Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Walkthrough

by Matt P

Avernum 6 FAQ/Walkthrough

By MattP
Email: [email protected]

Welcome to Avernum 6!  Avernum 6 is the last installment in the unique and 
extremely fun Avernum series by Spiderweb Software.  Avernum 6 is available 
for $28, and has a large, free demo as well.  You will get about 50-100 hours 
of gameplay here, rivaling many similar games.  

Table of Contents:
1. Miscellaneous Info
2. Skills
3. Spells and Battle Disciplines
4. Traits
5. Walkthrough
6. Trainers
7. Crafters

-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
                         1.  Miscellaneous Info
-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-


The following is a list of important tidbits for things you should pick up and 
take with you on your travels through Avernum.  Pick up these items throughout 
your quest, as well as any item worth anything to sell.  Money is scarce in 
the beginning of the game.

Quest and job items: 
   6 Almarian Wine
   6 Limbs
   8 Chitrach Husks 
   All Sacks of Meal
   All Flawless Crystals
   All skribbane
   
 
Crafting Items:
   All Herbs 
   Focusing Crystals 
   Fine Leather 
   Fine Steel

Rare Items: 
   Eyestalks  
   Mandrake Tincture 
   Demon Bile 

A few:
   Sticks     \
               > for wands
   Rubies     /

Also, you will rapidly get the ability to travel via the pylons.  The 
following is a list of their locations:
 
 Pylons:
Castle Food Depot (A0)
The Castle  (A7)


ALWAYS GET JOBS FROM JOB BOARDS AS YOUR FIRST ACTIVITY WHEN YOU REACH A NEW 
AREA!
If you don't you may end up with uncompleted quests, especially with quests 
like "Collect item Q from enemy Z".  Don't say you weren't warned!
 

-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
                         2.  Skills Guide
-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-

Main Stats:
   Strength (Str): Strength affects the amount of damage you do in melee, the 
amount you can wear as armor (without losing APs), and your stun resistance.  
An average character will want about 6 points total to wear nice armor, and a 
melee fighter will probably want 8 points to access some of the better skills 
available.

   Dexterity (Dex): Dexterity increases your To Hit (TH) percentage with 
missile weapons, your attacking order in combat, and your dodging ability.  
It's also a prerequisite for several special skills.  Aim for about four 
points, that's all you'll need to grab a few other skills.

   Intelligence (Int): Intelligence affects the amount of spell points (SP) 
you have, and your mental resistance.  Magic users will want about 8 points to 
be able to cast a bunch of spells and to access magical efficiency and other 
key skills.  Melee fighters can probably ignore this skill, although they may 
want to invest a few to access Anatomy, which is a lot easier to get to than 
previous Avernums.  Anatomy leads to lethal blow, which can be an excellent 
skill to have.

   Endurance (End): Endurance affects your hit points (HP), and your poison 
and acid resistances.  This skill is a bit more necessary than A4 because HP 
are more necessary.  Also, Magical Efficiency is a lot more powerful, so it's 
probably worth try to get a decent amount of these points even for magic 
users.


Combat Stats:
   Melee Weapons (MW): Melee weapons affects the amount of damage you do with 
melee weapons (daggers & swords), your To Hit percentage (TH) with these 
weapons, and increases the number of battle disciplines you can use.  Melee 
fighters will want six points in this skill to get access to Blademaster.  For 
magic users, you may want to buy three points here to get some of the nicer 
battle disciplines, but otherwise ignore this ability.  With the introduction 
of dual wield, melee weapons end up being the most powerful in the game. 
 
   Pole Weapons (PW): Pole weapons affects the amount of damage you do with 
pole weapons (spears & halberds), your To Hit percentage (TH) with these 
weapons, and increases the number of battle disciplines you can use.  Pole 
fighters will want six points in this skill to access Blademaster.  As before, 
magic users may want to buy three points to get some of the nicer battle 
disciplines, but otherwise will probably want to ignore this ability.  There 
tend to be fewer, but more powerful pole weapons than melee weapons.  Pole 
weapons and their users (primarily sliths) are strongest at the middle of the 
game.

   Bows (Bow): Bows affects the amount of damage you do with bows (bows & 
longbows), your To Hit percentage (TH) with these weapons, and increases the 
number of battle disciplines you can use, though at half the rate of MW and 
PW.  There are a lot of really nice bows, and though they tend to be less 
powerful than thrown weapons, they have better side bonuses.  Also, they weigh 
a lot less, and you don't need to carry around a large selection of them. 

   Thrown Missile (TM): Thrown missiles affects the amount of damage you do 
with thrown weapons (javelins & razordisks), your To Hit percentage (TH) with 
these weapons, and increases the number of battle disciplines you can use, 
though at half the rate of MW and PW.  Thrown weapons are the most powerful 
weapons available, but are limited in number.  I tend to have 1 character 
devoted exclusively to these weapons, usually a mage.  Note that these can 
also be quite heavy.  
 
   Quick Action (QA): Quick action gives you a chance of having two attacks 
(about 4% per point here, reaching some sort of cap) in a single round and 
increases your turn order in battle.  It's not an especially powerful skill, 
since you don't get a large chance to double-hit, but it's not bad to invest 
3-4 points in since it's fairly cheap.  It's also an easy way to increase your 
turn order.  Note that when coupled to dual wield, this skill is extremely 
powerful.


Magic Stats:
   Mage Spells (MS): This skill increases the damage you do with your mage 
spells, and the number of mage spells you have access to.  If you're going to 
cast magic spells, this is your skill.  Eighteen points is all you'll ever 
need, and if you have the natural mage trait, you'll get an extra point every 
five levels or so.  Add about 13 points to this skill for your mage, and 
that's about all you'll need.  This skill is a bit more expensive than priest 
spells but gives access to better spells.  
 
   Priest Spells (PS): This skill increases the damage you do with your priest 
spells, and the number of priest spells you have access to.  If you're going 
to cast holy spells, this is your skill.  Eighteen points is all you'll ever 
need, and if you have the pure spirit trait, you'll get an extra point every 
five levels or so.  Add about 13 points to this skill for your priest, and 
that's about all you'll need.  This skill is cheaper than mage spells but 
doesn't have as good of spells.

   Arcane Lore (AL): Arcane lore increases your ability to read books (giving 
new spells) and increases your mental resistance.  Everyone should probably 
try to get about three points in this skill so that you won't be upset when 
you run across a book you can't use.  You can wait for training in this skill 
until Gnass, as training is cheap and early.  The mental resistance is a nice 
icing on the cake.  Note that a few items provide bonuses to this skill so you 
shouldn't need to invest more than 12 points total.

   Spellcraft (SC): Spellcraft increases the damage and duration of your 
spells.  All magic users should increase this skill, though probably after 
buying a few points in it from either Reginaldo or Tower Colony.  

General Stats:
   Hardiness (Hard): Hardiness increases your armor and resistances.  It is a 
cheap and effective skill.  Buy at least 2 points for everyone, 4 if you've 
got a few points (or brews or crystals) to spare.   This skill is a precursor 
to resistance.  The only resistances it doesn't increase are mental and stun 
resistances.
 
  Defense (Def): Defense decreases your likelihood of being hit.  It's 
relatively cheap and inexpensive.  It is the precursor to the quite useful 
skill parry, and riposte.  Definitely buy 6 points for all your fighters so as 
to access parry.

  Tool Use (TU): Tool use affects your ability to disarm traps and open doors 
(as well as a few special encounters).  A maximum of 14 is all that's needed 
for 98% of things, 17 will open nearly everything (especially when you equip 
the two tinker items).  Only one character need acquire this.  I'd recommend 
boosting up to 14 points ASAP.  Tinkers crystals will cast unlock for you, and 
will open everything so long as the character with the highest tool use uses 
them.
 
  First Aid (FA): First aid affects how many HP and SP you gain after 
successfully killing something.  This is a useful, cheap skill that can help 
delay your need to go back to town.  I'd recommend buying at least 2 points 
for everyone early.  Increase to 4 when you have the spare points.
 
  Nature Lore (NL): Nature Lore affects your ability to calm wild animals and 
to find caches, and is used for a few special encounters.  There's an early 
trainer in Gnass for this skill, so you can avoid buying any points whatsoever 
here if you don't mind skipping a few caches.  Otherwise buy 1-2 points for 
everyone at the start of the game, then set 4-6 skill points in reserve for 
the occasion later when you can't get a cache.  

  Luck: Affects pretty much everything, including resistances, armor, dodging 
ability, and probably damaging ability.  Add 1-2 points for everyone to 
increase survivability.


Special Skills:
Key:(initial skill point cost) Name: Requisite 1 (cost of requisite when 
requisite is reached) + Requisite 2 (cost of requisite when requisite is 
reached): Description.

  Note that special skills have requisites before you can train in them.  You 
can buy points, get quest rewards, get them through traits or as racial bonus, 
or equip items to get points in these skill, but can only train in these 
skills once you have reached the requisites.  Additionally, the requisites 
must be reached through training or buying points in the requisites- they do 
not include other bonuses (whether through traits, quest rewards, or 
equipment).  Thus you must reach the point where the skill starts to cost X 
points, where X is the number to the right of the skill.  This will help 
clarify what you need, and explains why you might have 10 points in dexterity 
and still not access some of these skills- equipment, quest, and racial/trait 
bonuses do not count.  

(3) Quick Strike (QS): 5 Dexterity (costs 7, and bought one point) + 6 Melee 
or Pole (starts to cost 7): Quick strike will give you a slight chance of 
getting bonus movement points in a given round.  You get about a 5% chance of 
getting a bonus action point for each point in this skill.  This calculation 
is done twice, so if you have a lot of quick strike, you'll have a non-
negligible chance of getting +2 to your action points.  One of my favorite 
skills, well worth trying to get for all fighters. 

(3) Parry (Par): 5 Dexterity (costs 7, and bought one point) + 5 Defense 
(costs 4, and bought one point): Parry gives you a slight chance of blocking 
an attack completely (about 3% per point invested).  A good skill for 
fighters, and a prerequisite for riposte.  Worth trying to get for fighters. 
You can train in this skill.

(5) Blademaster (BM): 9 Melee (costs 8, and have bought one point) or 9 pole 
(costs 8, and have bought one point) + 6 Strength (starts to cost 8)- 
Increases you to hit% and your damage done with melee weapons.  Also decreases 
your fatigue time so you can use battle techniques more frequently.  A 
prerequisite for the top tier abilities Lethal Blow and Riposte.  Worth 
getting for devoted fighters as you'll be able to burn through battle 
techniques with this skill. 

(4) Anatomy (Anat): 4 Intelligence (starts to cost 7) + 7 Melee or Pole (costs 
8, have bought one point): Gives a bonus to your first aid recovery, and gives 
a damage bonus when fighting against humanoids.  This skill is a whole lot 
cheaper than it has been in previous Avernum games, and is worthwhile for 
fighters and/or priests.  Buy points in this skill first though.  This skill 
is a prerequisite for Lethal Blow. 

(4) Gymnastics (Gym): 6 Dexterity (starts to cost 8) + 4 Strength (starts to 
cost 7): Increases your attack order and decreases your likelihood of being 
hit.  Not too bad, and you can get it pretty easily.  I recommend training in 
this skill first though.

(1) Pathfinder (Pth): 4 Intelligence (starts to cost 7) + 6 Nature Lore 
(starts to cost 4).  Pathfinder affects your resistance to acid and poison.  
It's cheap but no items seem to offer it.  You can ignore this skill 
altogether.

(4) Lethal Blow (LB): 5 Anatomy (costs 6, have bought one point) + 5 
Blademaster (costs 7, have bought one point): Gives a chance of doing massive 
damage when attacking with melee/pole weapons to a single foe.  Not that bad, 
though quite difficult to obtain.  I'd recommend buying training in this and 
leaving it at that.  By the time your warriors could access this skill you'll 
probably doing way more damage with your magic users instead.  Fighters will 
serve primarily as meat shields. 

(5) Riposte (Rip): 6 Parry (starts to cost 6) + 6 Blademaster (starts to cost 
8): Gives a slight chance of reflecting damage back at a foe.  This skill 
doesn't do too much damage, but is a modest improvement from parry.  If you 
build your stats for your fighters with getting this skill in mind, you will 
have very powerful fighters by the end game. 

(4) Sharpshooter (SS): 4 Dexterity (starts to cost 7) + 6 Bows or Thrown 
(starts to cost 6): Increases damage done by bows and thrown weapons.  Nice to 
buy points for bow/missile characters.  Archers don't do a huge amount of 
damage in this game, so it's not as great as in A5.  Don't bother investing 
skill points for non-archers in this skill, as it takes a devoted archer to 
get to it.  Essentially the next "Bows" skill for archers. 

(2) Dual Wield (DW): 4 Dexterity (starts to cost 7), and 7 Melee or Pole 
Weapons (costs 7, must have bought one point).  If you want to use two weapons 
(and who doesn't?!), get this skill.  It's cheap and fun.  You can train in 
this one, though it takes a while to get access to the trainer.

(4) Magical Efficiency (ME): 6 Intelligence (starts to cost 8) + 5 Spellcraft 
(costs 5, must have bought one point):  Gives a chance of decreasing the spell 
point cost of a spell.  Very effective, this skill is well worth getting for 
your mages and your priests as well.  With this spell you'll be able to spam 
lightning spray and smite much longer, and your buffs are much cheaper.  You 
won't go wrong if you build your mage with this skill in mind. 

(5) Resistance (Res): 5 Dexterity (costs 7, have bought one point) + 6 
Endurance (starts to cost 7) + 7 Hardiness (costs 4, have bought one point):  
Gives a bonus to most physical resistance stats.  Probably not worth try to 
get to, due to its cost, I'd still recommend buying three points or so for 
everyone.  It will make you last that much longer.

-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
                3.  Spells & Battle Discipline Guide
-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
  The spells and battle disciplines are described below.  Each spell is also 
affected by spell "strength" which for a given spell is equal to the number of 
times trained in that spell, plus the spell class skill (either mage spells or 
priest spells), plus your spellcraft, plus your magery.  The effects for 
increasing your spell strength in a given spell are described by "+".  The 
best way of increasing your spell strength is to add points to magery and 
spellcraft as both skills affect all spells cast.  Training in a spell with a 
teacher has less of an effect, and may not be worth the cost, especially if 
you have found a book that will train you instead.  The bonuses from spell 
strength (from the manual) are described as well.

--------------------------------------------------------------------------
                   Priest Spells
  These are the healing spells, the buff spells, and the occasional damage 
spell and summoning spells available to everyone.  In general they have a much 
smaller damage output per SP than mage spells, but can compensate in other 
ways.  These spells are cheaper and easier to use than mage spells.

Minor Heal: The staple health returning spell at low level.  Very useful early 
in the game, a bit less so later in the game.  A viable strategy is to have 
everyone start with one point in priest spells so as to cast this spell and 
curing.
  + Increases HP regained (+ 1d3)
 
Curing: Removes negative effects like poison and acid from a character.  
Necessary for some fights, and cheap to cast.  A viable strategy is to have 
everyone start with one point in priest spells so as to cast this spell and 
curing.
  + Removes more levels of poison/acid.
 
War Blessing: Cast this before every moderate fight, it increases your chance 
to hit (by 20% or so) and your damage done to foes (by 4 damage levels).  
  + Increasing the level of this spell makes it last longer.
 
Protection: Decreases your chance of being hit by a foe and decreases the 
damage received.  Cast this before every moderate fight, it lasts for a long 
time.
  + Increases the duration of the spell.

Repel Spirit: Does disruption damage to undead and demons.  Undead take a lot 
of damage from this spell, and this spell is the main damage-dealer for 
priests when available.  Couple it to a mighty blow to kill many undead 
instantly.  Demons aren't much hurt by this spell, so try to hit them with 
something else.
  + Increases damage done by spell (+ 1d5).
 
Smite: The first major damage-dealing spell of the priestly repertoire.  This 
spell is costly but does a decent amount of ice damage.  Great, useful spell.
  + Increase damage done (+ 1d5). 

Summon Shade: Summons a shade to fight for you.  The shade isn't that 
impressive but can distract your enemies.
  + Increases the length of time they stick around.

Ward of Thoughts: Wards are new spells which protect against certain attacks.  
You can only have one ward active at a time.  The ward of thoughts spell 
protects against mental attacks (daze, terror, charm), which are annoying but 
uncommon attacks.  You can use this spell for those occasions when fighting 
mental-focused foes, like shades and wizards.
  + Makes the spell last somewhat longer.
 
Unshackle Mind: Removes charm, daze, and terror effects on all characters.  
Doesn't seem to always remove daze or terror, but charm is easily broken.  
Very useful spell for those occasions.  I'd recommend having at least two 
people with the ability to cast this spell, in case your primary caster gets 
disabled.  
  + Increases likelihood of removal.

Heal: Provides a nice batch of health to a single character.  Well worth it 
for the middle of fights.
  + Increase HP regained (+ 1d5).
 
Mass Healing: Casts a healing spell on all your (nearby) characters.  Often 
useful right after a nasty hit (for instance, by a fire shrub).
  + Increases HP regained (+ 1d3?)
 
Mass Curing: Casts a curing spell on everyone.  Very useful when fighting 
poisonous-cloud launching creatures.
  + Increases poison/acid levels removed.

Ward of Steel: Wards are new spells which protect against certain attacks.  
You can only have one ward active at a time.  A ward spell that decreases the 
physical damage you receive from attacks.  This one is quite valuable and 
useful as a buff spell, but is expensive to cast.
  + Increases the duration.

Divine Fire: Hits foes with fire in an area of effect.  The staple mid-high 
level damage spell for priests.  Not as powerful as fireblast, but still 
respectable.
  + Increases damage (+ 1d5).

Control Foe: Seizes the mind of a foe, forcing it to fight for you.  Doesn't 
work on enemies without brains, or undead.
  + Stronger strength of spell.

Ward of Elements: Wards are new spells which protect against certain attacks.  
You can only have one ward active at a time.  This ward spell reduces damage 
received from elements (fire, cold, energy, perhaps poison/acid).  Usually 
you'll use either this or ward of steel, this spell is useful against wizards 
and element-using foes, whereas ward of steel is more useful in a general 
sense.
  + Increases the duration.

Return Life: Brings a character back from "unconsciousness".  Useful for D'oh 
moments.  Better than traipsing all the way back to town, for certain.
  + Increases health restored (?).

Divine Retribution: Casts a fire spell on all visible enemies.  Especially 
powerful on weak, distributed foes.  Kind of cool, acts like a wand of the 
inferno.  Not too useful on higher level foes.
  + Increases damage (+ 1d4).

Divine Restoration: THE healing spell, this spell removes all negative effects 
other than "unconsciousness".  Also, gives the invaluable ability to 
regenerate, making your characters last much longer.  Some crystals can also 
give the ability to regenerate, so hold on to those.
  + Increases HP regained, and regeneration duration.
 
Divine Host: Summons a ghost.  The ghost can cast spells, but isn't too 
impressive.  
  + Increases spell duration.

--------------------------------------------------------------------------
                   Mage Spells
  These spells are capable of the most damage in the game.  Couple that to a 
high magical efficiency and a high first aid and you're mages will be the 
major source of damage in the late game.  

Bolt of Fire: A single fire attack to damage your foes.  This spell is good 
early on, and good late in the game as well.  It is strong against humans and 
most undead, and weak against demons, reptiles, and things colored red.
  + Increases damage (+ 1d3)

Call Beast: Summons a weak foe to come fight for you.  Summons cave worms, 
giant rats, huge bats, cave wolves, and cave crawlers (19-27 HP). Summoning 
spells got a boost in A5, and are pretty cool for some assistance.  Useful for 
distractions, no doubt.
  + Increases duration, may increase probability of getting a good summon.

Cloak of Curses:  Cloak spells are new spells that augment certain types of 
attacks.  You can only have one cloak spell active at a time.  The cloak of 
curses gives your melee attacks a chance to do poison damage, or to scare a 
foe.  This is a good early game buff, but it doesn't work consistently.  
Still, it works often enough to be occasionally useful.
  + Increases duration.

Daze: Stuns foes until you wake them up by attacking them.  Cool and 
occasionally useful.  
  + Increases spell strength.

Haste: Gives your attack and spell actions a 25% chance to cost only 5 AP, as 
opposed to 9 AP, the normal cost.  This effectively gives you a chance to 
attack twice in a single round.  Less valuable and critical than prior 
Avernums, haste effectively increases your damage by 25%, if you're only 
slightly mobile.  
  + Increases spell duration.
 
Slow:  Drops the AP of a foe so that they only attack once every two rounds.  
Really useful on bosses, and/or on splitting monsters (e.g., doomguards).  
  + Increases spell duration.

Icy Rain: An area of effect ice attack.  One of the few ice attacks available 
in the game.  It is nearly always useful except on ice loving foes or undead.  
Don't forget about it as you fight higher level enemies, it often does more 
damage than lightning spray or fireblast, depending on the size and number of 
foes.  Great to use on sliths!
  + Increases spell strength (+ 1d3).

Spray Acid: Hits a foe with a blast of acid, which continues to do damage 
through time.  Consistently useful against several varieties of foes, as very 
few are resistant to poison.  Great in place of bolt of fire, and cheap.
  + Increases initial damage (+ 1d3), adds more acid.

Cloak of Bolts:  Cloak spells are new spells that augment certain types of 
attacks.  You can only have one cloak spell active at a time.  The cloak of 
bolts increases the damage you do with thrown missiles and bows.  There are a 
few occasions where this spell is useful (fighting foes on a ledge, for 
instance), but definitely one of the more situational spells.
  + Increases duration.

Minor Summon: Summons a middle level foe to fight with you (Searing Slimes, 
Ghasts, Spitting Wyrmkins, Chitrachs, Fire Lizards, Wights, Hellhounds- HP 53-
78). Good for distractions, and some have some special attacks. Especially 
useful for mage-heavy parties.
  + Increases duration, may increase probability of getting a good summon.

Lightning Spray: The middle-upper level staple damage spell, this spell does 
energy damage to up to three foes.  The foes must be 2 spaces (diagonal counts 
as one) from the target foe in order to give them spray damage.  Few foes are 
strong against energy damage, so this spell will do damage consistently.  Its 
expensive cost in SP is moderated by a high magical efficiency and first aid.
  + Increases spell damage (+ 1d4).
 
Terror: Scares foes so that they run away.  Might be useful on melee-focused 
strong foes, I don't use it too much.
  + Increases likelihood of terrorizing.

Cloak of Blades: Cloak spells are new spells that augment certain types of 
attacks.  You can only have one cloak spell active at a time.  Cloak of blades 
increases the physical damage your melee warriors do to foes.  This should be 
your stock-cloak spell for the majority of the game.  Very few foes are good 
at blocking physical damage.  
  + Increases spell duration.

Dispel Barrier: A necessary spell that removes barriers.  Piercing crystals 
are the early game equivalent, but piercing crystals don't always remove 
barriers.  You'll get this in the Tower Colony, by doing a tough quest.
  + Brings down stronger barriers.

Summon Aid: Summons a pretty powerful creature to fight with you (Warped 
Wolves, Mutant Lizards, Experimental Rats, Rabid Hellhounds, Plated Chitrachs, 
Revenants, Worgs- between 58 and 111 HP).  Some have special attacks or good 
resistances.
  + Increases duration, may increase probability of getting a good summon.
 
Strong Daze: Strongly stuns enemies.  Useful when surrounded by low level 
melee fighters/foes.  Not bad in emergencies.
  + Affects stronger foes.

Fireblast: The generic damage spell at high level, this one replaces icy rain 
in damage output.  Expensive to cast though.
  + Increases spell damage (+ 1d5).
 
Arcane Summon: The strongest summon spell for mages, summons Writhing Masses, 
Guardian Hellhounds, Enormous Cavebats, Terror Wolves, Pustulant Zombies, 
Gnawing Stoneworms, and Skeleton Warriors (HP from 125-154).  Very useful as 
distractions and as damagers.
  + Increases duration, may increase probability of getting a good summon.

Cloak of the Arcane:  Cloak spells are new spells that augment certain types 
of attacks.  You can only have one cloak spell active at a time.  The cloak of 
the arcane increases the damage you do with spells.  This spell can be 
invaluable in certain occasions (like a battle with a certain lich), and can 
be highly useful if your mages have adrenaline rush, because three lightning 
sprays in a turn should kill most foes.  
  + Increases spell duration.
 
Arcane Blow: The final rung on the damaging ladder, this spell casts an area 
of effect blast of energy.  Does a lot of damage, and costs a lot of SP.  
Actually manageable if you have enough magical efficiency, though not for too 
long.
  + Increases spell damage (+ 1d6).
--------------------------------------------------------------------------
                   Battle Disciplines
  Battle disciplines are new to Avernum, and are the closest thing to fighter-
spells.  These operate on a different set of rules than spells- your character 
can use a discipline, but will become fatigued for a certain amount of time so 
that they can't use another.  You can decrease the number of rounds your 
character is fatigued for by adding points to Blademaster, and by wearing 
armor that has "fatigue removal" under the description.  I've maxed out at 
about 3 fatigue points removed per round.  These disciplines are extremely 
worthwhile for all characters, and I would recommend training everyone in some 
skills so as to access these skills (at the very least the first two) by mid-
late game.  These disciplines are stackable with spells, and if a caster can 
get to the last skill (battle frenzy) they can become a dervish of 
destruction.

  The highest level discipline you can access is equal to your melee weapons + 
pole weapons + bows / 2 + thrown missiles / 2 skills (I call this battle 
skill).  Points can be trained or acquired by equipment, they aren't picky.  
Points from traits or racial bonuses count as well, making it very easy for 
sliths and nephilim to get these disciplines.   

Well-Aimed Blow. 5 battle skill points needed needed, gives 3 fatigue.  
Increases the damage done of your next attack by about 20-30%, give or take.  
Can make a huge difference late in the game, especially for mages (an extra 30 
damage every three rounds will bring that boss down 30% sooner).  

Shield Breaker. 6 battle skill points needed needed, gives 5 fatigue.  Curses 
your foe so that they take more damage (again about 20-30% more).  Use this 
skill on foes first then hit them with a well-aimed or mighty blow.  Try to 
get to at least this skill for your mages and priests once you've maxed out 
their priest/mage spells skills.

Leg Sweep. 8 battle skill points needed needed, gives 5 fatigue.  Curses your 
foe so that they do less damage to you.  Makes a big difference early on in 
the game, less later.  Use on low-level bosses.

Berserker Rage. 9 battle skill points needed needed, gives 6 fatigue. Blesses 
and shields you but does some damage as well.  Myeh, I prefer war blessing + 
protection to this.

Focus Spirit. 11 battle skill points needed needed, gives 5 fatigue.  Removes 
negative effects from your character (slow/curses).  The ones that you really 
need it to remove (terror/charm/daze) it can't affect because you can't use 
it.  Occasionally useful, but the next discipline is much more so.

Mighty Blow. 13 battle skill points needed needed, gives 4 fatigue.  Adds a 
hefty bonus on your next attack.  Excellent for everyone, including mages and 
priests.  Priests are a bit more likely to get to it though.
 
Adrenaline Rush. 15 battle skill points needed needed, gives 8 fatigue.  Adds 
a lot of AP in exchange for HP.  The HP cost is minimal, and usually easily 
recovered by first aid.  You will be able to get three attacks off with this 
discipline.  Probably the best discipline in the game.  Get it for your mages 
and watch the carnage.

Blade Shield. 16 battle skill points needed needed, gives 8 fatigue.  
Increases your parry ability.  Cool while waiting to get to battle frenzy.

Stunning Blow. 18 battle skill points needed needed, gives 5 fatigue.  Stuns 
an enemy with your next attack.  Couple this to a slow spell and that foe 
won't be moving any time soon!
 
Battle Frenzy. 20 battle skill points needed needed, gives 12 fatigue.  The 
ultimate discipline, this hastes you (stacks with the haste spell and other AP 
increasers).  Not the show stopper of Avernum 5, but not awful.  I tend to 
prefer adrenaline rush, as four characters with that discipline will kill 
nearly everything minor in a single turn.  

-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
                            4.  Traits
-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
  Traits are character features that increase (or decrease) the effectiveness 
of certain abilities.  You can have up to two traits which will affect the 
rate you gain experience, plus a race, which will also do the same.  You will 
get about 40 levels for a human with no traits, which means that each 6-8% 
decrease will cost you about 1 level (or 5 skill points) by the end of the 
game.  However, most traits more than make up for this decrease.  I do not 
recommend any negative traits.
  Traits give slow increases to skills which means one point at the beginning 
of the game and one point every 12 levels or so, and fast increases to skills 
which means two points at the beginning of the game and one point every eight 
levels or so.

Good Constitution (1 level lost): Increases your resistances.  Effectively 
acts as a free two points in hardiness, and gives a few more points in mental 
and stun resistances.  Good cheap trait if you hate losing levels.

Nimble Fingers (1 level lost): Gives a bonus of 2 points initially to tool use 
which increases quickly, and a bonus to first aid which increases slowly.  
Not really worth it, compared to Avernum 5.  You want the tool use early, not 
late in the game.

Thick Skin (1 level lost): Gives a bonus to armor naturally.  No bonuses to 
resistances, and I prefer good constitution slightly.
 
Strong Will (1-2 levels lost): Hugely increases your mental resistance (by 
about a full 50%!).  Good if you hate charming and terror, especially good for 
priests (so that they can cast unshackle mind in following turns).  Not 
necessary though.
 
Deadeye (1-2 levels lost): Gives a bonus to sharpshooter (+2) which increases 
quickly.  OK for dedicated archers and nephilim.  Archers aren't that great in 
this game, so you can skip it entirely.  There are better traits for everyone 
else though.

Fast on Feet (2 levels lost): Increases your attack order and occasionally 
gives one bonus AP.  A really nice cheap trait if you can't stand not maxing 
out your level.  
 
Pure Spirit (2-3 levels lost): Gives a bonus to priest spells which increases 
quickly and gives a bonus to magical efficiency which may also increase 
quickly.  Any dedicated priest (the character who is aiming for 18 in Priest 
spells) should get this trait.

Natural Mage (2-3 levels lost): Gives a +2 bonus to mage spells which 
increases quickly, and allows you to have up to 20% encumbrance before losing 
the ability to cast spells.  Extremely potent for mages, definitely go for it 
for your dedicated mage.

Elite Warrior (2-3 levels lost): Gives a bonus to parry and blademaster which 
increases quickly for both skills, and a slight bonus to your carrying 
capacity.  Great for melee warriors, or any sort of meat shield characters.  
 
Divinely Touched (4-5 levels lost): Gives slow increases to magery, 
blademaster, and sharpshooter, with +1 free points to these skills.  Also 
gives a very healthy increase to armor.  You can't go wrong with giving any 
character this trait, especially characters who want to do more than one 
thing.  This trait will benefit everyone.

--------------------------------------------------------------------------

Weak-Minded (1 level gain): Decreases your mental resistance.  Not worthwhile.

Delicate Skin (1-2 levels gained): Decreases your fire and cold resistances, 
and perhaps your energy resistance.  Ouch.

Sluggish (1-2 levels gained): Decreases your attack order, and sometimes takes 
away an AP.  May find mild use for late-stage characters (for instance, 
priests who need to cast cure or healing spells) but probably not worthwhile.

Brittle Bones (2-3 levels gained): Increases damage taken from melee attacks.  
Ouch.

Frail (3-4 levels gained): Everything goes badly for you.  Double ouch.  The 
extra levels aren't worth it.

--------------------------------------------------------------------------

Races:
  Due to the introduction of battle techniques, all non-human races are quite 
useful as they will get you significant bonuses to the abilities which decide 
what level battle techniques you can use.  Some may suggest that you give your 
entire party a non-human race, which really isn't a bad idea as the cost isn't 
that high.  I would recommend making an all-nephil party due to the power of 
bows in the late game, or a 3 nephil-1 slith party.  Anyway you try it, you'll 
be wiping the world clean.  I'd recommend either race for priests and mages.  
Humans make ok dual-wielding fighters, though you'll need to get at least nine 
points in a melee weapons to access the best disciplines.
 
Human: No penalties or bonuses.  I'd recommend this for dual-wield fighters .
 
Nephilim (about 2 levels lost): Gives a bonus to bows, thrown missiles, (+2 
for both and which increases quickly ) and gymnastics (+1 which increases 
slowly).  Excellent for archers or anyone who can use a bow (OK, so everyone).  

Slithzerikai (about 3 levels lost).  Gives a bonus to pole weapons (+2 and 
which increases quickly), and a bonus to fire, poison, and acid resistances, 
and a few bonus HP.  Excellent for pole fighters, good for mages since the 
fire resistance helps them stick around a bit longer when foes retaliate for 
your spells.

-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-
-------------------------------------------------------------
====================WALKTHROUGH==============================
-------------------------------------------------------------
-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-

KEY:
  Name of place (number)
Q: Quests available {rewards for job board quests}
S: Skills, spells, and trainers (cost)
U: Secret Doors
C: Cache supplies
I: Items of Note
$: Merchants [Key Items]  *Constructions*

////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\
                       1. DEMO AREA
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////


Map of demo region:


D0    AB-AC AQ-AR
|      |  |  |
AM-AD-A9-A8-A5-A6-AS
|  |  |  |  |  |  |
AL-AK-AE-AF-A4 A7 AT-AX
|  |  |  |  |     |  |
AP-AN-AH-AG-A3-A0-AU-AW
   |  |     |  |  |  |
C0-AO-AI-AJ-A2-A1-AA-AV


Castle Food Depot (A0):
Q: Find Sergeant Nichol, Kill Some Rats, Help Lieutenant Katlyn, Back to 
Nichol, Deep Storage, See Katlyn Again, Hunt Down Trinket, Delivery: The 
Castle, Goblin Trophies, Lost Lizard, Infested Trash Pit, Go to the Castle
U: Second Food Locker, East deep storage
C: Leather Helmet
I: Blessed Bauble (2%)
$ Or'Vysss
  You start out in your quarters.  Grab the supplies to the east and then go 
talk with Sergeant Nichol.  He tells you to go kill some rats.  Head south and 
do so, claiming a scroll for your time.  Also loot the box for some minor 
items, and grab the food nearby the water pit.  Keep as much food as you can 
on you at all time, probably on one character.  Tell Nichol when you've 
succeeded, and he sends you upstairs.  Explore a bit and you'll find a new 
region.  Head south, pillaging the few stores of some food.  In the second 
locker area is a secret area with some rats.  Kill them for some more armor.  
Head west then north, grabbing the bag of meal.  Talk with Katlyn and she 
sends you on your way.  Head back, and you're confronted by two refugees.  
They can't be helped, so push them on out.  You then find Runkle.  Go ahead 
and refuse to help him and kill him instead for some more armor.  Back down to 
Nichol.
  You're given your first longer quest, to investigate the deep storage.  Head 
west, and go kill the goblin and rats.  A nearby secret button opens a passage 
that leads to some crystals and a suit of chainmail armor.  Head south, and 
kill a few more goblins. Go east, and you'll find Lord Trinket.  Kill his 
minions (blessed bauble necklace as a reward), then go south and see where he 
went.  Open the portcullis to leave, and report to Nichol.    He tells you to 
see Katlyn again, after some crying.  
  Katlyn tells you to hunt down Trinket.  You can also leave the base, for the 
first time.  Ask Katlyn for some help and you're given some items in a locked 
bin in the barracks (with unpleasant soldiers).  You can trade with Or'Vysss.  
I don't recommend buying anything, but be sure to sell off all of your junk.  
Talk with Dominica, then head west out of the depot and look at the job board.  
Grab all of the quests, and explore the area.  To the east is an unfinished 
part of the fort.  Kill the goblins there.  A cache to the SE of the fort has 
a leather helmet.  A bit further to the SE is the trash pit which has been 
infested with slimes.  Kill them to complete one of the job board quests.  
Your rewards: Lizard quest (spineshield scroll), Goblin Trophies (300c), 
Infested Trash pit (steel shield).
  Completion of the Trinket quest gets you sent to the castle, and 300c.  Time 
to head north!

Goblin Mine (A1)
S: Icy Rain
I: Fine Cleaver (6-12 d, +1 Dex), Woven Silver Chain (1 HER), Shielding Ring 
(4%, 5 SR)
  Be sure to get the Goblin Ear job board quest before attempting this area!
  Talk with Vandarin, the goblin hunter.  You can get him to join with you if 
you'd like.  Do so briefly at the very least so that he opens his locker for 
you allowing you to grab a few decent (especially right now) items.  If you 
leave the area, Vandarin skips out on you.  You can recruit him back into your 
group when you come back here.  
  When you're ready, head on south to the mine proper.  Open up the locked 
door for some decent minor armor and loot.  In this room is also a button to 
push with some decent gems and pants.  Continue to explore the top portion of 
this map and you'll find Cleaver Grog.  Kill him for your first significant 
magic weapon, a fine cleaver.  
  Head down the north path first. GO north, and kill the goblins.  You'll find 
one named Drexa Eyebite, kill her for a woven silver chain.  Two heavily 
locked doors are nearby, you will open them later.  Go back upstairs then go 
down the south stairs.  
  You'll find a large group of goblins.  Kill them.  TO the north is a locked 
chest (tool use ~8), open it for some crystals.  Grab the other minor goods in 
the nearby chests and on the table, then use the platform.  You are attacked 
by bats and goblins along the way across.  Be sure to stay in combat mode so 
as to kill them all and not get overwhelmed.  Trinket taunts you all the way 
across.  The SE area holds a few rats, and a nephil and some goblins.  Unlock 
the nearby cabinet for a ruby.  Go north, kill the wolves and loot their 
nests.  Be sure to loot everything because you can't return here.  When ready, 
use the next platform.  Again, enter combat mode and stay in it, you will 
again be taunted by Trinket (you can't kill him yet).
  The NE is the last major area.  Trinket and his consort, Esmerelda, are 
here.  Kill them both.  Trinket has a couple of tricks, primarily summons, but 
isn't very tough.  If you find this fight difficult, remember to use your 
blessing and shielding spells.  Grab the loot they drop- a chainmail suit, 
some iron bracers, and a shielding ring.  Trinket also drops a key which you 
instantly pick up.  When they're all dead, go talk with the shadowy slith.  
This is Khrez-Yss, one of the leaders of the sliths horde.  He threatens you 
and walks away.  Loot the rest of the area for some fine leather (keep this!), 
a mysterious scroll, and other minor goods.
  You can now loot the area.  Go through the door nearby Drexa to find a spell 
book of icy rain, an extremely useful spell. This spell requires 3 arcane lore 
in order to learn. Continue into the central area and you'll see some crystal 
spires.  They are guarded by Warmaster Gella.  Kill him for an iron 
breastplate.  Head back to your home base to report your success.  

Southern Great Cave (A2)
C: Healing Potion
I: Swampwalker Leather (12%, 10 SR, 5 PR, 5 AR), Helm of Klin (9%, +1 Pa, +1 
BM)
  Here you will find the lizard that is the object of a job board quest.  Kill 
the various lizards that come for you then go down the stairs.  Go around, 
kill the lizards and loot their nests.  At the end you'll find a blue lizard.  
Beat it until it submits.  
  If you're coming here from Patrick's Tower, you'll find some goblins in the 
region slightly to the east of the main path.  Shaman Bonesnap is their 
leader, and he drops a swampwalker leather on death.
  If you're here from underneath Patrick's Tower, you'll find more worms and 
crawlers.  The most important thing you find is near the center of the map.  
Here you find an imprisoned demon. Luckily you get first strike.  Buff up, 
then hit it with everything you have.  You get a knowledge brew and a helm of 
Klin for you time.

Portal Keep (A3)
Q: Shades Downstairs, Flawless Crystals, The Crystalspawn
C: Leather Greaves
U: Crystalspawn reward room
I: Ruby Necklace (2%, +5 FR, +10 ER), Shadow Band (+1 PA, +1 Gym, +1 Def)
$: Portmaster Bronner
  Until you need to be here, there's not too much to do here.  You can grab 
some leather greaves from a cache, and a passage down to the SE.  You're 
attacked by skeletons on the way down the passage.  Down the passage are two 
more skeletons, one of which drops an iron breastplate on death.  
  When you've got a mission to come here from the castle, go ahead and enter.  
Talk with Portmaster Bronner for a mission- to clear out some ghosts.  Go 
downstairs and talk with Sage Angela (completing a delivery for 100c).  Go 
south and kill all the wisps, including the glowing one (wisdom crystal 
drop!).  When they're all dead, talk with Asta again.  She gives you a quest 
to get her some flawless crystals.  You'll find a lot over the course of the 
game.  Each one gets you 30c, and some experience.  Give her two and she gives 
you a piercing crystal.  Four, you get a purging crystal.  Six a battle 
crystal, and eight, a wisdom crystal.  Ten gets you a ruby necklace.
  Portmaster Bronner will now buy your stuff and teach you to use the portal.  
Go back to Meryhew to report your success.
  When you've reached level 10 or so, Bronner will ask you to kill a new 
shade, the Crystalspawn.  GO down the stairs, buff up, and attack.  Try to get 
two rounds of attack on it to kill it.  It summons nasty help when you attack.  
The floating globes can do a fair bit of damage.  First kill the shade and the 
globes are weakened.  You can kill each weakened globe with a blast from a 
fiery wand, if you need to kill them all at the end.  You get an extremely 
powerful shadow band for your efforts.  The nearby body has a potent wand, 
grab it then tell Bronner of your success.  Grab the loot he tells you to 
claim (don't forget to touch the button to open a bit more loot!).
  If you're coming here from underneath Patrick's tower (note that there are 
two ways- from the west and from the south), you'll find a set of shades to 
the north.  Kill them, including the radiant shade.  Then kill the radiant 
shade to the NE.  Claim your fine leather and other decent goods, then head 
back to Patrick's Tower to report your success.  

Memorial Grounds (A4)
U: East tomb
I: Apprentice Belt (2%, +1 ME), Runed Greaves (4%, +5 SR, +5 ER)
  There are a few things to do here.  Several tombs are waiting to be looted.  
The ones to the northwest hold a ruby skeleton guarding some decent armor, and 
a trap with a steel spear in a tomb.  To the center are a tomb with some 
aranea and a null wand, and a heavily locked tomb.  TO the east is a tomb with 
a secret button.  Buff up before pushing it, then push it and kill the 
bandits.  The evil mage Hathirix drops an apprentice belt.
  There's a strongly locked room near the south central (12 TU to open).  Once 
you can get in, buff up, then kill the death worshipper and his quickghast 
minions. This can be a tough battle if it catches you off guard.  For your 
time you get a focusing crystal.  
  Note that the crypt wight is fairly tough and you may have to wait a bit to 
take it on.  Go and hit it, it eventually disappears and possesses one of your 
characters. After two turns the wight returns with four skeletons.  Kill the 
skeletons, then hit the wight.  After it is beaten a bit, it possesses another 
character again.  Wait two turns, then it summons skeletons again.  Hit it and 
it possesses your character for a final time.  After two turns it summons 
skeletons.  Kill it and claim your reward, some runed greaves.  Also grab the 
emerald from the skull pile.

Webbed Woods (A5)
Q: Case's Infestation
C: Group Heal
I: Swamp Pants (2%, 5 PR), Swamp Boots (4%, 5 PR, 5 AR)
$: Case
  A spider haven.  Kill all of the nests of spiders for a variety of minor 
goods.  You can find some swamp boots here which are the most notable of 
items.    To the SE you'll find Case.  Case asks you to kill a nearby slime.  
Go north, and go down the pit.  This slime splits when you hit it (once per 
turn), and is strong against magical attacks.  Hit it with physical damage 
(melee, pole, bow, thrown) until it dies, then kill the copies.  Grab some 
herbs as a reward, and loot the north body for some swamp pants.  Tell Case 
once you've succeeded to buy some stuff from him.  Buy the energetic herbs, 
the rest you don't really need.
  
North of Castle (A6)
C: Gold Bar
$: Hessesha
  This area is, well, north of the castle.  A few merchants are here, 
including Hessesha, who has interesting ideas on who is causing the blight, 
and Vaclav, who will sell you some food.  You should never need to buy food if 
you're good at hoarding it.  To the west is a cache (6 Nature lore required) 
which will get you a gold bar when you dig it up.

The Castle (A7)
Q: Learn to Use Pylons, Grave Robbers, Bounty: Giant Spiders, Message: Lower 
Portal, Delivery: Fissure Post, Crypt Wight, Corrupted Mushrooms, The Blessed 
Athame, The Onyx Scepter, The Crystal Shards, Aid Dharmon, Aid Gnass, Aid 
Patrick's Tower, The Great Portal, Aid Tower Colony, Aid Almaria, Aid the 
Excavation, Melanchion's Message, Jobs for Levitt, Aid Silvar, Aid Cotra, Aid 
Fort Dranlon, Slay Ghavassa-Oss, Aid Solberg, Rescue Fort Monastery, Reopen 
Fort Draco, The Vahnatai.
S: Sage Asta, Correlea, Cloak of the Arcane, Divine Host
I: Assassin's Shield (21%, +2 QA, +1 Anat, +2 LB), Pearlescent Band (4%, +5 
SR, +2 PW, +1 SS), Archer's Cloak (3%, +2 Bow, +2 TM, +1 QA)
$: Ssem'Ess
  Commander Meryhew is your leader for the next few chapters.  Talk with her 
for your next mission- to learn to teleport.  She'll also open the northern 
locker for you for a few minor goods.  
  Go ahead and find the job board and take the quests.  Look around as well.  
Most of the best stuff right now is to the NW.  Also look upstairs to find 
more people.  Sage Asta will train you in priestly magic, and will teach you 
smite if you'd like.  She also gives you a quest to retrieve some corrupted 
mushrooms.  This quest will span the game.  The nearby mushrooms get you 50c 
and two healing potions.  Mushrooms from the Abyss get you 100c and two energy 
potions.  Mushrooms from the Eastern Gallery get you 200c and two healing 
elixirs.  Nearby Asta is Lark (give her the delivery from the Food Depot for 
50c), who gives you a series of quests as well.  Her first quest is to recover 
the Blessed Athame.  Returning the athame gets you a knowledge brew, wand of 
death, and the pleasant assassin's shield.  Next Lark wants you to retrieve 
the Onyx Scepter.  Finding the scepter gets you a pearlescent band, a 
knowledge brew, and a spellbook with cloak of the arcane.  Next Lark wants the 
Orb of Thralni.  Finding the Orb of Thralni gets you an archer's cloak and a 
point in divine host.  Downstairs you find Ssem'Ess, the quartermaster.  He 
will give you a per diem, not quite every day (I know...).  Return whenever 
you complete a quest for the castle, and you may (MAY) receive 40c.  You may 
also get to grab a few of the items in nearby boxes.  To the east is Correlea, 
who trains you in magic spells, including the fairly useful slow spell.  Be 
sure to touch the nearby pylon.  A bit south you'll find Ghall-Ihrno, a 
vahnatai.  Talk with him, then go into his chambers.  Loot the vahnatai blade, 
it's the strongest melee weapon you'll find for a while.  Also grab the 
piercing crystals.  Finally go talk with Kanox to the SW.  He'll give you a 
loaf of bread.  Return to him whenever you've eaten something for more bread.  
Finally, Jasmine in the center of the castle asks you to ask for help from 
Leavitt.  Be sure to do so before you actually go to Silvar.
  The barriers here have a basilisk behind them (nearby Correlea), and an 
experimental slime (nearby Sage Asta) which drops a focusing crystal.  
  Completion of Grave Robbers quest gets you 200c and a chainmail vest, as 
well as another task on the job board.  Completion of the spider quest gets 
you 300c, and a steel helmet.  Completion of the crypt wight quest gets you 
400c and an iron halberd.
  When you've done the portal quest, return to tell Meryhew.  She gives you 
three quests, to help cities around the Great Cave.  I'd recommend first 
trying to help out Gnass, as you then gain access to a trainer who helps 
significantly.  Once you've helped a city, tell Meryhew and collect your per 
diem, and get Ssem'Ess to open a supply box for you (some minor potions).  
Once you've completed the other city quests, you can claim a second supply box 
(healing elixirs and energy elixirs) and per diem.  Your next mission is to 
help out at the great portal.  Return when things go wrong. You increase in 
rank to sergeant, and are give the task to help three more cities.  Once 
you've helped one, return for your per diem.  When you've helped two or three, 
return for a new boss.  Don't forget to get your per diem as well.  You also 
get to take the final supply box, getting you some healing elixirs, a 
knowledge elixir, and an invulnerability elixir.
  Levitt is now in charge of you.  You can get to him by going up the NE 
stairs.  Once you've found him he opens up the latch so that you can get to 
him more easily.  You increase in rank to Lieutenant now, and are given a 
quest to retrieve a message from Melanchion, a dragon.  Also, tell Levitt 
about Jasmine and her request for aid to Silvar (be sure to tell her 
afterwards!).  You can also loot 10 skribbane from the nearby chest.  Correlea 
will now train you in advanced magic, including the cloak of blades spell.  
Return to Levitt when you have the message, and he'll open up a north storage 
room for you.  He then gives you quests to help three cities.  Complete one 
for a renewal of your per diem.  Complete two and you're given a nice new 
quest- to slay Ghavass-Oss, the slith warlord.  Ugh, no small task!  For this 
you are given a boat.  Claim your per diem then head north of Almaria via 
pylon.  Tell Levitt when you've succeeded and he'll open up another supply 
room to the north.  Your next quest is to aid Solberg.  Help him slay Ess-
Kalyn, then report to Levitt.  The pylon to northern Avernum should now be 
awake.  He gives you three new quests- to help places in northern Avernum.  If 
you want to do the vahnatai quest, be sure to speak with Ghall-Ihrno prior to 
attempting it.  You ascend a rank as well.

Webbed Woods (A8)
C: Gold Bar, Spiritual Herbs
I: Blessed Silk Tunic (6%, +1 SC)
  This area continues with the abandoned, spider-infested region of Avernum.  
An item of note here is the blessed silk tunic, which is guarded by some 
spiders and an aranea.

Gnass (A9)
Q: Bounty: Salamander, The Killer Koepp, Tasty Limb Meat, Meat for Gnass, 
Rescue Treviass, Seleeass's Scrolls
S: Seleeass
I: Fine Slith Spear (11-44 d), Chilling Band (2%, 15 FR), Coated Cloak (4%, 5 
FR), Nimble Chain (+1 Gym)
$: Ethssyn
  Gnass is home to friendly sliths.  Be sure to grab the quests on the job 
board.  One of the quests here is to bring six limbs of dead creatures for 
food.  The limbs are green, webbed arms.  Doing this gets you 400c.  
Completion of the salamander quest gets you a nimble chain.  Completion of the 
Koepp quest gets you four good scrolls.  
  Ethssyn sells pole arms to you.  Aktitoss will tell you about the sliths.  
Pelin-Ath has a request of you- to get meat from Dharmon.  Doing so (you are 
given a choice not to) gets you a coated cloak.  Gless-Thsss is chief here and 
asks you to rescue his son, Treviass.  This will satisfy a major mission for 
the castle.  He is at the Bandit Lands (AA).  Completion of this quest gets 
you a fine slith spear, the best pole weapon you'll have for a while.  
Seleeass is the priestess here.  She talks with you some more about a mission.  
She will also train you in priest spell sup to ward of thoughts, and will 
increase you arcane lore and nature lore for cash.  Both are expensive unless 
you complete a quest for her.  Completion of her quest by finding some scrolls 
gets you a chilling band.  She also will translate the scroll from the goblin 
mines for you.  
  Go down the stairs nearby the blacksmith.  You'll find a bunch of lizards.  
Kill them, then beef up.  Kill the mutant lizards for some fine leather, 
herbs, and good potions (invulnerable brew, knowledge brew).

Bandit Lands (AA)
C: Lovely Crystal, Emerald
S: Unshackle Mind
U: Nearby Smith Grrargh
I: Shining Golden Band (1%, 7 ER), Girdle of Endurance (2%, +1 End), Woven 
Silk Robe (12%, 10 ER, 10 FR, 20 SR), Shield of Warmth (12%, 5 CR)
  Bandits and goblins seem to stick together.  Head south, killing the 
sentries as you encounter them.  Go south, and then approach the statue.  So 
long as you have the info from Gnass, you'll be able to enter.  Go down the 
stairs.
  To the east are some wolves.  Go ahead and kill them and take their stuff.  
When ready (probably make a new save), head east.  Go through the gate, it 
locks behind you. Go east, and some nephil drop rocks on crates releasing 
worms.  Kill them, then kill the nephil.  Head north.  Kill shaman Baorla for 
a shining golden band.  Continue north, you'll see a guardian hellhound.  Beef 
up (bless, shield, haste) then kill it.  Happily it lets you attack first so 
long as you don't get too close to it.  Try to hit it with smites as they do 
the most damage.  Read the nearby book for a point in the unshackle mind 
spell, which may have been useful in this fight (7 arcane lore needed).  You 
also find the scrolls for Seleeass here. Grab them.  Use the nearby basin for 
25 spell points.
  Go back and head up the stairs.  Go down and kill the few cultists who block 
you.  Then go south and claim the minor loot.  Head north, and you'll see a 
bunch of calderas.  Enter combat mode and run to the end of this area (go 
ahead and kill the salamanders, you have time).  At the end you find Smith 
Grrargh, an ogre.  Kill him for a girdle of endurance, then loot the area.  
Nearby you find some fine steel.  Through the door is a limb and fine bronze 
helmet.  Head a bit west to kill some lizards and claim a dazing wand.  Also 
hit the nearby secret button to open up the area above the wolf den.
  Continue west.  If you can, break into the room north of the gated dungeon 
for a basin that restores some SP.  You are confronted by Fahdroth Benttail.  
Treviass is with him.  Focus on Fahdroth, and ignore Treviass.  When you kill 
Fahdroth, Treviass relents.  Fahdroth drops a woven silk robe on death.  Loot 
the area for a shield of warmth.  

North Great Cave (AB)
C: Healing Herbs, Spiritual Herbs, Energetic Herbs
  Not much here beyond some caches.

Fort Emerald (AC)
C: Spiritual Herbs
  You can't do much here, ever, unfortunately.

Blosk Ruins (AD)
C: Graymold, Scroll- Group Heal
S: Minor Summon
U: NW basement room, Getting the cache,
I: Grounded Boots (4%, +5 ER), Deadeye Cloak (4%, +1 SS)
  Come here when you have the mission from Dharmon's mayor.  You are accosted 
by a few thugs outside.  Kill them.  Then head north.  Talk with Sssolak to 
get in.  I'd head SE first.  Go and touch the secret button to open up a room 
with a passage to some bats and iron bars.  Grab the fine steel bar and head 
back up (this fulfills one of the quests on the Dharmon job board).  Most of 
the people here are friendly and you can talk with them.  Duffy will fill you 
in on what's going on.  Head north and you'll be set up for a trap.  Head 
east, to face Mangan.  Prep for battle, then kill Mangan.  He drops some 
nimble sandals on death.  Now hurry north, and go down the stairs to the east.  
Enter combat mode, and continue west.  Kill all the brigands you encounter 
(don't bother picking up their loot just yet though- do so later).  You'll 
kill about four groups of brigands until you run into Sssolak.  Kill them for 
some blessed gauntlets, deadeye cloak and grounded boots.  Go back and loot 
for a blessed short sword, a spell book that teaches minor summon, and a 
knowledge crystal.  Return to Dharmon to tell of your success.

West Great Cave (AE)
C: Flawless Crystal (x2), Beautiful Crystal (X5), Piercing Crystal
I: Girdle of Strength (2%, +1 Str), Spectral Falchion (7-14, +2 Def, +4 HER)
  This area is full of crystals.  Go down the northern mine, you'll find it 
full of salamanders.  Most are young and weak, but one is a bit tougher (and 
not described as young).  It drops a fine leather and a girdle of strength on 
death.  The best way to attempt this area is to send two fighters out to kill 
the salamanders and heal with your mage + priest.  Alternatively, the route 
east is not riddled with volcanic vents.  Loot the nest and leave this place.
  A miner named Wilkie offers to see you his claim.  It's worth buying, but 
pretty well haunted.  Wilkie eventually leaves if you buy the claim, allowing 
you to loot his camp.  Head south and you'll find the nasty shade.  The ghost 
here splits off three vengeful shades every time it dies.  You have to kill it 
four times for it to finally die.  Claim your reward- lots of crystals 
(including a wisdom crystal) and a spectral falchion.

Fissure Post (AF)
Q: Hunting Holda, Hunting Herwin, Claim Checks 
C: Healing Herbs
S: Reginaldo
I: Enchanter's Robe (9%, +1 MS, +1 PS, +2 SC), Armor Ring (6%, +8 SR), Leaden 
Band (8%, -10 TH, +15 SR, +4 HER)
  A little bit of a respite from the chaos.  Talk with Yardley for the low-
down on the inn.  He will sell some overpriced foodstuffs as well.  Be sure to 
talk with Adelard to get a couple of quests.  The first is to find his 
daughter, Holda.  She's a long way off, and you won't find her just yet.  Once 
you find her in Silvar, tell Adelard for an armor ring.  Next he wants you to 
find Herwin, his son.  Herwin is in Spire, being attacked.  Let his dad know 
his whereabouts for a leaden band, a ring with powerful armor.
  Talk with Mother Alice for another quest- to investigate her land holdings.  
The holdings are at (AO, AS, C1).  Completion of this quest gets you a number 
of gems.  Eventually you should head upstairs.  Talk with Herwin.  In the 
northern part of the second floor you'll find a heavily trapped chest.  Grab 
the enchanter's robe inside.  Go to the NE, and you'll find Reginaldo.  In 
order to do so you must disarm his trap, and kill a salamander.  Talk with him 
(fulfilling a delivery quest for a focusing crystal and some fine steel).  He 
will train you in spellcraft and magical efficiency.  Another trainer later is 
cheaper than Reginaldo, but it may take you a while to get to her.  He also 
sells scrolls.

Scuttler Woods (AG)
C: Spiritual Herbs, Healing Herbs, Flawless Crystal, Graymold
S: Summon Shade
U: Down the building
I: Shining Silver Band (+7 CR)
  This area is home to several scuttlers.  You job is to kill the pack 
leaders.  One is just south of the fissure post inn.  There's a second on the 
peninsula west of the portal keep.  There's also an abandoned building here.  
Go down the stairs to find more scuttlers and a secret door.
  If you come here from underneath Patrick's Tower, there's a lot more to see.  
To the NW is a body with minor goods.  A bit east are two "Forgotten Shades".  
Kill their minions, then kill them for a wisdom crystal and scroll.  Use the 
nearby book for a point in summon shade.  Head south from here, kill the 
slimes and the spiny crawler for a shining silver band.

West Great Cave (AH)
C: Iron Bracers
I: Ratskin Helmet (5%)
$: Cavarin
  Some goblins are at the east.  Kill Shaman Torkh.  Cavarin is a crafter and 
will make some decent items for you out of fine leather.  I'd recommend a 
ratskin helmet or two.  To the north you'll find some more scuttlers, 
including a packmaster. Head down the nearby mine and you'll find some rats.  
Kill them and continue west.  GO north, nad you'll find the rat hivemother.  
Focus all of your attacks on the hivemother as she summons nasty unstable rats 
if you don't get rid of her fast.  Unstable rats explode on death.  She drops 
a ratskin helmet on death.
  Sorengard's circle is here.  Buff up, then talk with the red sentinel.  Try 
to kill a few sentinels during this fight, but not the red one.  The second 
test is easy, provided the sentinels haven't regenerated.  If they have, then 
try using spineshield and a few haste scrolls to kill them.  It doesn't matter 
here if you kill them all.

West Great Cave (AI)
C: Gold Ring
I: Thick Wool Tunic (6%, +5 CR), Blessed Shortsword (10-20)
  This area holds the mushroom test for Patrick's towerm which you can reach 
from the west.  Also on this side is another scuttle pack leader.  Kill it to 
help fulfill Gladwell's job board quest.
  When you're ready, head towards the blue stairs.  Go down them, and ignore 
the sentinels.  If they attack you, you need to get the mushroom quest first!  
Go north, and explore.  Nearby you will find some spiny crawlers (an object of 
a quest for Patrick's Tower) and venomous worms.  Kill them.  As you head 
east, you'll find some traps.  These are some of the protection set up by the 
squatters.  Other protection is south in the form of trained worgs.  Kill them 
and loot their nests for a thick wool tunic (fairly worthless).  When you're 
ready to deal with the squatters head up the stairs.  More worgs confront you, 
though these aren't too difficult.  Dhera is the leader of the squatters.  You 
can convince them all to leave without a fight, but if you're feeling vicious, 
take them out for a blessed shortsword.

Patrick's Tower (AJ)
Q: Sparkling Shades, Tunnel Worms, Scuttler Packs, The Ice Wraith, Test the 
Mushrooms, Construct Test, The Buried Seal, The Dark Spiral, The Mayor of 
Spire, The Spider's Egg
S: Spray Acid, Control Foe, Ward of Elements, Lightning Spray, Dispel Barrier, 
Fireblast, Sorengard
U: Nearby Icy Wraith
I: Singing Rapier (10-20, +2 QA, +1 BM), Shielding Knife (6%, 4-8), Crystal 
Woven Chitin (12%, +20 SR, +1 SC), Shield Ring (4%, +5 SR), Piercing Gloves 
(2%, +1 Anat), Incantor's Ring (6%, +1 MS, +1 SC), Nullity Shield (18%, +15 
SR, +5 ER, -2 FR), Runed Plate (34%, +50 SR, +20 MR, +2 SC)
  Here is one of the mage refuges of the great cave.  You'll see the job board 
immediately.  Grab all the quests now.  The scuttler quest gets you 500c.  
Completion of the spiny crawler quest gets you a steel broadsword.  Completion 
of the radiant shade quest gets you 250c and a shield ring.  
  Inside Patrick's Tower are a number of mages.  First go talk with Solberg.  
You get your orders to continue.  Ildiko is the librarian here.  She asks you 
to recover a book by killing a nasty wraith.  Do so for some scrolls.  Julz 
will make potions for you (I wouldn't really bother, and don't make anything 
that requires energy herbs!).  Nearby is a magic barrier, which if you dispel 
it with a piercing crystal, gets you a point in the spray acid spell (which is 
a great all-purpose single enemy damage spell).  Talk with Horyn when you want 
to complete the tower's main quest.  Horyn wants you to test the mushrooms.  
Doing so requires you to clear out some squatters, kill the fungal beast, and 
turn a wheel.  Completion of this quest gets you a shielding knife, which can 
be useful for mages.  Finally, Sorengard has a few quests for you, and can 
teach you several spells.  He wants you to tests some sentinels to the north.  
When you've done the first test, tell him and claim your reward, some piercing 
gloves.  The second test is to survive.  Completion of quest #2 gets you an 
incantor's ring and a point in ward of elements.
  If you go downstairs nearby Julz, you'll find a magic barrier.  Head east, 
use the secret button, and you'll find a piercing crystal to bring it down 
with.  Go back west, buff up, and kill the wight.  Use your disrupt undead 
spell as best you can.  Read the spellbook for a point in control foe.
  When you come here to test the mushrooms, be careful.  Try to kill a few 
worms, then make your way to the center of the map.  Kill the fungal beast.  
It summons some worms, but is not too fierce.  It drops a singing rapier and 
knowledge brew on death.  Next turn the wheel.  Wait a bit and all the 
mushrooms become infected with the blight.
  Gladwell is one of the most important people in the tower (if not, 
interestingly, in all of Avernum!).  He has a series of quests for you, of 
dubious moral character.  By no means do you have to do any of them!  His 
first is straight-forward enough, free some shades in Fort Remote.  Do this 
quest, claim your reward of a crystal woven chitin armor, a wisdom crystal, 
the ability to cast lightning spray, and other minor goods. Gladwell will send 
you on another quest, to break the circle of protection at the dark energy 
center nearby Mertis.  When you've done that, tell him and you'll be able to 
use a book that improves you dispel barrier spell.  Additionally, you can 
claim the mediocre nullity shield.  Your next quest is to bug, literally, the 
house of Spire's mayor, Annatolia.  This ends up killing the mayor.  For this 
evil act you get a runed plate, the best armor for mages out there, as well as 
a wisdom crystal.  Use the book to improve your fireblast skill.  Next 
Gladwell wants an egg from the Giant Intelligent Friendly Talking Spiders, or 
GIFTSs.  You will want to wait to do this quest until after you have claimed 
the rewards from another quest, the mean shaman quest.  Completion of this 
quest gets you a silk-woven cord, a knowledge elixir, and the ability to cast 
cloak of the arcane.  Next Gladwell wants Erika's tower.  

Dharmon (AK)
Q: Message: Vanessa, Nephilim Rogues, Kyra's Symbols, Lost Blosk Supplies, Aid 
Leonhart, Saving Koepp, Evict Kiril, The Blosk Hoarders, The Skribbane Eaters
C: Broken Pot
S: Priestess Kyra
U: To Captain Puvner
I: Stunning Blade (3-6, stun damage), Blessed Breastplate (34%, 50 SR, -20 
TH), Blessed Shield (21%, -5 TH), Blessed Boots (8%), Stability Bauble (10 SR)
$: Patricia, Rippel
  This is one of the major cities of the Great Cave.  Most of the action is 
underground.  Sergeant Estragon will give you rations (until you make Puvner 
honor the deal with Gnass), and gives you a quest to save Koepp.  This quest 
contradicts the quest from Gnass.  Vladimir is a bum who will give you advice 
for a fee.  Probably the most important person in town is the priestess Kyra.  
She will train you in some priest spells, but the major opportunity she 
provides are her blessings.  These give you a significant bonus to everyone in 
your party to a single skill for 3000c.  You can get improvements to your 
melee skill (sword), pole weapon skill (spear), bow and thrown skill (eye), 
and spellcraft (mind).  You will want to buy them all at some point.  You can 
also go up her stairs and dispel the barrier to grab a steel breastplate and 
an iron halberd.  Pereles is a tailor with some decent items, most notably the 
cap of thoughts.  It's pretty expensive though.  Patricia will trade with you.  
Rippel is the most important of these three as she will construct items for 
you.  You can also loot her supply closet for a steel breastplate and 
broadsword, both fine items at this stage of the game.  Thrace is the 
innkeeper to the south.  She asks you to evict a tenant of hers, Kiril.  GO 
upstairs and you'll find him in the east room.  Be firm, and he'll attack.  On 
death he drops a stunning blade and a scroll.  Thrace gives you 100c for your 
time.  If you want to get the food delivered to Gnass, head to the SE.  GO 
into the abandoned room, and use the secret button to open a passage.  Hit the 
second button, and you'll find Puvner.  You now have a choice- you can either 
force him to give food to Gnass (getting you a coated cloak), or take his 
bribe of a blessed breastplate, which is some excellent armor.  If you go up 
the nearby stairs you'll find a chest from which you can steal (and get 
caught) a blessed shield.
  The job board provides several jobs here.  Completion of the nephilim bandit 
quest gives you some blessed boots.  The aid Leonhardt quest gets you a 
blessed shield.  Completion of the holy symbol quest gets you 200c and a 
stability bauble.  Completion of the Blosk supplies quest gets you some gold 
bars and fine steel.
  The mayor is to the SW.  He gives you your main quest- to retrieve food from 
the Blosk Hoarders.  Completion of this one well (not letting any bandits 
escape) gets you a terror wand and 300c.  If you talk with him enough he also 
gives you a quest to kill the skribbane supplier in town.  The Skribbane 
supplier can be found if you exit Dharmon and head to the north and go down 
the hidden stairs.  Head to the west and you'll find a room with rats.  Kill 
them for some fine leather and skribbane.  To the east is the skribbane 
dealer, Zeleny.  Here you have a moral dilemma.  You can either kill Zeleny 
and rid Dharmon of the skribbane menace, or you can let him live and sell him 
skribbane.  The latter option gets you a quest to retrieve skribbane herb for 
him, for 20c each and some experience.  If you play this right, you can have a 
source of endless experience.  

West Great Cave (AL)
C: Lovely Crystal, Beautiful Crystal (x3), Piercing Crystal, Spiritual Herbs, 
Energetic Herbs, Iron Bracers
I: Treated Carapace (18%, 10 PR)
  In the mine to the north you'll find some zombies and a goblin body with an 
iron key on it.  Continue west, through the zombies, then up the stairs.  Kill 
the skeletons for some nice loot, including a wisdom crystal.  Head down the 
south mine next.  Kill all the worms and go through the door.  Kill the 
nephilim, then kill Chief Kah'Horrr.  You get a treated Carapace Shield for 
your time.  The only other place of note is an old foundry.  Inside is a 
sentinel who won't attack if you've taken on Patrick's Tower's major quest.

Western Great Cave (AM)
C: Spiritual Herbs
S: Mass Healing
U: Skribbane growers camp
I: Woven Golden Chain (1%, 2 SR)
$: Vanessa
  More to kill here.  The brewery holds several drunken goblins.  Kill them 
for some Almarian Wine.  Head to the SW and you'll find some lizards and a 
mushroom patch.  The mushroom patch is full of the diseased mushrooms 
requested by Sage Asta.  Talk with Dragan here and he'll tell you about the 
nephilim bandits.  Shaynee's Retreat is also here.  The store is run by 
Vanessa.  She is the object of a delivery quest from Dharmon, and gives you a 
flawless crystal and 50c.  She sells you a spell book for 500c (mass healing) 
which you should either purchase or break into to access.  You can also claim 
a blessed shield, some plate greaves, a steel breastplate, and a null wand for 
your time.  To the east is a small hatchway that takes you to some skribbane 
growers.  Kill them for some skribbane and a woven golden chain.  More 
skribbane growers meet you when you leave this place.

West Great Cave (AN)
C: Beautiful Crystal (x3), Flawless Crystal
S: Ward of Thoughts 
I: Ivory Band (2%, 15 MR)
  Go down the northern mine and you'll find an ogre, Horg Toothsnap.  He has 
the priestly symbols from Dharmon.  Kill him (or trade him 5 flawless crystals 
if you're feeling wimpy).  He's quite susceptible to fear, so try to hit him 
with that (the ward of curses worked for me).  On death he drops another steel 
breastplate and some plate greaves.  Grab the amulets.
  The southern mine was the home to the necromancer attacking Leonhardt.  Kill 
the undead, and claim the ivory band from the barrow wight.  Grab the loot 
here then read the book to increase your ward of thoughts spell.

West Great Cave (AO)
C: Suede Gloves, Healing Herbs (x2), Flawed Crystal
I: Suede Gloves (3%, +2 SC, +2 Res)
  Some scuttlers are to the NW.  A bit to the south of the scuttler den is a 
cache with the excellent Suede Gloves.  Be sure to grab them.  Also nearby is 
one of the claims Mother Alice wanted you to check up on.  Kill the Pit Goos.

Haunted Fen (AP)
C: Graymold
I: Blessed Gauntlets (5%), Swamp Boots (4%, +5 PR, +5 AR), Bladeshield Chain 
(1%, +1 Rip)
  This area is the object of a job board quest.  Proceed forward a little bit 
here and you'll be attacked by zombies.  Search around and you'll find lots of 
herbs and other similar loot.  Make your way to the SW.  Here you'll find 
Leonhardt, an alchemist. You can buy some herbs off of him (I'd recommend 
buying all the energetic herbs).  You can also go up the nearby stairs and 
loot his stuff for some mandrake and some blessed gauntlets.  Don't drink 
either basin here though.  Ask if he needs any help.  He'll tell you about the 
undead that are stalking him.  Offer to help, then go a bit north.  Kill 
everything that approaches.  There are four waves of foes, with the last 
bringing in a ghast and a necromancer name Ghalna.  Ghalna drops some swamp 
boots and a nice bladeshield chain on death.  Leonhardt gives you some herbs 
as a reward.  The key the necromancer drops opens the door at (AN).  

Fort Remote (C0)
Q: Lost Caravans, Unstable Firebats, Message: Prenvil, Special Worm Ichor
  You can't do anything here if you haven't bought the game except for 
touching the pylon.  
  If you have bought the game (It's well worth it), I'd recommend trying this 
area a little later.  You can go ahead and help Gladwell if you'd like though. 
GO to the SE room and approach the paintings.  One will open a secret passage 
for you.  Go up it.  Some bats block you.  In the SE room is a secret button.  
GO north and you'll find an invulnerability potion and a regeneration scroll.  
When you're ready go north, and ignore the first two doors.  Go into the 
third.  Enter combat mode.  Send one character to the platform, trigger the 
encounter, then run!  Try to make it close to the door going down, then wait 
for the ghosts to fade away.  You don't need (and shouldn't!) to kill any of 
the ghosts.  The other doors you can attempt much later.

Northern Great Cave (AQ)
C: Healing Herbs
I: Treated Leather (10%, +10 SR, +2 HER)
  Notable here is an abandoned tannery.  Go down the stairs, and kill the 
rats, then head west past the traps.  You'll find Koepp, who is the object of 
two quests.  Either kill him (treated leather) or tell him to go to Dharmon.

Remote Marsh (AR)
I: Airy Greaves (4%, +5 SR, -5 TH, +1 Gym, +2 QS)
  The remote marsh is a challenge area.  You can do part of it right away, but 
other parts may take you a bit longer.  Spitting salamanders are immediately 
out of the exit.  You can clear all of these guys, but I'd avoid the center 
lizard for a bit.  The nephil archers up at the top are a bit difficult, but 
if you've cleared all the salamanders, they shouldn't be too hard- tedious, 
yes, but not hard.
  If you think you're willing to take it on, go fight the lizard.  It dies 
fast, spitting out four worms.  Each worm spits out four crawlers on death, so 
you can quickly be overwhelmed if you don't take your time and kill things 
deliberately.  The set of creatures drops some airy greaves on death.

East Great Cave (AS)
  Not too much here- Mert the creepy meat salesman will sell you some meat, 
and there's a claim to check for Mother Alice here.
 
East Great Cave (AT)
C: Cavewood Longbow
  Some Avernites, Goodwife Rhoswen and her husband are here.  They ask, 
indirectly, for a bag of meal.  Give it to them.  Innkeeper Taggart is a bit 
south.  He warns you about his patrons.  Be most leery of Incatnor Tenelan.  
He's tough at this level.  Kill him for some decent minor magic goods.

Eastern Great Cave (AU) 
U: Secret passage
I: Blessed Belt (6%)
$: Vira the Tinker
  Vira the Tinker will trade with you.  He has a piercing crystal you may want 
to buy.  Head a bit to the south to the abandoned farmhouse.  Go down the 
hatch and use the secret button to see what's happening.  You come across some 
smugglers.  Kill them (this is an Almaria job quest but it doesn't matter when 
you complete it).  Hrothwar drops a blessed belt on death.

East Great Cave (AV)
I: Magestone Band (1%, +1 ME)
  There are lots of scuttlers here.  You also find Grieg here, as well as a 
Fang Clan outpost.  Shaman Trr'Orr is their leader.  Kill him for a magestone 
band

Almaria (AX)
C: Healing Herbs
  You can not enter Almaria until you have bought the full version of the game 
and you have permission from Meryhew.  You can search around the edges in the 
meantime, grabbing a few hidden herbs.

East Great Cave (AW)
C: Graymold
  The pylon for Almaria is here.  Also here is the navy, which you will 
eventually get permission to "join".  There's a small hatch here as well wth a 
dead body (with a blessed belt).  
  When you have permission to use a boat, come here and get one.  You only 
have three boats, so don't lose them!




Trainers:
Seleeass (Pretty Average after quest)
Arcane Lore
Nature Lore

Reginaldo (Exorbitant)
Spellcraft
Magical Efficiency

Taddeo (Pretty Average)
Melee Weapons
Anatomy
Gymnastics
Sharpshooter

Agass-Ess
Arcane Lore
Spellcraft
Magical Efficiency

Sergeant Kaye (Exorbitant) 
Dual Wielding
Pole Weapons
Parry
Lethal Blow

Stuart (Extremely Cheap)
Mage Spells
Gymnastics
Resistance
 
Correlea (Slightly Expensive):
Bolt of Fire
Call Beast
Cloak of Curses
Daze
Haste
Slow

Correlea (Advanced, Expensive)
Lightning Spray
Terror
Cloak of Blades
Summon Aid

Incantor Oenslager (Exorbitant)
Lightning Spray
Terror
Cloak of Blades
Summon Aid

Sorengard (Slightly Expensive):
Bolt of Fire
Call Beast
Cloak of Curses
Daze
Haste
Slow
Icy Rain
Spray Acid

Agass-Ess (Slightly Expensive):
Bolt of Fire
Call Beast
Cloak of Curses
Daze
Haste
Slow
Icy Rain
Spray Acid
Cloak of Bolts
Minor Summon
Lightning Spray
Dispel Barrier (Very Reasonable)

Incantor Abadon (Extremely Cheap)
Lightning Spray
Terror
Cloak of Blades
Dispel Barrier
Summon Aid 
Strong Daze
Fireblast

Stuart (Extremely Cheap)
Minor Summon
Lightning Spray
Terror
Cloak of Blades
Summon Aid
Strong Daze
Fireblast

Battlemage Winant (Very Reasonable)
Summon Aid
Strong Daze
Fireblast
Arcane Summon 

Sage Asta (Pretty Average)
Minor Heal
Curing
War Blessing
Protection
Repel Spirit
Smite

Seleeass (Pretty Average after quest)
Minor Heal
Curing
War Blessing
Protection
Repel Spirit
Smite
Summon Shade
Ward of Thoughts

Priestess Kyra (Slightly Expensive)
Minor Heal
Curing
War Blessing
Protection
Repel Spirit
Smite
Unshackle Mind
Heal

Healer Danika (Expensive)
Mass Healing
Mass Curing

Abbot Erlanger (Exorbitant)
Summon Shade
Ward of Thoughts
Unshackle Mind
Heal
Mass Healing
Mass Curing
Ward of Steel

Mother Twymon (Exorbitant)
Minor Heal
Curing
War Blessing
Protection
Repel Spirit
Smite
Summon Shade
Ward of Thoughts
Unshackle Mind
Heal
Mass Healing
Mass Curing
Ward of Steel
Divine Fire
Control Foe

Mayor Arron (Extremely Cheap)
Minor Heal
Curing
War Blessing
Protection
Repel Spirit
Smite
Summon Shade
Ward of Thoughts
Unshackle Mind
Heal
Mass Healing
Mass Curing

Tania Venia (Slightly Expensive)
Summon Shade
Ward of Thoughts
Unshackle Mind
Heal
Mass Healing
Mass Curing
Ward of Steal
Divine Fire
Control Foe

Caravin:
Fine Leather
  = Ratskin Helmet
Fine Leather + 30c
  = Ratskin Helmet
2 Fine Leather + 1 Focusing Crystal + 50c
  = Blessed Boots
2 Fine Leather + 1 Focusing Crystal + 200c
  = Girdle of Strength
4 Fine Leather + 1 Focusing Crystal + 200c ****
  = Mercuric Leather

Rippel
2 Fine Steel + 1 Focusing Crystal
  = Radiant Shield
3 Fine Steel + 2 Focusing Crystals
  = Radiant Leggings

Komlos
1 Fine Steel + 2 Focusing Crystals
  = Blessed Bracers (10%, -10 TH, +3 SR, +2 HER)
2 Fine Steel + 2 Focusing Crystals
  = Blessed Shortsword
4 Fine Steel + 2 Focusing Crystals
  = Blessed Broadsword (12-36)
3 Fine Steel + 2 Focusing Crystals
  = Blessed Spear (14-42)
3 Fine Steel + 2 Focusing Crystals
  = Blessed Greaves (8%, +8 SR, -10 TH)

Damita
2 Fine Leather + 1 Focusing Crystal + 500c
  = Drakeskin Cloak (10%)
4 Fine Leather + 2 Focusing Crystal + Mandrake Tincture + 500c
  = Gloves of the Hammer (8%, +2 Str, +1 QS, +2 BM)
3 Fine Leather + 2 Focusing Crystal + Mandrake Tincture + 500c
  = Runed Greaves (4%, +5 SR, +5 ER)
4 Fine Leather + 2 Focusing Crystal + Demon's Bile + 500c
  = Polychromous Girdle (7%, +10 HER, -10 TH)
5 Fine Leather + 3 Focusing Crystal + Demon's Bile + 500c
  = Warrior's Cloak(5%, +1 MW, +1 PW, +1 Hard, +1 Def)

Hapscomb
1 Fine Steel + 1 Focusing Crystal
  = Blessed Bracers
3 Fine Steel + 2 Focusing Crystal + Mandrake
  = Seeking Rapier (13-26, +1 BM, +3 Anat)
2 Fine Steel + 2 Focusing Crystal + Mandrake
  = Assassin's Shield (21%, +2 QA, +1 Anat, +2 LB)
1 Fine Steel + 1 Focusing Crystal
  =
1 Fine Steel + 1 Focusing Crystal
  =