Silverfall Walkthrough, Hints and Tips for PC Games.

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Version 1.0

By Matt P

Email: Elementalizard at aol dot com.

Welcome to Silverfall!  This game is a Diablo clone (with elements of 
Arcanum sans RP) which stands fairly well on its own legs.  However, 
parts of the game can be fairly frustrating, so this FAQ will help you 
in your quest to bring back the city of Silverfall.

Currently I am playing a nature-aligned archer elf.  I have a tech-
aligned fighter lined up for the next playthrough, but for now the 
walkthrough will be written from a nature-aligned perspective.  Some 
quests change with a tech character, as will the play experience.
1. Starting the Game
2. Walkthrough
3. Skills
4. Statistics
5. Strategy
6. Equipment
7. Companions
8. Quests



You can choose from four major races: Human, Elf, Troll, and Goblin.  
In general, Humans can do most anything, elves excel as magicians, 
trolls are excellent fighters, and goblins are good technologists 
(especially with guns).  Male and female don't seem to matter much.  

You start out in the city of Silverfall in control of an archmage.  
Kill everything and make your way to the marker.  Fight the boss.  You 
then get control of your own character.  Some major hints:

1) TURN OFF THE DEMO THROUGH THE OPTIONS MENU.  Don't bother playing it 
again, unless you really, really want to.
2) If you're stuck on a quest, go into your quest menu and click on the 
quest.  It'll move your green marker to the location where the quest is 
at.  This doesn't work for hunting quests though (i.e. kill five 
eagles), but works for pretty much every other quest in the game.
3) Choose either a Nature or Technology path and stick with it.  You 
get access to a few more skills and, most importantly, expanded 
4) Equipment drops are rated White-Yellow-Green-Blue-Gold-Red, with 
white fairly mundane and Red unique.  That said, often white items will 
be quite powerful in terms of armor or damage compared to their 
improved counterparts.  Pick up everything at the start of the game so 
as to get acquainted with what's what.  Also, pay attention to the 
"Level" of a weapon to figure out what's worth picking up later on. A 
level 30 white sword is always better than a level 3 blue sword.
5) Warp from map to map by clicking on the small target sign on your 
main map (M).  This will save you from backtracking.
6) Constitution is always worth increasing.  In addition to the bonus 
to HP you get for increasing constitution, you also get resistance to 
interruption (having an attack or spell interrupted), which is useful 
for all characters.
7) Get your companions early.  Talking with them at plot-specific 
points in the game has a nice bonus to your tech/nature alignment.




|S    |    S- Silverfall Passage
|     |
|  C  W    C- Camp,   W- Cloudworks desert
|     |
|R    |    R- Flooded Ruins Passage
+--M--+    M- Mangrove
|     |
|E    |    E- Elf Village
Refugee Camp
  This is the starting point where you first get to control your 
character.  As always, you have pretty much nothing.  Go ahead and talk 
with Kara/Kaharon to get your main quest- to kill some zombies around 
the perimeter of the camp.  Also go ahead and get a few more quests 
from the people nearby (green dots).  REMEMBER: If you don't know how 
to complete a quest, touch its name in the quest sheet and a guiding 
arrow should pop up!
  Probably the most important side quest to perform is to heal Morka, 
as Morka will join you as a healer.  Once you talk with Morka, talk 
with Lissae to learn how to heal Morka.  You will need to find three 
red mushrooms (all of which are located to the north).  Return to 
Lissae with the mushrooms, then give the potion to Morka.  You now have 
a valuable healer who can also use ice magic to freeze your foes.  For 
any fighter/melee attacker, Morka is invaluable, and makes the intro 
area much less tedious.  Also, with Morka on your team, you can 
increase your nature/technology alignment by engaging him in 
conversation at some points in the game.
  Chalnuk the blacksmith has a quest to cap off some gas vents (this is 
a technology quest).  The vents and their guardians are to the west.  
Complete this quest if you'd like for him and you'll get a second quest 
(which won't be completed for a bit).  This quest is to build a 
zeppelin port in Silverfall.  You will complete this when you make it 
to Cloudworks (tech helmet for a reward). Chalnuk will also trade with 
  His assistant wants you to get some fossils (also a technology 
quest).  The fossils won't be found for quite a while, in a mine at the 
cloudworks desert.  Completion of this quest improves your tech rating 
and gets you a tech-based weapon.
  Salma will ask you to do some nature quests for her.  First she wants 
you to scare off the buffalo hunters to the east.  Do so and you'll get 
a potent necklace (alternatively you can side with the buffalo hunters 
to change this into a technology quest).  Then she asks you to meet 
with the beastman shaman to the south (in Mangrove).   Completion of 
that quest gets you some weak boots.
  If you side with the buffalo hunters you'll be asked to kill three 
nearby buffalo.  Do so for a rifle (which may be the first you 
encounter in the game).
  Lilitip is a goblin who asks you to retrieve his magic chest.  Also 
open the chest nearby to get a few nice minor items.  His magic chest 
is located to the north.  Bring it to him and you can store your extra 
goods for free.  You can also buy "Life Insurance" if you desire.
  Klisiere the alchemist will give you one more quest- to get three 
megaspider eggs.  The spiders are fairly common on this board and look 
like giant insects.  You'll find them in the wettest areas of the map.  
Kill some and have him make you a potion for +1 to strength.
  Lissae gives you a quest to kill a tree dragon and take its bark to 
make a potion.  There are a few tree dragons around on this board, to 
the N, S, and W at the edges.  Kill one (they have good drops as well!) 
for a bunch of potions.  Lissae will give you one more quest- to rescue 
some refugees to the NE.  Go do so for some cash.
  When you're ready, explore the northern perimeter of camp and kill 
the zombies.  Kill about 10 and return to Kara/Kaharon.  Kara/Kaharon 
gives you some gold then and tells you to buy yourself something.  
Check with Chalnuk for goods, then head back.  Kara/Kaharon then tells 
you to go to Mangrove and meet with the elves to procure their help.  

   Zombies: These are the most common enemy on the board.  They aren't 
especially difficult, but are annoying, especially the bow-users.  Take 
them out as best you can.
   Skeletons: Similar enough to zombies, these are similarly weak 
   Ghouls: Probably the nastiest enemy on the board, as they are 
moderately common and can hit hard.  Use freezing attacks to keep them 
in place.  Usually occur in groups of two with a bow-using zombie.
   Water Spiders: Live in the water in the swamp.  You need to kill a 
few of these in order to get eggs for Klisiere's quest.  Usually occur 
in batches of three, with two large spiders and a very large spider. 
Not too difficult.
   Qje-Shi: These plants usually occur in batches of three.  Use your 
bow if at all possible, if it has adequate range you should be able to 
kill them without taking any damage whatsoever.
   Tree Dragons: There are about three of these on the board- one far 
north, one far east, one far south.  Kill one of them for the Lissae 
"Tree Dragon Bark" quest.  They're not too difficult, but heal up if 
they start to do too much damage.  They may summon smaller versions 
during the fight.  Try to focus your attention on the large dragon, and 
kill the mini-dragon afterwards if you can.
  Your goal here is to make it to the elf camp to the SW.  However, I'd 
also recommend picking up Danselame, the mercenary fighter.  He's 
located to the center west of the map.  He requests that you check up 
on his prior contract, a cartographer.  Go to where he points you, it 
turns out the cartographer has been slain by the Mangrove Fairy Queen.  
Kill it and return, Denselame will join you.  
  Make your way to the southwest.  Talk with the elf leader and he will 
agree to Kara/Kaharon's conditions, but will warn you that they can not 
help much with the Necrophage blocking the way.  Also while you're 
here, grab the quests from Elona (if Nature) or Hurgol (if Tech).  
Elona wants you to destroy ten boxes on an island which houses an 
altar.  Do so for 15 nature points.  Hurgol wants you to retrieve a 
boat-building kit.  Do so for 10 tech points, and some tech items.
  Also while you're here, head to the shaman Salma told you about.  The 
shaman will want you to kill some of the necroraiders here, in exchange 
for his help.  Do so if you're nature, and return to Salma for your 
  When you're ready take on the Necrophage.  I'd recommend a level 15 
or higher.  Farm tree dragons for their loot if you're not at that 
level yet, and to augment your character's equipment.  I also found my 
first unique (orange) item here.  Head to the Necrophage, and try to 
ignore the zombies it spits at you, and hit it with weapons or fire.  
It will go down without too much of a hassle.  Return to Kara/Kaharon 
once it's dead.

   Water Spiders
   Tree Dragons
   Mangrove Fairies:  These foes are fast and bat-like.  They're not 
that difficult.  They are led by the Mandrake queen.
   Necro Raiders: There's a small batch of these foes in the south-
central portion of the map.  They are the target of a nature quest, but 
you can kill them even if you're technology-focused.
   Egg-layer: One of the more obnoxious enemies of the game, this foe 
will spawn piranhas to attack you.  Try to kill it first so as to stop 
the flow of piranhas.
   Piranha: Very weak foes which swarm you.  One hit should kill them.

  Kara/Kaharon now sends you to some ruins located in the SW corner of 
the refugee camp.  Head down there.  Make your way to the center of 
this area, and prepare for battle.  I'd recommend being level 18-20 
before attempting this fight.  You'll find a dragon-riding zombie 
captain.  Kill it, and listen to what it has to say.  Report back to 
Kara/Kaharon and you'll now be sent to Cloudworks.

   Troll Zombies: More powerful than your standard zombie, these are 
still manageable.  Champions can put the hurt on, so be careful around 
Cloudworks Desert
| S   |    S- Sewer
|  U  |    U- Upper Cloudworks
R     |    R- Refugee Camp,   
|   M |    M- Abandoned Mine
|     |    

  Finally, a new set of foes and different environment! Head to the 
north.  You'll probably encounter several goblin fighters, mechanical 
dragons, reapers, and buffaloes along the way.  Get practiced fighting 
  As you make your way to Cloudwork, you'll find a goblin who is being 
threatened by other goblins, because they claim he is a were-beast.  If 
you want to support nature, beat up the threateners (for some item 
reward and a bonus to your nature alignment), otherwise kill the were-
beast to boost your tech alignment (I got a gun as a reward).
  Before you enter Cloudworks if you're doing Chalnuk's zeppelin quest 
you'll find Sharptik.  Sharptik thinks building a zeppelin port would 
be a fine idea, but won't do it unless you get him some body parts.  
The body parts are found on goblins nearby.  Kill standard goblin 
pillagers for a chance to get corpse parts (5 needed), and wheeled 
goblins for a chance to get metal (1 needed).  Return and Sharptik will 
be happy (increasing your tech alignment).  Tell Chalnuk of your 
  You'll find plenty to do in Cloudworks.  Of major note first are two 
new companions- Dril the mechalchemist goblin, who wants you to recover 
some notes located in the higher portion of the city, and Tanya, who 
you can get to by performing the "Cloudworks Bandits" quest.  If you'd 
like Tanya, head to the arrow and challenge the bandits.  Take out the 
challenger, and request the bandits disband.  You can then get Tanya to 
join you.  Tanya is a sharpshooter specializing in guns.
  Talk with Kara/Kaharon.  He tells you to talk with the guard, do so, 
then talk with Nekol.  Nekol wants you to give some alcohol to Nob, but 
to do so you must go through the sewers.  Go ahead and enter.  
  While talking with Kara/Kaharon, Danselame will ask your opinion on 
nature/science.  Give it to improve your alignment with the answer 

   Goblins: These guys are the grunts of the level, but include wheeled 
goblins.  Not too difficult.  Many have guns and will try to snipe you 
from a distance.
   Reapers: Beetles that hide in the ground and spit at you when they 
come up.  You can only damage them from up close, or 
   Mechanical Dragons: The strongest foe on this board, mechanical 
dragons have lots of HP and can hit you with some nasty fireballs.  
They have excellent drops, however.
   Buffalo: Buffalo are strong melee fighters, but can be avoided if 
you like.  They have the ability to knock you down, effectively 
disabling you.  Watch out!

  The Sewers are loaded with foes, primarily goblins.  Immediately NW 
of the entrance is the archeologist who will give you a quest to 
recover the "Founder's Tomb".  Head to the arrow and grab the skull, 
bring it back for a random item (probably a backpack).  Make your way 
to the exit of this level, the only thing of note here is the large 
quantities of foes for now.

   Goblins: Now you get to face flying goblins, which aren't that much 
different from the rest.
   Spider Goblins: Nastier than other goblins, these have more HP and 
do more damage. 
   Sentinels: The guardians of the exit, these are about as tough as 
spider goblins.
   Were-rat: Nasty melee foes for which you will get a bounty.

Cloudworks Desert
  You return to the desert city, but up top.  Make your way to Nob, 
give him the alcohol, and he will give you the task of ending the 
goblin strike.  Head to talk with Binard, and give him the demands.  
Return to Nob and he'll let you explore the upper city.  Also, you can 
now access the lower city via some stairs that get repaired.
  In the meantime, finish off a few of the quests around here.  Garilda 
is a goblin who wants you to retrieve some mushrooms from the sewers.  
Do so for a free point in strength.
  The rat-killer is a goblin who will pay you every time you kill 10 
were-rat goblins.  The were-rat goblins are in the sewers.  This quest 
is repeatable.  
  Panix will ask you to retrieve his engagement ring from some thug 
goblins located in the sewers.  Do so for some items.
  Teoussa wants you to retrieve her lost caravan.  Head into the desert 
and SLOWLY walk the caravan back to her for some cash or something.
  Chopit wants you to figure out what the problem is for the goblins on 
strike.  Talk with them- it turns out they don't want to work any more 
and want to go free and join nature.  If you want to improve your 
nature, side with the workers and kill Chopit- you'll get a minor item 
reward as a bonus.  Otherwise, kill the druid who is inciting the 
goblins.  To kill the druid, you'll have to leave by the east of the 
town (essentially straight east through the door from Binard).  Head 
south then, and curl around to the west and you'll find the druid.  
Kill him and return for your reward.  

  There is a mine to the south or SE of the cloudworks desert map.  Go 
into it and claim your fossils if you'd like to complete this quest 
which started so long ago.  You'll have to fight some nasty enemies 
though.  There are more than 12 bones scattered throughout this map.  
Try heading east first and you'll find a bunch.

  Troll Zombies
Upper Cloudworks
  Go make your way to Lord Urdu and talk with him.  Then head back to 
this area.  There are a few quests to do here, but ONLY ACCEPT THEM IF 
YOU ARE FOLLOWING SCIENCE/TECH.  I found out the obnoxious way that 
accepting them will hurt your nature alignment.  Oh well.
  One quest is from Razia, who wants you to kill some goblin terrorists 
who are threatening her forge in the cloudworks desert (upper level of 
the city).  If you're tech, take the quest and go down near to the 
sewer exit, and kill the terrorists for some gold (and probably tech 
improvement, though my character was maxed out by this point).
  Brock gives you two quests.  The first is to kill some beastmen 
located on the refugee camp map.  Head there and wipe out 10 of them 
for a magic weapon.  The second quest is to eliminate Brock's 
competition.  Brock's competition consists of a few guards and a bunch 
of boxes located NE on this same map (Upper Cloudworks).  Go there and 
destroy everything, then report back to Brock.  Brock will send wood 
and ore to Silverfall now.
Lady Zokor's Palace
  Lots of tech foes here, including some new ones.  Make your way 
slowly to the SE corner of the map and beat up Zokor till she 
surrenders.  Yup, she was taken over by an evil spirit.  Oooh, big plot 
twist there.  Go back and talk with Urdu.

   Trolls: Melee fighters that are stronger than goblins, but otherwise 
not too noticeable.
   Robot Bombs: Kills these foes with missiles if you can, or else they 
will wander over right next to you and do a bunch of fire damage.  
   Destroyers: Nasty tank like things with lots of HP.  The champions 
are especially scary.  
Robot Factory
  Urdu will send you to the robot factory.  Head back to the desert and 
talk with the goblin.  Kill the troll zombies threatening the goblin in 
the center, then enter the factory.  This area is fairly confusing, but 
make your way to the marker.  You'll have to fight the shadow of death, 
and then watch as Kara/Kaharon dies of a sort.  You are then sent to 
Silverfall.  For my nature character Salma did the summoning.

   Robot Bombs
   Spider Goblins
  There's a fair bit to do here in this ruined city.  You will find a 
bunch of the old crowd from the refugee camp, and as you fix things 
around the city, it will start to look better for you.
  First you can talk with Lissae, the potion maker she wants you to get 
a gland from an Urguln, a flying monster from the country.  Do so for a 
bunch of potions, and her gratitude.
  Talk with Klissiere to get another stat-potion quest, this time to 
collect ten lionroot claws for a point of agility.  The claws may drop 
from any of the lionroot beasts you find on the next board.
  Talk with the "Priest" for another useful quest- this time, you need 
to recover a stone that was stolen from the temple.  You won't come 
across this for some time, so keep this quest in mind for later in the 
game.  Once you have it, you get some decent minor items.
  A "hunter" will give you a repeatable quest to kill 10 beastmen.  Do 
so for some XP and cash.  There are plenty in need of killing in the 
next board or so.
  The Silverfall guard will ask you to get some protection for the 
city.  There are some mercenaries on the next map who you can recruit, 
return for some sort of minor reward.
  Bedaud will come across you (for one of the most humorous exchanges 
in the game, in my opinion) and will tell you that Silverfall needs a 
blacksmith.  For nature users he tells you to go get Sylvo, a nature-
making blacksmith.  Do this long and involved quest to bring Sylvo back 
to Silverfall, and you'll be able to buy some top of the line nature 
equipment (and can get a minor commission reward from Bedaud, for what 
it's worth).  I'm pretty sure this quest increases your nature 
alignment, too.
  Salma gives you the main quest of the level (at least for Nature-
users anyways), to go get some pure water from the Druids of Gaian.  
Let's head to Gaian next.
  You start in the wilds here.  There are lots of new enemies.  I first 
recommend heading to the town proper to get a few quests.
  Inside of the town you will find Sormyr, an alchemist.  He will 
request (after a long but interesting dialogue) that you retrieve 
several beastman runes for him.  In exchange he will give you a potion 
that will increase your intelligence by a point.  There are plenty of 
beastmen on this map, check around the dark crater-like region.  You'll 
find what you need (and will also clear the Silverfall hunter's quest).
  You will also find Portiz, who can become a companion if you retrieve 
his clothes.  He is an archer, but I've not used him yet.  You'll get a 
fresh batch of choices on the next few maps in terms of potential 
  Another "hunter" here will give you a quest to kill five eagles.  The 
eagles must be killed on this map (you'll encounter some later, but 
only the ones here count).  You'll get some gold for your troubles, and 
this quest is repeatable.
  Go talk with the druids.  They will agree to help, but do not have 
the water to cure Silverfall. They will tell you to explore an 
abandoned mine and get the water from the beastmen within (who aren't 
quite friendly).
  Another potential companion quest is given to you a random townsman.  
He tells you of Hulart, who is a hierophant druid located to the far 
east of this map.  Head to Hulart and talk with him.  If you are 
nature-aligned, he will agree to join with you if you can break his vow 
to nature.  The vow can be broken by heading back to Gaian and going 
nearby the druids.  You'll have to fight a foe.  Then return to Hulart 
and he will agree to join with you (and gives you a nature necklace).  
Note that the quest marker doesn't move from the tree, but Hulart will 
still accept it as finished when you've destroyed the beast.  I've not 
tried Hulart yet.
  One of the easiest things to do here is to find an Urguln to kill for 
Lissae.  They're dragon-like fireball-spitting flying beasts.  Kill one 
and it'll drop the needed ingredient.
  Lionroot foes are fairly common throughout this map.  Collect ten 
claws from them and give them to Klissiere for a free point in agility.
  Head near the center of the map and you'll find some mercenaries that 
Silverfall would like to hire for protection.  You'll have to fight one 
of them however.  Do so and they'll move back to Silverfall.
   Mandrake Fairies
   Wererat Goblins
   Werelion Elves: A bit tougher than wererats, werelions will charge 
you to engage in melee attacks.
   Minotaurs: Bullish enemies that are even tougher than werelions, 
these with the two above tend to form groups in the north.
   Beastmen: Here the beastmen come in three varieties- soldiers 
(meleers), archers, and shaman (weak mages).  The first two will engage 
you in melee, whereas shaman will run from you and should probably be 
killed from a distance if at possible.  Most beastmen are found around 
the gray crater location of the map.  Later you will also find beastman 
leaders, who are tougher melee foes.
   Lionroots: Come in three varieties- young, female, and male.  
They're melee foes that aren't especially noteworthy.
   Urguln: Nasty foes that look like dragons and spit fireballs.  
Freezing them helps.
   Eagles: Big flying birds that are hard to hit unless you provoke 
them.  You're best off fighting them in melee if you can.
   Damned Tree Dragons: darker versions of their swampy cousins, these 
foes spit fire at you but don't summon mini-tree dragons.  They have 
some of the best drops on the board, and aren't too tough to kill.  
They are often accompanied by a single lionroot.

Abandoned Mine
  This level is full of beastmen, lionroots, and were-creatures, and is 
fairly convoluted and maze-like.  Make your way to the hidden spring 
and you'll find the beastmen leaders.  They will ask you to kill some 
zombies to the east in exchange for the water.  Make your way to the 
zombies and kill ten of them (there is no apparent leader), and go back 
to the beastmen.  They will give you the water, and you can warp back 
to Gaian.

  You travel back to the main town, only to find it occupied by corrupt 
elves.  Kill them and make your way to the center of the map.  The 
druids will ask your help to purge the druid tree of the elves.  Head 
to the center and kill the elves, especially the boss elf.  Once you 
do, the druids will take your water and charge you with killing the 
leader-prince of the dark elves who is two maps north.  Time to head 

   Corrupted Elves: These foes will be the staple of the next few maps.  
They come in three varieties- foot soldiers, mounted calvary, and 
eagle-mounted elves.  In all three cases, they are approximately equal 
in terms of melee ability, and can really put the hurt on, so be 
careful around them.  Champion level elves are especially nasty.  
Several elves appear to be immune to air attacks (keep this in mind for 
your spell suite!).

  Your main goal on this map is to head north.  There are elves, 
minotaurs and buffalo throughout this map, and it will probably take 
you some time to make it through to the top.
  Near the south west portion of the map you will find Alina, who is 
being accosted by several corrupted elves.  Kill the elves and Alina 
will thank you, and will be a companion if you have room in your party.  
If not, you can always pick her up later.
  Also of note on this map is Sylvo, the nature blacksmith.  Sylvo will 
join you in Silverfall only if you can recover his hammer for him, 
which is located on the map to the north.

   Corrupted Elves
Camp of Corrupt Elves
  Make your way to the center of the camp.  Be sure to grab the temple 
stone and Sylvo's hammer if you're doing those quests.  Then head and 
take out the prince.  He first rides an eagle, but then attacks you on 
ground subsequently.  Kill him and you'll get a bit more action.  Also, 
at this point Delselame gave me a new quest to find vengeance on the 
one who exiled him.  You'll find the goal in Graybay.
  Head back to Gaian, grab the water, then head back to Silverfall.  
You'll be crowned regent of Silverfall then will have to head to 

   Corrupted Elves
  You can get here by two means- on foot or by boat.  Note that 
necroraiders surround the area either way, so choose whichever you find 
least annoying.  In order to get here by foot you must go through the 
Forest map and head east.  Independent of how you get here, try to make 
it to Graybay proper (with the target mark) so that you won't have to 
backtrack if you quit the game.  You can only take the boat once, 
though.  Head to the city, slaying all sorts of necroraiders.  When you 
reach Graybay you'll find it under siege by a bunch of necroraiders.  
Kill them and enter the city.
  Jarnak is a scientist who will ask you to explore the land to find 
several nature shrines for study.  This is a technology-aligned quest, 
so only do it if you are tech-aligned.
  There is a "Hunter" here who wants you to kill five necro-brains.  
They're found throughout this map.
  Lord Gort is a powerful melee fighter who will only join you if you 
are tech-aligned.  If you are nature-aligned he'll make fun of the way 
you smell (and you'll do the same in retaliation).
  Your goal here is to talk with the serpent-tongued person to the SW.  
You will have to pay him 10000 gold to get him to talk, at which point 
he'll direct you north to the land of solitude.  Let's head there now.

   Necroraiders: Necroraiders come in several varieties.  The first is 
a standard grunt with tail who will either attack you from afar, or 
engage in melee.  Very similar to 70% of the rest of the enemies in the 
game.  The second is the Necro-brain who also appears to primarily 
engage you in melee.  Flying Necroraiders have decent dodging skills 
but are also primarily melee foes.  Giant necroraiders are considerably 
more frightening as far as fights are concerned, as they have a healthy 
damage capacity and can hit hard.  Finally, necro-cannons are very 
obnoxious ranged foes who can do decent damage.  They're probably the 
most fearsome of these foes.
  Not too much here to do (unless you have Danselame, at which point 
you should try to complete his quest).  Head to the map, killing the 
necroraiders and enter their laboratory.

Necroraider Laboratory
  This level is fairly straightforward to migrate, but you may get a 
bit confused by the level layout.  Ramps make up the majority of the 
elevation change here, so if you're confused, look for a hatched 
pattern and follow it up.  You'll exit to Solitude, and will then be 
able to board the zeppelin.

Necroraider's Zeppelin
  More necroraiders.  Make your way to the front of the ship, and 
you'll find the captain.  He'll send a large, kind of scary giant 
necroraider on you.  Kill it then kill him.  As usual the captain dies, 
but you'll find a map on his body that leads you to a cave.
Great Cemetary Wastelands
  Head to the marker from the south.  You'll find a door, and will need 
to kill a necroraider captain.  Kill it and you'll get a tablet.  It 
informs you that you need to explore Iznahel's crypt, which is also on 
this map to the NE.  Head there now.

   Necroraiders: You now face some more human-like necroraiders.  They 
are not significantly different than the rest.
   Ghosts: Barely substantial, these melee foes float and attack you.  
Not too tough.
Iznahel's Crypt
  Iznahel taunts you 3-4 times as you proceed through the crypt.  Kill 
the necroraiders and make your way to the end of the map.  You'll find 
Iznahel and the elf princess-ghoul.  You must first kill the elf 
princess ghoul, then must kill Iznahel.  You are then told to go to 
Steelight.  Sheesh.  You can get there from Graybay by heading into the 
cemetery, then going south around the main fort and east.

Steelight Duchy

+N---L+    N- Snowy Forest, L- Lozrun Labyrinth
|     |    S- Silverfall Passage
|     |
|  S  M    S- Steelight City,   M- Rocky Mountains
|     |
|     |    
  Ah, the requisite snow world.  Make your way around the snow and 
towards Steelight proper.  Once you enter, you can do most of the 
normal requisite stuff, including trading with merchants, changing 
NPCs, and working with the skillmaster.
  Also here is another "Hunter" who will give you a quest to kill five 
ice "elements", actually ice monsters.  Do so for some cash.
  Fero near the entrance of the palace is a bit of a perv and will ask 
you to steal something of the duchess's.  When you do, come back for 
some cash.  This is a fairly odd quest.
  If you have Morka, then Morka will finally break down and tell you 
why she is so goofy.  It turns out that she worked for the Duchess and 
was with her son when he was killed in battle.  Go and speak with the 
duchess to get Morka's main quest.
  When you're ready enter the palace.

   Boars: Fairly generic melee foes, these are actually less tough than 
the smaller Lozruns.
   Lozruns: Come in elite form (soldiers), and plain form (Wizards? 
Archers?).  For something so small and abundant, they can take a lot of 
punishment.  These are the most abundant foe in the next few worlds.

Duchess' Palace
  Go and talk with the Duchess. If you have Morka you can get a quest 
to go kill some nasty monster to the SW, which will rectify Morka in 
the judgment of the Duchess. Once you've killed the beast and enter 
another above-ground layer, Morka will be happy and will tell you that 
everything is just peachy.  Finally.
  The Duchess will not give you the jewel willingly.  She will send you 
on a quest to find the heir of Steelight, a bastard child to the north.  
Let's head north now.  You can get to the key area by exiting Steelight 
to the south, then heading east and north all the way to the next area.

Lozrun Labyrinth
  Lots of Lozruns here.  Make your way over to Hob and talk with him.  
Then talk with Veyra, who tells you that her son, Ilio, was kidnapped 
by the Lozruns.  Head to the north and you'll find the Lozrun King.  
Kill it, and you'll find Ilio.  Head back to Veyra, then head to the 
Duchess (use the map to save time!), and the Duchess will direct you to 
the family crypt.


Snowy Forest
  Get here from the NW of Steelight.  It's a fairly convoluted path to 
get to the crypt, but if you get close enough you can use the map to 
travel their instantly.  Otherwise it'll take a while.  Oh well, you'll 
probably build up a healthy amount of experience.

Steelight Crypt
  Make your way to the tomb.  You're greeted by a ghost, who will give 
you the crystal willingly.  You try to heal Kara/Kaharon, only to find 
that someone else is blocking your attempt.  Kill the dwarf foe who 
tries to prevent you, and you'll get some more of the backstory (if you 
care).  Back to Steelight.

   Knights of Darkness: Little dwarf-like foes that are melee like 70% 
of the rest.  Kill them.
Steelight Duchy
  Steelight is under attack by druids!  Head south, killing the enemies 
as you find them.  Head to the SW, and you'll find the boss, a haunted 
mound (a cool looking tree-dragon thing).  Whack it until it dies, then 
you're accosted by the druids from Gaian.  Tell them what's going on, 
and they send you to Silverfall.  Go speak with Salma, then head to the 
Rocky Mountains just east of Steelight.


Rocky Mountains
  This area is unique for its enemies.  You have to fight the first 
(and only) ice user, the ice monster.  Kill five for the Steelight 
hunter.  They're not too difficult, but will freeze you fairly easily.  
Make your way up the path and you'll find an entrance to the 
subterranean world.  

   Ice Monsters

Subterranean World
  You'll immediately see the goblin Xilipp fleeing from some Guekheness 
bugs.  Kill the bugs and Xilipp will tell you that if you want to go to 
Koroziom's palace, you'll have to rescue his brother Klirix.  That's 
our next objective apparently.  Note that this area does have a small 
town (Dripp) to the south with a merchant.
  Make your way east and north.  Eventually you'll come to a purple 
area.  Go into it and you'll find the Guekheness hive.

   Zombie Trolls
   Guekheness: Bug like melee fighters.  They can take a beating, but 
are actually less difficult but faster than the larva.
   Guekheness Larva: Slow foes that have high resistances (at least to 
air).  Kill them from a distance.
   Rayne: Alien-like beasts that are fast but weak.
Guekheness Hive
  Make your way to the NW.  You'll find Klirix, free him and you'll be 
warned.  Immediately the "Larva Boss" attacks.  It has a lot of HP and 
resistances, but doesn't seem to be that much more difficult than your 
average boss.  Kill it and talk to Klirix again, but he'll run away to 
Dripp.  Head back to Dripp in the Subterranean Underworld and speak 
with him.  He'll send you east to reach the dwarves.

   Guekheness Larva
Dwarf Town
  This level is full of nasty dwarves, which are tough foes that rush 
you.  Additionally, you'll find some other enemies.  Luckily this area 
is straightforward enough if you just want to go kill everything.  Head 
south and get to Koroziom's Palace.

   Knights of Darkness
   Dwarves: Melee and missile foes that aren't that hard, but can be 
pains in the butt.
Koroziom's Palace
  This area is swarming with foes.  Make your way to Koroziom and he'll 
run away to Blazis.  Kill everything around you then enter the portal.

   Knights of Darkness
  First head to the camp to the west.  Salma (for nature characters) 
greets you and tells you of the situation.  Yikes!  Things aren't going 
well.  Then head north through the town of Blazis proper.  Kill the 
magma beings and go into the elemental palace.

   Knights of Darkness
   Troll Zombies
   Magma: These are some of the more interesting foes in the game, and 
include large arms and heads.  They have pretty good drops so try 
hunting them down here.
Elemental Palace
  Run to the center of the map.  Koroziom is sacrificed bringing up the 
Avatar of the dark god (or something).  Dodge the avatar's first few 
attacks (red globes), and kill it.  It has some nasty ice spells it 
uses on you, as well as big globes of red energy.  Get your summons and 
companions to distract it for added effect.  It should go down without 
too much hassle.

You are crowned king of the land, and the end game sequence starts.

Now you can wait for Silverfall Earth's Awakening (which supposedly 
improves on a lot of the less than good features of the game, including 
interface and camera, and includes two new races and new items).  If 
you enjoyed Silverfall 1, you will probably enjoy the expansion.
3. SKILLS: The meat and potatoes of your character, these influence 
what you can do and how you can do it.  There are three sets of skills- 
combat, magic and other, each with three subsets.  There are two types 
of skills- passive and active.  Passive skills provide a constant 
benefit to your character, whereas active skills must be mapped to a 
specific type of attack.  In general, passive skills [P] are a bit more 
valuable to have one point in, and active skills [A] should be 
concentrated in.  Active skills tend to cost mana, and are further 
divided to buffs [B] which give bonuses to your fighter, replacement 
main attacks [R], which can be placed into one of the three main attack 
types you have available (and don't cost SP to use), and summons [S], 
which call support for help.  Necessary starting levels are given in 

Skills are divided into General skills (not in skill trees) and 
specialized skills which are in skill trees.  Useful Skills, those 
skills of use for all characters, are denoted by ****.  Note that you 
can only have as many points in a high-level skill as the lowest level 
of the skill tree (in other words, in the first skill of a skill tree 
has two points, the maximum the second and third skills can have is two 
points), so invest wisely.

                          COMBAT SKILLS
These skills influence your ability to do damage with weapons.  They 
include several skills of use for all characters, and even magic-users 
will probably want to specialize in at least one of these categories so 
as to not dilute your character significantly.
In general, these skills are the ones for fighters.  You have 3-5 
options for fighters- 1) One-handed + shield, 2) Hand weapons (either 
two or plus a shield), 3) Two-handed weapons, 4) Defensive, 5) 
Berserker.  1-3 are the most exclusive, and I would recommend that if 
you want to have a fighter, choose one and stick with it.  In general, 
trolls seem to favor option 3), whereas the smaller races are well-
suited for 1 & 2.  That said, anyone can wield a two-handed weapon.

  General Skills:
 **** Hand to Hand [R] (1): Passively increases the damage of your 
melee attacks.  If you're going to be hitting with melee weapons, max 
this out.  The bonus is substantial.

  One-handed Skills:
      Double Attack [A] (1): The default attack for sword-and-shield 
(or axe/mace/etc.), this attack does two hits in a row.  It's fairly 
potent, and worth it for characters who like shields.  The cheapest of 
the weapon skill spells.
      Critical Knowledge [P] (10): Increases your chance of doing 
double damage.  If you're going for double attack, this is icing on the 
      Master of Small Arms [P] (20): Increases your to hit%, your 
damage, and your chance of a critical hit.  If you use one-handed 
weapons, this is an excellent skill.

  Two-handed Skills:
      Circular Attack [A] (1): Swings your big weapon all around you.  
If you're using a two-handed weapon, this is the skill for you.  Useful 
for clearing crowds, though the damage output isn't that great.
      Stun Knowledge [P] (10): Gives you a chance to stun your foes.  
Effectively "freeze" with weapons.  Makes two-handed weapons 
      Master of Heavy Weapons [P] (20): Increases your to hit%, your 
damage, and your chance of a critical hit.  If you use Two handed 
weapons, this is an excellent skill.

  Hand Weapon Skills:
      Volley of Punches [A] (1):  Attacks five times in a row.  If you 
want to dual-wield hand weapons, this is the skill for you.  One to two 
hits will kill most weak foes.  Note that the five attacks Sweet!  
Maxed out this skill is essentially five fast normal attacks (no 
      Knowledge of Injuring Attacks [P] (10): Gives you a chance to do 
bleeding damage (note that most everything can be bled or poisoned, so 
it's better than in some games).  Still, not quite as cool as some of 
the other middle skills.
      Master of Hand Weapons [P] (20): Increases your to hit%, your 
damage, and your chance of a critical hit.  If you use hand weapons, 
this is an excellent skill.

  Berserker Skills:
Berserker [R] (5)
Berserker Charge (15)
Knockdown (25)

  Defensive Skills:
Defensive Stance [R] (5)
Counter Attack (15)
Smash (25): 

The shooting skills influence your abilities with bows, crossbows, and 
guns.  These are your three major choices for weapons.  Goblins receive 
a large bonus when fighting with guns, so keep that in mind (this also 
means goblins will find the technology route to be useful).

  General Skills:
 **** Long-range Shot [R] (1): The equivalent of hand-to-hand for 
missile weapons, this one improves your missile abilities across the 
board.  Worth it if you want to use any sort of missile weapons.

  Aiming Skills:
 **** Aiming Stance [R] (5): If you're going to use missile weapons, 
you can't go wrong with this skill.  This skill will augment ALL of 
your attacks, including to hit %, damage, and critical chance, with NO 
detriment.  However, don't go any further along this tree!
      Head Shot [P] (15): OK, this is where this skill evens out.  Head 
shot decreases your attack rate in exchange for increased damage, which 
is why I don't recommend getting too far advanced here, unless you're 
interested in the following skill.
      Element Shot [A] (25)

  Reflex Skills:
      Rapid Fire [R] (5)
      Reflex Shot (15)
      Multiple Shots (25)

  Bow and Arrow skills:
      Disabling Arrow [A] (1):
      Wounding Arrow (10)
      Master of Bow and Arrow [P] (20): Increases your to hit%, your 
damage, and your chance of a critical attack.  If you use bows, this is 
an excellent skill.

  Crossbow Skills:
      Destabilizing Quarrel [A] (1): A blast from your crossbow has a 
good chance of knocking a foe down and doing extra damage.  If you like 
crossbows, this is the skill for you.  Knockdown doesn't work on large 
foes, bosses, or flying foes, but should work on nearly everything 
      Explosive Quarrel [P] (10): Gives your crossbow quarrels a chance 
of doing explosion damage (which does damage to nearby enemies as 
well).  If you like crossbows, go for it, if only to max out the next 
      Master of Crossbow [P] (20): Gives you increased damage, 
increased to hit %, and increased critical chance with crossbows.  
Again, if you like crossbows, this is quite useful.  

  Firearm Skills:
      Weakening Shot [A] (1):
      Stun Shot (10)
      Master of Firearms [P] (20): Increases your to hit %, your 
damage, and your chance of a critical attack.  If you use guns, this is 
an excellent skill.

Technique skills are primarily passive abilities that give substantial 
bonuses to fighting.  Some of these are useful for pretty much all 
characters.  Others will be primarily useful for only some characters.

  General Skills:
 **** Glimpse [P] (1):  Increases your chance of getting magic items.  
Worth maxing out for everyone, as equipment can make or break a 
character.  With this skill maxed out about 1/10-1/5 drops will be a 
magical drop.  About 1-2% will be orange, 2-4% will be blue, 30% will 
be green and 65% will be yellow.  I have found all of 2 unique items in 
all my gameplay.
      Speed [P] (1): Increases your movement speed by a portion.  Not 
too bad, especially if you're being hit a lot, or find yourself needing 
to run away from battles.
 **** Deadly Weapons [P] (5): Increases the damage from all weapons.  
If you're playing anything non-magical, max this out.
      Master of Parrying [P] (5): Increases your chance of parrying an 
attack (a blue bolt that blocks an attack completely).  Cool for at 
least one point.  Best probably with shield-users or for melee 
fighters.  Don't bother if you are an archer (or a magician using a 
bow), as the bonus doesn't apply to anything non-melee.
 **** Master of Armor [P] (10): Increases the strength of your armor 
(hence decreases the damage you take).  Well worth at least a point, 
probably worth maxing out.
      Master of Dodging [P] (10): Increases your chance of dodging an 
attack completely (denoted by a blue "Dodge!" on screen).  Nice to have 
a point in at the very least.
      Rapid Missiles [P] (15): Makes you missiles fly faster and with 
better precision.  Not too bad for missile users, not too interesting 
for anyone else.
      Reflexes [P] (15): Provides a bonus to your dodge and parry 
chances, and decreases the likelihood of a critical hit against you 
(contrary to the manual).  Well worth getting a few points in for most 
 **** Armor Penetration [P] (20): Gives you a chance to ignore the 
armor of your foe, getting higher damage.  Effectively another serving 
of "Deadly Weapons".  Worth it for everyone.
      Endurance [P] (20): Gives you resistance to stunning attacks.  
Nice and useful place to dump spare skill points.
 **** Master of Critical Blows [P] (25): Cool- gives a nice bonus to 
your critical attack chance.  Worth getting a few points in, when it 
becomes available.

  Poison Skills:
      Poisoned Weapons [P] (1): Gives you a slight chance (10%-15% at 
max) of poisoning a foe.  Does increased damage with higher level, as 
well as a slightly better chance.  Good for one point.  Only increase 
if you like the damage from subsequent points.  Works really well with 
rapid attacks (for instance, from hand weapons/volley of blows).  In 
general, poisoning does piddly damage, but the next two skills give 
some good debilitating effects.
      Corrosive Poison [P] (5): Reduces the armor of a poisoned foe.  
If you've got poisoning already, go ahead and get this, it's a nice 
small bonus.
      Weakening Poison [P] (15): Slows and weakens (Strength and 
agility go down) poisoned foes.  This is even nicer for poison.  Go 
ahead and get it if you have any points in this tree.
      Concentrated Poison [P] (25): Increases the chance and duration 
of poisoning.  Not as useful, since it's still a very small chance of 
poisoning, even when maxed out (and that costs lots of skill points 
tossed into less useful skills).  Still, with this tree completely 
maxed out, you'll be taking most foes down fairly fast, as the poison 
will do damage and severely weaken and slow them.
                          MAGICAL SKILLS
These skills provide spells and influence your magical abilities.  Some 
are buffs, meaning they make your spells and attacks stronger but don't 
do damage, others are active spells which hit your enemies with 
specific affects, still others summon help.  Still others are passive 
and provide bonuses by other means.  There are three subsets of magic 
skills- elemental, which do damage with elemental attacks, light, which 
heals and buffs you, and dark, which includes shadow magic, evil 
summons, curses and similar types of attacks. 

Elemental skill include damaging and delaying skills, and also one of 
your generic attacks.  Ice damage and freezing is very useful in this 
game, and well worth augmenting.  You can also access several buffing 
spells which provide healthy bonuses to resistances.

  General Skills
      Servant [S] (20): An impressive summon that will cast several 
different elemental spells on your opponents, including fiery rain and 
ice spells.  Probably one of the better summons out there, both in 
terms of damage done, and impressiveness.
      Master of Elements [P] (25): The best route to increasing your 
elemental damage, fully buffed this gives +50%.  If you use elemental 
spells for damage, definitely increase/max this one out.

  Elemental Projectile Skills:
      Elemental Projectiles [R] (1): These are your default attack #3, 
and fire a small bolt of elements at your foes.  At increased level, 
you will get more bolts (to a maximum of 5).  As far as damage alone, 
these suck.  Even with shooting five, you'll only do about 50-100 
damage.  The best thing this skill does is increase the range of your 
other spells, and that's the primary reason you'd want to augment this 
skill.  Non-magicians can probably ignore it, and replace this skill 
with a replacement skill in their skill lineup.
      Applied Spells [P] (10): Increases your chance of critical hits 
with elemental spells.  If you use elemental spells, this is great and 
  Ice Spells:
 **** Ice Ball [A] (1): This is the most useful for spell early in the 
game.  With this spell, you will freeze and opponent in their tracks, 
and can kill them with ease.  Note that nearly all foes can be frozen, 
even undead.  It doesn't do much damage, but that's not the reason to 
get this skill.
      Cold Ring [A] (5): Freezes all the foes around you, allowing you 
to pick them off one at a time.  Very useful if you're a mage, still 
fairly useful even if you're not.
      Ice Crown [B] (15): Increases your armor, ice resistance, and can 
freeze melee attackers.  A decent buff for fighters.
      Tornado [A] (20):

  Fire Spells:
      Fire Blood [B] (5): A buffing spell that increases your fire 
damage significantly, and increases your fire resistance.  A decent 
low-level buff.
      Fireball [A] (10): Sends a bolt of fire at your foe, damaging 
them with fire damage.  Mix it with fire blood for a potent spell.  
Costs a lot of SP though.  Does a lot of damage if maxed out.  Good for 
magicians as a staple damage spell.
      Combustion [A] (15):
      Fire Rain [A] (25):

  Air Spells:
      Lightning [A] (1): Zaps foes with lightning.  Pretty dang slow, 
and not that powerful, since the damage can get pretty low.  Several 
enemies are immune as well.  As far as the elemental spells, this one 
      Wind Spell [B] (10): Decreases the casting time of spells so that 
you can cast faster and are less likely to be interrupted, and 
increases your air resistance.  Good for magicians, not good for 
everyone else.
      Shockwave [A] (20): Sends a bolt of energy outwards from you, 
damaging your foes.  Supposedly it also stuns them, but that doesn't 
seem to work so well.  Not that great.
      Shock [A] (25):

Light spells are those spells that heal and/or buff your character.  
They are quite useful, and it's worth investing in a few points here 
and there.

  General Skills:
 **** Serenity [P] (1): Will cause rapid healing and regeneration of SP 
when you are standing still for about 5 seconds. This is one of the 
best skills in the game, as you can effectively heal completely if 
you're willing to wait a few seconds after every fight.  Add at least 
one point to everyone, more is not necessary, but doesn't hurt.
      Pure Light [P] (5): Increases the affect of healing spells on you 
(so you will gain the amount of HP increased by said percentage.  Not 
too bad, but there are more interesting skills out there.
 **** Resurrection [A] (10): This spell will heal your companions if 
they are killed.  Get at least one point in case of emergency.  It 
takes a LONG time to cast though, so make sure you're done fighting.  
You never know when a companion is going to get killed!  Increasing the 
skill points devoted to this skill decreases the casting time and 
increases the HP the dead companion regains, which isn't worth the exra 
skill points.
      Rapid Recovery [P] (15): Increases your HP regeneration rate.  
Nice, but not that impressive.  If you can be a bit patient, serenity 
is by far superior.
      Power Regeneration [P] (20): Increases your SP regeneration rate.  
About the same as rapid recovery.  If you can be a bit patient, 
serenity is by far superior.
      Transmutation [P] (25): If you have full health but not full 
spell points, then your health regeneration augments your spell 
regeneration, and vice versa.  Thoroughly mediocre, in my opinion.  If 
you have a large difference between constitution and intelligence it 
could be useful, though.

  Healing Spells
      Healing [A] (1): The generic healing spell, this one increases 
your HP in exchange for SP.  You may find it useful, but since Morka is 
available very early, there are better paths to go.
      Rapid Healing [P] (5): Decreases casting time of healing spell, 
so that the spell is cast faster.  Makes healing spell slightly more 
useful in the midst of battle, otherwise not that helpful.
      Applied Healing [P] (15): Gives a chance of a "critical hit" with 
health- doubling the HP recovered.  Not so bad.
      Health Absorption [P] (20): Absorbs HP from nearby foes when you 
cast healing spells.  Bleh, hit them with sharp things instead.  
Healing spells shouldn't be damage spells.
      Master of Healing [P] (25): Increases HP from health spells, and 
decreases spell point cost.  If you like healing spells go for it, 
otherwise ignore it.

  Illumination Spells
      Illumination [B] (5):  The illumination buff spells are among the 
most potent in the game.  Illumination will give you a bonus to damage, 
to your chance of hitting, and gives you a resistance to shadow damage.  
This spell branch is one of the strongest buff spells (though also 
fairly skill-point intensive).  
      Fervent Prayer [P] (10): Makes illumination last a bit longer.  
Not too shabby if you use illumination, though there are better uses of 
skill points.
      Sacred Shield [P] (15): Increases armor by a fixed amount with 
each casting of illumination.  OK.  The armor bonus is less important 
later in the game, as 50 armor points doesn't make that big of a 
      Reverend's Prayer [P] (20): Also casts illumination on all your 
allies.  Only increases it to the level of this skill, unfortunately.  
Probably not worth bothering with, since most companions have their own 
spells they cast.
      Superior Benediction [P] (25): Increases your statistics while 
under the illumination spell.  Icing on the cake for this spell tree.  

These spells are the opposite of light spells and consist of damaging 
and debuffing spells to cast on foes.  It also includes some of the 
earliest available summons, which can be useful.  If you're not a 
magician, you can skip most of these and be fine.

  General Skills:
      Shadow Rage [A] (1): A generic shadow-casting damage spell.  Sort 
of the equivalent of elemental strike, but doing shadow damage instead.  
A bit more powerful than elemental strike, but also much more expensive 
(20 SP vs 0!).  
      Damnation [B] (5): Increases your armor substantially and 
increases your shadow damage.  However, you lose a lot of resistance to 
elemental attacks, making it easier for some foes to hurt you.  
      Master of Death [P] (25): Increases the Constitution and 
Intelligence of your summons, as well as their damage.  If you like 
summons, go for it.
      Master of Necromancy [P] (25): Increases your shadow damage.  If 
you like shadow spells, go for it.

  Cursing Spells:
      Putrefaction [A] (1):
      Amplified Curses [P] (5):
      Power Leak [A] (10):
      Contagion [A] (15):
      Element Curse [A] (20):

  Abomination Spells:
      Abomination [S] (5): The cheapest and earliest summon available, 
this one calls forth a zombie to fight at your side.  It's not too 
tough nor that strong, but serves as an excellent distraction.  If you 
want any sort of summon, this is great, otherwise, skip it.
      Education [P] (10): Increases the damage done by the abomination.  
If you like the abomination, you'll like this follow-up. 
      Reconstitution [P] (20): Gives your abomination some vampiric 
abilities, so that it regenerates health with each successful hit.  The 
amount regenerated isn't worth writing home about though, and it won't 
make much difference in any fight of length.  You can skip this.

  Lost Soul Spells:
      Lost Soul [S] (15): Summons a ghost who will cast shadow rage for 
you.  If you like the spell shadow rage, or if you'd like an archer 
companion, then this spell will double your firepower.  Otherwise skip 
      After-Life [P] (20): Increases the spell strength of the Lost 
Soul's casting.  This gives the lost soul and increased "shadow rage" 
skill, which shoots more bolts and does more damage. While nice, the 
damage is never that great.  

  Vampirism Spells:
      Health Drain [A] (15): Gives you five life-draining attacks.  You 
don't actually get any of the HP unless you've invested in the next 
ability.  At max you'll do 250 damage per casting.  Not good.
      Vampire Hit [P] (20): Passively gives your attacks some minor 
life-draining abilities.  Doesn't seem to work on non-melee attacks, 
which is lame, or else this one would be cool.

                          OTHER SKILLS
These skills are available based on race and on alignment 
(tech/nature).  You can only access one of technology or nature, and 
they have alignment and level requirements (listed in parentheses).  
Racial skills are available based on race.


  General Skills:
      Master Druid [P] (25, 100% Nature): Increases the durations of 
several skills and spells in the nature school, and decreases their 
cost.  If you find yourself using nature spells a lot, or if you like 
the werewolf, then this is a fine passive skill to invest in.  Else 
you'll probably just want to add a point or two and leave it at that.

  Wild Skills:
 **** Wild Marks [P] (5, 10% Nature): Increases your strength and 
agility by one point.  Stat points are a bit rarer than skill points in 
this game, and with 2 points per skill point invested, you get a decent 
bonus.  Plus, you can access the subsequent skills.  
      Nature's Help [S] (10, 25% Nature): Summons a Lion-root beast to 
fight on your side.  Kind of looks like the demon dogs from 
Ghostbusters.  Not that great of a summon, though, as it's fairly weak 
in terms of damage.  It has lots of HP, but is primarily a melee 
attacker.  If you don't have any summons, it's not too bad though.
      Lycanthropy [B] (15, 50% Nature): Probably the best single buff 
in the game, lycanthropy gives a huge bonus to constitution, to hit%, 
damage, attack speed, and movement.  You are stuck with physical 
attacks and no other attacks, not even spells, but get a special 
ability- lacerate, which seems similar to volley of blows in terms of 
affect.  This is an excellent skill for melee fighters as they get some 
really potent attacks and start with decent strength.  Otherwise, it 
probably won't fit into your playing style.  Note that you can become a 
werewolf and transform back fairly easily.  Also note that under 
lycanthropy, your weapon skills are not in effect (like stun 
knowledge), so keep that in mind for your character types.
      Acid Blood [P] (20, 75% Nature): Returns a percentage of damage 
back to a foe.  Doesn't return a lot of damage (300% when fully maxed, 
which may be 30-100 points), which makes this skill less than useful.  
I think it also only returns melee damage (as the description states), 
but it may also return a small amount of other damage types too.  I'm 
not sure.
      Survival [P] (25, 100% Nature): Gives you a chance of ignoring an 
attack.  Kind of like dodge, I suppose.  Not a very large bonus, but 
worth it for late-game fights.

  Nature Power Skills:
      Protective Bark [B] (10, 25% Nature): Increases fire, ice, air, 
shadow, and even poison resistance when cast.  A potent buffing spell 
for certain occasions.  Still, very few places have enemies that use 
elemental attacks exclusively.
      Ancestral Power [B] (20, 75% Nature): Rapidly regenerates your SP 
when cast.  Good for magicians, everyone else can probably skip it.

  Swarm Skills:
      Swarm [A] (5, 10% Nature): Sends a hoard of insects against your 
foes.  Doesn't do too much damage in the late game (~50 per second), 
may be OK in the early part of the game.  I would say to ignore it.
      Rust [A] (15, 50% Nature): Does "a lot of damage" to mechanical 
enemies, in other words, robots.  There are very few areas rich in 
robots, and the damage isn't that great.  You may want to use it in 
Cloudworks, then remove the points and use them someplace else through 
a skill master.


  General Skills:
      Master Engineer [P] (25, 100% Tech): Improves the duration of 
mechanical slave, overload, and shield, and decreases the cost of their 
casting.  The time bonus is nice when coupled to overload, and the rest 
is ok.

  Implant Skills:
 **** Implants [P] (5, 10% Tech): Increases your intelligence and 
constitution by one point.  Stat points are a bit rarer than skill 
points in this game, and with 2 points per skill point invested, you 
get a decent bonus.  Plus, you can access the subsequent skills.  
Intelligence and Constitution are quite valuable for most characters, 
      Mechanical Slave [S] (10, 25% Tech): Summons a small robot melee 
fighter to help you in battles.  The robot isn't terribly impressive, 
but still serves as an excellent distraction.  
 **** Overload [B] (15, 50% Tech): Wowza, this is a powerful buff.  It 
increases your damage, attack speed, and several of your stats (above 
and beyond illumination).  Tech characters are quite lucky to get this 
buff, for certain.  The power of overload just may merit addition of 
points into master engineer, if only to make it last longer.
      Magnetic Shield [P] (20, 75% Tech): Provides some damage 
      Neural Modification [P] (25, 100% Tech):

  Steam Skills:
      Steam Jets [A] (5, 10% Tech): Shoots jets of steam at a foe that 
do damage.  You get five jets of steam each cast or thereabouts.  Not 
that good in terms of damage or anything else.  
      Radiation [A] (15, 50% Tech):

  Shield Skills:
      Shield [B] (10, 25% Tech): Makes a shield that blocks all missile 
attacks.  Doesn't last long, but isn't really meant to.  This could be 
especially ideal when facing missile-focused enemies (Qje-Shi, goblin 
pillagers, necrocannons, etc.).  More useful for archers who trade 
shots with foes.
      Power Siphon [A] (20, 75% Tech): Drains power from foes.  There 
are very few casters in this game, so the offensive capabilities of 
this spell are pretty minimal.  It may be useful to fill up your SP, 
however, power potions aren't that rare, and are pretty cheap.

Humans get sizeable racial bonuses to magical attacks.  They can make 
strong magicians.  However, they also get some really nice bonuses to 
passive abilities, which can make them good warriors as well.  All in 
all a balanced set.

  General Skills
      Inspiration [A] (5): 
 **** Toughness [P] (10): Increases your interruption resistance.  
Worthwhile for all humans, as all of your attacks can be interrupted 
(including spells, melee, missile).
 **** Knowledge [P] (15): Decreases SP cost of skills.  Useful for 
pretty much everyone, as you will be casting spells, or using special 
      Invoker [P] (20): Increases the damage you do with spells.  Good 
for magicians, everyone else can skip it.
 **** Tenacity [P] (25): Increases your chance of a critical attack or 
spell (including doing double strength healing spells).  Quite useful 
for everyone.
Elves get some pretty decent bonuses to magical attacks.  I've never 
quite been able to get premeditation to work, or else it may be an 
interesting enough skill.  I'd recommend that a devoted mage try either 
this or a human as their race.

      Affinity with Magic [P] (5): Gives a chance of completely 
ignoring a skill or spell's cost.  Excellent for magicians, modestly 
useful for everyone else.
      Inflexible [P] (10): Increases your shadow resistance.  I've not 
yet encountered shadow magic, but maybe it's around.  You can become 
completely immune to shadow magic with this skill maxed out.
      Premeditation [A] (15): Makes your next attack really powerful.  
Myeh, just attack twice instead.  Takes too long to switch back and 
forth, anyway.
      Amplification [P] (20): Increases your elemental damage.  Master 
of Elements is by far superior, but this one can be good for 
elementalists late in the game with skill points to spare.
 **** Agility [P] (25): Increases your chance of dodging and critically 
hitting a foe.  Excellent for all elves, especially when coupled with 
some other passive abilities.  
Trolls are the fighters of the game.  They excel at killing things.  
You can try to play a troll magician or archer, but it just doesn't fit 
with their size or persona.  Go for the up-close-and-personal damage 
route, you'll get some healthy bonuses and can wipe the floor with most 

 **** Fury [B] (5): An excellent buff spell that increases your attack 
speed, firing speed, and damage.  Lasts for either a set amount of time 
or for a set amount of attacks, whichever runs out first.  This buff 
may be one of the few that stacks with other buffs.
 **** Butcher [P] (10): Adds to your damage in melee.  Seems to be 
higher than "Deadly Weapons" so add to this skill first if you're a 
melee troll.
      Troll Strength [P] (15): Increases your strength multiplier.
      Tactical Troll Vision [P] (20): Increases your chance of hitting 
in melee.  Useful for most troll fighters.
      Channeled Strength [P] (25): Increases the bonus from your 
strength in damage.

 **** Gunsmith [P] (5): Gives a sizeable bonus to you to hit %, firing 
speed, and damage when using guns.  If you're a goblin gunslinger, this 
is the skill for you!
      Resistance to Spells [P] (10): Gives you a small bonus to fire, 
ice, air, and shadow resistances.  Not too shabby, though there are 
better skills available. 
      Thick Skin [P] (15): Increases your constitution modifier.  ?
      Evolved Armor [P] (20): Provides a bonus to your armor.  Seems as 
though it's better than "Master of Armor" which makes it quite useful.
      Elusive [B] (25): A buff that increases your movement speed and 
dodging ability.  There are better buffs out there.


There are four statistics in this game- strength, agility, 
constitution, and intelligence.

  Strength: Strength provides a bonus to the damage you can do, affects 
what equipment you can wear, and your chance of interrupting enemy 
attacks.  If you use melee weapons, increase this one frequently, that 
way you'll do more damage, and will be able to get better armor to 
survive longer.  If you don't use melee weapons and aren't in the thick 
of it, you can neglect this stat without too nasty of repercussions.  
  Agility: Increases damage done by missile weapons, your chance of 
hitting a foe, the chance of a critical hit, and the ability to dodge.  
If you use bows/crossbows/guns, this is the skill for you.  Useful for 
melee fighters for the chance to dodge and get critical hits, and 
should follow strength fairly well.
  Constitution: Each point of constitution increases your HP by 10 
points, increases your HP regeneration, and increases your resistance 
to interruption.  You will need HP, and the resistances are excellent.  
I'd add at least one eighth of your points to this stat independent of 
character type, and probably 1/4th.
  Intelligence: Increases your SP by 10 points per point added, the 
regeneration rate of your SP, and increases your chance of interrupting 
spells, and resistance to interruption by spells.  You do need SP, and 
the resistance to interruption and ability to interrupt definitely 
help.  I'd add 1/4th of your points to this for mages at the least, and 
1/8th to 1/12th for everyone else.

Melee fighters (not fighting-spell intensive): 4/12 to strength, 4/12 
to agility, 3/12 to constitution, 1/12 to intelligence


Choose a character type early in the game and stick with it.  I believe 
there are three major types of characters- Mages, Fighters, and 
Archers.  Mages have it easy the first half of the game, fighters and 
archers hold the later half a bit better.  I would recommend that all 
mages also become proficient with some sort of weapon, in those cases 
where SP runs out or where the killing blow doesn't need a fireball.  
Also, the late game has several foes resistant or immune to magic, and 
spells don't as much damage as other things.  Still, you can wait to 
level 20-30 to start improving melee/missile abilities for mages.

At your first level up, add at least one point to "Glimpse", then add 
one point to your main damage skill (e.g., long rang shot or hand to 
hand or probably elemental strike or a spell).  Then select a primary 
right click option for rapid killing of foes (e.g., double hit, volley 
of punches, etc.). Continue to add points to these skills as you level 
up.  Once you hit level 10, these skills should be maxed out, and you 
can do the same for the next buff.  
Character builds:
Trollish Fighter: Max hand-to-hand, glimpse, fury early.  Use fury as 
your primary spell.

Goblin Sharpshooter: Max long range shot and well-aimed blow early.  

Elvish Summoner

Human Fighter


Comparison of Buffs:
There are several buffs available for characters.  These buffs are 
summarized below:

Name                   Maxed-out               Bonus at Max-Out
                       Skill Point 
Ice Crown              30                      68 Spell point cast, 150 
                                               second duration, Armor + 
                                               85, Resist Ice 55%,
                                               Freeze foes for 2.35 

Fireblood              10                      48 Spell point cast, 75 
                                               second duration, Fire 
                                               Damage + 10, Fire Damage 
                                               +30%, Resist Fire 55%

Wind Spell             20                      53 Spell point cast, 33 
                                               second duration, +100% 
                                               Incantation Speed, 
                                               Resist Air 55%

Illumination           10-50                   38 Spell point cast, 75 
                                               second duration, Damage 
                                               + 30%, Resist Shadow 55%
                                               OPTIONAL: Duration 170 
                                               seconds, Armor + 65, +5 
                                               to all stats

Damnation              10                      34 Spell point cast, 120 
                                               second duration, Armor + 
                                               100%, Fire, Ice, Air 
                                               resistance - 100%, + 10 
                                               shadow damage

Lycanthropy            20-30                   28 Spell point cast, 60 
                                               second duration, 
                                               Constitution + 25%, To 
                                               hit + 160%, Damage + 
                                               88%, Attack Speed + 68%,
                                               Move Speed + 50%, 
                                               OPTIONAL: 160 second 

Protective Bark        10                      68 Spell point cast, 120 
                                               second duration, All 
                                               resistances + 55%

Ancestral Power        20                      48 Spell point cast, 28 
                                               second duration, SP 
                                               regeneration +190%

Fury                   10                      33 Spell point cast, 84 
                                               second duration or 28 
                                               attacks, +50% attack and 
                                               fire speed, +100% damage

Overload               20                      39 Spell point cast, 70 
                                               second duration, +100% 
                                               damage, +50% attack and 
                                               fire speed, + 10 to all 

Shield                 10                      

The most appropriate buff for you will depend on your character.  Some 
are only available for specific alignments, and others focus primarily 
on spell casting abilities.  For melee fighters the best buffs are 
probably those that increase damage and armor.  Illumination, ice 
crown, damnation, and lycanthropy all work quite well.  Illumination 
does require a healthy skill point investment to max out, whereas these 
others require less.  Damnation comes with a nasty curse (loss of 
resistances), so it's mostly useful under only some rare circumstances.  
Ice crown is good for most, especially with the freezing ability.  
Lycanthropy is probably on top, though it's designed only for certain 
characters, and not for tech-aligned.  Protective bark isn't that 
interesting, all in all.  Overload is excellent for tech characters and 
should be purchased for all techies.

Mage focused buffs include Wind Spell and Ancestral Power.  Combustion 
is also fairly powerful, especially for fire-focused elemental mages.  
For this reason, most magicians will probably want to go Nature.

You can only have one buff active at a time.

Comparison of Summons
There are also several summons available for characters.

Name                   Maxed-out               Bonus at Max-Out
                       Skill Point 
Servant                10                      Ranged attacks 
                                               (elemental spells)

Abomination            10-30                   Melee attacks.

Lost Soul              10-20                   Ranged attacks (shadow

Nature's Help          20                      Melee attacks

Mechanical Slave       20                      Melee attacks

You can have as many summons active as you want (up to 4, one of each).  
I would recommend illumination (reverend's prayer) as your buff if you 
want to be a summoner, as the damage bonus is quite helpful.  With four 
summons and two companions you probably won't need to do much in the 

Technology or Nature?
  In general, you can't go wrong choosing either one.  The only way you 
can go wrong is if you don't choose one and play middle-of-the-road.  
In that case, you'll lose out on lots of bonuses.  You can be a tech 
mage, a nature archer, or many other variations in classes.  There is a 
slight bonus to go for nature for mages and technology for archers, but 
you're fine if you want to go the opposite routes.  

Nature has Nature Necklaces, for which there is no counterpart in the 
technology tree.  Nature necklaces have bonuses to Intelligence and 
Constitution, and are probably the best necklaces in the game.

Technology has some of the cooler armor in the game, and a good portion 
of it will make you look like a cyborg.  


There are 8 (+1) slots for armor, and 2 (+1) slots for weapons.  You 
will want to equip something in nearly every spot, if only for the 
small bonus provided.  The exception here is the earring, necklace, and 
ring spot, which don't provide any bonus unless the item is magical.


Earring: Magical earrings are fairly rare and are not frequent drops.  
That said, you can find a few over the course of the game.  The only 
ones with bonuses are colored yellow and higher.

Head: Head armor includes hats, helmets, and headbands.  Headbands are 
primarily useful for magicians as they often provide bonuses to 
elemental, shadow, or healing spells.  

Necklace:  Magical Necklaces are also fairly rare drops.  You will get 
one for free if you complete Salma's first quest, however, that's a 
Nature-only quest.  I've found other Nature necklaces in the course of 
play, and all have bonuses to intelligence and constitution, which 
makes them fairly useful.

Arms: Arm armor consists primarily of gloves.  They are pretty middle-
of-the-road as far as armor is concerned.  Tech equipment here tends to 
get a bit better bonuses than nature.
Armor: Your main route to increasing the armor score of your character 
is through body armor (though shields are a close second).  Body armor 
is also a good route to augmenting other forms of damage, especially 
magical damage.

Backpack: One of the more unusual pieces of armor is the backpack.  You 
can generally find backpacks at blacksmiths/equipment merchants.  
Backpacks will tend to augment a statistic by a few points, add some 
armor, or add a chance to your magic find % (the master's backpack).  
It will depend on what your character type is as to what is most useful 
for you.  

Ring: Magical rings are fairly rare drops, but you will encounter some 
in your course of play.
Legs: Primarily boots.  Usually add a few points of armor, and will 
have a bonus or two hear and there.  Fairly similar to gloves and 
helmets in terms of bonus.

TECH ONLY: Pilot's gear, mechanical, engineer's 

NATURE ONLY: Animal skins, Shell, Druid's

Shield: The second best source of armor is your shield.  Of course, if 
you have a shield, you sacrifice the ability to use two-handed weapons, 
or two one-handed weapons.  Also, the bonus from shields is not active 
for missile weapons, so if you are using a bow even if you have a 
shield, your armor is as low as it is without the shield.  Shields are 
great for magicians, as the extra armor is always a plus.

TECH ONLY: Guild, Mechanical
NATURE ONLY: Feathered, Tribal

Missile Weapon: This can be a bow, a crossbow, or a gun.  Select these 
with the 2 key.

TECH ONLY: All Firearms, technology crossbows, some bows.  If you are 
going technology, you have a slight leg-up here on nature users, as 
guns tend to be fairly powerful, though not too diverse.
NATURE ONLY: There are a few bows and crossbows that are nature-
focused, but none that are truly exceptional.

Melee Weapon (1): This is your primary melee weapon.  
Melee Weapon (2): If you choose to, you can equip a second weapon.  
Doing so can mix up your damage types, and help you to fight faster.







I have found a few unique items over my course of play.  They are 
listed below.

Lightning Crossbow
Damage 34-131
Attack: Very, very fast
Range: 10
+50% damage
Add 1-30 Air Damage
+50% weapon speed
  This crossbow made my archer's day, since they found it in Mangrove, 
and are still using it to the end of the game.  Wow.


You can have up to two companions to accompany you on your journey.  
Companions serve well as extra guns (either literally or as 
spellcasters), as healers, and as melee fighters. Some companions do 
not start with a significant alignment (Morka, Danselame) and will 
slowly align their alignment with yours through conversation or 
questing.  Others start with a specific alignment and will either not 
align with you, or won't even join you in some cases.  Once you have 
completed a quest to get a companion, they will follow you always, and 
can be traded in and out at most major cities (probably areas marked 
with the target sign on the map).  Don't feel locked in to the first 
two companions you meet, definitely experiment and see who matches your 
style best.

Morka: Morka is the first companion you meet and is a troll healer.  
She can cast healing spells, buff spells (likely illumination), and ice 
spells which can be quite helpful both in delay foes from reaching you, 
and as assistance in fights.  Get her early, she has some good 
dialogues too.  Her ice spell repertoire increases through the game.  
She augments melee fighters quite well.  SUBQUEST: Once you make it to 
Steelight, Morka will inform you of her backstory, and will ask 
judgment from the Duchess.  The Duchess has you and Morka kill a nasty 
boar to the SW.  She will eventually match your alignment.

Danselame: Danselame is an elf mercenary who specializes in hand 
weapons and berserker.  He is a potent fighter who uses volley of blows 
and fireblood frequently.  He is available fairly early in the game, 
and complements range fighters (including magicians) quite well.  
SUBQUEST: If you beat the corrupted elf prince with Danselame, 
Danselame will ask you to strike vengeance against the one who banished 
him, who is located in the Graybay/Solitude region.  Danselame augments 
mages and archers quite well.  He will eventually match your alignment.

Dril the Mechalchemist: Dril is a goblin healer/caster who specializes 
in tech and darkness attacks.  She uses a number of dark-oriented 
spells to buff (damnation) and weaken your foes (life drain).  She can 
also cast healing spells on you.  Dril is the tech answer to Morka (who 
isn't nature anyway, but oh well).  Dril works well with any group that 
needs a healer or caster.

Tanya: Tanya is a bandit human who is specialized in using guns to blow 
away her enemies.  She's one of the better range fighters in the game, 
but has a technology alignment, which may not work for nature fighters.  
She casts Overload a lot.

Portiz: Portiz is a goblin archer.

Hulart: Hulart is a human druid.  I believe he will join you only if 
you have a nature alignment.

Alina: Alina is an elf mage.

Lord Gort: Lord Gort is a tech-aligned troll fighter and will only join 
you if you are aligned with science.  Otherwise you'll make fun of each 
other's smells.


Nature quests: 
  Salma's run out the Buffalo Hunters (+15%, Refugee Camp)
  Find the Shaman (+15%, Refugee Camp)
  Stone to Rebuild Silverfall (+15%, Mangrove)
  Avenge the Altar's Destruction (+10%, Mangrove)
  Save the Werewolf (+10%, Cloudworks Desert)
  The Supervisor must die in the name of Nature (+25%, Cloudworks 

Tech Quests:
  Kill the Buffalo (+10%, Refugee Camp)
  Fossils (+15%, Refugee Camp)
  Gas Extractor (+10%, Refugee Camp)
  Delivery of a Boat Kit (+10%, Mangrove)
  Burn the Werewolf (+10%, Cloudworks Desert)
  Zeppelin Port (+15%, Refugee Camp)
  Body parts for Sharptik (+15%, Cloudworks Desert)
  The Druid must die in the name of progress (+25%, Cloudworks Desert)
  The Gaian Idols (Graybay)

Hunter Quests (get you a small amount of experience and a decent amount 
of gold).
  Kill 10 wererats (Cloudworks Desert)
  Kill 10 beastmen (Silverfall)
  Kill 5 eagles (Gaian)
  Kill 5 necro-brains (Graybay)
  Kill 5 ice monsters (Steelight)

Potion Quests:
  Rock Potion (+1 Str, Refugee Camp)
  Rabbit Potion (+1 Str, Cloudworks Desert)
  Heron Potion (+1 Agility, Silverfall)
  Intelligence Potion (+1 Intelligence, Gaian)

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