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Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100 Roseville, CA 95661 1-800-733-3000 www.primagames.com
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.
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
NOTE
In all ability tables, the effects gain no added bonuses after level 20.
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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.
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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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).
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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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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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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
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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.
Vigilance 25 Lightning 290 10 Summons pelota pet. Summons two Summons three Summons four
pelota pets. pelota pets. pelota pets.
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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Deaths Reach 30 Prowler Cesta Prowler Cesta All 2 Gold Find 30 Poison 3 6.4
Attack 1 Attack 2 Resistances Resistance
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
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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
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.
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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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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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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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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
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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
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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
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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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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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
64
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
66
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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
68
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.
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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.
70
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.
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.
72
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.
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.
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.
74
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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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.
76
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.
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77
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
78
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.
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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.
80
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
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.
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
82
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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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.
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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
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
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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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
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.
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.
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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!
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.
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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.
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.
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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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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.
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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.
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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.
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.
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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102
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.
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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.
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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.
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.
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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.
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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.
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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!
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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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.
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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.
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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.
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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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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.
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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.
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.
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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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.
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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!
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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.
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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.
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.
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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
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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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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An exit pathway opens up in the southwest of the village leading to your next
destinationthe 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.
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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.
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.
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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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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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.
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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
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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.
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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Seek out Prince Azran in the southwest corner of the main chamber. Once you
speak with him regarding the journey this objective is completed.
134
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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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 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.
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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!
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.
140
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.
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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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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.
144
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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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.
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The minimaps are toggled by holding r and then tapping p.
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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.
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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).
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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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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
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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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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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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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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.
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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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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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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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
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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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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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
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 %
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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:
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.
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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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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
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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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.
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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
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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
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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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.
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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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
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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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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.
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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.
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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.
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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.
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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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.
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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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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.
184
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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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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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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.
188
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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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.
192
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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Lost History (Optional) Boss Battle: Analyst Heskatti and Duke Re-Uset
Quest Item: Chipped Diamond Reactor
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.
194
General
Jewelry Table (continued)
Item Name Required Slot Weight Value Strength Dexterity Intelligence Stamina Health Power
Level (Gold) Bonus Bonus Bonus Bonus Bonus Bonus
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Rejuvenation Potions
Potion Type Dexterity Value
Bonus (Gold)
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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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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
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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
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
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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
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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
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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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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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
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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
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
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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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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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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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