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Construction places:
Use the items listed to make some new equipment for your party. The best recipe is
acquired late in the game, and is the production of knowledge brews from all herbs.
The limiting reagent for knowledge brews is mandrake root, so save them up for a
late-game bonus to your stats.
Fort Draco: Hrank 2 healing herb = healing potion 1 healing herb = curing potion 1 healing, 1 spiritual, 1 energetic herb = speed potion Formello: Ahrens: 1 fine leather = fine leather helmet 2 fine leather, 20c = leather vambraces 2 fine leather, focusing crystal, 50c = blessed boots Fort Duvno: Walner: 1 healing, 1 spiritual, 1 energetic herb = energy potion 1 spiritual, 1 energetic herb = armor elixir Silvar: Chapelle: 400c, fine steel, focusing crystal = blessed shield 400c, 2 fine steel, focusing crystal = blessed short sword 400c, 3 fine steel, focusing crystal = blessed breast plate West Cotra: Orbus: 10c, 1 healing = healing potion 10c, 1 healing = curing potion 10c, 1 healing, 1 spiritual = energy potion 10c, 1 healing, 1 energetic = speed potion 10c, 1 healing, 1 graymold = healing elixir Tower Colony: Kimmer: Healing Herbs + Graymold = Healing Elixir Graymold = Curing Elixir Spiritual Herbs + Graymold = Energy Elixir Energetic Herbs + Graymold = Hasting Elixir Length of Cavewood + Quality Crystal + Energetic Herbs = Fiery Wand Length of Cavewood + Quality Crystal + Mandrake Root = Terror Wand West of Tower of the Magi Komlos: Fine Steel, Focusing Crystal = Blessed Bracers 2 Fine Steel, Focusing Crystal = Blessed Vambraces 3 Fine Steel, Focusing Crystal = Blessed Broadsword Dharmon Rippel: 3 Fine steel, 2 Focusing Crystals, 2 bars of gold = blessed breastplate 3 Fine steel, 2 Focusing Crystals, 2 emeralds = radiant shield 3 Fine steel, 2 Focusing Crystals, mandrake = radiant vambraces 3 Fine steel, 2 Focusing Crystals, 2 mandrake = blessed halberd N of Castle Bortund: 3 Fine Leather, 1 Focusing Crystal, 1 mandrake = Warrior's Cloak 2 Fine Leather, 2 Focusing Crystals, 1 mandrake = Enchanter's Robe 3 Fine Leather, 1 mandrake = Treated Leather 1 Fine Leather, 2 Focusing Crystals, 2 mandrake = Runed Helm Spire Sage Eichler: 500 coins, a stick, a crystal, 2 mandrake, and 2 healing herbs = Rod of Succor 500 coins, a stick, a crystal, 2 mandrake, and 2 spiritual herbs = Rod of Defenses 500 coins, a stick, a crystal, 2 mandrake, and 2 energetic herbs = Rod of Battle 500 coins, a stick, a crystal, 2 mandrake, and 2 graymold = Rod of Alacrity Bargha Kelda: 2 fine leather, graymold, mandrake, focusing crystal, 1000c = Mercuric Leather 4 fine leather, graymold, mandrake, focusing crystal, 1000c = Stability boots 4 fine leather, graymold, mandrake, focusing crystal, 1000c = Magus Vest 5 fine leather, graymold, mandrake, focusing crystal, 1000c = Answering Gloves Near End game Craftmaster Strine Gold Necklace, Focus crystal, Mandrake Root, Glowing Basalt = Opal Chain Platinum Ring, 2 focus crystals, mandrake root, icy geode = Leaden Band Fine waveblade, 2 focus crystals, mandrake root, swamp nodule= Venomous Blade *** All Herbs = Knowledge brew or shielding brew ****
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Spell and Trainer list
Mage spells: Lark (Slightly Expensive)- Fort Monastery Bolt of Fire Call Beast Spray Acid Daze Haste Ayrie (Slightly Expensive) ~Fort Draco Bolt of Fire Call Beast Spray Acid Daze Haste Slow Sage Alice (Slightly Expensive) Formello Spray Acid Daze Haste Slow Icy Rain Unlock Nathan (Expensive) Fort Avernum Slow Unlock Doors Icy Rain Augmentation Cecil (Exorbitant, very reasonable after quest) Cotra Slow Unlock Doors Icy Rain Augmentation Minor Summon Lightning Spray Kelner (Expensive) TotM Unlock Doors Augmentation Minor Summon Lightning Spray X (Exorbitant) TotM Unlock Doors Augmentation Minor Summon Lightning Spray Terror Prismatic Shield Rone (Expensive) Castle Bolt of Fire Call Beast Spray Acid Daze Haste Slow Unlock Doors Icy Rain Augmentation Minor Summon Lightning Spray Terror Summon Aid Strong Daze Sorengard (Utterly Ridiculous) Patrick's Tower Bolt of Fire Call Beast Spray Acid Daze Haste Slow Unlock Doors Icy Rain Augmentation Minor Summon Lightning Spray Terror Summon Aid Strong Daze Priest Spells: Strout (Expensive) Fort Monastery Minor Healing Curing War Blessing Protection Repel Spirit Hamer (Expensive) Fort Draco Minor Heal Curing War Blessing Protection Unshackle Mind Abbess Haehn (Very Reasonable) Formello War Blessing Protection Repel Spirit Smite Summon Shade Enduring Shield Mother Phelps (slightly expensive) Fort Dranlon Minor Heal Curing War Blessing Protection Enduring Shield Unshackle Mind Heal Mass Healing Elder Arron (slightly expensive) Mertis Smite Summon Shade Enduring Shield Unshackle Mind Heal Mass Curing Mass Healing Abbot Erlanger (exorbitant) Almaria Summon Shade Enduring Shield Unshackle Mind Heal Mass Healing Steel Skin Divine Fire Return Life Priestess Kyra (Exorbitant) Dharmon Minor Heal Curing War Blessing Protection Repel Spirit Smite Summon Shade Enduring Shield Unshackle Mind Heal Mass Healing Mass Curing Steel Skin Divine Fire Control Foes Enduring Armor Return Life Gladwell (Expensive) Bargha Prismatic Shield Summon Aid Strong Daze Fireblast Arcane Shield Divine Fire Control Foes Enduring Armor Return Life Divine Retribution
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Trainers
Note that you can only improve a skill by up to two points, and
only if you haven't already increased the skill by two points. Some skills
are definitely more worthwhile to wait off on than others. One point skills
aren't really worth holding off on unless you have money to burn or are
otherwise so inclined. Cecil can be reached fairly early, and you should
definitely use him to increase your mage's and priest's magery skill, and
possibly their spellcraft as well. Shrum should be used to increase
everyone's bow or sharpshooter skill, since he's the cheapest in the game.
KEY: Trainer- Location (cost) Skill (saved points) coins Townshend- Formello (expensive) Arcane Lore (1) 1400 Spellcraft (3) 2800 Walner- Fort Duvno (expensive) Arcane Lore (1) 1400 Nature Lore (1) 1120 Cecil- Cotra (after giving eyebeast stalks- pretty average) Arcane Lore (1) 1000 Spellcraft (3) 2000 First Aid (1) 800 Magery (4) 1500 X- TotM (exorbitant) Arcane Lore (1) 1700 Spellcraft (3) 3400 Shrum- Camp Samuels (Very Reasonable) Bows (2) 960 Thrown Missiles(2) 800 Sharpshooter- (4) 800 Priestess Kyra Bharga Endurance- 5000, all gain 1 point Tisiana (Utterly Ridiculous) Fort Emerald Bows (2) 2640 Thrown Missiles(2) 2200 Sharpshooter (4) 2200 Starcap- Almaria (Expensive) Melee Weapons (4) 2100 Pole Weapons (4) 2100 Bows (2) 1680 Thrown Missiles(2) 1400 Hardiness (1) 2100 Defense (2) 2100 Arcane Lore (1) 1400 Spellcraft (3) 2800 Tool Use (1) 2800 Nature Lore (1) 1120 First Aid (1) 1120 Quick Strike (3) 2100 Thompson- Fort Remote (Slightly Expensive) Arcane Lore (1) 1200 Spellcraft (3) 2400 Magery (4) 1800 Magical Efficiency (4) 1800 Resistance (6) 2400 Captain Call- Silvar (Slightly Expensive after shade is dead, Expensive prior to that, and without the skills denoted by *) Melee Weapons (4) 2100, 1800 Pole Weapons (4) 2100, 1800 Bows (2) 1680, 1200 Thrown Missiles(2) 1400, 1200 Hardiness (1) 2100, 1800 Defense (2) 2100, 1800 Quick Action (1) 2100, 1800 *Quick Strike (3) 1800 *Parry (3) 1800 *Blademaster (5) 1200
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Spell book Locations
As before, spells aren't greatly benefited by increased levels. Some spells
must be bought, most notably return life. Most all other spells can be found in
the game for free, and these are summarized below.
Priest spells Minor Heal: Bandit Ruins Curing: Formello, Abbess Haehn's room; Blosk Protection: Almaria, under Abbot Erlanger; Patrick's Tower War Blessing: Almaria, under Abbot Erlanger; Patrick's Tower Repel Spirit: Nociduas lair; Almaria, under Abbot Erlanger Smite: Fort Draco, Alchemist; Mertis, Arron's room; Almaria, under Abbot Erlanger; West of Fort Remote Summon Shade: Nicoduas lair Enduring Shield: Fort Duvno, Walner; Lizard island basement Unshackle Mind: Nicoduas lair Heal: Bandit Ruins; Cotra (Orbus, west of town); Bandit hideaway, S of refugees Mass Healing: Northern wall of Eastern Gallery, tunnel, behind spider/undead; TotM; Athron's Lair Mass Curing: TotM; Blosk Steel Skin: TotM Divine Fire: Above Priestess Kyra, Dharmon; West of Fort Remote Enduring Armor: Slith Lands Control Foes: Memorial Fields; Patrick's Tower; Darkside Fort near Ft. Saffron Divine Restoration: Rentar's Keep; Fort Monastery (Scrolls quest); Erika's Tower; Rentar's Second Keep Divine Host: Rentar's Keep; Khoth's Ruins; Rentar's Second Keep Divine Retribution: Castle; Khoth's Ruins; Mage Spells Call Beast: Aranea runes near Chitrach Caves Daze: Bandit Castle basement; West of Fort Remote Slow: Vahnatai Home; Patrick's Tower Haste: Hrickis' lair; Vahnatai home; Patrick's Tower Icy Rain: Motrax's cave; West of Fort Remote Unlock: Bandit Ruins; Patrick's Tower Augmentation: Eastern Gallery, Chitrach caves; Fort Saffron Minor Summon: Aranea runes near Chitrach Caves; Memorial Fields Lightning Spray: Near Skunky Joe; Athron's Lair; West of Fort Remote Prismatic Shield: Fort Avernum; TotM; Fort Saffron Dispel Barrier- TotM; Harston Ruins Terror- Bandit Fort, Honeycomb; Stone arachnids (S of Camp Samuels) Fireblast- TotM; Patrick's Tower Strong Daze- West of Fort Remote; Darkside Fort near Ft. Saffron Summon Aid- Athron's Lair; Memorial Fields Arcane Summon- Castle (Correlea's quest); Bargha; Darkside Fortress Arcane Shield- Castle; Fort Monastery (Scrolls quest); Rentar's Second Keep Arcane Blow- Rentar's Keep; Khoth's Ruins; Rentar's Second Keep
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