Cheatbook

Eon Altar Game Walkthrough, Hints and Tips for PC Games.

  Home   |   Cheatbook   |    Latest Cheats   |    Trainers   |    Cheats   |    Cheatbook-DataBase 2023   |    Download   |    Search for Game   |    Blog  
  Browse by PC Games Title:   A  |   B  |   C  |   D  |   E  |   F  |   G  |   H  |   I  |   J  |   K  |   L  |   M  |   N  |   O  |   P  |   Q  |   R  |   S  |   T  |   U  |   V  |   W  |   X  |   Y  |   Z   |   0 - 9  
 
  The encyclopedia of game cheats. A die hard gamer would get pissed if they saw someone using cheats and walkthroughs in games, but you have to agree, sometimes little hint or the "God Mode" becomes necessary to beat a particularly hard part of the game. If you are an avid gamer and want a few extra weapons and tools the survive the game, CheatBook DataBase is exactly the resource you would want. Find even secrets on our page. 
   
 

 Eon Altar Game

 
   
 
 
Eon Altar Game

================================================================================
                              EON ALTAR GAME GUIDE                              
                           INCLUDES EPISODES 1 AND 2                            
================================================================================
================================================================================



================================================================================
                                ABOUT THIS GUIDE
================================================================================


Organization of This Guide
**************************

This text includes selected topics about Eon Altar for Windows/Mac computers.
Those topics are organized into eight chapters. The first chapter gives some
general information about the game. The second chapter gives you advices on how
to control your hero. Third chapter explains buffs and tactics. Fourth chapter
introduces you to the heroes and their abilities, powers and equipment. Fifth
chapter lists resources you need for upgrading and also items, which you can
craft or loot. Sixth chapter tells about the combat arena game mode. Seventh
chapter includes the maps for the game. Eighth chapter describes the missions.


Intended Audience
*****************

This text is not for the hardcore players, but more like a memory help and a
reference in case you need to search for some information during the gameplay.
You can find helpful tips and other information by using a word search with your
web browser. Try for example the searches explosive projectile, gear slot, hold
back, interesting attacks, multi-hit, and radiant attack. If you prefer PDF, you
can copy-paste this text to a word processing application, use a monospace font,
export the document as PDF, and read it on your PC or transfer it to your mobile
device or upload it to your favorite cloud service.


Disclaimer
**********

This is NOT an official text. I do not work for Eon Altar or the Flying Helmet
Games. Any typos, errors, and misinformation are mine. I take no responsibility
for any loss of time or money if you happen to use the information herein.


Author
******

MaxLimitz (Steam, Twitter, Google+)
max.limitz@gmail.com


Version
*******

Version 1.06 (2016-10-30)


================================================================================
                                     INDEX
================================================================================


I ABOUT THE GAME
================

GENERAL INFORMATION
TECHNICAL PROBLEMS
FAQ


II PLAYING THE GAME
===================

MAIN GAME
CONTROLLER APPLICATION


III TACTICS
===========

ABBREVIATIONS
BUFFS
TACTICAL ADVICE


IV CHARACTERS
=============

STATS
FORTITUDE AND ENERGY
PROPERTIES
SKILLS AND ATTRIBUTES
ABILITIES
ABILITY LEVELS
ABILITY TREES
EQUIPMENT LEVELS
HEROES
BARYSON
MARCUS
MURAN
SHASEK
SILENT THORN


V ITEMS
=======

RESOURCES
BUFF ITEMS
CRAFTED ITEMS
LOOTED ITEMS
LOOTING EXAMPLES


VI COMBAT ARENA
===============


VII MAPS
========

ABOUT THE MAPS
MAP OF THE CONTINENT
MAPS OF THE LEVELS


VIII MISSIONS
=============

1 THE BATTLE FOR TARNUM
     1-1 THE SIEGE OF TARNUM
     1-2 THE PORTAL OBSTINATE
     1-3 THE WOLF OF YRIEL
2 WHISPERS IN THE CATACOMBS
     2-1 TOGETHER WE FALL
     2-2 THE SAFEHOLD


IX ABOUT THIS GUIDE
===================

VERSION HISTORY



================================================================================
================================================================================
                                I ABOUT THE GAME
================================================================================
================================================================================



================================================================================
                               GENERAL INFORMATION
================================================================================


Description
***********

Eon Altar is a couch co-op turn-based role playing game located in a fantasy
world. You run the Eon Altar main game on your PC and use your Android or iOS
device as the controller. There are five heroes to choose from each with
different powers and motives. The game has a campaign (story) and a combat arena
(enemy waves) game mode.


Fact Sheet
**********

- Title:                Eon Altar
- Developer:            Flying Helmet Games
- Publisher:            Flying Helmet Games
- Genre:                Role-playing game (RPG)
                        Turn-based strategy (TBS)
                        Adventure
- Theme:                Fantasy
- PC platforms:         Windows and Mac
- Controller platforms: Android and iOS
- Release dates:        Early Access:  August  28th, 2015
                        Episode 1:     June    22nd, 2016
                        Episode 2:     October  6th, 2016

- Local single player (PC)
- Local co-op 2-4 players (PC)
- Wi-Fi required

- Website:  www.eonaltar.com
- Twitter:  FHG_Games
- Facebook: FlyingHelmetGames


Future Plans
************

It has been planned there will be three Seasons and each consists of three
Episodes. An Episode usually has about two levels. Episode 1 has three levels
where the first one is a tutorial level. There is a plan for a console version
also.


================================================================================
                               TECHNICAL PROBLEMS
================================================================================


Introduction
************

This text does not give you technical guidance on how to make Eon Altar work
with your computer, phone/tablet and router if you are having problems. Having
said that, I'm giving some general advice that may be helpful regarding mainly
the controller application.


Updates
*******

Check that you have the latest version of the Eon Altar game and the Eon Altar
controller application.


Close Other Programs
********************

Let's assume your computer, phone and tablet have enough computing power,
working memory and storage space. Other programs may consume those resources or
even cause problems with your device, so try closing all unnecessary programs
you have open.

With your Android or iOS device, launch the recent applications menu and swipe
up or right to close programs. How to launch the recent applications menu
depends on your device. If you have an Android phone try tapping on the left or
right corner below the display when the display is turned on. If you are using
an Android tablet try to find a Square icon at the bottom of the display and tap
it. If you have an iPhone or an iPad, try double-clicking the Home button to see
the recently used apps screen.


Close Eon Altar Controller App
******************************

With my iPhone I have noticed I sometimes need to restart the Eon Altar
controller app before it can connect to the game again. Launch the recent
applications menu as described above and use swipe to close the program. Then
start the program again.


Restart Your Devices
********************

Even if you close a program there can be background processes left running in
your device causing problems to other programs. Restart your device to get rid
of those processes. If the program that is causing problems is set to start
automatically when your device starts then you can try to disable automatic
start if there is an option for that and if the program is not any essential
software that needs to be running.

If you didn't close other programs as mentioned above, those programs may auto
start again and cause the same problems, so try closing those unnecessary
programs for trouble-shooting purposes.


Empty Cache
***********

Sometimes the cache files (application's temporary files) get corrupted, so try
emptying the cache for your Eon Altar controller application. Usually other
programs use their own cache also, so at least try emptying cache for your
device's web browser, because that cache can be huge.


Reinstall Eon Altar Controller App
**********************************

There can be something broken in the Eon Altar controller application, so try
removing it from your device and installing it again.


Battery Optimization
********************

Your Android device may have third-party Battery Optimization software aiming to
decrease the amount of energy used by the apps. Try disabling Battery
Optimization for Eon Altar Controller app.


Security Software
*****************

Your security software may not identify your Eon Altar game on your PC or the
Eon Altar Controller App on your phone/tablet. Your security software may block
all new programs on your device by default. In both cases allow internet
connections and other functionality for your Eon Altar applications in your
firewall, virus scanner and spyware blocker. Also, try updating your security
software in case it doesn't automatically update itself.

With some network cards there may come network management software that causes
problems with applications, so try allowing your game with that software or try
closing that software for trouble-shooting purposes.


Router/Modem
************

Your router firmware might be be working incorrectly because of software bugs,
so try a hard reset if there is a possibility to do so. A hard reset means a
physical button or a hole marked with the label Reset in your device. Before the
reset operation write down any important custom settings you may have done, so
it will be easier to make those settings again.


Wi-Fi Connection
****************

Eon Altar uses a Wi-Fi connection to connect your Controller App to the PC game.
That means your Controller App and PC need to be on the same Wi-Fi network, so
you need to enable Wi-Fi on your phone and connect to the same network.

If your PC is connected to your router/modem via an Ethernet cable instead of
Wi-Fi it may cause problems connecting the controller app with the game
software. Try connecting your PC with Wi-Fi only or try using a newer
router/modem.

See also the manual and support website for your router/modem in case you need
to change the settings. Your Internet Service Provider may require certain
settings, so write down all the settings before changing them to be able to
switch back to the old settings. Consult your Internet Service Provider for more
information should you try to change any settings at all.


Contact Support
***************

If none of the above helps and you have tried to search for solutions from the
Eon Altar forums and FAQ, then post a message to the forums or contact the Eon
Altar support. There should be a contact form page on the Eon Altar website and
you might find the support email address from the forums. It will help the
developers if you mention your computer's and phone's operating system version
number and security software and the name and model of your router/modem.


================================================================================
                                       FAQ
================================================================================


Here are some of the frequently asked questions (FAQ) found in the forums about
Eon Altar. Visit the forums to find more thorough answers.

Q: Why does the Eon Altar Controller App consume so much battery energy?
A: There can be other reasons for that. Keeping your phone's screen open all the
   time uses a surprisingly much energy. The same applies to using your phone's
   Wi-Fi chip for surfing the Web and downloading videos.

Q: Can I play Eon Altar solo using multiple phones and tablets?
A: Sure you can. I have been playing it myself with an iPhone, an Android phone
   and an Android tablet controlling three heroes almost simultaneously.

Q: Can you play this game online with your friends?
A: No. It is meant to be played with your friends in the same house.

Q: Can you play this game on a campus network?
A: Probably not. This game is meant to be played home with friends using a home
   router/modem that is capable of serving a few dozen machines instead of
   hundreds of different clients.

Q: I have updated my game and Controller App, but they don't have the same
   version numbers. Is that a problem?
A: No, it's not a problem. The version numbers are on purpose different for
   different operating system platforms for software development purposes. You
   can find the latest version number information for your Controller App from
   Apple's or Google's app store if you are unsure what version you should be
   having.

Q: Is there any other way of controlling your hero other than a phone or tablet?
A: The Controller Application gives you a lot of information about your
   character in addition to unlocking and upgrading your powers and equipment,
   so you need a supported phone or a tablet to fully enjoy this game.

Q: Is there a Windows Phone version for the Eon Altar Controller App?
A: No. There are no promises for a Windows Phone version at the time of writing
   this text.

Q: The estimated playtime is 4 hours for Episode 1. Is it really only 4 hours?
A: There are different characters to increase the replayability value when you
   can try different tactics and weapons with the same or different characters
   or character combinations. The tactical situation also changes with a
   different number of characters. You can change the difficulty setting and try
   again to see how well you understand the tactical perspective of all the
   attacks, defends, powers, weapons, buffs, position of your heroes in relation
   to the enemy groups in the same area and so on. There are also achievements,
   so you can see how many of those you can get. And there are votes where you
   make decisions. Try the different voting options in different gaming sessions
   to see the differences of your choices. In addition to the campaign there is
   also the combat arena mode. There you can see how many enemies you can take
   down in one go. It can take an hour to defeat 10 Waves and the next 10 Waves
   probably takes even more time if you like to think it through on how to
   proceed with every situation.



================================================================================
================================================================================
                              II PLAYING THE GAME
================================================================================
================================================================================



================================================================================
                                    MAIN GAME
================================================================================


MAIN MENU
- in the game Main Menu is the screen where you can select which game mode to
  play or choose some other action
- from the Main Menu you can select a new Campaign session (left) or load a
  saved Campaign session (right)
- you can also start a new Combat Arena session, go to Settings, see the
  Credits, Quit the game or look at the Version information

PAUSE MENU
- on a PC version you can pause a campaign mission or a combat arena session by
  pressing the Esc key on the keyboard
- in the Pause Menu you can go to the Main Menu by select "Exit to Main Menu
  or you can quit the game by then selecting "Quit Game"


================================================================================
                             CONTROLLER APPLICATION
================================================================================


TOP MENU
- in the controller application Top Menu button is at the top left hand corner
  and it looks like a circle that has three black horizontal lines on a white
  background
- this kind of button is also known as the "Hamburger Menu"Expand Menu
  orsimply the "Menu Button"
- when you open the Menu Button you will see the icons for the screens Stats,
  Gear, Abilities, Upgrades, Lore, and Quests
- when you close the Menu Button you will see the Move Marker, Power Wheel or
  Defend Wheel depending on what you were doing previously

MOVE MARKER
- Move Marker is the colorful rotating circle at the middle of the controller
  screen when the Top Menu is closed

TARGET MARKER
- Target Marker is the colorful rotating circle on the main game screen you can
  move around and target enemies, teammates, allies and items like chests

CHOOSE A TARGET
- to choose a target tap the inside of the Move Marker on your controller, keep
  your finger pressed on the screen and drag your finger towards the location
  corresponding the target on the main game screen

RUN
- to run tap the outside of the Move Marker on your controller, keep your
  finger pressed on the screen and drag your finger towards the location where
  you want to go

POWER WHEEL
- Power Wheel is shown during a battle and it shows what kind of powers or
  attacks you can use
- select a power or an attack from the Power Wheel by tapping one of the small
  circles near the border of the Power Wheel
- triangle-like icon at the bottom of a small circle tells you the range of the
  power or attack: a larger triangle-like icon means a longer range

SELF BUTTON
- Self Button is the round character icon at the bottom left hand corner
- inside my mind I call this the Character Button

DEFEND WHEEL
- you can show the Defend Wheel by pressing the Self Button and you can switch
  back to the Power Wheel by pressing the cross in the Defend Wheel
- when the Defend Wheel is open you can heal yourself with a drink, food, buff
  item or a healing power if you have any
- you can use your hold back ability, which is the top icon with a hand and a
  shield behind the hand
- Defend Wheel may also contain attacks or ally-protect powers, such as:
     - Baryson: Armor of Light
     - Marcus: Aura of Command
     - Muran: - Flame Aura
              - Stone Warden

POCKET
- the game does not have a Pocket section at least not at the time of writing
  this text, but I use this definition inside my head
- if you have no potion or food shown on the Defend Wheel you need to put them
  in your Pocket
- to put an item in your Pocket (and you are not in a battle) go to the Top
  Menu, then the Gear screen and activate the items you want to put into your
  Pocket


================================================================================
================================================================================
                                  III TACTICS
================================================================================
================================================================================



================================================================================
                                 ABBREVIATIONS
================================================================================


Rounds
******

- I use the slash-word (/word) abbreviations like /two and /sixty instead of
  numbers like 2 rounds and 60 rounds for easier reading as there will be less
  numbers mixed up with all that other numerical data in the Ability and
  Upgrades descriptions
- /word abbreviations used in this text are:
     - /two    =  2 rounds
     - /three  =  3 rounds
     - /five   =  5 rounds
     - /twelve = 12 rounds
     - /sixty  = 60 rounds


================================================================================
                                    BUFFS
================================================================================


Introduction
************

To understand the tactics and the abilities of the heroes, first we need to take
a look at the buffs in the game. A buff is a part of an Ability or a Power and
it enhances your hero, teammate or an allie. For example, a buff may increase
Damage, Defense, Fortitude or Resistance, but a buff can also mean something not
measured in numbers like Silent Thorn's Concealed (you cannot be targeted by
enemies until your next turn). A debuff is the opposite of a buff and is used
against enemies. A debuff can for example decrease Resistance to a damage type.
A Status Effect mentioned in the game means a buff or a debuff.


Terms
*****

Bloodied
- this is more like a Shasek's feature than a buff
- normally Shasek becomes Bloodied when his Fortitude drops to less than 25% and
  he gains +25% Physical Resistance
- with the Short Fuse ability (Berserker level 1), Shasek becomes Bloodied when
  Fortitude drops to less than 50%

Free
- power does not consume an action in combat

Movement
- Movement is not a buff, but this is an explanation for the "+x Movement'; note
  mentioned in some of the buffs in this game
- the number one in "+1 Movement" means approximately the width of a hero
- Baryson and Shasek have the same Movement distance, but if you unlock and
  activate "Seethe II" (Hastened, +6 Force) for Shasek during combat and you
  compare how far Baryson and Shasek can move, then in that case Shasek can move
  about five hero's width more than Baryson

Move Distance
- the distance your character moves

Range Distance
- the distance your projectile moves or how far your power reaches


Buffs and Debuffs
*****************

Affliction
- 10 Chaos Damage /three

Aggression
- increase the probability to get attacked by an enemy instead of your ally
  (used with the juggernaut-type character Marcus)

Amplified
- +10 Energy /three

Angered
- +25% Force, +25% Enemy Aggression (increase Aggro)

Bleeding
- 10 Piercing Damage /three

Blighted
- 20 Chaos Damage /three

Blinded
- -50% Range, -25% Accuracy

Burning
- 10 Radiant damage /three

Cleansing Pyre
- 10 Radiant Damage /three (stronger than Purifying Flame)

Concealed
- you cannot be targeted by enemies until the beginning of your next turn

Cure
- +4 Fortitude /three

Demoralized
- -25% Radiant Resistance and -25% Chaos Resistance

Disengage
- enemy's Engagement lock will be removed

Emboldened
- +25% Force, +25% Accuracy

Engaged
- your target becomes locked to you, and cannot use ranged powers

Flesh Wound
- 3 Piercing Damage /three

Focused
- +25% Range, +25% Accuracy

Hastened
- +5 Movement, +25% Ranged Resistance

Hindered
- -5 Movement, -25% Ranged Resistance

Knockback
- target is hurled backwards

Mend
- +8 Fortitude /three

Misdirection
- -25% Enemy Aggro (Aggression, decrease the probability to get attacked by
  enemies)

Misery
- 3 Chaos Damage /three

Protected
- +5 Defense, +25% Positional Resistances

Purifying Flame
- 3 Radiant Damage /three

Regenerate
- +12 Fortitude /three

Sundered
- -25% Defense

Taunted
- enemy must attack a taunting character

Weakened
- -5 Force, -25% Positional Resistances


================================================================================
                                TACTICAL ADVICE
================================================================================


Attacks
*******

Attack Types
- you can use basic attacks to target single enemies
     - Shasek's Double Slice is an upgraded version of Slice and it makes the
       attack a combo attack
- you can use precision attacks to damage a single opponent more or more
  accurately/probably than a basic attack
- you can use multi-hit attacks against multiple enemies when your allies are
  not too close to you, because they will also take damage
- you can use combo attacks, which usually means you first attack against one
  enemy and then another
- if you can't shoot a projectile, but you would like to attack an enemy far
  away, you might be able to use a charge attack

Charge Attacks
- a charge or assault attack can be used instead of a projectile attack, when
  you don't have Energy or other resources for a projectile attack
- a charge attack means your hero runs a long distance towards the enemy before
  striking
- examples of charge attacks are:
     - Baryson: (none)
     - Marcus: Battle Charge (Engaged)
     - Muran: (none)
     - Shasek: Bullrush (+2 Force)
     - Silent Thorn: Eviscerate (attack and then step away, Hindered, +4 Force,
       +8 Accuracy, requires Concealed from Shadowstep action)

Combo Attacks
- you can use a combination of actions with combo attacks
- examples of combo attacks are:
     - Baryson: (none)
     - Marcus: Shield Smash (attack an enemy causing Disengage and Knockback,
       then make another action)
     - Muran: (none)
     - Shasek: - Bladestorm (attack one enemy and then up to two random targets,
                 while Bloodied, this is actually a sequence of actions you
                 can't control after the initial target has been chosen)
               - Slay (if enemy is not killed by the first attack you can make
                 another action)
     - Silent Thorn: (none)

Disengage Attack Without the Need to Disengage
- you can use a disengage attack without being engaged when you want that little
  bit of more to your attack, for example Shasek's Kick gives +2 Accuracy
  and Silent Thorn's Broadhead Arrow gives +2 Force
- not all disengage attacks give you more Accuracy, Damage or Defense

Energy from Attacks
- amount of Energy from a basic attack depends on did you miss, hit or made a
  Critical hit (maximum damage)
- basic melee and projectile attack gives +3 (miss), +5 (hit) or +8 Energy
  (Critical hit)

Melee Attack
- a melee attack's strike shape can be an arc or a circle in addition to a blow
  to a single target, so keep that in mind when you decide which melee attack to
  use, because you may hit your allies also

Multi-hit Melee Attacks
- a multi-hit melee attack strikes at two or more targets at the same time or
  very fast sequentially
- examples of multi-hit melee attacks are:
     - Baryson: - Blade of Glory (hit targets in front of you)
                - Great Swing (strike targets around you in Medium Radius)
     - Marcus: - Lance Assault (Disengage and Knockback to all enemies in Small
                 Range and then attack the nearest enemy)
               - Sweep Attack (strike all targets in an arc)
     - Shasek: - Blood Rage (damage all targets in Small Radius)
               - Rend (melee attack all targets in front of you)

Melee or Projectile
- when comparing the basic attacks that don't require attack Energy, melee can
  cause more damage than a projectile depending on the damage type, which
  matters when the enemy Fortitude is near the maximum damage of your basic
  attacks and you want to finish the enemy, but don't have enough Energy so you
  could use an attack that requires Energy

Precision Attacks
- a precision attack is meant to damage a single opponent more or more
  accurately/probably than a basic attack
- examples of precision attacks are:
     - Baryson: Duel (Engaged, +25% Front Resistance, +4 Force, +2 Accuracy)
     - Marcus: Lunge III (+4 Defense, +4 Accuracy)
     - Shasek: - Kick (Knockback, Disengage, +2 Accuracy)
               - Slay (precision and combo, if enemy is not killed by the first
                 attack you can make another action, +4 Force, +6 Accuracy)
     - Silent Thorn: - Assassinate (Critical Chaos strike, +8 Force, +10
                       Accuracy, requires Concealed)
                     - Eviscerate (attack then step away, Hindered, +4 Force,
                       +8 Accuracy, requires Concealed)
                     - Viper Arrow (poison arrow, Affliction)
                     - Void Arrow (Chaos damage, Blinded, +2 Force, +4 Accuracy)

Projectiles and Energy Beams
- projectiles and energy beams that you can use are arrows, bolts, lightning,
  retrievable blade (Chakram) and explosives (Burst Chakram and Bolas)
- you can use different kind of projectiles for different kind of situations and
  tactics:
     - cause damage over time
     - hit multiple targets weakening the enemies
     - slow down one or more dangerous enemies that should not get close to any
       of your team members
- to increase your odds at hitting your enemies you can increase your Accuracy
  in the same Ability tree where you have unlocked your power
- examples of projectiles and energy beams are:
     - Baryson: Sacred Light (beam, Purifying Flame, damage over time)
     - Marcus: Incendiary Bolt (damage over time)
     - Muran: - Aetherbolt (beam)
              - Fireball (explosive projectile, multi-hit in Medium Range)
              - Call Lightning (multi-hit autotarget, hits the chosen enemy and
                a random enemy or the same enemy again if there are no near
                enemies)
              - Soul Syphon (beam)
     - Shasek: - Chakram (throw blade at your enemy, if target is not killed
                 retrieve the blade for a follow-up attack)
               - Bolas (explosive projectile, one target, Hindered, Sundered)
               - Burst Chakram (explosive projectile, Small Radius)
     - Silent Thorn: - Double Shot (shoot two arrows sequentially, Slowed)
                     - Explosive Arrow (Radiant Damage in Small Radius)
                     - Quick Shot (Slowed)
                     - Volley (multiple arrows, Slowed)

Projectile Comparison
- initially Marcus' Incendiary Bolt (Burning: 10 radiant damage /three) causes
  more damage than Baryson's Sacred Light (Purifying Flame: 3 radiant damage
  /three), but on the other hand Baryson's Sacred Light doesn't cost anything

Random Attacks
- a random attack means your hero attacks a target that is calculated by the
  game
- a semi-random attack means that your hero attacks the first target and then
  one or more random targets
- examples of semi-random attacks are:
     - Muran: Call Lightning (multi-hit autotarget, attack a chosen enemy and a
       random enemy or the same enemy again if there are no near enemies)
     - Shasek: Bladestorm (combo, attack one enemy and then up to two random
       targets, while Bloodied)


Defends
*******

Introduction
With defends I mean protecting, disengaging, weakening and distracting powers.
You can see Revive as defend also. With a defend you can help yourself or your
ally. Defends are for example Baryson's Rebuke, Marcus' Bodyguard and Aura of
Command and Shasek's Savage Roar.

Disengage Attacks and Powers
- when you want yourself or your teammate(s) disengaged from an attack you can
  use disengage attacks, powers and buff items for that purpose
- examples of disengage attacks, powers and buff items are:
     - Baryson: Rebuke (Radiant attack, Disengaged, Knockback, +2 Force)
     - Marcus: - Aura of Command (aggro buff, Disengage in Medium Range,
                 affected enemies are Taunted)
               - Lance Assault (Disengage and Knockback to all enemies in Small
                 Range and then attack the nearest enemy with +6 Force)
               - Shield Smash (attack an enemy causing Disengage and Knockback,
                 then make another action)
     - Muran: Blink (teleporting, Disengage)
     - Shasek: - Blood Rage III (Knockback, Disengage, +16 Force)
               - Kick (Knockback, Disengage, +2 Accuracy)
               - Kick III (turns Kick into multi-hit attack, all targets in
                 front of you and to your left and right side gain damage,
                 Knockback, Disengage and Hindered, +2 Accuracy)
     - Silent Thorn: - Broadhead Arrow (Slowed /three, Disengaged, +2 Force)
                     - Shadowstep (Disengaged, Concealed, Emboldened)

Hold Back Powers
- you don't always need to attack the enemy in every turn, instead you can use
  your hold back ability for healing, increasing your Energy or otherwise
  preparing for the fight
- hold back can be a good option when the enemies are far enough so that they
  probably can't attack you yet even with projectiles (arrows)
- hold back abilities for the heroes are:
     - Baryson: - Restoration (Cure)
                - Restoration II (Mend)
                - Restoration III (Regenerate)
     - Marcus: - Hold the Line (Angered)
               - Hold the Line II (+2 Defense)
               - Hold the Line III (+15% Fortitude, +4 Defense)
     - Muran: - Meditate (+15% Energy)
              - Meditate II (+25% Energy)
              - Meditate III (Amplified)
     - Shasek: - Seethe (+4 Force)
               - Seethe II (Hastened, +6 Force)
               - Seethe III (+8 Force)
     - Silent Thorn: - Focus (Focused /round)
                     - Focus II (Focused /three)
                     - Focus III (Misdirection)

Distraction Powers
- you can use Muran's Stone Warden (stone warden fights for you /five) for
  distraction as the first level Stone Warden doesn't seem to cause much of
  damage to the enemies (about 3-4 damage per enemy)

Revive
- reviving your allies can be useful, but if you are the only one left and your
  Fortitude is very low you could try to run back and heal yourself first if
  that is possible without being targeted by projectile enemies (archers) or
  enemies who can catch you
- the Revive powers are different for the heroes, which may affect the decision
  which hero to use for the revival:
     - Baryson:      ally gets 100% Fortitude
     - Marcus:       ally gets +200% Defense /three
     - Muran:        ally gets Amplified
     - Shasek:       ally gets +100% Force to all attacks /three
     - Silent Thorn: ally can act instantly after reviving


Weakening Powers
****************

Slow Down Enemies
- when you are dealing with dangerous enemies, you can slow them down if you
  have any powers or buff items to do so
- for example Silent Thorn can slow down one enemy for one round (Double Shot)
  or three rounds (Broadhead Arrow) or she can slow down multiple opponents
  (Volley)
- examples of slowing down powers, weapons and buff items:
     - Muran: - Blink II (Slowed in Short Range)
              - Starseed Talisman (damage and Slowed to all targets in Large
                Radius /round)
     - Shasek: - Bolas (explosive projectile, one target, Hindered, Sundered, +6
                 Accuracy)
               - Kick II (Hindered, +2 Accuracy)
     - Silent Thorn: - Broadhead Arrow (Slowed /three, Disengaged)
                     - Double Shot (Slowed, shoot two arrows sequentially)
                     - Quick Shot (Slowed)
                     - Volley (multiple arrows in Medium Range, Slowed)

Weaken One Enemy
- you can weaken an enemy before other teammates attack that enemy in the same
  round or for a longer period than only one round
- for example, you are not supposed to use Bolas alone, because the enemy won't
  be Hindered and Sundered the next round
- weakening debuffs are for example:
     - Blinded (-50% Range, -25% Accuracy)
     - Hindered (-5 Movement, -25% Ranged Resistance)
     - Sundered (-25% Defense)
     - Weakened (-5 Force, -25% Positional Resistances)
- weakening attacks are for example
     - Baryson: - Duel II (Sundered, +25% Front Resistance)
                - Duel III (Weakened)
     - Marcus: - Battle Charge II (Sundered, +4 Defense)
               - Sunder (Sundered /round)
               - Sunder II (+2 Force)
               - Sunder III (Sundered /three)
     - Muran: Stone Strike II (Sundered, +2 Force)
     - Shasek: - Bolas (explosive projectile, one target, Hindered, Sundered, +6
                 Accuracy)
               - Kick II (Hindered, +2 Accuracy)
               - Kick III (turns Kick into multi-hit attack, all targets in
                 front of you and to your left and right side gain damage,
                 Knockback, Disengage and Hindered, +2 Accuracy)
               - Slay II (the first attack causes Weakened, +8 Force, +10
                 Accuracy)
     - Silent Thorn: - Broadhead Arrow (Slowed /three, Disengaged, +2 Force)
                     - Eviscerate (Hindered, +4 Force, +8 Accuracy, requires
                       Concealed)
                     - Eviscerate II (Weakened, +6 Force, +10 Accuracy)
                     - Eviscerate III (Sundered, +8 Force, +14 Accuracy)
                     - Void Arrow (Chaos damage, Blinded, +2 Force, +4 Accuracy)
                     - Void Arrow II (Hindered, +2 Force, +6 Accuracy)
                     - Void Arrow III (Blinded and Hindered /three)

Weaken More Than One Enemy
- you can weaken two or more enemies before other teammates attack them, this
  means for example the Slowed or Weakened buffs or simply damaging them
- examples of weakening multi-hit attacks are:
     - Baryson: Great Swing (strike targets around you in Medium Radius)
     - Marcus: Sweep Attack (Weakened)
     - Muran: Fireball (multi-hit in Medium Radius, +4 Force)
     - Shasek: Rend (target enemies with -2 Accuracy, usually hits about two or
       three enemies depending on how they are located to each other)
     - Silent Thorn: Volley (multiple arrows, multi-hit in Medium Range, Slowed)


Damage Over Time
****************

- some attacks cause damage over time (DOT) during multiple rounds
- damage over time buffs are for example:
     - Affliction (10 Chaos Damage /three)
     - Bleeding (10 Piercing Damage /three)
     - Blighted (20 Chaos Damage /three)
     - Burning (10 Radiant damage /three)
     - Cleansing Pyre (10 Radiant Damage /three)
     - Flesh Wound (3 Piercing Damage /three)
     - Misery (3 Chaos Damage /three)
     - Purifying Flame (3 Radiant Damage /three)
- examples of attacks that cause damage over time:
     - Baryson: - Blade of Glory (multi-hit, hit targets in front of you,
                  Purifying Flame, +2 Force, cost 5 Energy)
                - Blade of Glory II (+4 Accuracy)
                - Blade of Glory III (Cleansing Pyre)
                - Great Swing II (Flesh Wound, +4 Force)
                - Great Swing III (Knockback, +8 Force)
     - Marcus: Incendiary Bolt (projectile, Burning)
     - Muran: - Fireball II (Burning, +6 Force)
              - Fireball III (+2 Accuracy, +8 Force)
     - Shasek: - Blood Rage II (Bleeding, +10 Force)
               - Blood Rage III (Knockback, Disengage, +16 Force)
               - Rend III (Flesh Wound, +2 Force)
     - Silent Thorn: - Slash II (Misery, +4 Accuracy)
                     - Viper Arrow (Affliction)
                     - Viper Arrow II (+4 Accuracy)
                     - Viper Arrow III (Blighted, +4 Accuracy)
                     - Void Blade (replaces Slash, Weakened, Affliction,
                       Disengage, +6 Accuracy)


Healing
*******

Cheap Healing
- Crafting Vial of Copperweed (+25% Fortitude) is relatively cheap costing 5
  Remnants compared to for example Bottle of Madaras (+10 Fortitude and +5
  Energy) costing 10 Remnants

Healer is Missing
- if you have no healer in your team, try unlocking healing potions and
  Crafting them
- you can find healing potions from the Abilities or Upgrades screens depending
  on the hero you are using
- Vial of Copperweed (+25% Fortitude) might not be enough in some battles
  between turns, so try unlocking Flask of Copperweed (+75% Fortitude) later
- some Abilities may increase for example Defense and Front Resistance
- another tactic is to increase the Damage you cause, so that the enemies will
  be destroyed earlier, so they can't damage you anymore

Healing Drinks
- healing drinks may seem useless if you have a healer in your team, but the
  amount of Energy the healer has is not infinite, so you probably need to use
  healing drinks also
- there are situations after a battle where you can Craft healing drinks and
  give them to teammates when no Energy is left for healing
- you can use Flask of Copperweed (+75% Fortitude) in fights and Vial of
  Copperweed (+25% Fortitude) between fights
- Water of Life II can heal as much as 50% of Fortitude and you get rid of the
  Poisoned debuff at the same time, so it's not a useless drink at all

Healing Items for Everyone
- if you notice that one of your teammates has no healing drinks or food there
  can be situations where your teammates are in a bad shape and you can't heal
  them, because you have no healing items left, so you should craft some more
- check regularly that everyone has healing items and if they don't then let
  the one with no healing items loot everything until he also has something to
  use in tight situations


Teammates and Allies
********************

Ally vs. Teammate
- in this game, a hero's power or a buff item can be targeted not only towards
  your teammates (heroes), but also towards your allies (other non-hostile
  characters) close enough to your character, your power's targeting point or a
  buff item
- examples of powers and buff items affecting your teammates and allies:
     - Amulet of Fury (+8 Force to Shasek and all allies /five)
     - Battle Standard (Protected for allies in Large Radius /three)
     - Bodyguard II (+4 Defense to allies /two)
     - Flame Aura (+25% Radiant Weakness to enemies, +25% Radiant Resistance to
       allies)
     - Healing Strike (strike and you heal your allies 25% Fortitude in Medium
       Radius)
     - Sanctuary (+25% Fortitude and Protected for allies in Medium Radius
       /three)
     - Transference (+5 Energy to an ally)

Friendly Fire
- this game has friendly fire and you will notice that with multi-hit attacks
  that include strikes and explosive projectiles
- you can target Muran's Fireball and Baryson's Great Swing outside an enemy
  group instead of targeting a certain enemy character, so your teammates won't
  get damage if you are accurate enough
- be warned, if Silent Thorn is Concealed she is not safe from multi-hit attacks
- examples of multi-hit attacks that cause damage to your allies:
   - Baryson: - Blade of Glory (hit targets in front of you)
              - Great Swing (strike targets around you in Medium Radius)
   - Marcus: Sweep Attack (strike all targets in an arc)
   - Muran: - Fireball (multi-hit in Medium Radius)
            - Shatter (multi-hit with a column of sharp stones)
   - Shasek: - Bladestorm (attack one enemy and then up to two random targets,
               while Bloodied)
             - Blood Rage (damage all targets in Small Radius)
             - Kick III (turns Kick into multi-hit attack, all targets in front
               of you and to your left and right side gain damage, Knockback,
               Disengage and Hindered, +2 Accuracy)
             - Rend (melee attack all targets in front of you)
   - Silent Thorn: Volley (multiple arrows hit targets in Medium Range)

Enemies Near Your Teammates
- because this game usually has friendly fire with some of the multi-hit attacks
  you may want to know how to deal damage to enemies that are near your
  teammates and allies
- the first thing that comes to mind is using a strike or shoot the enemy with a
  basic attack, but there are other ways also
- examples of attacks that don't hurt your teammates if they are near an enemy
  are:
     - Baryson: Healing Strike (strike and you heal your allies 25% Fortitude in
       Medium Radius, +4 Force)
     - Marcus: - Lance Assault (Disengage and Knockback to all enemies in Small
                 Range and then attack the nearest enemy with +6 Force)
     - Muran: - Call Lightning (multi-hit autotarget, chosen enemy and a random
                enemy or the same enemy again if there are no near enemies)
              - Flame Aura (Radiant attack at short range)
     - Shasek: Chakram (projectile, throw blade at your enemy, if target is not
       killed retrieve the blade for a follow-up attack)
     - Silent Thorn: - Assassinate (precision attack, Critical Chaos strike, +8
                       Force, +10 Accuracy, requires Concealed)
                     - Eviscerate (precision attack, attack then step away,
                       Hindered, +4 Force, +8 Accuracy, requires Concealed)
                     - Viper Arrow (precision attack, Affliction)
                     - Void Arrow (precision attack, Chaos damage, Blinded, +2
                       Force, +4 Accuracy)


Energy
******

Full Attack Energy
- if your hero has a full attack Energy and there is only one weak enemy left,
  another hero with less attack Energy could use a basic attack to increase his
  attack Energy, so he is more prepared for the next fight

Gain Attack Energy
- you can gain attack Energy by using the basic attacks that don't require any
  attack Energy
- there are also drinks that give you attack Energy


Skills
******

Already High Skill
- you can increase an already high Skill to increase your odds in situations
  where that Skill is crucial like in the Skill Checks
- already high skills at the beginning of the game for the heroes are:
     - Baryson: Acrobatics
     - Marcus: Stamina
     - Muran: Scholar
     - Shasek: Athletics
     - Silent Thorn: Thievery


Damage
******

Calculating Damage
- the damage is calculated based on your Weapon Level
- your total damage is your current Weapon Level's damage + your Force + any
  additional damage by the Power you use
- Weapon Level damages are:
     Level           Damage
     Battleworn      3 -  6
     Polished        4 -  8
     Fine            5 - 10
     Superior        6 - 12
     Exceptional     7 - 14
     Masterwork      8 - 16

Damage Types
- damage types may have different effects on different kind of enemies, try for
  example Radiant attacks on spiders
- damage types are:
     - Chaos
     - Impact
     - Piercing
     - Radiant
- elemental damage means all of the above

Minimum Damage
- look at the minimum Damage of an attack and compare it to the enemy's
  current Fortitude when you want that if the attack succeeds the enemy will be
  finished


Unlocking Abilities and Upgrades
********************************

Diversity of Powers
- you should unlock pretty much every Ability from level 1 and 2 (that don't
  just increase one of your Abilities), so you have more attack and defend
  options to choose from for different kind of situations (healing, multi-hit,
  knockback, projectile, radiant attack, etc.)
- example on how to diversify with Marcus:
     - run far to attack your enemy (Battle Charge)
     - shoot at your enemy (Barbed Bolt)
     - first push your enemy and then attack the same or another one (Shield
       Smash)
     - combo attack the same or an additional random enemy (Lance Assault)
     - help your allies to disengage from their enemies (Aura of Command)

Early Upgrades in Campaign
- upgrading your weapon level from Battleworn (damage 3-6) to Polished (damage
  4-8) will give you more damage with the price of only one Godstone and no
  other resources
- after receiving your first Renown points (5 points), there should be one
  Ability that costs 5 Renown, so look at your Abilities screen
- after upgrading your weapon level from Battleworn to Polished you could
  upgrade your armor level from Battleworn to Polished, but remember to keep an
  eye on your healing items also
- getting another Pocket early in the game allows you to have two items instead
  of one in battles, so you can have two different healing potions or other
  items
- with Silent Thorn upgrading Eviscerate first rather than Assassinate might be
  wiser, because Assassinate costs more Energy per use, so you won't be using it
  all the time (without buffs)


Miscellaneous
*************

Buff Items
- if you activate a buff item it will occupy one of your Pockets, which means
  you can only use one other item type in your Pocket (if you have two Gear
  Slots) until the buff item stops being active
- in other words, if you have activated a buff item and you have another Gear
  Slot, you can only have one type of healing drinks or one type of ammo (or
  something else you have with you) in your Pocket

Engaged
- if one your allies is Engaged with an enemy, you may have the possibility to
  hit to the back of that enemy and that way cause more damage

Moving
- Muran seems to be able to move the farthest distance in a round using Blink

Pockets
- with a Pocket I mean an additional Gear Slot, but if you have been playing
  other video games it can take some time to figure out how to get that
  additional space for your items during the battles
- the game calls an additional Pocket with the names like Pouch, Quiver and
  Scabbard
- getting an additional Pocket early in the game can be beneficial when you need
  more than one pocket for healing and/or other items

Probability to Hit
- damage is not the only measurement in battles, you also need to weigh the
  probability for an attack to succeed by looking at the attack information by
  pressing the ability long enough

Radius
- there are powers and buff items that have a radius (or range), which can
  affect your tactical decision whether to use a certain power on a target or
  not
- examples of powers and buff items having a radius (or range):
     - Baryson: Great Swing (strike targets around you in Medium Radius)
     - Marcus: - Aura of Command (Disengage in Medium Range)
               - Battle Standard (Protected for allies in Large Radius /three)
     - Muran: - Fireball (multi-hit in Medium Radius)
              - Flame Aura (Radiant attack at short range)
              - Starseed Talisman (damage and Slowed to all in Large Radius)
     - Shasek: - Blood Rage (damage all targets in Small Radius)
               - Burst Chakram (explosive projectile, Small Radius)
     - Silent Thorn: - Explosive Arrow (Radiant Damage in Small Radius)
                     - Volley (multiple arrows, multi-hit in Medium Range,
                       Slowed)

Tough Enemies
- you can use for example Shasek's Chakram against tough enemies (Arbolek
  Stonekin, Bloodguard Soldier knight, Collector spider and very big enemies I
  will not mention here to avoid spoilers at this point) that can take several
  hits before they are killed, because Shasek can attack several times with the
  same Chakram without losing it easily, so you don't need to craft them as
  often as single use weapons, on the other hand Chakram is not a very accurate
  weapon



================================================================================
================================================================================
                                 IV CHARACTERS
================================================================================
================================================================================



================================================================================
                                     STATS
================================================================================


Introduction
************

The Stats screen gives you an overview of your hero's abilities. See also your
Abilities and Upgrades screen to see what powers, buffs and crafting skills you
have unlocked.


Fortitude and Energy
********************

- Fortitude: health points
- Energy:    attack/defense points


Properties
**********

- Force
- Accuracy
- Defense


Skills
******

- Athletics
- Scouting
- Acrobatics
- Stamina
- Shrouding
- Scholar
- Thievery


Attributes
**********

- Vitality
- Strength
- Agility
- Insight
- Perception
- Willpower


================================================================================
                               FORTITUDE AND ENERGY
================================================================================


Fortitude
*********

Fortitude means how much your hero has health points left. If your hero's
Fortitude decreases to zero, your hero needs to be revived or he/she will die.

You can increase your hero's Fortitude by drinking potions or eating food that
heal you. Baryson has healing powers (Lay on Hands and Armor of Light) and a
healing attack (Healing Strike) to increase Fortitude.

You usually can increase the maximum possible Fortitude your hero can have from
Abilities or Upgrades. Muran has no unlocks to increase the maximum Fortitude.


Energy
******

Energy is the number of points you can use for attacks, defense and other
actions that require Energy.

There are actions that do not require Energy. Basic attacks, holding back,
reviving your teammate and giving your ally a healing potion or some other buff
item do not require Energy. Muran's Blink and Silent Thorn's Shadowstep do not
require Energy either.

You can get more Energy by making basic attacks. There are drinks that also give
you Energy. Muran's hold back ability Meditate gives her Energy. Muran also has
a power to give Energy to others.

You usually can increase the maximum possible Energy from Abilities or Upgrades.
Baryson and Shasek have no unlocks to increase the maximum Energy.


================================================================================
                                    PROPERTIES
================================================================================


Properties
**********

A hero has three properties, which are Force, Accuracy and Defense.


Force
*****

Force is the base score for calculating how much a successful attack damages the
enemy. The damage is calculated based on your Weapon Level. Your total damage is
your current Weapon Level's damage + your Force + any additional damage by the
Power you use. Weapon Levels and the damage they cause are:

  Level           Damage
  Battleworn      3 -  6
  Polished        4 -  8
  Fine            5 - 10
  Superior        6 - 12
  Exceptional     7 - 14
  Masterwork      8 - 16


Accuracy
********

Accuracy is used to calculate how probably your hero succeeds in an attack.


Defense
*******

Defense is used to calculate how probably your hero succeeds in evading or
blocking an attack.


================================================================================
                              SKILLS AND ATTRIBUTES
================================================================================


Skills vs. Attributes
*********************

Do not confuse Skills with Attributes! In short, Skills are for Skill Checks and
Attributes are for fights in the Campaign and Combat Arena.

A Skill has the "book" icon in the Abilities and Upgrades screens.

An Attribute has the "six-pointed star" icon in the Abilities and Upgrades
screens.


Skills
******

Skills are used in Skill Checks in the Campaign, so you don't need them in the
Combat Arena.

Skills are Acrobatics, Athletics, Scholar, Scouting, Shrouding, Stamina and
Thievery.

Acrobatics is used to avoid traps. Athletics is used for opening chests and
destroying obstacles like barricades. Scouting is associated with eavesdropping
and finding hidden items and detecting traps. Shrouding is used to avoid damage
from chaos by detecting traps. Thievery is used for opening chests and doors
with locks. Stamina is used to avoid damage from impact-based traps. Scholar is
used to uncover hidden lore, disarm traps (crossbow trap in mission 1-3) and
unlock magic-based doors and chests. Stamina is not used in Episode 1.


Attributes
**********

Attributes affect your hero's Force, Accuracy and Defense, which are used in
fights.

Attributes are Vitality, Strength, Agility, Insight, Perception and Willpower.

Which Attributes affect your hero's current Force, Accuracy and Defense depends
on which Discipline Tree is used in an attack/defense.

Keep in mind that if you increase your maximum Fortitude or Energy in one of the
Ability trees it will affect your maximum Fortitude or Energy in all
circumstances.


================================================================================
                                   ABILITIES
================================================================================


Abilities and Upgrades
**********************

Some of the Ability Icons are in the Abilities screen and the rest are in the
Upgrades screen. I'm telling this to avoid confusion later in this guide when
I'm mentioning an Ability Icon that is in the Upgrades.


Ability Icons
*************

The Ability Icons can be categorized into Attacks, Defends, Skills, Attributes,
Hold Backs, Revives, Potions, Weapons, Companions, Buffs, Buff Items, Discipline
Tree Buffs, Power Moves, Healing and Looting.


Attack
******

An Attack Ability Icon unlocks enhancements to an Attack you already have or it
unlocks a new Attack you don't have yet.


Defend
******

Defends are used from the Defend Wheel. For example, you can use protecting,
disengaging and weakening powers like Baryson's Rebuke, Marcus' Bodyguard and
Aura of Command, and Shasek's Savage Roar.


Skill
*****

A Skill Ability Icon has the "book" icon. It increases the Skill it mentions.
You can use Skills in Skill Checks in the Campaign.


Attribute
*********

An Attribute Ability Icon has the "six-pointed star with a triangle". It
increases the Attribute it mentions. Attributes are used to calculate combat
results.


Hold Back
*********

A Hold Back Ability Icon unlocks an enhancement to your hold back power. The
power can for example heal Baryson or give Muran more Energy. Hold back powers
are Baryson's Restoration, Marcus' Hold the Line, Muran's Meditate, Shasek's
Seethe and Silent Thorn's Focus.


Revive
******

A Revive Ability Icon is already unlocked for all of the heroes. You can lift up
a defeated hero who is not dead yet.


Potion
******

A Potion Ability Icon unlocks a recipe for that potion.


Weapon
******

A Weapon Ability Icon unlocks an enhancement for a weapon you already have or it
unlocks a new weapon you don't have yet.


Companion
*********

A Companion Ability Icon unlocks a companion or enhancements to that companion.
Muran has the temporary companion Stone Warden. It will attack your enemies.


Buff
****

A Buff Ability Icon has the "ten-pointed star with a drop". A Buff enhances the
way you attack or defend or it may increase for example your maximum Fortitude
or Energy. As an example, Shasek has Buff unlocks for his Bloodied state.


Buff Item
*********

A Buff Item Ability Icon unlocks an item that gives you an advantage when that
item is used. For example, a buff item might increase one of your skills.


Discipline Tree Buff
********************

Discipline Tree Buff Ability Icons are the leftmost icons on each Ability tree
screen. They enhance your hero for that particular Discipline Tree. It may for
example increase your Force, Accuracy, Defense, Range, Movement or resistance
for some damage type.


Power Move
**********

A Power Move Ability Icon unlocks enhancements for your Power Move. Muran has
Blink and Silent Thorn has Shadowstep.


Healing
*******

A Healing Ability Icon unlocks a healing power or enhancements for a healing
power. Baryson has Lay on Hands and Armor of Light. Baryson's hold back power
Restoration also heals, but only Baryson.


Looting
*******

A Looting Ability Icon unlocks a better chance of gaining more resources or
Gear when looting.


================================================================================
                                 ABILITY LEVELS
================================================================================


Ability Levels
**************

Here are some of the the Ability levels and how much Renown you need for them.


LEVEL   RENOWN NEEDED FOR A LEVEL
 1           -
 2          20
 3          50
 4          95
 5         162
 6         263
 7         415
 8         643
 9         985
10        1497
11        2266


Ability Costs
*************

Every level of an Ability tree has a different cost for an individual power.
Each Ability on the same level does not have the same cost, so below are some
approximate costs to give you an idea of the costs.


LEVEL   APPROXIMATE RENOWN COST FOR AN ABILITY
  1          5 -  15
  2         10 -  20
  3         20 -  25
  4         30 -  35
  5         45 -  75
  6         60 -  80
  7         80 - 150
  8        120 - 200
  9           150
 10           250


================================================================================
                                 ABILITY TREES
================================================================================


Introduction
************

Here are some things I noticed when I compared the Ability trees regarding what
they have to offer. You may skip this section as it doesn't teach you much on
tactics or upgrading.


Attacks
*******

- the first Ability tree usually contains multi-hit attacks, but the second
  Ability tree may also have them
- the second Ability tree usually contains projectile attacks, but the first
  Ability tree may also have them
- the first and second Ability tree may also contain combo attacks
- the third Ability tree is usually for defending, disengaging and healing


Force, Accuracy and Defense
***************************

- the first Ability tree most often gives points to Force and Accuracy
- the second Ability tree most often gives points to Accuracy
- the third Ability tree gives points to Force, Accuracy and Defense quite
  evenly


Skills
******

- the first Ability tree most often gives points to Athletics and Acrobatics
- the second Ability tree most often gives points to Athletics, Scouting and
  Stamina
- the third Ability tree most often gives points to Shrouding and Scholar


Attributes
**********

- the first Ability tree usually gives only one point to one of the Attributes
- the second Ability tree usually gives one or two points to the Attributes
- the third Ability tree gives almost no points to the Attributes for any hero


================================================================================
                                EQUIPMENT LEVELS
================================================================================


Equipment Levels: Costs and Perks
*********************************

"Equipment" or officially known as Upgrades (weapons and armor) have the same
names for the levels, but those levels give different kind of perks. Weapon
levels give your hero attack points. Armor levels give you Fortitude or Energy
points.

Depending on your hero you will get Fortitude or Energy from the second
unlockable level (Polished) and so on. For example Muran and Silent Thorn get
+3 Fortitude from the Polished level and Baryson gets +3 Energy.


LEVEL         COST                                        WEAPON   ARMOR
              Godstone   Precious   Common   Remnants     Damage   Points
Battleworn    -            -          -        -          3 -  6   -
Polished      1            0          0        0          4 -  8   +3 For/Energy
Fine          2           60         60       60          5 - 10   +3 For/Energy
Superior      3           80         80       60          6 - 12   +5 For/Energy
Exceptional   4           90         90       90          7 - 14   +5 For/Energy
Masterwork    5          100        100      120          8 - 16   +5 For/Energy


================================================================================
                                    HEROES
================================================================================


BARYSON
- "fighter/healer"
- Crusader
- Champion Swordsman
- Cleric of Light
- Healing Arts

MARCUS
- "juggernaut/protector"
- Guardsman
- Protective Shielding
- Sweeping Spearman
- Strength and Vitality

MURAN
- "witch/wizard"
- Battlemage
- Ranged Elemental Destruction
- Arcane Defense
- Scholarly Arts

SHASEK
- "berserk/frontline"
- Sellsword
- Swift-Striking Blademaster
- Primal Fury
- Loot Hoarder

SILENT THORN
- "stealth/ninja"
- Assassin
- Strike from the shadows
- Precision Archer
- Thiefcraft


================================================================================
                                    BARYSON                                     
================================================================================


- Lord Baryson from Edgemont in Wymark, Crusader of Meldon
- background: Order of Light and Truth sent Baryson to destroy Zaquent's Wish
  (orb of power)
- interesting attacks: Great Swing (multi-hit), Blade of Glory (multi-hit),
  Healing Strike, Rebuke (radiant)
- interesting defends: Lay on Hands (healing)
- interesting powers: Restoration: you can use this in combat when you are out
  of healing potions and Energy (which is required for healing)
- interesting drinks: Water of Life (+10 Fortitude, remove all negative status
  effects), Water of Life II (+25 Fortitude)
- tactics: heal yourself and teammates while attacking the enemy (Healing
  Strike), heal teammates in a radius (Sanctuary)
- tactics: if you see a lot of enemies around you, you could use Healing Strike
  instead of a multi-hit attack (Great Swing), because you probably will get a
  lot of damage in the following rounds from the enemies and a multi-hit attack
  is not very successful every time
- tactics: if you see a large group of enemies near you before a fight and they
  haven't reached you yet, but you have a hunch you are their main target in the
  next round, you can use Restoration to give you healing in the next three
  rounds and it doesn't even cost you Energy to do so
- tactics: you can first use Restoration in the beginning of a fight and then a
  Healing Strike for even more healing
- tactics: Healing Water removes a Poisoned debuff, so you or your teammate will
  not get damage from the cured poisoning in the following rounds
- warning: all of Baryson's multi-hit attacks are impossible to estimate how far
  they will reach your allies, so keep Baryson far away from your allies
- warning: if Baryson is using Blade of Glory and there is a two character's
  distance from Baryson to your allie, then the allie will get hurt


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 30
- Energy

- Force:    6
- Accuracy: 6
- Defense:  6

- Athletics:   4
- Scouting:    3
- Acrobatics: 11   -- highest
- Stamina:     8   -- high
- Shrouding:   6
- Scholar:     3

- Vitality:    6
- Strength:    8   -- high
- Agility:     7
- Insight:     6
- Perception:  6
- Willpower:   6


Abilities
*********

Crusader
   1   - Crusader (Accuracy+, Force+, Defense+)
       - Private Tutor (+2 Athletics)
       - Great Swing (multi-hit, strike targets around you in Medium Radius, +4
         Force, cost 12 Energy)
       - Heightened Reflexes (+2 Acrobatics)
   2   - Blade of Glory (multi-hit, hit targets in front of you, Purifying
         Flame, +2 Force, cost 5 Energy)
   3   - Master Duelist (+2 Accuracy)
       - Peak Performance (+4 Athletics)
       - Fencer (+4 Acrobatics)
   4   - Blade of Glory II (+4 Accuracy)
   5   - Great Swing II (Flesh Wound, +4 Force)
   6   - Knight Errant (+25% Front Resistance)
       - Blade of Glory III (Cleansing Pyre)
       - Cavalier (+7 Acrobatics)
   7   - Great Swing III (Knockback, +8 Force)
   8   - Foolhardy (+3 Fortitude)
   9   - Paragon of Strength (+7 Athletics)
       - Legendary Prowess (+2 Agility)
  10   - Divine Fury (+2 Force)

Paladin
   1   - Paladin (Accuracy+, Force+, Defense+)
       - Healing Strike (heal, strike and you heal your allies 25% Fortitude in
         Medium Radius, +4 Force, cost 12 Energy)
       - Sacred Light (projectile, beam, Purifying Flame)
   2   - Apothecary (+2 Stamina)
       - Rebuke (Radiant attack, Disengaged, Knockback, +2 Force, cost 5 Energy)
   3   - Armor of Faith (+2 Defense)
       - Healing Strike II (Mend, +6 Force)
       - Inquisitor's Kit (+2 Scouting)
   4   - Servant of Health (+4 Stamina)
       - Rebuke II (Demoralized, +2 Force)
       - Sacred Light II (+2 Accuracy)
   5   - Healing Strike III (Regenerate, +8 Force)
       - Interrogator (+4 Scouting)
   6   - The Shroud (+10% resistance to all elemental damage)
       - Rebuke III (+4 Force, +6 Accuracy)
       - Sacred Light III (Cleansing Pyre, +2 Accuracy)
   7   - Seal of Justice (+1 Vitality)
       - Wytch Hunter (+7 Scouting)
   8   - Truth Seeker (+1 Insight)
   9   - Aura of Protection (+7 Stamina)
  10   - Justicar (+2 Accuracy)

Cleric
   1   - Cleric (Accuracy+, Force+, Defense+)
       - Purity Seal (+2 Shrouding)
       - Lay on Hands (healing, cost 5 Energy)
       - Revive (revived ally gains 100% Fortitude)
   2   - Armor of Light (protection, Protected and Cure to you or an ally)
       - Monastic Scribe (+2 Scholar)
       - Water of Life (drink, +10 Fortitude, remove all negative status
         effects, cost 5 Remnants)
   3   - Force of Devotion (+2 Force)
   4   - Holy Sacrament (+4 Shrouding)
       - Water of Life II (+25 Fortitude, cost 5 Remnants)
   5   - Servant of Light (+4 Scholar)
       - Relic Hunter (gain +5% more Precious when looting)
   6   - Guiding Light (+2 Accuracy)
   7   - (nothing)
   8   - Word of Meldon (+7 Shrouding)
       - Sanctuary (buff item, +25% Fortitude and Protected for allies in Medium
         Radius /three, cost 100 Precious and 50 Remnants)
   9   - Servant of Truth (+7 Scholar)
  10   - Divine Resolve (+2 Defense)


Upgrades
********

Longsword
   - Battleworn
        - Strike (+2 Force, +2 Defense)
        - Duel (precision attack, Engaged, +25% Front Resistance, +4 Force, +2
          Accuracy, cost 5 Energy)
   - Polished
        - Gilded Scabbard (+1 Gear Slot)
   - Fine
        - Strike II (+2 Accuracy)
        - Balanced Blade (+1 Agility)
   - Superior
        - Duel II (Sundered, +25% Front Resistance)
   - Exceptional
        - Strike III (+4 Force, +4 Defense)
        - Darksteel Blade (+1 Strength)
   - Masterwork
        - Duel III (Weakened)

Crusader's Vestments
   - Battleworn
        - Restoration (hold back, Cure)
        - Shroud Calx (buff item, +4 Shrouding, +25% resistance to Chaos)
   - Polished
        - Gilded Buckler (+3 Fortitude)
        - Crown of Revelation (+1 Insight)
   - Fine
        - Restoration II (Mend)
        - Bracers of Haste (+2 Agility)
   - Superior
        - Myrthvein Vial (drink, +5 Energy, cost 5 Precious and 5 Remnants)
        - Holy Relic (+2 Willpower)
   - Exceptional
        - Restoration III (Regenerate)
        - Reinforced Joints (+1 Vitality)
        - Periapt of Power (+2 Strength)
   - Masterwork
        - Vestments of San Cyril (+5 Fortitude)


================================================================================
                                    MARCUS                                      
================================================================================


- Marcus Devin from Gray near Averim Valley, Sergeant, Gray Legionary
- background: Marcus commanded Gray's Seventh Legion and asked for a transfer to
  Brotherhood of Keepers, Marcus would like his Eliana to be alive again
- interesting attacks: Barbed Bolt (projectile), Incendiary Bolt (Burning),
  Lance Assault (slam with your shield and then attack the nearest enemy),
  Shield Smash (attack twice if possible), Sweep Attack (multi-hit)
- interesting drinks: Vial of Copperweed (+25% Fortitude)
- tactics: the "juggernaut" or "tank" role means you disengage
  enemies (Lance Assault, Shield Smash, Aura of Command) and provoke enemies 
  (Barbed Bolt,Bodyguard, Aura of Command) to attack you, so you take as much 
  damage as possible from the enemies instead of your teammates, but that means
  you should take care of protecting yourself from damage (Aura of Command II, 
  Battle Charge II, Skirmisher) and increasing your Stamina (Field Medic, Body
  Conditioning)
- tactics: protect your allies from aggro and damage: Bodyguard (-100%
  Aggression for your ally), Bodyguard II (+4 Defense to allies /two)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 36
- Energy

- Force:    5
- Accuracy: 5
- Defense:  6

- Athletics:   7
- Scouting:    8   -- high
- Acrobatics:  3
- Stamina:    12   -- highest
- Shrouding:   2
- Scholar:     2

- Vitality:    9   -- high
- Strength:    9   -- high
- Agility:     6
- Insight:     5
- Perception:  6
- Willpower:   5


Abilities
*********

Lancer
   1   - Lancer (Accuracy+, Force+, Defense+)
       - Sweep Attack (multi-hit, strike all targets in an arc, Weakened, cost
         12 Energy)
       - Lance Assault (multi-hit, Disengage and Knockback to all enemies in
         Small Range and then attack the nearest enemy with +6 Force, cost 12
         Energy)
       - Bottle of Madaras (drink, +10 Fortitude, +5 Energy, cost 10 Remnants)
   2   - Battle Reflexes (+2 Scouting)
       - Barbed Bolt (projectile, aggro attack, Taunted, Disengage, cost 10
         Common)
   3   - Spear Precision (+2 Accuracy)
       - Incendiary Bolt (projectile, Burning, cost 10 Common and 5 Remnants)
       - Vial of Copperweed (drink, +25% Fortitude, cost 5 Remnants)
   4   - Sweep Attack II (+2 Force)
   5   - Field Commander (+4 Scouting)
       - Heightened Reflexes (+2 Acrobatics)
   6   - Spear Levy (+25% Front Resistance)
       - Sweep Attack III (+6 Force, +4 Accuracy)
       - Perfect Balance (+4 Acrobatics)
   7   - Defensive Strategy (+1 Perception)
       - Lance Assault II (attack the nearest enemy with +10 Force)
       - Flask of Copperweed (drink, +75% Fortitude, cost 10 Common and 15
         Remnants)
   8   - Immovable Force (+7 Acrobatics)
   9   - Master Tactician (+7 Scouting)
       - Lance Assault III (attack the nearest enemy with +16 Force)
  10   - Might of Gray (+2 Force)

Phalanx
   1   - Phalanx (Accuracy+, Force+, Defense+)
       - Shield Smash (combo, attack an enemy causing Disengage and Knockback,
         then make another action, cost 5 Energy)
       - Battle Charge (charge attack, Engaged, cost 5 Energy)
       - Bodyguard (-100% Aggression for your ally)
   2   - Shield Smash II (Angered)
       - Athletic (+2 Athletics)
   3   - Skirmisher (+10% Positional Resistances)
       - Field Medic (+2 Stamina)
       - Bodyguard II (+4 Defense to allies /two)
   4   - Body Conditioning (+4 Stamina)
       - Battle Charge II (Sundered, +4 Defense)
       - Thick Skinned (+1 Vitality)
   5   - Peak Performance (+4 Athletics)
   6   - Testudo (+25% Ranged Resistance)
       - Stalwart Defender (+3 Fortitude)
       - Battle Charge III (+2 Force, +6 Defense)
   7   - (nothing)
   8   - Paragon of Strength (+7 Athletics)
   9   - Mind Over Matter (+7 Stamina)
  10   - Juggernaut (+2 Defense)

Soldier
   1   - Soldier (Accuracy+, Force+, Defense+)
       - Revive (revived ally gains +200% Defense /three)
       - Noble Beginnings (+2 Scholar)
   2   - Aura of Command (aggro buff, Disengage in Medium Range, affected
         enemies are Taunted, cost 12 Energy)
       - Servant of Myrth (+2 Shrouding)
   3   - Duty and Honor (+2 Accuracy, +2 Movement)
       - Soldier's Doctrine (+4 Scholar)
   4   - Aura of Command II (juggernaut, gain Protected)
       - Whispers of Fate (+4 Shrouding)
   5   - (nothing)
   6   - Close Quarters (+25% Front Resistance)
       - Aura of Command III (gain +100% Aggression)
       - Unyielding (+3 Energy)
   7   - Quartermaster (gain +5% more Common when looting)
   8   - Ward of Destiny (+7 Shrouding)
   9   - Word of the Creator (+7 Scholar)
  10   - Balanced Stance (+1 Accuracy, +1 Force)


Upgrades
********

Legion Spear
   - Battleworn
        - Lunge (basic attack, strike and gain Protected)
        - Sunder (weakening attack, Sundered /round)
   - Polished
        - Keen Edge (+2 Force)
   - Fine
        - Lunge II (+2 Defense)
   - Superior
        - Sunder II (+2 Force)
        - Lightened Haft (+1 Strength)
        - Battle Standard (buff item, Protected for allies in Large Radius
          /three, cost 100 Precious and 50 Remnants)
   - Exceptional
        - Lunge III (improve Lunge as precision attack, +4 Defense, +4 Accuracy)
   - Masterwork
        - Sunder III (Sundered /three)

Centurion Armor
   - Battleworn
        - Hold the Line (hold back, Angered)
        - Tower Shield (+3 Fortitude)
   - Polished
        - Monocle of Scrutiny (+1 Perception)
        - Field Provisions (+1 Gear Slot)
        - Crown of Revelation (+1 Insight)
   - Fine
        - Hold the Line II (+2 Defense)
        - Shield Training (+1 Strength)
   - Superior
        - Glasses of Keen Sight (+2 Perception)
        - Ring of Alacrity (+1 Agility)
   - Exceptional
        - Hold the Line III (+15% Fortitude, +4 Defense)
        - Reinforced Plate (+2 Vitality)
        - Choker of Power (+1 Willpower)
   - Masterwork
        - Hold the Line IV (+10 Defense)
        - Heavy Pauldrons (+5 Fortitude)


================================================================================
                                    MURAN                                       
================================================================================


- Muran from Easthaven near city of Illiar, battlemage, scholar
- background: Muran wants to find Wellspring that could give enough magic to
  heal her brother and improve the name of House Sildar
- interesting attacks: Call Lightning II (multi-hit autotarget), Fireball
  (explosive projectile), Shatter (multi-hit), Stone Warden
- interesting defends: Blink (Disengage), Blink II (Slowed in Short Range)
- tactics: other heroes can give you Energy with Energy increasing potions and
  then you can kind of multiply that Energy by giving it back with Transference
  II
- tactics: buff other heroes (Transference)
- tactics: attack two or more enemies at once (Call Lightning)
- tactics: attack all the enemies around you in a radius (Flame Aura)
- tactics: when you see a lot of enemies near you before a fight you can use
  Meditate to get Energy in three consecutive rounds (Meditate III) for
  multi-hit attacks or give Energy to allies with Transference so they can use
  multi-hit attacks or other powers that require Energy


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 28
- Energy

- Force:    9
- Accuracy: 8
- Defense:  8

- Athletics:   2
- Scouting:    6
- Acrobatics:  2
- Stamina:     2
- Shrouding:   9   -- high
- Scholar:    12   -- highest

- Vitality:    5
- Strength:    5
- Agility:     5
- Insight:     8   -- high
- Perception:  7
- Willpower:   9   -- high


Abilities
*********

Fire
   1   - Fire Discipline (Accuracy+, Force+, Defense+)
       - Aetherbolt (projectile, beam)
       - Fireball (explosive projectile, multi-hit in Medium Radius, +4 Force,
         cost 12 Energy)
   2   - Fire Kata (+2 Acrobatics)
       - Call Lightning (multi-hit autotarget, semi-random attack, chosen enemy
         and a random enemy or the same enemy again if there are no near
         enemies, cost 5 Energy)
   3   - Inner Fire (+2 Force)
       - Aetherbolt II (+2 Accuracy)
       - Fireball II (Burning, +6 Force)
   4   - Call Lightning II (two additional bolts, +2 Force)
   5   - Soul Syphon (replaces Aetherbolt, projectile, beam, attack with +2
         Force and +2 Accuracy, Muran gets +3 Energy)
       - Flame Dancer (+4 Acrobatics)
   6   - Enduring Spark (+2 Defense)
       - Fireball III (+2 Accuracy, +8 Force)
   7   - Soul Syphon II (+4 Force and +6 Accuracy, Muran gets +5 Energy)
       - Reflexive Strength (+1 Agility)
   8   - Call Lightning III (three additional bolts, +4 Force)
   9   - Ring of the Magi (+7 Acrobatics)
  10   - Emberkin (+15% Chaos Resistance)

Stone
   1   - Stone Discipline (Accuracy+, Force+, Defense+)
       - Athletic (+2 Athletics)
       - Transference (+5 Energy to an ally)
   2   - Shatter (multi-hit, column of sharp stones, +2 Force, cost 5 Energy)
       - Battle Hardened (+2 Stamina)
   3   - Stone Skin (+2 Defense)
       - Stone Sculptor (+4 Stamina)
       - Transference II (+10 Energy to an ally)
   4   - Shatter II (+6 Force)
       - Stone Warden (distraction, stone warden /five, warden makes multi-hit
         attacks, damage per enemy is about 3-4, cost 12 Energy, location of
         this power is in the Defense Wheel)
   5   - (nothing)
   6   - Steel Skin (+15% Impact Resistance)
       - Rune of Protection (+1 Vitality)
   7   - Peak Performance (+4 Athletics)
   8   - Stone Warden II (stone warden /twelve)
       - (nothing)
   9   - Paragon of Strength (+7 Athletics)
       - Earth Shaper (+7 Stamina)
  10   - Stonewind (+2 Accuracy)

Scholar
   1   - Scholar Discipline (Accuracy+, Force+, Defense+)
       - Blink (teleportation, Disengage)
       - Revive (revived ally gains Amplified)
       - Scrying (+2 Scouting)
   2   - Obscure Arcana (+2 Shrouding)
       - Rune Scribe (+2 Scholar)
   3   - Arcane Wisdom (+1 Accuracy, +1 Force)
       - Blink II (Slowed in Short Radius)
   4   - Aura of Resolve (+4 Shrouding)
       - Seeing Stone (+4 Scouting)
   5   - Loremaster (+4 Scholar)
   6   - Aetherwise (+15% Chaos Resistance)
       - Word of Magus (+7 Shrouding)
   7   - Alchemist (gain +5% more Remnant when looting)
       - Magesense (+7 Scouting)
   8   - Starseed Talisman ("Starfall", buff item, damage and Slowed to all
         targets in Large Radius /round, +12 Force, cost 50 Common and 100
         Precious)
   9   - Arcanologist (+7 Scholar)
  10   - Celerity (+2 Range, +2 Movement)
       - Blood of the Archmagi (+2 Willpower)


Upgrades
********

Quarterstaff
   - Battleworn
        - Stone Strike (+2 Force)
   - Polished
        - Flame Aura (Radiant attack at short range, +25% Radiant Weakness to
          enemies, +25% Radiant Resistance to allies, cost 5 Energy)
   - Fine
        - Stone Strike II (Sundered, +2 Force)
        - Focusing Crystal (+2 Range)
   - Superior
        - Flame Aura II (+50% Radiant Weakness to enemies, -50% Radiant
          Resistance to allies)
   - Exceptional
        - Stone Strike III (+4 Force)
        - Arcacite Inlay (+3 Energy)
   - Masterwork
        - (nothing)

Battlemage Robes
   - Battleworn
        - Meditate (hold back, +15% Energy)
        - Scroll Pouch (+1 Gear Slot)
        - Myrthvein Vial (drink, +5 Energy, cost 5 Precious and 5 Remnants)
   - Polished
        - Amulet of Wisdom (+1 Willpower)
        - Vial of Copperweed (drink, +25% Fortitude, cost 5 Remnants)
   - Fine
        - Meditate II (+25% Energy)
        - Crown of Revelation (+1 Insight)
        - Reinforced Joints (+1 Vitality)
   - Superior
        - Circlet of Clarity (+2 Insight)
   - Exceptional
        - Meditate III (Amplified)
        - Monocle of Scrutiny (+1 Perception)
        - Flask of Copperweed (drink, +75% Fortitude, cost 10 Common and 15
          Remnants)
   - Masterwork
        - (nothing)


================================================================================
                                    SHASEK                                      
================================================================================


- Shasek Va'rashall from Neskarl Peninsula, Tytheri race
- background: Shasek wants to find Allevia's Prize to pay his debt
- interesting attacks: Bladestorm (attack one enemy and then up to two random
  targets), Bolas (explosive projectile), Bullrush (charge attack), Burst
  Chakram (explosive projectile), Chakram (projectile + possible attack), Double
  Slice (if you kill your enemy you can make another attack), Rend (multi-hit),
  Slay (combo attack, if enemy is not killed by the first attack you can make
  another action)
- interesting drinks: Vial of Copperweed (+25% Fortitude), Flask of Copperweed
  (+75% Fortitude), Elixir of Haste (+1 to move distance /sixty)
- tactics: getting Bloodied helps you defeat enemies, so you can play
  aggressively ("berserk" type)
- tactics: attack multiple enemies (Bladestorm, Rend, Slay)
- tactics: kill weak enemies in a row (Double Slice), you can kill even three
  enemies if you are lucky, for example try against dogs and novice Archers/
  Skirmishers
- tactics: kill a weak enemy first and then attack a stronger enemy (Double
  Slice)
- solo play: use Chakram instead of Bolas to survive longer, because Bolas is
  more a weakening weapon than a damaging weapon, on the other hand Chakram is
  not a very accurate weapon, so an upgraded basic attack can be a better option


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 30
- Energy

- Force:    5
- Accuracy: 5
- Defense:  6

- Athletics:  12   -- highest
- Scouting:    3
- Acrobatics:  9   -- high
- Stamina:     3
- Shrouding:   2
- Scholar:     5

- Vitality:    6
- Strength:    9   -- high
- Agility:     8   -- high
- Insight:     5
- Perception:  6
- Willpower:   5


Abilities
*********

Berserker
   1   - Berserker (Accuracy+, Force+, Defense+)
       - Bladestorm (semi-random attack, combo, attack one enemy and then up to
         two random targets, while Bloodied)
       - Double Slice (conditional combo attack, if you kill your target you can
         make another attack with -4 Accuracy; +4 Accuracy, +3 Force, cost 5
         Energy)
       - Short Fuse (become Bloodied when Fortitude drops to less than 50% and
         gain +25% Physical Resistance)
   2   - Pit Fighter (+2 Stamina)
       - Athletic (+2 Athletics)
       - Blood Rage (multi-hit, damage all targets in Small Radius, +8 Force,
         while Bloodied)
   3   - Bottled Fury (+2 Accuracy)
       - Bladestorm II (Hastened)
       - Double Slice II (+6 Accuracy, +6 Force)
       - Battle-Hardened (+1 Strength)
   4   - Body Conditioning (+4 Stamina)
   5   - Bladestorm III (+6 Force)
       - Double Slice III (+8 Force)
       - Blood Rage II (Bleeding, +10 Force)
   6   - Blood Thirst (+2 Force)
       - Peak Performance (+4 Athletics)
   7   - Bloodlust (+25% Force while Bloodied)
   8   - Mind Over Matter (+7 Stamina)
       - Blood Rage III (Knockback, Disengage, +16 Force)
   9   - Peak Performance (+7 Athletics)
  10   - Frenzied Blur (+2 Force)
       - Animal Instinct (+25% Force while Bloodied)

Hunter
   1   - Hunter (Accuracy+, Force+, Defense+)
       - Kick (precision and disengage attack, Knockback, Disengage, +2
         Accuracy)
       - Slay (precision and combo attack, if enemy is not killed by the first
         attack you can make another action, +4 Force, +6 Accuracy, cost 12
         Energy)
       - Chakram (projectile, throw blade at your enemy, if target is not killed
         retrieve the blade for a follow-up attack, cost 5 Common and 10
         Precious)
   2   - Heightened Reflexes (+2 Acrobatics)
       - Tracking (+2 Scouting)
   3   - Killer Instinct (+1 Force, +1 Accuracy)
       - Kick II (Hindered, +2 Accuracy)
       - Keen Senses (+4 Scouting)
       - Bolas (explosive projectile, slow down and weaken one target, Hindered,
         Sundered, +6 Accuracy)
   4   - Perfect Balance (+4 Acrobatics)
       - Slay II (the first attack causes Weakened, +8 Force, +10 Accuracy)
   5   - Kick III (turns Kick into multi-hit attack, all targets in front of you
         and to your left and right side gain damage, Knockback, Disengage and
         Hindered, +2 Accuracy)
   6   - Thick Skinned (+15% Impact Resistance)
       - Reflexive Strength (+1 Agility)
       - Nightvision (+1 Perception)
       - Burst Chakram (multi-hit, explosive projectile, Small Radius, +8 Force,
         cost 5 Common and 10 Precious)
   7   - Kick IV (+6 Accuracy)
   8   - Slay III (+12 Force, +12 Accuracy)
   9   - Sure-Footed (+7 Acrobatics)
       - Bounty Hunter (+7 Scouting)
  10   - Twinblade Fighter (+2 Accuracy, +2 Defense)

Nomad
   1   - Nomad (Accuracy+, Force+, Defense+)
       - Savage Roar (Misdirection)
       - Revive (revived ally gains +100% Force to all attacks /three)
       - Intuition (+2 Scholar)
   2   - Cynic (+2 Shrouding)
   3   - Survivalist (+2 Defense)
       - Street Contacts (+4 Scholar)
   4   - Wind of Fury (+4 Shrouding)
   5   - Treasure Seeker (gain +5% more Precious when looting)
   6   - On the Run (+15% Ranged Resistance)
       - Ancestral Blood (+7 Shrouding)
   7   - (nothing)
   8   - Sharp Mind (+7 Scholar)
   9   - (nothing)
  10   - Explorer (+2 Defense)


Upgrades
********

Tytheri Quickblades
   - Battleworn
        - Slice (melee attack one enemy, +4 Accuracy)
        - Rend (multi-hit, melee attack all targets in front of you, Accuracy is
          -2)
        - Whetstone (buff item, +2 Force /sixty, cost 25 Common)
   - Polished
        - Crossed Scabbards (+1 Gear Slot)
   - Fine
        - Slice II (+6 Accuracy)
        - Rend II (Accuracy is +/-0)
   - Superior
        - Bullrush (replaces Slice, charge attack, +2 Force)
        - Whirlwind Mantra (+1 Agility)
   - Exceptional
        - Rend III (Flesh Wound, +2 Force)
   - Masterwork
        - Bullrush II (+6 Force)

Sellsword Halfplate
   - Battleworn
        - Seethe (hold back, +4 Force)
   - Polished
        - Tytheri Silk Weave (+3 Fortitude)
        - Crown of Revelation (+1 Insight)
        - Vial of Copperweed (drink, +25% Fortitude, cost 5 Remnants)
   - Fine
        - Seethe II (Hastened, +6 Force)
        - World of Eihwaz (+2 Strength)
   - Superior
        - Glasses of Keen Sight (+2 Perception)
        - Elixir of Haste (drink, +1 to move distance /sixty, cost 55 Common and
          55 Remnants)
   - Exceptional
        - Seethe III (+8 Force)
        - Reinforced Halfplate (+5 Fortitude)
        - Choker of Power (+1 Willpower)
        - Flask of Copperweed (drink, +75% Fortitude, cost 10 Common and 15
          Remnants)
   - Masterwork
        - Reinforced Joints (+1 Vitality)
        - Amulet of Fury (buff item, +8 Force to Shasek and all allies /five)


================================================================================
                                  SILENT THORN                                  
================================================================================


- Silent Thorn from Old Yriel, member of Silent Sisters
- background: Silent Thorn's target is Guild Lord Davian, Silent Thorn's home
  land is ruled by Soulless and she wants to clear her land from the undead
- interesting attacks: Assassinate (stealth attack), Broadhead Arrow (slow down
  enemies), Eviscerate (stealth attack), Volley (multi-hit, multiple arrows),
  Viper Arrow (poison arrow), Void Arrow (Chaos damage)
- tactics: attack from the shadows, first gain the Concealed buff using the
  Shadowstep action and then the stealth attack (Assassinate or Eviscerate)
- tactics: stealth attacks are relatively efficient attacks (considerably
  increased Force and Accuracy), but don't forget you can't attack for one
  round, because first you need to use the Shadowstep action
- tactics: avoid getting seen by enemies (Concealed)
- tactics: avoid getting attacked by enemies: Focus III (Misdirection)
- tactics: slow down your enemies so you can retreat farther, Broadhead Arrow,
  Double Shot, Volley, Quick Shot
- tactics: weaken the enemy before other teammates attack: Void Arrow (Blinded)


Stats at the Beginning (for Comparison)
***************************************

- Fortitude: 30
- Energy

- Force:    6
- Accuracy: 5
- Defense:  7

- Athletics:   3
- Scouting:    6
- Acrobatics:  9   -- high
- Stamina:     3
- Shrouding:   3
- Scholar:     2
- Thievery:   12   -- highest

- Vitality:    6
- Strength:    6
- Agility:     9   -- high
- Insight:     5
- Perception:  7
- Willpower:   6


Abilities
*********

Assassin
   1   - Assassin (Accuracy+, Force+, Defense+)
       - Eviscerate (precision attack, attack and then step away, Hindered, +4
         Force, +8 Accuracy, requires Concealed from Shadowstep action, cost 5
         Energy)
       - Heightened Reflexes (+2 Acrobatics)
       - Monastic Training (+2 Stamina)
   2   - Assassinate (precision attack, Critical Chaos strike, +8 Force, +10
         Accuracy, requires Concealed from Shadowstep action, cost 12 Energy)
   3   - Void Adept (+1 Force, +1 Accuracy)
       - Eviscerate II (Weakened, +6 Force, +10 Accuracy)
       - Yrian Constitution (+1 Vitality)
   4   - Assassinate II (+12 Force, +14 Accuracy)
   5   - Eviscerate III (Sundered, +8 Force, +14 Accuracy)
       - Perfect Balance (+4 Acrobatics)
   6   - Shadow Form (+25% Ranged Resistance)
       - Assassinate III (+20 Force, +18 Accuracy)
       - Body Conditioning (+4 Stamina)
   7   - Reflexive Strength (+1 Agility)
   8   - (nothing)
   9   - Night Stalker (+7 Acrobatics)
       - Mind Over Matter (+7 Stamina)
  10   - Void Mastery (+1 Force, +1 Accuracy)

Archer
   1   - Archer (Accuracy+, Force+, Defense+)
       - Void Arrow (precision attack, projectile, Chaos damage, Blinded, +2
         Force, +4 Accuracy, cost 5 Energy)
       - Tracking (+2 Scouting)
       - Broadhead Arrow (slowing and disengaging attack, projectile, Slowed
         /three, Disengaged, +2 Force, cost 5 Common, this power does not give
         you Energy)
   2   - Athletic (+2 Athletics)
       - Keen Senses (+4 Scouting)
       - Viper Arrow (precision attack, projectile, poison arrow, Affliction,
         cost 10 Common)
   3   - Precision (+2 Accuracy)
       - Void Arrow II (Hindered, +2 Force, +6 Accuracy, cost 5 Energy)
       - Volley (multi-hit projectile in Medium Range, multiple arrows, Slowed)
   4   - Peak Performance (+4 Athletics)
       - Viper Arrow II (+4 Accuracy)
   5   - Volley II (+4 Accuracy)
   6   - Sight of Weakness (+2 Force)
       - Void Arrow III (Blinded and Hindered /three)
       - Broadhead Arrow II (+4 Force, +2 Accuracy)
   7   - Relentless (+3 Energy)
       - Marksmanship (+2 Range)
   8   - Volley III (Demoralized, +6 Accuracy)
       - Viper Arrow III (Blighted, +4 Accuracy, cost 10 Common and 10 Remnants)
   9   - Paragon of Strength (+7 Athletics)
       - Bounty Hunter (+7 Scouting)
  10   - Child of Darkness (+25% Chaos Resistance)

Rogue
   1   - Rogue (Accuracy+, Force+, Defense+)
       - Shadowstep (become stealthy, Disengaged, Concealed, Emboldened)
       - Intuition (+2 Scholar)
       - Revive (ally can act instantly after reviving)
   2   - Sleight of Hand (+2 Thievery)
       - Shadow Priestess (+2 Shrouding)
   3   - Thief's Grace (+1 Accuracy, +1 Defense)
       - Shadowstep II (Demoralized in Small Radius)
       - Street Contacts (+4 Scholar)
       - Myrthvein Vial (drink, +5 Energy, cost 5 Precious and 5 Remnants)
   4   - Trapsmith (+4 Thievery)
       - Shadow Veil (+4 Thievery and +4 Athletics /sixty)
   5   - Shadowstep III (Demoralized in Small Radius /three)
       - Word of Dagaz (+4 Shrouding)
   6   - Tomb Robber (+25% Chaos Resistance)
       - Scavenger (additional +5% chance of recovering Gear when looting)
   7   - Dark Aura (+7 Shrouding)
   8   - Sharp Mind (+7 Scholar)
   9   - Poisoner's Handbook (+7 Thievery)
  10   - On the Run (+25% Ranged Resistance)


Upgrades
********

Bow and Blade
   - Battleworn
        - Quick Shot (projectile, arrow, Slowed)
        - Slash (Disengage, +4 Accuracy)
        - Moonbow Quiver (+1 Gear Slot)
   - Polished
        - Quick Shot II (projectile, +2 Accuracy)
   - Fine
        - Slash II (Misery, +4 Accuracy)
        - Explosive Arrow (explosive projectile, Radiant Damage in Small Radius,
          cost 5 Precious, 10 Common)
   - Superior
        - Double Shot (replaces Quick Shot, projectile, shoot two arrows
          sequentially, Slowed, +2 Accuracy, both arrows are with -2 Force)
        - Rune of Truesight (+1 Perception)
   - Exceptional
        - Void Blade (replaces Slash, Weakened, Affliction, Disengage, +6
          Accuracy)
        - Explosive Arrow II (+4 Force)
   - Masterwork
        - Double Shot II (+2 Force, +6 Accuracy)
        - Void Blade II (+4 Force, +6 Accuracy)

Leather Armor
   - Battleworn
        - Focus (hold back, Focused /round)
        - Poisoner's Sheath (add poison to your weapons, +10 Force /three, cost
          75 Remnants)
   - Polished
        - Vial of Copperweed (drink, +25% Fortitude, cost 5 Remnants)
        - Periapt of Power (+2 Strength)
   - Fine
        - Focus II (Focused /three)
        - Ring of Alacrity (+1 Agility)
   - Superior
        - Enchanted Bracers (+1 Strength)
        - Flask of Copperweed (drink, +75% Fortitude, cost 10 Common and 15
          Remnants)
        - Spiderweave Boots (+2 Agility)
   - Exceptional
        - Focus III (Misdirection)
        - Reinforced Joints (+1 Vitality)
        - Hardened Leather (+3 Fortitude)
   - Masterwork
        - Cloak of Shadows (buff item, invisibility, +25% Radiant Resistance and
          Concealed /three, cost 75 Precious and 75 Remnants)



================================================================================
================================================================================
                                    V ITEMS
================================================================================
================================================================================



================================================================================
                                   RESOURCES
================================================================================


Introduction
************

Resources are the items that will help you increase your Abilities and
"Equipment" (Upgrades). You can also use them to craft potions and ammo.


Renown
******

Renown is what you can think of as experience found in other games. Renown is
only used for unlocking Abilities. You get Renown by finishing Quests. See your
Quests Screen to see your Objectives.


Godstone
********

Godstone is only used for increasing your Equipment (weapons and armor) levels,
but you also need other resources for leveling (except with the first weapon
level). You get Godstone by visiting a Save Point (Destiny Stone) for the first
time, so remember to get close enough of all the Save Points you find.


Precious, Common and Remnants
*****************************

Precious, Common and Remnants are used for increasing your "Equipment"
(officially known as Upgrade) levels and unlocking new upgrades for your
Equipment (weapons and armor). They are also used for Crafting things like
drinks, food, buff items and ammo/explosives (for example arrows, bolts and
Shasek's Chakram and Bolas).


Resource Types
**************

Renown
- crown icon (gray)
- unlock Abilities

Godstone
- crystal icon (light green)
- unlock weapon and armor Upgrade levels

Precious
- "gold" icon (yellow)
- improve weapon and armor Upgrades
- unlock Upgrade levels
- Craft things

Common
- "stone" icon (white)
- improve weapon and armor Upgrades
- unlock Upgrade levels
- Craft things

Remnants
- "chemlab" icon (light green)
- improve weapon and armor Upgrades
- unlock Upgrade levels
- Craft things


================================================================================
                                   BUFF ITEMS
================================================================================


Description
***********

Buff items mentioned in the below sections Crafted Items and Looted Items are
magical items like amulets, cloaks, runes, stones and talismans. Some of them
can be crafted and some of them can only be looted in the missions.


================================================================================
                                 CRAFTED ITEMS
================================================================================


Crafting
********

- to Craft an item you need to unlock the ability to Craft that item and then
  you will be able to Craft it if you have the necessary resources to do so
- everyone can Craft drinks and buff items, nut no-one can Craft food


Drinks (Potions)
****************

Bottle of Madaras
- +10 Fortitude and +5 Energy
- crafting cost: 10 Remnants
- crafted by: Marcus

Water of Life
- +10 Fortitude, remove all negative status effects
- crafting cost: 5 Remnants
- crafted by: Baryson

Water of Life II
- +25 Fortitude, remove all negative status effects
- crafting cost: 5 Remnants
- crafted by: Baryson


Drinks Only for Healing
***********************

Flask of Copperweed
- +75% Fortitude
- crafting cost: 10 Common and 15 Remnants
- crafted by: Marcus, Muran, Shasek, Silent Thorn

Vial of Copperweed
- +25% Fortitude
- crafting cost: 5 Remnants
- crafted by: Marcus, Muran, Shasek, Silent Thorn


Drinks Only for Energy
**********************

Myrthvein Vial
- +5 Energy
- crafting cost: 5 Precious and 5 Remnants
- crafted by: Baryson, Muran, Silent Thorn


Buff Items
**********

Some of these buff items are drinks, but they last so long I have moved them
here as the effect of buff items usually lasts longer than just one round. Also,
most of these items do not give only Energy and/or Fortitude.

Amulet of Fury
- +8 Force to Shasek and all allies /five
- crafted by: Shasek

Battle Standard
- Protected for allies in Large Radius /three
- crafting cost: 100 Precious and 50 Remnants
- crafted by: Marcus

Cloak of Shadows
- +25% Radiant Resistance and Concealed /three
- crafting cost: 75 Precious and 75 Remnants
- crafted by: Silent Thorn

Elixir of Haste
- +1 to move distance /sixty
- crafting cost: 55 Common and 55 Remnants
- crafter by: Shasek

Sanctuary
- +25% Fortitude and Protected for allies in Medium Radius /three
- crafting cost: 100 Precious and 50 Remnants
- crafted by: Baryson

Shadow Veil
- +4 Thievery and +4 Athletics /sixty
- crafting cost: 20 Remnants
- crafted by: Silent Thorn

Shroud Calx
- +4 Shrouding and +25% resistance to Chaos /sixty
- crafting cost: 20 Common
- crafted by: Baryson

Starseed Talisman
- damage and Slowed to all targets in Large Radius /round
- crafting cost: 50 Common and 100 Precious
- crafted by: Muran

Whetstone
- +2 Force /sixty
- crafting cost: 25 Common
- crafted by: Shasek


================================================================================
                                 LOOTED ITEMS
================================================================================


Note
****

The following items can only be looted, not Crafted.


Drinks (Potions)
****************

Flagon of Moorish Stout
- +5 Fortitude and +5 Energy
- Marcus and Shasek can find this item when looting (see e.g. mission 1-1)

Mugwort Tea
- remove all negative status effects
- Silent Thorn can find this item when looting (mission 1-1)


Drinks Only for Energy
**********************

Myrthvein Flask
- +12 Energy


Food
****

Wedge of Averine Cheese
- +5 Fortitude
- Marcus and Silent Thorn can find this item when looting (mission 1-1)


Buff Items
**********

Heart of Stone
- +25% resistance to impact /sixty

Rune of Clarity
- +1 range distance and +1 Accuracy /sixty

Soulstone
- all allies are revived and heal 50% base Fortitude


================================================================================
                                LOOTING EXAMPLES
================================================================================


Introduction
************

This section shows what to expect to get from different kind of containers.


Barrels
*******

Large Barrel
- drinks and foods: Bottle of Madaras, Elixir of Haste, Flask of Copperweed,
  Myrthvein Flask

Small Barrel
- resources: Remnants
- drinks and foods: Bottle of Madaras, Vial of Copperweed, Wedge of Averine
  Cheese


Chests and Crates
*****************

Large Chest
- resources: Precious
- drinks and foods: Flask of Copperweed, Vial of Copperweed
- buff items: Heart of Stone, Rune of Clarity, Soulstone

Large Crate
- resources: Common, Precious
- drinks and foods: Flask of Copperweed, Shadow Veil, Shroud Calx, Vial of
  Copperweed

Small Chest
- resources: Common, Precious
- drinks and foods: Flagon of Moorish Stout, Vial of Copperweed


Corpses
*******

Carcass
- resources: Remnants

Defeated Enemy
- resources: Precious

Enemy Corpse
- resources: Common, Remnant
- drinks and foods: Flagon of Moorish Stout, Vial of Copperweed


Household Items
***************

Clay Pot
- resources: Common

Clay Urn
- resources: Common

Cloth Sacks
- resources: Remnants

Toolbox
- drinks and foods: Flagon of Moorish Stout, Shadow Veil, Vial of Copperweed


Miscellaneous Items
*******************

Coffin
- resources: Remnants

Pedestal of Alms
- resources: Precious



================================================================================
================================================================================
                                 VI COMBAT ARENA
================================================================================
================================================================================


Introduction
************

The following advice is NOT for the hardcore gamers. In the beginning of a new
Combat Arena session you are given some resources (e.g. 350 Renown), which you
can use to unlock Abilities and upgrade your Equipment (armor and weapons).

Combat Arena 1 is about fighting waves of enemy hordes. Arena 2 is about
stopping a ritual. 

In Arena 1 you start a new Wave by selecting the Mysterious Sigil at the middle
of the Combat Arena level. There is a Boss Wave every five waves (Wave 5, 10, 15
and so on) where you get more probably Precious and the amount of Remnants
should be larger also. If you unlock Crafting abilities remember to craft those
items also, so you can use them in combat.


Combat Arenas
*************

1 The Hall of Penitence
2 The Cultist Rising


Enemies in Combat Arena 1
*************************

Selection of enemies for each Wave is random, so that the Waves differ in each
gaming session to make it more interesting. For example, there can be only one
strong enemy in Wave 2 or a few weaker ones. Below are examples of some of the
enemies and enemy types (including Fortitude) you may encounter:

- Arbolek Spine Tyrant
- Arbolek Stonekin
- Bloodguard Commander
- Bloodguard Soldier
- Champion Bloodguard Heavy Soldier
- Collector
- Corrupted Harvester
- Guard Dog
- Harvester
- Hound War Dog
- Jormund
- Man at Arms Bloodguard Soldier
- Mister Muzzles
- Mongrel Attack Dog
- Sellsword Archer
- Sellsword Hound Master
- Sellsword Marksman
- Sellsword Sergeant
- Sellsword Skirmisher
- Sellsword Sniper
- Slave Hundari Forgeborn


Enemies in Combat Arena 2
*************************

- Slave Soulless Aberrant
- Soulless Wrack
- Zaquentist Channeler


Comments About the Enemies
**************************

Arbolek Stonekin
- multi-hit attacks

Collector
- causes Poisoned

Corrupted Harvester
- causes Poisoned

Harvester
- gives birth to about Brown Recluse Spiders

Jormund
- combo attacks
- summons Mister Muzzles

Man at Arms Bloodguard Soldier
- uses Engaged and that way the hero can't use all his or her attacks

Sellsword Hound Master
- summons a War Dog


Looting
*******

You usually get Common from humans and Remnants from animals. From some human
enemies you may get Precious like the knights (Bloodguard Soldier).

You should get more Precious from the toughest enemies. Make sure every hero
gets their unlocks from the Upgrades in the long run to be able to better fight
the enemies. You can track your Precious and other resources from the top of the
Controller App.


Resources at the Beginning of an Arena Session
**********************************************

350   Renown
  3   Godstone
100   Precious
100   Common
100   Remnants


Armor and Weapon Level
**********************

If you haven't used any of your resources for any weapon and armor upgrades and
you haven't used your resources for crafting either, after finishing Wave 5
(Boss Wave) you should have one more Godstone and a possibility to unlock either
your weapon or armor level.

The cost to unlock anything in the Exceptional level can be too high as you
don't get much Precious or Common by looting in the Waves. For example Baryson's
Restoration III costs 1 Godstone, 65 Precious and 70 Common. Muran's Stone
Strike III costs 1 Godstone, 50 Precious, 70 Common and 15 Remnants.

If you are playing on Easy difficulty in about Wave 16 you might be able to
unlock one of the Ability Icons in Exceptional level by not crafting any Energy
potions. But in higher difficulty levels you probably want to craft Energy
potions to keep your Energy as high as possible in case of unexpected and
difficult situations.


Ability Levels
**************

You have the Ability Level 6 at the beginning of a Combat Arena session. If you
look at the Abilities screen, you will notice you need 65 Renown points for
Level 7. You reach the Ability Level 7 at about enemy Wave 8, Ability Level 8 at
about enemy Wave 17 (two waves after the second Boss Wave), Ability Level 9 at
about enemy Wave 24 and Ability Level 10 at about enemy Wave 32.


Energy
******

It can be wise to keep your Energy as high as possible all the time for
difficult situations. You may need a multi-hit attack at the beginning of a wave
or a bit later when the enemies gather around one or more heroes. You get more
Energy by making basic attacks or by drinking potions that give you Energy. Your
Energy increasing potion should already be unlocked for you. Depending on your
character you can craft a Bottle of Madaras (+10 Fortitude and +5 Energy) or a
Myrthvein Vial (+5 Energy). Shasek is an exception: he can't craft either of
them.


Fortitude
*********

You can get more Fortitude by drinking healing potions (or by using Baryson's
healing powers). For some of the heroes you need to unlock the appropriate
crafting ability for the potion first.

Marcus, Muran, Shasek and Silent Thorn can craft a Vial of Copperweed (+25%
Fortitude) and later a Flask of Copperweed (+75% Fortitude). Marcus can also
craft a Bottle of Madaras (+10 Fortitude and +5 Energy).

Baryson can craft a Water of Life (+10 Fortitude and remove all negative status
effects) and later a Water of Life II (+25 Fortitude and remove all negative
status effects).


Healing and Energy Potions
**************************

It is possible that not everyone in your team needs to have a healing or an
energy potion unlocked. If you have Baryson in your team, you can use Healing
Strike often.


Pockets
*******

Let's assume you have two Pockets and the other one contains a healing potion
and the other one an energy potion. When you are in combat your Fortitude may
begin to decrease rapidly, so instead of first drinking an energy potion and
then making an attack in the next round (if your hero still has enough Fortitude
to stay up), you probably want to heal yourself or an ally before you are all
dead. So, if you won't be using energy potions in combat, then you don't need
another Pocket. Sure, you can use a buff item, but you can use it on your ally
and that way the ally won't need another Pocket for a healing potion. If you
have Muran in your team, she might be able to give you energy if she is not
Engaged at that moment.


Saving Resources
****************

If you want to save resources for later, then maybe you only need to unlock the
healing and energy potions first. Then you could upgrade your basic powers next,
because you will be using them a lot to increase your Energy. They don't cost
you Energy when you use them, but they will damage the enemies more when they
have been upgraded.

Baryson's Water of Life is important against the Poisoned debuff. Marcus' Battle
Charge III gives more Force and Defense. Muran's basic attack Soul Syphon II
(Level 7) gives Muran more Energy and increases Accuracy. Blink II helps you
move away from enemies, because they are slowed down. Call Lightning III (Level
8) strikes at more enemies. Shasek's Chakram is already unlocked, so I suggest
you craft one but only one at the beginning, so you can attack a stronger enemy
twice (maybe after killing weaker opponents first with Double Slice), on the
other hand Chakram is not a very accurate weapon. Silent Thorn's basic attack
Void Blade increases damage and weakens enemies. Double Shot increases damage.
Shadowstep III weakens enemies' resistance to Radiant and Chaos damage for two
more rounds.


Suggested Order of Unlocks
**************************

Here are my suggestions for the order of unlocks in Abilities and Upgrades for
each hero for the Combat Arena game mode. You can't unlock everything mentioned
here immediately or even later, so choose wisely. For some of the items you need
to wait until you reach Ability Level 7 after about eight enemy Waves. It will
take even longer to reach Ability Level 8 or more.

Baryson
- Abilities
     - if you are playing solo or you are the healer in the team
          - Water of Life (+10 Fortitude, remove all negative status effects)
          - Water of Life II (+25 Fortitude)
     - Levels 1-6
          - Sacred Light III (projectile, Cleansing Pyre, +2 Accuracy)
          - Healing Strike III (Regenerate, +8 Force)
          - Blade of Glory III (multi-hit, hit targets in front of you,
            Cleansing Pyre)
     - wait for Level 7
          - Great Swing III (multi-hit, strike targets around you in Medium
            Radius, +8 Force, Knockback)
     - Level 8 (around Wave 16)
          - Foolhardy (+3 Fortitude)
     - after that
          - start unlocking Attribute icons ("six-pointed star with a triangle")
            and Discipline Tree Buff icons (leftmost icons)
          - Knight Errant (+25% Front Resistance, level 6)
          - The Shroud (+10% resistance to all elemental damage, level 6)
          - Guiding Light (+2 Accuracy, level 6)
     - Level 9
          - Legendary Prowess (+2 Agility, level 9)
          - Seal of Justice (+1 Vitality, level 7)
          - Truth Seeker (+1 Insight, level 8)
     - Level 10 (Wave 32)
          - Divine Fury (+2 Force)
          - Justicar (+2 Accuracy)
          - Divine Resolve (+2 Defense)
- Upgrades
     - if you think you are going to need another Pocket
          - Gilded Scabbard (+1 Gear Slot)
     - if you think you will spend Precious to craft Energy potions
          - Myrthvein Vial (+5 Energy)
     - unlock the two below
          - Gilded Buckler (increase maximum health, +3 Fortitude)
          - Holy Relic (+2 Willpower)
     - unlock Exceptional level for Crusader's Vestments (Wave 5-10)...
          - Restoration III (hold back, Regenerate) (around Wave 16-24)
               - might not help in Boss Waves where you have to give damage
                 before you are down after all the damage you receive
     - ...or unlock Exceptional level for Longsword (Wave 5-10)
          - Strike III (+4 Force, +4 Defense)
          - Darksteel Blade (+1 Strength)
     - after that
          - increase Attributes ("six-pointed star with a triangle")

Marcus
- Abilities
     - Levels 1-6
          - Battle Charge III (+2 Force, +6 Defense, level 6)
          - Thick Skinned (+1 Vitality, level 4)
     - wait for Level 7
          - Lance Assault II (multi-hit, Disengage and Knockback to all enemies
            in Small Range and then attack the nearest enemy with +10 Force)
            (first you need to unlock two projectiles and two Skills above it)
     - wait for more Renown
          - Unyielding (+3 Energy, level 6)
          - Sweep Attack II (+2 Force, level 4)
          - Sweep Attack III (+6 Force, +4 Accuracy, level 6)
          - Stalwart Defender (+3 Fortitude, level 6)
     - if you are playing solo or there is no healer in your team
          - Vial of Copperweed (+25% Fortitude)
          - Flask of Copperweed (+75% Fortitude, level 7)
     - Level 9
          - Lance Assault III (attack the nearest enemy with +16 Force)
     - after that
          - start unlocking Attribute icons ("six-pointed star with a triangle")
            and Discipline Tree Buff icons (leftmost icons)
          - Spear Levy (+25% Front Resistance)
          - Testudo (+25% Ranged Resistance)
- Upgrades
     - if you think you need another Pocket
          - Field Provisions (+1 Gear Slot)
     - if you think you will use the below weakening attack
          - Sunder II (weakening attack, +2 Force)
     - unlock Exceptional level for Legion Spear (around Wave 10)...
          - Lunge III (improve basic attack to a precision attack, +4 Defense,
            +4 Accuracy)
     - ...or unlock Exceptional level for Centurion Armor (around Wave 10)
          - Hold the Line III (hold back, +15% Fortitude, +4 Defense) (around
            Wave 16-24)
          - Reinforced Plate (+2 Vitality)

Muran
- Abilities
     - Levels 1-6
          - Transference II (+10 Energy to an ally)
          - Blink II (teleportation, Disengage, Slowed in Short Radius)
          - Fireball III (+2 Accuracy, +8 Force)
     - wait for Level 7
          - Soul Syphon II (basic projectile attack, +4 Force and +6 Accuracy,
            Muran gets +5 Energy)
     - Level 8 (around Wave 16)
          - Call Lightning III (three additional bolts, +4 Force)
     - after that
          - start unlocking Attribute icons ("six-pointed star with a triangle")
            and Discipline Tree Buff icons (leftmost icons)
          - Enduring Spark (+2 Defense, level 6)
          - Steel Skin (+15% Impact Resistance, level 6)
          - Aetherwise (+15% Chaos Resistance, level 6)
          - Reflexive Strength (+1 Agility, level 7)
          - Rune of Protection (+1 Vitality, level 6)
          - Stone Warden II (stone warden /twelve, level 8)
     - Level 9
          (- nothing to unlock for Combat Arena)
     - Level 10 (Wave 32)
          - unlock Discipline Tree Buff icons
          - Blood of the Archmagi (+2 Willpower)
- Upgrades
     - increase range
          - Focusing Crystal (+2 Range)
     - unlock another Pocket if you think you will need it
          - Scroll Pouch (+1 Gear Slot)
     - if you are playing solo or there is no healer in your team
          - Vial of Copperweed (+25% Fortitude)
     - unlock Exceptional level for Battlemage Robes (around Wave 5-10)...
          - Meditate III (hold back, Amplified) (around Wave 16-24)
               - might not help in Boss Waves where you have to give damage
                 before you are down after all the damage you receive
          - Flask of Copperweed (+75% Fortitude)
     - ...or unlock Exceptional level for Quarterstaff (around Wave 5-10)
          - Arcacite Inlay (+3 Energy)
          - Stone Strike III (basic melee attack, +4 Force)
     - after that
          - Amulet of Wisdom (+1 Willpower)
     - unlock Masterwork level for Quarterstaff (around Wave 27)

Shasek
- Abilities
     - Levels 1-6
          - Double Slice (conditional combo attack, if you kill your enemy you
            can make another attack with -4 Accuracy; +4 Accuracy, +3 Force)
          - Double Slice II (+6 Accuracy, +6 Force)
          - Blood Rage II (multi-hit, damage all targets in Small Radius,
            Bleeding, +10 Force)
          - Slay II (precision and combo attack, if enemy is not killed by the
            first attack you can make another action, the first attack causes
            Weakened, +8 Force, +10 Accuracy)
     - decide whether you want Shasek to potentially be more dangerous to his
       allies by being able to travel a longer distance when attacking anyone
          - Bladestorm II (semi-random attack, Hastened)
     - wait for Level 7
          - Bloodlust (+25% Force while Bloodied)
          - Kick IV (multi-hit attack since Kick III, all targets in front of
            you and to your left and right side gain Knockback, Disengage and
            Hindered, +6 Accuracy)
     - Level 8 (around Wave 16)
          - Slay III (+12 Force, +12 Accuracy)
          - Blood Rage III (Knockback, Disengage, +16 Force)
     - decide whether to make Shasek potentially even more dangerous to allies
          - Bladestorm III (+6 Force)
     - after that
          - Burst Chakram (multi-hit, explosive projectile, Small Radius, +8
            Force)
          - start unlocking Discipline Tree Buff icons (leftmost icons)
- Upgrades
     - unlock the two below
          - Bullrush (replaces Slice, charge attack, +2 Force)
          - Seethe II (hold back, Hastened, +6 Force)
     - if you aim to use a Chakram in one Pocket and a healing potion in another
          - Crossed Scabbards (+1 Gear Slot)
     - unlock Exceptional level for Tytheri Quickblades (around Wave 10)...
          - Rend III (Flesh Wound, +2 Force) (around Wave 16-24)
     - ...or unlock Exceptional level for Sellsword Halfplate (around Wave 10)
          - if you are playing solo or there is no healer in your team
               - Flask of Copperweed (+75% Fortitude)
          - Reinforced Halfplate (+5 Fortitude)
     - after that
          - Whirlwind Mantra (+1 Agility)

Silent Thorn
- Abilities
     - Levels 1-6
          - Void Arrow III (projectile, Blinded and Hindered /three)
          - Shadowstep III (power move, Demoralized in Small Radius /three)
          - Assassinate III (stealth attack, +20 Force, +18 Accuracy)
     - if you think you will spend Precious to craft Energy potions
          - Myrthvein Vial (+5 Energy)
     - wait for enough Renown to unlock second/third Viper Arrow before crafting
       it (Common required for crafting, collect Common from humans)
          - Viper Arrow (Affliction)
          - Viper Arrow II (+4 Accuracy)
     - wait for Level 7
          - Marksmanship (+2 Range)
     - Level 8 (around Wave 16)
          - Volley III (Demoralized, +6 Accuracy)
     - after that
          - Relentless (+3 Energy, level 7)
          - start unlocking Attribute icons ("six-pointed star with a triangle")
            and Discipline Tree Buff icons (leftmost icons)
          - Yrian Constitution (+1 Vitality, level 3)
          - Reflexive Strength (+1 Agility, level 7)
          - Viper Arrow III (Blighted, +4 Accuracy, level 8)
     - Level 9
          (- nothing to unlock for Combat Arena)
     - Level 10 (Wave 32)
          - unlock Discipline Tree Buff icons
- Upgrades
     - if you need another Pocket for example for poisoning Viper or slowing
       Broadhead arrows (craft those arrows with Common)
          - Moonbow Quiver (+1 Gear Slot)
     - replace your basic projectile attack
          - Double Shot (Slowed, +2 Accuracy, both arrows are with -2 Force)
     - if you are playing solo or there is no healer in your team
          - Vial of Copperweed (+25% Fortitude)
          - Flask of Copperweed (+75% Fortitude)
     - wait for more resources
          - Spiderweave Boots (+2 Agility)
          - Focus II (hold back, Focused /three)
     - unlock Exceptional level for Bow and Blade (around Wave 10)
          - Void Blade (replaces Slash; Weakened, Affliction, Disengage) (around
            Wave 24)
     - increase Attributes ("six-pointed star with a triangle")
          - Enchanted Bracers (+1 Strength)
          - Rune of Truesight (+1 Perception)
     - unlock Exceptional level for Leather Armor
          - Hardened Leather (+3 Fortitude)


Comments About Some of the Unlocks
**********************************

Baryson: Sanctuary (+25% Fortitude and Protected for allies in Medium Radius
/three). Costs too much to craft (100 Precious and 50 Remnants).

Marcus: Aura of Command III (gain +100% Aggression). This costs a lot of Energy
to use and doesn't damage the enemies and doesn't protect your hero much.

Marcus: Battle Charge III (+2 Force, +6 Defense). I don't use this much, but
more often than Sweep Attack. I usually unlock this later.

Marcus: Battle Standard (Protected for allies in Large Radius /three). Costs too
much to craft (100 Precious and 50 Remnants).

Marcus: Lance Assault II (Disengage and Knockback to all enemies in Small Range
and then attack the nearest enemy with _+10 Force_). There are a lot of useless
Abilities to unlock first, so consider is it worth it at least in the beginning
of a Combat Arena session.

Marcus: Sunder II (Sundered /round, _+2 Force_). Doesn't improve the Property
much, but costs a lot of resources.

Marcus: Sweep Attack II (+2 Force). This attack is difficult to use near allies.
I prefer having Baryson in my team, so I can use Healing Strike to heal everyone
near him, so I can't use Sweep Attack much.

Muran: Stone Warden (stone warden /five, warden makes multi-hit attacks, damage
per enemy is about 3-4, cost 12 Energy, location of this power is in the Defense
Wheel). Might work as a distraction, but can be quite useless as it doesn't
damage the enemy much.

Shasek: Bladestorm II (attack one enemy and then up to two random targets,
Hastened, while Bloodied). This makes Shasek more dangerous to his allies as
Shasek can move farther to blindly damage anyone on his way. This is a risky
ability to use, but sometimes it can come in handy for example when Shasek is
the last one alive or his teammates are far away.

Shasek: Bolas (explosive projectile, one target, Hindered, Sundered, +6
Accuracy). Doesn't seem to be very useful, but remember that this is a weakening
attack and your allies are supposed to attack next. The maximum number of
Pockets in this game is two, so I prefer Chakram and a healing drink instead.

Shasek: Kick III (turns Kick into multi-hit attack) is already unlocked. Avoid
using it near other heroes, because it will hurt them!

Shasek: Seethe II (Hastened, +6 Force). It might not always be useful to be able
to attack enemies farther away from your teammates, because you may need
healing and your allies might be too far away to help you in time. On the other
hand, maybe Shasek can be the one who heals. This Ability also increases your
Force, which means more damage.

Silent Thorn: Viper Arrow (Affliction). In Combat Arena mode there is not enough
Common to make these arrows much. If you are playing in Madness difficulty try
to use about three of these and only in Wave 30 (and maybe later) if you are
trying to get the Steam Achievement for 30 Waves in Madness for Episode 1 Combat
Arena.


Avoid Unlocking Skills
**********************

Skills are used in Skill Checks in the Campaign, so you don't need them in
Combat Arena. Skills are Acrobatics, Athletics, Scholar, Scouting, Shrouding,
Stamina and Thievery.

Do not confuse Skills with Attributes!

Attributes affect your hero's Force, Accuracy and Defense. Attributes are
Vitality, Strength, Agility, Insight, Perception and Willpower. Which
Attributes affect your hero's current Force, Accuracy and Defense depends on
which Discipline Tree is used in an attack/defense.



================================================================================
================================================================================
                                    VII MAPS
================================================================================
================================================================================



================================================================================
                                ABOUT THE MAPS
================================================================================


Introduction
************

Here are the maps all in one chapter, so if you have already played this game,
but need a reminder where things are, you can just go from one map to another
while playing the Campaign missions.


Area Names
**********

Area names are given for example by activity (FIGHT1), dead end (END1), item
(ALTAR, BLACKMESS, CHEST1), large doorway (DOOR1), room (KITCHEN), save point
(SAVE1), skill test (SKILLTEST, EAVESDROP), or a person (VYRANDUS). An area name
can also be on two horizontal lines instead of one.


Symbols
*******

- horizontal (-), vertical (|) and diagonal (/ and \) bars are usually routes,
  but they may also mean a wall for a big area
- asterisk (*) denotes a room that is not very interesting, but of course it may
  contain treasures, so check those rooms also
- cross (+) means a turn in a route or a corner in a wall
- tilde (~) denotes a central place in a map
- quotation mark (") means a secret route
- words in parentheses (MAP2) mean the route continues to the next map
- words in braces {MAINHALL} mean the room is marked in the same map again,
  because you can go around the whole map clockwise or counterclockwise
  infinitely like in the mission 1-2 The Portal Obstinate


Map of the Continent
********************

The Map of the Continent (below) has UPPER CASE letters for bigger areas and
Start Case letters for smaller areas like cities, mountains and such. The
Shimmering Sea and the Embersley Island are inside parentheses as they are
outside the continent.


================================================================================
                              MAP OF THE CONTINENT
================================================================================


The map of the continent, or world, is shown on the intro videos for the heroes
of this game. The world is called Arilia. Baryson is from the northwest area of
the map where you can see Wymark and Edgemont. Marcus is from Gray near Averim
Valley, Muran is from Easthaven near city of Illiar, Shasek is from Neskarl
Peninsula, and Silent Thorn is from Old Yriel.


                                                                  Illiar
                                                        -EASTHAVEN-

       Edgemont
-WYMARK-
 Fallenhill
                              Tekala

                    Spinereach                                           
              -GRAY-         -TARNUM-
        Citadel     Averim
                                      Black Sands

 -MYRODIA-    Western                                              Eastern
              Spine                                Gunnensalde     Spine
                                                        -OLD YRIEL-
                                                   Ingarrin



Galbador
Swamps                          (Shimmering Sea)

   -NESKARL
    PENINSULA-
                                (Embersley Island)


================================================================================
                              MAPS OF THE LEVELS
================================================================================


Maps of the levels (or missions) are listed below.


================================================================================
                           1-1 THE SIEGE OF TARNUM
================================================================================


MAP 1 (TOWN AREA)
=================


                       (MAP2)
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                FIGHT4
                /
              SAVE2
             /
          KEEPER
            |
         SKILLTEST
            \
             SAVE1
               \
               FIGHT3
                 \
             DEADKEEPER
                   \
                  FIGHT2
                    /
                 ALTAR
                   |
                VYRANDUS
                   |
                 FIGHT1
                   |
                  ~~~~
                  TOWN
                  ~~~~


The "Town Area" in Map 1 consists of the route from the town square to the
Interrogatee. It's a pretty straightforward route as you are still given lessons
on how to play the game.


MAP 2 (FORTRESS AREA)
=====================


                     BIGHALL
                        |
                      COURT
                        \
                       KNIGHT
                          \
                        EAVESDROP
                           \
                          BLACKMESS
                             \
                            SAVE4
                               \
                             STATUE
                               /
                            BIGFIGHT
                              /
                           ROUNDAREA
                            /
                          SAVE3
                          /
                        FIGHT5
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                (MAP1)


The "Fortress Area" in Map 2 begins from Fight 5 where there is a wall and
guards with bows. You will end up in the Hall of Penitence (BIGHALL).


================================================================================
                            1-2 THE PORTAL OBSTINATE
================================================================================


MAP 1 (HUMAN AREA)
==================


                                           *
          STORAGE---LEVER-+                |                (MAP2)
             |            |        CHAPEL-----PRIEST        |
          KITCHEN-------DINING       |     |    |         LIBRARY
             |            |          |     *    |           |        {MAINHALL}
             |            |          |          |           |         /
             |      END1---------------------------------DOOR1     DOOR2
             |                                               \      /
          ARMORY                                             ~~~~~~~~
             |                                               VYRANDUS
TOWER----BARRACKS----END2                                    ~~~~~~~~
           /
        SAVE
         /
    {MAINHALL}
       /
 (DOOR2)


Doorway 2 (DOOR2) takes you to the same places as Doorway 1 (DOOR1), so Main
Hall {MAINHALL} is inside braces on the map as a visual cue. In other words,
there is only one Main Hall on this campaign level. There are two corridor dead
ends, marked as END1 and END2. If you want to save your game progress, go
"North" from Main Hall or go to the Priests Quarters (PRIEST).


MAP 2 (CREATURE AREA)
=====================


                       ROOF
           SPIDER1     TRAP----SAVE---------+
             |          |                   |
             |          |                   |
       +----TRAP-----SPIDER2----CHEST2     CELL
       |    ROOM                            |
       |                                    |
       |                                    |
    WELL                                   DOOR
       |                                 MECHANISM
       |   /---CHEST1
        \ /
         |
       GEAR1---+
               |
            ~~~~~~~
            LIBRARY
            ~~~~~~~
               |
            (MAP1)


I suggest you visit CHEST1, SPIDER1 and CHEST2 first as they are dead ends,
which you don't need to visit later if you remember to collect everything the
first time.


================================================================================
                             1-3 THE WOLF OF YRIEL
================================================================================


MAP 1 (CELLS AND SWITCHES)
==========================


                                              (MAP2)
                                                |
                                  +-CHEST2---FIGHT2------CHEST5
                                  |                   |
                                  |                   |
                                CHEST1      CHEST4    |
                                  |           |       |
                                  |           |       |
                   +-----------CHAMBER----------------+
                   |   |        AREA          |
                   |  SAVE2       |         CHEST3
                   |   |          |
                   --------LOCK---+
                   |   |   ROOM
                   |   *    |
                   |        |
     DUNGEON2----SWITCH     |        *
                  AREA      |        |
                   |       SAVE1---FIGHT1---+
                   |                 |      |
                DUNGEON1             *    ~~~~
                                          HALL
                                          ~~~~


Your journey begins from the Hall of Penitence (HALL). The Switch Area's
(SWITCHAREA) switches control the doors in Dungeon 1 (DUNGEON1). There are two
routes to the Save Point 2 (SAVE2). There are also two routes to the Chamber
Area (CHAMBERAREA) and Fight 2 (FIGHT2).


MAP 2 (TWO TOUGH ENEMIES)
=========================


     TREASURE--+    +-------+
               |    |       |
               --------PIT----SAVE4-+                  SAVE3
               |    |       |       |                    |
               |    +-------+       ---VOTE----BRIDGE-------+
               |                                         *  |
               |                                            |
           MUTINEERS                                      ~~~~~~
               |                                          FIGHT2
               |                                          ~~~~~~
               |                                            |
               |                                          (MAP1)
             FIGHT3------+
               |         +----CASKROOM
               |
               |
               |
               |--------*
               |        |
               |----------SAVE5---BIGFIGHT
               |
             CHEST6


You continue from Fight 2 (FIGHT2), which was in Map 1. You encounter the first
tough enemy in the Pit (PIT) and the second one in the Big Fight Room
(BIGFIGHT).


================================================================================
                               2-1 TOGETHER WE FALL                             
================================================================================


        SOUL3
          |
          |  TREASURE1                         CHAPEL
          |     |                               WORM      TOMB           TOMB
CHAMBER---|    TOMB                              |     ATONEMENT---|---SUFFERING
  OF      |   BRANOMIR                           |                 |
REGENTS---|     |                                +-----------------|
          |     |                                                  |
          |     |                                                  |
          |     |                         SELL                   BLOOD2---SOUL5
          |     |--SOUL2                 SWORD2                    |
          |     |                           |                      |
 CHAPEL---|-----+                        +--+             +------BLOOD1
 TEARS    |                              |                |        |
          |                              |                |        |
  SAVE2---|---SELL                       +--SAVE3----------------SOUL4
          |  SWORD1                           |
          |                                   |
          |                            MONASTIC
          |         SMALL2             SANCTUARY                 HOSTAGE
          |           |                  |  |                       |
          |           |                  |  |                       |
SOUL1----HALL-------WEST-------HALL------EAST-------TREASURE2-----MASTER
         OF         ROOM     MARTYRS     ROOM                     COIN
        HEROES        |         |
                      |         |
                    SMALL1      |
                                |
                              SECOND
                               ROOM
                                |
                                |
                              ~~~~~
                              FIRST
                               ROOM
                              ~~~~~


From the First Room go to the Hall of Martyr's and then decide wether to go west
or east. I prefer west. SOUL means Soulless rooms and BLOOD means Bloodguard
rooms.


================================================================================
                                 2-2 THE SAFEHOLD                               
================================================================================


    +--------------BONEPIT----------COMMUNAL3------------------------TOMB
    |                |                     |                       REDEEMER
    |                |                     |                           |
    |                |                     |                           |
  CHAPEL             |           +-----------+                         |
 FORGOTTEN           |           |           |                         |
                   MIDDLE--------|           |                         |
                    ROOM         |           |                         |
                     |           |           |---------------------COMMUNAL2
                     |           |   SAFE    |                         |
TREASURE2          CROSS         |   HOLD    |                         |
    |         +----ROADS---------|     |     |                         |
    |         |                  |     |     |---------------------COMMUNAL1
    |         |                  |     |     |                       |
 RITUAL-------|     TOMB         +---GREEN---+                       |
              |     LOST         ROOM                  SUPPLY2       |
              |       |                                              |
              |-------|                                              |
              |       |                                              |
EMBALMING2----+       |                 VYSHAZ         CREMA---------|
                      |                  TOMB          TORIUM        |
                      |                    |                         |
                      |                    |                         |
                      |-----------------+  |  +-----------------MYRTH'S
                      |                 |  |  |                 CHAPEL
                      |                 |  |  |
                    +--------SUPPLY1    +--|--+
                    |                      |
TREASURE1           |                      |
   |                |                      |
   |                |        ~~~~~         |
EMBALMING1-------CELLAR------FIRST-------EMPTY-----------TOMB
                             ROOM        ROOM         REFLECTION
                             ~~~~~


I suggest you go to the Supply Room 1 (SUPPLY1) first to get some of your
objectives. Go to the Embalming Room 1 to get the emblems and go back to the
Supply Room 1. Talk to three ghosts, which are in Myrth's Chapel, Tomb of the
Redeemer and Chapel of the Forgotten. Destroy the tytheri bones in Vyshaz' Tomb
and go back to Chapel of the Forgotten. Visit other rooms for treasure and more
objectives and finally go to Green Room.



================================================================================
================================================================================
                                 VIII MISSIONS
================================================================================
================================================================================



================================================================================
                            1 THE BATTLE FOR TARNUM
================================================================================


Episode 1 The Battle for Tarnum Missions
****************************************

1-1 The Siege of Tarnum
1-2 The Portal Obstinate
1-3 The Wolf of Yriel


================================================================================
                    1-1 THE SIEGE OF TARNUM (AKA "PRELUDE")
================================================================================


Objectives
**********

Group
- Deliver help along the Path of Pilgrimage
- Discover how the Guild infiltrated the fortress
- Discover who is behind fortress attack
- Discover why the Guild attacked the fortress
- Discover why pilgrims killed this Keeper
- Find Keeper Lieutenant
- Find what killed the Keepers
- Reach of the Tarnum Fortress

Personal depending who received the key from Keeper Segran
- Discover Keeper Segran's Resource Cache

Baryson
- Find Evidence of an Artifact of Great Power
- Help the Keepers retake the Fortress of Tarnum
- Pray to Meldon, the God of Light, Justice and Truth
- Reach Quest Objectives First 5 Times

Marcus
- Help the Keepers retake the Fortress of Tarnum
- Learn the Way Down to the Caverns
- Pray to Myrth, the God of Creation
- Succeed at 5 Skill Checks

Muran
- Help the Keepers retake the Fortress of Tarnum
- Investigate 6 Legends of Arilia
- Investigate Evidence of an Artifact of Great Power

Shasek
- Help the Keepers retake the Fortress of Tarnum
- Investigate Rumor of Allevia's Prize
- Loot 4 Large Containers
- Pray to Eihwaz, the God of War and Vengeance

Silent Thorn
- Find evidence that a Guild Lord is at Tarnum
- Help the Keepers retake the Fortress of Tarnum
- Kill 5 Enemies with Eviscerate
- Pray to Dagaz, the God of Darkness and Night


Story
*****

Every hero has an interest in the Tarnum Fortress, which is built on top of the
Eon Altar. Eon Altar is the birthplace of mankind. People are on their way to
Path of Pilgrimage.


Tactical Tips for This Mission
******************************

If you have Marcus, try the Shield Smash against dogs. If you have Shasek try
using his Rend (multi-hit melee) first when your other teammates are not near
him. If you have a hero that can shoot, try shooting the enemies far away. If
your teammates are not too close try the multi-hit attacks, which are for
example Baryson's Blade of Glory and Great Swing, Marcus' Sweep Attack and
Muran's Fireball.


Items at the Beginning of the Mission
*************************************

You have no Gear activated (in your Pocket), so you may want to put a healing
drink there.

You have no Renown or Godstone yet, so you can't upgrade your Abilities or
Equipment (Upgrades).


Skill Checks in This Mission
****************************

Most of the skill checks in this mission are for Athletics, so you may want to
lead with an athletic hero, but in the end it shouldn't matter much. If your
hero has a low Athletics score it just takes more attempts to open chests.

Athletics points for the heroes at the beginning of this mission are: Shasek 12,
Marcus 7, Baryson 4, Silent Thorn 3 and Muran 2.

With Silent Thorn you can use Thievery to open locked chests. Her Thievery level
is 12 at the beginning of this mission.

There is also at least one Scouting Check (eavesdropping).

With Muran you can make a Shrouding Check (destroy an obstacle).


Map 1: Town Area
****************

                       (MAP2)
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                FIGHT4
                /
              SAVE2
             /
          KEEPER
            |
         SKILLTEST
            \
             SAVE1
               \
               FIGHT3
                 \
             DEADKEEPER
                   \
                  FIGHT2
                    /
                 ALTAR
                   |
                VYRANDUS
                   |
                 FIGHT1
                   |
                  ~~~~
                  TOWN
                  ~~~~


Lesson: Secret Thoughts
***********************

Keep your character's secrets to yourself, or share them with your team. The
choice is yours.


Lesson: Moving
**************

Tap and drag your Move Marker (colorful rotating circle) to target an item.
Release your finger from the touch screen and your character moves towards the
target.


Lesson: Running
***************

Tap and hold outside your Move Marker to run in that direction. Release from the
touch screen and your character stops running.


Lesson: Fighting (See "Fight 1" Below)
**************************************

Combat is turn-based. Select an enemy with the Move Marker and the Power Wheel
appears. On the Power Wheel select a power or action you want to attack with.


Fight 1
*******

Enemy Type
- Pilgrim
     - examples of the names
          - Angry Pilgrim
          - Riotous Pilgrim
          - Rowdy Pilgrim
          - Unruly Pilgrim

After the fight you may and you should loot the enemy corpses for resources.

You may find some additional resources from this town area below (south).


Lesson: Power Preview (PP) and Area of Effect (AOE)
***************************************************

Later you will get more powerful attacks and abilities that have an Area of
Effect (AOE). Area of Effect means an area that has potential of damaging the
targets.

To see a Power Preview (PP) of the Area of Effect first target an enemy or an
area, then press and hold the attack or ability to see the preview.

You need to be in combat to see the Preview of Area of Effect (POAOE). The
attack or ability needs to be unlocked and you need to have enough Attack Energy
to use it.

For example, with Baryson, select an area and then press and hold Great Swing.
With Marcus, select a target and then press and hold Lance Assault or Sweep
Attack. With Muran, select an area and then press and hold Fireball.


Grand Keeper Vyrandus
*********************

Go talk to Grand Keeper Vyrandus on right (east) of the fight you just had.


Lesson: Character Dialog
************************

Speak your hero's dialogue lines to your friends. This is essential for real
classic role-playing style gameplay where people interact face-to-face with
each other. The dialogue lines are at the bottom of the controller app screen.


Grand Keeper Vyrandus
*********************

You can reveal your mission or agenda or keep it a secret.


Lesson: Menu Screen
*******************

Tap the hamburger icon (menu icon) at the top left corner of your screen to see
the Menu Screen. You can access your Menu Screen when you are not at combat.


Lesson: Quests
**************

Quest Types
- Personal Quests
- Group Quests

Examples of Personal Objectives
- Pray to Dagaz, the God of Darkness and Night (Silent Thorn)
- Pray to Eihwaz, the God of War and Vengeance (Shasek)
- Pray to Meldon, the God of Light, Justice and Truth (Baryson)
- Pray to Myrth, the God of Creation (Marcus)

Examples of Group Objectives
- Retake the Fortress: Reach of the Tarnum Fortress
- Help Keepers and Pilgrims: Deliver help along the Path of Pilgrimage


Statues for Gods and a Shrine (Area "The Noose")
************************************************

Meldon
- God of Light, Truth and Justice
- wings and a sword
- followers at Wymark
- Baryson's god

Myrth
- Creator
- a beard, a hood and a hammer on hand
- killed by his brother
- Marcus' god

Shrine (Pedestal of Alms)
- you may loot alms from here and you should receive Precious

Dagaz
- God of Darkness
- a hood and a cloak
- killed his brother Myrth, because he was tricked by Zaquent and later Meldon
  gave Dagaz justice
- God Wars began because of Dagaz's betrayal
- Silent Thorn can pray to Dagaz

Eihwaz
- Goddess of War and Vengeance, "Lady of Carnage"
- holding a tether and on the other end of the tether is Dagaz
- holding an axe with the other hand
- Silent Thorn's god
- Marcus and Shasek can pray to Eihwaz

Muran
- would like to see a statue for Magus, God of Magic

Reward for praying
- 5 Renown
     - you can unlock one power in Abilities
- when other players select the statues Muran should start to talk about the
  gods and receives also the reward of 5 Renown


Lesson: Renown
**************

You get Renown by finishing Objectives. When you receive Renown you can unlock
Abilities. When you get enough Renown your Level (for Abilities) increases.


Lesson: Discipline Trees
************************

You have three Ability (Discipline) trees. The first two ones are mostly for
attacks and the third one for defend actions.


Path (East of Statues)
**********************

Slaughtered Pilgrim


Fight 2
*******

Guild Mercenary speaks to you. He has a red headband, red fabric on the left
shoulder, black jacket and black boots.

Enemy Types
- Guard Dog
     - example names
          - Guard Dog
          - Hound Guard Dog
          - Mongrel Guard Dog
- Sellsword Skirmisher

After the fight remember to check south for loot. You may find Mugwort Tea,
which seems to be rare in this game. It is possible that only Silent Thorn
can find Mugwort Tea.


Lessons (See Fight 2 Above)
***************************

Different powers have different ranges
- Far (circle with two triangle-like icons)
- Close (circle with one triangle-like icon)
- Engaged (no icon)

Tap and hold a button on the Power Wheel to learn more about the power or
action.

High level powers require attack Energy. Charge up Energy for stronger powers by
attacking your enemies with the basic attacks, which don't require Energy.


Walkway (Area "The Pilgrim's Market")
*************************************

Dead Keeper
- starts objective "Discover why pilgrims killed this Keeper"

Slaughtered Pilgrim
- ends objectives
     - "Discover why pilgrims killed this Keeper"
     - "Discover how the Guild infiltrated the fortress"
     - Renown 4


Fight 3
*******

Enemy Types
- Attack Dog
- Guard Dog
- Pilgrim
- Sellsword Skirmisher


Lesson: Destiny Stone (Save Point)
**********************************

Destiny Stone is a save point. Your game auto-saves your game progress when you
reach a Destiny Stone. If the whole team dies, you end up here. If one of the
team members dies, you may get him/her from here.


Lesson: Godstone
****************

You get one or more Godstones for reaching a Destiny Stone for the first time.
You use Destiny Stones with other resources to upgrade your weapons and armor.
The first weapon level ("Polished") unlock only costs you one Destiny Stone.


Save Point 1 (Destiny Stone)
****************************

At this point everyone should be able to unlock one Upgrade. You may need to
trade Common, Precious and Remnants among each other to do so. Trading is
teached later in this Episode. If you have Muran or Silent Thorn you can unlock
another "Pocket" (Gear Slot).

Reward for reaching this Save Point for the first time: one Godstone.


Bridge to Northwest
*******************


Lesson: Skill Check
*******************

Sometimes you need to make a Skill Check to be able to do something like open a
chest or remove an obstacle. See "Cart (Skill Check, Obstacle)" below for an
example of a Skill Check.

You can use your Move Marker to preview your chance of succeeding at a Skill
Check.


Cart (Skill Check, Obstacle)
****************************

Skill Challenge
- destroy an obstacle
- Athletics, difficulty 3
- Shrouding, difficulty 0 (for Muran)


Lesson: Stats
*************

Stats screen shows information about your hero's Skills, Attributes, etc.

Force, Accuracy, Defense, Base Damage and Resistances are used in fights.


Lesson: Skills and Attributes
*****************************

Skills are Acrobatics, Athletics, Scholar, Scouting, Shrouding, Stamina and
Thievery. Skills are used in Skill Checks, so you don't need them in fights.

Attributes are Vitality, Strength, Agility, Insight, Perception and Willpower.
Attributes affect your hero's Force, Accuracy and Defense. Which Attributes
affect your hero's current Force, Accuracy and Defense depends on which
Discipline Tree is used in an attack/defense.


Keeper Segran
*************

Fight the enemies first.

If you are playing with more than one hero pick the one with no healing powers.
That hero should then heal Keeper Segran as you probably get healing potions
when you use the key Keeper Segran will give you.

Keeper Segran will appear later in this mission again. Heal him with a Vial of
Copperweed (+25% Fortitude). Remember to target Keeper Segran first or you will
heal yourself.

Reward: key to a Keeper cache.


Lesson: Using a Healing Item
****************************

Activate the Top Menu and go to the Gear Screen. Put the potion, drink or food
to your "Pocket" by tapping it. If you have already too many items selected then
deselect them first. You can heal yourself by tapping the Self Button and then
the healing item (potion, drink or food).


Lesson: Crafting Healing Potions and Other Items
************************************************

You need to learn the recipe to craft a healing potion first before you can
craft it. After unlocking the crafting skill you can find your healing potion
power from the Abilities or Upgrades screen depending on which hero you are
using and which item you are going to craft. Raw materials for crafting are
Common ("rock" icon), Precious ("gold" icon) and Remnants
 ("chemlab" icon).


Statues West of Keeper Segran (Area "Heroes of Virelon")
********************************************************

Sheb Rashal
- historical character
- last of the Sellsword Kings (you have fought against Sellswords)
- betrayed Thaddeus Gray
- Tytheri (same race as Shasek)
- head is like a lion's head
- Lady Allevia will mention him later

Thaddeus Gray
- historical character
- founder of the Kingdom of Gray (Marcus is from Gray)
- short beard, looks like Abraham Lincoln (16th president of USA)
- during the Myrodian Invasion, thousand years ago, he found powers from the Eon
  Altar and used those powers to win his enemies


Upward Slope to Northeast
*************************

There is a bend on the road towards a bridge on east.


Save Point 2 (Area "The Ramparts")
**********************************

You get one Godstone here. For one hero it might be possible to unlock the
Polished level now for your armor as you did with your weapon earlier using the
Upgrades screen.


Steps Up (Area "The Ramparts")
******************************


Lesson: First Strike (See Fight 4)
**********************************

Strike first on enemies that have their backs to you. In some rare situations
you can sneak past an enemy without fighting (see Fight 5).

In Fight 4 if you go approximately to the fifth step on the stairs you probably
get the first enemy to make his allies know you are close to them. That can be a
good thing, because now you can retreat back by using heroes who can shoot at
the enemies. This way there will be less enemies simultaneously around you, so
you have more time to heal your heroes if that needs to be done.


Fight 4 (Near Interrogatee and Cache)
*************************************

Enemy Types
- Attack Dog
- Pilgrim
- Sellsword Sergeant
- Sellsword Skirmisher

You may need to fight multiple times in this area until the area is clear of
hostiles. There is at least one guard in north moving from west to east and
back. It is possible to shoot that guard, but the enemies probably notice it.
If you kill the enemies west first some enemies may remain east and you should
be able to shoot at one or two of them before their turn begins depending on how
many of heroes of your team can shoot.

One suggestion is to go south first, so you may get a chance to heal your
teammates without being attacked at the same time.


Lesson: Non-Hostile Characters (See "Interrogatee" Below)
*********************************************************

Non-Hostile Characters are marked with Yellow Rings below them.

Talking to Non-Hostiles
- you can talk to to a non-hostile character by targeting him with your Move
  Marker and selecting the Talk Power on your Power Wheel


Interrogatee
************

Exhausted (or Injured) Sellsword Skirmisher
- after talking to him avoid killing him in case other players want to
  interrogate him also, so they will also get Renown
- the Skirmisher works for Jormund ("Wolf of Yriel") who will appear in a later
  mission
- to Shasek he mentions the Portal Obstinate which you will see later in this
  game
- Reward: 2 Renown


Lesson: Talking to Teammates
****************************

You can learn more about your teammates by starting a conversation dialog. To
discuss with a teammate target a teammate, select the Speech Bubble and then
Talk.


Lesson: Trading Resources
*************************

You can trade resources with your teammates. To trade with a teammate target a
teammate, select the Speech Bubble and then Request Resources.


Cache (West of Interrogatee)
****************************

When you enter the Fight 4 area you may see a dialogue saying something like
"This looks where the Keeper Segrant told you to look. His stash must be around
here, somewhere." Only the character who received the key from Keeper Segrant
can open the chest and the cursor near the chest has the same color as that
character's Move Marker color. Hint: there is a pig being roasted near the
chest.


Map 2: Fortress Area
********************

                     BIGHALL
                        |
                      COURT
                        \
                       KNIGHT
                          \
                        EAVESDROP
                           \
                          BLACKMESS
                             \
                            SAVE4
                               \
                             STATUE
                               /
                            BIGFIGHT
                              /
                           ROUNDAREA
                            /
                          SAVE3
                          /
                        FIGHT5
                         /
   LOCKEDCHEST---INTERROGATEE
                   /
                (MAP1)


Bridge to East
**************


Fight 5 (Wall)
**************

There are some guards at the wall. They are all archers (Sellsword Archer).
There is an alternative route to this area from the Interrogatee.

Tactics: you see four dead people with arrows on their bodies. You should be
able to walk on top of the last body and then use a projectile or an energy beam
(if your hero has any of those powers) against the enemies.


Save Point 3
************

Point of Interest: activate a discussion about Tarnum Fortress.


Bridge to East
**************


Round Area (Area "The Oasis of Larethia")
*****************************************

Enemy Types
- Attack Dog
- Guard Dog
- Sellsword Archer
- Sellsword Skirmisher

Statue of Larethis
- Goddess of Nature, Earth Mother
- long hair, a long robe and petal-like leafs
- Myrth and Dagaz created Larethis
- let Muran talk about this statue (personal objective)


Bridge to Northeast
*******************


Big Fight
*********

There are more enemies than usual. Before beginning the fight you may want go
back and save your game at the nearest Save Point. At this point you may have
enough resources to unlock items in your Equipment screens (weapons and armor).
For example, you might be able to unlock Duel for Baryson, Quick Shot II for
Silent Thorn and/or Flame Aura for Muran. You may also want to use a buff item
before fighting.

You can try to go against enemies on the left first as not all the enemies are
striking and shooting at you at the beginning of the fight. If you have Baryson,
Marcus or Muran you can try their multi-hit attacks when your teammates are not
near their targets and they have enough Energy for those attacks.

Instead of everyone going to the same direction you can scatter around so
everyone with multi-hit attacks can more easily use those attacks.

Instead of only shooting at the archers you can try to run towards them and
strike them (I mean using only one turn to move and strike when you are near
enough). Shasek may be able to take two archers down with the basic multi-hit
attack (Rend).

The fight should start when you have walked up all the four steps on stairs near
the Medium Chest (Athletics 6 Skill Check).

Enemy Types
- Sellsword Archer
- Sellsword Marksman
- Sellsword Sergeant
- Sellsword Skirmisher


Statue
******

Statue of the Herald
- Watcher of the world
- Servant of Myrth
- looks like a boy with a stick with five branches


Save Point 4 (Area "The Watcher's Peak")
****************************************


Black Mess (West of Save Point 4)
*********************************

It looks like a Keeper has turned into stone and there is black mess on the
ground after some dark arcane power has been used. Reward: 2 Renown.


Eavesdropping
*************

Scouting Check (Skill Check) with Difficulty 6 for Eavesdropping.

Scouting points for the heroes at the beginning of this mission are: Marcus 8,
Muran 6, Silent Thorn 6, Baryson 3 and Shasek 3.

If you succeed in the Skill Check you find out that Captain Jormund is the
Sellsword talking with the Bloodguard with the knight armor. Guild Lord is
mentioned. Mission begins: Find What Killed the Keepers.


Fight with the Knight
*********************

Defeat the Bloodguard Soldier.


Gates to the Fortress (Area "Myrth's Court")
********************************************

You may want to visit the nearest previous Save Point before this fight. Check
your Fortitude and Gear also. You can increase your Attack Energy with drinks if
you think you need them.

Statue at Left
- Meldon (wings, spatha-like straight sword and not much of clothes) defeating
  Zaquent (spider-like, six hands), God of Chaos

Statue at Right
- Eihwaz (woman with a double-bladed battle axe, long cloak, headband and leg
  protection) capturing Dagaz (two daggers), ending the God Wars
- Meldon condemned Dagaz to an eternity deep underground in Arilia

There will be a vote about how to get through the gates. There are different
ways of getting the gates open. For example Baryson can talk to the guards,
Muran can destroy the gates and Shasek can climb and attack a guard.

Fight against the enemies and go inside.


Inside the the Fortress (Area "Tarnum Fortress")
************************************************

The lighting changes when you go in and you see a big table with candles.


Save Point 5
************


Video
*****

The Guild leader with his hovering red orb thingy gets away and the big door
gets closed behind him.


Fight (Hall of Penitence)
*************************

You will choose a battle shout before the fight.

It is still possible to upgrade your Abilities and Equipment after the battle
shout if no-one moves too close towards the enemies. For example, you might be
able to unlock another "Pocket" for items and your armor level to Polished to
increase Fortitude.

With Shasek you probably can craft Chakrams if your teammates give you resources
if you don't have them enough. You can use Chakrams against the strongest
enemies, which are the knights (Bloodguard Soldier) as the hero can make two
strikes with the Chakram if the first one doesn't kill the enemy. About two
Chakrams should be enough if you use other attacks also.

If you have Marcus, you can use Battle Charge against the knights, so they
can't hit the weaker heroes in your team so often.

Start the fight by going west, northwest, northeast, east or the middle. I
prefer going to west or northwest. You can try going very near the west edge so
there is as much distance from the enemies as possible before they can get to
you.

If you see no enemies near your heroes after defeating the enemies on west try
the hold back ability instead of moving anywhere. This way maybe only some of
the enemy groups come towards you and not all of them at the same time. When
they come close enough try to shoot them instead of moving towards them.


================================================================================
                            1-2 THE PORTAL OBSTINATE
================================================================================


Objectives
**********

Group
- Aid Keepers in the Tower
- Discover why the Guild attacked the fortress
- Find all Portal Mechanism Pieces
- Find Keepers and Priests to Aid
- Follow Lady Allevia
- Interrogate Sellsword
- Investigate the Chapel
- Investigate the Upper Fortress
- Open the Portal Obstinate Mechanism
- Prove to Lady Allevia that the Fortress is safe
- Question Drunk Sellsword
- Rescue the Hostage Keepers
- Take out the Five Guild Commanders

Baryson
- Discover more about the Guild Lord's Orb
- Heal 100 Effective Points on your Allies
- Help the Keepers retake the Fortress of Tarnum
- Kill 3 Bloodguards while Engaged

Marcus
- Help the Keepers retake the Fortress of Tarnum
- Investigate 3 Ancient Legends of Gray
- Personally Help Keepers 3 Times

Muran
- Discover more about the Guild Lord's Orb
- Help the Keepers retake the Fortress of Tarnum
- Learn 4 Pieces of History of the Fortress

Shasek
- Find clues about Allevia's Prize
- Help the Keepers retake the Fortress of Tarnum
- Kill 5 Enemies while Bloodied

Silent Thorn
- Confirm the name of the Guild Lord
     - there are 12 Guild Lords, so you need to know the name of this one
- Help the Keepers retake the Fortress of Tarnum
- Kill 3 Bloodguards from Concealed


Ability Levels
**************

The heroes' Abilities should be around Level 2 at the beginning of this mission.


Nearest Save Point
******************

This area has three Save Points. From the starting point (near Vyrandus) maybe
the easiest Save Point is after the Main Hall (which has enemies). To get there,
go from the right (east) door near Vyrandus and then go north from the
intersection of the stairs.


Map 1: Human Area
*****************

                                           *
          STORAGE---LEVER-+                |                (MAP2)
             |            |        CHAPEL-----PRIEST        |
          KITCHEN-------DINING       |     |    |         LIBRARY
             |            |          |     *    |           |        {MAINHALL}
             |            |          |          |           |         /
             |      END1---------------------------------DOOR1     DOOR2
             |                                               \      /
          ARMORY                                             ~~~~~~~~
             |                                               VYRANDUS
TOWER----BARRACKS----END2                                    ~~~~~~~~
           /
        SAVE
         /
    {MAINHALL}
       /
 (DOOR2)


Suggested Order of Visiting the Areas
*************************************

Here is one way of visiting the places in this area: from Big Doorway 1 (DOOR1
on the map above) go to the Library and kill the enemies, then go to Priests
Quarters, Chapel, Dining Hall, Kitchen, Armory, Barracks and Tower. Help the
Keepers by going back to the Kitchen and back to the Tower. Kill the last
enemies in the Main Hall. Talk to Vyrandus and use the key in the Tower. You
should find some chests in Dead End 2. Go back to the Library and you should see
Lady Allevia if you have done everything that should be done. Go through the
wall to Map 2.


Hall of Penitence (Vyrandus)
****************************

Grand Keeper Vyrandus
- you report to Vyrandus if you are Marcus
- talk to Vyrandus
- Vyrandus wants you to kill five Guild Commanders, which are in Barracks,
  Dining Hall, Library, Main Hall and Priests Quarters
- you can ask about the tactical situation, fortress layout, Jormund, Fortress
  and Keepers and talk about what you've encountered
- there are 12 Guild Lords
- Vyrandus gives Shasek a key to a chest in the Tower after you have killed all
  the Guild Commanders

Big Door and Two Big Doorways
- Big Door (behind Vyrandus)
- Big Doorway 1 (west of Vyrandus)
- Big Doorway 2 (east of Vyrandus)

Portal Obstinate
- this is the Big Door behind Vyrandus
- "built to protect the people of Old Virelon, but the Myrodian host flooded the
  citadel"
- reward: 2 Renown

Statue in North
- a Forebearer
- Forebearers are a race of elder beings created to build the world
- Forebearers were created by Myrth and Dagaz

Statue in the Middle
- Dagaz (hood) murdering his brother Myrth (hammer and beard)
- Dagaz raised an army to fight the other gods
- Dagaz was tricked by Zaquent, the "Mad God"
- Zaquent escaped Meldon's wrath and might be somewhere here


Priests Quarters (From Doorway 1 to West)
*****************************************

Skill Check
- Scouting Check: Eavesdrop
- two Guild Sellswords are discussing about a ghost and barricades

Barricade to Northwest
- Skill Check (Athletics 3)


Chapel (West of Priests Quarters)
*********************************

Lady Allevia
- Lady Allevia is a ghost
- Lady Allevia was a Regent of Tarnum during the Great Myrodian War
- Lady Allevia knows Sheb Rashal and king Thaddeus Gray a thousand years back
- Lady Allevia thinks one of the heroes is Sheb Rashal (Sellsword King) and one
  is Thaddeus Gray (King of Gray)
- Lady Allevia is consort to Prince Branomir (Prince of Virelon) who was sent to
  fight against the Myrodian forces
- Guild Lord (Davian) with his dark powers has awaken Lady Allevia
- Lady Allevia may know something about Allevia's Prize, which is Shasek's
  interest
- you need to prove Lady Allevia the Myrodians have been defeated

Save Point
- Destiny Stone


Dining Hall (West of Chapel)
****************************


Dead End 1 (South and Then West of Dining Hall)
***********************************************

You see the corridor has collapsed and would otherwise continue to Dead End 2.


Kitchen (West of Dining Hall)
*****************************

Drunk Sellsword
- sneak carefully and talk for intel
- "Continue the ruse"


Food Storage / Pantry (North of Kitchen)
****************************************

Myrthvein Root Poultice (Pantry Shelf)
- you will find this after talking to a Keeper in Tower


Lever and Passageway (Route Between Food Storage and Dining Hall)
*****************************************************************

Lever
- open the servants entrance to the Dining Hall


Armory (South of Kitchen)
*************************

Keeper Herastus
- mentions a secret passageway/entrance to Dining Hall "through the pantry"

Gray Keeper


Barracks (South of Armory)
**************************

Fight
- after the fight you get a hint about Guild Lords


Dead End 2 (East of Barracks)
*****************************

Here are some resources to loot.


Save Point (South and Then West of Barracks)
********************************************

Destiny Stone
- you can also get here from the Main Hall


Tower (West of Barracks' West Wall)
***********************************

Keeper Laetis
- asks for help for Keeper Saeghal's burns
- burns are caused by Guild Lord's (Davian) black magic
- get the myrthvein root poultice

Keeper Saeghal
- sits on the floor

Captured Sellsword
- unconscious until you get the myrthvein root poultice
- interrogate after you have given the myrthvein root poultice to the Keeper
- Guild Lord's name is Davian
- Guild's plans: stay in the fortress for three days
- Portal Obstinate: doesn't know about it
- Guild Lord's location: went through the portal/door
- Guild Lord's orb of power doesn't sound like the Wellspring Muran is looking
  for

Large Chest
- you need to have Shasek with you to open this chest
- after killing the five Guild Commanders ask for a key from Vyrandus and come
  back to open the chest (you may think giving the poultice to the Keepers in
  this room and then interrogating the Sellsword will give you a key, but no)

Window
- View of Tarnum


Main Hall (South and then West of Barracks)
*******************************************

Location
- you can also get here from the Hall of Penitence by using the Doorway 2, which
  is east of Vyrandus

Lady Allevia
- Lady Allevia appears here after you have killed five Guild Commanders
  (Lady Allevia thinks they are soldiers of Emperor Dokrannu)
- Shasek asks about Allevia's Prize and gets a hint of the Master of Coin who
  might be the man Shasek is looking for, but that man must have been dead for
  centuries
- Lady Allevia will hover through the Hall of Penitence to the Library area

Ancient War Banner
- Myrodian Emperor's battle standard
- Gray's soldiers took it with them after defeating Myrodian's host


Map 2: Creature Area
********************

                       ROOF
           SPIDER1     TRAP----SAVE---------+
             |          |                   |
             |          |                   |
       +----TRAP-----SPIDER2----CHEST2     CELL
       |    ROOM                            |
       |                                    |
       |                                    |
    WELL                                   DOOR
       |                                 MECHANISM
       |   /---CHEST1
        \ /
         |
       GEAR1---+
               |
            ~~~~~~~
            LIBRARY
            ~~~~~~~
               |
            (MAP1)


Rock Traps in Map 2
*******************

- not everyone needs to go to a rock falling trap to take punishment
- if you go to a trap there are no rewards or resources to collect, only pain
- if you want to play around with rock falling traps using one hero you can run
  into the trap and then try to escape the rocks


Library
*******

Location
- you can get here from the Hall of Penitence by using the Doorway 1, which is
  west of Vyrandus and then north in the stairs

Fire
- the place is on fire

Library Shelf
- a book describes the manufacturing of the Portal Obstinate
- there are four parts you need, which are gear pieces

Save Point
- Destiny Stone

Lady Allevia
- come to this Library area after defeating all the other enemies and then Lady
  Allevia should be waiting here
- after defeating all the enemies you may need to talk to Vyrandus and visit the
  Main Hall before coming to Library


First Gear Room (North of Library, Area "Old Fortress")
*******************************************************

- first Gear
- bookshelves
- you see two doorways on the north wall


Chest Room 1 (North and Then East of First Gear Room)
*****************************************************

Ancient Relic
- this relic looks like Marcus' weapon
- Lady Allevia appears and says the relic belonged to Thaddeus Gray

Trap
- Skill Check (Acrobatics)


Well Room (North and Then West of First Gear Room)
**************************************************

- a hole that looks like a well


Trap Room (North and Then East of First Gear Room)
**************************************************

- spider webs
- floor stones are scattered on the floor
- rock falling trap


Spider Room 1 (North of Trap Room)
**********************************

- light falls on the floor
- Gear

Enemies
- Brown Recluse Spider
     - green and brown small spider
- Sewer Rat


Spider Room 2 (East of Trap Room)
*********************************

Enemies
- Brown Recluse Spider
- Sewer Rat

Gear


Chest Room 2 (East of Spider Room 2)
************************************

- trap chests
- Gear


Roof Trap (North and Then East of Spider Room 2)
************************************************

- Save Point (Destiny Stone) is near


Reminder
********

After the last fight in the next Cell Room there is no need to heal or increase
Energy with potions or food, because at the beginning of the next mission your
Fortitude will increase to 100% and your Energy will decrease to 1 point.


Cell Room (East and then South of Roof Trap)
********************************************

Enemies
- Brown Recluse Spider
- Collector
     - you can get Poisoned from a Collector's attack
- Sewer Rat

Gear


Door Mechanism Room
*******************

- now is the time to upgrade your Abilities and equipment before the next level
  begins
- Portal Mechanism
- video: - the portal opens
         - Lady Allevia thinks you are the enemy


================================================================================
                             1-3 THE WOLF OF YRIEL
================================================================================


Objectives
**********

Group
- Continue Investigating the Keepers Secrets
- Continue Investigating Tunnels
- Continue Pursuing Jormund
- Defeat Jormund
- Defeat the Master of Hounds
- Discover Davian's Plan
- Discover where the Guild Lord has gone
- Find Escaped Creature
- Help More Mutineers
- Help Mutineering Sellswords
- Investigate Keepers Secrets
- Investigate Maintenance Tunnels
- Kill Escaped Creature
- Pursue Jormund
- Pursue the Guild Lord
- Reach Tunnel Entrance

Baryson
- Help the Keepers retake the Fortress of Tarnum
- Kill 3 Mutinous Sellswords for their Dishonor

Marcus
- Help the Keepers retake the Fortress of Tarnum
- Kill 3 Bloodguards while Engaged
- Protect the Legacy of the Keepers

Muran
- Help the Guild Mutineers
- Help the Keepers retake the Fortress of Tarnum
- Light 10 Enemies on Fire without Killing Them

Shasek
- Find the Keeper's Legendary Treasure Hoard
- Help the Keepers retake the Fortress of Tarnum
- Loot 7 Medium or Large items in the Dungeons

Silent Thorn
- Find out Where the Guild Lord is Going
- Help the Keepers retake the Fortress of Tarnum
- Lockpick 7 Chests or Doors


Map 1 (Cells and Switches)
**************************

                                              (MAP2)
                                                |
                                  +-CHEST2---FIGHT2------CHEST5
                                  |                   |
                                  |                   |
                                CHEST1      CHEST4    |
                                  |           |       |
                                  |           |       |
                   +-----------CHAMBER----------------+
                   |   |        AREA          |
                   |  SAVE2       |         CHEST3
                   |   |          |
                   --------LOCK---+
                   |   |   ROOM
                   |   *    |
                   |        |
     DUNGEON2----SWITCH     |        *
                  AREA      |        |
                   |       SAVE1---FIGHT1---+
                   |                 |      |
                DUNGEON1             *    ~~~~
                                          HALL
                                          ~~~~


Hall of Penitence
*****************

Grand Keeper Vyrandus
- Ask about Old Tarnum
- Ask what lies beyond
- Ask about the Eon Altar

Keeper Segran
- wants to talk about a large feral creature
- you vote whether to help or not, but you should be able to go to the
  Maintenance Tunnels anyway

Level
- at this point your Ability Level should be around 4


Fight 1 (North and Then West of Hall of Penitence) (Area "Old Tarnum")
**********************************************************************

Three Rooms
- you enter a room that is at the center of a three room group
- the central room has two parts with a wall and a doorway between them

Jormund
- appears and leaves

Floor Trap
- you can avoid this trap for example with Shasek and Silent Thorn, but not with
  Marcus
- you need to move very carefully to right/east close to the wall to avoid this
  trap

Enemy Types
- Sellsword Crossbowman
- Sellsword Sergeant
- Sellsword Skirmisher


Save Point 1 (Northwest of Fight 1)
***********************************


Lock Room (East of Save Point 1)
********************************

You can attack or wait when you see a man going to pick a lock. Instead of
trying to approach the man directly from your starting point southwest you can
try to sneak him from behind from east near the east wall, so go east and then
approach him carefully. If you have Silent Thorn with you that man should open
the door and go inside.


Save Point 2 (North of Lock Room)
*********************************

You can save your game progress by visiting this Save Point from south or north.


Rats
****

There are rats near Save Point 2 (one group) and northeast of Save Point 2. You
can kill them all in Dungeon 2 by going northeast of Save Point 2 where you see
more rats (two groups), so that the rats should flee to Dungeon 2 when they see
you.


Switches 1-4 and A-C
********************

Lets call switches in Switch Area and Dungeon 1 as switches 1, 2, 3 and 4 to
avoid confusion with switches A, B and C in Dungeon 2.


Switch Area (Northwest of Save Point 2)
***************************************

Switches 1-3 affecting Dungeon 1
- Switch 1 (west):   open/close Cell 2 (nearest to the east) and Cell 3 (middle
                     cell on west)
- Switch 2 (middle): open/close Cell 5 (farthest to the east) and Port
- Switch 3 (east):   open/close Cell 1 (nearest to the west), Cell 4 (middle
                     cell on east) and Port

Suggested order of using the Switches 1-3: a) Switch 2 to open the Dungeon 1
port and open the cell farthest to the left, b) Switch 1 to open cells 2 and 3,
c) Switch 3 to open cells 1 and 4, and finally d) Switch 2 to open the Dungeon 1
port to kill the creatures you have released.

You may not want to use all the switches immediately, but kill the enemies that
come out each time you have used a switch. Also, some cell doors get opened and
closed by more than one switch, so going back and forth from switches 1-3 to
Dungeon 1 is my recommendation, but you can experiment as much as you like.

If there are more than one playing this game at the same time, you can leave
other players inside Dungeon 1 when one of you presses the switches, so you will
be able to get into all the cells that can be opened.


Dungeon 1 (Southwest of Switch Area)
************************************


           Switches
           1  2  3

             Port      

 Cell 1                Cell 2

 Cell 3                Cell 4

(Cell X)               Cell 5

           Switch 4    


In Dungeon 1 there is one cell, Cell X, you can't open.

Switch 4 closes/opens the Dungeon 1 port.


Dungeon 2 (Northwest of Switch Area)
************************************


                        (Cell E)              Cell C               Cell A
Keeper      Switch C               Switch B            Switch A

Cage
                        Cell F                Cell D               Cell B


There should be about 9 rats near Switch C if you have scared them first near
the Save Point 2 and two locations northeast of Save Point 2. The man picking
the lock in Lock Room should be here also if you didn't kill him.

You may want to have only one hero use Switch A or Switch B and keep the other
team members far away from that switch, because Arbolek Stonekin probably
strikes at all of the team members near the switch and you probably don't want
to lose any unnecessary Fortitude.

Switch A (first switch)
- open/close cells A, B and D

Switch B (second switch)
- open/close cells C and D

Switch C (third switch)
- open/close cells F and D

Dead Keeper
- ornate key

Destroyed Cage

Enemy Types
- Arbolek Stonekin
     - can make multi-hit attacks
- Collector


Audience Chamber (South of Lock Room)
*************************************


Chest Room 1 (North of Audience Chamber)
****************************************

- Crossbow Trap (Skill Check: Scholar Level 6, Thievery Level 6)


Chest Room 2 (East of Chest Room 1)
***********************************


Chest Room 3 (East and Then South of Audience Chamber)
******************************************************


Chest Room 4 (East and Then North of Audience Chamber)
******************************************************


Chest Room 5 (East and Then North of Chest Rooms 3 and 4)
*********************************************************

- area "Training Room"


Fight 2 (West of Chest Room 5, Area "Hound's Lair")
***************************************************

The name for this area comes from the enemy Sellsword Hound Master who can
summon new dogs around him.

Enemy Types
- Attack Dog
- Hound Attack Dog
- Hound War Dog
- Mongrel Attack Dog
- Sellsword Hound Master
- Sellsword Sniper
- War Dog


Map 2 (Two Tough Enemies)
*************************

     TREASURE--+    +-------+
               |    |       |
               --------PIT----SAVE4-+                  SAVE3
               |    |       |       |                    |
               |    +-------+       ---VOTE----BRIDGE-------+
               |                                         *  |
               |                                            |
           MUTINEERS                                      ~~~~~~
               |                                          FIGHT2
               |                                          ~~~~~~
               |                                            |
               |                                          (MAP1)
             FIGHT3------+
               |         +----CASKROOM
               |
               |
               |
               |--------*
               |        |
               |----------SAVE5---BIGFIGHT
               |
             CHEST6


Save Point 3
************


Bridge (Area "Onargo's Chasm")
******************************

You fight a group of knights (Bloodguard Soldier) on the Bridge and another
group after the Bridge.


Vote
****

You can decide whether to help or not the mutineering Sellswords against the
Bloodguards.


Save Point 4
************

You can see pillars here.


Fighting Pit
************

Tip: if you go north to the chests first, you probably don't need to fight the
Stonekin at the south wall while at the same time fighting with Slave Hundari
Forgeborn and two other Arbolek Stonekins.

Enemies
- Arbolek Stonekin
     - Muran's Call Lightning works fine
- Slave Hundari Forgeborn
     - Muran's Flame Aura works fine
     - Silent Thorn's Broadhead Arrow doesn't seem to slow down this Hundari
- reward: 20 Renown


Treasure Chest Room (Area "Keeper's Treasure Room")
***************************************************

Vote
- you can decide to keep the secret of the Keepers or not, 10 Renown either way


Mutineers
*********

You meet some Sellswords that start running.


Fight 3
*******

If you voted to help the mutineering Sellswords there is a fight between
Sellswords and Bloodguards. Otherwise it's your team against all.

Enemies and Allies
- Baron Bloodguard Heavy Soldier (63)
- Bloodguard Soldier (33)
- Expert Sellsword Marksman (16)
- Senior Sellsword Skirmisher (14)
- reward: 3 Renown

Soulless is mentioned at least if you have Silent Thorn with you.


Cask Room (East of Fight 3)
***************************

Enemies (and possibly Allies depending on your vote)
- Baron Bloodguard Heavy Soldier
- Bloodguard Soldier
- Sellsword Crossbowman
- Sellsword Sergeant
- Sellsword Skirmisher
- reward: 3 Renown

If you voted to help the mutineers you hear that Guild Lord Davian is here to
meet Zaquent cultists. You can ask for help from the mutineers.


Chest Room 6 (South of Cask Room)
*********************************


Save Point 5 (East of Chest Room 6)
***********************************


Big Fight (East of Save Point 5, Area "Jormund's Last Stand")
*************************************************************

Before entering the Yellow Marker to start the "Big Fight" you may want to
activate your buff items for each hero and maybe also craft ammo and drinks.

You will have allies here even if you voted not to help the mutineers.

Enemies and Allies
- Attack Dog
- Jormund
- Mongrel Attack Dog
- Sellsword Crossbowman
- Sellsword Marksman
- Sellsword Sergeant
- Sellsword Skirmisher
- The Third Mister Muzzles
- reward: 30 Renown

Story
- Davian wants to raise a Soulless army

Vote
- show mercy to Jormund or kill him
- this will end Episode 1



================================================================================
                            2 WHISPERS IN THE CATACOMBS
================================================================================


Episode 2 Whispers in the Catacombs Missions
********************************************

2-1 Together We Fall
2-2 The Safehold


================================================================================
                               2-1 TOGETHER WE FALL
================================================================================


Objectives
**********

Group
- Discover how Soulless are being Revived
- Learn the Truth about Lady Allevia

Baryson
- Find the Zaquentists before the ritual completes
- Get the killing blow on 3 Bloodguard
- Investigate Zaquents Wish
- Renew search for Zaquent's Wish
- Stop the Zaquentists
- The ritual is likely complete. Find the aftermath

Marcus
- Determine the whereabouts of the Tomb of Branomir
- Find the Tomb of Branomir
- Initiate dialogue with 3 Ghosts to learn more about death
- Investigate evidence of Branomir's Resurrection
- Open the Sarcophagus of Branomir

Muran
- Find someone to question about Bloodguard Leader
- Find the captured Bloodguard near the Maiden's Repose
- Investigate Zaquents Wish
- Loot 12 Sarcophagi
- Observe the Zaquentist Ritual
- The ritual is likely complete. Find the aftermath

Shasek
- Continue the search for Allevia's Hoard
- Find Heir's Sigil and return to the Master of Coin
- Find the Legendary Fortune buried with Prince Branomir
- Find the Master of Coin in the Maiden's Repose
- Investigate Allevia's Prize
- Return the sigils to the Master of Coin

Silent Thorn
- Directly kill 3 Bloated Vessels to make them explode
- Find someone to question about Bloodguard Leader
- Interrogate the Bloodguard about Davian
- Pick up Davian's trail
- Reach Davian at the Chapel of the Suffering Worm


Map of Together We Fall
***********************

        SOUL3
          |
          |  TREASURE1                         CHAPEL
          |     |                               WORM      TOMB           TOMB
CHAMBER---|    TOMB                              |     ATONEMENT---|---SUFFERING
  OF      |   BRANOMIR                           |                 |
REGENTS---|     |                                +-----------------|
          |     |                                                  |
          |     |                                                  |
          |     |                         SELL                   BLOOD2---SOUL5
          |     |--SOUL2                 SWORD2                    |
          |     |                           |                      |
 CHAPEL---|-----+                        +--+             +------BLOOD1
 TEARS    |                              |                |        |
          |                              |                |        |
  SAVE2---|---SELL                       +--SAVE3----------------SOUL4
          |  SWORD1                           |
          |                                   |
          |                            MONASTIC
          |         SMALL2             SANCTUARY                 HOSTAGE
          |           |                  |  |                       |
          |           |                  |  |                       |
SOUL1----HALL-------WEST-------HALL------EAST-------TREASURE2-----MASTER
         OF         ROOM     MARTYRS     ROOM                     COIN
        HEROES        |         |
                      |         |
                    SMALL1      |
                                |
                              SECOND
                               ROOM
                                |
                                |
                              ~~~~~
                              FIRST
                               ROOM
                              ~~~~~


General Advice at the Beginning of This Episode
***********************************************

- if you have played this game before Episode 2 was published some things you
  have unlocked may be locked again, so check your abilities, weapons and armor
- resources: you may have resources at the beginning, so use them now for
             crafting and upgrading
- Renown:    check your abilities as you may have enough Renown for upgrading
             new abilities
- Baryson:   check that you have Water of Life unlocked, as it may be locked
- Muran:     check that you have Vial of Copperweed unlocked, as it may be
             locked
- Shasek:    check that you have Double Slice unlocked, as it may be locked


About Your Upgrades
*******************

At the beginning of this Episode with all of your heroes you should have at
least the first three levels unlocked for your weapons and armor if you have
upgraded them evenly. The first three levels are Battleworn, Polished and Fine.
Some heroes may have Superior unlocked for weapons or armor also.


Suggested Order of Visiting the Areas
*************************************

Go west to Tomb of Prince Branomir first as the Soulless may be easier to fight
with (or it makes no difference).

Don't go to Chapel of Our Lady of Tears or Tomb of Atonement before visiting
Master of Coin, so you can get the objective "Initiate dialogue with 3 Ghosts to
learn more about death" (Marcus).


First Room (Area "Catacombs of Tarnum")
***************************************

Enemy Type
- Soulless Animus

Grand Keeper Vyrandus is on this room. You may see the body of Jormund here. The
Soulless you confront here are dead Sellswords. One of your teammates wants to
talk about the fake treasure seen in Episode 1.


Second Room
***********

Sylvaen the Accountant
- Sylvaen is an apprentice to Tarnum's Master of Coin
- Master of Coin went to Maiden's Repose


Hall of Martyrs
***************

There are five rock sarcophaguses and two holes on the ground.

Save Point 1.

Sigil
- Arathan: saint of the Myrodian War (Shasek's personal objective)

You can choose to investigate the rituals or follow Guild Lord Davian:
- West
     - rituals (Baryson)
     - Prince Branomir's tomb (Marcus)
     - Wellspring orb (Muran)
- East
     - Guild Lord Davian (Silent Thorn)
     - Master of Coin (Shasek)

Lady Allevia
- eventually you will go north and talk with Lady Allevia to end this level


Lady Allevia (North of Hall of Martyrs)
***************************************

When you are done with this level a door opens north of Hall of Martyrs.

A Zaquent cultist lies to Lady Allevia that you are the enemy. Lady Allevia
decides to attack you.


West Room (West of Hall of Martyrs)
***********************************

There are two open doorways and two closed doors (open with switches).


Small Room 1 (South of West Room)
*********************************


Small Room 2 (North of West Room)
*********************************


Hall of Heroes (West of West Room)
**********************************

This is a large hall with steps down towards northeast.

Enemy Types
- Soulless Animus

Sigil
- Sir Welfayn: Knight of Tarnum (Shasek's personal objective)


Soulless Room 1 (West of Hall of Heroes)
****************************************


Save Point 2 (North of Hall of Heroes)
**************************************

This Save Point is on stairs.


Sellsword Room 1 (East of Save Point 2)
***************************************

Sellsword Mutineer
- if you helped the Mutineering Sellswords in Episode 1 you can ask them where
  the Soulless come from and other intel


Chapel of Our Lady of Tears (North and Then West of Save Point 2)
*****************************************************************

Lady Allevia
- let Marcus talk with Lady Allevia (personal objective)
- Allevia talks about her daughter
- Allevia is the wife of Prince Branomir
- Allevia doesn't tell you much at this point


Chamber of Regents (North and Then West of Chapel of Our Lady of Tears)
***********************************************************************

There are two doors to this room.

Sigil
- Lady Felysin the Giver (Shasek)


Soulless Room 3 (North of Chamber of Regents)
*********************************************


Soulless Room 2 (North and Then East of Save Point 2)
*****************************************************


Tomb of Prince Branomir (North of Soulless Room 2)
**************************************************

Look through the keyhole (Muran)
- the Soulless ritual is performed here
- you see a ritual marking or a blood rune on the ground
- there is dark fog above the floor

Enemy Types
- Soulless Animus
- Soulless Bloated Vessel
- Zaquentist Acolyte

The Tomb of Prince Branomir
- let Marcus open it as it is his personal objective
- you find Prince Branomir's bones
- Lady Allevia believes Prince Branomir is only sleeping and then she claims you
  murdered him

Zaquentist Acolyte
- Curse of Yriel is bringing people back from the dead
- Dagaz, the "Mad God", requires souls to become more powerful
- with Baryson kill this person after other heroes have talked to him

Wall
- "Wall" at north
- Shasek has a different option for this wall
     - question about the greatest king, try Sheb Rashal, other options are
       Thaddeus Grey and Vyrandus
- successful scouting check needed to find "Wall"
- get to Treasure Room 1

Head back to Hall of Martyrs ("main hall") when you are done here and all the
other rooms you may want to visit.


Treasure Room 1 (North of Tomb of Prince Branomir)
**************************************************

If you are playing with Shasek you can get to this room.


East Room (East of Hall of Martyrs)
***********************************

There is a statue of a saint or something.

Four open doorways (including where you came here).


Monastic Santuary (North of East Room)
**************************************

There are two locked doorways to this room and a hole in the ground.

Enemy Type
- Soulless Animus


Save Point 3 (North of Monastic Santuary)
*****************************************


Sellsword Room 2 (West and Then North of Save Point 3)
******************************************************

Sellsword Mutineer
- let Silent Thorn speak to this person (personal objective)
- the Bloodguards are hunting Sellswords and giving them to Zaquentists
- Guild Lord Davian is below the catacombs
- you get a hint about a Bloodguard Hostage, see the Hostage Room


Treasure Room 2 (East of East Room)
***********************************


Master of Coin Room (Area "The Maiden's Repose", East of Treasure Room 2)
*************************************************************************

Ghost of Master of Coin
- Tarnum's Master of Coin
- when playing with Shasek show Lord Rueth's sigil if you want to know about a
  treasure, which is in the mines (you need to find the sigil first)
- with Marcus talk to this ghost twice (personal objective)


Hostage Room (North of Master of Coin Room)
*******************************************

Bloodguard Hostage (or Bloodguard Commander)
- let Silent Thorn or Muran speak to the hostage
- Zaquent's father is Dagaz
- when asked about Zaquent's Wish the hostage drops a hint that maybe the orb
  controls Guild Lord Davian
- Davian might be in Chapel of the Suffering Worm


Soulless Room 4
***************

Enemy Types
- Bloodguard Soldier
- Soulless Animus
- Soulless Bloated Vessel
- Soulless Wrack


Bloodguard Room 1
*****************

You may want to stay in this room when the fight begins instead of moving to the
nearby rooms when there are still enemies left. That way you probably don't have
to deal with so many enemies at the same time.

There is a stocky pilar in this room.


Bloodguard Room 2 (North of Bloodguard Room 1)
**********************************************

There are some candles on top of wooden boxes and on a rock.

Enemy Type
- Blood Guard Soldier

Ally Type
- Sellsword Crossbowman
- Sellsword Sergeant
- Sellsword Skirmisher


Chapel of the Suffering Worm (West of Bloodguard Room 2)
********************************************************

- you need to talk to a Bloodguard Hostage in Hostage Room to open the door
- Guild Lord Davian isn't here, this was an ambush
- there are four pillars at the middle of this big room

Enemy Types
- Bloodguard Commander
- Bloodguard Soldier


Soulless Room 5 (East of Bloodguard Room 2, Area "Communal Ossuary")
********************************************************************

Enemy Types
- Soulless Animus
- Soulless Bloated Vessel

Sigil
- Lord Rueth: Branomir's grand-nephew (Shasek)


Tomb of Atonement (North and Then West of Bloodguard Room 2)
************************************************************

You see dragon statues on top of tombs and a lot of skeletons.

Ghost of Lady in Waiting
- let Marcus talk to her (personal objective)
- personal assistant to Lady Allevia
- this ghost tells that Lady Allevia took people to Safehold
- maybe Lady Allevia tried to sacrifice herself to save others

Sigil
- Master Hull (Shasek)


Tomb of Suffering / Soulless Room 6 (North and Then East of Bloodguard Room 2)
******************************************************************************


================================================================================
                                 2-2 THE SAFEHOLD
================================================================================


Objectives
**********

Group
- Convince the Master of Coin to help
- Convince Three Ghosts to Help
- Discover a way to Defeat Allevia
- Fend off Allevia's Attack
- Find Vyshaz' bones and burn them
- Gain Access to the Safehold
- Leave Safehold
- Learn the truth about the Safehold
- Reach the Safehold
- Release Sylvaen from her master's service
- Return to Vyshaz
- You must stop the Zaquentists from completing their horrible rituals

Baryson
- Escape Allevia's wrath to follow the trail
- Exploit the Soulless' and Zaquentists' weakness to Radiant damage 10 times

Marcus
- Escape Allevia's wrath to follow the trail
- Force 5 doors open with Athletics

Muran
- Escape Allevia's wrath to follow the trail
- Kill two or more enemies in a single attack 5 times

Shasek
- Escape Allevia's wrath to follow the trail
- Kill two or more enemies in a single attack 5 times

Silent Thorn
- Escape Allevia's wrath to follow the trail
- Find clues to Davian's whereabouts and activities
- Unlock 5 doors with Thievery


Map of The Safehold
*******************

    +--------------BONEPIT----------COMMUNAL3------------------------TOMB
    |                |                     |                       REDEEMER
    |                |                     |                           |
    |                |                     |                           |
  CHAPEL             |           +-----------+                         |
 FORGOTTEN           |           |           |                         |
                   MIDDLE--------|           |                         |
                    ROOM         |           |                         |
                     |           |           |---------------------COMMUNAL2
                     |           |   SAFE    |                         |
TREASURE2          CROSS         |   HOLD    |                         |
    |         +----ROADS---------|     |     |                         |
    |         |                  |     |     |---------------------COMMUNAL1
    |         |                  |     |     |                       |
 RITUAL-------|     TOMB         +---GREEN---+                       |
              |     LOST                               SUPPLY2       |
              |       |                                              |
              |-------|                                              |
              |       |                                              |
EMBALMING2----+       |                 VYSHAZ         CREMA---------|
                      |                  TOMB          TORIUM        |
                      |                    |                         |
                      |                    |                         |
                      |-----------------+  |  +-----------------MYRTH'S
                      |                 |  |  |                 CHAPEL
                      |                 |  |  |
                    +--------SUPPLY1    +--|--+
                    |                      |
TREASURE1           |                      |
   |                |                      |
   |                |        ~~~~~         |
EMBALMING1-------CELLAR------FIRST-------EMPTY-----------TOMB
                             ROOM        ROOM         REFLECTION
                             ~~~~~


Suggested Order of Visiting the Areas
*************************************

I suggest you go to the Supply Room 1 (SUPPLY1) first to get some of your
objectives. Go to the Embalming Room 1 to get the emblems and go back to the
Supply Room 1. Talk to three ghosts, which are in Myrth's Chapel, Tomb of the
Redeemer and Chapel of the Forgotten. Destroy the tytheri bones in Vyshaz' Tomb
and go back to Chapel of the Forgotten. Visit other rooms for treasure and more
objectives and finally go to Green Room.


Save Points
***********

You can save your game for example east in the Crematorium or in the middle in
Green Room.


First Room (Entrance Hall)
**************************

Enemy Types
- Lady Allevia
     - causes Demoralized
- Whisp
     - eats your energy, transforms into Wraith
- Wraith
     - causes damage

Tactics
- try defeating Allevia first
- it is possible that melee attacks work the best on Allevia
- later, when you see Allevia and the Whisps again, the longer the combat
  endures the more probably you will see Wraiths appearing also


Cellar (West of First Room)
***************************


Embalming Room 1 (West of Cellar)
*********************************

Destruction
- Davian's handiwork

Emblems
- House Beramir (Sir Gandtor of Beramir, Lady Allevia's first cousin, Vyrelon's
  families)
- House Gamogash (Sir Hampstead, Vyrelon's families)
- House Gerfal (Easthaven)
- House Jasgond (Lady Hastav of House Jasgond)
- House Tyregan (Lady Yrandel, Tarnum's old families)
- House Vangarys (no blood relations with Allevia)
- House Ventador (Silent Thorn remembers this name, Tarnum's families)


Treasure Room 1 (North of Embalming Room 1)
*******************************************


Supply Room 1 (North and Then East of Cellar)
*********************************************

Ghost of Master of Coin
- Master of Coin and two other ghosts can open the Safehold
- find three of Lady Allevia's relatives or proof of them
- bring Master of Coin the emblems
     - House Beramir:  Sir Gandtor
     - House Gamogash: Sir Hampstead
     - House Gerfal:   Master of Coin doesn't recognize this one
     - House Jasgond:  Lady Hastav
     - House Tyregan:  Lady Yrandel
     - House Vangarys: important family


Tomb of the Lost (North of Cellar)
**********************************

You can see a ritual marking on the floor near the doorway (trap).

There is a big ritual marking at the middle of the room and some torso statues
facing the marking.

Enemy Types
- Bloodguard Soldier
- Soulless Animus
- Zaquentist Acolyte
- Zaquentist Proselyte

There is a secret door to the Green Room.


Embalming Room 2 (North, West, South and West of Cellar)
********************************************************

You can see a black mess on the floor.

There is a hint about Lord Davian here (Silent Thorn's objective).


Ritual Room (North, West, North and West of Cellar)
***************************************************

You can see a ritual marking on the floor near the doorway (trap).

Enemy Types
- Soulless Animus
- Zaquentist Acolyte
- Zaquentist Proselyte


Treasure Room 2 (North of Ritual Room)
**************************************


Crossroads Room (South, West, North and East of Tomb of the Lost)
*****************************************************************


Middle Room (North of Crossroads Room)
**************************************


Green Room (East, South and East of Crossroads Room)
****************************************************

Save Point.

There is a secret door to Supply Room 2.

Three ghosts will appear here
- Father Asaelus
- Master of Coin
- Vyshaz the Tytheri


Safehold (North of Green Room)
******************************

Allevia's remain
- Allevia's body is on top of an altar
- Allevia talks with the three ghosts

Enemy Types
- Lady Allevia
- Wraith

Vote
- destroy Allevia
- free Allevia

Leave Safehold
- video: you see some kind of troll
- this will end Episode 2


Supply Room 2 (East of Green Room)
**********************************


Empty Room (East of First Room)
*******************************

Eavesdrop
- Bloodguards are talking about Davian and ghosts


Vyshaz' Tomb (North of Empty Room)
**********************************

Enemy Types
- Soulless Animus
- Soulless Wrack
- Soulless Bloated Vessel

Tytheri bones
- return to Vyshaz (Chapel of the Forgotten)


Tomb of Reflection (East of Empty Room)
***************************************

There is a trap on the floor.

Enemy Types
- Bloodguard Commander
- Soulless Animus
- Zaquentist Acolyte


Myrth's Chapel (North and Then East of Empty Room)
**************************************************

Ghost of Father Asaelus
- Lady Allevia's spiritual mentor
- Zaquent promised things to Father Asaelus, like eternal life and power
- Father Asaelus convinced Lady Allevia to kill herself


Crematorium (North and Then West of Myrth's Chapel)
***************************************************

You see a ritual marking on the floor.

Enemy Types
- Soulless Animus
- Zaquentist Acolyte
- Zaquentist Proselyte


Communal Tomb 1 (East and Then North of Crematorium)
****************************************************

There are some Bloodguards moving here back and forth.

Enemy Types
- Bloodguard Commander
- Bloodguard Heavy Soldier
- Bloodguard Soldier
- Zaquentist Acolyte


Communal Tomb 2 (North of Communal Tomb 1)
******************************************


Tomb of the Redeemer (North of Communal Tomb 2)
***********************************************

You see green coffins.

Ghost of Sylvaen
- Sylvaen is an assistant to Master of Coin
- Sylvaen doesn't want to help you with the Safehold


Communal Tomb 3 (West of Tomb of the Redeemer)
**********************************************

Enemy Types
- Soulless Bloated Vessel
- Soulless Wrack


Bone Pit (West of Communal Tomb 3) (North of Middle Room)
*********************************************************

Enemy Types
- Soulless Animus
- Zaquentist Acolyte
- Zaquentist Proselyte


Chapel of the Forgotten (West of Bone Pit)
******************************************

Ghost of Vyshaz the Tytheri
- Vyshaz is a Tytheri huntress
- Vyshaz is an envoy of Sheb Rashal
- Vyshaz is an envoy to the court of Tantrum
- Vyshaz fought the enemy outside the Safehold
- Vyshaz wants her bones cremated



================================================================================
================================================================================
                               IX ABOUT THIS GUIDE
================================================================================
================================================================================



================================================================================
                                 VERSION HISTORY
================================================================================


1.00 (2016-06-28)
=================

The first public version of this guide includes eight chapters: I About the
Game, II Playing the Game, III Tactics, IV Characters, V Items, VI Combat Arena,
VII Maps, and VIII Missions.


1.01 (2016-07-17)
=================

Added a contact email address. Added chapter About This Guide, which includes a
version history. Added a FAQ section. Added a definition of a Precision Attack
to Tactical Advice. Made The Map Of The Continent more readable. Added a mini
map for Dungeon 1. Clarified notes about Switches 1-3 in the Switch Area. Added
section Suggested Order of Unlocks to the Combat Arena chapter.


1.02 (2016-07-31)
=================

Some hero abilities and buffs have changed in Update #11 (July 27th, 2016).
Baryson's Cure, Mend and Regenerate now heal 4, 8 and 12 Fortitude when it was
previously 5, 10 and 20 Fortitude. Shasek's Double Slice consumes now 5 Energy
when it was previously 0 Energy (farmer power). Shasek's Bullrush was previously
a level 2 Ability, but now it is in Upgrades and replaces Double Slice.


1.03 (2016-10-16)
=================

Episode 2 was published on October 6th, 2016 including Update #13. Muran's
healing potions have been moved from Abilities to Battlemage Robes. Every hero
has now more abilities in their armor, like Crown of Revelation, Glasses of Keen
Sight and Choker of Power.


1.04 (2016-10-20)
=================

Added more Lesson sections to mission 1-1. Added group objectives and personal
objectives to missions. Added maps to Episode 2.


1.05 (2016-10-28)
=================

Added a sub section for Damage Over Time in section Tactical Advice. Added a
missed route from the Middle Room to the Bone Pit in level 2-2. Renamed Room X
as Ritual Room in level 2-2. Secret routes are marked with quotation marks in
maps starting with level 2-2. Removed Chakram from Precision Attacks. Added cost
of Silent Thorn's Cloak of Shadows buff item.


1.06 (2016-10-30)
=================

Updated the Combat Arena chapter for Arena 2.
 

Submit your codes! Having Eon Altar Game codes, cheats, hints, tips, trainer or tricks we dont have yet?

Help out other Eon Altar Game players on the PC by adding a cheat or secret that you know!

Eon Altar Game CheatsSubmit them through our form.

Eon Altar GameVisit Cheatinfo for more Cheat Codes, FAQs or Tips!
 
back to top 
 
 
    
 
PC Games, PC Game Cheats, Video Games, Cheat Codes, Secrets Easter Eggs, FAQs, Walkthrough Spotlight - New Version CheatBook DataBase 2023
CheatBook-DataBase 2023 is a freeware cheats code tracker that makes hints, Tricks, Tips and cheats (for PC, Walkthroughs, XBox, Playstation 1 and 2, Playstation 2, Playstation 4, Sega, Nintendo 64, DVD, Wii U, Game Boy Advance, iPhone, Game Boy Color, N-Gage, Nintendo DS, PSP, Gamecube, Dreamcast, Xbox 360, Super Nintendo) easily accessible from one central location. If you´re an avid gamer and want a few extra weapons or lives to survive until the next level, this freeware cheat database can come to the rescue. Covering more than 26.800 Games, this database represents all genres and focuses on recent releases. All Cheats inside from the first CHEATBOOK January 1998 until today.  - Release date january 8, 2023. Download CheatBook-DataBase 2023

 
 
Games Trainer  |   Find Cheats  |   Download  |   Walkthroughs  |   Console   |   Magazine  |   Top 100  |   Submit Cheats, Hints, Tips  |   Links
Top Games:  |  Cities: Skylines II Trainer  |  Dead Island 2 Trainer  |  Octopath Traveler 2 Trainer  |  Resident Evil 4 (Remake) Trainer  |  Wo Long: Fallen Dynasty Trainer