battle.
holding Kaylee hostage.
The first level is peppered When you destroy the Weeping Banshee, recall back to Aven and talk to Sir
with Vrultok warriors and necromancers, plus a host of Imps. The area is Armon about the results. He offers his thanks and a reward to end the quest.
otherwise sparsely populated. This is a quick mission that segues into the
next well.
Kaylee is in the back of the
halls, and she leaves you to Destroy the Threat
fend on your own as she
departs for the city. Recall to Initiating NPC: Templar Draven
Aven following her and speak
with Overseer Lysetta to
complete the quest. Objective 1: Eliminate the Vrultok necromancer known as Nethereye.
Before doing too much in Nethereye is in the Necrosis
town, though, use the recall Citadel in Deadeye Ridge. Use
stone to get to the Screeching Halls if the next quest has begunthis step will the academy teleporter to get
reduce your travel time to the Whispering Chasm. to Deadeye Ridge. From there
you must locate the entrance
to the Necrosis Citadel.

The Weeping Banshee (Optional)


Inside the citadel are many
Vrultok warriors and mages
around the massive ruins.
There are Imps around, and plenty of them. Be cautious to avoid group fights
Initiating NPC: Sir Armon
with the Imps, but if it happens, use your high-level area-effect spells or
abilities to deal out tremendous damageImps are mobile with low hit points,
Objective 1: Confront the Weeping Banshee in the Whispering Chasm to so area effects work well against them.
stop her from enslaving the knights of the Shaeluun Maul. Work your way through the citadel, keeping watch for the entrance to
The Whispering Chasm is crawling with Sirens and the knights who have been level 2. On this level its more of the same, but you face an additional threat:
enslaved by their leaders charms. If you have any of your area-effect spells or Dreg Beasts and the larger fiercer Spiked Dreg Beast. These monsters have
abilities nearly maxed out, they come in handy during these battles, which mix powerful melee attacks and ranged attacks, but they dont have strong
enemies attacking with both ranged and melee attacks. defenses, so its your call on how you want to deal with them; just dont
stand around too long deciding.

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STORY MODE

Boss Battle: The Nethereye


Quest Item: Necrosis Tome

The Nethereye is the necro- Boss Battle: Acaelstra


mancer leader of the Vrultok Quest Item: Aegis of Purity
you must eliminate him at all
costs! This giant ill-tempered This powerful Siren has
bird wields a great staff excellent defenses against
adorned with human skulls, and melee attacks, mostly because
yours could be the next she is swift. It is difficult for
addition. In melee combat, he melee-based characters to keep
has moderate skills; however, track of her. Consequently, you
its his other hidden tricks you need to worry about. The Nethereye can may have to alter your tactics
summon Skeleton warriors to fight for him, which is a pain when you think to beat her. Non-aimed area
you have him beat. The only strategy that counts here is that the faster you effect spells work well, as do
beat him the better, unless you want the extra challenge of having to fight attacks that slow (or stop) her movement, or make you faster to be able to
off additional undead soldiers. keep up with her. Winning this fight revolves around speed either way.

Recall to Aven and speak with Templar Dravenhes anxious for news With the Aegis of Purity, recall to Aven and give it to Overseer Lysetta.
regarding the downfall of the Vrultok. He sends you to the overseer with the Collect your experience and reward, and she instigates the next quest if you
tome you found on Nethereye; she will know what to do with it. The overseer stay to talk with her. A sidequest opens up now if you talk to Acolyte Maia.
grants your experience, and this quest ends after you speak with her.

Recover the Third


Recover the Second Initiating NPC: Overseer Lysetta

Initiating NPC: Overseer Lysetta Objective 1: Confront the Dreamkeeper in the Temple of Dreams
for access to Dreamspace.
The Temple of Dreams is
Objective 1: Find the Temple of Dreams in the Riven Flats
accessible only through the
and confront a powerful Siren, Acaelstra. Riven Flats. Locate the
Teleport from the Foundation entrance, then you must fight
Academy in Aven to the through three levels of the
Deadeye Ridge teleporter, and temple. Inside there is a legion
from there look for Ironstone of Dark Paladins, mages, and a
Hollow. You must travel few Sirens.
through that region to get to
Riven Flats. At the top of the Temple of Dreams, you must defeat the Dreamkeeper to
complete your objective.
The flats are a wide arid
landscape rife with Rhinos and Boss Battle: The Dreamkeeper
Scorpions, but nothing you havent seen yet. Explore the area to discover the Quest Item: Ethereal Key
entrance to the Temple of Dreams.
The ornate temple has several levels you must fight through to get to A powerful Siren, the
Dreamkeeper is one boss you
Acaelstra. This powerful Sirens minions include regular Sirens, Dark Paladins,
want to fight in melee combat.
and mages. Clear each room before moving on to the next to prevent a massive
Using this tactic reduces her
gang fight from eruptingbeing surrounded in a battle is a good way to die
attack methods to the weakest
and have to start the level over again. link and all she has to attack
you with at that point is her
hands. Alternately, if you hang
back and try to beat her in a duel
of ranged attacks, her ranged stun shot attack keeps you immobilized while
she takes many more free shots at you. That is something you cannot allow,
so get in close and swing away! You gain the Ethereal Key from her defeat.

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Search through the glacial


landscape for the Crystal
Objective 2: Use the Ethereal Key to enter Dreamspace, Tower entrance. There are
beyond the Forbidden Altar. several levels to climb through
At the far side of the on your way to the top. Inside
Forbidden Altar is the archway the tower a new army of
portal into Dreamspace. undead awaits with a new type
Getting there is the trick, as of general: a specialist mage
you must hack your way who has a ranged attack with a
through a forest of many more slow effect. Deal with these mages first so their undead minions cant tear you
Dark Paladins, mages, and apart while youre apparently running in molasses.
Sirens. Either deal with them
The third level of the Crystal Tower heats up when the mages come out full
one on one with bait-and-hook
force with their cruel Constructs. These golem-like creatures are flesh
tactics or hit as many as possible at one time with a high-level area-effect
constructions that pack a mean punch. Constructs are fast, but theyre
spell that causes lots of damage.
susceptible to magic attacks, so area-effect spells work well against them.
Dreamspace is small compared to many maps. Its guarded by numerous
At the highest level of the Crystal Tower is Duke Uth Hya, the guardian of the
Sirens, both the warrior and casting types. Also, many malevolent Ghosts in
third artifact.
Dreamspace behave like their worldly counterparts. Somewhere in Dreamspace
is the entrance to the Temple of Nightmares; this is where you must go.
Boss Battle: Duke Uth Hya
The Temple of Nightmares is similar to the Temple of Dreams. There are three Quest Item: Salve of Regeneration
levels you must make your way through before exiting to the Glacial Steppes.
Most of the levels are large, so pay special attention to the map so you dont Duke Uth Hya is an undead lord,
waste time getting lost. The temple is host to the same enemies you fought in something of a well-dressed
the Temple of Dreams. Before you can leave the Temple of Nightmares you must Grim Reaper. He wields a
defeat its guardian, Persephone. massive scythe with deadly
accuracy, but despite this he is
Boss Battle: Persephone not resistant to physical melee
Persephone bears a resem- damage. Get in close and use
blance to her relative, the your best melee weapon in
Dreamkeeper. Persephone is a quick attacks to destroy him.
Siren with a strong aversion to There is a golden rule that applies to earning your victory against this foe:
melee combat, which is The bigger your weapon, the quicker your success. Regardless of your
something you should be used character type, choose the biggest weapon with the greatest damage from
to by now. This means youre your inventory and grind the Duke into the marble floor.
going to have to chase her
down to hit her with a handheld
weapon. On the other hand, tactics to deal with previous distance fighters When you destroy the Duke, recall to Aven and speak with Overseer Lysetta
work excellently in this situation. to claim your reward.

The Weapon (Optional)


Find your way to the exit that leads to the Glacial Steppes. This cold expanse
of desolate land throws an arctic twist at you with hordes of Skeleton warriors
and archers, Icy Bramble Beasts, and a few Wolves.
Initiating NPC: Acolyte Maia
TIP
Objective 1: Recover the ancient weapon from the Screeching Halls.
Activate the Glacial Steppes teleporter while youre here; it saves an The Vrultok necromancers have gained possession of an ancient weapon of
unbelievable amount of walking when you must return here later. Aven. You must travel to the second level of the Screeching Halls and get it
back. The Screeching Halls are near Splinterfull Woods, but you must travel
through either Fellroot Tunnels or Dreadwind Moor first. There are longer ways
there via the Waning Wastes, but dont go that way unless you need the
experience.
This quest is impossible to complete until youve finished the previous
quest, in which you recovered the Ethereal Key. This key gives you access to

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STORY MODE

many of the magically locked Objective 2: Destroy the corrupted ancient dragon, Lord Ashgard, in his
doors you may have seen lair (the Shiverdark).
around Unataca. Csuragaul is an ancient
With the key you can enter dragon, and soon you learn
the second level of the that hes not the enemy. On the
Screeching Halls and proceed contrary, hes worked this
in the quest. The second level encounter to ask your help in
is inhabited by the same dealing with one of his race
Vrultok youve already seen who has caused much strife.
but with new guard dogsDreg Beasts! Fight your way through this horde to You must travel to the
the second levels other end and confront the Vrultok leader, Commander Shiverdark and destroy the
Geshaak. You must defeat him to win back the artifact for which you were sent. corrupted remains of Lord Ashgard.
The quickest way to do this is to recall to Aven, then jump onto the
Boss Battle: Commander Geshaak teleporter to the Glacial Steppes. From that region, you can find the entrance
Quest Item: Fractured Steel Chamber to the Shiverdark. Inside the Shiverdark, Icy Bramble Beasts, Dreg Beasts, and
Imps lurk. Eliminate the resistance and march to the other end of the icy
This Vrultok commander is a
caverns. There you face the shadowed dragon, the remains of Lord Ashgard.
melee fighting machine with a
gargantuan scimitar. He may
seem like a pushover at first, but Boss Battle: Lord Ashgard
after a few solid swipes of his Quest Item: Ancient Journal Volume XI
sword, you realize how mistaken
you are. This is an all-out Lord Ashgard is an extremely
struggle, and youll need a lot of powerful shadow dragon who
potions to become the victor. lives in a network of tunnels
Area-effect spells and special attacks that do damage over time should be inside the Shiverdark. When he
used generously to keep hurting him while you retreat to heal yourself when attacks, watch for his pattern
necessarythis is effective fighting strategy. of appearing and disappearing
Most alchemists and druids should use their decoys and substitute into his tunnel network. After
fighters for a significant advantage here; while high-level berserkers and you get used to the rhythm of
knights will have little trouble with this boss. his appearances, he wont be
able to confuse you and have you running in circles. He ducks in and out of
When you eliminate the commander, recall to Aven and meet up with Acolyte three or four tunnels before picking a random one from which to fightjust
Maia. There she grants you experience and a token of her thanks. back off and watch and wait until he stops before you reinitiate your attack.
Lord Ashgard has several types of attacks: first his powerful melee biting
attack, secondly his ranged ice shot, and thirdly his area-effect cold spray.

Rescue the Scouts


His attacks do significant damage; luckily, there is a lot of room to move
within his cavern.
As youll learn, it takes more
than a measly sword to defeat
Initiating NPC: Madam Diana this dragon. What works well is
attacking him with area-effect
spells that inflict damage over
Objective 1: Confront Csuragaul in his lair in Frostwail Cavern.
time and letting the residual
Prepare yourself for a long
damage from the attack affect
journey. To get to Frostwail him for several seconds.
Cavern, you must travel from Meanwhile, duck out the back
the Glacial Steppes to Icen door and out of range of the dragons attacks. It takes a while, but this
Halls East to Icen Halls Deep tactic works well; sometimes while youre in retreat mode, the dragon is
to Icen Halls West to Gloomfall destroyed from the recurring damage and there may be no need to run back
Wastes. There in Gloomfall in for the killing blow.
Wastes is the entrance to the High-level scrappers (berserkers and knights) may approach this battle
hidden caverns. differentlywith a more direct approach and more powerful weaponsbut
Frostwail is home to numerous species, including Icy Bramble Beasts, Imps, still this dragon wont go down easy!
and Dreg Beasts. Battle your way through the icy passages to the end, where
you meet an interesting new contact and your new objective.

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Objective 3: Return to Csuragaul and inform him of your triumph.


Retrace your steps to
Frostwail Cavern and speak
The Wailing Dead (Optional)
with Csuragaul. He informs
you that the scouts have left Initiating NPC: Shepherd Grailynn
the tundra, but you should
check that for yourself. Recall
Objective 1: Investigate the Ancient Waterworks,
home to Aven and speak with
Madam Diana to verify his a secret place beneath Aven.
story. As it turns out, he was There are two ways to get to
telling the truth. Diana rewards you and sends you to the overseer for more the Long Walk, but only one
instructions. entrance from there leads into
the Ancient Waterworks.
Inside you find many Ghost
and Skeleton mages with
The Lost Scout various types of resistances.
This brief quest ends with a
quick fight against a Ghost
Initiating NPC: Sabine Firehand leader who refuses to die.

Objective 1: Rescue the lost scout from the Nepharath Boss Battle: The Wailing Ghast
of Hoarfrost Asylum. The Wailing Ghast is a super-
The entrance to this powered Ghost with several
mysterious asylum is in the special attacks. He appears,
Icen Halls Deep. Use the attacks, and disappears like
Foundation Academy regular Ghosts, but quicker; he
teleporter to get to the Glacial is hard to hit with melee
Steppes and from there weapons as a result of this.
continue to the Icen Halls. If you hold back and play a
ranged strategy with him,
You enter Hoarfrost
notice his ranged attack does damage to you over time while healing
Asylums second level and are himself. This health drain can heal him if you dont keep attacking.
beset upon by a host of Nepharath mages (the specialist mages youve seen a Consequently, this is the wrong way to approach this fight.
few times before this), their flesh golem Constructs, and a few undead lords to If you must fight from a distance, spend your power on high-damage
spice things up. Watch the minimap for signs of your exit to level 1. ranged attacks or use ranged weapons to keep his health down. Area-effect
Level 1 in the Hoarfrost Asylum becomes more of a challenge with groups of spells work well, especially ones that do generous amounts of damage over
Zombies and Ghosts teaming up to tear you to shreds. The best way to deal time. Amidst the magic and ranged attacks, the most damage will be done
with them is a high-damage area-effect spell; this prevents you from having when you execute melee attacks whenever he is nearby. Characters whose
to deal with each one of them singularly. There is no boss battle at this levels fighting strengths solely lie in melee will be able to dispatch this unholy
end. You find the lost scout in a dark corner of the map (indicated by the apparition without varying their usual hack-and-slash tactics.
exclamation mark on the minimap), and she borrows your recall stone to get
back to Aven.
When you destroy the Wailing Ghast and finish looting the place, recall
to Aven and speak with Shepherd Grailynn to quell his concerns and collect
TIP your reward.

Before heading home, venture to the next area, the Eclipsed Land, and
activate its teleporter. Should you decide to take on a later optional
quest, you wont have to walk back.

Now you can recall to Aven and speak with Sabine to earn your experience
and collect your reward.

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STORY MODE

The Scourge (Optional) The Fallen (Optional)


Initiating NPC: Shepherd Grailynn Initiating NPC: Shepherd Grailynn

Objective 1: Vanquish the Vrultok necromancer known as the Scourge. Objective 1: Find the corrupted druid, Blightfallow, in the Glacial
Use the academy teleporter to Steppes and lay him to rest.
get to Deadeye Ridge, then Teleport to the Glacial Steppes
search for the entrance to the and explore the area, looking
Necrosis Citadel, where the for the telltale signs of your
necromancer awaits on the objectivein this case the red
third level. Inside is the devils head on the minimap.
regular host of Vrultok necro- This is a short quest, with
mancers and warriors, along often little running required
with Dreg Beasts, Spiked Dreg from the teleporter to the boss
Beasts, and Imps. Work your way up the citadel to level 2, then find the location. When you find the
entrance to level 3. spot, confront Blightfallow and his minions.
You may have noticed the level 3 entrance the last time you were in the
Necrosis Citadel; thanks to the Ethereal Key, you can now access the area beyond. Boss Battle: Blightfallow
Despite the magically locked portal, this section of the citadel is the same as Blightfallow is a spirit with
the previous two. The forces defending this area succumb to the same tactics many undead minions, which
that got you through levels 1 and 2. The real fight is when you find the Scourge makes him difficult to beat en
in the citadels throne room. masse. However, he doesnt
move from his initial station
because he must initiate
Boss Battle: The Scourge conversation before anything
The Scourge is not just another else can happen. Consequently,
Vrultok; he rose from the ashes you have time and room to
of those destroyed before him move around and bait and hook the minions to their doom before entering
to become the most powerful the actual boss fight. Eliminate the minions before confronting Blightfallow
Vrultok ever. directly, and the battle is easier.
He carries no weapons, but Blightfallow is similar to the other Ghost bosses youve fought and
that doesnt mean hes beaten up to this point. Treat him accordingly, have patience, and let him
helpless. In fact, the Scourge come to you in melee combat before you attack. Also, area-effect spells
has several melee attacks that whittle him down in health while hes flying around trying to dodge your
do remarkable damage. If you prefer to fight him at a range, know that weapons. These two tactics together are a failsafe plan against most
his magical abilities can strike you anywhere in sight; if this is your Ghost bosses.
preferred fighting method, your ranged weapons and special abilities had
better be topnotch.
As with any character getting into melee combat, make sure your damage Recall back to Aven and inform Shepherd Grailynn of your success to collect
is as high as possible when you engage directly (choose the weapon with the your reward. The shepherd has another quest for you when youre ready.
highest maximum damage if youre not already using it). First, you must
soften the Scourge up with many distance attacks while you heal outside the
reach of his dangerous claws. Ranged fighters such as typical druids or
alchemists must make full use of their decoys and stand-in fighters to be
successful in this battle.

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When youre done slaying dragons and exploring this area, recall back to
Aven and speak to Shepherd Grailynn to conclude this quest and collect
your reward.
The Contested Lair (Optional)
Initiating NPC: Shepherd Grailynn Venture to the Abyss
Objective 1: Dispatch a powerful dragon, Bolthorr, Initiating NPC: Overseer Lysetta
from his lair in the Glimmering Caves.
The Glimmering Caves are
accessible only via the Objective 1: Seek Csuragauls council about venturing
Eclipsed Land, so having that into the Infernal Abyss.
regions teleporter active is a
must to avoid a lot of extra Quest Item: Astral Potion
running around Unataca. Teleport to the Glacial Steppes
The caves hold the usual and start your journey to see
host of Imps, Icy Bramble Csuragaul in Frostwail Cavern.
Beasts, and Dreg Beasts. Look You must travel through the
out for frozen ice crystals you can break with a melee attack and that Icen Halls areas to get to
sometimes yield gold or valuable items. Follow the minimap to the red devils Gloomfall Wastes; there you
head to confront the dragon for whom youre looking. find the entrance to Frostwail
Cavern. After a conversation
Boss Battle: Bolthorr with the dragon, who counsels you, the quest is set in motion to search for
Bolthorr is in a cavern riddled clues in the Infernal Abyss.
with tunnels, much like the lairs
of the other dragons. The battle
begins after a brief conver- Objective 2: Travel through Pandemoniums Gate to the Infernal Abyss.
sation, and Bolthorr isnt Recall to Aven to sell any
holding back. goods and restock on potions
Fighting dragons is never before heading out. Teleport to
easy because they not only the Glacial Steppes and find
have powerful melee attacks the entrance to the Temple of
with their claws and teeth, but Nightmares. The temple is like
also dangerous ranged attacks you left it, recolonized by a
between their area-effect new army of Priestesses, their
freezing spray and blisteringly
Dark Paladins, and a few
icy ranged shots. It is possible
Sirens. Work your way through the temple to the third level and the entrance
to fight this beast from a
to Dreamspace.
distance and attempt to dodge
Bolthorrs ranged attacks while Find the altar containing the pool of fluid in Dreamspacethis is the
counterattacking with ranged gateway to Pandemoniums Gate. This new area is another interdimensional
weapons and powerful area-effect spells. However, strong melee characters plane of existence that allows you to travel great distances in little time. In
will enjoy the rush of facing a dragon head-on. Pandemoniums Gate, note the many portals all labeled the same way on the
Bolthor uses the same disappearing act into his network of tunnels as do minimap: ignore them. The only gateway that concerns you is the one labeled
the other dragons. Wait for him to choose a hole to fight from and stop The Burning Labyrinth. Find that portal, and youre one step closer to the
moving before you launch follow-up attacks. Infernal Abyss.
Be cautious of his special bite attackif he gets enough of a grip on you
The Burning Labyrinth is an entirely different experience. This is your first
in his massive jaws, hell take you down into his network of holes. Youll
disappear into the ground as he chews on you, then hell spit you out, look at the hellish Abyss, and there is an entirely different horde of opposition
shooting out the hole, across the cavern, and crumple in a heap against an to contend with, including Giant Spiked Dreg Beasts, Manticores, and Beholders.
icy stalagmite.
TIP
Refer to the Monster Manifesto section for more information on these
new types of monsters.

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Explore the area, noting Boss Battle: The Oracle


the new types of creatures. Quest Item: Orb of Containment
Youll be seeing more of them.
On the other side of this area The Oracle is another Beholder
is the portal you need to get boss with abilities similar to
through to the abyss. those of the Harbinger. Its
After youre in the Infernal ranged stun attack has
Abyss, the search begins. This potential for danger in a
area is spread out, so keep chamber crowded with its allies;
track of which areas youve already explored. Watch for an area showing the eliminate them beforehand to
minimize the threat from this
red devils head on the minimapthat is the Harbinger.
potentially fatal attack.
Beholders are well known more for their magical abilities than for
Boss Battle: Harbinger their melee fighting skills. This is their primary weakness: When you
Quest Item: Ancient Journal Volume XII destroy their support troops, you remove their offensive capabilities.
When the area is clear, get in close with your melee weapons. From such
The Harbinger is a Beholdera close range, the Beholder cant use his ranged stun attacks and is left
creature of many talents. The helpless against your fury.
Harbinger has the ranged
ability to stun its opponents,
and may follow with a melee When you defeat the Oracle, recall back to the city and talk to Overseer
bite attack. Beholders are not Lysetta to finish this last of the quests for the four artifacts.
known for being overly
threatening when alone, but
when in control of many

Breach the Citadels


minions they are fatal for almost any adventurer.
Before engaging the Harbinger, explore a large circle around it, system-
atically destroying any creatures who could help it fight against you when
the boss battle is fully engaged.
If you eradicate most of its support, the Harbinger is little threat to most Initiating NPC: Templar Draven
characters. Even weak melee fighters can eliminate this boss without
breaking a sweat, or even without using their special abilities.
Objective 1: Obtain the key fragment from the Spire Tower
in the Infernal Abyss.
Use the academy teleporter to
When the Harbinger is destroyed, recall back to Aven and speak with
get to the Infernal Abyss. From
Overseer Lysetta to wrap up this quest and push on to the next.
there, look for the entrance to
the Spire Fortress (all map
entrances are labeled on the
larger of the two minimaps).
Recover the Fourth Each fortress you must visit
has its own tower, and into
each tower you must go to get
Initiating NPC: Overseer Lysetta all the fragments to unlock the shadow god from his prison.
Each fortress holds not only Beholders, but also two new forces of evil:
Dustmen and Sentinels. Both are types of demonic knights who guard the
Objective 1: Recover the final artifact from the one known as the Oracle.
fortresses and towers in the abyss, and both are powerful compared to Imps or
If you activated the teleporter
your average Skeletons. Search the Spire tower until you locate he who holds
in the Infernal Abyss, this will
the keythe Aberrant Overlord.
be a simple trip. Once in the
abyss, locate the entrance to
Obsidian Cavern. Inside are
more of the same demonic
contingent, including
Beholders, Dreg Beasts, and
Quill Mongrels. As youre
exploring through the fire and brimstone, watch for the red devils head on the
minimapthere is the Oracle.

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Objective 3: Recover the third key fragment from the Zenith Tower.
If you dont want to walk out of the Summit Tower, use the recall and teleport
trick to get to the abyss. Find the Zenith Fortress amidst the fire and
Boss Battle: The Aberrant Overlord
brimstone of the abyss, and go through the tower to find the next Sentinel
Quest Item: Spire Fragment
the Sadistic Overlord.
This supercharged Sentinel is a
melee machine of destruction TIP
if you have to get in close,
youd better have an incredible Look for breakable statues in the towers that reveal gold or valuable items.
weapon handy, as well as many
health potions. Hes fast and
has backup guards consisting of
other Sentinels, Dustmen, and
Boss Battle: The Sadistic Overlord
Beholders. High-level area- Quest Item: Zenith Fragment
effect spells are mandatory to keep causing him damage from afar while
you heal yourself between rounds. Consider this a battle of installments; a The third Sentinel overlord is
hit-and-run operationgo in, inflict some damage, then retreat and heal not as difficult as the second;
and repeat until hes destroyed. Weaker characters will take time to defeat nevertheless, hes not a
this powerful boss. Only the strongest melee fighters will defeat this boss in pushover. Use the same hit-
one attempt without utilizing hit-and-run tactics. and-run tactics youre used to
with the other overlords,
however, this boss is not as
Objective 2: Recover the second key fragment from the Summit Tower. dangerous in melee combat as
The Summit Tower is the next location you must explore. Leave the Spire Tower, his previous brethren.
then the Spire Fortress and get back into the Infernal Abyss proper. Consequently, most characters are able to stand up to him in melee combat,
Alternately, you could recall to Aven, sell your valuables, and teleport back to and actually do real solid damage.
the abyss faster than you can walk back through the two maps. In this tower Use a few strong ranged attacks if you have time, but switch to your best
you must face another Sentinel overlord. melee attacks as he approaches and engages you directly. You should be
able to go toe-to-toe with him, but it will take many health potions for
Boss Battle: The Eviscerated Overlord characters with lower health.
Quest Item: Summit Fragment

Sentinels are fast, but the Objective 4: Recover the fourth key fragment from the Meridian Tower.
Eviscerated Overlord is faster. Recall to Aven and teleport to the Infernal Abyss. This tactic is fast, but if you
And to make things worse, his want the extra experience to level up, stick it out for the long walks and mop
melee attack with a giant mace up any stragglers whom you didnt destroy on the way in. Search the abyss for
does even more damage than the Meridian Fortress and work your way through it to the Meridian Tower.
usual. Expect to go through Inside you must defeat the fourth fragment guardianthe Tortured Overlord.
another pile of potions during
this battle, and any advantage
you can muster is a good one. Boss Battle: The Tortured Overlord
Recall to Aven and stock up on supplies before getting into this battle. Quest Item: Meridian Fragment
Weaker characters will spend their last ounce of energy running away
from this demonic overlord. Consider this a hit-and-run type of battle with The fourth Sentinel overlord
one major difference: There is more running than hitting, as youll likely didnt put up as much fight as
need to stay away from him a lot of the time to keep yourself in good the other sentinel bosses. By
fighting shape. now youre an expert at
There is little time to fight from a safe distance as this overlord is fighting Sentinels, so this is old
close on your heels while you struggle to get a bit of breathing room. news for you. He shares the
Youll have to use your potions on the run, then turn and face him with same melee attack strengths as
melee attacks, then run again. Eventually youll come out victorious, but his brethren and chases you
this is one battle that illustrates the value of retreat in everyones down wherever you go. Use this
storehouse of battle tactics. behavior to lead him away from any potential support troops and destroy
him outright.
A good solid mix of ranged attacks, area-effect spells, with follow-up
melee attacks will have this overlord ruling nothing but mud by the time
youre finished with him.

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STORY MODE

Objective 5: Recover the fifth key fragment from the Pinnacle Tower. Boss Battle: Margorth
This is the last of five towers you must visit. You should have seen the Margorth is a Giant Spiked Dreg
entrance to the Pinnacle Fortress by now with all your exploring in the Abyss, Beast. His massive size warns of
so the run there will go quick. In the Pinnacle Tower, you face the last of the equally massive damage from
five fragment guardians. his melee attacks. He is accom-
panied by several regular Dreg
Boss Battle: The Writhing Overlord Beasts who fire projectile attacks
Quest Item: Ancient Journal Volume XIII from the rooms cornersdeal
with them first before engaging
the big boss monster.
The last of the Sentinel
Area-effect spells, damage over time special attacks, and melee damage
overlord battles is the easiest
or performance bonuses are effective tactics to use against this hideous
of the preceding four Sentinel
creature. Bosses like this are immune to weapon effects like knockback and
battles. The Writhing Overlord
stun, so you must rely on effects that improve your attack damage or attack
does only moderate melee
characteristics. Examples include improving your defensive armor rating
damage and has an obvious
through special abilities, or even improving attack speed, so you can throw
weakness against area-effect
your weapon around more frequently and thus cause more damage when
damage and spells that do
you engage the monster directly in melee combat.
damage over time. If you can
stay away from him, this may be an easy win from area effect spells alone
it may not even come down to direct combat. Lo and behold, however, this Inside the Marianas Guard is a dramatic landscape alight from molten lava all
fifth overlords defeat did not yield the fifth fragment (relax; this is part of around you. You must make your way to the lowest level of the Marianas Guard
the story). past a small army of Dustmen, Sentinels, and Beholders.

Recall to Aven when you finish exploring the Abyss. Speak with Templar TIP
Draven regarding the fragments you retrieved. You must initiate one conver-
sation with the templar for each fragment found; he acknowledges each piece, Watch for the stairs leading up to the second level of the tower structures.
then ends that dialogue. Only when youve given him all four retrieved There are treasure chests and hidden containers above.
fragments will he go on to finalize this quest.
The templar sends you to speak with Overseer Lysetta regarding the last
fragment. The conversation with the overseer completes this quest, and your
reward and experience are granted.
TIP
You cannot save a game after a bosss life gauge becomes visible on the
screen. If you would like to save at this point, retreat from the area until
the bosss life gauge disappears; the save option will now be available.
Confront the Beast
There are five levels in the Marianas Guard. All are similar and most are
Initiating NPCs: Overseer Lysetta, Templar Draven short; keep pushing toward the next portal on the minimap, and soon youll be
at the end. The end in this case is face to face with the guardian of the exit
from the Marianas Guardthe Cardinal Sentry.
Objective 1: Enter Ardors Pass, then the Marianas Guard to destroy the
minions of the Shadowed God.
Ardors Pass is a desolate and
fiery landscape, made from the
same fire and brimstone as the
Infernal Abyss. This sprawled-
out region is inhabited by
Dreg Beasts, Quill Mongrels,
and Beholdersbut all in
short supply. There is often
more walking than fighting
done in the pass because the areas are so wide and take so long to cross.
Watch for the entrance to the Marianas Guard, the one exit from Ardors
Pass. This portal is guarded by a shadow minionMargorth.

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Boss Battle: The Cardinal Sentry


The Cardinal Sentry is the Quell the Chaos
Shadowed Gods last guardian.
He attacks with his fists for
Initiating NPC: Madam Diana
moderate melee damage, and
thankfully he possesses no
ranged attacks. This is a Objective 1: Confront the Shadowed God in Lightfall Grove.
significant weakness that you When you get the news from
can exploit if you can keep Madam Diana, recall to Aven,
away from himput the then teleport to Lightfall
features of the landscape here between you two.
Grove. You must locate the
His armor provides strong defenses and lowers the amount of damage
Shadowed God there and
you can inflict from each melee attack; however, all characters should be
confront him. Search for the
able to cause him significant damage with their melee weapon.
red devils head on the
minimap.
Objective 2: The Shadowed God has been released!
When you find him, prepare
Search for him in the Infernal Abyss.
for the ultimate battle against the Shadowed God!

Quest Item: Ancient Journal Volume XIV Boss Battle: The Shadowed God
There is not much point Quest Item: Ancient Journal Volume XV
running back through the
Marianas Guard unless you Consider thisa dark and
need the experience. The powerful being composed of not
quickest route to your much more than shadow,
objective is to recall to Aven, standing several stories high,
sell your gear, then teleport to and making you feel the size of
the Infernal Abyss to search a bug. This is the Shadowed God.
for the Shadowed God. Patience is the most
important skill required to
Once in the Infernal Abyss, search for the exclamation mark on the minimap; defeat the Shadowed God. You
that is the next part of your objective. The woman you meet there is once of cannot win this battle in a hack-and-slash one for all, all for one slugfest.
the outcasts, a scout. She tells you to return to Tornwood Forest and meet up Before beginning this boss battle, return to Aven and stock up on as many
with Madam Diana. health and power potions as you can afford.
The Shadowed God has
several types of attacks for all
Objective 3: Meet with Madam Diana in Tornwood Forest. occasions, which he uses
Recall to Aven and jump in the masterfully. His melee shadow
teleporter to get to Tornwood attack is devastating at close
Forest quickly. Look for the range; his midrange attack has
exclamation mark on the an incredibly potent knockback
minimap indicating the location effect to take you off your feet;
of Madam Diana. She welcomes and his ranged shadowed
you back and finishes this meteor shower attack does an astounding amount of damage, as well. To
quest with a reward. She make matters worse, his attacks not only do physical damage, they also
initiates the next quest. siphon your power. Rest assured, there is nowhere within his range that is a
safe place to fight from (unlike other bosses who have a range-based
weakness in their fighting abilities).
Thats how to beat himdont fight within his range. It takes a lot of
running around in circles, but if you take your time you can beat him on
the first try.

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STORY MODE

Use your highest-damage Boss Battle: Shadowed Kaylee


ranged attack; it doesnt have Quest Item: Ancient Journal XVI
to be area-effect, but that
helps to avoid much time spent The essence of the Shadowed
on aiming the attack while God is possessing Kaylee; you
running. Ranged weapons work must free her from its horrific
well, but make sure you have graspthis is no easy feat,
lots of ammunition. The best mind you. Kaylee has
choice depends on your superhuman speed now, which
character class and the weapons and skills available to you. is frustrating for melee
You could try to defeat the Shadowed God in direct melee combat, but characters, as she flees
why? His attack do more damage than you have defense or health, so this whenever you get too close.
strategy is not recommended. Her melee attacks are powerful, doing high damage, but thats just the
Instead, try this: With your ranged weapons selected, activate the battle beginning. The multiple ranged attacks are what make her a real
by initiating conversation with the Shadowed God. After the brief interlude, powerhouse. First off, there is a high-level power drain attack that can
it beginsnow run away. Run until you cant see the boss on the screen, and easily prevent you from using your special abilities and spellskeep lots of
when you spot one of his shadowy tendrils coming toward you, fire a few potions handy for this fight. She has another ranged shadow shot that
ranged attacks, and watch his health meter to be certain theyre causing drains health over time. Kaylee also uses a magic blast that has something
damage. Move again to a safe like a homing effect, which is difficult to dodge.
distance and repeat. It may take Characters using primarily
two minutes or it may take ten special attacks requiring power
minutes or longer, but need lots of potions to keep up
eventually the Shadowed Gods with Kaylees power drain
health will be so reduced, you attack; there is no way around
can run in and beat him down this. Alchemists and druids
with one final devastating blow. should use their decoy fighters
to distract her while you do
extra damage from a distance.
When you destroy the dark god, recall to Aven and speak with Templar Melee fighters should use their special abilities to give themselves
Draven to complete the quest and collect your reward. combat- or speed-based advantages. Kaylee is fast, so anything that helps
you keep up to her is invaluable. Melee fighters may have developed this
timing-based battle rhythm before, but it involves running up to her,
striking before she runs away, and repeating this over and over. There is a
small (less than a second) window of opportunity to hit her with melee
Kaylees End weapons up close before she flees, so your timing must be impeccablewe
cant stress this point enough. This is a distance based hit-and-run strategy.
Do as much damage as you can, and if you need to heal, run away to
Initiating NPC: Templar Draven recover, then go back into range for more. Eventually youll find the
necessary rhythm to bring her down.

Objective 1: Search the Eastern Catacombs to find and free Kaylee from
the grip of the Shadowed God. When Kaylee is dead, return to Aven and speak with Templar Draven to
The Shadowed God has complete this quest.
possessed Kaylee (the Crown),
and you must stop her before
she does any more damage.
She fled into the Eastern
Catacombs, and you will find
her there at the end of level 2,
where you fought Athloxxia,
the queen of the Praetox.

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Boss Battle: The Lunar Sage


Quest Item: Marble Urn

Gather the Components The Lunar Sage is another


Ghost boss, and he shares the
same attack strategies as his
Initiating NPC: Elder Aidas disembodied cohorts. He flies
around you, appearing to
attack, then disappearing for a
Objective 1: Recover the urn of the first master from the Halls of Honor. few seconds, only to repeat the
You should be familiar with the process. The secret to fighting
trip to the Halls of Honor. Take all Ghosts is to be swinging
either route to the Long Walk, your weapon while theyre flying toward you in attack. This way they do half
then look for the portal into the work for you and you dont waste energy chasing them down.
the hallsits quicker to take The Lunar Sage has a ranged shot that causes trepidation; this can be
the route through the Howling deadly if you havent killed his undead followers. If youre slowed down,
Pine Inn to the Forbidden they have a free-for-all on you with their various weapons. Prevent this
Catacombs to the Deep Crypts situation by eliminate his minions as early in the battle as possible or
to the Long Walk. The undead before the fight, if youre able.
population has respawned to give you new targets, including Dark Paladins,
Skeleton warriors, Skeleton archers, Zombies, and Zombie lords. Objective 3: Recover the urn of the third master from the
Lair of the Sleeping Wolf.
Boss Battle: The Steel Warden
The Lair of the Sleeping Wolf is north of the Riven Flats (refer to your world
Quest Item: Golden Urn
map to confirm the location). Use the academy teleporter to get to the Riven
Flats, then work your way through the Gasping Caves until you find the portal
The Steel Warden is a Dark
that allows passage to the objective area.
Paladin who guards the Golden
Urn of the first of the four The first level of the lair is called the Den of the Sleeping Wolf. This level is
members of the Brotherhood of like the temples youve braved in the past, with one main exception: This den is
the Blade. You must defeat the populated by Wolves, both normal Wolves and Saber Wolves.
Steel Warden to gain In second level of the den are Wildling warriors and a few vengeful Ghosts
possession of the first urn. protecting this area, called the Temple of the Sleeping Wolf.
He attacks with his massive
steel gauntlets that do The third level is the Lair of the Sleeping Wolf, which is guarded by both
moderate melee damage. The Steel Warden has no ranged attacks or special Wolves and Ghosts. Watch for the location of the boss on the minimap.
resistances, but hes fast on his feet so you wont be able to stay away from
him for long enough to battle it out from a distance. Use a few ranged Boss Battle: The Savage Matriarch
attacks if you have time to fire them off to soften up his armor, then go in Quest Item: Bone Urn
for the kill. Most characters can stand toe to toe with him during this fight
and only use a few health potions. The Savage Matriarch is an elite
Wildling; she fights with no
Objective 2: Recover the urn of the second master from the Earthrest Crypts. weapons, just her bare hands.
You must first travel to Shadowpine to reach the Earthrest Crypts. Recall to Her melee attack is not
Aven and sell your valuables to stock up on potions, then teleport to powerful or threatening, so
Shadowpine to further your quest. dont hesitate to get in close
and swing away.
The travel route goes from Shadowpine to the Bleak Mines to the Lost She has several Wolves with
Catacombs and on to the Earthrest Crypts. Once inside the crypts, you must her; eliminate them before
pass through all three levels, starting from the first and working your way facing the matriarch. If you do not do this, the Wolves continue with
down to level 3. their melee attacks and ranged attacks while your focus is elsewhere,
There are no new types of undead here, but more of the ones you already and you should not ignore these caninestheir damage adds up to bad
know: Skeleton archers, warriors, mages, Ghosts, and Dark Paladins. Hack your results for you.
way through the bony masses down to level 3, where you meet the second After you eliminate the wolves, the matriarch will be a cakewalk for you.
guardianthe Lunar Sage. Choose your best attack, whether ranged or melee, and put her out her misery.

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Objective 4: Recover the urn of the fourth master from


the Elysian Chamber.
The Elysian Chamber is an elusive location whose existence has not been
known or accessible until now. You must travel there to recover the fourth
masters urn.
Recall to Aven and prepare yourself for the final stage of this questwhich
The Avatar
means sell your valuables and stock up on potions. Use the academy teleporter
to get to the Glacial Steppes without further ado. Initiating NPC: Overseer Lysetta
Find the entrance to Icen
Halls East; once inside, search Objective 1: Seek out the Avatar of the Brotherhood of the Blade
for Overseer Lysetta. Her
in the Infernal Abyss.
location is marked with an
exclamation mark on the
minimap. She informs you of Quest Item: The Wardens Key
the last objective and tells Recall to Aven, then use the
you to return to her when it is teleporter to get to the
completed. The entrance to the Infernal Abyss. Search the
Elysian Chamber is nearby. Abyss for the Avatars telltale
The first level of the Elysian Chamber is ornate, like the ancient halls and exclamation mark (hes far out
temples youve seen. Hordes of Skeletons and Ghosts await; use area-effect on a platform, away from most
spells to reduce the numbers of their large groups quickly. And remember; of the map).
getting surrounded is a quick recipe for disaster. When you find the Avatar,
The second level of the chamber is the same, but with more Ghosts and you must give him all four urns
possibly a few Specter priests. Its business as usual as you search the level you have recovered. Each urn
for the entrance to level 3. involves its own brief conver-
sation, so give him each one
The third level is where you will find the bossthe Phantom Savantamidst
individually. After receiving
his disciples and guardians in the chambers farthest reaches.
the urns, the Avatar grants
you the Wardens Key, which
Boss Battle: The Phantom Savant allows you passage into the
Quest Item: Ethereal Urn Vault, where once and for all
you can destroy the evil taint of the Shadowed God. This concludes this quest.
When you find the chamber
where the boss resides, walk a
wide ring around him, elimi-
nating his minions before the
battle starts. This tactic
prevents unwanted and poten-
Vanquish the Threat
tially disastrous distractions
during the big fight. Initiating NPC: The Avatar
This boss is another Ghost
who behaves like the others youve already defeated. Hes mobile and is
able to dodge ranged shot attacks. Area-effect spells work well against him Objective 1: Face Xoquoxxotil, the one known as the Shadowed God,
because you dont need to aim directly at him to be successful and for in the Vault.
damage to be inflicted. You must find Ardors Pass;
Alternately, strong melee characters should beef up any available its close to where the
combat bonuses through their special abilities during this fight to bring it conversation with the Avatar
to a hasty conclusion. takes place. Go through
Ardors Pass to the Marianas
Guard entrance portal. You
Recall to Aven and offload your valuables; restock while you can because
must fight through all levels
the next quest has you on your way quick. Use the teleporter to get to the
of the Marianas Guard to get
Glacial Steppes and Icen Halls East and meet up with Overseer Lysetta to
to get the entrance to the
complete this mission.
Vault on level 5.

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PRIMA OFFICIAL GAME GUIDE

When you are finished reveling in your victory over Xoquoxxotil, recall to
TIP Aven, then teleport to the Infernal Abyss. You must find and speak with the
Avatar before the quest is completed. The endor is it?
Watch for the high towers throughout the Marianas Guard. These serve
as excellent platforms from which to launch ranged attacks at your
enemies below.

The Vault is three more levels to the Marianas Guard with the same demonic
opposition. Use the same tactics that are working for you to get to the bottom
The Forgotten Enemies
at level 3.
On level 3, there comes a point where you need to stop and recall to Aven to Initiating NPC: Templar Draven
resupply. When you see the red devils head on the minimap, thats your cue to
recall back to the city one last time. If you go too far toward the boss location, Objective 1: Vanquish the five potential enemies imprisoned in the
you are locked in that area and cannot recall out regardless of whether youve
oubliettes of each fortress in the Infernal Abyss. The Meridian oubliette
initiated the conversation with the god or not.
contains the first of these enemies.
This is itthe final showdown with the Shadowed God, Xoquoxxotil. Travel to the Infernal Abyss
and locate the Meridian
Boss Battle: Xoquoxxotil Fortress. Inside are two other
The first battle with the entrances, one to the tower
Shadowed God in Lightfall and one to the oubliette. Take
Grove was easier because you the oubliette entrance and
could run anywhere to keep a
work your way through the
few steps ahead of this
large area until locating the
menacing boss.
boss. This is the first of five
Here in the vault you have no
objectives in this questthe Night Queen.
such luxury. Youre confined to
his small platform with little
extra room to maneuver. If youre not well prepared for this fight, its Boss Battle: The Night Queen
almost better to die and start this level over. The Night Queen is a Siren who
On the platform your game has been imprisoned in the
must be sharp and you have to oubliette for a long time. She
use the same patience that got already knows about your
you through your first encounter success with the Shadowed God
with this boss. He has all of the and knows why youre there.
same attacks, but theyre more She fights like most Sirens,
dangerous here because of the with a significant ranged stun
confined quarters. attack that can leave you
Play the range game again defenseless against her allies if shes got any nearby. Up close and
with him; stay steps ahead of his dark tendrils as they appear. Ranged personal is where you want to take this battle. Her melee attacks are no
attacks, either with weapons or magic, are the way to win here. Run in comparison to yours by now, so get in there and release her from this
circles around him as he pursues you, stop only briefly enough to launch a infernal prison forever.
ranged attack, then begin running again. By the time you destroy
Xoquoxxotil, youll have run around him several dozens of times.
If youre playing a high-level melee fighter like the knight or berserker, Objective 2: Destroy the enemy within the Summit oubliette.
you can run in at the god and attack him with high-damage melee attacks Recall to Aven if necessary or go toward this objective. Head out into the
also, but then youll have to run out of range to recover from Xoquoxxotils Infernal Abyss and locate the Summit oubliette. You must work your way
devastating melee counterattack.
through the Summit Fortress and locate the oubliette to confront the second
Ranged or weaker fighters should avoid dealing directly with the
ancient imprisoned enemySavage Lord Goretusk.
Shadowed God. His powerful attacks leave little room for mistakefight this
battle slowly and from a distance.

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STORY MODE

Boss Battle: Savage Lord Goretusk Boss Battle: Lord VaelZuul


Lord Goretusk is a Gorgein ruler Lord VaelZuul is a Beholder
who cant wait to escape and lord aching to grind your bones
wreak havoc on the population to dust and flee this prison. If
of Unatacayou must destroy he has any Sentinel minions
this threat! about, use area-effect spells to
He attacks with only his damage everyone in the
fists, and therefore his melee chamber or this will be a quick
damage is unexceptional and he fight with you on the losing
possesses no ranged or special side. All it takes is one ranged
attacks. The usual hack-and-slash strategy works wonders against him, stun attack, and his guards will cut you to bits.
considering he has no resistances to anything. You wont even need any After you deal with his allies, you can attack Lord VaelZuul one on one.
health potions during this battle. As with most Beholders, his ranged attacks are superior to his melee
attacks, so you must take that advantage away from him. Attack him in close
to avoid the dangerous stun blasts. If you can stay within range and force
him into melee combat without using his ranged attacks, victory is yours.
Objective 3: Destroy the enemy within the Spire oubliette.
Recall to Aven and use the teleporter to get to the Infernal Abyss proper. From
there you can locate the entrance to the Spire Fortress. Once there, search for
the entrance to the Spire oubliette, where you will find the third potential Objective 5: Destroy the enemy within the Pinnacle oubliette.
enemythe Deathchanter. Recall to Aven and teleport to the Infernal Abyss. The Pinnacle Fortress is the
final objective on this quest. The last of the enemies is Mezaderakon, and he is
at the far end of the Pinnacle oubliette.
Boss Battle: The Deathchanter
This Vrultok prisoner has no
melee weapons aside from his
Boss Battle: Mezaderakon
beak and claws, but what makes This Zombie lord is more
him a dangerous foe is his powerful than most of the other
mastery of ranged magic, which enemies youve fought in this
even this prison cant conquer. quest. His claw melee attacks
He has several different types do more damage than youd
of ranged shots, so you must expect, and he is resistant to
fight him up close; dont give physical damage from weapons.
him the opportunity to blast you from a distance. In melee combat, this Clear the room of any
birdbrain is a real pushover. minions before confronting
him. If any Sentinels are present, destroy them first, as they are more
dangerous than Mezaderakon when you factor in the numbers.
You can beat this Zombie lord with magical attacks that do consistent
Objective 4: Destroy the enemy within the Zenith oubliette. damage over time. All characters have at least one, which you should use to
Recall to Aven and teleport to the Infernal Abyss. Search for the Zenith reduce his health while not directly attacking him. Keep the recurring
Fortress, where you will find the oubliette and the fourth enemy of Aven to be damage attacks coming in unison with sporadic melee attacks as well to
destroyedLord VaelZuul. bring this battle to its bitter end.

To complete this quest, recall to Aven and speak with Templar Draven. He
grants your experience and gives you a generous reward as well.

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PRIMA OFFICIAL GAME GUIDE

Lost History (Optional) Boss Battle: Analyst Heskatti and Duke Re-Uset
Quest Item: Chipped Diamond Reactor

Initiating NPC: Acolyte Maia When you find Analyst Heskatti,


Duke Re-Uset isnt far away.
The bonus here is that you can
Objective 1: Retrieve an ancient Tome of Aven from the fight one boss at a time. Dont
Temple of Nightmares. get too close to the analyst or
the conversation will initiate
and youll be in trouble.
Quest Item: Tome of Aven Instead, skirt the outside edges
Use the academy teleporter to of his area, eliminating his
transport to the Glacial many Constructs. Duke Re-Uset appears from the sidelines for you to dispatch.
Steppes. From there locate The duke is another undead lord who wields a massive scythe much like
the entrance to the Temple of the Grim Reapers. He doesnt have any ranged attacks, but will levitate
Nightmares. Hack your way around you trying to take your head off with his huge curved blade. He has
through the temples forces as little resistance to magic attacks; however, he is, as with most bosses,
you search for your objective. immune to effects such as knockback, stone grip, or stun. Otherwise, he is
On level 3 (in one of the back as susceptible to melee damage as any opponent.
Analyst Heskatti is the ruler
rooms along the edge of the
of Hoarfrost Asylumthe head
map) the Tome of Aven is
of the arcane experiments
inside one of the chests.
conducted there. He doesnt
There is no boss to fight to
have any ranged attacks, but he
complete this mission, as its makes up for that with quick
based on how thoroughly you mobility. The analyst has a
search the temple. small army of Constructs at his
When you recover the tome disposal, so you must destroy
and youre done adventuring, recall to Aven and speak to Acolyte Maia. She them or be swarmed by a sea of flesh golemshigh-damage area-effect
thanks you and gives you a reward for your services. spells work well against these creations.
The analyst doesnt have intimidating melee skills, so after you eliminate
his protection, charge him with your favorite weapon and reduce him to
bone dust.

The Weapon Part II (Optional) Recall back to Aven with your prize and present it to Acolyte Maia for your
hard-earned reward and experience. Speak to her again to cue the last optional
Initiating NPC: Acolyte Maia mission in the game.

Objective 1: Retrieve the second piece of the ancient weapon of Aven


from the Nepharath in Hoarfrost Asylum.

Use the academy teleporter to


get to the Eclipsed Land. From
there you must travel through
Crystalline Pass West and
Crystalline Pass East battling
Imps, Dreg Beasts, and Icy
Bramble Beasts.

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ITEMS

In Pandemoniums Gate, you


The Tome (Optional) must find the Tome of Aven
Volume II locked in a chest
somewhere. You can search the
Initiating NPC: Acolyte Maia level, but it may be at the
opposite end of the map from
where you entered. This level
Objective 1: Recover the Tome of Aven Volume II from the depths of map is compact, so if you dont
Pandemoniums Gate. want to fight the Sirens, run
From Aven, use the academy teleporter to get into the Infernal Abyss. Now you around looking for the chest,
must battle your way through and youll complete your
this hellish landscape one last objective.
time to find the entrance to the
When youre done exploring
Burning Labyrinth. When you
the abyss, recall back to Aven
are in the labyrinth, youll have
and give Acolyte Maia the
to work a long way to find the
tome. She is pleased and
portal to Pandemoniums Gate.
offers your final reward.
Play it safe, take it slow, and
youll find it.

General
Jewelry Table (continued)
Item Name Required Slot Weight Value Strength Dexterity Intelligence Stamina Health Power
Level (Gold) Bonus Bonus Bonus Bonus Bonus Bonus

Band 1 Finger 0.1 62 3


Necklace 1 Neck 0.1 62 1
Choker 2 Neck 0.1 112 3
Ring 2 Finger 0.1 112 3
Stud 2 Ear 0.1 112 5
Charm 3 Neck 0.1 162 14 6
Hoop 3 Ear 0.1 162 5
Copper Band 4 Finger 0.1 212 5 5
Pendant 5 Neck 0.1 262 5 5
Silver Ring 5 Finger 0.1 262 5 2
Steel Stud 5 Ear 0.1 262 10
Amulet 6 Neck 0.1 312 8 6
Iron Hoop 6 Ear 0.1 312 10
Steel Band 7 Finger 0.1 362 8 4
Iron Ring 8 Finger 0.1 412 8
Silver Necklace 8 Neck 0.1 412 8
Silver Stud 8 Ear 0.1 412
Gold Hoop 9 Ear 0.1 462 15

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PRIMA OFFICIAL GAME GUIDE

Jewelry Table (continued)


Item Name Required Slot Weight Value Strength Dexterity Intelligence Stamina Health Power
Level (Gold) Bonus Bonus Bonus Bonus Bonus Bonus

Iron Choker 9 Neck 0.1 462 12 6


Jade Band 10 Finger 0.1 512 12 10
Jade Stud 11 Ear 0.1 562 15
Steel Charm 11 Neck 0.1 562 12
Turquoise Ring 11 Finger 0.1 562 12
Gold Pendant 12 Neck 0.1 612 3 3
Turquoise Hoop 12 Ear 0.1 612
Gleaming Band 13 Finger 0.1 662 3 3
Platinum Amulet 14 Neck 0.1 712 3 3
Shimmering Ring 14 Finger 0.1 712 3 3
Topaz Stud 14 Ear 0.1 712 20
Opal Hoop 15 Ear 0.1 762 20
Topaz Necklace 15 Neck 0.1 762 3 3
Glass Band 16 Finger 0.1 812 3 3
Crystal Stud 17 Ear 0.1 862
Obsidian Ring 17 Finger 0.1 862 3 3
Ruby Choker 17 Neck 0.1 862 3 3
Diamond Hoop 18 Ear 0.1 912 3 5
Jade Charm 18 Neck 0.1 912 3 20
Star Band 19 Finger 0.1 962 3 8
Astral Ring 20 Finger 0.1 1012 3 8
Earthen Stud 20 Ear 0.1 1012 3 5
Opal Pendant 20 Neck 0.1 1012 3 20
Aquatic Hoop 21 Ear 0.1 1062 3 10
Diamond Amulet 21 Neck 0.1 1062 5 5
Crested Band 22 Finger 0.1 1112 5 5
Glittering Necklace 23 Neck 0.1 1162 5 5
Heraldic Ring 23 Finger 0.1 1162 5 5
Windgem Stud 23 Ear 0.1 1162 3 10
Firegem Hoop 24 Ear 0.1 1212
Obsidian Choker 24 Neck 0.1 1212 5 5
Ruby Band 25 Finger 0.1 1262 5 5
Emerald Ring 26 Finger 0.1 1312 5 5

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ITEMS

Jewelry Table (continued)


Item Name Required Slot Weight Value Strength Dexterity Intelligence Stamina Health Power
Level (Gold) Bonus Bonus Bonus Bonus Bonus Bonus

Ethereal Stud 26 Ear 0.1 1312 3 15


Lunar Charm 26 Neck 0.1 1312 8 8
Elemental Hoop 27 Ear 0.1 1362 3 15
Solar Pendant 27 Neck 0.1 1362 3 20
Opaline Band 28 Finger 0.1 1412 3 15
Astral Stud 29 Ear 0.1 1462 3 3
Crystalline Amulet 29 Neck 0.1 1462 3 20
Diamond Ring 29 Finger 0.1 1462 3 15
Earth Shard Necklace 30 Neck 0.1 1512 8 8
Starfire Hoop 30 Ear 0.1 1512 5 20
Petrified Band 31 Finger 0.1 1562 8 8
Bloodbone Ring 32 Finger 0.1 1612 8 8
Gleaming Stud 32 Ear 0.1 1612 5 20
Windstone Choker 32 Neck 0.1 1612 8 8
Firebrand Charm 33 Neck 0.1 1662 8 8
Glittering Hoop 33 Ear 0.1 1662 8
Spectral Band 34 Finger 0.1 1712 8 8
Luminant Stud 35 Ear 0.1 1762 25
Prismatic Ring 35 Finger 0.1 1762 8 8
Riverstone Pendant 35 Neck 0.1 1762 8 8
Elemental Amulet 36 Neck 0.1 1812 5 35
Shimmering Hoop 36 Ear 0.1 1812 25
Elemental Band 37 Finger 0.1 1862 5 10
Fanged Necklace 38 Neck 0.1 1912 2 35
Primordial Ring 38 Finger 0.1 1912 5 10
Prismatic Stud 38 Ear 0.1 1912 5 5 30
Spiked Choker 39 Neck 0.1 1962 12 12
Spirit Hoop 39 Ear 0.1 1962 5 5 30
Ancient Band 40 Finger 0.1 2012 12 12
Deadeye Charm 41 Neck 0.1 2062 12 12
Dragon Ring 41 Finger 0.1 2062 12 12
Goldfire Stud 41 Ear 0.1 2062 5 5 5
Grimstone Pendant 42 Neck 0.1 2112 12 12

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Jewelry Table (continued)


Item Name Required Slot Weight Value Strength Dexterity Intelligence Stamina Health Power
Level (Gold) Bonus Bonus Bonus Bonus Bonus Bonus

Silverwind Hoop 42 Ear 0.1 2112 5 5 5 35


Imperial Band 43 Finger 0.1 2162 12 12
Bloodshade Stud 44 Ear 0.1 2212 8 8 8 35
Shadowed Amulet 44 Neck 0.1 2212 12 12
Shadowed Ring 44 Finger 0.1 2212 12 12
Guardian Necklace 45 Neck 0.1 2262 2 45
Nitehollow Hoop 45 Ear 0.1 2262 8 8 8
Guardian Band 46 Finger 0.1 2312 5 15
Defenders Ring 47 Finger 0.1 2362 2 15
Guardian Stud 47 Ear 0.1 2362 12 12 12 40
Protectors Charm 47 Neck 0.1 2362 5 45
Champions Pendant 48 Neck 0.1 2412 6 6
Defenders Hoop 48 Ear 0.1 2412 12 12 12 40
Ward Ring 49 Finger 0.1 2462 15 15 15 15
Ward Amulet 50 Neck 0.1 2512 15 15 15 15
Ward Hoop 50 Ear 0.1 2512 15 15 15 15

Potions Table Potions Table (contintued)


Health Potions Power Potions
Potion Type Dexterity Value Potion Type Dexterity Value
Bonus (Gold) Bonus (Gold)
Small Health Vial 150 50 Small Power Vial 200 50
Health Vial 240 100 Power Vial 360 100
Large Health Vial 380 200 Large Power Vial 550 200
Small Health Bottle 480 500 Small Power Bottle 740 500
Health Bottle 580 750 Power Bottle 930 750
Large Health Bottle 680 1000 Large Power Bottle 1125 1000

Rejuvenation Potions
Potion Type Dexterity Value
Bonus (Gold)

Small Rejuvenation Vial 300 300


Rejuvenation Vial 640 1000
Large Rejuvenation Vial 740 1500

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ITEMS

Item Prefix Names Summary


Item Prefix Head Armor Body Armor Arms Armor Legs Armor Feet Armor Shield Armor Weight Prefix Rarity
Class Modifier Class Modifier Class Modifier Class Modifier Class Modifier Class Modifier Modifier (%) Value (%)

Ruined -2 -8 -2 -4 -2 -2 +10 -15 Very Common


Worn -1 -4 -1 -2 -1 -1 +5 -10 Common
Fine 1 4 1 2 1 1 -10 +10 Occasionally
Exquisite 2 8 2 4 2 2 -20 +15 Rare
Heavy 0 0 0 0 0 0 +20 -15 Very Rare
Light 0 0 0 0 0 0 -40 +5 Extremely Rare

Alchemist
Alchemists Usable Random Items Alchemists Usable Random Items (contintued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Sackcloth Cap 1 Head Light 1.9 Wooden Buckler 4 Shield N/A 5.0
Sackcloth Pants 1 Legs Light 6.3 Linen Blouse 5 Body Light 7.1
Sackcloth Sleeves 1 Arms Light 1.8 Linen Cowl 5 Head Light 1.7
Sackcloth Socks 1 Feet Light 1.8 Linen Pants 5 Legs Light 6.1
Sackcloth Tunic 1 Body Light 7.3 Linen Sleeves 5 Arms Light 1.6
Stitched Cap 2 Head Medium 1.8 Linen Slippers 5 Feet Light 1.6
Stitched Garb 2 Body Medium 7.2 Wooden Round Shield 5 Shield N/A 5.0
Stitched Pants 2 Legs Medium 6.2 Satin Bodice 6 Body Medium 9.8
Stitched Sleeves 2 Arms Medium 1.7 Satin Cowl 6 Head Medium 2.4
Stitched Slippers 2 Feet Medium 1.7 Satin Leggings 6 Legs Medium 8.8
Buckler 3 Shield N/A 5.0 Satin Sandals 6 Feet Medium 2.0
Kite Shield 3 Shield N/A 5.0 Satin Sleeves 6 Arms Medium 2.3
Quilted Boots 3 Feet Light 3.2 Wooden Kite Shield 6 Shield N/A 5.0
Quilted Cap 3 Head Light 2.4 Iron Buckler 7 Shield N/A 5.0
Quilted Leggings 3 Legs Light 7.3 Layered Blouse 7 Body Light 8.1
Quilted Sleeves 3 Arms Light 2.3 Layered Hood 7 Head Light 2.2
Quilted Tunic 3 Body Light 8.3 Layered Pants 7 Legs Light 7.1
Round Shield 3 Shield N/A 5.0 Layered Sandals 7 Feet Light 3.0
Padded Boots 4 Feet Light 3.1 Layered Sleeves 7 Arms Light 2.1
Padded Cap 4 Head Light 2.3 Iron Round Shield 8 Shield N/A 5.0
Padded Leggings 4 Legs Light 7.2 Lace Blouse 8 Body Light 7.0
Padded Sleeves 4 Arms Light 2.2 Lace Hood 8 Head Light 1.6
Padded Tunic 4 Body Light 8.2 Lace Pants 8 Legs Light 6.0

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Alchemists Usable Random Items (contintued) Alchemists Usable Random Items (contintued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Lace Sandals 8 Feet Light 1.5 Netted Leggings 14 Legs Light 8.0
Lace Sleeves 8 Arms Light 1.5 Netted Sandals 14 Feet Light 3.4
Iron Kite Shield 9 Shield N/A 5.0 Netted Sleeves 14 Arms Light 2.5
Woven Cap 9 Head Light 2.9 Petrified Round Shield 14 Shield N/A 5.0
Woven Leggings 9 Legs Light 8.3 Petrified Kite Shield 15 Shield N/A 5.0
Woven Sandals 9 Feet Light 3.7 Silk Corset 15 Body Medium 10.8
Woven Sleeves 9 Arms Light 2.8 Silk Hood 15 Head Medium 2.9
Woven Tunic 9 Body Light 9.3 Silk Leggings 15 Legs Medium 9.8
Cashmere Cap 10 Head Medium 2.3 Silk Sandals 15 Feet Medium 3.4
Cashmere Corset 10 Body Medium 9.7 Silk Sleeves 15 Arms Medium 2.8
Cashmere Pants 10 Legs Medium 8.7 Heater 16 Shield N/A 5.0
Cashmere Shoes 10 Feet Medium 1.9 Velvet Bodice 16 Body Medium 10.7
Cashmere Sleeves 10 Arms Medium 2.2 Velvet Cowl 16 Head Medium 2.8
Reinforced Buckler 10 Shield N/A 5.0 Velvet Leggings 16 Legs Medium 9.7
Pleated Blouse 11 Body Light 9.2 Velvet Shoes 16 Feet Medium 3.3
Pleated Cap 11 Head Light 2.8 Velvet Sleeves 16 Arms Medium 2.7
Pleated Pants 11 Legs Light 8.2 Targe 17 Shield N/A 5.0
Pleated Sandals 11 Feet Light 3.6 Velvetine Corset 17 Body Medium 9.6
Pleated Sleeves 11 Arms Light 2.7 Velvetine Hood 17 Head Medium 2.2
Reinforced Round Shield 11 Shield N/A 5.0 Velvetine Leggings 17 Legs Medium 8.6
Crossthread Cap 12 Head Light 2.1 Velvetine Sandals 17 Feet Medium 1.8
Crossthread Garb 12 Body Light 8.0 Velvetine Sleeves 17 Arms Medium 2.1
Crossthread Pants 12 Legs Light 7.0 Lined Cowl 18 Head Light 3.5
Crossthread Shoes 12 Feet Light 2.9 Lined Garb 18 Body Light 10.4
Crossthread Sleeves 12 Arms Light 2.0 Lined Pants 18 Legs Light 9.4
Reinforced Kite Shield 12 Shield N/A 5.0 Lined Sandals 18 Feet Light 4.3
Mesh Cowl 13 Head Light 2.7 Lined Sleeves 18 Arms Light 3.4
Mesh Pants 13 Legs Light 8.1 Scutum 18 Shield N/A 5.0
Mesh Sandals 13 Feet Light 3.5 Brass Heater 19 Shield N/A 5.0
Mesh Sleeves 13 Arms Light 2.6 Nitesilk Garb 19 Body Medium 10.6
Mesh Tunic 13 Body Light 9.1 Nitesilk Hood 19 Head Medium 2.7
Petrified Buckler 13 Shield N/A 5.0 Nitesilk Leggings 19 Legs Medium 9.6
Netted Garb 14 Body Light 9.0 Nitesilk Sandals 19 Feet Medium 3.2
Netted Hood 14 Head Light 2.6 Nitesilk Sleeves 19 Arms Medium 2.6

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ITEMS

Alchemists Usable Random Items (contintued) Alchemists Usable Random Items (contintued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Brass Targe 20 Shield N/A 5.0 Star-Spun Shoes 25 Feet Medium 3.7
Rune-Spun Garb 20 Body Medium 9.5 Star-Spun Sleeves 25 Arms Medium 3.1
Rune-Spun Hood 20 Head Medium 2.1 Cold Iron Targe 26 Shield N/A 5.0
Rune-Spun Pants 20 Legs Medium 8.5 Noble Satin Bodice 26 Body Medium 11.5
Rune-Spun Sandals 20 Feet Medium 1.7 Noble Satin Cowl 26 Head Medium 3.1
Rune-Spun Sleeves 20 Arms Medium 2.0 Noble Satin Pants 26 Legs Medium 10.5
Brass Scutum 21 Shield N/A 5.0 Noble Satin Sandals 26 Feet Medium 3.6
Silverthread Corset 21 Body Medium 11.8 Noble Satin Sleeves 26 Arms Medium 3.0
Silverthread Cowl 21 Head Medium 3.4 Cold Iron Scutum 27 Shield N/A 5.0
Silverthread Pants 21 Legs Medium 10.8 Darklace Bodice 27 Body Heavy 11.8
Silverthread Sandals 21 Feet Medium 3.9 Darklace Boots 27 Feet Heavy 2.4
Silverthread Sleeves 21 Arms Medium 3.3 Darklace Hood 27 Head Heavy 3.4
Steel Heater 22 Shield N/A 5.0 Darklace Leggings 27 Legs Heavy 10.3
Sun Silk Bodice 22 Body Medium 11.7 Darklace Sleeves 27 Arms Heavy 3.3
Sun Silk Hood 22 Head Medium 3.3 Crystalline Heater 28 Shield N/A 5.0
Sun Silk Leggings 22 Legs Medium 10.7 Stonethread Cap 28 Head Heavy 3.3
Sun Silk Sandals 22 Feet Medium 3.8 Stonethread Garb 28 Body Heavy 11.7
Sun Silk Sleeves 22 Arms Medium 3.2 Stonethread Leggings 28 Legs Heavy 10.2
Frilled Garb 23 Body Light 10.3 Stonethread Sandals 28 Feet Heavy 2.3
Frilled Hood 23 Head Light 3.4 Stonethread Sleeves 28 Arms Heavy 3.2
Frilled Leggings 23 Legs Light 9.3 Crystalline Targe 29 Shield N/A 5.0
Frilled Sandals 23 Feet Light 4.2 Savant Velvet Corset 29 Body Medium 12.9
Frilled Sleeves 23 Arms Light 3.3 Savant Velvet Hood 29 Head Medium 4.0
Steel Targe 23 Shield N/A 5.0 Savant Velvet Pants 29 Legs Medium 11.9
Moonweave Bodice 24 Body Medium 10.5 Savant Velvet Shoes 29 Feet Medium 4.5
Moonweave Cowl 24 Head Medium 2.6 Savant Velvet Sleeves 29 Arms Medium 3.9
Moonweave Leggings 24 Legs Medium 9.5 Crystalline Scutum 30 Shield N/A 5.0
Moonweave Sandals 24 Feet Medium 3.1 Earthstrand Cowl 30 Head Heavy 3.9
Moonweave Sleeves 24 Arms Medium 2.5 Earthstrand Garb 30 Body Heavy 12.8
Steel Scutum 24 Shield N/A 5.0 Earthstrand Leggings 30 Legs Heavy 11.3
Cold Iron Heater 25 Shield N/A 5.0 Earthstrand Sandals 30 Feet Heavy 3.6
Star-Spun Corset 25 Body Medium 11.6 Earthstrand Sleeves 30 Arms Heavy 3.8
Star-Spun Hood 25 Head Medium 3.2 Adamantine Heater 31 Shield N/A 5.0
Star-Spun Leggings 25 Legs Medium 10.6 Windweave Bodice 31 Body Heavy 12.7

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Alchemists Usable Random Items (contintued) Alchemists Usable Random Items (contintued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Windweave Cowl 31 Head Heavy 3.8 Embroidered Bodice 37 Body Light 10.1
Windweave Leggings 31 Legs Heavy 11.2 Embroidered Hood 37 Head Light 3.2
Windweave Shoes 31 Feet Heavy 3.5 Embroidered Pants 37 Legs Light 9.1
Windweave Sleeves 31 Arms Heavy 3.7 Embroidered Sandals 37 Feet Light 4.0
Adamantine Targe 32 Shield N/A 5.0 Embroidered Sleeves 37 Arms Light 3.1
Firestrand Bodice 32 Body Heavy 11.6 Guilded Defender 37 Shield N/A 5.0
Firestrand Hood 32 Head Heavy 3.2 Guilded Protector 38 Shield N/A 5.0
Firestrand Leggings 32 Legs Heavy 10.1 Steelsilk Bodice 38 Body Heavy 13.7
Firestrand Shoes 32 Feet Heavy 2.2 Steelsilk Cap 38 Head Heavy 4.3
Firestrand Sleeves 32 Arms Heavy 3.1 Steelsilk Leggings 38 Legs Heavy 12.2
Adamantine Scutum 33 Shield N/A 5.0 Steelsilk Shoes 38 Feet Heavy 4.0
Trimmed Cowl 33 Head Light 3.3 Steelsilk Sleeves 38 Arms Heavy 4.2
Trimmed Garb 33 Body Light 10.2 Glamorthread Bodice 39 Body Medium 12.8
Trimmed Pants 33 Legs Light 9.2 Glamorthread Cowl 39 Head Medium 3.9
Trimmed Sandals 33 Feet Light 4.1 Glamorthread Leggings 39 Legs Medium 11.8
Trimmed Sleeves 33 Arms Light 3.2 Glamorthread Sandals 39 Feet Medium 4.4
Defender 34 Shield N/A 5.0 Glamorthread Sleeves 39 Arms Medium 3.8
Elemental Bodice 34 Body Heavy 12.6 Guilded Aegis 39 Shield N/A 5.0
Elemental Cowl 34 Head Heavy 3.7 Heraldic Defender 40 Shield N/A 5.0
Elemental Leggings 34 Legs Heavy 11.1 Ironlace Boots 40 Feet Heavy 3.3
Elemental Shoes 34 Feet Heavy 3.4 Ironlace Corset 40 Body Heavy 12.5
Elemental Sleeves 34 Arms Heavy 3.6 Ironlace Cowl 40 Head Heavy 3.6
Bloodsilk Bodice 35 Body Heavy 11.5 Ironlace Pants 40 Legs Heavy 11.0
Bloodsilk Boots 35 Feet Heavy 2.1 Ironlace Sleeves 40 Arms Heavy 3.5
Bloodsilk Hood 35 Head Heavy 3.1 Goldthread Bodice 41 Body Heavy 13.6
Bloodsilk Leggings 35 Legs Heavy 10.0 Goldthread Hood 41 Head Heavy 4.2
Bloodsilk Sleeves 35 Arms Heavy 3.0 Goldthread Leggings 41 Legs Heavy 12.1
Protector 35 Shield N/A 5.0 Goldthread Sandals 41 Feet Heavy 3.9
Aegis 36 Shield N/A 5.0 Goldthread Sleeves 41 Arms Heavy 4.1
Grimthread Bodice 36 Body Heavy 13.8 Heraldic Protector 41 Shield N/A 5.0
Grimthread Hood 36 Head Heavy 4.4 Dragon Silk Bodice 42 Body Heavy 13.5
Grimthread Leggings 36 Legs Heavy 12.3 Dragon Silk Hood 42 Head Heavy 4.1
Grimthread Shoes 36 Feet Heavy 4.1 Dragon Silk Leggings 42 Legs Heavy 12.0
Grimthread Sleeves 36 Arms Heavy 4.3 Dragon Silk Sandals 42 Feet Heavy 3.8

202

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ITEMS

Alchemists Usable Random Items (contintued) Alchemists Usable Random Items (contintued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Dragon Silk Sleeves 42 Arms Heavy 4.0 Eldritch Hood 46 Head Heavy 4.7
Heraldic Aegis 42 Shield N/A 5.0 Eldritch Pants 46 Legs Heavy 13.1
Elysian Silk Boots 43 Feet Medium 4.3 Eldritch Sleeves 46 Arms Heavy 4.6
Elysian Silk Corset 43 Body Medium 12.7 Sacred Defender 46 Shield N/A 5.0
Elysian Silk Hood 43 Head Medium 3.8 Imbued Hood 47 Head Light 3.1
Elysian Silk Leggings 43 Legs Medium 11.7 Imbued Leggings 47 Legs Light 9.0
Elysian Silk Sleeves 43 Arms Medium 3.7 Imbued Sandals 47 Feet Light 3.9
Prismatic Defender 43 Shield N/A 5.0 Imbued Sleeves 47 Arms Light 3.0
Bonelace Boots 44 Feet Heavy 4.5 Imbued Tunic 47 Body Light 10.0
Bonelace Corset 44 Body Heavy 14.7 Sacred Protector 47 Shield N/A 5.0
Bonelace Cowl 44 Head Heavy 4.8 Ethereal Corset 48 Body Medium 12.5
Bonelace Pants 44 Legs Heavy 13.2 Ethereal Cowl 48 Head Medium 3.6
Bonelace Sleeves 44 Arms Heavy 4.7 Ethereal Leggings 48 Legs Medium 11.5
Prismatic Protector 44 Shield N/A 5.0 Ethereal Sandals 48 Feet Medium 4.1
Ghostweave Corset 45 Body Medium 12.6 Ethereal Sleeves 48 Arms Medium 3.5
Ghostweave Hood 45 Head Medium 3.7 Sacred Aegis 48 Shield N/A 5.0
Ghostweave Leggings 45 Legs Medium 11.6 Shadeweave Bodice 49 Body Heavy 14.5
Ghostweave Shoes 45 Feet Medium 4.2 Shadeweave Boots 49 Feet Heavy 4.3
Ghostweave Sleeves 45 Arms Medium 3.6 Shadeweave Cowl 49 Head Heavy 4.6
Prismatic Aegis 45 Shield N/A 5.0 Shadeweave Pants 49 Legs Heavy 13.0
Eldritch Bodice 46 Body Heavy 14.6 Shadeweave Sleeves 49 Arms Heavy 4.5
Eldritch Boots 46 Feet Heavy 4.4 Ward Aegis 49 Shield N/A 5.0

Alchemists Unique Items


Item Name Required Slot Armor Weight Value Intel. Power Power Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Acolytes Buckler 5 Shield Medium 4.0 141 12


Cap of the Acolyte 5 Head Medium 2.0 141 12
Gloves of the Acolyte 5 Arms Medium 2.0 141 12
Pants of the Acolyte 5 Legs Medium 7.0 141 12
Sandals of the Acolyte 5 Feet Medium 2.0 141 12
Vest of the Acolyte 5 Body Medium 8.0 141 12
Adepts Boots 10 Feet Light 2.0 304 12 10
Adepts Corset 10 Body Light 8.0 304 12 10
Adepts Gloves 10 Arms Light 2.0 304 12
Adepts Guardian 10 Shield Light 4.0 304 12
Adepts Leggings 10 Legs Light 7.0 304 12

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Alchemists Unique Items (continued)


Item Name Required Slot Armor Weight Value Intel. Power Power Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Gloves of the Maven 15 Arms Medium 2.0 506 12


Leggings of the Maven 15 Legs Medium 7.0 506 12
Mask of the Maven 15 Head Medium 2.0 506 12
Mavens Targe 15 Shield Medium 4.0 506 12
Sandals of the Maven 15 Feet Medium 2.0 506 12 15
Vest of the Maven 15 Body Medium 8.0 506 12 15
Buckler of the Sage 20 Shield Light 4.0 750 8
Craft of the Sage 20 Arms Light 2.0 750 12
Eye of the Sage 20 Head Light 2.0 750 12
Slippers of the Sage 20 Feet Light 2.0 750 8 20 1
Spirit of the Sage 20 Body Light 8.0 750 12 20
Venture of the Sage 20 Legs Light 7.0 750 12
Boots of Foundation 25 Feet Medium 2.0 1036 8 25 2
Cap of Foundation 25 Head Medium 2.0 1036 8
Gloves of Foundation 25 Arms Medium 2.0 1036 8
Leggings of Foundation 25 Legs Medium 6.0 1036 8
Shield of Foundation 25 Shield Medium 4.0 1036 8
Vest of Foundation 25 Body Medium 8.0 1036 8 25 1
Cap of Discipline 30 Head Heavy 2.0 1360 8
Gloves of Discipline 30 Arms Heavy 2.0 1360 8 2
Leggings of Discipline 30 Legs Heavy 6.0 1360 8
Sandals of Discipline 30 Feet Heavy 1.0 1360 8 30 3
Shroud of Discipline 30 Body Heavy 7.0 1360 8 30 2
Targe of Discipline 30 Shield Heavy 4.0 1360 8
Lysettas Boots 35 Feet Light 1.0 1577 8 35 4
Lysettas Coat 35 Body Light 7.0 1577 8 35 3
Lysettas Defender 35 Shield Light 4.0 1577 8
Lysettas Gloves 35 Arms Light 2.0 1577 8 3
Lysettas Leggings 35 Legs Light 6.0 1577 8 3
Lysettas Mask 35 Head Light 2.0 1577 8
Boots of the Elementalist 40 Feet Heavy 1.0 1965 8 40 5 4
Elemental Shield 40 Shield Heavy 4.0 1965 8
Gloves of the Elementalist 40 Arms Heavy 2.0 1965 8 4

204

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ITEMS

Alchemists Unique Items (continued)


Item Name Required Slot Armor Weight Value Intel. Power Power Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Leggings of the 40 Legs Heavy 6.0 1965 8 4


Elementalist
Mask of the Elementalist 40 Head Heavy 1.0 1965 8
Vest of the Elementalist 40 Body Heavy 7.0 1965 8 40 4
Corset of the Capstone 45 Body Medium 7.0 2207 8 45 5
Crown of the Capstone 45 Head Medium 1.0 2207 8 5
Gloves of the Capstone 45 Arms Medium 2.0 2207 8 5
Leggings of the Capstone 45 Legs Medium 6.0 2207 8 5
Protector of the Capstone 45 Shield Medium 4.0 2207 8
Slippers of the Capstone 45 Feet Medium 1.0 2207 8 45 8 5
Taels Guardian 50 Shield Heavy 4.0 2207 8
Taels Resolve 50 Feet Heavy 1.0 2207 8 45 8 5
Taels Skill 50 Arms Heavy 2.0 2207 8 5
Taels Vigor 50 Legs Heavy 6.0 2207 8 5
Taels Virtue 50 Body Heavy 7.0 2207 8 45 5
Taels Wisdom 50 Head Heavy 1.0 2207 8 5

Berserker

Berserkers Usable Random Items Berserkers Usable Random Items (continued)


Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Soft Leather Headband 1 Head Medium 1.9 Hunters Sandals 3 Feet Light 3.2
Soft Leather Leggings 1 Legs Medium 6.3 Hunters Tunic 3 Body Light 8.3
Soft Leather Sandals 1 Feet Medium 1.8 Hunters Wraps 3 Arms Light 2.3
Soft Leather Tunic 1 Body Medium 7.3 Kite Shield 3 Shield N/A 5.0
Soft Leather Wrap 1 Arms Medium 1.8 Round Shield 3 Shield N/A 5.0
Waxed Headband 2 Head Light 1.8 Maiden Headband 4 Head Light 2.3
Waxed Leggings 2 Legs Light 6.2 Maiden Leggings 4 Legs Light 7.2
Waxed Sandals 2 Feet Light 1.7 Maiden Sandals 4 Feet Light 3.1
Waxed Sleeves 2 Arms Light 1.7 Maiden Tunic 4 Body Light 8.2
Waxed Tunic 2 Body Light 7.2 Maiden Wraps 4 Arms Light 2.2
Buckler 3 Shield N/A 5.0 Wooden Buckler 4 Shield N/A 5.0
Hunters Headband 3 Head Light 2.4 Iron Trimmed Headband 5 Head Light 1.7
Hunters Leggings 3 Legs Light 7.3 Iron Trimmed Leggings 5 Legs Light 6.1

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Berserkers Usable Random Items (continued) Berserkers Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Iron Trimmed Sandals 5 Feet Light 1.6 Bone Studded Headband 11 Head Light 2.8
Iron Trimmed Tunic 5 Body Light 7.1 Bone Studded Leggings 11 Legs Light 8.2
Iron Trimmed Wraps 5 Arms Light 1.6 Bone Studded Sandals 11 Feet Light 3.6
Wooden Round Shield 5 Shield N/A 5.0 Bone Studded Vest 11 Body Light 9.2
Tanned Leather Headband 6 Head Medium 2.4 Bone Studded Wraps 11 Arms Light 2.7
Tanned Leather Leggings 6 Legs Medium 8.8 Reinforced Round Shield 11 Shield N/A 5.0
Tanned Leather Sandals 6 Feet Medium 2.0 Hawkeye Corset 12 Body Light 8.0
Tanned Leather Tunic 6 Body Medium 9.8 Hawkeye Headband 12 Head Light 2.1
Tanned Leather Wraps 6 Arms Medium 2.3 Hawkeye Leggings 12 Legs Light 7.0
Wooden Kite Shield 6 Shield N/A 5.0 Hawkeye Sandals 12 Feet Light 2.9
Feral Lace Headband 7 Head Light 2.2 Hawkeye Wraps 12 Arms Light 2.0
Feral Lace Leggings 7 Legs Light 7.1 Reinforced Kite Shield 12 Shield N/A 5.0
Feral Lace Sandals 7 Feet Light 3.0 Petrified Buckler 13 Shield N/A 5.0
Feral Lace Tunic 7 Body Light 8.1 Vulpine Headband 13 Head Light 2.7
Feral Lace Wraps 7 Arms Light 2.1 Vulpine Leggings 13 Legs Light 8.1
Iron Buckler 7 Shield N/A 5.0 Vulpine Shin Guards 13 Feet Light 3.5
Iron Round Shield 8 Shield N/A 5.0 Vulpine Vest 13 Body Light 9.1
Night Shroud Headband 8 Head Light 1.6 Vulpine Wraps 13 Arms Light 2.6
Night Shroud Leggings 8 Legs Light 6.0 Passions Headband 14 Head Light 2.6
Night Shroud Sandals 8 Feet Light 1.5 Passions Leggings 14 Legs Light 8.0
Night Shroud Tunic 8 Body Light 7.0 Passions Sandals 14 Feet Light 3.4
Night Shroud Wraps 8 Arms Light 1.5 Passions Vest 14 Body Light 9.0
Blood Hide Headband 9 Head Light 2.9 Passions Wraps 14 Arms Light 2.5
Blood Hide Leggings 9 Legs Light 8.3 Petrified Round Shield 14 Shield N/A 5.0
Blood Hide Shin Guards 9 Feet Light 3.7 Petrified Kite Shield 15 Shield N/A 5.0
Blood Hide Tunic 9 Body Light 9.3 Prowlers Headbands 15 Head Medium 2.9
Blood Hide Wraps 9 Arms Light 2.8 Prowlers Leggings 15 Legs Medium 9.8
Iron Kite Shield 9 Shield N/A 5.0 Prowlers Sandals 15 Feet Medium 3.4
Cured Headband 10 Head Medium 2.3 Prowlers Tunic 15 Body Medium 10.8
Cured Leggings 10 Legs Medium 8.7 Prowlers Wraps 15 Arms Medium 2.8
Cured Sandals 10 Feet Medium 1.9 Amazon Headband 16 Head Medium 2.8
Cured Tunic 10 Body Medium 9.7 Amazon Leggings 16 Legs Medium 9.7
Cured Wraps 10 Arms Medium 2.2 Amazon Sandals 16 Feet Medium 3.3
Reinforced Buckler 10 Shield N/A 5.0 Amazon Tunic 16 Body Medium 10.7

206

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ITEMS

Berserkers Usable Random Items (continued) Berserkers Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Amazon Wraps 16 Arms Medium 2.7 Spirit Fury Leggings 22 Legs Medium 10.7
Heater 16 Shield N/A 5.0 Spirit Fury Sandals 22 Feet Medium 3.8
Steel Guard Headband 17 Head Medium 2.2 Spirit Fury Wraps 22 Arms Medium 3.2
Steel Guard Leggings 17 Legs Medium 8.6 Steel Heater 22 Shield N/A 5.0
Steel Guard Sandals 17 Feet Medium 1.8 Bloodtalon Bracers 23 Arms Light 3.3
Steel Guard Sleeves 17 Arms Medium 2.1 Bloodtalon Coronet 23 Head Light 3.4
Steel Guard Tunic 17 Body Medium 9.6 Bloodtalon Leggings 23 Legs Light 9.3
Targe 17 Shield N/A 5.0 Bloodtalon Sandals 23 Feet Light 4.2
Primal Arm Bands 18 Arms Light 3.4 Bloodtalon Vest 23 Body Light 10.3
Primal Headband 18 Head Light 3.5 Steel Targe 23 Shield N/A 5.0
Primal Leggings 18 Legs Light 9.4 Mire Coat Circlet 24 Head Medium 2.6
Primal Sandals 18 Feet Light 4.3 Mire Coat Corset 24 Body Medium 10.5
Primal Vest 18 Body Light 10.4 Mire Coat Leggings 24 Legs Medium 9.5
Scutum 18 Shield N/A 5.0 Mire Coat Shin Guards 24 Feet Medium 3.1
Brass Heater 19 Shield N/A 5.0 Mire Coat Wraps 24 Arms Medium 2.5
Grim Hide Headband 19 Head Medium 2.7 Steel Scutum 24 Shield N/A 5.0
Grim Hide Leggings 19 Legs Medium 9.6 Cobalt Hide Coronet 25 Head Medium 3.2
Grim Hide Sandals 19 Feet Medium 3.2 Cobalt Hide Corset 25 Body Medium 11.6
Grim Hide Sleeves 19 Arms Medium 2.6 Cobalt Hide Leggings 25 Legs Medium 10.6
Grim Hide Vest 19 Body Medium 10.6 Cobalt Hide Sandals 25 Feet Medium 3.7
Bloodrune Headband 20 Head Medium 2.1 Cobalt Hide Wraps 25 Arms Medium 3.1
Bloodrune Leggings 20 Legs Medium 8.5 Cold Iron Heater 25 Shield N/A 5.0
Bloodrune Shin Guards 20 Feet Medium 1.7 Cold Iron Targe 26 Shield N/A 5.0
Bloodrune Sleeves 20 Arms Medium 2.0 Cunning Headband 26 Head Medium 3.1
Bloodrune Tunic 20 Body Medium 9.5 Cunning Leggings 26 Legs Medium 10.5
Brass Targe 20 Shield N/A 5.0 Cunning Sandals 26 Feet Medium 3.6
Brass Scutum 21 Shield N/A 5.0 Cunning Vest 26 Body Medium 11.5
Shadowed Hide Circlet 21 Head Medium 3.4 Cunning Wraps 26 Arms Medium 3.0
Shadowed Hide Corset 21 Body Medium 11.8 Boiled Leather Headband 27 Head Heavy 3.4
Shadowed Hide Leggings 21 Legs Medium 10.8 Boiled Leather Leggings 27 Legs Heavy 10.3
Shadowed Hide Sandals 21 Feet Medium 3.9 Boiled Leather Sandals 27 Feet Heavy 2.4
Shadowed Hide Wraps 21 Arms Medium 3.3 Boiled Leather Sleeves 27 Arms Heavy 3.3
Spirit Fury Corset 22 Body Medium 11.7 Boiled Leather Tunic 27 Body Heavy 11.8
Spirit Fury Headband 22 Head Medium 3.3 Cold Iron Scutum 27 Shield N/A 5.0

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Berserkers Usable Random Items (continued) Berserkers Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Branded Headband 28 Head Heavy 3.3 Shadowclaw Shin Guards 33 Feet Light 4.1
Branded Leggings 28 Legs Heavy 10.2 Shadowclaw Tunic 33 Body Light 10.2
Branded Sandals 28 Feet Heavy 2.3 Bonewrap Headband 34 Head Heavy 3.7
Branded Tunic 28 Body Heavy 11.7 Bonewrap Leggings 34 Legs Heavy 11.1
Branded Wraps 28 Arms Heavy 3.2 Bonewrap Sandals 34 Feet Heavy 3.4
Crystalline Heater 28 Shield N/A 5.0 Bonewrap Sleeves 34 Arms Heavy 3.6
Crystalline Targe 29 Shield N/A 5.0 Bonewrap Tunic 34 Body Heavy 12.6
Furys Circlet 29 Head Medium 4.0 Defender 34 Shield N/A 5.0
Furys Leggings 29 Legs Medium 11.9 Marrowhusk Headband 35 Head Heavy 3.1
Furys Shin Guards 29 Feet Medium 4.5 Marrowhusk Leggings 35 Legs Heavy 10.0
Furys Vest 29 Body Medium 12.9 Marrowhusk Sandals 35 Feet Heavy 2.1
Furys Wraps 29 Arms Medium 3.9 Marrowhusk Sleeves 35 Arms Heavy 3.0
Crystalline Scutum 30 Shield N/A 5.0 Marrowhusk Vest 35 Body Heavy 11.5
Predators Headband 30 Head Heavy 3.9 Protector 35 Shield N/A 5.0
Predators Leggings 30 Legs Heavy 11.3 Aegis 36 Shield N/A 5.0
Predators Sandals 30 Feet Heavy 3.6 Rage Thrall Circlet 36 Head Heavy 4.4
Predators Tunic 30 Body Heavy 12.8 Rage Thrall Corset 36 Body Heavy 13.8
Predators Wraps 30 Arms Heavy 3.8 Rage Thrall Leggings 36 Legs Heavy 12.3
Adamantine Heater 31 Shield N/A 5.0 Rage Thrall Shin Guards 36 Feet Heavy 4.1
Matron Headband 31 Head Heavy 3.8 Rage Thrall Wraps 36 Arms Heavy 4.3
Matron Leggings 31 Legs Heavy 11.2 Barbed Bracers 37 Arms Light 3.1
Matron Sandals 31 Feet Heavy 3.5 Barbed Coronet 37 Head Light 3.2
Matron Tunic 31 Body Heavy 12.7 Barbed Leggings 37 Legs Light 9.1
Matron Wraps 31 Arms Heavy 3.7 Barbed Shin Guards 37 Feet Light 4.0
Adamantine Targe 32 Shield N/A 5.0 Barbed Vest 37 Body Light 10.1
Diamond Laced Headband 32 Head Heavy 3.2 Guilded Defender 37 Shield N/A 5.0
Diamond Laced Leggings 32 Legs Heavy 10.1 Guilded Protector 38 Shield N/A 5.0
Diamond Laced Sandals 32 Feet Heavy 2.2 Torrent Veil Corset 38 Body Heavy 13.7
Diamond Laced Sleeves 32 Arms Heavy 3.1 Torrent Veil Headband 38 Head Heavy 4.3
Diamond Laced Tunic 32 Body Heavy 11.6 Torrent Veil Leggings 38 Legs Heavy 12.2
Adamantine Scutum 33 Shield N/A 5.0 Torrent Veil Sandals 38 Feet Heavy 4.0
Shadowclaw Bracers 33 Arms Light 3.2 Torrent Veil Wraps 38 Arms Heavy 4.2
Shadowclaw Headband 33 Head Light 3.3 Guilded Aegis 39 Shield N/A 5.0
Shadowclaw Leggings 33 Legs Light 9.2 Outrider Coronet 39 Head Medium 3.9

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ITEMS

Berserkers Usable Random Items (continued) Berserkers Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Outrider Leggings 39 Legs Medium 11.8 Prismatic Aegis 45 Shield N/A 5.0
Outrider Shin Guards 39 Feet Medium 4.4 Spiked Bracers 45 Arms Medium 3.6
Outrider Sleeves 39 Arms Medium 3.8 Spiked Coronet 45 Head Medium 3.7
Outrider Vest 39 Body Medium 12.8 Spiked Leggings 45 Legs Medium 11.6
Bestial Corset 40 Body Heavy 12.5 Spiked Shin Guards 45 Feet Medium 4.2
Bestial Headband 40 Head Heavy 3.6 Spiked Vest 45 Body Medium 12.6
Bestial Leggings 40 Legs Heavy 11.0 Fanged Coronet 46 Head Heavy 4.7
Bestial Sandals 40 Feet Heavy 3.3 Fanged Leggings 46 Legs Heavy 13.1
Bestial Wraps 40 Arms Heavy 3.5 Fanged Shin Guards 46 Feet Heavy 4.4
Heraldic Defender 40 Shield N/A 5.0 Fanged Vest 46 Body Heavy 14.6
Heraldic Protector 41 Shield N/A 5.0 Fanged Wraps 46 Arms Heavy 4.6
Wildstrand Circlet 41 Head Heavy 4.2 Sacred Defender 46 Shield N/A 5.0
Wildstrand Corset 41 Body Heavy 13.6 Lupine Bracers 47 Arms Light 3.0
Wildstrand Sandals 41 Feet Heavy 3.9 Lupine Coronet 47 Head Light 3.1
Wildstrand Wraps 41 Arms Heavy 4.1 Lupine Leggings 47 Legs Light 9.0
Wildstrand Leggings 41 Legs Heavy 12.1 Lupine Shin Guards 47 Feet Light 3.9
Bestial Arm Bands 42 Arms Heavy 4.0 Lupine Vest 47 Body Light 10.0
Bestial Circlet 42 Head Heavy 4.1 Sacred Protector 47 Shield N/A 5.0
Bestial Leggings 42 Legs Heavy 12.0 Sacred Aegis 48 Shield N/A 5.0
Bestial Shin Guards 42 Feet Heavy 3.8 Serpentine Bracers 48 Arms Medium 3.5
Bestial Shroud 42 Body Heavy 13.5 Serpentine Coronet 48 Head Medium 3.6
Heraldic Aegis 42 Shield N/A 5.0 Serpentine Leggings 48 Legs Medium 11.5
Prismatic Defender 43 Shield N/A 5.0 Serpentine Shin Guards 48 Feet Medium 4.1
Savage Coronet 43 Head Medium 3.8 Serpentine Vest 48 Body Medium 12.5
Savage Leggings 43 Legs Medium 11.7 Ursine Bracers 49 Arms Heavy 4.5
Savage Shin Guards 43 Feet Medium 4.3 Ursine Coronet 49 Head Heavy 4.6
Savage Vest 43 Body Medium 12.7 Ursine Leggings 49 Legs Heavy 13.0
Savage Wraps 43 Arms Medium 3.7 Ursine Shin Guards 49 Feet Heavy 4.3
Prismatic Protector 44 Shield N/A 5.0 Ursine Vest 49 Body Heavy 14.5
Talon Coronet 44 Head Heavy 4.8 Ward Aegis 49 Shield N/A 5.0
Talon Leggings 44 Legs Heavy 13.2
Talon Shin Guards 44 Feet Heavy 4.5
Talon Vest 44 Body Heavy 14.7
Talon Wraps 44 Arms Heavy 4.7

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Berserkers Unique Items


Item Name Required Slot Armor Weight Value Strength Health Health Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Outriders Boots 5 Feet Medium 2.0 141 8


Outriders Buckler 5 Shield Medium 4.0 141 8
Outriders Headband 5 Head Medium 2.0 141 8
Outriders Leggings 5 Legs Medium 7.0 141 8
Outriders Vest 5 Body Medium 8.0 141 8
Outriders Wristguards 5 Arms Medium 2.0 141 8
Writhing Headband 10 Head Light 2.0 304 8
Writhing Leggings 10 Legs Light 7.0 304 8
Writhing Shield 10 Shield Light 4.0 304 8
Writhing Shinguards 10 Feet Light 2.0 304 8 10
Writhing Vest 10 Body Light 8.0 304 8 10
Writhing Wraps 10 Arms Light 2.0 304 8
Aegis of the Defiant 15 Shield Medium 4.0 506 8
Garb of the Defiant 15 Legs Medium 7.0 506 8
Shinguards of the Defiant 15 Feet Medium 2.0 506 8 15
Skull of the Defiant 15 Head Medium 2.0 506 8
Spirit of the Defiant 15 Body Medium 8.0 506 8 15
Wrath of the Defiant 15 Arms Medium 2.0 506 8
Buckler of the Fury 20 Shield Light 4.0 750 8
Headband of the Fury 20 Head Light 2.0 750 8
Leggings of the Fury 20 Legs Light 7.0 750 8
Shinguards of the Fury 20 Feet Light 2.0 750 8 20 1
Vest of the Fury 20 Body Light 8.0 750 8 20
Wraps of the Fury 20 Arms Light 2.0 750 8
Venom Hawk Headband 25 Head Medium 2.0 1036 8
Venom Hawk Leggings 25 Legs Medium 6.0 1036 8
Venom Hawk Shield 25 Shield Medium 4.0 1036 8
Venom Hawk Shin Guards 25 Feet Medium 2.0 1036 8 25 2
Venom Hawk Tunic 25 Body Medium 8.0 1036 8 25 1
Venom Hawk Wristbands 25 Arms Medium 2.0 1036 8

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ITEMS

Berserkers Unique Items (contintued)


Item Name Required Slot Armor Weight Value Strength Health Health Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Warfang Bracelet 30 Arms Heavy 2.0 1360 8 2


Warfang Headdress 30 Head Heavy 2.0 1360 8
Warfang Leggings 30 Legs Heavy 6.0 1360 8
Warfang Shin Guards 30 Feet Heavy 1.0 1360 8 30 3
Warfang Targe 30 Shield Heavy 4.0 1360 8
Warfang Wrap 30 Body Heavy 7.0 1360 8 30 2
Dianas Courage 35 Body Light 7.0 1577 8 35 3
Dianas Fury 35 Arms Light 2.0 1577 8 3
Dianas Grimace 35 Head Light 2.0 1577 8
Dianas Leggings 35 Legs Light 6.0 1577 8 3
Dianas Shield 35 Shield Light 4.0 1577 8
Dianas Vengeance 35 Feet Light 1.0 1577 8 35 4
Headdress of the Wolfbane 40 Head Heavy 1.0 1965 8
Leggings of the Wolfbane 40 Legs Heavy 6.0 1965 8 4
Shield of the Wolfbane 40 Shield Heavy 4.0 1965 8
Shinguards of the Wolfbane 40 Feet Heavy 1.0 1965 8 40 5 4
Vest of the Wolfbane 40 Body Heavy 7.0 1965 8 40 4
Wraps of the Wolfbane 40 Arms Heavy 2.0 1965 8 4
Bloodwail Headdress 45 Head Medium 1.0 2207 8 5
Bloodwail Leggings 45 Legs Medium 6.0 2207 8 5
Bloodwail Shinguards 45 Feet Medium 1.0 2207 8 45 8 5
Bloodwail Targe 45 Shield Medium 4.0 2207 8
Bloodwail Tunic 45 Body Medium 7.0 2207 8 45 5
Bloodwail Wristguards 45 Arms Medium 2.0 2207 8 5
Nightmarrow Boots 50 Feet Heavy 1.0 2207 8 45 8 5
Nightmarrow Crown 50 Head Heavy 1.0 2207 8 5
Nightmarrow Leggings 50 Legs Heavy 6.0 2207 8 5
Nightmarrow Protector 50 Shield Heavy 4.0 2207 8
Nightmarrow Shroud 50 Body Heavy 7.0 2207 8 45 5
Nightmarrow Talons 50 Arms Heavy 2.0 2207 8 5

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Druids Usable Random Items (continued)


Druid Item Name Required Slot Armor Weight
Level Type
Wolf Hide Boots 6 Feet Medium 2.0
Druids Usable Random Items Wolf Hide Cap 6 Head Medium 2.4
Item Name Required Slot Armor Weight Wolf Hide Leggings 6 Legs Medium 8.8
Level Type
Wolf Hide Sleeves 6 Arms Medium 2.3
Patchwork Cap 1 Head Light 1.9
Wolf Hide Vest 6 Body Medium 9.8
Patchwork Leggings 1 Legs Light 6.3
Wooden Kite Shield 6 Shield N/A 5.0
Patchwork Moccasins 1 Feet Light 1.8
Flayed Hide Cap 7 Head Light 2.2
Patchwork Sleeves 1 Arms Light 1.8
Flayed Hide Leggings 7 Legs Light 7.1
Patchwork Tunic 1 Body Light 7.3
Flayed Hide Moccasins 7 Feet Light 3.0
Stitched Hide Arm Bands 2 Arms Light 1.7
Flayed Hide Sleeves 7 Arms Light 2.1
Stitched Hide Cap 2 Head Light 1.8
Flayed Hide Vest 7 Body Light 8.1
Stitched Hide Moccasins 2 Feet Light 1.7
Iron Buckler 7 Shield N/A 5.0
Stitched Hide Pants 2 Legs Light 6.2
Hardened Boots 8 Feet Light 1.5
Stitched Hide Tunic 2 Body Light 7.2
Hardened Cap 8 Head Light 1.6
Buckler 3 Shield N/A 5.0
Hardened Pants 8 Legs Light 6.0
Kite Shield 3 Shield N/A 5.0
Hardened Sleeves 8 Arms Light 1.5
RawHide Arm Bands 3 Arms Light 2.3
Hardened Tunic 8 Body Light 7.0
RawHide Cap 3 Head Light 2.4
Iron Round Shield 8 Shield N/A 5.0
RawHide Leggings 3 Legs Light 7.3
Dark Hide Cap 9 Head Light 2.9
RawHide Moccasins 3 Feet Light 3.2
Dark Hide Moccasins 9 Feet Light 3.7
RawHide Tunic 3 Body Light 8.3
Dark Hide Pants 9 Legs Light 8.3
Round Shield 3 Shield N/A 5.0
Dark Hide Sleeves 9 Arms Light 2.8
Soft Hide Headband 4 Head Light 2.3
Dark Hide Tunic 9 Body Light 9.3
Soft Hide Moccasins 4 Feet Light 3.1
Iron Kite Shield 9 Shield N/A 5.0
Soft Hide Pants 4 Legs Light 7.2
Feathered Hide Headdress 10 Head Medium 2.3
Soft Hide Sleeves 4 Arms Light 2.2
Feathered Hide Leggings 10 Legs Medium 8.7
Soft Hide Tunic 4 Body Light 8.2
Feathered Hide Moccasins 10 Feet Medium 1.9
Wooden Buckler 4 Shield N/A 5.0
Feathered Hide Sleeves 10 Arms Medium 2.2
Quilted Hide Arm Bands 5 Arms Light 1.6
Feathered Hide Tunic 10 Body Medium 9.7
Quilted Hide Cap 5 Head Light 1.7
Reinforced Buckler 10 Shield N/A 5.0
Quilted Hide Leggings 5 Legs Light 6.1
Laced Hide Cap 11 Head Light 2.8
Quilted Hide Sandals 5 Feet Light 1.6
Laced Hide Leggings 11 Legs Light 8.2
Quilted Hide Tunic 5 Body Light 7.1
Laced Hide Moccasins 11 Feet Light 3.6
Wooden Round Shield 5 Shield N/A 5.0
Laced Hide Sleeves 11 Arms Light 2.7

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ITEMS

Druids Usable Random Items (continued) Druids Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Laced Hide Vest 11 Body Light 9.2 Goldvine Pants 17 Legs Medium 8.6
Reinforced Round Shield 11 Shield N/A 5.0 Goldvine Vest 17 Body Medium 9.6
Fur-Lined Cap 12 Head Light 2.1 Goldvine Wreath 17 Head Medium 2.2
Fur-Lined Leggings 12 Legs Light 7.0 Targe 17 Shield N/A 5.0
Fur-Lined Sandals 12 Feet Light 2.9 Ridged Hide Boots 18 Feet Light 4.3
Fur-Lined Sleeves 12 Arms Light 2.0 Ridged Hide Cap 18 Head Light 3.5
Fur-Lined Vest 12 Body Light 8.0 Ridged Hide Pants 18 Legs Light 9.4
Reinforced Kite Shield 12 Shield N/A 5.0 Ridged Hide Sleeves 18 Arms Light 3.4
Braided Hide Arm Bands 13 Arms Light 2.6 Ridged Hide Vest 18 Body Light 10.4
Braided Hide Headband 13 Head Light 2.7 Scutum 18 Shield N/A 5.0
Braided Hide Pants 13 Legs Light 8.1 Brass Heater 19 Shield N/A 5.0
Braided Hide Shoes 13 Feet Light 3.5 Tempest Cloak Arm Bands 19 Arms Medium 2.6
Braided Hide Tunic 13 Body Light 9.1 Tempest Cloak Boots 19 Feet Medium 3.2
Petrified Buckler 13 Shield N/A 5.0 Tempest Cloak Headdress 19 Head Medium 2.7
Oiled Hide Arm Bands 14 Arms Light 2.5 Tempest Cloak Leggings 19 Legs Medium 9.6
Oiled Hide Headband 14 Head Light 2.6 Tempest Cloak Vest 19 Body Medium 10.6
Oiled Hide Leggings 14 Legs Light 8.0 Brass Targe 20 Shield N/A 5.0
Oiled Hide Moccasins 14 Feet Light 3.4 Harvesters Arm Bands 20 Arms Medium 2.0
Oiled Hide Vest 14 Body Light 9.0 Harvesters Boots 20 Feet Medium 1.7
Petrified Round Shield 14 Shield N/A 5.0 Harvesters Headband 20 Head Medium 2.1
Petrified Kite Shield 15 Shield N/A 5.0 Harvesters Leggings 20 Legs Medium 8.5
Rain Washed Headdress 15 Head Medium 2.9 Harvesters Shroud 20 Body Medium 9.5
Rain Washed Leggings 15 Legs Medium 9.8 Brass Scutum 21 Shield N/A 5.0
Rain Washed Moccasins 15 Feet Medium 3.4 Ivyweave Boots 21 Feet Medium 3.9
Rain Washed Shroud 15 Body Medium 10.8 Ivyweave Headband 21 Head Medium 3.4
Rain Washed Sleeves 15 Arms Medium 2.8 Ivyweave Pants 21 Legs Medium 10.8
Heater 16 Shield N/A 5.0 Ivyweave Sleeves 21 Arms Medium 3.3
Runefeather Arm Bands 16 Arms Medium 2.7 Ivyweave Vest 21 Body Medium 11.8
Runefeather Headdress 16 Head Medium 2.8 Acorn-Studded Headband 22 Head Medium 3.3
Runefeather Leggings 16 Legs Medium 9.7 Acorn-Studded Moccasins 22 Feet Medium 3.8
Runefeather Moccasins 16 Feet Medium 3.3 Acorn-Studded Pants 22 Legs Medium 10.7
Runefeather Shroud 16 Body Medium 10.7 Acorn-Studded Sleeves 22 Arms Medium 3.2
Goldvine Arm Bands 17 Arms Medium 2.1 Acorn-Studded Vest 22 Body Medium 11.7
Goldvine Moccasins 17 Feet Medium 1.8 Steel Heater 22 Shield N/A 5.0

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Druids Usable Random Items (continued) Druids Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Steel Targe 23 Shield N/A 5.0 Frostleaf Shroud 28 Body Heavy 11.7
Trellised Arm Bands 23 Arms Light 3.3 Frostleaf Wreath 28 Head Heavy 3.3
Trellised Headband 23 Head Light 3.4 Crystalline Targe 29 Shield N/A 5.0
Trellised Leggings 23 Legs Light 9.3 Manticore Hide Boots 29 Feet Medium 4.5
Trellised Moccasins 23 Feet Light 4.2 Manticore Hide Cap 29 Head Medium 4.0
Trellised Vest 23 Body Light 10.3 Manticore Hide Pants 29 Legs Medium 11.9
Braided Vine Boots 24 Feet Medium 3.1 Manticore Hide Sleeves 29 Arms Medium 3.9
Braided Vine Leggings 24 Legs Medium 9.5 Manticore Hide Vest 29 Body Medium 12.9
Braided Vine Sleeves 24 Arms Medium 2.5 Crystalline Scutum 30 Shield N/A 5.0
Braided Vine Tunic 24 Body Medium 10.5 Moon Cured Headdress 30 Head Heavy 3.9
Braided Vine Wreath 24 Head Medium 2.6 Moon Cured Leggings 30 Legs Heavy 11.3
Steel Scutum 24 Shield N/A 5.0 Moon Cured Moccasins 30 Feet Heavy 3.6
Briar Coat Boots 25 Feet Medium 3.7 Moon Cured Shroud 30 Body Heavy 12.8
Briar Coat Headdress 25 Head Medium 3.2 Moon Cured Sleeves 30 Arms Heavy 3.8
Briar Coat Leggings 25 Legs Medium 10.6 Adamantine Heater 31 Shield N/A 5.0
Briar Coat Shroud 25 Body Medium 11.6 Bramblethorn Boots 31 Feet Heavy 3.5
Briar Coat Sleeves 25 Arms Medium 3.1 Bramblethorn Leggings 31 Legs Heavy 11.2
Cold Iron Heater 25 Shield N/A 5.0 Bramblethorn Sleeves 31 Arms Heavy 3.7
Cold Iron Targe 26 Shield N/A 5.0 Bramblethorn Vest 31 Body Heavy 12.7
Hearthweave Headdress 26 Head Medium 3.1 Bramblethorn Wreath 31 Head Heavy 3.8
Hearthweave Moccasins 26 Feet Medium 3.6 Adamantine Targe 32 Shield N/A 5.0
Hearthweave Pants 26 Legs Medium 10.5 Grovewood Arm Bands 32 Arms Heavy 3.1
Hearthweave Shroud 26 Body Medium 11.5 Grovewood Leggings 32 Legs Heavy 10.1
Hearthweave Sleeves 26 Arms Medium 3.0 Grovewood Moccasins 32 Feet Heavy 2.2
Cold Iron Scutum 27 Shield N/A 5.0 Grovewood Vest 32 Body Heavy 11.6
Dragon Hide Arm Bands 27 Arms Heavy 3.3 Grovewood Wreath 32 Head Heavy 3.2
Dragon Hide Bandanna 27 Head Heavy 3.4 Adamantine Scutum 33 Shield N/A 5.0
Dragon Hide Boots 27 Feet Heavy 2.4 Studded Hide Boots 33 Feet Light 4.1
Dragon Hide Pants 27 Legs Heavy 10.3 Studded Hide Cap 33 Head Light 3.3
Dragon Hide Shroud 27 Body Heavy 11.8 Studded Hide Leggings 33 Legs Light 9.2
Crystalline Heater 28 Shield N/A 5.0 Studded Hide Sleeves 33 Arms Light 3.2
Frostleaf Arm Bands 28 Arms Heavy 3.2 Studded Hide Vest 33 Body Light 10.2
Frostleaf Boots 28 Feet Heavy 2.3 Defender 34 Shield N/A 5.0
Frostleaf Leggings 28 Legs Heavy 10.2 Windsong Arm Bands 34 Arms Heavy 3.6

214

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ITEMS

Druids Usable Random Items (continued) Druids Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Windsong Leggings 34 Legs Heavy 11.1 Heraldic Defender 40 Shield N/A 5.0
Windsong Moccasins 34 Feet Heavy 3.4 Spirit Rune Arm Bands 40 Arms Heavy 3.5
Windsong Vest 34 Body Heavy 12.6 Spirit Rune Headband 40 Head Heavy 3.6
Windsong Wreath 34 Head Heavy 3.7 Spirit Rune Leggings 40 Legs Heavy 11.0
Basilisk Hide Arm Bands 35 Arms Heavy 3.0 Spirit Rune Moccasins 40 Feet Heavy 3.3
Basilisk Hide Headband 35 Head Heavy 3.1 Spirit Rune Vest 40 Body Heavy 12.5
Basilisk Hide Moccasins 35 Feet Heavy 2.1 Ceremonial Arm Bands 41 Arms Heavy 4.1
Basilisk Hide Pants 35 Legs Heavy 10.0 Ceremonial Headdress 41 Head Heavy 4.2
Basilisk Hide Tunic 35 Body Heavy 11.5 Ceremonial Leggings 41 Legs Heavy 12.1
Protector 35 Shield N/A 5.0 Ceremonial Moccasins 41 Feet Heavy 3.9
Aegis 36 Shield N/A 5.0 Ceremonial Shroud 41 Body Heavy 13.6
Fern Shroud Headdress 36 Head Heavy 4.4 Heraldic Protector 41 Shield N/A 5.0
Fern Shroud Leggings 36 Legs Heavy 12.3 Heraldic Aegis 42 Shield N/A 5.0
Fern Shroud Moccasins 36 Feet Heavy 4.1 Sacred Bloom Leggings 42 Legs Heavy 12.0
Fern Shroud Sleeves 36 Arms Heavy 4.3 Sacred Bloom Moccasins 42 Feet Heavy 3.8
Fern Shroud Vest 36 Body Heavy 13.8 Sacred Bloom Shroud 42 Body Heavy 13.5
Guilded Defender 37 Shield N/A 5.0 Sacred Bloom Sleeves 42 Arms Heavy 4.0
Reinforced Hide Boots 37 Feet Light 4.0 Sacred Bloom Wreath 42 Head Heavy 4.1
Reinforced Hide Cap 37 Head Light 3.2 Leafveil Arm Bands 43 Arms Medium 3.7
Reinforced Hide Pants 37 Legs Light 9.1 Leafveil Boots 43 Feet Medium 4.3
Reinforced Hide Sleeves 37 Arms Light 3.1 Leafveil Headdress 43 Head Medium 3.8
Reinforced Hide Vest 37 Body Light 10.1 Leafveil Leggings 43 Legs Medium 11.7
Guilded Protector 38 Shield N/A 5.0 Leafveil Shroud 43 Body Medium 12.7
Shepherds Arm Bands 38 Arms Heavy 4.2 Prismatic Defender 43 Shield N/A 5.0
Shepherds Headband 38 Head Heavy 4.3 Earthcoil Arm Bands 44 Arms Heavy 4.7
Shepherds Leggings 38 Legs Heavy 12.2 Earthcoil Headdress 44 Head Heavy 4.8
Shepherds Moccasins 38 Feet Heavy 4.0 Earthcoil Leggings 44 Legs Heavy 13.2
Shepherds Vest 38 Body Heavy 13.7 Earthcoil Moccasins 44 Feet Heavy 4.5
Guilded Aegis 39 Shield N/A 5.0 Earthcoil Shroud 44 Body Heavy 14.7
Pinethread Arm Bands 39 Arms Medium 3.8 Prismatic Protector 44 Shield N/A 5.0
Pinethread Headdress 39 Head Medium 3.9 Oakweave Headband 45 Head Medium 3.7
Pinethread Leggings 39 Legs Medium 11.8 Oakweave Leggings 45 Legs Medium 11.6
Pinethread Moccasins 39 Feet Medium 4.4 Oakweave Moccasins 45 Feet Medium 4.2
Pinethread Shroud 39 Body Medium 12.8 Oakweave Sleeves 45 Arms Medium 3.6

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Druids Usable Random Items (continued) Druids Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Oakweave Vest 45 Body Medium 12.6 Thorned Vest 47 Body Light 10.0
Prismatic Aegis 45 Shield N/A 5.0 Autumnal Headdress 48 Head Medium 3.6
Ancestral Arm Bands 46 Arms Heavy 4.6 Autumnal Leggings 48 Legs Medium 11.5
Ancestral Boots 46 Feet Heavy 4.4 Autumnal Moccasins 48 Feet Medium 4.1
Ancestral Leggings 46 Legs Heavy 13.1 Autumnal Shroud 48 Body Medium 12.5
Ancestral Shroud 46 Body Heavy 14.6 Autumnal Sleeves 48 Arms Medium 3.5
Ancestral Wreath 46 Head Heavy 4.7 Sacred Aegis 48 Shield N/A 5.0
Sacred Defender 46 Shield N/A 5.0 Totemic Arm Bands 49 Arms Heavy 4.5
Sacred Protector 47 Shield N/A 5.0 Totemic Boots 49 Feet Heavy 4.3
Thorned Arm Bands 47 Arms Light 3.0 Totemic Headdress 49 Head Heavy 4.6
Thorned Boots 47 Feet Light 3.9 Totemic Leggings 49 Legs Heavy 13.0
Thorned Headband 47 Head Light 3.1 Totemic Shroud 49 Body Heavy 14.5
Thorned Leggings 47 Legs Light 9.0 Ward Aegis 49 Shield N/A 5.0

Druids Unique Items


Item Name Required Slot Armor Weight Value Intel. Health Power Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Wanderers Boots 5 Feet Medium 2.0 141 8


Wanderers Cap 5 Head Medium 2.0 141 8
Wanderers Gloves 5 Arms Medium 2.0 141 8
Wanderers Leggings 5 Legs Medium 7.0 141 8
Wanderers Shield 5 Shield Medium 4.0 141 8
Wanderers Vest 5 Body Medium 8.0 141 8
Gloves of the Hart 10 Arms Light 2.0 304 8
Guise of the Hart 10 Head Light 2.0 304 8
Leggings of the Hart 10 Legs Light 7.0 304 8
Moccasins of the Hart 10 Feet Light 2.0 304 8 10
Shield of the Hart 10 Shield Light 4.0 304 8
Shroud of the Hart 10 Body Light 8.0 304 8 10
Sacrificial Gloves 15 Arms Medium 2.0 506 8
Sacrificial Leggings 15 Legs Medium 7.0 506 8
Sacrificial Moccasins 15 Feet Medium 2.0 506 8 15

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ITEMS

Druids Unique Items (continued)


Item Name Required Slot Armor Weight Value Intel. Health Power Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Sacrificial Targe 15 Shield Medium 4.0 506 8


Sacrificial Vest 15 Body Medium 8.0 506 8 15
Sacrificial Wreath 15 Head Medium 2.0 506 8
Preservers Buckler 20 Shield Light 4.0 750 8
Preservers Gloves 20 Arms Light 2.0 750 8
Preservers Leggings 20 Legs Light 7.0 750 8
Preservers Moccasins 20 Feet Light 2.0 750 8 20 1
Preservers Vest 20 Body Light 8.0 750 8 20
Preservers Wreath 20 Head Light 2.0 750 8
Boots of the Shepherd 25 Feet Medium 2.0 1036 8 25 2
Gloves of the Shepherd 25 Arms Medium 2.0 1036 8
Leggings of the Shepherd 25 Legs Medium 6.0 1036 8
Shield of the Shepherd 25 Shield Medium 4.0 1036 8
Shroud of the Shepherd 25 Body Medium 8.0 1036 8 25 3
Wreath of the Shepherd 25 Head Medium 2.0 1036 8
Defender of the Coven 30 Shield Heavy 4.0 1360 8
Garb of the Coven 30 Body Heavy 7.0 1360 8 30 5
Gloves of the Coven 30 Arms Heavy 2.0 1360 8 5
Leggings of the Coven 30 Legs Heavy 6.0 1360 8
Sandals of the Coven 30 Feet Heavy 1.0 1360 8 30 3
Wreath of the Coven 30 Head Heavy 2.0 1360 8
Gloves of Restoration 35 Arms Light 2.0 1577 8 3
Leggings of Restoration 35 Legs Light 6.0 1577 8 3
Moccasins of Restoration 35 Feet Light 1.0 1577 8 35 4
Shield of Restoration 35 Shield Light 4.0 1577 8
Shroud of Restoration 35 Body Light 7.0 1577 8 35 3
Wreath of Restoration 35 Head Light 2.0 1577 8
Duty of the Ancients 40 Body Heavy 7.0 1965 8 40 4
Guardian of the Ancients 40 Shield Heavy 4.0 1965 8
Journey of the Ancients 40 Feet Heavy 1.0 1965 8 40 5 4
Way of the Ancients 40 Legs Heavy 6.0 1965 8 4
Wisdom of the Ancients 40 Head Heavy 1.0 1965 8
Wrath of the Ancients 40 Arms Heavy 2.0 1965 8 4

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Druids Unique Items (continued)


Item Name Required Slot Armor Weight Value Intel. Health Power Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Hierophants Courage 45 Body Medium 7.0 2207 8 45 5


Hierophants Honor 45 Arms Medium 2.0 2207 8 5
Hierophants Journey 45 Feet Medium 1.0 2207 8 45 8 5
Hierophants Legacy 45 Legs Medium 6.0 2207 8 5
Hierophants Ward 45 Shield Medium 4.0 2207 8
Hierophants Wisdom 45 Head Medium 1.0 2207 8 5
Boots of the Alpha 50 Feet Heavy 1.0 2207 8 45 8 5
Gloves of the Alpha 50 Arms Heavy 2.0 2207 8 5
Leggings of the Alpha 50 Legs Heavy 6.0 2207 8 5
Protector of the Alpha 50 Shield Heavy 4.0 2207 8
Vest of the Alpha 50 Body Heavy 7.0 2207 8 45 5
Wreath of the Alpha 50 Head Heavy 1.0 2207 8 5

Knight
Knights Usable Random Items Knights Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Wire Stitch Boots 1 Feet Light 1.8 Ring Mail Coif 3 Head Light 2.4
Wire Stitch Cap 1 Head Light 1.9 Ring Mail Leggings 3 Legs Light 7.3
Wire Stitch Leggings 1 Legs Light 6.3 Ring Mail Sleeves 3 Arms Light 2.3
Wire Stitch Sleeves 1 Arms Light 1.8 Ring Mail Tunic 3 Body Light 8.3
Wire Stitch Tunic 1 Body Light 7.3 Round Shield 3 Shield N/A 5.0
Plated Boots 2 Feet Light 1.7 Scale Mail Boots 4 Feet Light 3.1
Plated Cap 2 Head Light 1.8 Scale Mail Coif 4 Head Light 2.3
Plated Leggings 2 Legs Light 6.2 Scale Mail Leggings 4 Legs Light 7.2
Plated Sleeves 2 Arms Light 1.7 Scale Mail Sleeves 4 Arms Light 2.2
Plated Tunic 2 Body Light 7.2 Scale Mail Tunic 4 Body Light 8.2
Buckler 3 Shield N/A 5.0 Wooden Buckler 4 Shield N/A 5.0
Kite Shield 3 Shield N/A 5.0 Wooden Round Shield 5 Shield N/A 5.0
Ring Mail Boots 3 Feet Light 3.2 Woven Cord Boots 5 Feet Light 1.6

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ITEMS

Knights Usable Random Items (continued) Knights Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Woven Cord Cap 5 Head Light 1.7 Reinforced Round Shield 11 Shield N/A 5.0
Woven Cord Leggings 5 Legs Light 6.1 Splint Mail Boots 11 Feet Light 3.6
Woven Cord Sleeves 5 Arms Light 1.6 Splint Mail Chestguard 11 Body Light 9.2
Woven Cord Tunic 5 Body Light 7.1 Splint Mail Helmet 11 Head Light 2.8
Iron Stitch Boots 6 Feet Medium 2.0 Splint Mail Legplates 11 Legs Light 8.2
Iron Stitch Cap 6 Head Medium 2.4 Splint Mail Sleeves 11 Arms Light 2.7
Iron Stitch Leggings 6 Legs Medium 8.8 Chain Mail Boots 12 Feet Light 2.9
Iron Stitch Sleeves 6 Arms Medium 2.3 Chain Mail Coif 12 Head Light 2.1
Iron Stitch Tunic 6 Body Medium 9.8 Chain Mail Leggings 12 Legs Light 7.0
Wooden Kite Shield 6 Shield N/A 5.0 Chain Mail Sleeves 12 Arms Light 2.0
Iron Buckler 7 Shield N/A 5.0 Chain Mail Tunic 12 Body Light 8.0
Link Mail Boots 7 Feet Light 3.0 Reinforced Kite Shield 12 Shield N/A 5.0
Link Mail Coif 7 Head Light 2.2 Composite Mail Chestguard 13 Body Light 9.1
Link Mail Leggings 7 Legs Light 7.1 Composite Mail Greaves 13 Feet Light 3.5
Link Mail Sleeves 7 Arms Light 2.1 Composite Mail Helmet 13 Head Light 2.7
Link Mail Tunic 7 Body Light 8.1 Composite Mail Legplates 13 Legs Light 8.1
Iron Round Shield 8 Shield N/A 5.0 Composite Mail Sleeves 13 Arms Light 2.6
Light Mail Boots 8 Feet Light 1.5 Petrified Buckler 13 Shield N/A 5.0
Light Mail Coif 8 Head Light 1.6 Half-Plate Chestguard 14 Body Light 9.0
Light Mail Leggings 8 Legs Light 6.0 Half-Plate Greaves 14 Feet Light 3.4
Light Mail Sleeves 8 Arms Light 1.5 Half-Plate Helm 14 Head Light 2.6
Light Mail Tunic 8 Body Light 7.0 Half-Plate Legplates 14 Legs Light 8.0
Banded Boots 9 Feet Light 3.7 Half-Plate Vambracers 14 Arms Light 2.5
Banded Cap 9 Head Light 2.9 Petrified Round Shield 14 Shield N/A 5.0
Banded Chestguard 9 Body Light 9.3 Bronze Scale Boots 15 Feet Medium 3.4
Banded Legplates 9 Legs Light 8.3 Bronze Scale Chestguard 15 Body Medium 10.8
Banded Vambracers 9 Arms Light 2.8 Bronze Scale Coif 15 Head Medium 2.9
Iron Kite Shield 9 Shield N/A 5.0 Bronze Scale Leggings 15 Legs Medium 9.8
Reinforced Buckler 10 Shield N/A 5.0 Bronze Scale Sleeves 15 Arms Medium 2.8
Steelcloth Boots 10 Feet Medium 1.9 Petrified Kite Shield 15 Shield N/A 5.0
Steelcloth Cap 10 Head Medium 2.3 Burnt Mail Boots 16 Feet Medium 3.3
Steelcloth Leggings 10 Legs Medium 8.7 Burnt Mail Chestguard 16 Body Medium 10.7
Steelcloth Sleeves 10 Arms Medium 2.2 Burnt Mail Coif 16 Head Medium 2.8
Steelcloth Tunic 10 Body Medium 9.7 Burnt Mail Leggings 16 Legs Medium 9.7

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Knights Usable Random Items (continued) Knights Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Burnt Mail Sleeves 16 Arms Medium 2.7 Silver Mail Coif 22 Head Medium 3.3
Heater 16 Shield N/A 5.0 Silver Mail Leggings 22 Legs Medium 10.7
Targe 17 Shield N/A 5.0 Silver Mail Sleeves 22 Arms Medium 3.2
Woven Steel Boots 17 Feet Medium 1.8 Steel Heater 22 Shield N/A 5.0
Woven Steel Cap 17 Head Medium 2.2 Field Plate Chestguard 23 Body Light 10.3
Woven Steel Leggings 17 Legs Medium 8.6 Field Plate Greaves 23 Feet Light 4.2
Woven Steel Sleeves 17 Arms Medium 2.1 Field Plate Helmet 23 Head Light 3.4
Woven Steel Tunic 17 Body Medium 9.6 Field Plate Legplates 23 Legs Light 9.3
Issued Plate Chestguard 18 Body Light 10.4 Field Plate Vambracers 23 Arms Light 3.3
Issued Plate Greaves 18 Feet Light 4.3 Steel Targe 23 Shield N/A 5.0
Issued Plate Helmet 18 Head Light 3.5 Polished Mail Boots 24 Feet Medium 3.1
Issued Plate Legplates 18 Legs Light 9.4 Polished Mail Chestguard 24 Body Medium 10.5
Issued Plate Sleeves 18 Arms Light 3.4 Polished Mail Coif 24 Head Medium 2.6
Scutum 18 Shield N/A 5.0 Polished Mail Leggings 24 Legs Medium 9.5
Bone Link Boots 19 Feet Medium 3.2 Polished Mail Sleeves 24 Arms Medium 2.5
Bone Link Chestguard 19 Body Medium 10.6 Steel Scutum 24 Shield N/A 5.0
Bone Link Coif 19 Head Medium 2.7 Cold Iron Heater 25 Shield N/A 5.0
Bone Link Legplates 19 Legs Medium 9.6 Light Plate Chestguard 25 Body Medium 11.6
Bone Link Sleeves 19 Arms Medium 2.6 Light Plate Greaves 25 Feet Medium 3.7
Brass Heater 19 Shield N/A 5.0 Light Plate Helmet 25 Head Medium 3.2
Brass Targe 20 Shield N/A 5.0 Light Plate Legplates 25 Legs Medium 10.6
Brigandine Boots 20 Feet Medium 1.7 Light Plate Sleeves 25 Arms Medium 3.1
Brigandine Cap 20 Head Medium 2.1 Cold Iron Targe 26 Shield N/A 5.0
Brigandine Leggings 20 Legs Medium 8.5 Gold Mail Boots 26 Feet Medium 3.6
Brigandine Sleeves 20 Arms Medium 2.0 Gold Mail Chestguard 26 Body Medium 11.5
Brigandine Tunic 20 Body Medium 9.5 Gold Mail Helmet 26 Head Medium 3.1
Aggregate Chain Boots 21 Feet Medium 3.9 Gold Mail Legplates 26 Legs Medium 10.5
Aggregate Chain Chestguard 21 Body Medium 11.8 Gold Mail Vambracers 26 Arms Medium 3.0
Aggregate Chain Coif 21 Head Medium 3.4 Adamant Stitch Boots 27 Feet Heavy 2.4
Aggregate Chain Leggings 21 Legs Medium 10.8 Adamant Stitch Cap 27 Head Heavy 3.4
Aggregate Chain Sleeves 21 Arms Medium 3.3 Adamant Stitch Leggings 27 Legs Heavy 10.3
Brass Scutum 21 Shield N/A 5.0 Adamant Stitch Sleeves 27 Arms Heavy 3.3
Silver Mail Boots 22 Feet Medium 3.8 Adamant Stitch Tunic 27 Body Heavy 11.8
Silver Mail Chestguard 22 Body Medium 11.7 Cold Iron Scutum 27 Shield N/A 5.0

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ITEMS

Knights Usable Random Items (continued) Knights Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Crystalline Heater 28 Shield N/A 5.0 Full-Plate Legplates 33 Legs Light 9.2
Enameled Boots 28 Feet Heavy 2.3 Full-Plate Vambracers 33 Arms Light 3.2
Enameled Cap 28 Head Heavy 3.3 Astral Link Boots 34 Feet Heavy 3.4
Enameled Leggings 28 Legs Heavy 10.2 Astral Link Chestguard 34 Body Heavy 12.6
Enameled Sleeves 28 Arms Heavy 3.2 Astral Link Coif 34 Head Heavy 3.7
Enameled Tunic 28 Body Heavy 11.7 Astral Link Leggings 34 Legs Heavy 11.1
Crystalline Targe 29 Shield N/A 5.0 Astral Link Sleeves 34 Arms Heavy 3.6
Embossed Plate Chestguard 29 Body Medium 12.9 Defender 34 Shield N/A 5.0
Embossed Plate Greaves 29 Feet Medium 4.5 Diamond Weave Boots 35 Feet Heavy 2.1
Embossed Plate Helm 29 Head Medium 4.0 Diamond Weave Cap 35 Head Heavy 3.1
Embossed Plate Legplates 29 Legs Medium 11.9 Diamond Weave Leggings 35 Legs Heavy 10.0
Embossed Plate Vambracers29 Arms Medium 3.9 Diamond Weave Sleeves 35 Arms Heavy 3.0
Crystalline Scutum 30 Shield N/A 5.0 Diamond Weave Tunic 35 Body Heavy 11.5
Etched Scale Boots 30 Feet Heavy 3.6 Protector 35 Shield N/A 5.0
Etched Scale Chestguard 30 Body Heavy 12.8 Aegis 36 Shield N/A 5.0
Etched Scale Coif 30 Head Heavy 3.9 Crystal Chain Boots 36 Feet Heavy 4.1
Etched Scale Leggings 30 Legs Heavy 11.3 Crystal Chain Chestguard 36 Body Heavy 13.8
Etched Scale Sleeves 30 Arms Heavy 3.8 Crystal Chain Coif 36 Head Heavy 4.4
Adamantine Heater 31 Shield N/A 5.0 Crystal Chain Leggings 36 Legs Heavy 12.3
Battle Mail Boots 31 Feet Heavy 3.5 Crystal Chain Sleeves 36 Arms Heavy 4.3
Battle Mail Chestguard 31 Body Heavy 12.7 Guilded Defender 37 Shield N/A 5.0
Battle Mail Coif 31 Head Heavy 3.8 Plate Mail Breastplate 37 Body Light 10.1
Battle Mail Leggings 31 Legs Heavy 11.2 Plate Mail Great Helm 37 Head Light 3.2
Battle Mail Sleeves 31 Arms Heavy 3.7 Plate Mail Greaves 37 Feet Light 4.0
Adamantine Targe 32 Shield N/A 5.0 Plate Mail Legplates 37 Legs Light 9.1
Valor Coat Boots 32 Feet Heavy 2.2 Plate Mail Vambracers 37 Arms Light 3.1
Valor Coat Cap 32 Head Heavy 3.2 Guilded Protector 38 Shield N/A 5.0
Valor Coat Chestguard 32 Body Heavy 11.6 Shadow Mail Boots 38 Feet Heavy 4.0
Valor Coat Leggings 32 Legs Heavy 10.1 Shadow Mail Chestguard 38 Body Heavy 13.7
Valor Coat Sleeves 32 Arms Heavy 3.1 Shadow Mail Coif 38 Head Heavy 4.3
Adamantine Scutum 33 Shield N/A 5.0 Shadow Mail Legplates 38 Legs Heavy 12.2
Full-Plate Chestplate 33 Body Light 10.2 Shadow Mail Sleeves 38 Arms Heavy 4.2
Full-Plate Greaves 33 Feet Light 4.1 Guilded Aegis 39 Shield N/A 5.0
Full-Plate Helm 33 Head Light 3.3 Lacquered Plate Chestplate 39 Body Medium 12.8

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Knights Usable Random Items (continued) Knights Usable Random Items (continued)
Item Name Required Slot Armor Weight Item Name Required Slot Armor Weight
Level Type Level Type
Lacquered Plate Greaves 39 Feet Medium 4.4 Crusader Plate Vambracers 44 Arms Heavy 4.7
Lacquered Plate Helm 39 Head Medium 3.9 Prismatic Protector 44 Shield N/A 5.0
Lacquered Plate Legplates 39 Legs Medium 11.8 Prismatic Aegis 45 Shield N/A 5.0
Lacquered Plate Vambracers 39 Arms Medium 3.8 War Plate Chestplate 45 Body Medium 12.6
Heraldic Defender 40 Shield N/A 5.0 War Plate Great Helm 45 Head Medium 3.7
Lunar Mail Boots 40 Feet Heavy 3.3 War Plate Greaves 45 Feet Medium 4.2
Lunar Mail Chestguard 40 Body Heavy 12.5 War Plate Legplates 45 Legs Medium 11.6
Lunar Mail Coif 40 Head Heavy 3.6 War Plate Vambracers 45 Arms Medium 3.6
Lunar Mail Leggings 40 Legs Heavy 11.0 Sacred Defender 46 Shield N/A 5.0
Lunar Mail Vambracers 40 Arms Heavy 3.5 Sentinel Plate Chestplate 46 Body Heavy 14.6
Heraldic Protector 41 Shield N/A 5.0 Sentinel Plate Great Helm 46 Head Heavy 4.7
Tournament Boots 41 Feet Heavy 3.9 Sentinel Plate Greaves 46 Feet Heavy 4.4
Tournament Chestguard 41 Body Heavy 13.6 Sentinel Plate Legplates 46 Legs Heavy 13.1
Tournament Helmet 41 Head Heavy 4.2 Sentinel Plate Vambracers 46 Arms Heavy 4.6
Tournament Legplates 41 Legs Heavy 12.1 Dual Plate Breastplate 47 Body Light 10.0
Tournament Vambracers 41 Arms Heavy 4.1 Dual Plate Great Helm 47 Head Light 3.1
Heraldic Aegis 42 Shield N/A 5.0 Dual Plate Greaves 47 Feet Light 3.9
Imperial Boots 42 Feet Heavy 3.8 Dual Plate Legplates 47 Legs Light 9.0
Imperial Chestguard 42 Body Heavy 13.5 Dual Plate Vambracers 47 Arms Light 3.0
Imperial Helmet 42 Head Heavy 4.1 Sacred Protector 47 Shield N/A 5.0
Imperial Legplates 42 Legs Heavy 12.0 Sacred Aegis 48 Shield N/A 5.0
Imperial Vambracers 42 Arms Heavy 4.0 Siege Plate Chestplate 48 Body Medium 12.5
Heavy Plate Chestplate 43 Body Medium 12.7 Siege Plate Great Helm 48 Head Medium 3.6
Heavy Plate Greaves 43 Feet Medium 4.3 Siege Plate Greaves 48 Feet Medium 4.1
Heavy Plate Helmet 43 Head Medium 3.8 Siege Plate Legplates 48 Legs Medium 11.5
Heavy Plate Legplates 43 Legs Medium 11.7 Siege Plate Vambracers 48 Arms Medium 3.5
Heavy Plate Vambracers 43 Arms Medium 3.7 Templar Plate Chestplate 49 Body Heavy 14.5
Prismatic Defender 43 Shield N/A 5.0 Templar Plate Great Helm 49 Head Heavy 4.6
Crusader Plate Chestplate 44 Body Heavy 14.7 Templar Plate Greaves 49 Feet Heavy 4.3
Crusader Plate Greaves 44 Feet Heavy 4.5 Templar Plate Legplates 49 Legs Heavy 13
Crusader Plate Helm 44 Head Heavy 4.8 Templar Plate Vambracers 49 Arms Heavy 4.5
Crusader Plate Legplates 44 Legs Heavy 13.2 Ward Aegis 49 Shield N/A 5.0

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ITEMS

Knights Unique Items


Item Name Required Slot Armor Weight Value Dexterity Stamina Health Health Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Shining Boots 5 Feet Medium 2.0 141 8


Shining Buckler 5 Shield Medium 4.0 141 8
Shining Chestguard 5 Body Medium 8.0 141 8
Shining Gauntlets 5 Arms Medium 2.0 141 8
Shining Helm 5 Head Medium 2.0 141 8
Shining Legplates 5 Legs Medium 7.0 141 8
Gallants Chestguard 10 Body Light 8.0 304 8 10
Gallants Fist 10 Arms Light 2.0 304 8
Gallants Helm 10 Head Light 2.0 304 8
Gallants Leggings 10 Legs Light 7.0 304 8
Gallants Shield 10 Shield Light 4.0 304 8
Gallants Stride 10 Feet Light 2.0 304 8 10
Boots of the Stalwart 15 Feet Medium 2.0 506 8 4 15
Breastplate of the Stalwart 15 Body Medium 8.0 506 8 4 15
Gauntlets of the Stalwart 15 Arms Medium 2.0 506 8 4
Greaves of the Stalwart 15 Legs Medium 7.0 506 8 4
Helm of the Stalwart 15 Head Medium 2.0 506 8 4
Targe of the Stalwart 15 Shield Medium 4.0 506 8 4
Honorable Boots 20 Feet Light 2.0 750 8 4 20 1
Honorable Chestguard 20 Body Light 8.0 750 8 4 20
Honorable Gauntlet 20 Arms Light 2.0 750 8 4
Honorable Guardian 20 Shield Light 4.0 750 8 4
Honorable Helm 20 Head Light 2.0 750 8 4
Honorable Legplates 20 Legs Light 7.0 750 8 4
Shaelunn Boots 25 Feet Medium 2.0 1036 8 4 25 2
Shaelunn Breastplate 25 Body Medium 8.0 1036 8 4 25 1
Shaelunn Gauntlets 25 Arms Medium 2.0 1036 8 4
Shaelunn Greaves 25 Legs Medium 6.0 1036 8 4
Shaelunn Shield 25 Shield Medium 4.0 1036 8 4
Shaelunn Visor 25 Head Medium 2.0 1036 8 4
Boots of Victory 30 Feet Heavy 1.0 1360 8 4 30 3
Chestplate of Victory 30 Body Heavy 7.0 1360 8 4 30 2
Gauntlets of Victory 30 Arms Heavy 2.0 1360 8 4 2

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Knights Unique Items (continued)


Item Name Required Slot Armor Weight Value Dexterity Stamina Health Health Fire Cold Lightning Magic Poison
Level Type (Gold) Bonus Bonus Bonus Regen. % Resist. % Resist. % Resist. % Resist. % Resist. %

Helm of Victory 30 Head Heavy 2.0 1360 8 4


Legplates of Victory 30 Legs Heavy 6.0 1360 8 4
Targe of Victory 30 Shield Heavy 4.0 1360 8 4
Crown of Glory 35 Head Light 2.0 1577 8 4
Garb of Glory 35 Legs Light 6.0 1577 8 4 3
Glorys Protector 35 Shield Light 4.0 1577 8 4
Grasp of Glory 35 Arms Light 2.0 1577 8 4 3
Heart of Glory 35 Body Light 7.0 1577 8 4 35 3
Mercy of Glory 35 Feet Light 1.0 1577 8 4 35 4
Dravens Guard 40 Shield Heavy 4.0 1965 8 4
Dravens Honor 40 Body Heavy 7.0 1965 8 4 40 4
Dravens Might 40 Feet Heavy 1.0 1965 8 4 40 5 4
Dravens Stride 40 Legs Heavy 6.0 1965 8 4 4
Dravens Visage 40 Head Heavy 1.0 1965 8 4
Dravens Wrath 40 Arms Heavy 2.0 1965 8 4 4
Boots of Justice 45 Feet Medium 1.0 2207 8 4 45 8 5
Defender of Justice 45 Shield Medium 4.0 2207 8 4
Fists of Justice 45 Arms Medium 2.0 2207 8 4 5
Heart of Justice 45 Body Medium 7.0 2207 8 4 45 5
Helm of Justice 45 Head Medium 1.0 2207 8 4 5
Leggings of Justice 45 Legs Medium 6.0 2207 8 4 5
Boots of the Brotherhood 50 Feet Heavy 1.0 2207 8 4 45 8 5
Breastplate of the 50 Body Heavy 7.0 2207 8 4 45 5
Brotherhood
Gauntlets of the 50 Arms Heavy 2.0 2207 8 4 5
Brotherhood
Greaves of the 50 Legs Heavy 6.0 2207 8 4 5
Brotherhood
Guardian of the 50 Shield Heavy 4.0 2207 8 4
Brotherhood
Visor of the Brotherhood 50 Head Heavy 1.0 2207 8 4 5

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