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 =