******************************************************************************* Guild Wars FAQ/Walkthrough Copyright 2005, Apathetic Aardvark Email: [email protected] All rights reserved Version .75 I am also known as SineNomine 07/11/05 ******************************************************************************* Index/Table of Contents ******************************************************************************* Disclaimer.........................................................i Version History....................................................ii Basics.............................................................iii Post-Searing.......................................................iv Professions........................................................v Frequently Asked Questions.........................................vi Credits............................................................vii ******************************************************************************* i) Disclaimer (Legal stuff) ******************************************************************************* Copyright 2005, Apathetic Aardvark All rights reserved. The following sites have my permission to post this; www.gamefaqs.com www.neoseeker.com www.ign.com Any site, magazine, or other form of media, that is not included on this list caught hosting this guide without my written consent is in violation of copyright laws and will be prosecuted to the full extent of the laws. In addition, a terrible curse will be placed upon you and any subsequent generations of your family. ******************************************************************************* ii) Version History ******************************************************************************* 6-27-05 - Walkthrough section completed up TO Riverside Province. No work done with the professions section as of yet. Also have made maps for the first 12 missions to help out with this guide. 6-28-05 - Walkthrough section completed through all of the quests in the Crystal Desert. Wrote walkthroughs for all of the missions in the area as well except for Elona Reach. Not yet to the Secondary profession changing quests yet either. 6-29-05 - Walkthrough section completed partially through the Southern Shiverpeaks, have not yet actually written up the missions for these. Went back and did the skill trainer missions for the Necromancer and Elementalist classes as well, leaving only Ranger and Warrior to still do. Maps are done through Elona Reach, I at this point have opted not to make one for either Thirsty River or Dunes of Despair as they both seem straight forward, I may change my mind on that regarding Dunes of Despair though. Added a fairly brief basics section. Did the new quests in the over world in hopes of keeping pace with the patches. 6-30-05 - Done through Ice Caves of sorrow. Also added Ring of fire mission and bonus, bonuses for Hell's Precipice and Thunderhead keep. I'll do the main mission when I do the maps for them. Intend to do all the class specific quests for Warrior and Ranger tomorrow as well, to get them out of the way. Hopefully I'll be able to begin the skills and armor listing this weekend. ... Okay, did all the Warrior and Ranger quests now. Will likely finish the main objectives for the Southern Shiverpeak Missions tonight. Hopefully I will get maps up for them as well as they are rather hard to navigate. All missions now laid out. I intend to be more specific on: Thunderhead Keep, Abaddon's Mouth and Hell's Precipice, but decided to give half assed explanations right now so in the event this is not updated again until Monday, you at least have something to go on. 7-1-05 - Added all of the Monk's Armor. Intend to work on Monk's skills tonight. The armor and skills sections may take quite a while as I have zero experience with a necromancer, and very little with a Warrior or Elementalist. I'll do the Mesmer sections next, followed by the ranger. I have no real time table for the other three. Hopefully I get some better advice for missions starting at Thunderhead Keep as well. ... Did Mesmer armor too. Finally advanced my "playing" character to Thunderhead Keep so I can pretend it is the first time all over again! bloops... did Elementalist too.. I'm bored. Someone make me get a life. Anyway, playing character now up to Abaddon's mouth, hopefully I will get the maps for those done by Tuesday, as well as a more specific set of directions in the main walkthrough. 7-2-05 All the armors finally done. Hoping to at least do some monk skills today, maybe some maps, too. 7-6-05 - Not much work on missions, skills are taking a lot longer than I had anticipated. Finished the monk skills... aside from where to get them, I'll be doing that probably all night. Damnit. Damnit. 7-7-05 Well, thats out of the way. I have no intention of setting a time table to when Ill have skills for other classes done. Other than monks, most of my experience is with Mesmers, so Im sure Ill do that one soon. Maybe I can talk someone into writing the other ones, hmmm. 7-11-05 - Finally typed up a real explanation of Abaddon's mouth as well as get my map for the area posted. Next step is to do Hell's Precipice, which should be tonight, I hope. I'll have all next week to contemplate my existence in dial-up land, so hopefully I'll do some work on some of the skills, Mesmer and Ranger being the most likely options. ******************************************************************************* iii) Basics ******************************************************************************* For the most part, I'm going to assume you read the instruction booklet which came with the game, or in the event you downloaded it, you at least read something similar. This section is merely going to clarify or emphasize certain points of the basics. Movement is very important in Guild Wars. The WASD and the arrow keys will move your character in the respective direction when pressed. Q and E will strafe you left or right. Strafing is a great way to dodge most incoming missile projectiles. If you have no reason to be standing still during battle, always be strafing in a random pattern. Different projectiles do have different movement rates and arcs, I will leave it to you to get a feel for these. Practice strafing early on enemies which do lousy damage, so when you reach those who hit hard, you are not always getting hit. The space bar doubles as the left click button of a mouse. It will attack whatever target is active, or talk to whatever NPCs is selected. Tab, [, and ] will scroll through targets. C will target the closest enemy, f will target yourself, and v any nearby NPCs. T will target a called target, more on this in a moment. Calling targets is an integral part of Guild Wars. It allows one party member to display which enemy he or she is attacking to the entire party. Generally, a healer is called first so that it can be taken out quickly. To call a target, hold control whenever you hit it with an action [control double click would say "I'm attacking blah blah blah". When a party member hits T, they will also target blah blah blah. It is best to only have one assigned caller in a party. Multiple people calling is usually confusing and annoying. You can also use control to "say" just about anything. Control + clicking on virtually anything on your display interface will result in some sort of statement. You can inform healers what conditions you have on yourself, to state you have low energy, or low health. In Guild Wars, all characters start at level 1 with 100 health. Like many RPGs, Guild Wars is to some extent based on level. Each time you level your maximum health increases by 20. In addition, you get attribute points, which are used to improve the quality of your skills by boosting the corresponding attribute. There is a level maximum of 20 in Guild Wars. Each level is based on experience. Here is the amount of experience needed to level: Level Total XP Reward Level 01 - 0 Level 02 - 2000 - 5 Attribute Points, 1 Skill Point Level 03 - 4600 - 5 Attribute Points, 1 Skill Point Level 04 - 7800 - 5 Attribute Points, 1 Skill Point Level 05 - 11600 - 5 Attribute Points, 1 Skill Point Level 06 - 16000 - 5 Attribute Points, 1 Skill Point Level 07 - 21000 - 5 Attribute Points, 1 Skill Point Level 08 - 27600 - 5 Attribute Points, 1 Skill Point Level 09 - 32800 - 5 Attribute Points, 1 Skill Point Level 10 - 39600 - 5 Attribute Points, 1 Skill Point Level 11 - 47000 - 10 Attribute Points, 1 Skill Point Level 12 - 55000 - 10 Attribute Points, 1 Skill Point Level 13 - 63600 - 10 Attribute Points, 1 Skill Point Level 14 - 72800 - 10 Attribute Points, 1 Skill Point Level 15 - 82600 - 10 Attribute Points, 1 Skill Point Level 16 - 93000 - 15 Attribute Points, 1 Skill Point Level 17 -104000 - 15 Attribute Points, 1 Skill Point Level 18 -115600 - 15 Attribute Points, 1 Skill Point Level 19 -127800 - 15 Attribute Points, 1 Skill Point Level 20 -140600 - 15 Attribute Points, 1 Skill Point You still continue to "level" beyond Level 20, but your level will remain at 20. Also, you will not get attribute points anymore, but you will still get a skill point. All levels after level 20 are 20000 experience apart. The attribute points gained from above [170], are all but 30 attribute points. There are two quests which each give 15 attribute points. This adds up to 200 total attribute points. Now, a table showing how attribute points work Attribute Level | Points Needed | Total Points ������������������������������������������������ 1 | 1 | 1 2 | 2 | 3 3 | 3 | 6 4 | 4 | 10 5 | 5 | 15 6 | 6 | 21 7 | 7 | 28 8 | 9 | 37 9 | 11 | 48 10 | 13 | 61 11 | 16 | 77 12 | 20 | 97 As you can see, as your attribute gets pumped higher and higher, the amount of points becomes steeper and steeper. Because of this, not all attribute can be maxed. I would recommend using three attributes on your character. There are many way you can divide up the 200 total attribute points should you choose to do this. The most common is 11-11-8. Another common is 11-10-10. If you intend to only use two attributes, you have it easy, 12-12 with a few leftovers. If you wish to do four or more attributes, your character will be extremely weak in the long run. The only real option for this are 9-9-9-9 and it is a very poor option at that. Do not fret though, if you do not like how your attribute points are spread out, you can use your refund points. You get 1 refund point for every 250 experience you earn. There is a maximum of 24 refund points at a time, so if you are experimenting with new ideas, make sure you still have a method to earn experience to change them back in the even you are not satisfied. All of these attributes are used to boost your skills. To access the skills menu, press K by default. You can have eight skills loaded at a time. They correspond with numbers 1-8 on the number row [above qwerty]. These skills can only be changed while in towns. Eight seems like a constricting number at times, so you will have to choose wisely. Most skills require energy to use, though some require adrenaline. Others require nothing at all. Energy is stat which does not increase with level and can only be boosted with items. Elementalists, Necromancers, Mesmers and Monks all start with 30 energy and 4 arrows of energy regeneration. Each arrow represents .33 energy regained per second. Rangers start with 25 energy and 3 arrows of energy regeneration. Warriors with 20 and 2 arrows. The extra arrows on the non-warrior classes come from their armor. So unless you are not wearing armor, your energy regeneration will always be this. Maximum energy can be increased or decreased by certain armors. I will have a detailed list of this in the professions section of the guide. Adrenaline on the other hand, is gained by hitting an enemy. This is the way most warrior skills charge up for use. There are other skills which can increase or decrease adrenaline gains. There are three basic types of long term spells in the game. Ones which create enchantments, hexes and conditions. Enchantments are friendly spells with a lasting duration. They often heal or protect you in some capacity, but can have other uses. Hexes are usually put on you by enemies and have one harmful effect or another. Conditions are the easiest to describe. They usually cause health degeneration, but here is a list. Health Degenerating Conditions: Bleeding - 3 arrows. Most skills which cause bleeding have a long duration. Burning - 7 arrows. Burning is far more painful than bleeding, but shorter. Diseased - 4 arrows. Medium duration, spreads to nearby creatures of the same type. Poison - 4 arrows. Poison has a rather long duration. It can is most commonly seen with 4 arrows, but certain types of swamp areas inflict a type of poison which is less potent. Swamp Water I believe is the name. Non-Health Degenerating Conditions Blind - You will "miss" with 90% of your physical attacks. Also increases the rate of "stray" shots from ranged weapons. Crippled - You move a great deal slower. Dazed - All of your spells are interrupted from any physical damage. Casting times are increased by 100%. Deep Wound- You maximum health is reduced by 20%. All forms of regaining life other than regeneration is reduced by 20% as well. Exhaustion- Caused by yourself on several high powered skills, particularly Elementalist ones, Exhaustion greatly reduces energy regeneration of depleted energy. I am not yet sure exactly what the rate is, or when it wears off, but this is annoying. Weakness - Your base damage is reduced by 66.6%. This goes directly off of your real damage, before enemy armor is factored in. Because of this, you will do even less damage than this. Speaking of armor, it is needed. There are five pieces of armor: Head, Chest, Hands, Legs, and Feet. Characters can also carry a shield. Armor ONLY protects the area of the body it logically covers, though shields have their armor added to all parts. Thus, you must always try to keep yourself completely armored. Hit ratio's, however, are larger on some areas than others. Head - takes 12.5% of all physical attacks. Percentage goes up if enemy is on higher ground than you. The arcs of some bows have an easier time of headshotting than others. As headgear does not have a "special" armor bonus, like most armors do, you will often take more damage here. Others have suggested that in addition to this, a headshot from an arrow is an auto- critical. Chest - takes 37.5% of all physical attacks. As you can see, the chest takes more physical attacks than any other area of the body. The chest also takes all of the direct damage spells. These are spells which have no projectile animation and which do not cause damage over time. Spells like this would include Inferno and Deathly swarm. Hands - takes 12.5% of all physical attacks. Legs - takes 25% of all physical attacks. Feet - takes 12.5% of all physical attacks. Perhaps more important than where you get hit, is how much protection armor gives. At Armor Level [AL] 60, you take the "real" damage of what someone attacks for. You take more than that if you have less AL, and less than that if you have more AL. Here are a few samples of how much damage you will take based on a percentage in terms of the real damage. AL Damage % -------------- 0 283% 5 260% 20 200% 30 168% 40 141% 50 119% 60 100% 70 84% 75 77% 80 71% 85 64% 100 50% 110 42% 120 35% As you can see, ten armor can make a huge difference in this game. Monk, Mesmer and Elementalist armor cap out at 60, though they can have minor bonuses against a particular type of damage as well. Necromancers cap out at 70, Rangers at 75 [or is it 70, I'll have to level my ranger ;P] and Warriors at 85. On top of this, shields max out at 16 defense. So the maximum defense which can be reached without the aid of any skills is 101. With skills, you could easily surpass 200 AL, although, I am at this time uncertain if there is a point where defense stops adding up. ******************************************************************************* iv) Walkthrough ******************************************************************************* All quests will be divided first by general area, then by the town you get them in. I will also label which quests are for all classes and which ones are for only certain classes, but will no longer separate them. I will lay these out in an order which makes sense, but there are potentially faster orders to do them in, and this particular order may prove too difficult for some builds early on. I will no longer be listing items received from completing a quest for a couple of reasons. The first, they generally stink. The second, it seems they constantly get changed every patch. Also, for most missions I have submitted maps to GameFAQs as well. These are designed to supplement the guide, more so than be a stand alone. I expect that people will use these maps rather than send me an email of "OMG I AM SO LOST WHERE DO I GO". Presently, I have most of the missions up, the later ones I hope to have submitted by July 7th. Here is a quick table of contents for the main area. -Pre-Searing Ascalon -Normal Quests Message From a Friend [ps1] War Preparations [ps2] [Your Class Here] Test [ps3] Gwen's Flute [ps4] Further Adventures [ps5] Unsettling Rumors [ps6] Adventure with an Ally [ps7] Second Profession [ps8] Bandit Raid [ps9] The Poisonous Devourer [ps10] Charr in the Catacombs [ps11] Charr at the Gate [ps12] The Wayward Wizard [ps13] Poor Tenet [ps14] Trouble in the Woods [ps15] A New [Your Class] Skill Trainer [ps16] A Gift for Althea [ps17] Rites of Remembrance [ps18] Little Thom's Big Cloak [ps19] The Hunter's Horn [ps20] The Worm Problem [ps21] Tithe for Ashford Abbey [ps22] Opposition to the King [ps23] The True King [ps24] The Orchard [ps25] The Prize Moa Bird [ps26] The Egg Hunter [ps27] The Rogue's Replacement [ps28] Across the Wall [ps29] Path To Glory [ps30] Ascalon Academy [Mission] [ps31] -Profession Sampler Quests Grawl Invasion [psst1] A Mesmer's Burden [psst2] The Ranger's Companion [psst3] Elementalist Experiment [psst4] A Monk's Mission [psst5] The Necromancer's Novice [psst6] -Primary and Secondary Professions Skill Trainer Quests Supremacy of Air [psps1] [Elementalist Only] Domination Magic [psps2] [Mesmer Only] Blessings of Balthazar [psps3] [Monk Only] Protection Prayers [psps4] [Monk Only] The Accursed Path [psps5] [Necromancer Only] Power of Blood [psps6] [Necromancer Only] Test of Marksmanship [psps7] [Ranger Only] Unnatural Growth [psps8] [Ranger Only] Warrior's Challenge [psps9] [Warrior Only] The Vineyard Problem [psps10] [Warrior Only] -Quests which are not really quests The Bear Hunters [psq1] Farmer Dirk's Prize Winning Hogs [psq2] Dress up Gwen! [psq3] -Ruins of Ascalon -Missions The Great Northern Wall [mis1] Fort Ranik [mis2] Ruins of Surmia [mis3] Nolani Academy [mis4] -Ascalon City The Krytan Ambassador [roa1] The King's Message [roa2] Helping the People of Ascalon [roa3] The Ambassador's Quandary [roa4] Rastin's Ritual [roa5] Defend the Wall [roa6] Cities of Ascalon [roa7] Counting the Fallen [roa8] Scavengers in Old Ascalon [roa9] Vanguard Equipment [roa10] Barradin's Advance [roa11] A Mission of Peace [roa12] The Troublesome Artifact [roa13] Fires in the East [roa14] Symon's History of Ascalon [roa15] Scorched Earth [Elementalist Only] [roa16] Elemental Knowledge [Elementalist Only] [roa17] Recruits for Hollis [roa18] Gargoyle Trouble [Warrior Only] [roa19] Military Matters [Warrior Only] [roa20] To the Breach [Warrior Only] [roa21] Endangered Species [Ranger Only] [roa22] The Charr Patrol [Ranger Only] [roa23] The Charr Staging Area [Ranger Only] [roa24] -Sardelac Sanitarium Supplies for the Duke [ros1] Barradin's Stand [ros2] Sowing Seeds [Monk only] [ros3] Protecting Ascalon [Monk only] [ros4] In Memory of Paulus [Monk only] [ros5] Mesmerizing the Enemy [Mesmer only] [ros6] Trying Times [Mesmer only] [ros7] A Cure for Ralena [ros8] [Mesmer only] The Stolen Artifact [Necromancer Only] [ros9] Death in the Ruins [Necromancer Only] [ros10] Oberan's Rage [Necromancer Only] [ros11] Shalev's Task [Elementalist Only] [ros12] Family Ties [ros13] -Piken Square The Siege of Piken Square [rop1] Casualty Report [rop2] The Duke's Daughter [rop3] Fires in the North [rop4] Red-Cloaked Deserter [rop5] Hammer and Anvil [rop6] Garfazz Bloodfang [rop7] Althea's Ashes [rop8] Fallen Soldiers [Necromancer Only] [rop9] Army Life [Warrior Only] [rop10] Charr Reinforcements [Ranger Only] [rop11] -Fort Ranik / Frontier Gate / Serenity Temple The Regent Valley Defense [rof1] Deliver a Message to my Wife [rof2] Frontier Gate Fugitives [rof3] Ruins of Surmia [rof4] Replacement Healers [Monk only] [rof5] Unnatural Creatures [Mesmer only] [rof6] Experimental Elixir [Mesmer only] [rof7] The Way of the Geomancer [Elementalist Only] [rof8] The Geomancer's Test [Elementalist Only] [rof9] Caravan in Trouble [rof10] -Northern Shiverpeaks -Missions Borlis Pass [mis5] Frost Gate [mis6] -Yak's Bend The Way is Blocked [nspy1] The Road to Borlis Pass [nspy2] The Shiverpeak Stragglers [nspy3] The Missing Artisan [nspy4] Helping the Dwarfs [nspy5] Oswalt's Epitaph [nspy6] Minaar's Trouble [nspy7] Minaar's Worry [nspy8] Iron Horse War Machine [nspy9] The Wayward Monk [Monk Only] [nspy10] The Stone Summit Champion [Mesmer Only] [nspy11] Renegade Necromancer [Necromancer Only] [nspy12] A Heart of Ice [Elementalist Only] [nspy13] Securing the Vale [Warrior Only] [nspy14] Stone Summit Beastmasters [Ranger Only] [nspy15] -Beacon's Perch Hungry Devourer [nspb1] The Deserters [nspb2] To Kryta: Refugees [nspb3] To Kryta: The Ice Cave [nsbp4] To Kryta: Journey's End [nsbp5] -Kryta -Missions Gates of Kryta [mis7] D'Alessio Seaboard [mis8] Divinity Coast [mis9] -Lion's Arch/North Kryta Province Quests Report to the White Mantle [kla1] The Villainy of Galrath [kla2] Orrian Excavation [kla3] Merchant's Plea [kla4] The Weaver of Nebo [kla5] Duties of a Lionguard [kla6] The Ascalon Settlement [kla7] The Last Hog [kla8] Reversing the Skales [kla9] Blankets for the Settlers [kla10] Bandit Trouble [kla11] Graven Images [kla12] Malaquire's Test [kla13] -Beetletun/Bergen Hot Springs/Nebo Village Quests The Hot Springs Murders [kbb1] The Undead Hordes [kbb2] -Maguuma Jungle -Missions The Wilds [mis10] Bloodstone Fen [mis11] Aurora Glade [mis12] -Druid's Overlook Quests A Brother's Fury [mjdo1] Eye for Profit [mjdo2] Mysterious Message [mjdo3] -Quarrel Falls Quests The Price of Steel [mjqf1] White Mantle Wrath: Demagogue's Vanguard [mjqf2] -Ventari's Refuge Quests White Mantle Wrath: A Helping Hand [mjvr1] Urgent Warning [mjvr2] Dropping Eaves [mjvr3] Blood and Smoke [mjvr4] -Henge of Denravi Quests Passage through the Dark River [mjhd1] -Return to Kryta -Missions Riverside Province [mis13] Sanctum Cay [mis14] -Fisherman's Haven Quests The Royal Papers [rkfh1] The Lost Princess [rkfh2] -Temple of the Ages Quests The False Gods [rkta1] -Crystal Desert -Missions Thirsty River [mis15] Dunes of Despair [mis16] Elona Reach [mis17] Doppelganger [mirror] Dragon's Lair [mis18] -Amnoon Oasis Quests Sands of Souls [cdao1] Ancient Secrets [cdao2] -Augury Rock Quests Into the Unknown [cdar1] Ghostly Vengeance [cdar2] -Seeker's Passage Quests A Belated Betrothal [cdsp1] The Monk's Path [cdsp2] The Ranger's Path [cdsp3] -Destiny's Gorge Quests The Forgotten Ones [cddg1] Forgotten Wisdom [cddg2] The Mesmer's Path [cddg3] The Warrior's Path [cddg4] -Hero's Audience Quests The Misplaced Sword [cdha1] The Elementalist's Path [cdha2] The Necromancer's Path [cdha3] -Southern Shiverpeaks -Missions Ice Caves of Sorrow [mis19] Iron Mines of Moladune [mis20] Thunderhead Keep [mis21] -Droknar's Forge Hero's Journey [ssdf1] Hero's Challenge [ssdf2] Seeking the Seer [ssdf3] -Ring of Fire -Missions Ring of Fire [mis22] Abaddon's Mouth [mis23] Hell's Precipice [mis24] -Ember Light Camp Quests Final Blow [elc1] ------------------------------------------------------------------------------- Pre-Searing ------------------------------------------------------------------------------- Note: This section is more or less pasted from my Pre-Searing Guide. For more things to do in pre-searing, please refer to that guide. 1. Normal Quests Message From a Friend [ps1] War Preparations [ps2] [Your Class Here] Test [ps3] Gwen's Flute [ps4] Further Adventures [ps5] Unsettling Rumors [ps6] Adventure with an Ally [ps7] Second Profession [ps8] Bandit Raid [ps9] The Poisonous Devourer [ps10] Charr in the Catacombs [ps11] Charr at the Gate [ps12] The Wayward Wizard [ps13] Poor Tenet [ps14] Trouble in the Woods [ps15] A New [Your Class] Skill Trainer [ps16] A Gift for Althea [ps17] Rites of Remembrance [ps18] Little Thom's Big Cloak [ps19] The Hunter's Horn [ps20] The Worm Problem [ps21] Tithe for Ashford Abbey [ps22] Opposition to the King [ps23] The True King [ps24] The Orchard [ps25] The Prize Moa Bird [ps26] The Egg Hunter [ps27] The Rogue's Replacement [ps28] Across the Wall [ps29] Path To Glory [ps30] Ascalon Academy [Mission] [ps31] 2. Profession Sampler Quests Grawl Invasion [psst1] A Mesmer's Burden [psst2] The Ranger's Companion [psst3] Elementalist Experiment [psst4] A Monk's Mission [psst5] The Necromancer's Novice [psst6] 3. Primary and Secondary Professions Skill Trainer Quests Supremacy of Air [psps1] [Elementalist Only] Domination Magic [psps2] [Mesmer Only] Blessings of Balthazar [psps3] [Monk Only] Protection Prayers [psps4] [Monk Only] The Accursed Path [psps5] [Necromancer Only] Power of Blood [psps6] [Necromancer Only] Test of Marksmanship [psps7] [Ranger Only] Unnatural Growth [psps8] [Ranger Only] Warrior's Challenge [psps9] [Warrior Only] The Vineyard Problem [psps10] [Warrior Only] 4. Quests which are not really quests The Bear Hunters [psq1] Farmer Dirk's Prize Winning Hogs [psq2] Dress up Gwen! [psq3] ------------------- 1. Normal Quests ------------------- Normal quests are quests which all character classes get the exact same quest for. The first few are set in the particular order they must be done. Almost all of the quests in this category are available to try once you have completed the quest "Unsettling Rumors". I will make a note of any quest in this section which has a different requirement. ---- Message From a Friend [ps1] ---- Quest Starter: Town Crier [Ascalon City] Objective: Talk to Sir Tydus Reward: 100xp, 10 gold Reward Giver: Sir Tydus Difficulty and Comments: Easiest quest ever. Talk to the Town Crier right where your character appears after the opening movie. Sir Tydus is located near by across a bridge. Talk to him to receive your reward and again to activate the next quest. ---- War Preparations [ps2] ---- Quest Starter: Sir Tydus [Ascalon City] Objective: Talk to your primary skill trainer. The trainer's name is different depending on which class your character is. The trainer is located directly outside of Ascalon City. Reward: 250xp. Reward Giver: Primary Skill Trainer. Difficulty and Comments: Again, no difficulty what so ever. Talk to the Skill Trainer again to get the next quest. ---- [Your Class Here] Test [ps3] ---- Quest Starter: Primary Skill Trainer [Lake Side County, right outside of Ascalon City] Objective: *Varies. This quest is slightly different based on your class. It will involve either killing a few river skales or getting some shimmering scales, which are obtained from killing river skales. Reward: 500xp + skills for your primary class. - Elementalist - Flare, Aura of Restoration - Ranger - Power Shot, Troll Unguent - Warrior - Frenzy, Healing Signet - Necromancer - Vampiric Gaze, Deathly Swarm - Mesmer - Empathy, Ether Feast - Monk - Healing Breeze, Banish Reward Giver: Primary Skill Trainer Difficulty and Comments: Very little difficulty. Do this quest at the same time as the next quest, Gwen's Flute. ---- Gwen's Flute [ps4] ---- Quest Starter: Gwen Objective: Find Gwen's Missing flute. It is in fact broken and just south of where she is standing across the nearby river. Reward: 250xp Reward Giver: Gwen Difficulty and Comments: Alright. Gwen is a somewhat broken aspect of Pre- Searing. She is sad that her flute is broken, but will offer to follow you around anytime you leave Ascalon City on foot. You can make her happy by giving her flowers, a fixed flute or a cape. She will eventually give you a Tapestry Shred, which does not seem to have any use in the game presently. ---- Further Adventures [ps5] ---- Quest Starter: Haversdan [Lakeside County] Objective: Haversdan walks out of Ascalon City the moment you complete the Primary Skill Trainers first Test. He will speak of Devona, a warrior residing in Lake Side Village. Run to her for the reward. Reward: 250xp. Reward Giver: Devona Difficulty and Comments: Another simple quest. You may notice most of the monsters do not attack you on your way there. This is common in Pre-Searing, though there are some which will. Once you complete this quest, almost every other quest becomes available to start, so your order from here on out will certainly be different from my own. I will attempt to hint at which quests are done near each other, to help reduce your time spent running back and forth. ---- Unsettling Rumors [ps6] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Speak to Meerak the Scribe regarding the Charr Threat. Once spoken too, speak to Armin Saberlin in Ascalon City. Reward: 250xp Reward Giver: Armin Saberlin Difficulty and Comments: This mission is designed to teach a player how to use the "M" button for quick travel. Any town, outpost, or area labeled on the map with a symbol can be instantly traveled to. If you are in a party when you do this, the party is disbanded. Talk to Armin again to start his next quest. Also, as you are back in Ascalon City and all of the Ascalon City quests are now open, run around and activate them all. ---- Adventure with an Ally [ps7] ---- Quest Starter: Lina [Lakeside County, just outside of Ascalon City] Objective: Party up with another player and return to her. Reward: 100xp and a resurrection signet. Reward Giver: Lina Difficulty and Comments: One of two quests pre-searing which must be done with another player. Make sure to get the signet from her, it is quite useful. ---- Second Profession [ps8] ---- Quest Starter: Armin Saberlin [Ascalon City] Objective: Learn a second profession. Reward: 250xp Reward Giver: Armin Saberlin Difficulty and Comments: I would suggest not doing this quest immediately if you are unsure of which second profession you want. Once you decide on one, return to Armin for the reward. ---- Bandit Raid [ps9] ---- Quest Starter: Baron Egan [Ascalon City] Objective: Get the Ashford Strongbox which has been taken by bandits and return it to Devona. Reward: 250xp Reward Giver: Devona Difficulty and Comments: A fairly simple quest. Kill the bandits around the strongbox first. Once the area is secure, grab the box and run to Devona with it. You will run much slower with the box in hand, and will be unable to attack with a weapon, though you may still cast spells. The bandit camp is located just a bit northeast of Ashford Abbey. ---- The Poisonous Devourer [ps10] ---- Quest Starter: Baron Egan [Ascalon City] Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo. Reward: 250xp, +3 energy Focus Reward Giver: Brother Mhenlo Difficulty and Comments: Do this quest while you do the first part of Pitney's Worm Problem quest, as well as the same time you do the Egg Hunter Quest. In the cave where you do all of these, this devourer will pop out as you approach it. When it dies, it will drop a stinger. ---- Charr in the Catacombs [ps11] ---- Quest Starter: Prince Rurik [Ascalon City] Objective: Find out if there have been any Charr sightings in the Catacombs area. Reward: 250xp, 100 gold. Reward Giver: Prince Rurik Difficulty and Comments: You will first need to speak to Brother Mhenlo in Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the Reviled [Catacombs, closest to Greenhills County Entrance]. Return to the Prince for your reward. This quest represents the largest amount of gold you can easily obtain in Pre-Searing. *Note: This quest appears to have a trigger now, as it is no longer available immediately. I'm not yet sure what it is. ---- Charr at the Gate [ps12] ---- Quest Starter: Prince Rurik Objective: Kill the small Charr group near the northern gate. Reward: 200xp, Long Sword [5-7 damage] Reward Giver: Prince Rurik Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince Rurik and a few guards will be waiting. Before long, they will run west to the northern gate. The Charr there are fairly difficult, but the Prince and his men will probably be able to complete the mission even if you do nothing but sit back and watch. ---- The Wayward Wizard [ps13] ---- Quest Starter: Sandre Elek [Ascalon City] Objective: Find Orion Elek. Relena Stormbringer in Foible's Fair knows where he is. Talk to her first. Once you have done this, run to Orion in Wizard's Folly. Reward: 250xp Reward Giver: Sandre Elek Difficulty and Comments: Make sure Orion does not get killed by anything chasing you. It is a rather long walk, you would not want to do it twice. *Note: after talking to Relena, it would be faster to leave from Barradin's estate and warp into the Wizard's Folley from there. Orion is very near the entrance. ---- Poor Tenet [ps14] ---- Quest Starter: Namar [Ascalon City] Objective: Namar can not pay his rent. His friend, Miller Upton, might give him some money though. Tell Miller of Namar's woes. Reward: 500xp Reward Giver: Miller Upton [Lakeside County/Village] Difficulty and Comments: Miller Upton can not concentrate with the bees flying around him. You will need to grab the nearby honeycomb and step near the swarms of bees. Once you have all three swarms [the last is near the river], run with the honeycomb across the nearby bridge. Once across, drop the honeycomb and return to Miller Upton. Quest Complete. ---- Trouble in the Woods [ps15] ---- Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County] Objective: Help Devona clear the Grawl who are threatening to attack Lakeside Village. Reward: 500xp Reward Giver: Devona Difficulty and Comments: This one can be a bit hard. Clear the nearby river skales and anything else along the path to the Regent Valley [from Lakeside Village] before consulting Devona. This will keep her from running off and getting killed. If you have a healing spell, sit back and heal her, she does a ton of damage. If not, try to kill what you can. ---- A New [Your Class] Skill Trainer [ps16] ---- Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City] Objective: Find the Primary Skill trainer for your class. The one you want to find is the "Sample" skill trainer, as I have labeled them, of your class. Reward: 250xp Reward Giver: Skill Trainer of your Class Difficulty and Comments: The Hardest part of this quest is remembering to activate it. ---- A Gift for Althea [ps17] ---- Quest Starter: Captain Osric Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's Girlfriend. Reward: 250xp Reward Giver: Captain Osric Difficulty and Comments: This quest can not be done if Charr at the Gates is an active quest in your quest log. You must also have completed your skill trainer test. Walk outside of Ascalon City. Just to the West, Prince Rurik and Captain Osric are talking. When they are done talking, speak with the captain. He will give you this quest. You will need to get three items for this gift. The beautiful feather is located in the middle of Lakeside Village. The beautiful pearl is located inside of a beautiful shell, which is right next to Miller Upton's home. The final object, the beautiful pendant, is in a chest slightly northeast of where the Bandit Camp is. Return all three items to Captain Osric for the reward. Note: This quest is rather buggy if done in a party. Just do it alone. Alternate Method: [I would like to thank "Greg" for this method] Once you have any one of the three pieces, take that piece to Lady Althea. She will be annoyed that Rurik is unable to get her a gift on his own and someone else is doing it. She will give you the same quest reward as Osric does for doing this. ---- Rites of Remembrance [ps18] ---- Quest Starter: Necromancer Munne [Catacombs] Objective: Light four remembrance braziers with the magical candles she gives you. Reward: 250xp Reward Giver: Necromancer Munne Difficulty and Comments: This quest takes you along the exact same path as Brother Mhenlo's "A Monk's Mission". Do them together. All you need to do is touch the brazier. This quest is sometimes glitched and she only gives three candles. Make sure you have four before starting. ---- Little Thom's Big Cloak [ps19] ---- Quest Starter: Allison the Tanner [Lakeside County/Village] Objective: Find a bear pelt from a black bear. Return the pelt to her. She will make it into a cloak. Give the cloak to Little Thom in Barradin's Estate. Reward: 250xp Reward Giver: Little Thom Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt from the Regent Valley. It is both more likely, and closer, to get one from the Wizard's Folly. Once you have it, bring it to her. Then just teleport [or walk] to Barradin's Estate and give the cloak to Little Thom. ---- The Hunter's Horn [ps20] ---- Quest Starter: Chantalle the Troubadour [Lakeside County/Village] Objective: Cleanse the Hunter's Horn and give it to Aidan Reward: 500xp Reward Giver: Aidan Difficulty and Comments: The healing spring to clean the horn is deep into the Regent Valley. About the point at which you get to the Melandru Stalker Shrine, enemies will be aggressive with you. You can do this first half of the quest with the Sample Ranger Skill Trainer quest. Once you have cleaned the horn, you need to give it to Aidan. Aidan is in Wizard's Folly in about the furthest place from anywhere. Luckily, the healing spring you cleansed the horn in is very nearby. Simply follow the river a bit further, and you'll enter the Wizard's Folly ---- The Worm Problem [ps21] ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Give a devourer Egg to Pitney so that he may be able to lure the Worm Queen to surface. Kill the Worm Queen. Reward: 250xp Reward Giver: Pitney [who will be standing in the field where you kill the Worm Queen] Difficulty and Comments: Easy enough. You can either trade an egg off of a collector or use one from a cave. If you snag them from the cave, make sure to do the poisonous stinger quest at the same time. Doing the cave will also let you do the Egg Hunter quest. ---- Tithe for Ashford Abbey [ps22] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green Hills County. Reward: 250xp, 1 Skill point Reward Giver: Devona Difficulty and Comments: If you only do one quest you do not have to in pre- searing, make in this one. Once you have done all the missions in post- searing, getting skill points takes some time [by leveling up, even when you level beyond 20]. This is such an easy point to get. Also, while you do this quest, do the Opposition to the King quest with the three nearby NPCs. Just a note, make sure you have a free square in your inventory. ---- Opposition to the King [ps23] ---- Quest Starter: Devona [Lakeside County/Village] Objective: Talk to three people in Green Hills County [Not Warmaster Grast], concerning their feelings about the King. Reward: 500xp Reward Giver: Devona Difficulty and Comments: Do this with the above quest. You might actually want to read what the NPC's reply with. Some of it explains why they and others do particular things later in the game. ---- The True King [ps24] ---- Quest Starter: Duke Barradin [Barradin's Estate] Objective: Take a message to Lord Darrin in Fort Ranik Reward: 750xp Reward Giver: Lord Darrin Difficulty and Comments: This quest opens up after the Opposition to the King quest is done. It is the biggest reward for a quest in pre-searing in terms of experience. This mission can be done in about ten seconds if you use the "M" map feature travel button, provided you have both towns. Otherwise it is a reasonably long walk. ---- The Orchard [ps25] ---- Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik] Objective: Find her basket of missing apples and return them to her. Reward: 250xp, Battle Axe [4-8 damage], Focus [+3] Reward Giver: Mary Malone Difficulty and Comments: Spiders here do only a few damage to you. However, kill as many as you can before grabbing the basket, because two damage does add up after a while. The basket of apples will cause you to run extremely slow on the way back to her, as well. ---- The Prize Moa Bird [ps26] ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Find out what happened to Pitney's Prized Moa Bird. Last he heard it was taken into the catacombs Reward: 250xp Reward Giver: Pitney Difficulty and Comments: This quest can only be activated after completing the Worm Problem. It takes place near the Necromancer's Novice quest which Munne gives you. When you enter the big room just before the first flame geyser, instead of taking the first right [which goes to the geysers], head to the back of the room, then take a right. Make a left at your first opportunity. You can kill all the spiders in the area if you want, but they only do two or three damage. Just run around them for a while. You will have to make a left turn, eventually, which is a very sharp left and almost a complete 180 to do. Run straight down this path and you will see a staircase. Take the staircase up and run down its match on the other side. There you will see the Moa Bird. Fight the monsters, if you wish, or just return to Pitney for your reward. ---- The Egg Hunter [ps27] ---- Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave] Objective: Escort Fadden so he can get some devourer eggs. Reward: 150xp, 2 Devourer Eggs. Reward Giver: Duke Gaban Difficulty and Comments: This quest is sometimes very glitched. What you need to do is clear the cave of most devourers so that Fadden can make it to the eggs and extract them [you are too clumsy to do this]. There are three eggs to grab. Once you have them all, wait for him to start walking back to the Duke. When he does, run to the Duke for your reward. You should do this quest at the same time you do the Poisonous stinger one. If you get glitched out and do not want to waste your time again. Just buy the devourer eggs from Collectors [see the collector section of this guide] and eat up the 150xp. ---- The Rogue's Replacement [ps28] ---- Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City] Objective: Give Old Mack a devourer egg. Reward: 250xp Difficulty and Comments: This is quite easy. This quest is only activated after you do the Mesmer's Burden quest. The next time you come out of Ascalon City, wait for Old Mack to Run up a hill and argue with Lady Althea. After a bit, talk to him. If you do not have a devourer egg, either do the Egg Hunter quest or buy one from the collector right next to Old Mack [who will eventually stand next to Lina]. ---- Across the Wall [ps29] ---- Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you fight Charr] Objective: Find his friend, Ben Wolfson in the northlands. Reward: 250xp Reward Giver: Gate Guard Torin Difficulty and Comments: First of all, this quest is rather hard now. It used to be very simple. You need a PARTNER for this one. One of you must open the gate lever above Torin, the other must run through the gates to the next area. Once there, be aware, most of the monsters are level 5 to 8. When you find Ben, kill the Grawl troops and walk him back that way. You could try to kill the four Charr, but unless you are very good or way over leveled, you will probably die, or even worse, Ben might die trying to save you. When you walk him back, walk all the way back to the gate but DO NOT GO THROUGH until the quest updates in your log, or you will have to do it all over again. Killing the Charr, if you are able, in this area can level you up in a big hurry. You can not activate this quest if you have not been back into any other area since you did Charr at the Gates. ---- Path To Glory [ps30] ---- Quest Starter: Armin Saberlin Objective: Talk to Sir Tydus Reward: 100xp Reward Giver: Sir Tydus Difficulty and Comments: OMG THIS IS HARD [Kidding]. You need to have a second profession. Now, walk to Sir Tydus. Quest done! This will allow you to do the following mission. Be CERTAIN you have done everything you want before accepting the mission. The game will warn you as well. ---- Ascalon Academy [Mission] [ps31] ---- Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second profession] Objective: Kill Vatlaaw Doomtooth Reward: None, except for getting to Post-Searing Reward Giver: None Difficulty and Comments: This is not the name of the quest until half way through it. This mission is started when you tell Sir Tydus you are ready to leave everything behind. DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE EVERYTHING YOU FEEL YOU NEED TO DO. First, you will fight another team of humans in an arena. If you win, you can get a small amount of experience for the kills you made. If you lose, no loss. Afterwards, your team will be transported to a meeting between Sir Tydus and Prince Rurik. You need to kill Vatlaaw Doomtooth shortly ahead. You do not really have to do anything, Rurik will kill it all if you let him. When it is over, a movie will start. Enjoy the Post Searing! ------------------- 2. Profession Sampler Quests ------------------- These are technically primary trainers, but I call them sample trainers. The reason is because you get to sample the skills of that class without agreeing to take any. I suggest you do them all, it gives 1500xp total as well as a nice opportunity to see what class may be able to aid you as a secondary. If you elect to make a class your secondary, you will earn the sampler skills you tested permanently. Also, if you sample your main profession, any skill you learn from it, you keep. ---- Grawl Invasion [Warrior Sampler] [psst1] ---- Quest Starter: Warmaster Grast Objective: Kill Grawl Invaders nearby. Reward: 250xp, sampling of Gash, Sever Artery and Healing signet. Starter Sword Reward Giver: Warmaster Grast Difficulty and Comments: The hardest of these types of quests, which does not say much. Take them one at a time and you will have no problems, even if you do not use the warrior skills. These skills are based on adrenaline and require a sword to perform. ---- A Mesmer's Burden [psst2] ---- Quest Starter: Lady Althea Objective: Kill the Rogue Bull Reward: 250xp, sampling of Conjure Phantasm, Imagined Burden and Ether Feast Reward Giver: Lady Althea Difficulty and Comments: Use Conjure Phantasm. It is about the only skill which as effective at all. If you are a necro, life siphon works, sever artery also works. You need to do this to activate the Rogue's replacement. ---- The Ranger's Companion [psst3] ---- Quest Starter: Master Ranger Nente Objective: Charm a Melandru's Stalker Reward: 250xp, sampling of Charm Animal, Comfort Animal and Troll Unguent Reward Giver: Master Ranger Nente Difficulty and Comments: nothing on the way to the Melandru stalker will attack you. When you start charming, the process takes ten seconds or so, in which time the stalker will attack you. Other than that, this is easy. ---- Elementalist Experiment [psst4] ---- Quest Starter: Elementalist Aziure Objective: Kill 12 Ice Elemental Shards which come in waves of 4. Reward: 250xp, Firestorm, Glyph of Lesser Energy and Aura of Restoration Reward Giver: Elementalist Aziure Difficulty and Comments: Firestorm will cream them. Try to wait so you can pound two waves at a time with it. If your primary class is Elementalist, you can do this at the same time as Supremacy of air. ---- A Monk's Mission [psst5] ---- Quest Starter: Brother Mhenlo Objective: Keep the Abbot Paulus alive Reward: 250xp, sampling of Bane Signet and Orison of Healing Reward Giver: Brother Mhenlo Difficulty and Comments: Do this while you do the Rites of remembrance. Paulus will have to run across poison [so will you]. He likely will not die on the way there. When you get out of the poison, heal him and heal yourself. You will now have to run back. Paulus is carrying something now and runs slower, thus, you need to heal him this time. Walk slowly with him back to the entrance to Ashford Abbey. When the quest updates, talk to Mhenlo. ---- The Necromancer's Novice [psst6] ---- Quest Starter: Necromancer Munne Objective: Kill the Nightmare Reward: 250xp, sampling of Life Siphon, Deathly Swarm, and Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: Follow Munne to the hallway in a large room. You will see a carrion devourer run across a flame geyser and be blown up. This is a hint [Well, actually, the hint is in the mission summary now]. Try to avoid killing anything. Just before [but not too close!] the next geyser, summon a bone horror. The body across the geyser will cause it to explode when animated. Do the same thing for the next and final one. To kill the nightmare, the fastest way is to cast deathly swarm, which will probably do in excess of 60 damage. Once you complete this, you are in the area of the Prize Moa Bird, so do that one too. ------------------- 3. Primary & Secondary Profession Trainer Quests ------------------- These are skill trainers who can only teach you skills from your primary and secondary classes. There is no sampling these. Elementalist ------- ---- Supremacy of Air [psps1] ---- Quest Starter: Relena Stormbringer Objective: Kill the Tower Golem Reward: 250xp, Permanent use of Blinding Flash, Lightning Javelin Reward Giver: Elementalist Aziure Difficulty and Comments: use lightning javelin to cream the golem. If you are a primary Elementalist, have this quest activated when you go to do the Elementalist experiment. Mesmer ------- ---- Domination Magic [psps2] ---- Quest Starter: Vassar [Foible's Fair] Objective: Kill the Skale Brood Reward: 250xp, permanent use of Backfire and Shatter Delusions Reward Giver: Vassar Difficulty and Comments: Use backfire on him or you are likely to get creamed. Combine it with whatever form of damage you desire. Monk ------- ---- Blessings of Balthazar [psps3] ---- Quest Starter: Brother Mhenlo Objective: Kill the undead invading the farms north of Ashford Abbey. Reward: 250xp, permanent use of Retribution, Symbol of Wrath Reward Giver: Brother Mhenlo Difficulty and Comments: If you can get in close, smash the undead with Symbol of wrath. Otherwise, use your Bane Signet [and Banish if you are a primary monk] ---- Protection Prayers [psps4] ---- Quest Starter: Garzden the Protector Objective: Protect Farrah while she hunts down the bandit Alain. Reward: 250xp, permanent use of Shielding Hands and Reversal of Fortune Reward Giver: Garzden the Protector Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or use protection prayers]. She will be able to kill most of it in a hurry, so do not feel the need to speed up the process of killing. Necromancer ------- ---- The Accursed Path [psps5] ---- Quest Starter: Oberan the Reviled [Catacombs] Objective: Kill 5 Crypt Fiends Reward: 500xp, permanent use of Soul Barbs and Faintheartedness Reward Giver: Oberan the Reviled Difficulty and Comments: hardest part is getting to Oberan deep in the catacombs. ---- Power of Blood [psps6] ---- Quest Starter: Kasha Blackblood [Green Hills County] Objective: Kill 3 Blood Fanatics Reward: 250xp, permanent use of Vampiric Touch and Blood Renewal Reward Giver: Kasha Blackblood Difficulty and Comments: Easy quest. They will run from you until they have a great strength in numbers. If you are a Mesmer as a second or first class, try to slow them down as they run so you can pick them off one at a time. You only need to kill three of the five. Ranger ------- ---- Test of Marksmanship [psps7] ---- Quest Starter: Ivor Trueshot [Regent Valley] Objective: Kill the five nearby plague worms Reward: 250xp, permanent use of point blank shot and Read the Wind Reward Giver: Ivor Trueshot Difficulty and Comments: Somewhat hard if you are still level one. If you are level two, this is easy. Just gun them down with special shots. Helps to have a pet to do the few extra damage. ---- Unnatural Growth [psps8] ---- Quest Starter: Aidan [Wizard's Folly Fishing Village] Objective: Get an Aloe Root from a large aloe seed. Reward: 250xp, permanent use of Ignite Arrows and Dual Shot. Reward Giver: Aidan Difficulty and Comments: This one is actually quite hard. First, it is way out of the way as you will be able to see on your map. Second, these things just swarm at you. Chances are, you will only need to kill one. Ignite arrows works wonders if you can cluster them, so does any other area of effect spell your other class may have. Warrior ------- ---- Warrior's Challenge [psps9] ---- Quest Starter: Duke Barradin [Barradin Estate] Objective: Kill Agnar the Foot Reward: 250xp, permanent use of Hammer Bash and Frenzy Reward Giver: Duke Barradin Difficulty and Comments: The trick is to knock him down with a hammer blow just before he uses a healing spell. It might be easier to have a Mesmer in the party to just empathy and conjure phantasm him. ---- The Vineyard Problem [psps10] ---- Quest Starter: Little Thom [Barradin Estate] Objective: Kill the 4 Large Aloe Seeds Reward: 250xp, permanent use of Cyclone axe and Executioners strike Reward Giver: Little Thom Difficulty and Comments: Get in-between them and use cyclone axe, which will kill all of the little ones and build up your adrenaline. Smash the first Big seed with executioners strike. Should be easy enough to hack 'n' slash from here. ------------------- 4. Quests Which Are Not Really Quests ------------------- The Bear Hunters [psq1] The Bear Hunters are in the Regent Valley. They are a big bunch of drinkers who like to hunt bears. When you get to them, try to have not killed the two nearby bears. Talk to them all, stand there for a minute and eventually a timer will activate. You have that long to kill a bear and return to the hunters. Every time you succeed, you will get a Hunter's Ale. It does not seem to have a purpose, but if you drink it, it will make your screen blur, trying to simulate being drunk! Farmer Dirk's Prize Winning Hogs [psq2] They have all escaped their pen. You need to chase them all back in! This is rather difficult. Basically, when you charge up to a hog, it will run in the direction it was facing... usually. Once you get all seven or eight back in, talk to farmer dirk and he will give you 30 gold or so. I think you need to be level 3 or 4 to attempt this, as well. Dress up Gwen! [psq3] Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give her flowers. She'll give you her Tapestry shred. It does not seem to have an use yet. Save your money and do not even bother to do this. ------------------------------------------------------------------------------- Ruins of Ascalon ------------------------------------------------------------------------------- The Ascalon area is now bruised and charred. The main town is Ascalon City. There is a skill trainer in this town, as well as all the types of merchants, aside from a scroll merchant. There are two armor dealers here. The better of the two offers armor defense which will not be beaten until well into kryta, making it a great choice to last a third of the game. The other towns are: Sardelac Sanitarium, Serenity Temple, Fort Ranik, The Frontier Gate, Ruins of Surmia, Great Northern Wall, Nolani Academy, Piken Square and the Grenich Courthouse. 1. Missions The Great Northern Wall [mis1] Fort Ranik [mis2] Ruins of Surmia [mis3] Nolani Academy [mis4] 2. Ascalon City Quests The Krytan Ambassador [roa1] The King's Message [roa2] Helping the People of Ascalon [roa3] The Ambassador's Quandary [roa4] Rastin's Ritual [roa5] Defend the Wall [roa6] Cities of Ascalon [roa7] Counting the Fallen [roa8] Scavengers in Old Ascalon [roa9] Vanguard Equipment [roa10] Barradin's Advance [roa11] A Mission of Peace [roa12] The Troublesome Artifact [roa13] Fires in the East [roa14] Symon's History of Ascalon [roa15] Scorched Earth [Elementalist Only] [roa16] Elemental Knowledge [Elementalist Only] [roa17] Recruits for Hollis [roa18] Gargoyle Trouble [Warrior Only] [roa19] Military Matters [Warrior Only] [roa20] To the Breach [Warrior Only] [roa21] Endangered Species [Ranger Only] [roa22] The Charr Patrol [Ranger Only] [roa23] The Charr Staging Area [Ranger Only] [roa24] 3. Sardelac Sanitarium Quests Supplies for the Duke [ros1] Barradin's Stand [ros2] Sowing Seeds [Monk Only] [ros3] Protecting Ascalon [Monk Only] [ros4] In Memory of Paulus [Monk Only] [ros5] Mesmerizing the Enemy [Mesmer Only] [ros6] Trying Times [Mesmer Only] [ros7] A Cure for Ralena [Mesmer Only] [ros8] The Stolen Artifact [Necromancer Only] [ros9] Death in the Ruins [Necromancer Only] [ros10] Oberan's Rage [Necromancer Only] [ros11] Shalev's Task [Elementalist Only] [ros12] Family Ties [ros13] 4. Piken Square Quests The Siege of Piken Square [rop1] Casualty Report [rop2] The Duke's Daughter [rop3] Fires in the North [rop4] Red-Cloaked Deserter [rop5] Hammer and Anvil [rop6] Garfazz Bloodfang [rop7] Althea's Ashes [rop8] Fallen Soldiers [Necromancer Only] [rop9] Army Life [Warrior Only] [rop10] Charr Reinforcements [Ranger Only] [rop11] 5. Fort Ranik Quests/Frontier Gate/Serenity Temple The Regent Valley Defense [rof1] Deliver a Message to my Wife [rof2] Frontier Gate Fugitives [rof3] Ruins of Surmia [rof4] Replacement Healers [Monk Only] [rof5] Unnatural Creatures [Mesmer Only] [rof6] Experimental Elixir [Mesmer Only] [rof7] The Way of the Geomancer [Elementalist Only] [rof8] The Geomancer's Test [Elementalist Only] [rof9] Caravan in Trouble [rof10] ------------------- 1. Missions ------------------- All missions give 1000xp and 1 skill point. Every mission also has a Bonus objective which gives another 1000xp. Missions are the main way to advance the game. ---- The Great Northern Wall [mis1] ---- Objective: Scout for Bonfaaz Burntfur's army. Once you spot it, run back to Captain Calhaan with your findings. Most of the level consists of fighting Grawl and Devourers. Bonus: Find the four pieces of Kilnn Testibrie's armor. All four are found in wreckages between the first boss you fight and the first set of Charr. If you fight any Charr and do not have all four bonus pieces, backtrack. ---- Fort Ranik [mis2] ---- Objective: Push back the Charr Army. All you need to do is kill the boss named Torch Spitfur but, along the way you can fix a catapult like thing by finding objects to fix it in nearby wreckage. This will allow you to devastate a large Charr force standing around. It is possible to sneak past this force and fire the second catapult thing. If done immediately, it will hit the boss and end the mission. Bonus: Save Deeter Saberlin from Charr imprisonment. He is being held by two healers. You'll need to focus fire or disable their ability to heal each other. Master Armin Saberlin starts the bonus a short while after the missions starts, so make sure he does not die before this point. ---- Ruins of Surmia [mis3] ---- Objective: Safeguard Prince Rurik while you save the captured Ascalon Soldiers. The first half of the journey there, you will face a great deal of devourers. After a boss, Rurik will begin charging into the Charr. Keep up with him, he sometimes gets in over his head. Eventually you will see groups of prisoners. Each group is guarded by a boss and some normal enemies. Once you have saved three groups of them, there will be a cinematic. You will learn that mages have been held captive too. Rurik decides these people need to be saved too. Continue on the path towards a fortress. The door is unfortunately locked from the other side. Rurik and Erol will chill waiting for you to go around to the other side and open it. On your way there, make sure to get the Monument at Surmia. Once you open the lever, Rurik will again charge forward. Rather than take the main force, he will suggest sneaking around, because he has a plan. In all honesty, if you pill the large army a bit, Rurik can take the entire thing provided you can keep him alive. If this is not an option, simply do what he suggests. Either way, you will eventually free three mages and Rurik will have a plan. The Mages will run to Obelisks. They damage foes who venture near. They do good damage, so try to keep the mages alive from the Charr forces which will attack from all sides. Once their army is dead [or if you already killed it], there will be another cinematic. Mission complete. Bonus: After the cinematic, a short while later Rurik and Erol will wait on the side of a closed door. Continue down to the tarpits and defeat the sole Charr boss and then talk to Breena Stavinson. This will activate the bonus portion of the mission. Four Ember Bearers will spawn nearby. DO NOT KILL THEM. Instead, wait until they walk by, and follow them at a distance until they reach a gate. It will be opened for them, follow them in, now kill them and everything else. The Flame Keepers are nearby to the west. Kill all four of them and the bonus is complete. ---- Nolani Academy [mis4] ---- Objective: There are two methods of doing the first half of the mission. The recommended way is to sneak around the entire level and take out the bulk of the Charr army from behind. Once done, the doors will open and Rurik will rush out. The alternative way is to pull the lever near the start and open the gates. The Charr will ALL rush in. Stand near an obelisk and protect/heal Rurik. They will all try to swarm him, This way is much faster, provided you can keep Rurik alive. Though, it makes the bonus nearly impossible to complete, until the very end, at which point you would have to backtrack, losing the time you saved by doing this! Either way, Rurik will eventually run to the gate and demand entry. Follow Rurik to stormcaller. He will play it. For the remainder of the mission, all the Charr will have about 50% max HP, making them quite easy. Rurik will lead you all the way to the final Charr boss, Bonfaaz Burntfur. Kill him and the mission is over. If you haven't yet done the bonus, after the final Charr before Burntfur, you can turn back and get it. Bonus: Watchman Pramas took the tome of the fallen under orders from his superior. Apparently, the spirits were not too pleased by this. They roam around the area attacking those who venture near, especially the person with the tome. You need to carry the tome back to the statue in the back of the field they patrol. Talk to the ghost who appears when you do. ------------------- 2. Ascalon City Quests ------------------- All of these quests start from either Ascalon City or just outside of town in Ambassador Zain's encampment. It also includes some other quests in Old Ascalon. As of present, there is some inconsistency of which area some quests should be listed in, this one or the Sardelec Sanitarium. ---- The Krytan Ambassador [roa1] ---- Quest Starter: Captain Osric [Old Ascalon] Objective: Inform Warmaster Tydus an Ambassador from the former enemy nation of Kryta has arrived in Ascalon Reward: 500xp Reward Giver: Warmaster Tydus [Ascalon City] Difficulty and Comments: get this quest immediately after the cinematic which brought you here from pre-searing. Ascalon city is nearby, but it's already on your map so you may as well teleport there. ---- The King's Message [roa2] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Get someone to party with, and tell Ambassador Zain that your king does not trust his nation. Reward: 100xp Reward Giver: Ambassador Zain [Old Ascalon] Difficulty and Comments: Sometimes this quest bugs up. Rather than taking a human, just take Alesia the henchman as the quest suggests, you'll be back in town within two minutes. ---- Helping the People of Ascalon [roa3] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: Deliver the supplies to Ellie Rigby [Ascalon City]. Reward: 200xp Elementalist - Lava Font Mesmer - Energy Tap Monk - Mending Necromancer - Vile Touch Ranger - Warrior - "For Great Justice" Reward Giver: Ambassador Zain [Old Ascalon] Difficulty and Comments: none. ---- The Ambassador's Quandary [roa4] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: There is a bandit in the Regent Valley, Torin. Zain wants him dead, but fears Ascalons may be enraged if he kills any of them, even a thief. Reward: 500xp Reward Giver: Ambassador Zain Difficulty and Comments: This quest is designed to send you near Fort Ranik. However, due to some quests you will get shortly, it makes more sense to wait rather than do this now. ---- Rastin's Ritual [roa5] ---- Quest Starter: Witness Rastin [Old Ascalon] Objective: Take Rastin's materials to the crafter Daved, near the Sardelac Sanitarium and return to Rastin with the final product. Reward: 500xp Reward Giver: Witness Rastin Difficulty and Comments: This quest serves the purpose of showing you where the Sardelac Sanitarium is, as well as show you a materials crafter. ---- Defend the Wall [roa6] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Report to Squire Zachary at the Great Northern Wall. It is located off of the back exit to Ascalon City Reward: 500xp Reward Giver: Squire Zachary [Great Northern Wall] Difficulty and Comments: Do this quest immediately, but rather than enter the mission, go back to Ascalon City for a bunch of new quests. ---- Cities of Ascalon [roa7] ---- Quest Starter: Symon the Scribe [Ascalon City] Objective: Find three historical monuments. They are in the King's Watch of the Regent Valley, Ruins of Surmia and near the Nolani Academy in the Diessa Lowlands. Reward: 1000xp Reward Giver: Symon the Scribe Difficulty and Comments: It will be quite a while until you complete this one. You will be doing the Regent Valley defense and the Red Cloaked Deserter when you find the one in the King's Watch. The Surmia monument takes place in the Surmia Mission, and the Nolani Academy one is right outside the door of the Nolani Academy. ---- Counting the Fallen [roa8] ---- Quest Starter: Symon the Scribe [Ascalon City] Objective: Find the Census in the ruins of Old Ascalon. It is inside of a pile of wreckage. Reward: 500xp Reward Giver: Symon the Scribe Difficulty and Comments: This quest still drops only one census, even if all four people in the party need the quest. Do this one with henchmen. ---- Scavengers in Old Ascalon [roa9] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Outside of the Sardelac Sanitarium is Thaddiel, he is looting the place. Inform him that the king sent you to remove the scavengers and that everything will be alright so long as he makes himself useful. Reward: 500xp Reward Giver: Warmaster Tydus Difficulty and Comments: none ---- Vanguard Equipment [roa10] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Outfitter Gelsen in the Regent Valley has supplies which Captain Arne needs. But, alas, Gelsen has lost them to bandits. You will need to get them from the bandits. They will prove to be useless, but nevertheless you benefit. Reward: 500xp Reward Giver: Difficulty and Comments: none ---- Barradin's Advance [roa11] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Talk to Gate Guard Hollis and ask of what happened to Duke Barradin's offensive against the Charr. Reward: 250xp Reward Giver: Gate Guard Hollis [Old Ascalon] Difficulty and Comments: This quest becomes active after completing the Vanguard Equipment. ---- A Mission of Peace [roa12] ---- Quest Starter: Ambassador Zain [Old Ascalon] Objective: Give Gate Guard Hollis Ambassador Zain's strongbox Reward: 250xp Reward Giver: Ambassador Zain Difficulty and Comments: none ---- The Troublesome Artifact [roa13] ---- Quest Starter: Warmaster Tydus [Ascalon City] Objective: Take the Eldritch Sextant to Priestess Rashenna [Serenity Temple] to find out if they are part of a Krytan scheme. Reward: 500xp Reward Giver: Warmaster Tydus Difficulty and Comments: This quest becomes available once you reach Fort Ranik ---- Fires in the East [roa14] ---- Quest Starter: Captain Arne [Ascalon City] Objective: Kill the Charr Flame Keepers near the Frontier Gate Reward: 500xp Reward Giver: Captain Arne Difficulty and Comments: This quest activates when you hit the frontier gate after having done Barradin's Advance. It seems bugged recently, and does not always appear. ---- Symon's History of Ascalon [roa15] ---- Quest Starter: Witness Rastin [Old Ascalon] Objective: Get a copy of Symon the Scribe's book about Ascalon and Kryta. Reward: 2000xp Reward Giver: Witness Rastin Difficulty and Comments: The quest directs you back to Daved to get rolls of parchment for the book. However, it is likely cheaper to just buy the parchment one at a time from a rare material trader, or ten at a time from the material trader. You only need five rolls. Give them to Symon, he will make the book, then give a copy to Rastin. If only you could read it! This quest becomes available once you reach the Nolani Academy. ---- Scorched Earth [Elementalist Only] [roa16] ---- Quest Starter: Elementalist Aziure [Old Ascalon] Objective: Kill five Hulking Stone Elementals Reward: 200xp, Ward Against Elements Reward Giver: Elementalist Aziure Difficulty and Comments: This quest is bugged. As long as five Hulking stone elementals in the area die, you get credit for it, even if they are all killed by NPCs. ---- Elemental Knowledge [Elementalist Only] [roa17] ---- Quest Starter: Elementalist Aziure [Old Ascalon] Objective: Seek out Shale the Hermit Reward: 250xp, Armor of Earth = Frozen Burst Reward Giver: Shale the Hermit [Old Ascalon] Difficulty and Comments: Somewhat hard to get to him, actually. Several devourers and hulking stone elementals along the way. ---- Recruits for Hollis [roa18] ---- Quest Starter: Warmaster Tydus Objective: Escort the army recruits from just outside Ascalon City to Gate Guard Hollis. Reward: 500xp Reward Giver: Gate Guard Hollis Difficulty and Comments: This quest seems to have a new activating requirement. At this time I am not sure what it is, but it did not appear for a significant amount of time. This is probably to prevent people from power reward leveling with early quests, as this one used to be available almost immediately after doing Defend the Wall. ---- Gargoyle Trouble [Warrior Only] [roa19] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Slay 5 Flash Gargoyles. Reward: 200xp, Wild Blow - Sever Artery - Gash - Healing Signet Reward Giver: Warmaster Grast Difficulty and Comments: No shortage of Flash Gargoyles around here. Shatter Gargoyles count as well, oddly, making this quest even easier. ---- Military Matters [Warrior Only] [roa20] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Escort Sergeant Clark to Warmaster Grast from the Regent Valley. Clark is just inside of the valley from the Old Ascalon side. Reward: 250xp, Power Attack - Sprint Reward Giver: Warmaster Grast Difficulty and Comments: Try not to let Clark get owned by devourers on the way back, he is only level two for some idiotic reason. ---- To the Breach [Warrior Only] [roa21] ---- Quest Starter: Warmaster Grast [Old Ascalon] Objective: Head to the Breach and repel the Charr offensive. Reward: 300xp, Penetrating Blow - Endure Pain Reward Giver: Warmaster Grast Difficulty and Comments: You must complete Military Matters before you can accept this quest. ---- Endangered Species [Ranger Only] [roa22] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Charm a Melandru Stalker and bring it to Nente. Reward: 200xp, Hunter's Shot - Comfort Animal - Troll Unguent - Charm Animal Reward Giver: Master Ranger Nente Difficulty and Comments: If you already have a Melandru Stalker, just talk to him again after taking the quest. If you like your current pet better, I suggest just ditching this quest because you will have to lose your pet to do this. ---- The Charr Patrol [Ranger Only] [roa23] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Follow Nente around from checkpoint to checkpoint while he follows the Charr tracks, then, kill the Charr you have been following Reward: 250xp, Feral Lunge - Favorable Winds Reward Giver: Master Ranger Nente Difficulty and Comments: If you get too far ahead of Nente he will stop moving. Walk back to him if this happens. The arrow is really screwed up for the last leg of this quest at present. ---- The Charr Staging Area [Ranger Only] [roa24] ---- Quest Starter: Master Ranger Nente [Old Ascalon] Objective: Kill Gorgaan Hatemonger in the Breach. Reward: 300xp, Dodge - Quickening Zephyr Reward Giver: Master Ranger Nente Difficulty and Comments: Rangers get to walk almost as far as Elementalists.... ------------------- 3. Sardelac Sanitarium Quests ------------------- These quests start inside of the Sanitarium and just outside of it as well. Every quest here is class specific, thus, some classes may not have any here! ---- Supplies for the Duke [ros1] ---- Quest Starter: Gate Guard Hollis [Old Ascalon, outside of the Breach] Objective: Find the lost supply column and escort it to Piken Square Reward: 300xp Elementalist - Ice Spikes Mesmer - Distortion Monk - Purge Conditions Necromancer - Weaken Armor Ranger - Warrior - "Watch Yourself!" Reward Giver: Quartermaster Aada [Piken Square] Difficulty and Comments: There are five members, I'm not sure the minimum which must survive, but three will suffice. Also, do not enter town until the mission updates. ---- Barradin's Stand [ros2] ---- Quest Starter: Gate Guard Hollis [Old Ascalon] Objective: Go to Piken Square and see if Duke Barradin Needs Assistance Reward: 500xp Reward Giver: Duke Barradin [Piken Square] Difficulty and Comments: You get this quest after Barradin's Advance. ---- Sowing Seeds [Monk Only] [ros3] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Escort Farmer Hamnet to Ascalon City Reward: 200xp - Heal Party - Bane Signet - Orison of Healing Reward Giver: Grazden the Protector Difficulty and Comments: The farmer tends to agro things he doesn't need to. He has heal area, so he can somewhat keep himself alive, but don't count on it. ---- Protecting Ascalon [Monk Only] [ros4] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Find Paulus in the Regent Valley Reward: 300xp, Heal Area - Vital Blessing Reward Giver: Grazden the Protector Difficulty and Comments: Paulus, being the poor healer that he is, has died. Examine him to get his pendant. Return it to Grazden. ---- In Memory of Paulus [Monk Only] [ros5] ---- Quest Starter: Grazden the Protector [Old Ascalon] Objective: Tell Melka Blanston [Old Ascalon] that Paulus the Abbott has been killed :( Reward: 300xp, Resurrect - Live Vicariously Reward Giver: Melka Blanston [Old Ascalon] Difficulty and Comments: love triangle! ---- Mesmerizing the Enemy [Mesmer Only] [ros6] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Kill Ignis Phanaura outside of the Sardelac Sanitarium Reward: 200xp, Power Leak - Conjure Phantasm - Ether Feast - Imagined Burden Reward Giver: Vassar Difficulty and Comments: Backfire works wonders on this one. ---- Trying Times [Mesmer Only] [ros7] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Find and retrieve the Mossy Rock Reward: 300xp, Chaos Storm - Mantra of Flame Reward Giver: Vassar Difficulty and Comments: none ---- A Cure for Ralena [Mesmer Only] [ros8] ---- Quest Starter: Vassar [Sardelac Sanitarium] Objective: Find Master Ranger Nente, he can make the cure to save Ralena Stormbringer's life. Reward: 300xp, Illusion of Haste - Energy Burn Reward Giver: Vassar Difficulty and Comments: none --- The Stolen Artifact [Necromancer Only] [ros9] --- Quest Starter: Necromancer Munne [Sardelac Sanitarium] Objective: Find the Grawl who have taken the artifact. Grab the artifact and walk it back towards the Sardelac Sanitarium. Munne will take it from there Reward: 200xp, Insidious Parasite - Life Siphon - Deathly Swarm - Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: The first of three Necromancer quests which barely requires you to leave town. --- Death in the Ruins [Necromancer Only] [ros10] --- Quest Starter: Kasha Blackblood [Sardelac Sanitarium] Objective: Oberan has gone insane and is created a kingdom of undead. You need to stop him. Sadly, he can not be found. Fortunately, Oberan has a temper and can be lured into the open if you kill his minions. Reward: 250xp, Dark Pact - Mark of Pain Reward Giver: Kasha Blackblood Difficulty and Comments: Another quest in which you have to walk almost ten steps outside of town! --- Oberan's Rage [Necromancer Only] [ros11] --- Quest Starter: Kasha Blackblood [Sardelac Sanitarium] Objective: Kill Oberan the Reviled Reward: 350xp, Parasitic Bond - Putrid Explosion Reward Giver: Kasha Blackblood Difficulty and Comments: You must complete Death in the Ruins in order to activate this quest. Your plan worked, Oberan marches towards the Sardelac Sanitarium! ---- Shalev's Task [Elementalist Only] [ros12] ---- Quest Starter: Shale the Hermit [Old Ascalon] Objective: Go into the Breach, near Piken Square, and kill the Charr Fire Callers to get a bottle of Fiery Unguent. Return that bottle to Shale. Reward: 300xp, Eruption - Shard Storm Reward Giver: Shale the Hermit Difficulty and Comments: Rather long walk if you do not have Piken Square on your map. Damn Elementalist quests make you run all over the place! ---- Family Ties [ros13] ---- Quest Starter: Avatar of Dwayna [Sardelac Sanitarium] Objective: Escort the ghosts of Barris and Tamra Lefey from Old Ascalon to the gates of Ascalon City. They are near the entrance to the Breach. Reward: 500xp Reward Giver: Elsie Lefey [Old Ascalon] Difficulty and Comments: When you reach them, they will talk about their son for a bit. Then, your quest log will update. Once you arrive, the Lefey's will have a reunion of sorts. Rather boring. ------------------- 4. Piken Square Quests ------------------- ---- The Siege of Piken Square [rop1] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill the Charr forces right outside of town Reward: 500xp Reward Giver: Duke Barradin Difficulty and Comments: The Charr Captain has healing signet and is all around annoying. If you can't deal damage this quest may be somewhat hard ---- Casualty Report [rop2] ---- Quest Starter: Undertaker Cortis [Piken Square] Objective: Deliver the casualty report to Warmaster Tydus Reward: 150xp, Shadow Strike [Necromancer Only] Reward Giver: Undertaker Cortis Difficulty and Comments: none ---- The Duke's Daughter [rop3] ---- Quest Starter: Viggo [Piken Square] Objective: Find out what happened to Lady Althea, Duke Barradin's Daughter Reward: 2000xp Reward Giver: Duke Barradin [Piken Square] Difficulty and Comments: She has been killed. Her ghost is in a random area of the Diessa lowlands. ---- Fires in the North [rop4] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill the Charr Flame Keepers near the fires in the Diessa Lowlands Reward: 1000xp Reward Giver: Duke Barradin Difficulty and Comments: none ---- Red-Cloaked Deserter [rop5] ---- Quest Starter: Farrah Cappo [Piken Square] Objective: Find Little Thom Reward: 1000 Reward Giver: Farrah Cappo Difficulty and Comments: Little Thom has died, or has he? Search for his badge near the monument of King's Watch, so make sure to get that too. This is the only reason I feel Piken Square should be entered before fort Ranik, because Little Thom is out in the regent valley, and it makes no sense to walk a long way twice. ---- Hammer and Anvil [rop6] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Kill Grim Sharpfang and his armor in the Breach. Reward: 500xp Reward Giver: Duke Barradin Difficulty and Comments: This quest becomes available after doing the Siege of Piken Square. The "help" coming from the other side dies quite quickly, so be prepared to do this one alone. ---- Garfazz Bloodfang [rop7] ---- Quest Starter: Viggo [Piken Square] Objective: Kill Garfazz Bloodfang in the Diessa Lowlands Reward: 500xp Reward Giver: Viggo Difficulty and Comments: You get this quest after completing Hammer and Anvil. Garfazz can be approached from two sides. One is packed with Gargoyles, the other with Charr. The gargoyle side [west], gives you the advantage of being on the same height as the Charr, and you will not have to worry about gargoyles running over in the middle of battle, if you kill them first. ---- Althea's Ashes [rop8] ---- Quest Starter: Duke Barradin [Piken Square] Objective: Gather Althea's Ashes and put them into the Barradin family urn. Return them to Duke Barradin. Reward: 2000xp Reward Giver: Duke Barradin Difficulty and Comments: Often considered to be the hardest quest of the Ascalon Block. This is the first quest you will need to pull enemies towards you and take them in small groups. Make sure to take down the shaman's first, their healing can turn the tides of battle. All you actually need to do is touch the Charr Firestand in the flame temple corridor, so it is possible to just run though and then warp to a town quickly. This quest becomes available after completing the Duke's Daughter. --- Fallen Soldiers [Necromancer Only] [rop9] --- Quest Starter: Undertaker Cortis [Piken Square] Objective: Collect 10 family sigils from the Fallen Ascalon soldiers west of Piken Square. Reward: 250xp, Soul Feast Reward Giver: Undertake Cortis Difficulty and Comments: How will Cortis be able to identify them, all of them look like the exact same character model. ---- Army Life [Warrior Only] [rop10] ---- Quest Starter: Armsman Pitney [Piken Square] Objective: Find Old Mac's body in the Breach. Pitney says Old Mac remained there in battle with his new pet. Reward: 250xp, Mighty Blow - Dismember Reward Giver: Armsman Pitney Difficulty and Comments: Turns out, Old Mac is alive and kicking with his pet devourer, Joe! Escort them back to Piken Square. ---- Charr Reinforcements [Ranger Only] [rop11] ---- Quest Starter: Ivor Trueshot [Piken Square] Objective: Follow Aidan around and do what he says. In theory, you are supposed to be tagging small important areas of the Charr army, in fact, you pretty much get to clear half the Breach of Charr. Reward: 500xp, Distracting Shot - Call of Haste Reward Giver: Difficulty and Comments: Aidan does a lot of damage, try to bring some way to heal him just in case though. ------------------- 5. Fort Ranik / Frontier Gate / Serenity Temple Quests ------------------- In theory, this area is much easier than the Piken area, but, quest progression seems to favor Piken first. Weird. ---- The Regent Valley Defense [rof1] ---- Quest Starter: Sergeant Brannen [Regent Valley] Objective: Clear the King's Watch of Charr Reward: 500xp Reward Giver: Lord Darrin [Piken Square] Difficulty and Comments: Easy quest. Sometimes the Charr don't spawn, to remedy this, walk back into town after getting this quest, then go do it. ---- Deliver a Message to my Wife [rof2] ---- Quest Starter: Gurn Blanston [Fort Ranik Mission] Objective: Tell Melka Blanston that Gurn has died defending Ascalon! Reward: 500xp Reward Giver: Melka Blanston [Old Ascalon] Difficulty and Comments: Poor Melka... all her lovers die :( ---- Frontier Gate Fugitives [rof3] ---- Quest Starter: Warmaster Riga [Frontier Gate] Objective: Search the Pockmark Flats and Eastern Frontier for Footmen Tate and Quinn. Tate will surrender and you will need to walk him back to the steps of the Frontier Gate. Quinn will fight you, so just kill him. Reward: 1000xp Reward Giver: Warmaster Riga Difficulty and Comments: This quest is annoyingly long. Don't let Tate die, he tends to attack everything and die rather quickly. ---- Ruins of Surmia [rof4] ---- Quest Starter: Warmaster Riga [Frontier Gate] Objective: Go to the Ruins of Surmia Reward: 500xp Reward Giver: Captain Miken [Ruins of Surmia] Difficulty and Comments: This is just an easy walk. ---- Replacement Healers [Monk Only] [rof5] ---- Quest Starter: Priestess Rashenna [Serenity Temple] Objective: Escort Devona to the Eastern Frontier and dispose of a Charr scouting party. Reward: 500xp, Infuse Health - Strength of Honor Reward Giver: Priestess Rashenna Difficulty and Comments: Devona can kill just about anything on her own rather quickly. You do not get exp if she does the bulk of the damage though, so if that matters try to keep her back in some way. ---- Unnatural Creatures [Mesmer Only] [rof6] ---- Quest Starter: Erudine [Serenity Temple] Objective: Kill Gren Mindvenom and bring his Tissue sample to Erudine Reward: 250xp, Diversion Reward Giver: Erudine Difficulty and Comments: Easy quest, just don't forget the sample, which he conveniently drops, no need to carve it or anything. ---- Experimental Elixir [Mesmer Only] [rof7] ---- Quest Starter: Erudine [Serenity Temple] Objective: Take the experimental elixir to Fadden Hathorn in the Sardelac Sanitarium, because he's insane. Once it cures him, talk to Vassar. Reward: 500xp, Shatter Hex Reward Giver: Vassar [Sardelac Sanitarium] Difficulty and Comments: none --- The Way of the Geomancer [Elementalist Only] [rof8] --- Quest Starter: Kendrick Redstaff [Serenity Temple] Objective: Kill ten hulking stone elementals. Reward: 500xp Reward Giver: Kendtrick Redstaff [Serenity Temple] Difficulty and Comments: Make sure to keep any scorched lodestones which drop, you will need them for the next quest. --- The Geomancer's Test [Elementalist Only] [rof9] --- Quest Starter: Kendrick Redstaff [Serenity Temple] Objective: Take three scorched lodestones to of the three earth shrines around the massive crystal in the pockmark flats. A Stone Golem will appear, kill it. Reward: 500xp, Magnetic Aura - Earth Attunement Reward Giver: Kendrick Redstaff Difficulty and Comments: If Devona, or other enemies kill the Stone Golem you will not get credit. ---- Caravan in Trouble [rof10] ---- Quest Starter: Cynn [Eastern Frontier] Objective: Help Cynn and Mhenlo save the Merchant Caravan. Cynn is located in the Eastern Frontier next to the exit into the Pockmark flats. Reward: 250xp Elementalist - Fireball Mesmer - Phantom Pain Monk - Smite Necromancer - Shadow of Fear Ranger - Lightning Reflexes Warrior - Hamstring Reward Giver: Laris Dankworth [Pockmark Flats] Difficulty and Comments: Wow... new quest... so easy. Walk into the Pockmark flats after getting it from Cynn, kill about six storm riders and you win. ------------------------------------------------------------------------------- Northern Shiverpeaks ------------------------------------------------------------------------------- The Northern Shiverpeaks pose the first legitimate challenge in the game. Groups are now mixed together with multiple caster types and physical attackers. Disruption skills will become a great asset at this point in the game. The main shopping town, Yak's Bend, will have different types of armor available for most classes, but the defense is the same as it was in Ascalon City. The other outposts are the Ice Tooth Cave and Beacon's Perch. The mission towns are the Borlis Pass and The Frost Gate. 1. Missions Borlis Pass [mis5] Frost Gate [mis6] 2. Yak's Bend Quests The Way is Blocked [nspy1] The Road to Borlis Pass [nspy2] The Shiverpeak Stragglers [nspy3] The Missing Artisan [nspy4] Helping the Dwarfs [nspy5] Oswalt's Epitaph [nspy6] Minaar's Trouble [nspy7] Minaar's Worry [nspy8] Iron Horse War Machine [nspy9] The Wayward Monk [Monk Only] [nspy10] The Stone Summit Champion [Mesmer Only] [nspy11] Renegade Necromancer [Necromancer Only] [nspy12] A Heart of Ice [Elementalist Only] [nspy13] Securing the Vale [Warrior Only] [nspy14] Stone Summit Beastmasters [Ranger Only] [nspy15] 3. Beacon's Perch Quests Hungry Devourer [nspb1] The Deserters [nspb2] To Kryta: Refugees [nspb3] To Kryta: The Ice Cave [nsbp4] To Kryta: Journey's End [nsbp5] ------------------- 1. Missions ------------------- ---- Borlis Pass [mis5] ---- Objective: First grab the torch and follow the road lighting the seven storm beacons. Give to torch to Gate Guard Tolis. Now, you will need a keg of Dwarven powder to blast open their base. You can kill the nearby engineers for moral boosts. For the main mission, you need to open the nearby door, this time with a lever. When you reach this door, continuing south will run you near the bonus. When you go through the door, continue on the path and kill everything there. You'll eventually come to a closed door, once the nearby enemies are defeated it will open. Talk to Prince Rurik inside. Now, take the new torch and follow the friendly dwarfs. There are three more beacons at the top of the hill. Light them and the mission is done! Bonus: You have run beyond the door with a lever. There is a keg of powder deposit again. Nearby are two doors, one which holds Rornak Stonesledge prisoner. Blast the door open. Talk to him, it will activate the bonus. Now, get another keg and drop it in his cell where the fence and snow meet. The snow wall will shatter. Follow the caves killing the dryders. To complete the bonus, you need to kill the Ice Drake, Whiskar Featherstrom, and the nearby dryders. ---- Frost Gate [mis6] ---- Objective: Prince Rurik is escorting Ascalon Settlers to Kryta. But, he has been pinned down by Stone Summit Catapults. You need to defeat the Engineers of these catapults to allow passage. After the second catapult, you will enter an ice cave. Turn left to do the bonus [see below], or head straight [southwest], to continue the real mission. Cross the bridge and take out the engineers. Then continue and kill the nearby boss. There will be a cinematic. Continue on the path Rurik tells you to and use the gear lever on the lever mechanism. After a short amount of time it will open. In the next area there are three similar devices you must use the lever on. Each time you use one, the doors on the sides will open and enemies will POUR in. To combat this, first kill all the enemies in the area, then use the lever on all three as fast as you can. It helps to do the furthest lever mechanism first. Once you have them all active, you should have a slew of guys attacking you. You'll need to survive for a minute or two while the mechanisms turn. You may wish to backtrack and stand still until the mission is won. Bonus: Not to far in the cave, you will again find Rornak Stonesledge has been captured. This time, he wants you to steal some war plans. When you talk to him, he will follow you. Head out of the ice caves to the south. When you reach a bridge being bombarded by catapult fire, head to the northwest ramp leading down. Follow this path. There are several dolyak's here, so this will be quite tough. Once the area is clear, lead Rornak to the catapult. He will fix it. Fire it and it will blow up some doors. Head back to the bridge, cross it. If you kill everything here, you will continue the mission. Instead, kill what is close and head into the door to the east, kill the Ice Golems and Stone Summit, open the chest to get the secret siege weapon plans. Head back to Rornak with them to complete the bonus. ------------------- 2. Yak's Bend ------------------- You are taken to Yak's Bend immediately after completing the Nolani Academy Mission, however, you can reach this by running to it as well. Yak's bend offers new armor, though arguably no better than Ascalon City's armor as well as a skill trainer, Captain Osric. ---- The Way is Blocked [nspy1] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Kill Inar Frostbite, the Stone Summit leader of this area. He is standing not too far outside of the Borlis Pass. Reward: 500xp Reward Giver: Beccum Reedly [Borlis Pass] Difficulty and Comments: This quest and the Road to Borlis Pass should be done together. Perhaps try doing Shiverpeak stragglers while doing this. ---- The Road to Borlis Pass [nspy2] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Defeat all the Stone Summit patrols between Yak's Bend and the Borlis Pass. Reward: 500xp Reward Giver: Captain Osric [Yak's Bend] Difficulty and Comments: This quest and the Way is blocked should be done together. Perhaps try doing Shiverpeak stragglers while doing this. ---- The Shiverpeak Stragglers [nspy3] ---- Quest Starter: Captain Osric [Yak's Bend] Objective: Find Elsa Alston and escort her back to Yak's Bend. Reward: 500xp Reward Giver: Captain Osric Difficulty and Comments: Elsa has a death wish. She will attack anything nearby. While hard to do, clear as much of the road before getting on her screen. Once you can see her, some ice golems and stone summits will veer off course to defeat her. ---- The Missing Artisan [nspy4] ---- Quest Starter: Tabor Woolridge [Yak's Bend] Objective: Artisan Rudger has not produced the goods Tabor paid him for. Find him and find out what is going on. Reward: 500xp Reward Giver: Artisan Rudger [Ascalon Foothills] Difficulty and Comments: Do this quest when you do Oswalt's Epitaph, as they end almost directly next to each other. The Ascalon Foothills house many hydras. They can deal a load of fire damage, but their meteor spell has a rather long cast time and can easily be interrupted by a variety of skills. ---- Helping the Dwarfs [nspy5] ---- Quest Starter: Grand Mason Stonecleaver [Yak's Bend] Objective: Find Rangil Ironbow in the northwest corner of Traveler's Vale. Reward: 250xp Reward Giver: Rangil Ironbow [Traveler's Vale] Difficulty and Comments: This is actually quite hard to walk the first time. Try to pull some groups, it's easy to get overwhelmed. You get skills just for taking up this quest: Elementalist - Gale Mesmer - Mantra of Frost Monk - Remove Hex Necromancer - Suffering Ranger - Warrior - Protector's Strike ---- Oswalt's Epitaph [nspy6] ---- Quest Starter: Elsa Alston [Traveler's Vale] Objective: Search for an unmarked headstone. Inscribe Elsa's words onto it. Oswalt's ghost will appear. Reward: 500xp Reward Giver: Ghost of Oswalt Alston [Ascalon Foothills] Difficulty and Comments: Do this quest at the same time as The Missing Artisan. ---- Minaar's Trouble [nspy7] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Find Minaar Stonesledge in the Iron Horse Mine and escort him to Traveler's Vale safely. Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: The first of three rather annoying quests which sends you to the same place over and over. ---- Minaar's Worry [nspy8] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Kill Ore Darkwhip in the Iron Horse Mine's and return the war machine plans he drops to Rangil. Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: You might say... boy, I could have killed this thing while doing the last quest. As of current, you could not. Ore Darkwhip simply doesn't spawn if you or someone in the party does not have the quest active. ---- Iron Horse War Machine [nspy9] ---- Quest Starter: Rangil Ironbow [Traveler's Vale] Objective: Destroy the war machine by destroying the nine levers which control it with nearby Dwarven explosives Reward: 500xp Reward Giver: Rangil Ironbow Difficulty and Comments: I find it odd how the Stone Summit leave explosives near all of their important establishments. ---- The Wayward Monk [Monk Only] [nspy10] ---- Quest Starter: Van the Warrior [Yak's Bend] Objective: Escort Cynn to the Iron Horse Mine and find Brother Mhenlo. Reward: 350xp, Vigorous Spirit, Pacifism Reward Giver: Brother Mhenlo [Iron Horse Mine] Difficulty and Comments: Easy quest, do it while doing either of the first two Minaar's quests. ---- The Stone Summit Champion [Mesmer Only] [nspy11] ---- Quest Starter: Sebedoh the Mesmer [Yak's Bend] Objective: Defeat Ulrik the Undefeated in Traveler's Vale. Reward: 350xp, Fragility - Power Spike - Channeling Reward Giver: Sebedoh the Mesmer Difficulty and Comments: none --- Renegade Necromancer [Necromancer Only] [nspy12] --- Quest Starter: Necromancer Morgan [Yak's Bend] Objective: Find Verata in the Travelers Vale. Reward: 350xp, Necrotic Traversal, Defile Flesh, Well of Blood Reward Giver: Necromancer Morgan Difficulty and Comments: Kill the Verata minions on your way to him. When you reach him, Verata will run off giving you an idle threat. --- A Heart of Ice [Elementalist Only] [nspy13] --- Quest Starter: Howland the Elementalist [Yak's Bend] Objective: Find Greplack Froststaff and obtain the Heart of Ice Reward: 350xp, Whirlwind, Ward Against Foes, Ice Prison Reward Giver: Howland the Elementalist Difficulty and Comments: Just run up to him and kill the nearby Ice Golems. He will give you the Heart of Ice after initially saying that he would not. ---- Securing the Vale [Warrior Only] [nspy14] ---- Quest Starter: Van the Warrior [Yak's Bend] Objective: Scout out enemy activity at three different checkpoints. Reward: 500xp, Swift Chop - Irresistible Blow - Seeking Blade Reward Giver: Van the Warrior Difficulty and Comments: Although you only have to "scout", you will probably end up killing half of the enemies in the traveler's vale. ---- Stone Summit Beastmasters [Ranger Only] [nspy15] ---- Quest Starter: Artemis the Ranger [Traveler's Vale] Objective: Defeat Thorgrim the Beastlasher in the Iron Horse Mine Reward: 350xp, Whirling Defense - Winter - Call of Protection Reward Giver: Artemis the Ranger Difficulty and Comments: Artemis is only level 2, and as such is often times dead when you get to where she would be. If this happens, simply zone into the mines and then back out. The Beastmasters can be a bit overwhelming when they all go giant stomping. Try to distracting shot at least one of them so you are not spending the entire battle sitting on your butt in the cold snow. ------------------- 3. Beacon's Perch ------------------- Beacon's Perch has two exits. The one you want to use to progress the game is into the Deldrimor Bowl. Exiting into Lornar's Pass will set you up against level 20+ monsters. If you manage to make it to the next town, you will in effect have skipped half the game. However, as this is virtually impossible without; 1) getting run to it by someone for a fee 2) miraculously killing everything on the way there 3) Somehow running there on your own. This is a common way to get to Droknar's Forge, the first town with the maximum defense armor. For your first play through though, avoid Lornar's pass entirely. ---- Hungry Devourer [nspb1] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Feed Old Mac's pet, Joe, 10 succulent Juniper Meats. Reward: 500xp Elementalist - Mesmer - Shatter Enchantment Monk - Divine Spirit Necromancer - Rotting Flesh Ranger - Warrior - Reward Giver: Master Saberlin Difficulty and Comments: Sometimes this quest claims you only need to feed him 0 more, when you have not given him any. Other times you need to feed him 4 million more. Oh well, I have never seen it mess up the quest. ---- The Deserters [nspb2] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Kill the Deserters before word spreads and causes unrest. Reward: 500xp Elementalist - Mesmer - Inspired Hex Monk - Balthazar's Spirit Necromancer - Strip Enchantment Ranger - Warrior - Reward Giver: Master Saberlin Difficulty and Comments: You can get Mhenlo, Devona and Cynn as an escort for this quest if you walk up to them after taking it on. You must complete The Hungry Devourer to get this quest. ---- To Kryta: Refugees [nspb3] ---- Quest Starter: Master Saberlin [Beacon's Perch] Objective: Eliminate the Centaur Patrols along the road. Reward: 500xp Reward Giver: Ranger Olson [Deldrimor Bowl] Difficulty and Comments: Easy quest, once done, most of the centaurs will be gone from this area any subsequent time you go through. ---- To Kryta: The Ice Cave [nsbp4] ---- Quest Starter: Master Seeker Nathaniel [Griffin's Mouth] Objective: Follow the Marks of Aidan until you reach Aidan. Kill any Snow Ettin's around him as well. Reward: 500xp Reward Giver: Aidan [Griffin's Mouth] Difficulty and Comments: Don't make any wrong turns, it may wind up being your last. Snow Ettin's pile up in a hurry here. ---- To Kryta: Journey's End [nsbp5] ---- Quest Starter: Aidan [Griffin's Mouth Objective: Deliver the Letter to Ambassador Braun [Scoundrel's Rise], then see Witness Casori [Gates of Kryta] for safe harbor. Reward: 500xp Reward Giver: Witness Casori [Gates of Kryta] Difficulty and Comments: The Hardest part is remembering to talk to Ambassador Braun when you enter Scoundrels Rise. ------------------------------------------------------------------------------- Kryta ------------------------------------------------------------------------------- Kryta is the most beautiful place still standing on Tyria. The entire area was saved from the Charr by Saul D'Alessio's faith. He, himself, died in a Charr ambush and now Confessor Dorian continues his leadership. Kryta has three missions and several towns. The most notable is Lion's Arch, either the most or second most heavily visited town in the game. The armor in all Kryta towns is better than the stuff you picked up in Ascalon City, though not by much. If you can get by without buying any, do so. There are a few Kryta Villages which are not actually towns on the world map, but have a fair share of quests in them. 1. Missions Gates of Kryta [mis7] D'Alessio Seaboard [mis8] Divinity Coast [mis9] 2. Lion's Arch/North Kryta Province Quests Report to the White Mantle [kla1] The Villainy of Galrath [kla2] Orrian Excavation [kla3] Merchant's Plea [kla4] The Weaver of Nebo [kla5] Duties of a Lionguard [kla6] The Ascalon Settlement [kla7] The Last Hog [kla8] Reversing the Skales [kla9] Blankets for the Settlers [kla10] Bandit Trouble [kla11] Graven Images [kla12] Malaquire's Test [kla13] 3. Beetletun/Bergen Hot Springs/Nebo Village Quests The Hot Springs Murders [kbb1] The Undead Hordes [kbb2] ------------------- 1. Missions ------------------- ---- Gates of Kryta [mis7] ---- Objective: Run to the nearby village and clear the gates of undead. Enter the village and talk to Justicar Torlimo to get the whereabouts of Justicar Hablion. Find him. He will ask you to help clear the swamp of undead. Do so, defend the high ground as best you can, than charge in to finish off the remaining few. Justicar Hablion must survive. Bonus: At the very start of the mission, make a left turn and talk to the pig Oink. He will follow you. Oink can not be hurt by anything, so feel free to use him as a tank. When you reach the town, you will see a kid talking about losing his pig. When Oink is near, the kid will be happy. Next to him is a historian. Talk to him to activate the bonus. You will need to find the Orrian Texts and translate them. If you look at the map, they lie in a chest in the innermost inlet of the river. When you get it, smoke phantoms will attack you, three groups of three in all. They use lightning and do mega damage. Return the text to the historian [apparently you are well versed in the Orr language and had enough time to translate them while fighting for your life. Bonus complete! ---- D'Alessio Seaboard [mis8] ---- Objective: After a few packs of enemies you will reach a village under attack from the undead. You will need to kill all of the undead here to advance the level. In town is Benji Makala, provided you keep him alive until the town is cleared you can do the bonus. If you take the bonus, exit town north, if not, exit town west. Eventually the path will lead you to Confessor Dorian. He will be under attack from undead when you arrive. Undead will continue to pour in from both sides for about ten minutes. Keep Dorian alive. Once done, the quest log will update, talk to Dorian. Exit the Temple of Tolerance to the southwest and continue until you find Dinas. Kill the nearby enemies and talk to him, Mission complete. Bonus: If you kept Benji alive, activate the bonus from him and use the gate on the north end of the village to exit the village. Going this way will eventually take you to another closed gate. Nearby this gate is a Melandru offering. The offering must be held, if it is dropped, it breaks. However, you can run all the way back to the place you got it to get another. You may wish to just leave it until you are done defending Confessor Dorian. Either way, once Dorian is safe, rather than continue the mission, head northwest out of town and follow the ettin filled path until you reach the other Melandru Offering, which is actually located directly west of the first one, but separated by a mountain. Place the offering on the pedestal to complete the bonus. * = Remember, if Benji dies, his brother will not open the gate for you and you will not be able to do the bonus. ---- Divinity Coast [mis9] ---- Objective: Head to the town of Shaemoor. Talk to Justicar Hablion. He will discuss that you need to take the Eye of Janthir around the area to see if certain people are chosen. You will drop it off in Loamhurst. However, first, you need to be cleansed! Exit town southeast and make your way up to the cleansing area. Once you are cleansed, head back to Hablion and get the Eye. Exit town to the west when you are ready. You do not actually have to see if anyone is chosen, that is the bonus. Just follow the rather linear path all the way to Loamhurst if you do not intend to do the bonus. If you do, read below, as the bulk of this mission is the bonus. In town is a Blue light shining up from the ground with several villagers near it, bring the eye there to complete the mission. Bonus: The first chosen is standing a bit northwest of Hablion in town. All five chosen must arrive in Loamhurst alive, so take care of them. Once you cross a long high bridge, the second chosen is the one villager who stays to fight the tengu. This is probably the hardest one to initially save. Talk to him to actually activate the bonus and make sure he follows you. The third chosen is to the southeast of this one. There is a small road leading there. This one also has a tendency to get attacked. Head back to where you got the second chosen and head west. You will soon come to another small outpost. Several merchants are under attack. None of them are important, however, the final villager on the road continuing to head west is another chosen. You should have enough time to get to him as the merchant in front of him often holds off the tengu for a while. That's four, the fifth is actually back a ways. Head down the road you just came a bit east and turn south the first chance you get. The final villager is just a bit this way. He sometimes is under attack from Gypsie Ettin's. Now, you should have five villagers chasing you. Head back to where you got the fourth one and follow the road northwest. This road will eventually bring you to Loamhurst. There is a lot of poison here, try to keep the villagers out of it. If they just walk through it, they are generally smart enough to use a healing signet when they get low on health. When you finally reach Loamhurst, talk to Lionguard Minah for the bonus. You MUST do this BEFORE bringing the eye to its destination in town. Note: Your party shares gold for doing this bonus. ------------------- 2. Lion's Arch/North Kryta Province Quests ------------------- ---- Report to the White Mantle [kla1] ---- Quest Starter: Armen the Guide [Lion's Arch] Objective: Head to the D'Alessio Seaboard and deliver a report to Mantle Knight Karriya Reward: 500xp Reward Giver: Mantle Knight Karriya [D'Alessio Seaboard] Difficulty and Comments: none ---- The Villainy of Galrath [kla2] ---- Quest Starter: Firstwatch Sergio [Lion's Arch] Objective: Kill Galrath near the Wizard's Tower Reward: 4000xp Reward Giver: Firstwatch Sergio Difficulty and Comments: Possibly the hardest quest in the game if you do it when you get it. Highly unrealistic you will do this now. If you wish to, leave from the Bergen Hot Springs and Head to the temple of the ages. If you leave from the temple, you will have the advantage of level 15 henchmen and an eight person party. The Verata enemies near Galrath are a true pain, it is recommended to have someone be a sacrifice so everyone else can rush Galrath, who is surrounded by severely under leveled bandits. ---- Orrian Excavation [kla3] ---- Quest Starter: Magi Malaquire [Lion's Arch] Objective: Collect 5 Orrian tablet shards Reward: 400xp Reward Giver: Magi Malaquire Difficulty and Comments: They fixed this quest, so if you do it in a party you won't have to do it fifteen times! ---- Merchant's Plea [kla4] ---- Quest Starter: Bodrus the Outfitter [Lion's Arch] Objective: Take the strongbox to Captain Greywind Reward: 500xp Reward Giver: Captain Greywind [North Kryta Province] Difficulty and Comments: Do this along with the Ascalon Settlement ---- The Weaver of Nebo [kla5] ---- Quest Starter: Jiaju Tai [Lion's Arch] Objective: Etham the Artisan ripped off our good friend, head to the Nebo Village to find out why! Reward: 500xp Reward Giver: Etham the Artisan [Nebo Terrace] Difficulty and Comments: none ---- Duties of a Lionguard [kla6] ---- Quest Starter: Lionguard Riddick [North Kryta Province] Objective: Talk to Miraba Reward: 500xp Reward Giver: Miraba [North Kryta Province] Difficulty and Comments: none ---- The Ascalon Settlement [kla7] ---- Quest Starter: Damaris [North Kryta Province] Objective: Lead Mhenlo, Aidan, Cynn and Devona to Captain Greywind in the Ascalon Settlement Reward: 500xp Elementalist - Mesmer - Wastrel's Worry Monk - Heal Other Necromancer - Ranger - Warrior - Reward Giver: Captain Greywind [North Kryta Province] Difficulty and Comments: Do this while you do Merchant's Plea ---- The Last Hog [kla8] ---- Quest Starter: Farmer Dirk [North Kryta Province] Objective: Find the prize winning hog and run it back to Farmer Dirk Reward: 500xp Elementalist - Mesmer - Leech Signet Monk - Life Attunement Necromancer - Ranger - Warrior - Reward Giver: Farmer Dirk Difficulty and Comments: Once you talk to the Hog, Ettin's will come two at a time for quite a while to try and disrupt you. ---- Reversing the Skales [kla9] ---- Quest Starter: Captain Greywind [North Kryta Province] Objective: Find out what is the cause of the undead movement... then of course kill it. Reward: 500xp Reward Giver: Captain Greywind Difficulty and Comments: The Executioners which escort Lord Timot are very deadly, take every precaution when fighting them. It helps to clear the area of Mergoyles and Bog Skales before hand. If Lord Timot reaches the Gates of Kryta you will have to do the mission again. ---- Blankets for the Settlers [kla10] ---- Quest Starter: Captain Greywind [North Kryta Province] Objective: Trade the weapons from Greywind to Etham the Artisan for Blankets and give them to Captain Greywind. Reward: 500xp Reward Giver: Captain Greywind Difficulty and Comments: none ---- Bandit Trouble [kla11] ---- Quest Starter: Miraba [North Kryta Province] Objective: Tell Mantle Knight Karriya about the Bandit's. Return to Miraba once you have told Karriya. Reward: 500xp Reward Giver: Miraba Difficulty and Comments: Do this while doing Report to the White Mantle. ---- Graven Images [kla12] ---- Quest Starter: Archivist Ithimar [North Kryta Province] Objective: Protect him from the four waves of nightmares Reward: 600xp Elementalist - Mesmer - Mantra of Lightning Monk - Dwayna's Kiss Necromancer - Ranger - Warrior - Reward Giver: Archivist Ithimar Difficulty and Comments: Easy quest, make sure to clear out the nearby bog skales before starting. There is no pausing, so you may run low on energy by the last wave. ---- Malaquire's Test [kla13] ---- Quest Starter: Magi Malaquire [North Kryta Province] Objective: Successfully snag a skill using a Signet of Capture Reward: 500xp, Signet of Capture Reward Giver: Magi Malaquire Difficulty and Comments: Use it on whatever, you can buy them from Quarrel Falls among other places later in the game. You get a Signet of Capture both for taking this quest, and another for finishing it. ------------------- 3. Beetletun/Bergen Hot Springs/Nebo Village Quests ------------------- ---- The Hot Springs Murders [kbb1] ---- Quest Starter: Inspector Caleb [Nebo Terrace] Objective: Get witness testimonies from the four witnesses to the murders who are in the Bergen Hot Springs. Report back to Caleb with them. Then give them to Inquisitor Gilead. Reward: Elementalist - Grasping Earth Mesmer - Illusion of Weakness Monk - Mend Ailment Necromancer - Ranger - Bestial Pounce Warrior - Reward Giver: Inquisitor Gilead [Nebo Terrace] Difficulty and Comments: Pretty fishy..... ---- The Undead Hordes [kbb2] ---- Quest Starter: Elder Hezron [Beetletun] Objective: Stop the undead armies from reaching Beetletun. Reward: 500xp Elementalist - Water Attunement Mesmer - Inspired Enchantment Monk - Holy Veil Necromancer - Ranger - Symbiosis Warrior - Gryphons Sweep Reward Giver: Elder Hezron Difficulty and Comments: This quest is extremely fun. It also poses a good challenge. The drops have unfortunately been nerfed thanks to excessive farming. ------------------------------------------------------------------------------- Maguuma Jungle ------------------------------------------------------------------------------- The jungle is your typical rebel hiding place. Everything is spread out and in the middle of no where. The armor here is decent, however, the collector armor is substantially better than what you can buy. Most of the collectors for it are right next to town [or in it] and the collector's wish list items fall frequently. The storyline seems messed up in the jungle though, frequently assuming you have done a quest which you may not have already done. 1. Missions The Wilds [mis10] Bloodstone Fen [mis11] Aurora Glade [mis12] 2. Druid's Overlook Quests A Brother's Fury [mjdo1] Eye for Profit [mjdo2] Mysterious Message [mjdo3] 3. Quarrel Falls Quests The Price of Steel [mjqf1] White Mantle Wrath: Demagogue's Vanguard [mjqf2] 4. Ventari's Refuge Quests White Mantle Wrath: A Helping Hand [mjvr1] Urgent Warning [mjvr2] Dropping Eaves [mjvr3] Blood and Smoke [mjvr4] 5. Henge of Denravi Quests Passage through the Dark River [mjhd1] ------------------- 1. Missions ------------------- ---- The Wilds [mis10] ---- Objective: You need to follow the Shining Blade through the jungle. There are many Maguuma spiders and moss spiders standing in your way though. After the first entangling roots, head straight ahead at the 3 way split. The other two paths lead to the bonus [see below]. After the cinematic, follow the Shining Blade Scout through the Maguuma along the main path. When you reach some water, take the right path and turn right as soon as you can into a legion of Maguuma spiders. Eventually, you will come to another cinematic. Spiders will drop in groups of three, you need to kill all eight and the boss. I don't think they can actually killed the chosen [as they're all corpses already], but do not take any chances. Mission complete! Bonus: After the first entangling roots, there will be three paths to choose from. The middle path continues the mission. Either the left or right lead to the start of the bonus. I prefer the right path. Follow it until you see two centaurs. Stand nearby, but outside of the agro circle. They will start to talk. Listen. When the bonus activated message comes up, kill them and take the nearby vine seed. Head back to the middle path from before and continue the mission. After the movie, hang to the right side and fight through the Maguuma. There is a path to the east which dead ends with a glowing green dot on the ground. Drop the Vine Seed here. Cross the bridge and head south. There are a tone of Maguuma as well as four bosses here. You only need to kill two of them: Horm Frostrider and Ramtha Brokenhoof. This is one of the harder bonuses due to the closeness of the enemies. Bonus done! ---- Bloodstone Fen [mis11] ---- Objective: Follow the linear trail to Saidra. Talk to her and get a Vine Seed. Drop it on the green spot just in front of her and cross the newly formed bridge and continue to follow the only real path. Eventually you'll reach a place with five Vine Seed Flowers. To do the bonus, grab one and read below. Otherwise, Grab one and use it just up the spiral mountain. Grab another and use it on the next green dropping point just ahead. Follow the only path and talk to Blade Scout Ryder. Continue on the path. When you reach a fork, head left and get two vine seeds. Head back the other way and use them at the next two green dots to make bridges. Keep on the only path until the cinematic. Now there are only six white mantle and Hablion to go. While fighting on the bloodstone, resurrection skills take four times as long to use, be aware of this. When Hablion falls you will win. Bonus: When you reach the first place with three Vine Seed Flowers, grab one and head back the way you came until a fork. Head on the western most of the two paths. When you reach a tree trunk looking altar, drop the seed on it and it will spawn a Druid. Listen to him babble for a bit. A bridge will spawn. You will need to get this Druid and three others two an altar further along. While you do this, you CAN NOT KILL any jungle guardians. Should you, the bonus will fail and you will be greeted by some rather challenging enemies. There are more Vine Seed Flowers in the area with the other three altars. Follow the first Druid there, but try not to let him get stuck. Once you have all four Druids on the big altar, the Elder Druid will appear. Talk to him for the Bonus. Head back to the Vine Seed Flower you got the Vine Seed from to spawn the first Druid. ---- Aurora Glade [mis12] ---- I strongly suggest using my Aurora Glade Map for doing this mission. Objective: After weaving around the endless circles, you'll wind up by two thorn pedestals, kill the boss and a druid will appear. Talk to it, grab the Rune Crystal and run it to the other pedestal. Continue on the path, which is now opened. For directions, I will refer you to a map for this level... When you reach a point where you can see another pedestal at the fork in the road, the left leads to the bonus [actually, they both do]. The right goes to the mission, Now, talk to the druid to put another Rune Crystal on the pedestal. This time, you will need to attune two different pedestals. Do NOT do them both until you are ready though, as it will activate the next part. The next part has three pedestals. If your team controls all three, a cinematic will appear. If the White Mantle control all three, you lose. They start out controlling one. You must run crystals to them to attune them for you, while preventing their crystal carrier from taking control of them. If you are doing the bonus, this gets more complex. See below. Okay, so you now have attuned all three pedestals. You will be teleported below. Down here, just follow the again linear path until you reach the Henge Guardian. Kill it, Mission complete. Bonus: So, you took either one of the roads. There are many White Mantle and an NPC named Less Longbow. Make sure he survives. When everything around him is dead he will speak of a Demagogue. Continue on to the main mission for now. Now, you've arrived at the three pedestals. You want to make sure you always control one, preferably two. Here's the trick, take the north one at the start, When the White Mantle take the east one, immediately take it back. Now, the White Mantle will ONLY focus on the east one so long as they do not control it. Just kill the crystal carrier time and time again and slowly reduce their army. Once it is gone, head into their "base" and kill the Demagogue. Bonus complete. Attune the final pedestals to advance the main mission. ------------------- 2. Druid's Overlook Quests ------------------- ---- A Brother's Fury [mjdo1] ---- Quest Starter: Trader Versai [Druid's Overlook] Objective: Justicar Thommmis' brother has been killed. He wants to know why. Seek out the three rangers in the area to find out more. They speak of the Rebels who took the chosen and the difficulty in tracking them. Reward: 500xp Reward Giver: Witness Giselle [The Wilds] Difficulty and Comments: This quest is designed to get you over to the Wilds, the next mission. You will talk to several people and face little opposition getting into town. ---- Eye for Profit [mjdo2] ---- Quest Starter: Trader Versai [Druid's Overlook] Objective: Find Grahm in the Sage Lands. He will have a task for you which involves running clear across to the other side of the area and killing a boss. Take the Lilac Eye, which Gale Stormsend drops back to Trader Versai. Reward: 500xp Elementalist - Mesmer - Hex Breaker Monk - Smite Hex Necromancer - Ranger - Warrior - Reward Giver: Trader Versai Difficulty and Comments: Hardest quest of the area. The combination of Maguuma spider poison/cripple and storm eyes counter spells can take down a party if they charge in too fast. Move slowly, spiders like to come down after you've run by them, thus pincering you. ---- Mysterious Message [mjdo3] ---- Quest Starter: Envoy Ero [Druid's Overlook] Objective: Drop a message into a Hollow log in the Mamnoon Lagoon. Find Alari Doubleblade in the Silverwood. Reward: 500xp Elementalist - Mesmer - Ethereal Burden Monk - Healing Seed Necromancer - Ranger - Warrior - Reward Giver: Alari Doubleblade [Silverwood] Difficulty and Comments: clearly, this quest is out of place in the game. You have not yet learned of the White Mantle treachery, yet this quest leads you to an area which assumes you do. That town gives more quests under the assumption the White Mantle are evil. Strange. Also, this quest takes you through a large amount of wind riders. ------------------- 3. Quarrel Falls Quests ------------------- ---- The Price of Steel [mjqf1] ---- Quest Starter: Alari Doubleblade Objective: Tell Gareth Quickblade about a lost white mantle patrol. Then follow a scout and hunt it down. You will need to collect five pieces of their armor. Reward: 500xp Elementalist - Mesmer - Arcane Thievery Monk - Contemplation of Purity Necromancer - Ranger - Warrior - Reward Giver: Gareth Quickblade [Quarrel Falls] Difficulty and Comments: A new quest to the game, also kind of easy. In the event you have not actually done the Wilds yet, it gives a good enough excuse of why the people of the Jungle would have you fight them. This quest does not yet work well in groups, unless you want to do it ten times. ---- White Mantle Wrath: Demagogue's Vanguard [mjqf2] ---- Quest Starter: Gareth Quickblade [Quarrel Falls] Objective: Defeat the three groups of White Mantle in the Silverwood heading towards Quarrel Falls. Reward: 500xp Reward Giver: Councilor Vaylor [Ettin's Back] Difficulty and Comments: They do not actually come towards Quarrel Falls. Sometimes they get attacked by the Maguuma too. No one likes the White Mantle, it seems. ------------------- 4. Ventari's Refuge Quests ------------------- ---- White Mantle Wrath: A Helping Hand [mjvr1] ---- Quest Starter: Councilor Vaylor [Ettin's Back] Objective: After speaking with Ventari, defeat the 3 squads of White Mantle outside of his refuge. Reward: 500xp Reward Giver: Councilor Vaylor Difficulty and Comments: none. ---- Urgent Warning [mjvr2] ---- Quest Starter: Vaylor [Ettin's Back] Objective: Find Gretchen's Scout, Snakebite, just outside of the Aurora Glade, then go to the Aurora Glade. Reward: 500xp Reward Giver: Elder Gretchen [Aurora Glade] Difficulty and Comments: This quest has no purpose other than to get you to the next mission. ---- Dropping Eaves [mjvr3] ---- Quest Starter: Deep Root [Ettin's Back] Objective: Listen in on the conversation of the two White Mantle Agents in the Reed Bog. Then report back to Deep Root. Reward: 500xp Elementalist - Mesmer - Spirit of Failure Monk - Rebirth Necromancer - Ranger - Warrior - Reward Giver: Deep Root Difficulty and Comments: Some damn fine skills come from this quest. Rather easy too, you'll most likely not have to kill anything if you just run by, ---- Blood and Smoke [mjvr4] ---- Quest Starter: Deep Root [Ettin's Back] Objective: Seek the knowledge of Dark Oak to find out if he knows anything about a possible traitor. A scout, Melthoran, just beyond the entrance to the Reed Bog knows where Dark Oak is. Reward: 2500xp Elementalist - Mesmer - Spirit Shackles Monk - Protective Spirit Necromancer - Ranger - Warrior - Reward Giver: Deep Root Difficulty and Comments: You're supposed to go to Dark Oak after talking to the scout, then he'll send you back out to get a Bloody Heart. However, if you kill Drogo Greatmane first, before going into The Falls he will drop the bloody heart and you will not have to walk through the Reed Bog area twice, saving a substantial amount of time. ------------------- 5. Henge of Denravi Quests ------------------- ---- Passage through the Dark River [mjhd1] ---- Quest Starter: Shadow [Henge of Denravi] Objective: Talk to Old Joness to get passage to cross the Ullen River. Once across and in Riverside Province, take Evennia's secret orders to Derikk Deathblade. Reward: 500xp Reward Giver: Blade Warrior Derikk [Riverside Province] Difficulty and Comments: Accepting passage across the river will separate you from your party as each member needs to talk to him for themselves. ------------------------------------------------------------------------------- Return to Kryta ------------------------------------------------------------------------------- I suppose I could have put this in the previous Kryta section, but the chances of you going to these towns were slim [aside from the Temple of the Ages]. Based on the quest progression, it seems likely the game wants you to reach the Temple of the Ages from Fisherman's Haven rather than Bergen Hot Springs. There is not much here, just a pair of missions and a few easy quests. 1. Missions Riverside Province [mis13] Sanctum Cay [mis14] 2. Fisherman's Haven Quests The Royal Papers [rkfh1] The Lost Princess [rkfh2] 3. Temple of the Ages Quests The False Gods [rkta1] ------------------- 1. Missions ------------------- ---- Riverside Province [mis13] ---- Objective: Sneak into the temple and steal the Scepter of Orr. Get away to the northeast with the scepter of Orr. This quest can be done without fighting much of anything. The escape route is guarded by undead for the most part. All of the towers can be completely avoided by having one person walk up close. This will have the effect of the watchtower guards calling the other troops in, allowing your party to sneak by on the outside. When you reach Dinas you will get the Scepter of Orr and watch a movie. Open the nearby door and follow the path to the northeast. Eventually you will reach a boss blocking a bridge. In theory you are supposed to kill it and run the Scepter of Orr across the bridge. In reality, if you just walk a bit left of him, the movie will activate anyway. Bonus: The bonus is quite a different story. Instead of sneaking around the entire White Mantle, the bonus has you attack each of the guard towers. First, you need to defeat the enemies on the first tower. Then head southwest and talk to Saidra. She will speak of a need to allow supply trains to slip through the area, which requires the towers be neutralized. There are nine towers in all, each with about a dozen guys guarding it. This bonus takes a substantial amount of time, but is not all that hard as long as you do not attract all twelve of the White Mantle patrolling a tower at a time. ---- Sanctum Cay [mis14] ---- Objective: Grab the Scepter of Orr from Evennia at the docks. Take out the first few fire imps. When you reach the beach to the south, the bonus is east. For the main mission, follow the river. Eventually you'll reach another beach. head east for a while and then back to the south. Cross the poisonous area with bone dragons and you will eventually come to a fort. In the Southeast corner of the Fort, the Vizier will appear. Give him the scepter. A movie will occur. After this, it's a linear road out to the docks. If you are doing the bonus, see below before getting to the docks. If not, go to the docks. The Vizier will appear and start summoning a boat. Protect him for a couple minutes while he summons it, get on. Mission Complete. Bonus: Escort the Restless Spirit from the beach to the Vizier. Once he has spoken to the Vizier, take him to his final resting place. This bonus is very tricky. The spirit is located on the beach near lightning drakes. The problem is that he is a mere level 10 and the drakes do not particularly like him. More often than not he is dead before you can get in range to heal him. Thanks to a patch, the drakes do start farther off [he used to die 99% of the time before you could get there]. Once you have killed them, talk to him. He will follow the Scepter of Orr until you reach Vizier Khilbron. Use this to your advantage. Drop the scepter way back if you are expecting a large battle. When you reach Khilbron, the main mission movie will start. After it is done, talk to him again. The spirit will ramble on a bit. When he is done rambling, talk to him. Now he will follow the party member who talked to him. When you reach the area of the docks for the main mission, you have two real choices for how to do both the bonus and the mission. Three real choices: 1. Sneak by the docks without activating the Vizier and run the ghost to his grave. However, when you return there will be about a dozen White Mantle already there, which can be very deadly for Khilbron. This is not recommended if you do not have a human healer in the party. 2.Defend Khilbron while he summons the boat. When the area is clear, do not get on and run him to his grave. This is a worse choice than the first because the restless spirit is only level ten. 3. Have the member the spirit is chasing run him to his resting place and everyone else defend the Vizier. This option does not work with henchmen. Once the spirit finds his home, he will be happy and you will get the bonus. ------------------- 2. Fisherman's Haven Quests ------------------- ---- The Royal Papers [rkfh1] ---- Quest Starter: Watchman Arad [Fisherman's Haven] Objective: Retrieve the Royal Scribe's Papers from a chest in a Tengu encampment. Reward: 750xp Elementalist - Fire Attunement Mesmer - Mantra of Earth Monk - Scourge Healing Necromancer - Ranger - Concussion Shot Warrior - Reward Giver: Watchman Arad Difficulty and Comments: This quest does not yet work in large human parties. You will get only one set of papers. I recommend either using henchmen, or having a runner get the papers and someone zone you back into town, and then repeating this several times until everyone has them. The papers are supposed to say who in Kryta may still have royal blood, as the royal family had a tendency to sleep around and have a few kids. Oddly, Arad gives you a quest which assumes you have already given him the papers at the exact same time. ---- The Lost Princess [rkfh2] ---- Quest Starter: Watchman Arad [Fisherman's Haven] Objective: Speak to Salma in the Temple of the Ages. She has royal blood and may be able to take the throne! Reward: 500xp Elementalist - Earthquake Mesmer - Blackout Monk - Balthazar's Aura Necromancer - Ranger - Edge of Extinction Warrior - Reward Giver: Watchman Arad Difficulty and Comments: According to this, Arad finds of this quest after you return the papers to him, yet, they can both be activated at the same time. Weird, eh? She does end up taking the throne, though I wish they had done something with this storyline wise. It seems unclear as to what she would be ruling with the White Mantle all over the place. ------------------- 3. Temple of the Ages Quests ------------------- ---- The False Gods [rkta1] ---- Quest Starter: Brother Mizar [Temple of the Ages] Objective: Defeat Abbot Ramoth and take the litanies of the unseen once you defeat him. He can be found just outside of the Temple of the Ages in the Black Curtain Reward: 750xp Elementalist - Deep Freeze Mesmer - Mind Wrack Monk - Blessed Signet Necromancer - Ranger - Choking Gas Warrior - Reward Giver: Brother Mizar Difficulty and Comments: Not a terribly difficult quest, but the bog skales nearby can stack up on you while fighting to make this a bit of a pain. Also, this quest is not yet multi-human friendly. The Litanies of the Unseen are some sort of scripture regarding the hidden gods of the White Mantle. Another quest item I wish I could read! ------------------------------------------------------------------------------- Crystal Desert ------------------------------------------------------------------------------- The desert is the hardest area of the game PvE. Monsters have a great variety of spells which can annoy you in countless ways. The main purpose in the desert is to ascend. To do this, you need to do the three missions here [Elona Reach, Dunes of Despair, and Thirsty River] in any order, and then go to Great Ritual Priest Zahmut in Augury rock and accept the challenge to fight yourself. When you beat yourself, you will ascend. After you ascend, the outposts in the desert offer new quests for changing your secondary profession. The desert has a new class of creature, wurms. Wurms remain under the sand until something draws near. They then pop out of the ground knocking down nearby foes. They do a ton of damage and the knockdown can easily prevent you from escaping. They will continue to burrow and pop up until they are engaged in melee combat where they can fight back. 1. Missions Thirsty River [mis15] Dunes of Despair [mis16] Elona Reach [mis17] Doppelganger [mirror] Dragon's Lair [mis18] 2. Amnoon Oasis Quests Sands of Souls [cdao1] Ancient Secrets [cdao2] 3. Augury Rock Quests Into the Unknown [cdar1] Ghostly Vengeance [cdar2] 4. Seeker's Passage Quests A Belated Betrothal [cdsp1] The Monk's Path [cdsp2] The Ranger's Path [cdsp3] 5. Destiny's Gorge Quests The Forgotten Ones [cddg1] Forgotten Wisdom [cddg2] The Mesmer's Path [cddg3] The Warrior's Path [cddg4] 6. Hero's Audience Quests The Misplaced Sword [cdha1] The Elementalist's Path [cdha2] The Necromancer's Path [cdha3] ------------------- 1. Missions ------------------- There is no real order for the first three missions, but according to the storyline they make the most sense to do in this order. Regardless, you must do all three of these to advance the story. ---- Thirsty River [mis15] ---- Objective: Defeat the six teams of enemies. Before you enter the first "arena", walk around the desert and kill the five sand giants. Each will give you a +2% morale boost. When done, head to the ghost. Each team consists of eight members. Two patrols, a boss and an enemy priest. Every two minutes, the enemy priest will revive its entire time and they will respawn next to him. To prevent this, you must be certain to kill the priest before each two minute mark. However, this does NOT mean charge the priest. For the first area, you fight just one team. Take out whichever patrol comes nearer to you first. Start on the second patrol, you should be able to take out most of this one as well. When the clock gets to 1:25, start hitting the priest. You can wait longer if you do more damage. Just make sure it is dead before 2:00. After it falls, take out any remaining enemies. Once they are all dead, the ghost will open the door which leads to another door, which leads to the second area. This second area consists of two teams. However, thanks to people using exploits, the enemies now start further away from the door and their patrol paths grow increasingly close. In order to combat this, you will basically need to run through one of the team and then fight it from inside of its lines, which can be very difficult. If this is simply not an option, take out the two nearest patrols, but realize they belong to different priests. Anyway, when you hit 1:25 or so again, take out whichever priest you are near. When it is dead, finish off the remainder of that particular army's troops. If you're still under 2:40 or so, take out one patrol from the other team, then, take out the priest in a mad scramble before the 4:00 mark. If you are not under 2:40 when you kill the first team, just stand around until about 3:45 and then start a patrol of the other team, though try to avoid killing anything until 4:01. When both teams are defeated the ghost will again open a door. Follow the path to the next door. This area has three teams you must fight against. Once the door is open head right [counterclockwise around this circular area] and sneak into the room with the first priest. You SHOULD miss the patrols if you do this immediately. Kill the priest. Then kill the boss, by this point some of the patrols may come back, but as their priest is dead you do not have to rush. Once this army is gone, if you're healthily under the 4:00 mark [say, 2:20 or so], go ahead and smack a patrol for the next team on the right [counterclockwise, still]. This team tends to be hard because the second patrol does not appear to leave the base most of the time. When you get near the 3:25 mark, make sure to hit the priest. Chances are you will not finish off the rest of the army until about 4:45. Just sit tight until 5:40 or so, and then agro a patrol of the final team. Once the first patrol is dead, try to take out a couple of guys in the second patrol. When you hit the 7:00 mark [or 5:00 mark in a good party], go after the priest. He is a real pain to kill because the boss is a healer. Try to have a Mesmer neutralize the healing of the boss, while the rest of the party knocks down the priest. Once it is dead, take out anything else left. You will win once all three groups are dead. Bonus: The bonus is part of the real mission. You need to complete the bonus before the King's ghost disappears. Myself and many others are baffled as to when he disappears, but it does happen. My best estimate is around 12 minutes for all three timed areas of the mission. If someone could confirm this please pop me an email. ---- Dunes of Despair [mis16] ---- Objective: Talk to the Ghostly Hero. Now, you need to escort him to a fort nearby. In your way are four packs of Losaru's. They pose little trouble. When you get to the last one, you'll see a siege wurm in the distance. It does considerable damage with compass sized range. Rather than take the long way all the way around the level to fight it, run up to the ledge which faces the building just near him. The ghost [assuming it is following you] will lower the door and you can run up to the wurm then. If you disable the siege skill, it will be helpless, as it has no other attack. When it is dead, head to the nearby boss and surrounding enemies. Kill them and a movie will start. At this point you can attack the fort. Before you do, off to the west is a device which will slow enemies in its radius when it is dropped. This device is fairly useless, but some people like to do it to slow one of the attacking waves in the next part to give them more time. I personally do not find it worth the three minutes it takes to get. Rather than run the ghost up to the door, which will in turn open it, have him hold position. Ranged attackers should be able to take out the four enchanted bows. Once defeated, have the ghost open the door. Now, just wait here. For the next minute or two, enchanted swords and hammers will come to you two and three at a time. Once four waves of them are gone, attack the enemy ghost. [If you wish to do the bonus my way, please read below, otherwise, continue]. Place your ghost on the platform. You will need to keep him alive for ten minutes [10:04, actually]. Attackers will come from the three gates to the west, east and south. The first groups consist of Forgotten Arcanists. After that there is a combination of Enchanted Bows, Hammers and Swords along with a boss. After a few sets of waves Siege Wurms will start spawning. They are really annoying, and there will end up being four or so. Do not even bother killing them. As long as no one in the party is directly next to the ghost, they can not hit him. Taking damage over and over from them is a bit annoying, but it is not likely to wipe out the party. I advise any monks doing this mission to at least life bond the Ghostly Hero for this ten minute spot, it can keep him alive much longer if your party is engaged on the west side of the platform while it gets attacked from the east or south. Bonus: Kill the three forgotten generals to the south end of the fort in another fort. This is actually quite hard if you do it during the mission. My method is below, though it requires patience: Once you enter the fort, and kill the enemy ghost, tell your ghost to hold still rather than putting him on the platform. Run to a hill near the south wall, from there, a ranger with a longbow [or any other max range bow] can drag the three nearby enemies. It is important the boss be killed as close to you as possible. Now, someone with necrotic traversal teleports to that body [the enchanted swords do not leave bodies]. Now, that person agros' some burrowed spiders, and runs them near the hill. Others teleport out. Once you have a few people out, you can kill the other bosses and swords. It is HIGHLY recommended you do not kill the final boss, just leave him totally alone. Now, put the ghost on the platform, this will start the 10 minute counter. Kill the final boss [bonus is now complete]. You can easily fight your way back to the ghost before any of the Arcanists reach him. ---- Elona Reach [mis17] ---- Objective: Fairly simple premise, give all three crystal shards to the ghostly hero so he can assemble the vision crystal. The first shard is held by Ghostly Priest just in front of where you start. To get this one to the hero you will need to run by or attack several Minotaurs and dune burrowers. I find it's better to attack these, otherwise you risk them following you in to a cinematic and killing you while someone in your party fails to skip it. You have an unlimited amount of time for this one. When it reaches the Ghostly Hero, a movie will start. When it ends, you will have exactly 30 minutes to get the other two shards from enemy encampments and run them back to the ghost. The biggest piece of advice I can give you is: IGNORE THE CLOCK. Even with offensively limited parties, this mission is easily doable in twenty five minutes. Most people rush and take on too many enemies in an attempt to beat the clock. There are three basic ideas for doing this mission. #1: When you leave the fort after getting the first shard to the ghost, take out all of the patrols between where you are and the other forts. There's about eight of these patrols and each takes about forty seconds to kill. Target Sages first as they are efficient healers. Now, once you have clear running lanes, tag one side of one of the enemy forts. Each base has two entrances. I recommend doing the west base first. Go in from the northern side of it. Kill the three groups there and then the boss. Once you grab the vision crystal, a few patrols are going to spawn in the middle areas of the map which you already cleared. There are generally four enemies in these patrols. However, since you cleared the other patrols out, they pose no real threat. Once you have that shard back, head for the final base. I do not recommend attacking from the bridge side, though I have seen it done effectively in the past. Attacking from the non-bridge side, there are three groups near the entrance. Wait for the closest one to get far out, and then pull it even farther. Once it is dead, you have a choice of which group to hit next: the one with a boss or the one with a sage. Often times, the one with the boss refuses to pull, so you may have to go after the sage group while getting pounded in the back. This is the hardest part of this entire mission if you wind up with a healer boss, though. Once you kill these six, you can either kill the next group with a boss or head south to get the crystal. There are two groups by the crystal, neither pose a real threat though. When you get it, run back to the Ghostly Hero with it. Be warned, as before, a couple new groups will have spawned between you and the Ghostly Hero. #2. The second method requires a much better party, but is faster. Sneak your way towards either base and then fight only the groups which you must. If, however, you fail at some point, your group will get mobbed which, in most cases, means you are going to lose. #3. Instead of the entire group running it, get a ranger or a warrior with several speed skills as well as evasion skills. It is possible to avoid almost every group here. Provided you are not carrying a crystal, the agro ranges of enemies are extremely limited and they will give up pursuing almost immediately. This method works if the runner is good. Often times in Elona Reach you will see people offering to do the mission for a fee, this is the method they use. Bonus: The bonus is fairly easy. Once you get a crystal, run it over to the first set of priest bones. Each time you get a new crystal, run it to the nearest priest bones [see map]. There are three in all. Count on the extra distance taking 2 minutes from the mission time, potentially more if you need to clear the area. ---- Doppelganger [mirror] ---- Objective: Okay, this is not really a mission. After you've done the previous three missions, go to Augury Rock and talk to Great Ritual Priest Zahmut. Accept his challenge and walk in. Walk through the three circles near the end and the mountain will open up. Inside is the mirror image of yourself. All of the mirrors attributes are at level 15. It uses a bow at long range and either a sword or axe at close range. It can use only the skills in your skill bar. Beating it will give you 50000xp. Now, this is often considered hard, so here are some class tips. Elementalist - Mesmer - Backfire. Empathy. Six useless spells for it to cast. Strafe back and forth. Good game. Could this be any easier? Monk - You have it so easy. You have two skills the mirror will never use. Healing Breeze and Retribution. Smack healing breeze on yourself and either let him kill himself from attacking you, or just attack with your rod. Either way, you should be able to soak up the damage and kill it fast enough to get the bonus. If you have a strong secondary class, use the skills from there [keep healing breeze though :P] Necromancer - Bring health sacrificing skills which are not particularly good for dealing damage. Let your doppelganger kill itself. Ranger - Easiest class. Bring as many useless spirits as you have and penetrating shot. Spam penetrating shot while your doppelganger casts all of those useless spirits which you have never used! Warrior - Generally, warrior's have no problem beating their doppelgangers. If you are, try loading a skill like Frenzy. When your doppelganger uses it, smack it with high damage skills [which now do double damage]. The trick is, do not use frenzy yourself. Bonus: Kill it in under 50 seconds. This should be fairly easy as every above method should work in that amount of time. ---- Dragon's Lair [mis18] ---- Objective: Seek an audience with Glint. You must first defeat the six facets. Each one has an elite skill for the class they represent [Monk, Ranger, Mesmer, Necromancer, Elementalist, Warrior], so you may wish to bring along a signet of capture. The areas are fairly straightforward and not difficult at all. Each of the six areas does have a penalty though. In the first, you will suffer a health degeneration of 3. In the second, you will run slower and be unable to use speed skills. The third gives you reduced energy regeneration as well as everything blowing up in a death nova which poisons you. The fourth area seems to have no penalty, odd. The fifth has little zones which you must walk through which cast a random Elementalist skill on you [Firestorm, Maelstrom, and Chain lighting are the most common, from what I've seen]. The final area is the most annoying, the ground will periodically shake and knock everyone down for three seconds or so. Almost all of the enemies in the area seem unaffected by this. Bonus: Kill Glint. After the movie where Glint rambles on forever, but before exiting her lair, go up to one of her eggs and pick it up. It will break and she will be very unhappy. Glint is one of the harder enemies in the game. She's level 31. Anyone up close will take an enormous amount of damage from one of her spells [100 damage per second while in close proximity]. Once she is below half life, she will cast several healing skills. She will always attack a person holding one of her eggs first, so use this to your advantage. Giving her a constant -10 arrows of health regeneration helps too. Her other spells include skills which slow your energy regeneration as well as exhaust you anytime you cast a spell. She also has a nice skill which allows her to gain damage in life when hit by non-physical damage. Really annoying if your have a nuker who does not pay attention. This bonus does have some perks though. In the event Glint kills you, she will resurrect you all and you will still get credit for the primary mission, so there is NOTHING to lose for trying it, aside from a death. ------------------- 2. Amnoon Oasis Quests ------------------- ---- Sands of Souls [cdao1] ---- Quest Starter: Ghostly Hero [Amnoon Oasis] Objective: Talk to Great Ritual Priest Zahmut in Augury Rock. Reward: 500xp Reward Giver: Great Ritual Priest Zahmut [Augury Rock] Difficulty and Comments: Basically designed to get you to the place which explains what you need to do to ascend. ---- Ancient Secrets [cdao2] ---- Quest Starter: Fangfa Tai [Amnoon Oasis] Objective: Find Sennat Sen, a master artisan in the Salt Flats. Reward: 1000xp Reward Giver: Sennat Sen Difficulty and Comments: Many Wind Riders in the area can case some strain on your fighting abilities. ------------------- 3. Augury Rock Quests ------------------- ---- Into the Unknown [cdar1] ---- Quest Starter: Jorn Kudebeh [Augury Rock] Objective: Find your friends, Devona, Mhenlo, Cynn and Aidan in the Skyward Reach. Reward: 1000xp Elementalist - Swirling Aura Mesmer - Arcane Conundrum Monk - Zealot's Fire Necromancer - Chilblains Ranger - Winnowing Warrior - "Fear Me" Reward Giver: Jorn Kudebeh Difficulty and Comments: Basically, walk outside of town to get the first three, then walk a bit to the east to get Aidan. ---- Ghostly Vengeance [cdar2] ---- Quest Starter: Marchena [Augury Rock] Objective: Kill ten Minotaurs in the Prophet's Path Reward: 1000xp Elementalist - Obsidian Flame Mesmer - Mantra of Persistence Monk - Blessed Aura Necromancer - Malaise Ranger - Dust Trap Warrior - Shield Bash Reward Giver: Marchena Difficulty and Comments: Another super easy quest. Minotaurs are not hard to find, in fact, I'd imagine they'd eventually run to you. ------------------- 4. Seeker's Passage Quests ------------------- ---- A Belated Betrothal [cdsp1] ---- Quest Starter: Tirzah [Seeker's Passage] Objective: Find out what has become of Tirzah Chebar. His ghost is next to one of the teleporter pads to the east of Seeker's Passage. Reward: 1000xp Elementalist - Mesmer - Ether Lord Monk - Mend Condition Necromancer - Ranger - Warrior - Reward Giver: Tirzah Difficulty and Comments: A quest you can likely do without agroing anything if you go from the north. Do this one while you do Ancient Secrets. Poor Chebar, never got to give Tirzah the Silver Ring to propose for marriage. Oh well, you get to give it to Tirzah and collect the reward. ---- The Monk's Path [cdsp2] ---- Quest Starter: Nausuan [Seeker's Passage] Objective: Got to Diviner's Ascent, find the eater of souls and destroy it. Reward: 1000xp, ability to switch second profession to Monk. Reward Giver: Nausuan Difficulty and Comments: When you get close the eater of souls will burrow itself. In its place will come a seemingly endless supply of spiders. After what seems like forever the eater of souls will resurface and you can kill it. If for whatever reason it does not come back up, leave the immediate area and then come back, it tends to be there. This quest can be activated only after you have ascended. ---- The Ranger's Path [cdsp3] ---- Quest Starter: Telius [Seeker's Passage] Objective: Kill Yxthoshth in the Salt Flats. Reward: 1000xp, ability to switch second profession to Ranger. Reward Giver: Telius Difficulty and Comments: This one is a true pain. There are so many storm kin's in the area and it seems if you get near the boss they all charge. If you can not take him out quickly, you may have to spend some time picking storm kins off as they patrol. This quest can be activated only after you have ascended. ------------------- 5. Destiny's Gorge Quests ------------------- ---- The Forgotten Ones [cddg1] ---- Quest Starter: Annelle Fipps [Destiny's Gorge] Objective: Reward: 1000xp Elementalist - Incendiary Bonds Mesmer - Elemental Resistance Monk - Vengeance Necromancer - Animate Bone Fiend Ranger - Precision Shot Warrior - Defensive Stance Reward Giver: Sariss Yassith [Skyward Reach] Difficulty and Comments: Several Hydras roaming around can cause some serious problems. Make sure to talk to Sariss again to get another quest. ---- Forgotten Wisdom [cddg2] ---- Quest Starter: Sariss Yassith [Skyward Reach] Objective: Seek out Siliss Yassith in the Arid Sea Reward: 1500xp, 15 Attribute Points Reward Giver: Siliss Yassith [Arid Sea] Difficulty and Comments: A fairly easy quest. If you follow the arrow, it will point to a top of a cliff. How do you get up there! Head east and climb the neighboring mountain and then walk across the statute to the other side. Get a great reward for this easy quest, watch out for the Sand Wurm though. ---- The Mesmer's Path [cddg3] ---- Quest Starter: Eulenias [Destiny's Gorge] Objective: Go to Diviner's Ascent and slay all three tempest drakes in a single battle. Reward: 1000xp, ability to switch second profession to Mesmer Reward Giver: Eulenias Difficulty and Comments: I'm not sure if not doing it in one session actually fails it, as I have never failed it :P. This quest can be activated only after you have ascended. ---- The Warrior's Path [cddg4] ---- Quest Starter: Agastos the Brave Objective: Slay the Orshad Chieftain in the Scar. He is in the valley with all the other Losaru. Reward: 1000xp, ability to switch second profession to Warrior. Reward Giver: Agastos the Brave Difficulty and Comments: This quest can be activated only after you have ascended. ------------------- 6. Hero's Audience Quests ------------------- ---- The Misplaced Sword [cdha1] ---- Quest Starter: Yort the Bronze [Hero's Audience] Objective: Find the ceremonial family sword. Reward: 1000xp Elementalist - Mesmer - Guilt Monk - Healing Touch Necromancer - Ranger - Flame Trap Warrior - Reward Giver: Yort the Bronze Difficulty and Comments: This sword is in a chest located in a valley. Leave from Augury Rock, it is much closer and aside from a few devourers there are no enemies to fight. This quest is super easy, although, it seems not to activate until you have been in Thirsty River, as near as I can tell. ---- The Elementalist's Path [cdha2] ---- Quest Starter: Cembrien [Hero's Audience] Objective: Go to the Prophet's Path and slay the Kree Minotaur. Bring the hide of it to Cembrien. Reward: 1000xp, ability to switch second profession to Elementalist. Reward Giver: Cembrien Difficulty and Comments: The Kree minotaur tends to patrol and may not be at the star. Just wait around and it will eventually come by. This quest can be activated only after you have ascended. ---- The Necromancer's Path [cdha3] ---- Quest Starter: Zratha Kor [Hero's Audience] Objective: Go to the Prophet's Path and slay the Sacred Griffin of Amnoon. Reward: 1000xp, ability to switch second profession to Necromancer. Reward Giver: Zratha Kor Difficulty and Comments: This quest is quite fun, the Griffin is surrounded by several other Griffin's. As they actually do damage now this quest gives a challenge. This quest can be activated only after you have ascended. ------------------------------------------------------------------------------- Southern Shiverpeaks ------------------------------------------------------------------------------- 1. Missions Ice Caves of Sorrow [mis19] Iron Mines of Moladune [mis20] Thunderhead Keep [mis21] 2. Droknar's Forge Hero's Journey [ssdf1] Hero's Challenge [ssdf2] Seeking the Seer [ssdf3] The Southern Shiverpeaks allow for eight player parties, which is the only reason they are often considered to be easier than the Crystal Desert. Enemies hang tight in this area making it difficult to dodge patrols. Common enemies include White Mantle, Mursaat, Stone Summit and Avicara Tengu. In almost every area there is a boss with an elite skill for each class, so wearing a signet of capture is recommended. ------------------- 1. Missions ------------------- ---- Ice Caves of Sorrow [mis19] ---- Objective: Before we get into the mission, allow me to explain for a moment. In this area you will encounter "Mursaat xxxxx" and "Jade xxxxx". They have an attack known as spectral agony. At this point in the game, it will deal 100 damage to you five times and give you 10 arrows of health degeneration. Needless to say, you should avoid them when possible, though you will have to fight some. If you do the bonus, you will need to fight a few more, even. There is no protection from them until the next mission, which you could technically do first, but let's just do the game in order. This mission also supplies a lot of catapult siege. Each shot often does in excess of 150 damage at the center of the blast. Try to time running through them, or avoid them all together. There are some catapults you can take control of to destroy other ones. Anyway, on with the mission. Head north a bit trying to avoid the Mursaat and take out the two Dwarven boats. The one further in, once the engineer is dead, use it's catapult to take out the White Mantle catapults. Now it is safe to walk across the bridge. Head to the northern more of the two doors and clear the area. Blow up the door with a keg of powder located nearby, If you are doing the bonus, see below. If not, continue through the cave exiting it to the southeast. Work your way south and a bit west. Eventually you will see another keg of powder. Blow open Evennia's cell, she is nearby. Then, after the movie, blow up the door slightly to the west of it. Now, creep out until the Mursaat to the south start to move, then move back to avoid their patrol. They will run to the end of the level killing anything which is not White Mantle. Eventually, they will be picked off by Dwarven catapults from the sea and you can more or less walk most the rest of the mission. Keep Evennia from standing in catapult fire though. Kill anything which is left and run Evennia to the awaiting Dwarven ship. Mission complete! Bonus: When you blow up the first door and enter the caves, instead of exiting the way you would to do the mission, head a bit more southwest and exit that way. There will be a door you need to blow up, guarded oftentimes by three Mursaat and three jades. Once you blow it up, some White Mantle will greet you on the other side. Run up the only path available to Rornak Stonesledge who has been capture again. Blow up his cell and talk to him. This will activate the Bonus. Head back to the main mission, when you reach Evennia's cell, ignore it. Grab a keg of explosives and blow up the door east of it. Run through the cave area. To the south there are 12 Mursaat Elementalists. They will start heading towards you. Run back inside of the little cave you just walked through. The Mursaat will walk by and annihilate everything which isn't White Mantle in their way. Head up to the area they came down from and talk the Dwarf, Hamdor Grandaxe who is up there to complete the bonus. ---- Iron Mines of Moladune [mis20] ---- Please consult my map for directions of where to go, explaining here is a royal pain as you will be making constant turns. Objective: The main purpose of this mission is to seek the Seer and get your armor infused, to protect against the Agonizing Touch skill of the Mursaat. After you get through the first path of enemies, there will be two paths you can take. The one leading up is shorter, but is jam packed with Mursaat who will cream you. Instead, take the low road [a river/frozen river] Follow it around for a significant amount of time. Enemies here consist of Trolls, Hill Giants, Azure Shadows, Blessed Griffins, Stone Summit and some White Mantle. Areas here will also have you dodging some catapult fire. Eventually, you will reach the top of the mountain and fight several azure drakes. Not far behind them is the Seer. Get near her to activate the cinematic. Seek out the monsters she speaks of is a bit east in a huge cave. The only enemies nearby are Azure Shadows, but there are quite a few of them. Once you kill the boss, Eidolon, it will drop a spectral essence. Run this to the Seer. Now, she will infuse all five parts of your armor [in the past she only did one, so instead of fighting up the mountain, everyone ran]. Infused armor reduces the damage from Spectral Agony to 9 [5 times] and 3 arrows of health degeneration. If you want to do the bonus now, see below. If you wish to carry on with the mission, read here. Now, you are close to the end of the mission already. Head northeast and follow the path around. Soon you will reach Markis and a few Mursaat. As you approach Markis, the statues behind him will turn into Jade Armors. Markis has the Ranger skill Barrage. Unlike the past, the mission no longer ends when he dies, instead, he and the Jade Armors which came from the statues must be defeated. This gives the Ranger's a chance to capture the skill. Bonus: Backtracking a bit to the metallic bridge, this time take the path you did not before. Kill the Mursaat and White Mantle and follow the path which leads south. Eventually, after several more packs of Mursaat, you will reach a Shining Blade Scout screaming for help. Clear the immediate area. When you talk to him, he will speak of a Mursaat who has an important message to deliver. You must stop this Mursaat. Just outside to the northeast, the boss with spawn with a few other Mursaat/Jades. Make short work of these enemies. The boss itself will try to escape any chance it gets. Once it is alone just make a wall around it so it can no longer move. Start pounding away on him, he does little damage but can take a significant pounding. Once he dies you will receive the bonus. ---- Thunderhead Keep [mis21] ---- Objective: Escort King Jalis to the village. Once there, defeat the eight patrols of Stone Summit inside. Continue north of the village to the fort. Kill everything in this area, including the boss Dagnar, who killed Prince Rurik. Cinematic, if you're doing the bonus, read below. Now, Jalis will stand in the fort. You must keep him alive from the enemies. Each side of the fort has two catapults, you can take out nearly every enemy for the remainder of the mission by firing these as they enter range. Anything which trickles through just take them out at the east or west doors. The mission will end in victory once Confessor Dorian is killed, it will end in defeat should King Jalis die at any point. Bonus: After the cinematic, you will need to light two beacon's on the fort using torches. Lighting them alone has no bearing on actually getting the bonus. It seems rather, that the dwarfs in the neighboring villages on each side need to be alive when the mission ends. The lighting of the torches distracts the Mursaat, making them go for the fort before the two villages. In other words, light them immediately. ------------------- 2. Droknar's Forge Quests ------------------- ---- Hero's Journey [ssdf1] ---- Quest Starter: Vanyi [Droknar's Forge] Objective: Visit Hero's Audience, Seeker's Passage and Destiny's Gorge. Reward: 500xp Reward Giver: Vanyi Difficulty and Comments: In the old days, you had to complete this, then take up a second profession to activate Hero's Challenge, but that no longer seems to be the case. This quest seems is designed to send you out to the desert to find all of the "The xxxxx Path" quests. ---- Hero's Challenge [ssdf2] ---- Quest Starter: Vanyi [Droknar's Forge] Objective: Find Vanyi's sister Sanyi in the Frozen Forest. Follow her when you find her. Defeat the boss and few other enemies she spawns. The quest recommends you leave from the Iron Mines of Moladune, however, this quest is just outside of the Copperhammer Mines, so if you have them on your map leave from there instead. Reward: 5000xp, 15 Attribute Points Reward Giver: Vanyi Difficulty and Comments: The hardest part of this entire quest is getting there, the Stone Summit sure know how to cluster up in a hurry. Avicara and Azure Shadows seem to swarm as well. Sanyi sometimes gets stuck too, which can make the quest of so fun. It seems, Mragga had been coercing Vanyi into trying to trap you, fortunately, as you are chosen and all that, you can easily beat it. ---- Seeking the Seer [ssdf3] ---- Quest Starter: Captain Hugo Bronzebeard [Droknar's Forge] Objective: Speak with Korg the Scout and Onar Ironblood, both in the Talus Chute. Reward: 500xp Reward Giver: Blade Scout Shelby [Ice Caves of Sorrow] Difficulty and Comments: Korg the Scout is often under attack when he enters your screen, be sure not to let him die. Anyway, these scouts report that the Seer has the ability to make armor much better. In actuality, she only infuses it to protect against the agonizing touch of a race known as the Mursaat. The second scout also informs you they know where Evennia is being held and an operation to rescue her is almost ready! ------------------------------------------------------------------------------- Ring of Fire ------------------------------------------------------------------------------- ------------------- 1. Missions ------------------- ---- Ring of Fire [mis22] ---- Objective: At the start, Brechnar Ironhammer will lure some of the Mursaat off, wait for them to run off and then sneak around and start taking out the smaller packs. You will need to kill some ether seals. As you found out just before this mission, they are rather hard. Pull the Mursaat away from it and kill them. Then kill the seals. Eventually, you will reach a cinematic. Vizier Khilbron suggests you sneak into the Mursaat fortress from behind. In all honesty, going in from the front is not too much harder and will save you a substantial amount of time. If you are doing the bonus, go in the front. Once the area is clear, hit the lever which was behind one of the ether seals and cross the bridge. Kill the three remaining groups of Mursaat and the boss stationed in the Gate House to end the mission. Bonus: The Seer is just before the first lava pit, a bit to the north. Talk to her and continue with the regular mission. Elect to go in the front doors of the fort, even though Khilbron warns against this. Once you have destroyed the ether seals just inside of the Mursaat stronghold, an Eidolon will appear. When it dies, it will drop a spectral essence just as it did in the Iron Mines. Run it to the Seer. You will get the bonus for doing this, in addition, you will also get infused provided you did not before or have changed armor since then, ---- Abaddon's Mouth [mis23] ---- Objective: When you spawn, Vizier Khilbron will be near you. For a short while he will enchant you with a wicked spell which allows you to cast for virtually no energy, extremely increased recharge times and movement speed. Use this opportunity to pick off any Mursaat standing on the wall of the fort as you can. Break in once you can. The nearby Mursaat and Jade will come to you. Work your way west and clear the slew of Jades here. There will be two bosses, unfortunately, which two you get are random, though you'll get the other four at later points. Hopefully you will have taken out all of the minions. Try to drag them out of the range of the seals. When dead, kill the seals to reveal an opening and head through it. If you continue south, you will carry on with the mission. Going west will clear a path to the bonus, see below and a map for more information. Back to the mission, you will reach another seal. Beyond it are two more bosses along with several Jade and Mursaat. Try to separate them as best as you can and kill any Mursaat Monks. Soon after they are all gone is yet another gate protected by ether seals. Knock this one down. It opens to an area with six jade bows standing on two ledges and an ether seal. Have a Mesmer, necro, or Elementalist DoT/AoE them to death. This will prevent them from doing any damage to you. Next take out the seal. The final two bosses are here. Kill them and then the seal. Khilbron will again appear and enchant you. This room contains six ether seals in close proximity. Take out whichever you want. Before you continue on, there is something important to know. Each time you take out one of these seals, it will release a handful of level 10 seal guards. These are easy to kill. Mursaat Guardians, level 24 spell casters of random classes will also start coming towards you. In addition, they will spawn behind you near the Vizier as well. I have never seen them attack Khilbron, so I would not worry about that, but having an Elementalist and Mesmer spawning directly behind your monks is quite damaging if unprepared. This process will repeat each time you kill another seal. When the final seal is destroyed there will be a cinematic. Fight the unbelievably easy boss which appears to end the mission. Bonus: Please consult a map of which route to clear for this mission. Once you clear the fort the Mursaat guard, follow the map to the westernmost point of the island killing everything. This will clear the path you need to take. Once clear, head back to the fort and walk to the side which boarders the sea. She wants to be walked to the area of the island you cleared which has the only green spots. If she dies you fail the bonus. If you do not open the ether seals to get out of the Onyx Gate fortress she will say thank you and disappear, but you will still fail the bonus. ---- Hell's Precipice [mis24] ---- Objective: Make your way to the Portals and disable them all. Once disabled, there will be a cinematic. After which, you will need to fight the Undead Prince Rurik. Before you attack him, though, clear out the fists of the titans. Once Rurik falls, continue on until you reach the Undead Lich. Kill everything around him first. Now, when fighting him, he can randomly teleport a character into the nearby lava. This is a bit disorientating at first. You must kill the Lich on the caldera [the circular thing] of the volcano. He has two [sometimes three?] life bars, so if he goes from empty to full, do not worry, unless you did not kill him on the caldera. Each time he "dies" some fists/hands of the titan will come out from the lava. Make short work of them and resume the pounding. When the Lich finally dies for real, you will complete the mission and the game. You will be sent to Droknar's Forge. Bonus: Talk to the Seer [See Map] to activate it. When you get near the three portals which need to be destroyed, you will see some rather large creatures in the lava. These are the Armageddon Lords. In tandem with the other enemies, they can be devastating, so try to clear some room around you before you engage them. Once all three are dead the bonus is complete. When you get near the seer, any nearby enemies will attack her. More accurately, she will attack them. As she is level 31, she can take a good amount of punishment, but make sure someone heals her if needed, you can not activate the bonus should she die. ------------------- 2. Ember Light Camp Quests ------------------- ---- Final Blow [elc1] ---- Quest Starter: Shadow [Ember Light Camp] Objective: Kill the three Inner Council Members of the White Mantle, Argyle, Bolivar, and Curthbert, in Perdition Rock. Reward: 500xp Reward Giver: Fogard Axemighty [Ring of Fire] Difficulty and Comments: Perdition rock, and every area after this, houses at least, one, often more elite skills for each class. Take your time to explore around the area and find them. Once the council members are dead, take the boat from the ferryman to the next town, the Ring of Fire. Get the reward for the final quest in the game from him. ******************************************************************************* v) Professions ******************************************************************************* A quick few notes. Skills can be captured with signets of capture from nearly any boss of either of your classes throughout the game. I will only list monsters which give elite skills. All skills sold in major cities are available as quest rewards before you reach that city. Small outposts such as the Grendich Courthouse, Ice Tooth Cave and Maguuma Stade generally sell skills which are NOT from rewards. These are the only skills you should ever purchase, otherwise search for them as a quest reward throughout the guide. 1. Elementalist Armor 2. Elementalist Skills 3. Mesmer Armor 4. Mesmer Skills 5. Monk Armor 6. Monk Skills 7. Necromancer Armor 8. Necromancer Skills 9. Ranger Armor 10. Ranger Skills 11. Warrior Armor 12. Warrior Skills --- 1. Elementalist Armor --- Elementalist's have extremely weak armor. On the specific sets, they do gain a solid bonus against a particular element. For example, Pyromancer pieces add 15 armor against fire attacks. Rather than wearing the matching outfit to your main element, consider wearing whatever prevents the best in the area of the game you are in. For example, Hydromancer gear would do much better in the northern and southern Shiverpeaks, than it would in the ring of fire. Banoit [Ascalon City] Elementalist's Gloves Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Bolt of Cloth, 50 Gold Elementalist's Robes Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 50 Gold Elementalist's Leggings Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 50 Gold Elementalist's Shoes Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Bolt of Cloth, 50 Gold Pyromancer's Gloves Armor Level: 15 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 2 Bolts of Cloth, 50 Gold Pyromancer's Robes Armor Level: 15 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 6 Bolts of Cloth, 50 Gold Pyromancer's Leggings Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 50 Gold Pyromancer's Shoes Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 2 Bolts of Cloth, 50 Gold Third Eye Armor Level: 15 Bonus: None Materials & Cost: 1 Pile of Glittering Dust, 50 Gold Corwen [Ascalon City] All Seeing Eye Armor Level: 30 Bonus: +1 Energy Storage Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Elementalist's Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Elementalist's Robes Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Elementalist's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Elementalist's Shoes Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Flame's Eye Armor Level: 30 Bonus: +1 Fire Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Glacier's Eye Armor Level: 30 Bonus: +1 Water Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Pyromancer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Pyromancer's Robes Armor Level: 30 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 12 Bolts of Cloth, 3 Scales, 150 Gold Pyromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 150 Gold Pyromancer's Shoes Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Storm's Eye Armor Level: 30 Bonus: +1 Air Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Third Eye Armor Level: 30 Bonus: None Materials & Cost: 2 Piles of Glittering Dust, 150 Gold Harlan [Piken Square] Elementalist's Gloves Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Bolt of Cloth, 50 Gold Elementalist's Robes Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 50 Gold Elementalist's Leggings Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 50 Gold Elementalist's Shoes Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Bolt of Cloth, 50 Gold Pyromancer's Gloves Armor Level: 15 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 2 Bolts of Cloth, 50 Gold Pyromancer's Robes Armor Level: 15 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 6 Bolts of Cloth, 50 Gold Pyromancer's Leggings Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 50 Gold Pyromancer's Shoes Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 2 Bolts of Cloth, 50 Gold Third Eye Armor Level: 15 Bonus: None Materials & Cost: 1 Pile of Glittering Dust, 50 Gold Breyshaw [Yak's Bend] All Seeing Eye Armor Level: 30 Bonus: +1 Energy Storage Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Elementalist's Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Elementalist's Robes Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Elementalist's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Elementalist's Shoes Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Flame's Eye Armor Level: 30 Bonus: +1 Fire Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Glacier's Eye Armor Level: 30 Bonus: +1 Water Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Hydromancer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold Hydromancer's Robes Armor Level: 30 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 12 Bolts of Cloth, 3 Shells, 150 Gold Hydromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 8 Bolts of Cloth, 2 Shells, 150 Gold Hydromancer's Shoes Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold Pyromancer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Pyromancer's Robes Armor Level: 30 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 12 Bolts of Cloth, 3 Scales, 150 Gold Pyromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 150 Gold Pyromancer's Shoes Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Storm's Eye Armor Level: 30 Bonus: +1 Air Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Third Eye Armor Level: 30 Bonus: None Materials & Cost: 2 Piles of Glittering Dust, 150 Gold Samuka [Lion's Arch] Aeromancer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Aeromancer's Robes Armor Level: 30 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold Aeromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold Aeromancer's Shoes Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold All Seeing Eye Armor Level: 30 Bonus: +1 Energy Storage Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Elementalist's Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Elementalist's Robes Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Elementalist's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Elementalist's Shoes Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Flame's Eye Armor Level: 30 Bonus: +1 Fire Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Glacier's Eye Armor Level: 30 Bonus: +1 Water Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Hydromancer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold Hydromancer's Robes Armor Level: 30 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 12 Bolts of Cloth, 3 Shells, 150 Gold Hydromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 8 Bolts of Cloth, 2 Shells, 150 Gold Hydromancer's Shoes Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 4 Bolts of Cloth, 1 Shell, 150 Gold Pyromancer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Pyromancer's Robes Armor Level: 30 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 12 Bolts of Cloth, 3 Scales, 150 Gold Pyromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 150 Gold Pyromancer's Shoes Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Storm's Eye Armor Level: 30 Bonus: +1 Air Magic Materials & Cost: 4 Piles of Glittering Dust, 4 Iron Ingots, 150 Gold Third Eye Armor Level: 30 Bonus: None Materials & Cost: 2 Piles of Glittering Dust, 150 Gold Kailan [Bergen Hot Springs] Aeromancer's Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Aeromancer's Robes Armor Level: 39 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Linen, 250 Gold Aeromancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Linen, 250 Gold Aeromancer's Shoes Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold All Seeing Eye Armor Level: 39 Bonus: +1 Energy Storage Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Elementalist's Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Elementalist's Robes Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Elementalist's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Elementalist's Shoes Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Storm's Eye Armor Level: 39 Bonus: +1 Air Magic Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Third Eye Armor Level: 30 Bonus: None Materials & Cost: 3 Piles of Glittering Dust, 250 Gold Shada [Beetletun] All Seeing Eye Armor Level: 39 Bonus: +1 Energy Storage Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Elementalist's Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Elementalist's Robes Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Elementalist's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Elementalist's Shoes Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Hydromancer's Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 6 Bolts of Cloth, 1 Shell, 250 Gold Hydromancer's Robes Armor Level: 39 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 18 Bolts of Cloth, 3 Shells, 250 Gold Hydromancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 12 Bolts of Cloth, 2 Shells, 250 Gold Hydromancer's Shoes Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 6 Bolts of Cloth, 1 Shell, 250 Gold Pyromancer's Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold Pyromancer's Robes Armor Level: 39 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 18 Bolts of Cloth, 3 Scales, 250 Gold Pyromancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 12 Bolts of Cloth, 2 Scales, 250 Gold Pyromancer's Shoes Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold Storm's Eye Armor Level: 39 Bonus: +1 Air Magic Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Third Eye Armor Level: 30 Bonus: None Materials & Cost: 3 Piles of Glittering Dust, 250 Gold Saphir [Quarrel Falls] All Seeing Eye Armor Level: 39 Bonus: +1 Energy Storage Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Elementalist's Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Elementalist's Robes Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Elementalist's Leggings Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Elementalist's Shoes Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Flame's Eye Armor Level: 39 Bonus: +1 Fire Magic Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Geomancer's Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 6 Bolts of Cloth, 1 Granite Slab, 250 Gold Geomancer's Robes Armor Level: 39 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 18 Bolts of Cloth, 3 Granite Slabs, 250 Gold Geomancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 12 Bolts of Cloth, 2 Granite Slabs, 250 Gold Geomancer's Shoes Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 6 Bolts of Cloth, 1 Granite Slab, 250 Gold Glacier's Eye Armor Level: 39 Bonus: +1 Water Magic Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Stone's Eye Armor Level: 39 Bonus: +1 Earth Magic Materials & Cost: 6 Piles of Glittering Dust, 1 Granite Slab, 250 Gold Storm's Eye Armor Level: 39 Bonus: +1 Air Magic Materials & Cost: 6 Piles of Glittering Dust, 6 Iron Ingots, 250 Gold Third Eye Armor Level: 30 Bonus: None Materials & Cost: 3 Piles of Glittering Dust, 250 Gold Elementalist Armor - Ventari's Refuge (Hanita) Aeromancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Aeromancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold Aeromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold Aeromancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold All Seeing Eye Armor Level: 45 Bonus: +1 Energy Storage Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Elementalist's Gloves Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Bolts of Cloth, 400 Gold Elementalist's Robes Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Bolts of Cloth, 400 Gold Elementalist's Leggings Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 400 Gold Elementalist's Shoes Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 400 Gold Flame's Eye Armor Level: 45 Bonus: +1 Fire Magic Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Geomancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold Geomancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 24 Bolts of Cloth, 6 Granite Slabs, 400 Gold Geomancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 16 Bolts of Cloth, 4 Granite Slabs, 400 Gold Geomancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold Glacier's Eye Armor Level: 45 Bonus: +1 Water Magic Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Hydromancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold Hydromancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 24 Bolts of Cloth, 6 Shells, 400 Gold Hydromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 16 Bolts of Cloth, 4 Shells, 400 Gold Hydromancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold Pyromancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold Pyromancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 24 Bolts of Cloth, 6 Scales, 400 Gold Pyromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 16 Bolts of Cloth, 4 Scales, 400 Gold Pyromancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold Stone's Eye Armor Level: 45 Bonus: +1 Earth Magic Materials & Cost: 8 Piles of Glittering Dust, 2 Granite Slabs, 400 Gold Storm's Eye Armor Level: 45 Bonus: +1 Air Magic Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Third Eye Armor Level: 45 Bonus: None Materials & Cost: 4 Piles of Glittering Dust, 400 Gold Alemeth [Henge of Denravi] Aeromancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Aeromancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold Aeromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold Aeromancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold All Seeing Eye Armor Level: 45 Bonus: +1 Energy Storage Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Elementalist's Gloves Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Bolts of Cloth, 400 Gold Elementalist's Robes Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Bolts of Cloth, 400 Gold Elementalist's Leggings Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 400 Gold Elementalist's Shoes Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 400 Gold Flame's Eye Armor Level: 45 Bonus: +1 Fire Magic Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Glacier's Eye Armor Level: 45 Bonus: +1 Water Magic Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Geomancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold Geomancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 24 Bolts of Cloth, 6 Granite Slabs, 400 Gold Geomancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 16 Bolts of Cloth, 4 Granite Slabs, 400 Gold Geomancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 8 Bolts of Cloth, 2 Granite Slabs, 400 Gold Hydromancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold Hydromancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 24 Bolts of Cloth, 6 Shells, 400 Gold Hydromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 16 Bolts of Cloth, 4 Shells, 400 Gold Hydromancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 8 Bolts of Cloth, 2 Shells, 400 Gold Pyromancer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold Pyromancer's Robes Armor Level: 45 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 24 Bolts of Cloth, 6 Scales, 400 Gold Pyromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 16 Bolts of Cloth, 4 Scales, 400 Gold Pyromancer's Shoes Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold Stone's Eye Armor Level: 45 Bonus: +1 Earth Magic Materials & Cost: 8 Piles of Glittering Dust, 2 Granite Slabs, 400 Gold Storm's Eye Armor Level: 45 Bonus: +1 Air Magic Materials & Cost: 8 Piles of Glittering Dust, 8 Iron Ingots, 400 Gold Third Eye Armor Level: 45 Bonus: None Materials & Cost: 4 Piles of Glittering Dust, 400 Gold Crafter [Stingray Strand] Elementalist's Gloves Armor Level: 57 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 1000 Gold Elementalist's Robes Armor Level: 57 Bonus: +5 Energy Materials & Cost: 27 Bolts of Cloth, 1000 Gold Elementalist's Leggings Armor Level: 57 Bonus: Energy Regeneration +1 Materials & Cost: 18 Bolts of Cloth, 1000 Gold Elementalist's Shoes Armor Level: 57 Bonus: Energy Regeneration +1 Materials & Cost: 9 Bolts of Cloth, 1000 Gold Geomancer's Gloves Armor Level: 57 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 11 Bolts of Cloth, 3 Granite Slabs, 1000 Gold Geomancer's Robes Armor Level: 57 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 33 Bolts of Cloth, 9 Granite Slabs, 1000 Gold Geomancer's Leggings Armor Level: 57 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 22 Bolts of Cloth, 6 Granite Slabs, 1000 Gold Geomancer's Shoes Armor Level: 57 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 11 Bolts of Cloth, 3 Granite Slabs, 1000 Gold Pyromancer's Gloves Armor Level: 57 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 11 Bolts of Cloth, 3 Scales, 1000 Gold Pyromancer's Robes Armor Level: 57 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 33 Bolts of Cloth, 9 Scales, 1000 Gold Pyromancer's Leggings Armor Level: 57 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 22 Bolts of Cloth, 6 Scales, 1000 Gold Pyromancer's Shoes Armor Level: 57 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 11 Bolts of Cloth, 3 Scales, 1000 Gold Kathir [Amnoon Oasis] Aeromancer's Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Aeromancer's Robes Armor Level: 51 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Linen, 700 Gold Aeromancer's Leggings Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Linen, 700 Gold Aeromancer's Shoes Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold All Seeing Eye Armor Level: 51 Bonus: +1 Energy Storage Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold Elementalist's Gloves Armor Level: 51 Bonus: +5 Energy Materials & Cost: 8 Bolts of Cloth, 700 Gold Elementalist's Robes Armor Level: 51 Bonus: +5 Energy Materials & Cost: 24 Bolts of Cloth, 700 Gold Elementalist's Leggings Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 16 Bolts of Cloth, 700 Gold Elementalist's Shoes Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 700 Gold Flame's Eye Armor Level: 51 Bonus: +1 Fire Magic Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold Glacier's Eye Armor Level: 51 Bonus: +1 Water Magic Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold Geomancer's Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 9 Bolts of Cloth, 3 Granite Slabs, 700 Gold Geomancer's Robes Armor Level: 51 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 27 Bolts of Cloth, 9 Granite Slabs, 700 Gold Geomancer's Leggings Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 18 Bolts of Cloth, 6 Granite Slabs, 700 Gold Geomancer's Shoes Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 9 Bolts of Cloth, 3 Granite Slabs, 700 Gold Hydromancer's Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 9 Bolts of Cloth, 3 Shells, 700 Gold Hydromancer's Robes Armor Level: 51 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 27 Bolts of Cloth, 9 Shells, 700 Gold Hydromancer's Leggings Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 18 Bolts of Cloth, 6 Shells, 700 Gold Hydromancer's Shoes Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 9 Bolts of Cloth, 3 Shells, 700 Gold Pyromancer's Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 9 Bolts of Cloth, 3 Scales, 700 Gold Pyromancer's Robes Armor Level: 51 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 27 Bolts of Cloth, 9 Scales, 700 Gold Pyromancer's Leggings Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 18 Bolts of Cloth, 6 Scales, 700 Gold Pyromancer's Shoes Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 9 Bolts of Cloth, 3 Scales, 700 Gold Stone's Eye Armor Level: 51 Bonus: +1 Earth Magic Materials & Cost: 9 Piles of Glittering Dust, 3 Granite Slabs, 700 Gold Storm's Eye Armor Level: 51 Bonus: +1 Air Magic Materials & Cost: 9 Piles of Glittering Dust, 9 Iron Ingots, 700 Gold Third Eye Armor Level: 51 Bonus: None Materials & Cost: 8 Piles of Glittering Dust, 700 Gold Morgren [Droknar's Forge] Aeromancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Aeromancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Linen, 1500 Gold Aeromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Linen, 1500 Gold Aeromancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold All Seeing Eye Armor Level: 60 Bonus: +1 Energy Storage Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold Elementalist's Gloves Armor Level: 60 Bonus: +5 Energy Materials & Cost: 11 Bolts of Cloth, 1500 Gold Elementalist's Robes Armor Level: 60 Bonus: +5 Energy Materials & Cost: 33 Bolts of Cloth, 1500 Gold Elementalist's Leggings Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 22 Bolts of Cloth, 1500 Gold Elementalist's Shoes Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 11 Bolts of Cloth, 1500 Gold Flame's Eye Armor Level: 60 Bonus: +1 Fire Magic Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold Geomancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 25 Bolts of Cloth, 4 Granite Slabs, 1500 Gold Geomancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 75 Bolts of Cloth, 12 Granite Slabs, 1500 Gold Geomancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 50 Bolts of Cloth, 8 Granite Slabs, 1500 Gold Geomancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 25 Bolts of Cloth, 4 Granite Slabs, 1500 Gold Glacier's Eye Armor Level: 60 Bonus: +1 Water Magic Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold Hydromancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 25 Bolts of Cloth, 4 Shells, 1500 Gold Hydromancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 75 Bolts of Cloth, 12 Shells, 1500 Gold Hydromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 50 Bolts of Cloth, 8 Shells, 1500 Gold Hydromancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 25 Bolts of Cloth, 4 Shells, 1500 Gold Pyromancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 25 Bolts of Cloth, 4 Scales, 1500 Gold Pyromancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 75 Bolts of Cloth, 12 Scales, 1500 Gold Pyromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 50 Bolts of Cloth, 8 Scales, 1500 Gold Pyromancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 25 Bolts of Cloth, 4 Scales, 1500 Gold Stone's Eye Armor Level: 60 Bonus: +1 Earth Magic Materials & Cost: 25 Piles of Glittering Dust, 4 Granite Slabs, 1500 Gold Storm's Eye Armor Level: 60 Bonus: +1 Air Magic Materials & Cost: 25 Piles of Glittering Dust, 25 Iron Ingots, 1500 Gold Third Eye Armor Level: 60 Bonus: None Materials & Cost: 11 Piles of Glittering Dust, 1500 Gold Karl [Marhan's Grotto] Aeromancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold Aeromancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Lightning Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Damask, 15000 Gold Aeromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Damask, 15000 Gold Aeromancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Lightning Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold Geomancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 50 Bolts of Cloth, 5 Granite Slabs, 15000 Gold Geomancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Earth Materials & Cost: 150 Bolts of Cloth, 15 Granite Slabs, 15000 Gold Geomancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 100 Bolts of Cloth, 10 Granite Slabs, 15000 Gold Geomancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Earth Materials & Cost: 50 Bolts of Cloth, 5 Granite Slabs, 15000 Gold Hagen [The Granite Citadel] Hydromancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 50 Bolts of Cloth, 5 Shells, 15000 Gold Hydromancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Water Materials & Cost: 150 Bolts of Cloth, 15 Shells, 15000 Gold Hydromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 100 Bolts of Cloth, 10 Shells, 15000 Gold Hydromancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Water Materials & Cost: 50 Bolts of Cloth, 5 Shells, 15000 Gold Pyromancer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 50 Bolts of Cloth, 5 Scales, 15000 Gold Pyromancer's Robes Armor Level: 60 Bonus: +5 Energy, +15 AL vs Fire Materials & Cost: 150 Bolts of Cloth, 15 Scales, 15000 Gold Pyromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 100 Bolts of Cloth, 10 Scales, 15000 Gold Pyromancer's Shoes Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Fire Materials & Cost: 50 Bolts of Cloth, 5 Scales, 15000 Gold --- 2. Elementalist Skills --- --- 3. Mesmer Armor --- Mesmer's have weak armor just like the other main casters. However, Mesmer armor is worse than that in many other respects. The bonuses to Mesmer armor include +armor while casting. As Mesmer's have fast casting as a primary attribute, this means they cast for less time than other classes, almost making this buff useless. Mesmer armor does not have +armor against elemental damage. The Enchanter sets rule, though. Although they give no defensive bonus, they give more energy than any other Mesmer sets. Unless your Mesmer focuses on inspiration magic, energy will be something you tear through extremely quickly [many inspiration skills steal energy from your opponents]. Banoit [Ascalon City] Discreet Mask Armor Level: 15 Bonus: None Materials & Cost: 1 Pile of Glittering Dust, 50 Gold Rogue's Gloves Armor Level: 15 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 2 Bolts of Cloth, 50 Gold Rogue's Attire Armor Level: 15 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 6 Bolts of Cloth, 50 Gold Rogue's Hose Armor Level: 15 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 50 Gold Rogue's Footwear Armor Level: 15 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 2 Bolts of Cloth, 50 Gold Stylish Gloves Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Bolt of Cloth, 50 Gold Stylish Attire Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 50 Gold Stylish Hose Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 50 Gold Stylish Footwear Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Bolt of Cloth, 50 Gold Corwen [Ascalon City] Animal Mask Armor Level: 30 Bonus: +1 Inspiration Magic Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Costume Mask Armor Level: 30 Bonus: +1 Illusion Magic Materials & Cost: 4 Bolts of Cloth, 1 Feather, 150 Gold Discreet Mask Armor Level: 30 Bonus: None Materials & Cost: 2 Piles of Glittering Dust, 150 Gold Imposing Mask Armor Level: 30 Bonus: +1 Domination Magic Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Rogue's Gloves Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold Rogue's Attire Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 3 Leather Squares, 150 Gold Rogue's Hose Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 150 Gold Rogue's Footwear Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold Sleek Mask Armor Level: 30 Bonus: +1 Fast Casting Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Stylish Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Stylish Attire Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Stylish Hose Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Stylish Footwear Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Harlan [Piken Square] Discreet Mask Armor Level: 15 Bonus: None Materials & Cost: 1 Pile of Glittering Dust, 50 Gold Rogue's Gloves Armor Level: 15 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 2 Bolts of Cloth, 50 Gold Rogue's Attire Armor Level: 15 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 6 Bolts of Cloth, 50 Gold Rogue's Hose Armor Level: 15 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 50 Gold Rogue's Footwear Armor Level: 15 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 2 Bolts of Cloth, 50 Gold Stylish Gloves Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Bolt of Cloth, 50 Gold Stylish Attire Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 50 Gold Stylish Hose Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 50 Gold Stylish Footwear Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Bolt of Cloth, 50 Gold Breyshaw [Yak's Bend] Animal Mask Armor Level: 30 Bonus: +1 Inspiration Magic Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Costume Mask Armor Level: 30 Bonus: +1 Illusion Magic Materials & Cost: 4 Bolts of Cloth, 1 Feather, 150 Gold Courtly Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Courtly Attire Armor Level: 30 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold Courtly Hose Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold Courtly Footwear Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Discreet Mask Armor Level: 30 Bonus: None Materials & Cost: 2 Piles of Glittering Dust, 150 Gold Imposing Mask Armor Level: 30 Bonus: +1 Domination Magic Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Rogue's Gloves Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold Rogue's Attire Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 3 Leather Squares, 150 Gold Rogue's Hose Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 150 Gold Rogue's Footwear Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold Sleek Mask Armor Level: 30 Bonus: +1 Fast Casting Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Stylish Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Stylish Attire Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Stylish Hose Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Stylish Footwear Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Samuka [Lion's Arch] Animal Mask Armor Level: 30 Bonus: +1 Inspiration Magic Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Costume Mask Armor Level: 30 Bonus: +1 Illusion Magic Materials & Cost: 4 Bolts of Cloth, 1 Feather, 150 Gold Courtly Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Courtly Attire Armor Level: 30 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold Courtly Hose Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold Courtly Footwear Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Discreet Mask Armor Level: 30 Bonus: None Materials & Cost: 2 Piles of Glittering Dust, 150 Gold Imposing Mask Armor Level: 30 Bonus: +1 Domination Magic Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Performer's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold Performer's Attire Armor Level: 30 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Silk, 150 Gold Performer's Hose Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 150 Gold Performer's Footwear Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold Rogue's Gloves Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold Rogue's Attire Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 3 Leather Squares, 150 Gold Rogue's Hose Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 150 Gold Rogue's Footwear Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Leather Square, 150 Gold Sleek Mask Armor Level: 30 Bonus: +1 Fast Casting Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Stylish Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Stylish Attire Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Stylish Hose Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Stylish Footwear Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Kailan [Bergen Hot Springs] Animal Mask Armor Level: 39 Bonus: +1 Inspiration Magic Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold Costume Mask Armor Level: 39 Bonus: +1 Illusion Magic Materials & Cost: 6 Bolts of Cloth, 1 Feather, 250 Gold Courtly Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Courtly Attire Armor Level: 39 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Linen, 250 Gold Courtly Hose Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Linen, 250 Gold Courtly Footwear Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Discreet Mask Armor Level: 39 Bonus: None Materials & Cost: 3 Piles of Glittering Dust, 250 Gold Imposing Mask Armor Level: 39 Bonus: +1 Domination Magic Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold Performer's Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold Performer's Attire Armor Level: 39 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Silk, 250 Gold Performer's Hose Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Silk, 250 Gold Performer's Footwear Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold Sleek Mask Armor Level: 39 Bonus: +1 Fast Casting Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Stylish Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Stylish Attire Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Stylish Hose Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Stylish Footwear Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Shada [Beetletun] Animal Mask Armor Level: 39 Bonus: +1 Inspiration Magic Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold Costume Mask Armor Level: 39 Bonus: +1 Illusion Magic Materials & Cost: 6 Bolts of Cloth, 1 Feather, 250 Gold Discreet Mask Armor Level: 39 Bonus: None Materials & Cost: 3 Piles of Glittering Dust, 250 Gold Imposing Mask Armor Level: 39 Bonus: +1 Domination Magic Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold Rogue's Gloves Armor Level: 39 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 6 Bolts of Cloth, 1 Leather Square, 250 Gold Rogue's Attire Armor Level: 39 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 18 Bolts of Cloth, 3 Leather Squares, 250 Gold Rogue's Hose Armor Level: 39 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 2 Leather Squares, 250 Gold Rogue's Footwear Armor Level: 39 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 6 Bolts of Cloth, 1 Leather Square, 250 Gold Sleek Mask Armor Level: 39 Bonus: +1 Fast Casting Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Stylish Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Stylish Attire Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Stylish Hose Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Stylish Footwear Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Saphir [Quarrel Falls] Animal Mask Armor Level: 39 Bonus: +1 Inspiration Magic Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold Costume Mask Armor Level: 39 Bonus: +1 Illusion Magic Materials & Cost: 6 Bolts of Cloth, 1 Feather, 250 Gold Discreet Mask Armor Level: 39 Bonus: None Materials & Cost: 3 Piles of Glittering Dust, 250 Gold Enchanter's Gloves Armor Level: 39 Bonus: +6 Energy Materials & Cost: 6 Bolts of Cloth, 1 Pile of Glittering Dust, 250 Gold Enchanter's Attire Armor Level: 39 Bonus: +8 Energy Materials & Cost: 18 Bolts of Cloth, 3 Piles of Glittering Dust, 250 Gold Enchanter's Hose Armor Level: 39 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 12 Bolts of Cloth, 2 Piles of Glittering Dust, 250 Gold Enchanter's Footwear Armor Level: 39 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 1 Pile of Glittering Dust, 250 Gold Imposing Mask Armor Level: 39 Bonus: +1 Domination Magic Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold Sleek Mask Armor Level: 39 Bonus: +1 Fast Casting Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Stylish Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Stylish Attire Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Stylish Hose Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Stylish Footwear Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Hanita [Ventari's Refuge] Animal Mask Armor Level: 45 Bonus: +1 Inspiration Magic Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold Costume Mask Armor Level: 45 Bonus: +1 Illusion Magic Materials & Cost: 8 Bolts of Cloth, 2 Feathers, 400 Gold Courtly Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Courtly Attire Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold Courtly Hose Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold Courtly Footwear Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Discreet Mask Armor Level: 45 Bonus: None Materials & Cost: 4 Piles of Glittering Dust, 400 Gold Enchanter's Gloves Armor Level: 45 Bonus: +6 Energy Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold Enchanter's Attire Armor Level: 45 Bonus: +8 Energy Materials & Cost: 24 Bolts of Cloth, 6 Piles of Glittering Dust, 400 Gold Enchanter's Hose Armor Level: 45 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 16 Bolts of Cloth, 4 Piles of Glittering Dust, 400 Gold Imposing Mask Armor Level: 45 Bonus: +1 Domination Magic Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold Enchanter's Footwear Armor Level: 45 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold Performer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold Performer's Attire Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Silk, 400 Gold Performer's Hose Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Silk, 400 Gold Performer's Footwear Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold Rogue's Gloves Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold Rogue's Attire Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 24 Bolts of Cloth, 6 Leather Squares, 400 Gold Rogue's Hose Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 16 Bolts of Cloth, 4 Leather Squares, 400 Gold Rogue's Footwear Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold Sleek Mask Armor Level: 45 Bonus: +1 Fast Casting Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Stylish Gloves Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Bolts of Cloth, 400 Gold Stylish Attire Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Bolts of Cloth, 400 Gold Stylish Hose Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 400 Gold Stylish Footwear Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 400 Gold Alemeth [Henge of Denravi] Animal Mask Armor Level: 45 Bonus: +1 Inspiration Magic Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold Costume Mask Armor Level: 45 Bonus: +1 Illusion Magic Materials & Cost: 8 Bolts of Cloth, 2 Feathers, 400 Gold Courtly Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Courtly Attire Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold Courtly Hose Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold Courtly Footwear Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Discreet Mask Armor Level: 45 Bonus: None Materials & Cost: 4 Piles of Glittering Dust, 400 Gold Enchanter's Gloves Armor Level: 45 Bonus: +6 Energy Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold Enchanter's Attire Armor Level: 45 Bonus: +8 Energy Materials & Cost: 24 Bolts of Cloth, 6 Piles of Glittering Dust, 400 Gold Enchanter's Hose Armor Level: 45 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 16 Bolts of Cloth, 4 Piles of Glittering Dust, 400 Gold Enchanter's Footwear Armor Level: 45 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 2 Piles of Glittering Dust, 400 Gold Imposing Mask Armor Level: 45 Bonus: +1 Domination Magic Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold Performer's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold Performer's Attire Armor Level: 45 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Silk, 400 Gold Performer's Hose Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Silk, 400 Gold Performer's Footwear Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold Rogue's Gloves Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold Rogue's Attire Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 24 Bolts of Cloth, 6 Leather Squares, 400 Gold Rogue's Hose Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 16 Bolts of Cloth, 4 Leather Squares, 400 Gold Rogue's Footwear Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Leather Squares, 400 Gold Sleek Mask Armor Level: 45 Bonus: +1 Fast Casting Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Stylish Gloves Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Bolts of Cloth, 400 Gold Stylish Attire Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Bolts of Cloth, 400 Gold Stylish Hose Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 400 Gold Stylish Footwear Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 400 Gold Crafter [Stingray Strand] Courtly Gloves Armor Level: 57 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold Courtly Attire Armor Level: 57 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 33 Bolts of Cloth, 9 Bolts of Linen, 1000 Gold Courtly Hose Armor Level: 57 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 22 Bolts of Cloth, 6 Bolts of Linen, 1000 Gold Courtly Footwear Armor Level: 57 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold Kathir [Amnoon Oasis] Animal Mask Armor Level: 51 Bonus: +1 Inspiration Magic Materials & Cost: 9 Bolts of Cloth, 3 Tanned Hide Squares, 700 Gold Costume Mask Armor Level: 51 Bonus: +1 Illusion Magic Materials & Cost: 9 Bolts of Cloth, 3 Feathers, 700 Gold Courtly Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Courtly Attire Armor Level: 51 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Linen, 700 Gold Courtly Hose Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Linen, 700 Gold Courtly Footwear Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Discreet Mask Armor Level: 51 Bonus: None Materials & Cost: 8 Piles of Glittering Dust, 700 Gold Enchanter's Gloves Armor Level: 51 Bonus: +6 Energy Materials & Cost: 9 Bolts of Cloth, 3 Piles of Glittering Dust, 700 Gold Enchanter's Attire Armor Level: 51 Bonus: +8 Energy Materials & Cost: 27 Bolts of Cloth, 9 Piles of Glittering Dust, 700 Gold Enchanter's Hose Armor Level: 51 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 18 Bolts of Cloth, 6 Piles of Glittering Dust, 700 Gold Enchanter's Footwear Armor Level: 51 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 9 Bolts of Cloth, 3 Piles of Glittering Dust, 700 Gold Imposing Mask Armor Level: 51 Bonus: +1 Domination Magic Materials & Cost: 9 Bolts of Cloth, 3 Steel Ingots, 700 Gold Performer's Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Silk, 700 Gold Performer's Attire Armor Level: 51 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Silk, 700 Gold Performer's Hose Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Silk, 700 Gold Performer's Footwear Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Silk, 700 Gold Rogue's Gloves Armor Level: 51 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 9 Bolts of Cloth, 3 Leather Squares, 700 Gold Rogue's Attire Armor Level: 51 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 27 Bolts of Cloth, 9 Leather Squares, 700 Gold Rogue's Hose Armor Level: 51 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 18 Bolts of Cloth, 6 Leather Squares, 700 Gold Rogue's Footwear Armor Level: 51 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 9 Bolts of Cloth, 3 Leather Squares, 700 Gold Sleek Mask Armor Level: 51 Bonus: +1 Fast Casting Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Stylish Gloves Armor Level: 51 Bonus: +5 Energy Materials & Cost: 8 Bolts of Cloth, 700 Gold Stylish Attire Armor Level: 51 Bonus: +5 Energy Materials & Cost: 24 Bolts of Cloth, 700 Gold Stylish Hose Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 16 Bolts of Cloth, 700 Gold Stylish Footwear Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 700 Gold Morgren [Droknar's Forge] Both vendors have identical gear. Animal Mask Armor Level: 60 Bonus: +1 Inspiration Materials & Cost: 25 Bolts of Cloth, 4 Tanned Hide Squares, 1500 Gold Costume Mask Armor Level: 60 Bonus: +1 Illusion Magic Materials & Cost: 25 Bolts of Cloth, 4 Feathers, 1500 Gold Courtly Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Courtly Attire Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Linen, 1500 Gold Courtly Hose Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Linen, 1500 Gold Courtly Footwear Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Discreet Mask Armor Level: 60 Bonus: None Materials & Cost: 11 Piles of Glittering Dust, 1500 Gold Enchanter's Gloves Armor Level: 60 Bonus: +6 Energy Materials & Cost: 25 Bolts of Cloth, 4 Piles of Glittering Dust, 1500 Gold Enchanter's Attire Armor Level: 60 Bonus: +8 Energy Materials & Cost: 75 Bolts of Cloth, 12 Piles of Glittering Dust, 1500 Gold Enchanter's Hose Armor Level: 60 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 50 Bolts of Cloth, 8 Piles of Glittering Dust, 1500 Gold Enchanter's Footwear Armor Level: 60 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 25 Bolts of Cloth, 4 Piles of Glittering Dust, 1500 Gold Imposing Mask Armor Level: 60 Bonus: +1 Domination Magic Materials & Cost: 25 Bolts of Cloth, 4 Steel Ingots, 1500 Gold Performer's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Silk, 1500 Gold Performer's Attire Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Silk, 1500 Gold Performer's Hose Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Silk, 1500 Gold Performer's Footwear Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Silk, 1500 Gold Rogue's Gloves Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 25 Bolts of Cloth, 4 Leather Squares, 1500 Gold Rogue's Attire Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 75 Bolts of Cloth, 12 Leather Squares, 1500 Gold Rogue's Hose Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 50 Bolts of Cloth, 8 Leather Squares, 1500 Gold Rogue's Footwear Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 25 Bolts of Cloth, 4 Leather Squares, 1500 Gold Sleek Mask Armor Level: 60 Bonus: +1 Fast Casting Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Stylish Gloves Armor Level: 60 Bonus: +5 Energy Materials & Cost: 11 Bolts of Cloth, 1500 Gold Stylish Attire Armor Level: 60 Bonus: +5 Energy Materials & Cost: 33 Bolts of Cloth, 1500 Gold Stylish Hose Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 22 Bolts of Cloth, 1500 Gold Stylish Footwear Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 11 Bolts of Cloth, 1500 Gold Karl [Marhan's Grotto] Enchanter's Gloves Armor Level: 60 Bonus: +6 Energy Materials & Cost: 50 Bolts of Cloth, 5 Piles of Glittering Dust, 15000 Gold Enchanter's Attire Armor Level: 60 Bonus: +8 Energy Materials & Cost: 150 Bolts of Cloth, 15 Piles of Glittering Dust, 15000 Gold Enchanter's Hose Armor Level: 60 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 100 Bolts of Cloth, 10 Piles of Glittering Dust, 15000 Gold Enchanter's Footwear Armor Level: 60 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 50 Bolts of Cloth, 5 Piles of Glittering Dust, 15000 Gold Rogue's Gloves Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 50 Bolts of Cloth, 5 Elonian Leather Squares, 15000 Gold Rogue's Attire Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 150 Bolts of Cloth, 15 Elonian Leather Squares, 15000 Gold Rogue's Hose Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 100 Bolts of Cloth, 10 Elonian Leather Squares, 15000 Gold Rogue's Footwear Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 50 Bolts of Cloth, 5 Elonian Leather Squares, 15000 Gold Hagen [The Granite Citadel] Noble Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold Noble Attire Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Damask, 15000 Gold Noble Hose Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Damask, 15000 Gold Noble Footwear Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold Virtuoso's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Silk, 15000 Gold Virtuoso's Attire Armor Level: 60 Bonus: +5 Energy, +15 AL While Casting Spells Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Silk, 15000 Gold Virtuoso's Hose Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Silk, 15000 Gold Virtuoso's Footwear Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL While Casting Spells Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Silk, 15000 Gold --- 4. Mesmer Skills --- --- 5. Monk Armor --- Monks, like many casters have relatively weak armor. The best monk gear is armor level 60, some with a +5 bonus to magical or +10 to physical. These extra buffs come at price of having less energy than some other sets. Oh dear, which type of armor should I choose? If you are not too wealthy yet, stick with the generic monk sets. The boosts on other monk armors are limited in relation to the boosts on the better warrior armors, for example. If you need energy, stick with the ascetic's [tattoo] sets. These offer no additional defense but do give monk's an additional 18 energy. The Judge's armor offers the best defense, but with far less energy than any other monk sets. Saintly and Wanderer offer the same stats, but wanderer is a skirt whereas saintly is a dress. Karl's 15k Saintly armor dyed black is possibly the best looking monk armor, if that matters to you. Banoit [Ascalon City] Believer's Scalp Design Armor Level: 15 Bonus: None Materials & Cost: 2 Rolls of Parchment, 50 Gold Monk Hand wraps Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Bolts of Cloth, 50 Gold Monk Raiment Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 50 Gold Monk Pants Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 50 Gold Monk Sandals Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Bolts of Cloth, 50 Gold Wanderer's Hand wraps Armor Level: 15 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 50 Gold Wanderer's Vestments Armor Level: 15 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 6 Bolts of Cloth, 50 Gold Wanderer's Pants Armor Level: 15 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 50 Gold Wanderer's Sandals Armor Level: 15 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 50 Gold Corwen [Ascalon City] Believer's Scalp Design Armor Level: 30 Bonus: None Materials & Cost: 4 Rolls of Parchments, 150 Gold Defender's Scalp Design Armor Level: 30 Bonus: +1 Protection Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Defender's Scalp Design Armor Level: 30 Bonus: +1 Smiting Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Monk Hand wraps Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Monk Raiment Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Monk Pants Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Monk Sandals Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Prophet's Scalp Design Armor Level: 30 Bonus: +1 Divine Favor Materials & Cost: 4 Rolls of Parchment, 150 Gold Scalp Design Armor Level: 30 Bonus: +1 Energy Materials & Cost: 4 Rolls of Parchment, 150 Gold Servant's Scalp Design Armor Level: 30 Bonus: +1 Healing Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Wanderer's Hand wraps Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Wanderer's Vestments Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 12 Bolts of Cloth, 3 Tanned Hide Squares, 150 Gold Wanderer's Pants Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 150 Gold Wanderer's Sandals Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Harlan [Piken Square] Believer's Scalp Design Armor Level: 15 Bonus: None Materials & Cost: 2 Rolls of Parchment, 50 Gold Monk Hand wraps Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Bolts of Cloth, 50 Gold Monk Raiment Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 50 Gold Monk Pants Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 50 Gold Monk Sandals Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Bolts of Cloth, 50 Gold Wanderer's Hand wraps Armor Level: 15 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 50 Gold Wanderer's Vestments Armor Level: 15 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 6 Bolts of Cloth, 50 Gold Wanderer's Pants Armor Level: 15 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 50 Gold Wanderer's Sandals Armor Level: 15 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 50 Gold Breyshaw [Yak's Bend] Believer's Scalp Design Armor Level: 30 Bonus: None Materials & Cost: 4 Rolls of Parchments, 150 Gold Censor's Hand wraps Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Censor's Vestments Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 3 Steel Ingots, 150 Gold Censor's Pants Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 150 Gold Censor's Sandals Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Defender's Scalp Design Armor Level: 30 Bonus: +1 Protection Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Defender's Scalp Design Armor Level: 30 Bonus: +1 Smiting Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Monk Hand wraps Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Monk Raiment Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Monk Pants Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Monk Sandals Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Prophet's Scalp Design Armor Level: 30 Bonus: +1 Divine Favor Materials & Cost: 4 Rolls of Parchment, 150 Gold Scalp Design Armor Level: 30 Bonus: +1 Energy Materials & Cost: 4 Rolls of Parchment, 150 Gold Servant's Scalp Design Armor Level: 30 Bonus: +1 Healing Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Wanderer's Hand wraps Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Wanderer's Vestments Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 12 Bolts of Cloth, 3 Tanned Hide Squares, 150 Gold Wanderer's Pants Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 150 Gold Wanderer's Sandals Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Samuka [Lion's Arch] Scalp Design Armor Level: 30 Bonus: +1 Energy Materials & Cost: 4 Rolls of Parchment, 150 Gold Ascetic's Arm Design Armor Level: 30 Bonus: +6 Energy Materials & Cost: 4 Rolls of Parchment, 150 Gold Ascetic's Chest Design Armor Level: 30 Bonus: +8 Energy Materials & Cost: 12 Rolls of Parchment, 150 Gold Ascetic's Leg Design Armor Level: 30 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 8 Rolls of Parchment, 150 Gold Ascetic's Foot Design Armor Level: 30 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 4 Rolls of Parchment, 150 Gold Believer's Scalp Design Armor Level: 30 Bonus: None Materials & Cost: 4 Rolls of Parchments, 150 Gold Censor's Hand wraps Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Censor's Vestments Armor Level: 30 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 3 Steel Ingots, 150 Gold Censor's Pants Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 150 Gold Censor's Sandals Armor Level: 30 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 4 Bolts of Cloth, 1 Steel Ingot, 150 Gold Defender's Scalp Design Armor Level: 30 Bonus: +1 Protection Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Defender's Scalp Design Armor Level: 30 Bonus: +1 Smiting Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Monk Hand wraps Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Bolts of Cloth, 150 Gold Monk Raiment Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Bolts of Cloth, 150 Gold Monk Pants Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 150 Gold Monk Sandals Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Bolts of Cloth, 150 Gold Prophet's Scalp Design Armor Level: 30 Bonus: +1 Divine Favor Materials & Cost: 4 Rolls of Parchment, 150 Gold Sacred Hand wraps Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Bolts of Linen, 150 Gold Sacred Raiment Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 12 Bolts of Cloth, 3 Bolts of Linen, 150 Gold Sacred Pants Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 150 Gold Sacred Sandals Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Bolts of Linen, 150 Gold Servant's Scalp Design Armor Level: 30 Bonus: +1 Healing Prayers Materials & Cost: 4 Rolls of Parchment, 150 Gold Wanderer's Hand wraps Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Wanderer's Vestments Armor Level: 30 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 12 Bolts of Cloth, 3 Tanned Hide Squares, 150 Gold Wanderer's Pants Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 150 Gold Wanderer's Sandals Armor Level: 30 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 1 Tanned Hide Square, 150 Gold Kailan [Bergen Hot Springs] Ascetic's Scalp Design Armor Level: 39 Bonus: +1 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Ascetic's Arm Design Armor Level: 39 Bonus: +6 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Ascetic's Chest Design Armor Level: 39 Bonus: +8 Energy Materials & Cost: 18 Rolls of Parchment, 3 Feathers, 200 Gold Ascetic's Leg Design Armor Level: 39 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 12 Rolls of Parchment, 2 Feathers, 200 Gold Ascetic's Foot Design Armor Level: 39 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Believer's Scalp Design Armor Level: 39 Bonus: None Materials & Cost: 6 Rolls of Parchments, 1 Feather, 200 Gold Defender's Scalp Design Armor Level: 39 Bonus: +1 Protection Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Defender's Scalp Design Armor Level: 39 Bonus: +1 Smiting Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Monk Hand wraps Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Monk Raiment Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Monk Pants Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Monk Sandals Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Prophet's Scalp Design Armor Level: 39 Bonus: +1 Divine Favor Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Sacred Hand wraps Armor Level: 39 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 6 Bolts of Cloth, 1 Bolts of Linen, 250 Gold Sacred Raiment Armor Level: 39 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 18 Bolts of Cloth, 3 Bolts of Linen, 250 Gold Sacred Pants Armor Level: 39 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 12 Bolts of Cloth, 2 Bolts of Linen, 250 Gold Sacred Sandals Armor Level: 39 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 6 Bolts of Cloth, 1 Bolts of Linen, 250 Gold Servant's Scalp Design Armor Level: 39 Bonus: +1 Healing Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Shada [Beetletun] Believer's Scalp Design Armor Level: 39 Bonus: None Materials & Cost: 6 Rolls of Parchments, 1 Feather, 200 Gold Censor's Hand wraps Armor Level: 39 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold Censor's Vestments Armor Level: 39 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 18 Bolts of Cloth, 3 Steel Ingots, 250 Gold Censor's Pants Armor Level: 39 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 12 Bolts of Cloth, 2 Steel Ingots, 250 Gold Censor's Sandals Armor Level: 39 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 6 Bolts of Cloth, 1 Steel Ingot, 250 Gold Defender's Scalp Design Armor Level: 39 Bonus: +1 Protection Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Defender's Scalp Design Armor Level: 39 Bonus: +1 Smiting Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Monk Hand wraps Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Monk Raiment Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Monk Pants Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Monk Sandals Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Prophet's Scalp Design Armor Level: 39 Bonus: +1 Divine Favor Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Scalp Design Armor Level: 39 Bonus: +1 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Servant's Scalp Design Armor Level: 39 Bonus: +1 Healing Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Wanderer's Hand wraps Armor Level: 39 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold Wanderer's Vestments Armor Level: 39 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 18 Bolts of Cloth, 3 Tanned Hide Squares, 250 Gold Wanderer's Pants Armor Level: 39 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 12 Bolts of Cloth, 2 Tanned Hide Squares, 250 Gold Wanderer's Sandals Armor Level: 39 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 6 Bolts of Cloth, 1 Tanned Hide Square, 250 Gold Saphir [Quarrel Falls] Ascetic's Scalp Design Armor Level: 39 Bonus: +1 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Ascetic's Arm Design Armor Level: 39 Bonus: +6 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Ascetic's Chest Design Armor Level: 39 Bonus: +8 Energy Materials & Cost: 18 Rolls of Parchment, 3 Feathers, 200 Gold Ascetic's Leg Design Armor Level: 39 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 12 Rolls of Parchment, 2 Feathers, 200 Gold Ascetic's Foot Design Armor Level: 39 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Believer's Scalp Design Armor Level: 39 Bonus: None Materials & Cost: 6 Rolls of Parchments, 1 Feather, 200 Gold Defender's Scalp Design Armor Level: 39 Bonus: +1 Protection Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Defender's Scalp Design Armor Level: 39 Bonus: +1 Smiting Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Monk Hand wraps Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Bolts of Cloth, 250 Gold Monk Raiment Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 250 Gold Monk Pants Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Bolts of Cloth, 250 Gold Monk Sandals Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Bolts of Cloth, 250 Gold Prophet's Scalp Design Armor Level: 39 Bonus: +1 Divine Favor Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Scalp Design Armor Level: 39 Bonus: +1 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Servant's Scalp Design Armor Level: 39 Bonus: +1 Healing Prayers Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Hanita [Ventari's Refuge] *= note, there are a couple different designs of Ascetic's armor in this town, as the stats are the same I have listed them only once. Ascetic's Scalp Design Armor Level: 45 Bonus: +1 Energy Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Ascetic's Arm Design Armor Level: 45 Bonus: +6 Energy Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Ascetic's Chest Design Armor Level: 45 Bonus: +8 Energy Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold Ascetic's Leg Design Armor Level: 45 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold Ascetic's Foot Design Armor Level: 45 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Believer's Scalp Design Armor Level: 45 Bonus: None Materials & Cost: 8 Rolls of Parchments, 2 Feathers, 300 Gold Censor's Hand wraps Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold Censor's Vestments Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 24 Bolts of Cloth, 6 Steel Ingots, 400 Gold Censor's Pants Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 16 Bolts of Cloth, 4 Steel Ingots, 400 Gold Censor's Sandals Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold Defender's Scalp Design Armor Level: 45 Bonus: +1 Protection Prayers Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Defender's Scalp Design Armor Level: 45 Bonus: +1 Smiting Prayers Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Monk Hand wraps Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Bolts of Cloth, 400 Gold Monk Raiment Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Bolts of Cloth, 400 Gold Monk Pants Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 400 Gold Monk Sandals Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 400 Gold Prophet's Scalp Design Armor Level: 45 Bonus: +1 Divine Favor Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Sacred Hand wraps Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Sacred Raiment Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold Sacred Pants Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold Sacred Sandals Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Servant's Scalp Design Armor Level: 45 Bonus: +1 Healing Prayers Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Wanderer's Hand wraps Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold Wanderer's Vestments Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 24 Bolts of Cloth, 6 Tanned Hide Squares, 400 Gold Wanderer's Pants Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 16 Bolts of Cloth, 4 Tanned Hide Squares, 400 Gold Wanderer's Sandals Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold Alemeth [Henge of Denravi] *= note, there are a couple different designs of Ascetic's armor in this town, as the stats are the same I have listed them only once. Ascetic's Scalp Design Armor Level: 45 Bonus: +1 Energy Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Ascetic's Arm Design Armor Level: 45 Bonus: +6 Energy Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Ascetic's Chest Design Armor Level: 45 Bonus: +8 Energy Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold Ascetic's Leg Design Armor Level: 45 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold Ascetic's Foot Design Armor Level: 45 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Believer's Scalp Design Armor Level: 45 Bonus: None Materials & Cost: 8 Rolls of Parchments, 2 Feathers, 300 Gold Censor's Hand wraps Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold Censor's Vestments Armor Level: 45 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 24 Bolts of Cloth, 6 Steel Ingots, 400 Gold Censor's Pants Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 16 Bolts of Cloth, 4 Steel Ingots, 400 Gold Censor's Sandals Armor Level: 45 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 8 Bolts of Cloth, 2 Steel Ingots, 400 Gold Defender's Scalp Design Armor Level: 45 Bonus: +1 Protection Prayers Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Defender's Scalp Design Armor Level: 45 Bonus: +1 Smiting Prayers Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Monk Hand wraps Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Bolts of Cloth, 400 Gold Monk Raiment Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Bolts of Cloth, 400 Gold Monk Pants Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 400 Gold Monk Sandals Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Bolts of Cloth, 400 Gold Prophet's Scalp Design Armor Level: 45 Bonus: +1 Divine Favor Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Sacred Hand wraps Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Sacred Raiment Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 24 Bolts of Cloth, 6 Bolts of Linen, 400 Gold Sacred Pants Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 16 Bolts of Cloth, 4 Bolts of Linen, 400 Gold Sacred Sandals Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Servant's Scalp Design Armor Level: 45 Bonus: +1 Healing Prayers Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Wanderer's Hand wraps Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold Wanderer's Vestments Armor Level: 45 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 24 Bolts of Cloth, 6 Tanned Hide Squares, 400 Gold Wanderer's Pants Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 16 Bolts of Cloth, 4 Tanned Hide Squares, 400 Gold Wanderer's Sandals Armor Level: 45 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 2 Tanned Hide Squares, 400 Gold Crafter [Stingray Strand] *= note, there are a couple different designs of Ascetic's armor in this area, as the stats are the same I have listed them only once. Ascetic's Scalp Design Armor Level: 57 Bonus: +1 Energy Materials & Cost: 11 Rolls of Parchment, 3 Feathers, 600 Gold Ascetic's Arm Design Armor Level: 57 Bonus: +6 Energy Materials & Cost: 11 Rolls of Parchment, 3 Feathers, 600 Gold Ascetic's Chest Design Armor Level: 57 Bonus: +8 Energy Materials & Cost: 33 Rolls of Parchment, 9 Feathers, 600 Gold Ascetic's Leg Design Armor Level: 57 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 22 Rolls of Parchment, 6 Feathers, 600 Gold Ascetic's Foot Design Armor Level: 57 Bonus: Energy +1, Energy Regeneration +1 Materials & Cost: 11 Rolls of Parchment, 3 Feathers, 600 Gold Monk Hand wraps Armor Level: 57 Bonus: +5 Energy Materials & Cost: 9 Bolts of Cloth, 1000 Gold Monk Raiment Armor Level: 57 Bonus: +5 Energy Materials & Cost: 27 Bolts of Cloth, 1000 Gold Monk Pants Armor Level: 57 Bonus: Energy Regeneration +1 Materials & Cost: 18 Bolts of Cloth, 1000 Gold Monk Sandals Armor Level: 57 Bonus: Energy Regeneration +1 Materials & Cost: 9 Bolts of Cloth, 1000 Gold Sacred Hand wraps Armor Level: 57 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold Sacred Raiment Armor Level: 57 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 33 Bolts of Cloth, 9 Bolts of Linen, 1000 Gold Sacred Pants Armor Level: 57 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 22 Bolts of Cloth, 6 Bolts of Linen, 1000 Gold Sacred Sandals Armor Level: 57 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 11 Bolts of Cloth, 3 Bolts of Linen, 1000 Gold Kathir [Amnoon Oasis] *= note, there are a couple different designs of Ascetic's armor in this town, as the stats are the same I have listed them only once. Ascetic's Scalp Design Armor Level: 51 Bonus: +1 Energy Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Ascetic's Arm Design Armor Level: 51 Bonus: +6 Energy Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Ascetic's Chest Design Armor Level: 51 Bonus: +8 Energy Materials & Cost: 27 Rolls of Parchment, 9 Feathers, 400 Gold Ascetic's Leg Design Armor Level: 51 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 18 Rolls of Parchment, 6 Feathers, 400 Gold Ascetic's Foot Design Armor Level: 51 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Believer's Scalp Design Armor Level: 51 Bonus: None Materials & Cost: 9 Rolls of Parchments, 3 Feathers, 400 Gold Censor's Hand wraps Armor Level: 51 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 9 Bolts of Cloth, 3 Steel Ingots, 700 Gold Censor's Vestments Armor Level: 51 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 27 Bolts of Cloth, 9 Steel Ingots, 700 Gold Censor's Pants Armor Level: 51 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 18 Bolts of Cloth, 6 Steel Ingots, 700 Gold Censor's Sandals Armor Level: 51 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 9 Bolts of Cloth, 3 Steel Ingots, 700 Gold Defender's Scalp Design Armor Level: 51 Bonus: +1 Protection Prayers Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Defender's Scalp Design Armor Level: 51 Bonus: +1 Smiting Prayers Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Monk Hand wraps Armor Level: 51 Bonus: +5 Energy Materials & Cost: 8 Bolts of Cloth, 700 Gold Monk Raiment Armor Level: 51 Bonus: +5 Energy Materials & Cost: 24 Bolts of Cloth, 700 Gold Monk Pants Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 16 Bolts of Cloth, 700 Gold Monk Sandals Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 8 Bolts of Cloth, 700 Gold Prophet's Scalp Design Armor Level: 51 Bonus: +1 Divine Favor Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Sacred Hand wraps Armor Level: 51 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Sacred Raiment Armor Level: 51 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 27 Bolts of Cloth, 9 Bolts of Linen, 700 Gold Sacred Pants Armor Level: 51 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 18 Bolts of Cloth, 6 Bolts of Linen, 700 Gold Sacred Sandals Armor Level: 51 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Servant's Scalp Design Armor Level: 51 Bonus: +1 Healing Prayers Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Wanderer's Hand wraps Armor Level: 51 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 9 Bolts of Cloth, 3 Tanned Hide Squares, 700 Gold Wanderer's Vestments Armor Level: 51 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 27 Bolts of Cloth, 9 Tanned Hide Squares, 700 Gold Wanderer's Pants Armor Level: 51 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 18 Bolts of Cloth, 6 Tanned Hide Squares, 700 Gold Wanderer's Sandals Armor Level: 51 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 9 Bolts of Cloth, 3 Tanned Hide Squares, 700 Gold Morgren [Droknar's Forge] Both dealers carry the same gear. *= note, there are a couple different designs of Ascetic's armor in this town, as the stats are the same I have listed them only once. Ascetic's Scalp Design Armor Level: 60 Bonus: +1 Energy Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Ascetic's Arm Design Armor Level: 60 Bonus: +6 Energy Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Ascetic's Chest Design Armor Level: 60 Bonus: +8 Energy Materials & Cost: 75 Rolls of Parchment, 12 Feathers, 800 Gold Ascetic's Leg Design Armor Level: 60 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 50 Rolls of Parchment, 8 Feathers, 800 Gold Ascetic's Foot Design Armor Level: 60 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Believer's Scalp Design Armor Level: 60 Bonus: None Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Censor's Hand wraps Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 25 Bolts of Cloth, 4 Steel Ingots, 1500 Gold Censor's Vestments Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 75 Bolts of Cloth, 12 Steel Ingots, 1500 Gold Censor's Pants Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 50 Bolts of Cloth, 8 Steel Ingots, 1500 Gold Censor's Sandals Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 25 Bolts of Cloth, 4 Steel Ingots, 1500 Gold Defender's Scalp Design Armor Level: 60 Bonus: +1 Protection Prayers Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Defender's Scalp Design Armor Level: 60 Bonus: +1 Smiting Prayers Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Monk Hand wraps Armor Level: 60 Bonus: +5 Energy Materials & Cost: 11 Bolts of Cloth, 1500 Gold Monk Raiment Armor Level: 60 Bonus: +5 Energy Materials & Cost: 33 Bolts of Cloth, 1500 Gold Monk Pants Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 22 Bolts of Cloth, 1500 Gold Monk Sandals Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 11 Bolts of Cloth, 1500 Gold Prophet's Scalp Design Armor Level: 60 Bonus: +1 Divine Favor Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Sacred Hand wraps Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Sacred Raiment Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 75 Bolts of Cloth, 12 Bolts of Linen, 1500 Gold Sacred Pants Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 50 Bolts of Cloth, 8 Bolts of Linen, 1500 Gold Sacred Sandals Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Servant's Scalp Design Armor Level: 60 Bonus: +1 Healing Prayers Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Wanderer's Hand wraps Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 25 Bolts of Cloth, 4 Tanned Hide Squares, 1500 Gold Wanderer's Vestments Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 75 Bolts of Cloth, 12 Tanned Hide Squares, 1500 Gold Wanderer's Pants Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 50 Bolts of Cloth, 8 Tanned Hide Squares, 1500 Gold Wanderer's Sandals Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 25 Bolts of Cloth, 4 Tanned Hide Squares, 1500 Gold Karl [Marhan's Grotto] Saintly Hand wraps Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold Saintly Raiment Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 150 Bolts of Cloth, 15 Bolts of Damask, 15000 Gold Saintly Pants Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 100 Bolts of Cloth, 10 Bolts of Damask, 15000 Gold Saintly Sandals Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 50 Bolts of Cloth, 5 Bolts of Damask, 15000 Gold Hagen [The Granite Citadel] Ascetic's Arm Design Armor Level: 60 Bonus: +6 Energy Materials & Cost: 50 Rolls of Velium, 5 Feathers, 8000 Gold Ascetic's Chest Design Armor Level: 60 Bonus: +8 Energy Materials & Cost: 150 Rolls of Velium, 15 Feathers, 8000 Gold Ascetic's Leg Design Armor Level: 60 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 100 Rolls of Velium, 10 Feathers, 8000 Gold Ascetic's Foot Design Armor Level: 60 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 25 Rolls of Velium, 4 Feathers, 800 Gold Judge's Hand wraps Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 50 Bolts of Cloth, 5 Deldrimor Steel Ingots, 15000 Gold Judge's Vestments Armor Level: 60 Bonus: +4 Energy, +10 AL vs Physical Materials & Cost: 150 Bolts of Cloth, 15 Deldrimor Steel Ingots, 15000 Gold Judge's Pants Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 100 Bolts of Cloth, 10 Deldrimor Steel Ingots, 15000 Gold Judge's Sandals Armor Level: 60 Bonus: -1 Energy, Energy Regeneration +1, +10 AL vs Physical Materials & Cost: 50 Bolts of Cloth, 5 Deldrimor Steel Ingots, 15000 Gold Wanderer's Hand wraps Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 50 Bolts of Cloth, 5 Tanned Hide Squares, 15000 Gold Wanderer's Vestments Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 150 Bolts of Cloth, 15 Tanned Hide Squares, 15000 Gold Wanderer's Pants Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 100 Bolts of Cloth, 10 Tanned Hide Squares, 15000 Gold Wanderer's Sandals Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 50 Bolts of Cloth, 5 Tanned Hide Squares, 15000 Gold The Eternal Forgemaster [Fissure of Woe] Note: I do not recall the exact figures for each piece. For the entire set of Saintly it would be 105 Globs of Ectoplasm, 105 Obsidian Shards, 35 Bolts of Damask and something like 800 Bolts of Cloth. I'll make sure to get back down there. Saintly Hand wraps Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost:15000 Gold Saintly Raiment Armor Level: 60 Bonus: +5 Energy, +5 AL vs Elemental Materials & Cost: 15000 Gold Saintly Pants Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 15000 Gold Saintly Sandals Armor Level: 60 Bonus: Energy Regeneration +1, +5 AL vs Elemental Materials & Cost: 15000 Gold ---- 6. Monk Skills ---- Monks have four attributes, healing prayers, protection prayers, smiting prayers and divine favor. Divine favor is for primary monks only. It has only a few skills associated with it, but grants 3.25 [rounded down, always] extra life to a friendly target when that target is hit by any spell cast by the monk [exceptions include full party skill, such as Aegis and Heal Party]. Divine favor increases the effectiveness of healing spells by quite a lot. ---- Name: Aegis Attribute: Protection Prayers Energy Cost: 15 Casting Time: 1 Recharge Time: 30 Effect: All party members have a 50% to block attacks for the next 5 to 10 seconds Comment: A decent protection skill. It is a bit expensive with a long recharge, but it can come in handy for the initial charge into a group. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] Learn from: ---- Name: Amity [Elite] Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 60 Effect: All adjacent foes can not attack for 8 to 18 seconds, unless they take damage. Comment: Mass pacifism. Provided your party can hit individual targets rather than using area of effect, this skill can be great. It not, it is totally worthless. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Pravus Obsideo [Perdition Rock] ---- Name: Aura of Faith [Elite] Attribute: Divine Favor Energy Cost: 10 Casting Time: 1 Recharge Time: 20 Effect: Enchantment. For 60 seconds, enchanted ally gains 24% to 45% more health when healed. Comment: This is a decent spell for a second healer monk in a party. You can have three of them active due to the fairly low recharge time, making the other healing monk's job easier. Not recommended if you are the only monk in the party. Also, as it is an enchantment, it can be easily busted by any number of skills in many areas of the game. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Coventina The Matron [Ring of Fire], Willa The Displeased [Abaddon's Mouth] ---- Name: Balthazar's Aura Attribute: Smiting Prayers Energy Cost: 25 Casting Time: 1 Recharge Time: 15 Effect: For 10 seconds, target ally deals 10 to 22 holy damage to each adjacent foe, each second. Comment: An improved Symbol of Wrath. Balthazar's Aura is a great smiting skill. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Balthazar's Spirit Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, target ally gains adrenaline and energy after taking damage. Comment: The adrenaline increases with the level of smiting, this skill works with redirected damage such as life bond, making it a great way to recover the upkeep for both skills. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] Learn from: ---- Name: Bane Signet Attribute: Smiting Prayers Energy Cost: 0, signet Casting Time: 2 Recharge Time: 25 Effect: Target foe takes 26 to 50 holy damage. If that foe was attacking, it is knocked down. Comment: Long recharge, but useful in the early game to smiters. Knockdown is also quite effective when used at the right times. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Banish Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 10 Effect: Target foe takes 20 to 49 holy damage. Comment: This is one of the more spammable smiting skills, if such a thing exists. The damage is rather weak, but it is one of the first two direct damage smiting skills, it is worth at least a mention. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Blessed Aura Attribute: Divine Favor Energy Cost: 10 Casting Time: 2 Recharge Time: 2 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, any Monk enchantment you cast lasts 10% to 30% longer. Comment: This refers to non-upkeep enchantment, such as healing breeze, protective spirit and so on. This is not a terribly useful skill unless you are a pure protector or like maintaining enchantments for Blessed Signet use. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Blessed Signet Attribute: Divine Favor Energy Cost: None, signet Casting Time: 2 Recharge Time: 10 Effect: For every enchantment you are maintaining, you gain 3 energy, with a maximum of 3 to 20 energy gained in this way. Comment: Very useful way for pure protection monks to keep their energy alive. Doing this can easily allow you to maintain enchantments which give you negative regeneration. Only useful on a monk primary though. Also, it only applies to monk skills with upkeeps. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Contemplation of Purity Attribute: Divine Favor Energy Cost: 5 Casting Time: .25 Recharge Time: 5 Effect: You lose all enchantments on you. For each one you lose, you gain 6 to 65 health, lose one hex and lose one condition. Comment: As enchantments are generally quite expensive, using this method to heal yourself by first buffing yourself with useless spells is not effective. This should generally be used as a last resort. Certain enchantments with duration, say, healing breeze, could be purified when they start flashing to indicate they are wearing off. Rather than get the one second of health from breeze, use this to gain more and remove any unwanted conditions. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] Learn from: ---- Name: Convert Hexes Attribute: Protection Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 20 Effect: All hexes are removed from target other ally. For 8 to 18 seconds, that ally gains +10 armor for each of those hexes which was a Necromancer hex. Comment: An easy way to give the poor defenseless casters more defense while removing all of their negative conditions. If the recharge were a bit better this would be a great skill. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Steig [Camp Rankor] Learn from: ---- Name: Divine Boon Attribute: Divine Favor Energy Cost: 5 Casting Time: .25 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, whenever you cast a monk spell on an ally, that ally is healed for 25 to 61 additional points, but you lose 2 energy. Comment: This spell goes both ways. It can be extremely good under certain scenarios, or quite bad in others. I have difficulty explaining when to use this and when not to use it, but if you are constantly casting small spells on allies, you will deplete your energy in a fast hurry this way. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] Learn from: ---- Name: Divine Healing Attribute: Divine Favor Energy Cost: 10 Casting Time: 2 Recharge Time: 60 Effect: Heal yourself and all nearby members of your party for 10 to 210 points. Comment: This spell has about the range of heal area, though heals for substantially more and does not heal nearby enemies. However, it takes longer to cast and has an absurd recharge time. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Thengen [Port Sledge] Learn from: ---- Name: Divine Intervention Attribute: Divine Favor Energy Cost: 10 Casting Time: .25 Recharge Time: 30 Effect: In the next ten seconds, if target receives lethal damage, the damage is ignored and that ally instead gains 26 to 197 health. Comment: This spell is an easy way to save someone rather than using heal other, however, it is not without downfalls. Divine Intervention is an enchantment, and as such, it can be removed. Likewise, it will expire at some point too, so if the enemy realizes what you have done, they may just ignore the target for ten seconds and wail on someone else in that time, further depleting your energy. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] Learn from: ---- Name: Divine Spirit Attribute: Divine Favor Energy Cost: 10 Casting Time: .25 Recharge Time: 60 Effect: For 1 to 9 seconds, Monk spells cost 5 less energy to cast. Spells can not be reduced below 1 energy. Comment: This skill sounds useful, though, it really is not. The duration is quite short and you will have to cast two and a half five energy spells just to break even on the original cost of the divine spirit. Unless you are a smiter, or a protector enchanting others before a battle, this skill will not help you much, as it requires a fair amount of startup energy followed by several quick shots of spells. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] Learn from: ---- Name: Draw Conditions Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 0 Effect: All negative Conditions are taken from target other ally and given to you. For each condition received, you gain 6 to 22 life. Comment: Although you do not solve the problem of getting rid of the negative condition, being able to pass it around does have it's advantages. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] Learn from: ---- Name: Dwayna's Kiss Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 3 Effect: Heal target other ally for 15 to 51 points. Heal for 5 to 17 more points for every enchantment and hex on that ally. Comment: A good spell. The limiting factor is that it can not target yourself. As allies generally have at least one hex or enchantment on them, this spell does heal better than orison, though with a slower recharge. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] Learn from: ---- Name: Essence Bond Attribute: None Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While you maintain this Enchantment, whenever target ally takes physical damage, you gain one energy. Comment: Not too many uses for this skill, but here is a good one. Life bond a warrior in the party and make it clear that s/he should run into the middle of everything. Essence bond either that warrior or yourself. Provided the groups being fought are absolute mobs of physical attacks, your energy should soar. Still, not a great skill to be using. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] Learn from: ---- Name: Guardian Attribute: Protection Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 2 Effect: Enchantment, for the next 5 seconds target ally has a 20% to 44% chance to block attacks and magical attacks which are projectiles. Comment: This skill is just under powered. The duration is too short, the chance to block never elevates enough. Oh well, I suppose if you have no better skills to cast, this one is at least spammable. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Heal Area Attribute: Healing Prays Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Heals all allies or enemies in a small area near you for 30 to 150 points of health. Comment: This spell can be good or bad, depending on how well you play. If you generally position yourself directly next to the casters and rangers, you can heal them all for a large amount without moving. Likewise, you can creep up behind your wall of warriors and heal all of them, but still be out of range of the enemies. This spell becomes bad when you have a Monk with no clue how to play healing the enemies with this and not even realizing it. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Heal Other Attribute: Healing Prayers Energy Cost: 10 Casting Time: .75 Recharge Time: 3 Effect: Heal target other ally for 35 to 151 points of health. Comment: A must have for a healing Monk. Heal other is a quick recharging spell which packs quite the healing punch. With solid divine favor, Heal Other is good for around 200 health. The only downfall is this is yet another spell which can not target yourself [duh!] Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] Learn from: ---- Name: Heal Party Attribute: Healing Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 0 Effect: Heals all members of your party, whom are within the range of the compass, for 16 to 67 health. Comment: This is by far the best long range healing spell for a monk. It allows you to heal everyone when the party gets spread out. However, the spell is rather expensive to cast and even with runes, sits around only 80 health per person. Still, there are some uses for it, particularly when everyone gets hit by the same moderate damage attacks. While it is nice, do not take this in favor of a more efficient one target healing spell. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Healing Breeze Attribute: Healing Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 2 Effect: Enchantment, for 10 seconds, target ally gains a health regeneration of 3 to 8 arrows. Comment: A great skill in the early game, healing breeze will heal most people faster than they can take damage. Its effects are less impressive as the game progresses. Enchantment busters hurt it's functionality, gaining 160 health over 10 seconds, while nice, may not be effective enough. Furthermore, with all of the methods of health degeneration later in the game, healing breeze is often used as a way to counter the negative health arrows, and gives but a few positive ones in its place. Despite all of this, healing breeze has never made its way out of my skill bar. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Healing Hands [Elite] Attribute: Healing Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 25 Effect: For the next ten second, whenever target ally takes physical damage, that ally is also healed for 5 to 21 points. Comment: This skill should not be an elite enchantment. First, it is far weaker than its Protection Prayer counterpart, mark of protection. Secondly, healing seed is far more effective. I personally do not use this skill and consider it to be among the worst of Monk elite skills. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Rull Browbeater [Perdition Rock], Dwayna's Cursed [Perdition Rock] ---- Name: Healing Seed Attribute: Healing Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 25 Effect: Whenever target ally takes damage in the next 8 to 18 seconds, that ally and all nearby allies gain 3 to 25 health. Comment: This is a wonderful enchantment. At the higher levels, if your group clusters, just shove this on whomever is getting hit the most often and you can pretty much forget about them for the next 15 seconds or so. The only weaknesses to this skill are the fact that it can be removed with various skills, and that smarter enemies [aka humans], will stop attacking the seeded party member. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] Learn from: ---- Name: Healing Touch Attribute: Healing Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 5 Effect: Heal target touched ally for 16 to 51 health. The effects of Divine Favor are doubled for this skill. Comment: Easily the best self healing skill for a primary monk. With decent divine favor, this skill can heal in excess of 150 health with a quick recharge time. Fairly effective for healing other casters too, provided they stand nearby. Not so great for healing warriors, unless you like standing that far up. This is a great skill which any primary monk healer should consider using. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Holy Strike Attribute: Smiting Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 8 Effect: Target touched foe takes 10 to 34 holy damage. If attacking, that foe is knocked down, and takes an additional 10 to 22 holy damage. Comment: I have never used this skill, so I'll refrain from making comments other than monks getting up close and personal is not a great way to fight, Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: [Ice Tooth Cave] Learn from: ---- Name: Holy Veil Attribute: None Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, any hexes of enchantments cast on target creature take twice as long to cast as they normally would. Comment: Not terribly useful. Perhaps decent if you are a primary Mesmer trying to counter hex spells, but Mesmers have several skills for slowing casting time, so this would seem pointless. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] Learn from: ---- Name: Holy Wrath Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, whenever target ally takes attack [physical] damage, this spell deals 66% of the damage back to the source, maximum of ??? to ???, and you lose 10 energy. Comment: Having never tried this skill, but just reading it, this seems worthless... Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] Learn from: ---- Name: Infuse Health Attribute: Healing Prayers Energy Cost: 10 Casting Time: .25 Recharge Time: none Effect: Your current health is reduced by 50%. Target other ally is healed for 100% to 129% of the health you just lost. Comment: This is perhaps the most underrated healing skill in the game. However, it is better when your secondary is monk. I generally carry this around if that is the case, because it can come in handy. Use this skill if you are a ranged caster/attacker and usually at full life. When the primary Monks are down on energy, call that you are infusing someone with health [so the Monk's don't think you just got popped for 300 damage]. This is a great way to save someone trying to escape, due to the quick cast time. Furthermore, it is one of the few ways to keep the ever so dumb NPC's alive if you have no monks in the party. The obvious downfall is that you will lose a lot of life casting this, but at the end of the day, it's the fastest way to heal without dedicating an entire build around it. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Judge's Insight Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 10 Effect: For 8 to 18 seconds, target ally gains 20% armor penetration and does holy damage. Comment: Great skill against heavily armored opponents, as holy damage is difficult to resist, and does additional against some necromancers and the undead. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] Learn from: ---- Name: Life Attunement Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally deals less combat damage, but receives a 14% to 43% greater amount of health when healed. Comment: Never used this skill to be honest, probably decent when used on a caster who is not attacking anyway. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] Learn from: ---- Name: Life Barrier [Elite] Attribute: Protection Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 5 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, damage to target other ally is reduced by 20% to 44%. If your health drops below 50% and that ally takes damage, Life Barrier ends. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Enshal Hardwood [Frozen Forest] ---- Name: Life Bond Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target other ally takes only 50% damage from attacks, the other half is redirected to you, though reduced by 3 to 25 points. Comment: A great skill that should be considered by any protector. Even a healer may wish to stock this in the event the entire party aside from you and someone else die. Use this to keep that person alive longer and make healing easier. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Ephaz [Beetletun] Learn from: ---- Name: Light of Dwayna Attribute: None Energy Cost: 25 Casting Time: 4 Recharge Time: 30 Effect: Revives all nearby dead allies. Comment: The key word here is "nearby". You basically have to be standing on them. Meaning, of course, if your entire team did not die in a pile, nothing will happen. While it is quicker then most life bringing spells, it is also grossly expensive and unpractical. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Harnil [Marhan's Grotto] Learn from: ---- Name: Live Vicariously Attribute: Healing Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While you maintain this enchantment, you gain 1 to 11 health when target ally strikes a foe. Comment: This skill is rather lame. The few uses may be to slap it on a Barrage ranger or Cyclone Axe Warrior and then not have to worry about healing yourself. Still, just avoid this skill unless you want to experiment. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Mark of Protection [Elite] Attribute: Protection Prayers Energy Cost: 15 Casting Time: 1 Recharge Time: 45 Effect: For 10 seconds, whenever target ally would take damage, that ally is instead healed for that amount, maximum of 6 to 49 points. All of your protection prayers are disabled for ten seconds. Comment: The best protection elite, this skill is a long term reversal of fortune. Great for bringing someone from near death up a good deal of health before the opponent notices. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Lokar Icemender [Iron Mines of Moladune], Bolis Hillshaker [Thunderhead Keep] ---- Name: Martyr [Elite] Attribute: None Energy Cost: 5 Casting Time: .25 Recharge Time: 10 Effect: All negative conditions from all members of the party are transferred to you. Comment: A nice way to cure everyone else at the cost of yourself. While this skill can be useful, do not bother to equip it as it is a waste of an elite. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Dwayna's Cursed [Perdition Rock] ---- Name: Mend Ailment Attribute: Protection Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 2 Effect: Remove one condition from target other ally. That ally gains 5 to 57 life for each remaining condition. Comment: I prefer mend condition, but this spell is useful as well. Unlock from [Needed only for PvP]:Narius [Henge of Denravi] Purchase from: Sorim [Quarrel Falls] Learn from: ---- Name: Mend Condition Attribute: Protection Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 2 Effect: Remove one condition from target other ally, that ally is healed for 5 to 57 points. Comment: A more surefire way of healing by condition removal. Quick recharge, low cost. This is the way to go. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Mending Attribute: Healing Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally gains health regeneration of 1 to 3 arrows. Comment: Commonly seen as the main healing skill of Warrior Monks, a primary monk can make good use of this early, as well. If you boost the heck out of healing and just slap mending on your party [or henchmen], you can basically waltz to Yak's Bend with almost no problems [Charr Chaot's can shatter them, but they are few and far between]. The 3 arrows should be more than enough to keep everyone from losing life unless they recklessly run into a crowd. Once you reach Yak's Bend, this skill should not be used as your only skill. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Orison of Healing Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 2 Effect: Heal target ally for 20 to 60 points. Comment: The bread and butter healing skill. Orison, with divine favor, does in the neighborhood of 100 healing to any friendly target. It has a quick recharge as well. As it costs only five energy, provided you have four arrows of regeneration of energy, you should be able to cast this skill and by the time it recharges have the same amount of energy. While it is not that good in the late game, most monks keep it anyway, because it is cheap and quick to recharge. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Pacifism Attribute: Protection Prayers Energy Cost: 10 Casting Time: 3 Recharge Time: 30 Effect: for 8 to 18 seconds, target foe can not attack, this effect ends if that foe takes damage. Comment: I find this skill to be extremely lame. There is so much AoE in this game, or just incompetent teammates. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] Learn from: ---- Name: Peace and Harmony [Elite] Attribute: Divine Favor Energy Cost: 5 Casting Time: 1 Recharge Time: 45 Effect: For 30 to 78 seconds, target ally gains +1 energy regeneration. This is an enchantment spell, and ends prematurely if that ally attacks or casts a spell which targets a non-ally. Comment: One of the more useful Monk Elites, which is saying a lot as Monk's easily have the best elites in the game. Peace and Harmony, as an enchantment, can be removed, however, Monk's tend to stay back enough where enchantment busters, in PvE at least, will fail to hit them. Casting this on yourself can greatly increase your effectiveness in battle. Consider this alternative though. Casting it on some forms of fire Elementalists may help even more. Ones which use skills which require them to get close, such as inferno and lava font, are not in fact targeting enemies with their skills. Provided s/he has enough of these skills, you could supply that ally with increases energy regeneration. Personally, this is my second favorite Monk elite. It allows you to maintain another enchantment, basically for free, or spout off more spells. If you are a healer, I would still take Word of Healing over this skill though. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Marnta Doomspeaker [Snake Dance] ---- Name: Protective Bond Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally cannot take damage more than 5% of his or her maximum life at a time. When this skill prevents damage, you lose 6 to 3 energy, if you can not, the enchantment ends. Comment: A nice way to prevent damage, but extremely high energy maintenance. Haven't really found a long term solution to using this. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] Learn from: ---- Name: Protective Spirit Attribute: Protection Prayers Energy Cost: 10 Casting Time: .75 Recharge Time: 5 Effect: For 5 to 19 seconds, target ally cannot lose more than 10% health from a single attack or spell. Comment: Decent duration, good effects. However, it does not protect against all forms of enemy damage dealing, particularly those which deals high amounts of damage. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] Learn from: ---- Name: Purge Conditions Attribute: None Energy Cost: 5 Casting Time: .25 Recharge Time: 30 Effect: Remove all negative conditions from one ally. Comment: A nice spell to get rid of many pesky conditions at once. The recharge is pretty high, but it is the first condition removal skill you will come across. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Purge Signet Attribute: None Energy Cost: 0, signet Casting Time: 3 Recharge Time: 30 Effect: Removes all conditions and hexes from target ally. You lose 10 energy for each one removed. Comment: Not very useful. This is a great way to run out of energy in a fat hurry. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Mazzim [Fisherman's Haven] Learn from: ---- Name: Rebirth Attribute: Protection Prayers Energy Cost: 10 Casting Time: 6 Recharge Time: 0 Effect: Target dead ally is revived and teleported to your current location. Your energy is reduced to zero. The revived ally's skills are disabled for 10 to 4 seconds. Comment: This skill seems to have become the standard revival skill. However, half the people do not understand how to use this. When NOT to use: -When you are in a crowd of enemies. The person you res is just going to die again, they will respawn with barely any life and no skills. -When you are the only monk in the party and the battle rages on. Hello, six seconds with no healing, and then a few more for your energy to come back. Defenseless party alert! When TO use: -When you have boldly chickened out and everyone else died. This skill allows you to revive a teammate without agroing any enemies. -When you are a secondary monk, and a ranged attacker not reliant on energy. Make sure to call that you are using the skill during battle so the monk knows to get ready to heal the person when they pop up safely back. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] Learn from: ---- Name: Remove Hex Attribute: None Energy Cost: 5 Casting Time: 2 Recharge Time: 7 Effect: Removes one hex from target ally. Comment: One of a select few ways to remove hexes in the game. Cheap spell, decent recharge. Only carry it along for hex heavy areas though. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] Learn from: ---- Name: Restore Condition [Elite] Attribute: Protection Prayers Energy Cost: 10 Casting Time: .75 Recharge Time: 2 Effect: Remove all conditions from target other ally. That ally gains 10 to 82 life for each on removed. Comment: Great condition remover. Easily the best one. However, as it is an elite skill, unless you are solely a hex/condition buster, I can not suggest using this skill. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Spindle Agonyvein [Abaddon's Mouth] ---- Name: Restore Life Attribute: Healing Prayers Energy Cost: 10 Casting Time: 8 Recharge Time: 0 Effect: While standing over target dead ally, Restore Life will bring that ally back to life with 26% to 45% health and 42% to 80% energy. Comment: Often considered the most "noob" resurrection spell, this deserves a second look. Yes, it takes forever to cast. Yes, you have to stand on the party member for it to work. However, unlike resurrect, the target comes back to life with considerable health and energy, allowing them to get out of danger if it still exists. Unlike rebirth, they do not come back to life with a sliver of health and all of their skills disabled. This skill is more useful when you have two monks in the party, having one load up on this and do mid- battle resurrecting, bringing back allies in a not so critical state as when another ally pops off a rebirth and the person comes back with no health in the middle of a pack. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Taltosh [Grendich Courthouse] Learn from: ---- Name: Resurrect Attribute: None Energy Cost: 10 Casting Time: 8 Recharge Time: 0 Effect: Resurrect target ally with very little health and energy. Comment: This skill does have range, unlike restore life, but revives the fallen teammates with barely any health, making them easy bait for another immediate death should danger exist. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Retribution Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, whenever target ally takes damage, 33% of it is dealt back to the attacker, maximum of 5 to 17 damage. Comment: Again, seems pretty worthless to me. At least this one doesn't eat extra energy. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Reversal of Fortune Attribute: Protection Prayers Energy Cost: 5 Casting Time: .25 Recharge Time: 2 Effect: The next time target ally would take damage, that ally gains that amount of life instead. That ally can only gain 15 to 67 life in this way. Comment: The bread and butter Protection Monk spell. Cheap, fast, spammable. Reversal of Fortune essentially two hits, assuming they do around the same damage. However, some smart players are able to anticipate when someone will get hit by this spell, and do two damage accordingly. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Scourge Healing Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 5 Effect: For 30 seconds, every time target foe is healed, the healer takes 15 to 67 holy damage. Comment: One of the better smiting skills, very effective against the annoying healer bosses spread throughout the game. Unlock from [Needed only for PvP]: Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Scourge Sacrifice Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 5 Effect: For 8 to 18 seconds, every time a foe sacrifices life, that foe loses twice the normal amount. Comment: Useful against blood necromancers, not much else. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Gammel [Copperhammer Mines] Learn from: ---- Name: Shield of Deflection [Elite] Attribute: Protection Prayers Energy Cost: 15 Casting Time: 2 Recharge Time: 5 Effect: For 5 to 10 seconds, target ally has a 50% to 70% chance to Evade attacks and gains 12 to 22 armor. Comment: Yet another wonderful Protection Monk elite skill. Shield of regeneration and Mark of Protection are probably better, but this one is nothing to be ignored. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Grun Galesurge [Ring of Fire] ---- Name: Shield of Judgment [Elite] Attribute: Smiting Prayers Energy Cost: 15 Casting Time: 1 Recharge Time: 45 Effect: For 8 to 18 seconds, every time target foe is struck for physical damage, the dealer of the damage is knocked down, taking 5 to 41 damage. Comment: This skill is highly annoying. After being knocked down the first time, most people are not dumb enough to continue attacking the same target though. Still, knockdown is a great tactical advantage, so is forcing people to take up new targets. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Myd Springclaw [Mineral Springs] ---- Name: Shield of Regeneration [Elite] Attribute: Protection Prayers Energy Cost: 15 Casting Time: 1 Recharge Time: 20 Effect: Target ally gains 3 to 9 health regeneration and 40 armor for 5 to 10 seconds. Comment: Another great elite protection skill. This one is my personal favorite, but it is a bit pricey. Still, if Lina uses it... how bad can it be? Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Facet of Light [Dragon's Lair] ---- Name: Shielding Hands Attribute: Protection Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 25 Effect: For 10 seconds, all damage incurred by target ally is reduced by 3 to 15 points. Comment: Very useful in the early stages of the game, easily being able to reduce all damage to zero. However, with the long recharge time and increasing amounts of damage taken later, this skill will quickly find its way out of your skill bar. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Signet of Devotion Attribute: Divine Favor Energy Cost: 0, signet Casting Time: 2 Recharge Time: 5 Effect: Heal target ally for 14 to 83 points. Comment: A skill which is getting more attention in both PvP and PvE as of late. Signet of Devotion is a slow Orison of healing which costs no energy. As such, it is backfire proof as well as some other skills. I would recommend this only as a third healing spell though, do not try and build your entire character around this. Unlock from [Needed only for PvP]: Narius [Henge of Denravi] Purchase from: Captain Greywind [Ascalon Settlement] Learn from: ---- Name: Signet of Judgment [Elite] Attribute: Smiting Prayers Energy Cost: 0, signet Casting Time: 2 Recharge Time: 30 Effect: Target foe is knocked down and takes 15 to 63 holy damage. All foes nearby to the knocked down foe also take the damage, but are not knocked down. Comment: Although this is not helpful to you, taking on several Azure Shadows at once often results in being hit with this from all of them in succession, highly damaging. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Fawl Driftstalker [Talus Chute], Balt Duskrider [Iron Mines of Moladune] ---- Name: Smite Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Effect: Deals 10 to 46 holy damage to target foe. If that foe was attacking, it takes an additional 10 to 22 damage. Comment: Along with Banish, the only spammable smiting skill. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Smite Hex Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 15 Effect: Remove a hex from target ally. All foes nearby to that ally take 10 to 70 damage. Comment: A great hex remover, does damage too. Sadly, the recharge is too high to make it terribly effective. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Tengsao [Amnoon Oasis] Learn from: ---- Name: Spell Breaker [Elite] Attribute: Divine Favor Energy Cost: 15 Casting Time: 1 Recharge Time: 45 Effect: For 5 to 16 seconds, target ally can not be the target of any hostile spell. Comment: This spell is picking up popularity fast, and rightly so, it is so broken [that means overpowered]. However, it is not impossible to overcome. First, the recharge is relatively long. Second, while the person can not be the initial target, s/he can still be affected by the spell if it is AoE or non-target based. Still, this skill deserves major consideration against the caster areas of the game. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Raptorhawk [Snake Dance] ---- Name: Strength of Honor Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While maintained, target ally deals 1 to 8 more damage in melee combat. Comment: USELESS. Low damage plus maintenance + melee only = no thanks. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Succor Attribute: None Energy Cost: 10 Casting Time: 1 Recharge Time: 10 Upkeep: 1 energy arrow. Effect: While this enchantment is maintained, target other ally gains health and energy regenerations of 1 and you lose 1 energy each time that ally casts a spell. Comment: Highly annoying spell. You can give up both energy and energy regeneration, so someone else in the party gets a puny one extra arrow. This is not worth it. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Marna [Ice Tooth Cave] Learn from: ---- Name: Symbol of Wrath Attribute: Smiting Prayers Energy Cost: 5 Casting Time: 2 Recharge Time: 30 Effect: For 5 seconds, foes adjacent to you take 8 to 27 holy damage per second. Comment: Cheap, damaging. Common on warrior/monks. The recharge is quite high and the duration low, still, it is worth considering if you are a smiter or a warrior/monk. Unlock from [Needed only for PvP]: Garemm [Ascalon City] Purchase from: Sir Bertran [Ascalon City] Learn from: ---- Name: Unyielding Aura [Elite] Attribute: Divine Favor Energy Cost: 5 Casting Time: 3 Recharge Time: 60 Upkeep: 1 arrow of energy regeneration Effect: Target dead ally comes back to life with 100% health and energy. If that ally dies, or if this enchantment is removed/unmaintained, that ally dies, but does not incur a death penalty for that death. This spell fails 50% of the time if Divine Favor is less than level 5. Comment: Damn is this skill fun. It has the same premise of Vengeance, but you get to control when the person dies again, unless it is removed from the enemy. As it is an elite skill, if your goal is to have a quick full res, I would stick with Vengeance, as this skill is not worthy of being elite. However, Unyielding Aura does have many fun perks. Here are a few: When a person in your party is constantly running off and getting killed, res him using this spell. Now, with that ally on your leash you can control the action. If s/he runs off again and does not heed warnings, simply stop maintaining the enchantment. Okay, so other than a quick res or the leash factor, this skill is fairly useless, but think of all the fun you can have :)! Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Ipillo Wupwup [Witman's Folly] ---- Name: Vengeance Attribute: None Energy Cost: 10 Casting Time: 4 Recharge Time: 60 Effect: Enchantment, bring target ally back to life with full health and energy. After thirty seconds, or if this enchantment is removed, that ally dies again. Deaths caused by the removal of, expiration of, or otherwise during Vengeance do not cause additional death penalties. Comment: A handy res spell, to say the least. Vengeance brings someone back at full power, if only for a short time. Use that person as a meat shield, since they are going to die again anyway. This skill is more fun then anything else, but does have its practical purposes. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- Name: Vigorous Spirit Attribute: Healing Prayers Energy Cost: 5 Casting Time: 1 Recharge Time: 4 Effect: Enchantment spell, for 30 seconds, whenever target ally attacks of casts a spell, that ally gains 1 to 11 health. Comment: Similar to Live Vicariously, though perhaps more useful. This skill does not have an upkeep and is triggered by casting as well as attacking. Still, I would not recommend bringing this one along unless you are a supporting healer, rather than a pure healer. Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch] Purchase from: Firstwatch Sergio [Lion's Arch] Learn from: ---- Name: Vital Blessing Attribute: Protection Prayers Energy Cost: 10 Casting Time: 2 Recharge Time: 0 Upkeep: 1 energy arrow Effect: While this enchantment is maintained, target ally gains 40 to 168 more maximum health, Comment: This is a skill I have not spent much time with. Having more life is good, though at the cost of energy regeneration, I'm not sure it is worth it. Maybe if monk is your secondary, but still, what a waste of stat points. Oh well, e-mail me some crazy ideas involving this skill, other than giving people more life for UW and FoW runs. Unlock from [Needed only for PvP]: Willem [Yak's Bend] Purchase from: Captain Osric [Yak's Bend] Learn from: ---- Name: Watchful Spirit Attribute: Divine Favor Energy Cost: 15 Casting Time: 2 Recharge Time: 10 Upkeep: 1 arrow of energy regeneration Effect: While you maintain this enchantment, target ally gains health regeneration of 2. If watchful spirit ends, that ally gains 30 to 150 health. Comment: Honestly, I have never used this skill, but it looks to be an interesting mix between mending and an unwatched [aka, self activating] heal. Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis] Purchase from: Avena [Maguuma Stade] Learn from: ---- Name: Word of Healing [Elite] Attribute: Healing Prayers Energy Cost: 5 Casting Time: .75 Recharge Time: 4 Effect: Heal target other ally for 16 to 67 health. Heals for an additional 15 to 83 points of health if that ally is below 50% health. Note: the extra health is applied only if the target is under 50% health AFTER the initial healing + divine favor. In reality, the target will need to be at around 33% life for the extra healing to trigger. Comment: Without much question, this is the best elite skill a healing monk can have, perhaps the best a monk can have. Word of healing can easily restore over 200 health to an ally for five energy. The only downfall is that it can not target the caster, but oh well. This skill should be seriously considered by any primary healer. Unlock from [Needed only for PvP]: Dakk [Droknar's Forge] Purchase from: --- Learn from: Wissper Inssani [Elona Reach], Josso Essher [Thirsty River] ---- Name: Zealot's Fire Attribute: Smiting Prayers Energy Cost: 10 Casting Time: 1 Recharge Time: 30 Effect: For 60 seconds, whenever you use a skill on an ally, all adjacent foes to that ally are struck for 5 to 37 fire damage. Comment: Has its uses, I suppose, assuming you are consistently casting spells on the same ally. Unlock from [Needed only for PvP]: Tyren [Droknar's Forge] Purchase from: Bartoch [Droknar's Forge] Learn from: ---- 7. Necromancer Armor ---- Necromancers have the same armor as other casters. Their Bonelace is effective against ranged attackers. Necrotic has ten more defense than any of the other armor, which can come in quite handy, but comes at the cost of taking substantially more damage from holy attacks. Scar Patterns provide more energy than the other armors. Banoit [Ascalon City] Bonelace Gloves Armor Level: 15 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 2 Tanned Hide Squares, 50 Gold Bonelace Tunic Armor Level: 15 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 6 Tanned Hide Squares, 50 Gold Bonelace Leggings Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 50 Gold Bonelace Boots Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 2 Tanned Hide Squares, 50 Gold Crude Scar Pattern Armor Level: 15 Bonus: None Materials & Cost: 2 Rolls of Parchment, 50 Gold Necromancer's Gloves Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Tanned Hide Square, 50 Gold Necromancer's Tunic Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Tanned Hide Squares, 50 Gold Necromancer's Leggings Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Tanned Hide Squares, 50 Gold Necromancer's Boots Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Tanned Hide Square, 50 Gold Corwen [Ascalon City] Bonelace Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold Bonelace Tunic Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Squares, 12 Bones, 150 Gold Bonelace Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 150 Gold Bonelace Boots Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold Crude Scar Pattern Armor Level: 30 Bonus: None Materials & Cost: 4 Rolls of Parchment, 150 Gold Devilish Scar Pattern Armor Level: 30 Bonus: +1 Soul Reaping Materials & Cost: 4 Rolls of Parchment, 150 Gold Necromancer's Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Tanned Hide Squares, 150 Gold Necromancer's Tunic Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Tanned Hide Squares, 150 Gold Necromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Tanned Hide Squares, 150 Gold Necromancer's Boots Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Tanned Hide Squares, 150 Gold Ragged Scar Pattern Armor Level: 30 Bonus: +1 Blood Magic Materials & Cost: 4 Rolls of Parchment, 150 Gold Vile Scar Pattern Armor Level: 30 Bonus: +1 Death Magic Materials & Cost: 4 Rolls of Parchment, 150 Gold Wicked Scar Pattern Armor Level: 30 Bonus: +1 Curses Materials & Cost: 4 Rolls of Parchment, 150 Gold Harlan [Piken Square] Bonelace Gloves Armor Level: 15 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 2 Tanned Hide Squares, 50 Gold Bonelace Tunic Armor Level: 15 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 6 Tanned Hide Squares, 50 Gold Bonelace Leggings Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 50 Gold Bonelace Boots Armor Level: 15 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 2 Tanned Hide Squares, 50 Gold Crude Scar Pattern Armor Level: 15 Bonus: None Materials & Cost: 2 Rolls of Parchment, 50 Gold Necromancer's Gloves Armor Level: 15 Bonus: +5 Energy Materials & Cost: 1 Tanned Hide Square, 50 Gold Necromancer's Tunic Armor Level: 15 Bonus: +5 Energy Materials & Cost: 3 Tanned Hide Squares, 50 Gold Necromancer's Leggings Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 2 Tanned Hide Squares, 50 Gold Necromancer's Boots Armor Level: 15 Bonus: Energy Regeneration +1 Materials & Cost: 1 Tanned Hide Square, 50 Gold Breyshaw [Yak's Bend] Bonelace Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold Bonelace Tunic Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Square Squares, 12 Bones, 150 Gold Bonelace Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Square Squares, 8 Bones, 150 Gold Bonelace Boots Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold Crude Scar Pattern Armor Level: 30 Bonus: None Materials & Cost: 4 Rolls of Parchment, 150 Gold Devilish Scar Pattern Armor Level: 30 Bonus: +1 Soul Reaping Materials & Cost: 4 Rolls of Parchment, 150 Gold Fanatic's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold Fanatic's Tunic Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Squares, 3 Leather Squares, 150 Gold Fanatic's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 150 Gold Fanatic's Boots Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold Necromancer's Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Tanned Hide Squares, 150 Gold Necromancer's Tunic Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Tanned Hide Squares, 150 Gold Necromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Tanned Hide Squares, 150 Gold Necromancer's Boots Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Tanned Hide Squares, 150 Gold Ragged Scar Pattern Armor Level: 30 Bonus: +1 Blood Magic Materials & Cost: 4 Rolls of Parchment, 150 Gold Vile Scar Pattern Armor Level: 30 Bonus: +1 Death Magic Materials & Cost: 4 Rolls of Parchment, 150 Gold Wicked Scar Pattern Armor Level: 30 Bonus: +1 Curses Materials & Cost: 4 Rolls of Parchment, 150 Gold Samuka [Lion's Arch] Bonelace Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold Bonelace Tunic Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Square Squares, 12 Bones, 150 Gold Bonelace Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Square Squares, 8 Bones, 150 Gold Bonelace Boots Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 4 Bones, 150 Gold Crude Scar Pattern Armor Level: 30 Bonus: None Materials & Cost: 4 Rolls of Parchment, 150 Gold Devilish Scar Pattern Armor Level: 30 Bonus: +1 Soul Reaping Materials & Cost: 4 Rolls of Parchment, 150 Gold Fanatic's Gloves Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold Fanatic's Tunic Armor Level: 30 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Squares, 3 Leather Squares, 150 Gold Fanatic's Leggings Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 150 Gold Fanatic's Boots Armor Level: 30 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 4 Tanned Hide Squares, 1 Leather Square, 150 Gold Necromancer's Gloves Armor Level: 30 Bonus: +5 Energy Materials & Cost: 2 Tanned Hide Squares, 150 Gold Necromancer's Tunic Armor Level: 30 Bonus: +5 Energy Materials & Cost: 6 Tanned Hide Squares, 150 Gold Necromancer's Leggings Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 4 Tanned Hide Squares, 150 Gold Necromancer's Boots Armor Level: 30 Bonus: Energy Regeneration +1 Materials & Cost: 2 Tanned Hide Squares, 150 Gold Necrotic Gloves Armor Level: 40 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 4 Tanned Hide Squares, 1 Shell, 150 Gold Necrotic Tunic Armor Level: 40 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 12 Tanned Hide Squares, 3 Shells, 150 Gold Necrotic Leggings Armor Level: 40 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 150 Gold Necrotic Boots Armor Level: 40 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 4 Tanned Hide Squares, 1 Shell, 150 Gold ---- Arm Scar Pattern Armor Level: 30 Bonus: +6 Energy Materials & Cost: 4 Rolls of Parchment, 150 Gold Chest Scar Pattern Armor Level: 30 Bonus: +8 Energy Materials & Cost: 12 Rolls of Parchment, 150 Gold Leg Scar Pattern Armor Level: 30 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 8 Rolls of Parchment, 150 Gold Foot Scar Pattern Armor Level: 30 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 4 Rolls of Parchment, 150 Gold ---- Ragged Scar Pattern Armor Level: 30 Bonus: +1 Blood Magic Materials & Cost: 4 Rolls of Parchment, 150 Gold Vile Scar Pattern Armor Level: 30 Bonus: +1 Death Magic Materials & Cost: 4 Rolls of Parchment, 150 Gold Wicked Scar Pattern Armor Level: 30 Bonus: +1 Curses Materials & Cost: 4 Rolls of Parchment, 150 Gold Kailan [Bergen Hot Springs] Bonelace Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 6 Tanned Hide Squares, 4 Bones, 250 Gold Bonelace Tunic Armor Level: 39 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 18 Tanned Hide Squares, 12 Bones, 250 Gold Bonelace Leggings Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Squares, 8 Bones, 250 Gold Bonelace Boots Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 6 Tanned Hide Squares, 4 Bones, 250 Gold Crude Scar Pattern Armor Level: 39 Bonus: None Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Devilish Scar Pattern Armor Level: 39 Bonus: +1 Soul Reaping Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Fanatic's Gloves Armor Level: 39 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 6 Tanned Hide Squares, 1 Leather Square, 250 Gold Fanatic's Tunic Armor Level: 39 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 18 Tanned Hide Squares, 3 Leather Squares, 250 Gold Fanatic's Leggings Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 12 Tanned Hide Squares, 2 Leather Squares, 250 Gold Fanatic's Boots Armor Level: 39 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 6 Tanned Hide Squares, 1 Leather Square, 250 Gold Necromancer's Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Tanned Hide Squares, 250 Gold Necromancer's Tunic Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Tanned Hide Squares, 250 Gold Necromancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Tanned Hide Squares, 250 Gold Necromancer's Boots Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Tanned Hide Squares, 250 Gold Ragged Scar Pattern Armor Level: 39 Bonus: +1 Blood Magic Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Vile Scar Pattern Armor Level: 39 Bonus: +1 Death Magic Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Wicked Scar Pattern Armor Level: 39 Bonus: +1 Curses Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Shada [Beetletun] Crude Scar Pattern Armor Level: 39 Bonus: None Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Devilish Scar Pattern Armor Level: 39 Bonus: +1 Soul Reaping Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Necrotic Gloves Armor Level: 49 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 6 Tanned Hide Squares, 1 Shell, 250 Gold Necrotic Tunic Armor Level: 49 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 18 Tanned Hide Squares, 3 Shells, 250 Gold Necrotic Leggings Armor Level: 49 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 12 Tanned Hide Squares, 2 Shells, 250 Gold Necrotic Boots Armor Level: 49 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 6 Tanned Hide Squares, 1 Shell, 250 Gold Necromancer's Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Tanned Hide Squares, 250 Gold Necromancer's Tunic Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Tanned Hide Squares, 250 Gold Necromancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Tanned Hide Squares, 250 Gold Necromancer's Boots Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Tanned Hide Squares, 250 Gold --- Arm Scar Pattern Armor Level: 39 Bonus: +6 Energy Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Chest Scar Pattern Armor Level: 39 Bonus: +8 Energy Materials & Cost: 18 Rolls of Parchment, 3 Feathers, 200 Gold Leg Scar Pattern Armor Level: 39 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 12 Rolls of Parchment, 2 Feathers, 200 Gold Foot Scar Pattern Armor Level: 39 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold --- Ragged Scar Pattern Armor Level: 39 Bonus: +1 Blood Magic Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Vile Scar Pattern Armor Level: 39 Bonus: +1 Death Magic Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Wicked Scar Pattern Armor Level: 39 Bonus: +1 Curses Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Saphir [Quarrel Falls] Crude Scar Pattern Armor Level: 39 Bonus: None Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Devilish Scar Pattern Armor Level: 39 Bonus: +1 Soul Reaping Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Necromancer's Gloves Armor Level: 39 Bonus: +5 Energy Materials & Cost: 3 Tanned Hide Squares, 250 Gold Necromancer's Tunic Armor Level: 39 Bonus: +5 Energy Materials & Cost: 9 Tanned Hide Squares, 250 Gold Necromancer's Leggings Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 6 Tanned Hide Squares, 250 Gold Necromancer's Boots Armor Level: 39 Bonus: Energy Regeneration +1 Materials & Cost: 3 Tanned Hide Squares, 250 Gold Ragged Scar Pattern Armor Level: 39 Bonus: +1 Blood Magic Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Tormentor's Gloves Armor Level: 49 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold Tormentor's Tunic Armor Level: 49 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 18 Tanned Hide Squares, 3 Steel Ingots, 250 Gold Tormentor's Leggings Armor Level: 49 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 12 Tanned Hide Squares, 2 Steel Ingots, 250 Gold Tormentor's Boots Armor Level: 49 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold Vile Scar Pattern Armor Level: 39 Bonus: +1 Death Magic Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Wicked Scar Pattern Armor Level: 39 Bonus: +1 Curses Materials & Cost: 6 Rolls of Parchment, 1 Feather, 200 Gold Hanita [Ventari's Refuge] Bonelace Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold Bonelace Tunic Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 24 Tanned Hide Squares, 24 Bones, 400 Gold Bonelace Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 16 Tanned Hide Squares, 16 Bones, 400 Gold Bonelace Boots Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold Crude Scar Pattern Armor Level: 45 Bonus: None Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Devilish Scar Pattern Armor Level: 45 Bonus: +1 Soul Reaping Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Fanatic's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold Fanatic's Tunic Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 24 Tanned Hide Squares, 6 Leather Squares, 400 Gold Fanatic's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 16 Tanned Hide Squares, 4 Leather Squares, 400 Gold Fanatic's Boots Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold Necromancer's Gloves Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Tanned Hide Squares, 400 Gold Necromancer's Tunic Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Tanned Hide Squares, 400 Gold Necromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Tanned Hide Squares, 400 Gold Necromancer's Boots Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Tanned Hide Squares, 400 Gold Necrotic Gloves Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold Necrotic Tunic Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 24 Tanned Hide Squares, 6 Shells, 400 Gold Necrotic Leggings Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 16 Tanned Hide Squares, 4 Shells, 400 Gold Necrotic Boots Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold Ragged Scar Pattern Armor Level: 45 Bonus: +1 Blood Magic Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold ---- Arm Scar Pattern Armor Level: 45 Bonus: +6 Energy Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Chest Scar Pattern Armor Level: 45 Bonus: +8 Energy Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold Leg Scar Pattern Armor Level: 45 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold Foot Scar Pattern Armor Level: 45 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold ---- Tormentor's Gloves Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Tormentor's Tunic Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold Tormentor's Leggings Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold Tormentor's Boots Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Vile Scar Pattern Armor Level: 45 Bonus: +1 Death Magic Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Wicked Scar Pattern Armor Level: 45 Bonus: +1 Curses Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Alemeth [Henge of Denravi] Bloodstained Boots Armor Level: 45 Bonus: Energy Regeneration +1, Spells which target corpses cast faster Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold Bonelace Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold Bonelace Tunic Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 24 Tanned Hide Squares, 24 Bones, 400 Gold Bonelace Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 16 Tanned Hide Squares, 16 Bones, 400 Gold Bonelace Boots Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 8 Bones, 400 Gold Crude Scar Pattern Armor Level: 45 Bonus: None Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Devilish Scar Pattern Armor Level: 45 Bonus: +1 Soul Reaping Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Fanatic's Gloves Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold Fanatic's Tunic Armor Level: 45 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 24 Tanned Hide Squares, 6 Leather Squares, 400 Gold Fanatic's Leggings Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 16 Tanned Hide Squares, 4 Leather Squares, 400 Gold Fanatic's Boots Armor Level: 45 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 8 Tanned Hide Squares, 2 Leather Squares, 400 Gold Necromancer's Gloves Armor Level: 45 Bonus: +5 Energy Materials & Cost: 4 Tanned Hide Squares, 400 Gold Necromancer's Tunic Armor Level: 45 Bonus: +5 Energy Materials & Cost: 12 Tanned Hide Squares, 400 Gold Necromancer's Leggings Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 8 Tanned Hide Squares, 400 Gold Necromancer's Boots Armor Level: 45 Bonus: Energy Regeneration +1 Materials & Cost: 4 Tanned Hide Squares, 400 Gold Necrotic Gloves Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold Necrotic Tunic Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 24 Tanned Hide Squares, 6 Shells, 400 Gold Necrotic Leggings Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 16 Tanned Hide Squares, 4 Shells, 400 Gold Necrotic Boots Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Shells, 400 Gold Ragged Scar Pattern Armor Level: 45 Bonus: +1 Blood Magic Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold ---- Arm Scar Pattern Armor Level: 45 Bonus: +6 Energy Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Chest Scar Pattern Armor Level: 45 Bonus: +8 Energy Materials & Cost: 24 Rolls of Parchment, 6 Feathers, 300 Gold Leg Scar Pattern Armor Level: 45 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 16 Rolls of Parchment, 4 Feathers, 300 Gold Foot Scar Pattern Armor Level: 45 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold ---- Tormentor's Gloves Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Tormentor's Tunic Armor Level: 55 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold Tormentor's Leggings Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold Tormentor's Boots Armor Level: 55 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Vile Scar Pattern Armor Level: 45 Bonus: +1 Death Magic Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Wicked Scar Pattern Armor Level: 45 Bonus: +1 Curses Materials & Cost: 8 Rolls of Parchment, 2 Feathers, 300 Gold Crafter [Stingray Strand] Necromancer's Gloves Armor Level: 57 Bonus: +5 Energy Materials & Cost: 9 Tanned Hide Squares, 1000 Gold Necromancer's Tunic Armor Level: 57 Bonus: +5 Energy Materials & Cost: 27 Tanned Hide Squares, 1000 Gold Necromancer's Leggings Armor Level: 57 Bonus: Energy Regeneration +1 Materials & Cost: 18 Tanned Hide Squares, 1000 Gold Necromancer's Boots Armor Level: 57 Bonus: Energy Regeneration +1 Materials & Cost: 9 Tanned Hide Squares, 1000 Gold Kathir [Amnoon Oasis] Bloodstained Boots Armor Level: 51 Bonus: Energy Regeneration +1, Spells which target corpses cast faster Materials & Cost: 9 Tanned Hide Squares, 3 Scales, 700 Gold Bonelace Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 9 Tanned Hide Squares, 9 Bones, 700 Gold Bonelace Tunic Armor Level: 51 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 27 Tanned Hide Squares, 27 Bones, 700 Gold Bonelace Leggings Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 18 Tanned Hide Squares, 18 Bones, 700 Gold Bonelace Boots Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 9 Tanned Hide Squares, 9 Bones, 700 Gold Crude Scar Pattern Armor Level: 51 Bonus: None Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Devilish Scar Pattern Armor Level: 51 Bonus: +1 Soul Reaping Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Fanatic's Gloves Armor Level: 51 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 9 Tanned Hide Squares, 3 Leather Squares, 700 Gold Fanatic's Tunic Armor Level: 51 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 27 Tanned Hide Squares, 9 Leather Squares, 700 Gold Fanatic's Leggings Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 18 Tanned Hide Squares, 6 Leather Squares, 700 Gold Fanatic's Boots Armor Level: 51 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 9 Tanned Hide Squares, 3 Leather Squares, 700 Gold Necromancer's Gloves Armor Level: 51 Bonus: +5 Energy Materials & Cost: 8 Tanned Hide Squares, 700 Gold Necromancer's Tunic Armor Level: 51 Bonus: +5 Energy Materials & Cost: 24 Tanned Hide Squares, 700 Gold Necromancer's Leggings Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 16 Tanned Hide Squares, 700 Gold Necromancer's Boots Armor Level: 51 Bonus: Energy Regeneration +1 Materials & Cost: 8 Tanned Hide Squares, 700 Gold Necrotic Gloves Armor Level: 61 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 9 Tanned Hide Squares, 3 Shells, 700 Gold Necrotic Tunic Armor Level: 61 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 27 Tanned Hide Squares, 9 Shells, 700 Gold Necrotic Leggings Armor Level: 61 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 18 Tanned Hide Squares, 6 Shells, 700 Gold Necrotic Boots Armor Level: 61 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 9 Tanned Hide Squares, 3 Shells, 700 Gold Ragged Scar Pattern Armor Level: 51 Bonus: +1 Blood Magic Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold ---- Arm Scar Pattern Armor Level: 51 Bonus: +6 Energy Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Chest Scar Pattern Armor Level: 51 Bonus: +8 Energy Materials & Cost: 27 Rolls of Parchment, 9 Feathers, 400 Gold Leg Scar Pattern Armor Level: 51 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 18 Rolls of Parchment, 6 Feathers, 400 Gold Foot Scar Pattern Armor Level: 51 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold ---- Tormentor's Gloves Armor Level: 61 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold Tormentor's Tunic Armor Level: 61 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 27 Tanned Hide Squares, 9 Steel Ingots, 700 Gold Tormentor's Leggings Armor Level: 61 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 18 Tanned Hide Squares, 6 Steel Ingots, 700 Gold Tormentor's Boots Armor Level: 61 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold Vile Scar Pattern Armor Level: 51 Bonus: +1 Death Magic Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Wicked Scar Pattern Armor Level: 51 Bonus: +1 Curses Materials & Cost: 9 Rolls of Parchment, 3 Feathers, 400 Gold Morgren [Droknar's Forge] Bloodstained Boots Armor Level: 60 Bonus: Energy Regeneration +1, Spells which target corpses cast faster Materials & Cost: 25 Tanned Hide Squares, 4 Scales, 1500 Gold Bonelace Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 25 Tanned Hide Squares, 25 Bones, 1500 Gold Bonelace Tunic Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 75 Tanned Hide Squares, 75 Bones, 1500 Gold Bonelace Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 50 Tanned Hide Squares, 50 Bones, 1500 Gold Bonelace Boots Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 25 Tanned Hide Squares, 25 Bones, 1500 Gold Crude Scar Pattern Armor Level: 60 Bonus: None Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Devilish Scar Pattern Armor Level: 60 Bonus: +1 Soul Reaping Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Fanatic's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 25 Tanned Hide Squares, 4 Leather Squares, 1500 Gold Fanatic's Tunic Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 75 Tanned Hide Squares, 12 Leather Squares, 1500 Gold Fanatic's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 50 Tanned Hide Squares, 8 Leather Squares, 1500 Gold Fanatic's Boots Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 25 Tanned Hide Squares, 4 Leather Squares, 1500 Gold Necromancer's Gloves Armor Level: 60 Bonus: +5 Energy Materials & Cost: 11 Tanned Hide Squares, 1500 Gold Necromancer's Tunic Armor Level: 60 Bonus: +5 Energy Materials & Cost: 33 Tanned Hide Squares, 1500 Gold Necromancer's Leggings Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 22 Tanned Hide Squares, 1500 Gold Necromancer's Boots Armor Level: 60 Bonus: Energy Regeneration +1 Materials & Cost: 11 Tanned Hide Squares, 1500 Gold Necrotic Gloves Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 25 Tanned Hide Squares, 4 Shells, 1500 Gold Necrotic Tunic Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 75 Tanned Hide Squares, 12 Shells, 1500 Gold Necrotic Leggings Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 50 Tanned Hide Squares, 8 Shells, 1500 Gold Necrotic Boots Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 25 Tanned Hide Squares, 4 Shells, 1500 Gold Ragged Scar Pattern Armor Level: 60 Bonus: +1 Blood Magic Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold ---- Arm Scar Pattern Armor Level: 60 Bonus: +6 Energy Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Chest Scar Pattern Armor Level: 60 Bonus: +8 Energy Materials & Cost: 75 Rolls of Parchment, 12 Feathers, 800 Gold Leg Scar Pattern Armor Level: 60 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 50 Rolls of Parchment, 8 Feathers, 800 Gold Foot Scar Pattern Armor Level: 60 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold ---- Tormentor's Gloves Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold Tormentor's Tunic Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 75 Tanned Hide Squares, 12 Steel Ingots, 1500 Gold Tormentor's Leggings Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 50 Tanned Hide Squares, 8 Steel Ingots, 1500 Gold Tormentor's Boots Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold Vile Scar Pattern Armor Level: 60 Bonus: +1 Death Magic Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Wicked Scar Pattern Armor Level: 60 Bonus: +1 Curses Materials & Cost: 25 Rolls of Parchment, 4 Feathers, 800 Gold Karl [Marhan's Grotto] Necrotic Gloves Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 50 Tanned Hide Squares, 5 Shells, 15000 Gold Necrotic Tunic Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 150 Tanned Hide Squares, 15 Shells, 15000 Gold Necrotic Leggings Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 100 Tanned Hide Squares, 10 Shells, 15000 Gold Necrotic Boots Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 50 Tanned Hide Squares, 5 Shells, 15000 Gold ---- Arm Scar Pattern Armor Level: 60 Bonus: +6 Energy Materials & Cost: 50 Rolls of Vellum, 5 Feathers, 8000 Gold Chest Scar Pattern Armor Level: 60 Bonus: +8 Energy Materials & Cost: 150 Rolls of Vellum, 15 Feathers, 8000 Gold Leg Scar Pattern Armor Level: 60 Bonus: +2 Energy, Energy Regeneration +1 Materials & Cost: 100 Rolls of Vellum, 10 Feathers, 8000 Gold Foot Scar Pattern Armor Level: 60 Bonus: +1 Energy, Energy Regeneration +1 Materials & Cost: 50 Rolls of Vellum, 5 Feathers, 8000 Gold ---- Tormentor's Gloves Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold Tormentor's Tunic Armor Level: 70 Bonus: +5 Energy, Take 2x damage vs Holy Materials & Cost: 150 Tanned Hide Squares, 15 Deldrimor Steel Ingots, 15000 Gold Tormentor's Leggings Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 100 Tanned Hide Squares, 10 Deldrimor Steel Ingots, 15000 Gold Tormentor's Boots Armor Level: 70 Bonus: Energy Regeneration +1, Take 2x damage vs Holy Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold Hagen [The Granite Citadel] Bonelace Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 50 Tanned Hide Squares, 50 Bones, 15000 Gold Bonelace Tunic Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 150 Tanned Hide Squares, 150 Bones, 15000 Gold Bonelace Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 100 Tanned Hide Squares, 100 Bones, 15000 Gold Bonelace Boots Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 50 Tanned Hide Squares, 50 Bones, 15000 Gold Cultist's Gloves Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 50 Tanned Hide Squares, 5 Elonian Leather Squares, 15000 Gold Cultist's Tunic Armor Level: 60 Bonus: +5 Energy, +15 AL vs Piercing Materials & Cost: 150 Tanned Hide Squares, 15 Elonian Leather Squares, 15000 Gold Cultist's Leggings Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 100 Tanned Hide Squares, 10 Elonian Leather Squares, 15000 Gold Cultist's Boots Armor Level: 60 Bonus: Energy Regeneration +1, +15 AL vs Piercing Materials & Cost: 50 Tanned Hide Squares, 5 Elonian Leather Squares, 15000 Gold ---- 8. Necromancer Skills ---- ---- 9. Ranger Armor ---- Rangers have the second best armor in the game. Against elemental attacks, they easily have the best. Using certain ranger skills, you can also control the damage types done in the surrounding area. Rangers make great tanks against enemies such as hydras and smoke phantoms. Banoit [Ascalon City] Fur-lined Gloves Armor Level: 25 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 2 Tanned Hide Squares, 50 Gold Fur-lined Vest Armor Level: 25 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 6 Tanned Hide Squares, 50 Gold Fur-lined Leggings Armor Level: 25 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 50 Gold Fur-lined Boots Armor Level: 25 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 2 Tanned Hide Squares, 50 Gold Leather Gloves Armor Level: 25 Bonus: +30 AL vs Elemental Materials & Cost: 1 Tanned Hide Square, 50 Gold Leather Vest Armor Level: 25 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 50 Gold Leather Leggings Armor Level: 25 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 50 Gold Leather Boots Armor Level: 25 Bonus: +30 AL vs Elemental Materials & Cost: 1 Tanned Hide Square, 50 Gold Simple Mask Armor Level: 25 Bonus: +30 AL vs Elemental Materials & Cost: 1 Bolt of Cloth, 50 Gold Corwen [Ascalon City] Archer's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Fur-lined Gloves Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold Fur-lined Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 12 Tanned Hide Squares, 3 Fur Squares, 150 Gold Fur-lined Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 150 Gold Fur-lined Boots Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold Hunter's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold Leather Gloves Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 150 Gold Leather Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 150 Gold Leather Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 150 Gold Leather Boots Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 150 Gold Simple Mask Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 150 Gold Tamer's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 4 Bolts of Cloth, 1 Fur Square, 150 Gold Traveler's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Harlan [Piken Square] Fur-lined Gloves Armor Level: 25 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 2 Tanned Hide Squares, 50 Gold Fur-lined Vest Armor Level: 25 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 6 Tanned Hide Squares, 50 Gold Fur-lined Leggings Armor Level: 25 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares Hides, 50 Gold Fur-lined Boots Armor Level: 25 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 2 Tanned Hide Squares, 50 Gold Leather Gloves Armor Level: 25 Bonus: +30 AL vs Elemental Materials & Cost: 1 Tanned Hide Square, 50 Gold Leather Vest Armor Level: 25 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 50 Gold Leather Leggings Armor Level: 25 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 50 Gold Leather Boots Armor Level: 25 Bonus: +30 AL vs Elemental Materials & Cost: 1 Tanned Hide Square, 50 Gold Simple Mask Armor Level: 25 Bonus: +30 AL vs Elemental Materials & Cost: 1 Bolt of Cloth, 50 Gold Breyshaw [Yak's Bend] Archer's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Drakescale Gloves Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold Drakescale Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 12 Tanned Hide Squares, 3 Scales, 150 Gold Drakescale Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 150 Gold Drakescale Boots Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold Fur-lined Gloves Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold Fur-lined Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 12 Tanned Hide Squares, 3 Fur Squares, 150 Gold Fur-lined Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 150 Gold Fur-lined Boots Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold Hunter's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold Leather Gloves Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 150 Gold Leather Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 150 Gold Leather Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 150 Gold Leather Boots Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 150 Gold Simple Mask Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 150 Gold Extra Armor Pieces Tamer's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 4 Bolts of Cloth, 1 Fur Square, 150 Gold Traveler's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Samuka [Lion's Arch] Archer's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Linen, 150 Gold Drakescale Gloves Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold Drakescale Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 12 Tanned Hide Squares, 3 Scales, 150 Gold Drakescale Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 150 Gold Drakescale Boots Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 4 Tanned Hide Squares, 1 Scale, 150 Gold Druid's Gloves Armor Level: 40 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 4 Wood Planks, 150 Gold Druid's Vest Armor Level: 40 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 12 Tanned Hide Squares, 12 Wood Planks, 150 Gold Druid's Leggings Armor Level: 40 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 150 Gold Druid's Boots Armor Level: 40 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 4 Wood Planks, 150 Gold Fur-lined Gloves Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold Fur-lined Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 12 Tanned Hide Squares, 3 Fur Squares, 150 Gold Fur-lined Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 150 Gold Fur-lined Boots Armor Level: 40 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 4 Tanned Hide Squares, 1 Fur Square, 150 Gold Hunter's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 4 Bolts of Cloth, 1 Bolt of Silk, 150 Gold Leather Gloves Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 150 Gold Leather Vest Armor Level: 40 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 150 Gold Leather Leggings Armor Level: 40 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 150 Gold Leather Boots Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Tanned Hide Squares, 150 Gold Simple Mask Armor Level: 40 Bonus: +30 AL vs Elemental Materials & Cost: 2 Bolts of Cloth, 150 Gold Tamer's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 4 Bolts of Cloth, 1 Fur Square, 150 Gold Traveler's Mask Armor Level: 40 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 4 Bolts of Cloth, 1 Scale, 150 Gold Kailan [Bergen Hot Springs] Archer's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Druid's Gloves Armor Level: 49 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 4 Wood Planks, 250 Gold Druid's Vest Armor Level: 49 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 18 Tanned Hide Squares, 12 Wood Planks, 250 Gold Druid's Leggings Armor Level: 49 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 12 Tanned Hide Squares, 8 Wood Planks, 250 Gold Druid's Boots Armor Level: 49 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 4 Wood Planks, 250 Gold Hunter's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold Leather Gloves Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 250 Gold Rawhide Vest Armor Level: 49 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 9 Tanned Hide Squares, 250 Gold Leather Leggings Armor Level: 49 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 250 Gold Leather Boots Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 250 Gold Simple Mask Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Bolts of Cloth, 250 Gold Tamer's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 6 Bolts of Cloth, 1 Fur Square, 250 Gold Traveler's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold Shada [Beetletun] Archer's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Drakescale Gloves Armor Level: 49 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 6 Tanned Hide Squares, 1 Scale, 250 Gold Drakescale Vest Armor Level: 49 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 18 Tanned Hide Squares, 3 Scales, 250 Gold Drakescale Leggings Armor Level: 49 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 12 Tanned Hide Squares, 2 Scales, 250 Gold Drakescale Boots Armor Level: 49 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 6 Tanned Hide Squares, 1 Scale, 250 Gold Fur-lined Gloves Armor Level: 49 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 6 Tanned Hide Squares, 1 Fur Square, 250 Gold Fur-lined Vest Armor Level: 49 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 18 Tanned Hide Squares, 3 Fur Squares, 250 Gold Fur-lined Leggings Armor Level: 49 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 12 Tanned Hide Squares, 2 Fur Squares, 250 Gold Fur-lined Boots Armor Level: 49 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 6 Tanned Hide Squares, 1 Fur Square, 250 Gold Hunter's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold Leather Gloves Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 250 Gold Leather Vest Armor Level: 49 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 9 Tanned Hide Squares, 250 Gold Leather Leggings Armor Level: 49 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 250 Gold Leather Boots Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 250 Gold Simple Mask Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Bolts of Cloth, 250 Gold Tamer's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 6 Bolts of Cloth, 1 Fur Square, 250 Gold Traveler's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold Saphir [Quarrel Falls] Archer's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Linen, 250 Gold Hunter's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 6 Bolts of Cloth, 1 Bolt of Silk, 250 Gold Leather Gloves Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 250 Gold Leather Vest Armor Level: 49 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 9 Tanned Hide Squares, 250 Gold Leather Leggings Armor Level: 49 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 6 Tanned Hide Squares, 250 Gold Leather Boots Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Tanned Hide Squares, 250 Gold Simple Mask Armor Level: 49 Bonus: +30 AL vs Elemental Materials & Cost: 3 Bolts of Cloth, 250 Gold Studded Leather Gloves Armor Level: 49 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold Studded Leather Vest Armor Level: 49 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 18 Tanned Hide Squares, 3 Steel Ingots, 250 Gold Studded Leather Leggings Armor Level: 49 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 12 Tanned Hide Squares, 2 Steel Ingots, 250 Gold Studded Leather Boots Armor Level: 49 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 6 Tanned Hide Squares, 1 Steel Ingot, 250 Gold Tamer's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 6 Bolts of Cloth, 1 Fur Square, 250 Gold Traveler's Mask Armor Level: 49 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 6 Bolts of Cloth, 1 Scale, 250 Gold Hanita [Ventari's Refuge] Archer's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Drakescale Gloves Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold Drakescale Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 24 Tanned Hide Squares, 6 Scales, 400 Gold Drakescale Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 16 Tanned Hide Squares, 4 Scales, 400 Gold Drakescale Boots Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold Druid's Gloves Armor Level: 55 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold Druid's Vest Armor Level: 55 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 24 Tanned Hide Squares, 24 Wood Planks, 400 Gold Druid's Leggings Armor Level: 55 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 16 Tanned Hide Squares, 16 Wood Planks, 400 Gold Druid's Boots Armor Level: 55 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold Fur-lined Gloves Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold Fur-lined Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 24 Tanned Hide Squares, 6 Fur Squares, 400 Gold Fur-lined Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 16 Tanned Hide Squares, 4 Fur Squares, 400 Gold Fur-lined Boots Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold Hunter's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold Leather Gloves Armor Level: 55 Bonus: +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 400 Gold Leather Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 12 Tanned Hide Squares, 400 Gold Leather Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 400 Gold Leather Boots Armor Level: 55 Bonus: +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 400 Gold Simple Mask Armor Level: 55 Bonus: +30 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 400 Gold Studded Leather Gloves Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Studded Leather Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold Studded Leather Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold Studded Leather Boots Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Tamer's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 8 Bolts of Cloth, 2 Fur Squares, 400 Gold Traveler's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold Alemeth [Henge of Denravi] Archer's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Linen, 400 Gold Drakescale Gloves Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold Drakescale Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 24 Tanned Hide Squares, 6 Scales, 400 Gold Drakescale Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 16 Tanned Hide Squares, 4 Scales, 400 Gold Drakescale Boots Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 8 Tanned Hide Squares, 2 Scales, 400 Gold Druid's Gloves Armor Level: 55 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold Druid's Vest Armor Level: 55 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 24 Tanned Hide Squares, 24 Wood Planks, 400 Gold Druid's Leggings Armor Level: 55 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 16 Tanned Hide Squares, 16 Wood Planks, 400 Gold Druid's Boots Armor Level: 55 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 8 Wood Planks, 400 Gold Fur-lined Gloves Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold Fur-lined Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 24 Tanned Hide Squares, 6 Fur Squares, 400 Gold Fur-lined Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 16 Tanned Hide Squares, 4 Fur Squares, 400 Gold Fur-lined Boots Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 8 Tanned Hide Squares, 2 Fur Squares, 400 Gold Hunter's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 8 Bolts of Cloth, 2 Bolts of Silk, 400 Gold Leather Gloves Armor Level: 55 Bonus: +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 400 Gold Leather Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 12 Tanned Hide Squares, 400 Gold Leather Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 400 Gold Leather Boots Armor Level: 55 Bonus: +30 AL vs Elemental Materials & Cost: 4 Tanned Hide Squares, 400 Gold Simple Mask Armor Level: 55 Bonus: +30 AL vs Elemental Materials & Cost: 4 Bolts of Cloth, 400 Gold Studded Leather Gloves Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Studded Leather Vest Armor Level: 55 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 24 Tanned Hide Squares, 6 Steel Ingots, 400 Gold Studded Leather Leggings Armor Level: 55 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 16 Tanned Hide Squares, 4 Steel Ingots, 400 Gold Studded Leather Boots Armor Level: 55 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 8 Tanned Hide Squares, 2 Steel Ingots, 400 Gold Tamer's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 8 Bolts of Cloth, 2 Fur Squares, 400 Gold Traveler's Mask Armor Level: 55 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 8 Bolts of Cloth, 2 Scales, 400 Gold Kathir [Amnoon Oasis] Archer's Mask Armor Level: 61 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Linen, 700 Gold Drakescale Gloves Armor Level: 61 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 9 Tanned Hide Squares, 3 Scales, 700 Gold Drakescale Vest Armor Level: 61 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 27 Tanned Hide Squares, 9 Scales, 700 Gold Drakescale Leggings Armor Level: 61 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 18 Tanned Hide Squares, 6 Scales, 700 Gold Drakescale Boots Armor Level: 61 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 9 Tanned Hide Squares, 3 Scales, 700 Gold Druid's Gloves Armor Level: 61 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 9 Tanned Hide Squares, 9 Wood Planks, 700 Gold Druid's Vest Armor Level: 61 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 27 Tanned Hide Squares, 27 Wood Planks, 700 Gold Druid's Leggings Armor Level: 61 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 18 Tanned Hide Squares, 18 Wood Planks, 700 Gold Druid's Boots Armor Level: 61 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 9 Tanned Hide Squares, 9 Wood Planks, 700 Gold Fur-lined Gloves Armor Level: 61 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 9 Tanned Hide Squares, 3 Fur Squares, 700 Gold Fur-lined Vest Armor Level: 61 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 27 Tanned Hide Squares, 9 Fur Squares, 700 Gold Fur-lined Leggings Armor Level: 61 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 18 Tanned Hide Squares, 6 Fur Squares, 700 Gold Fur-lined Boots Armor Level: 61 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 9 Tanned Hide Squares, 3 Fur Squares, 700 Gold Hunter's Mask Armor Level: 61 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 9 Bolts of Cloth, 3 Bolts of Silk, 700 Gold Leather Gloves Armor Level: 61 Bonus: +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 700 Gold Leather Vest Armor Level: 61 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 24 Tanned Hide Squares, 700 Gold Leather Leggings Armor Level: 61 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 16 Tanned Hide Squares, 700 Gold Leather Boots Armor Level: 61 Bonus: +30 AL vs Elemental Materials & Cost: 8 Tanned Hide Squares, 700 Gold Simple Mask Armor Level: 61 Bonus: +30 AL vs Elemental Materials & Cost: 8 Bolts of Cloth, 700 Gold Studded Leather Gloves Armor Level: 61 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold Studded Leather Vest Armor Level: 61 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 27 Tanned Hide Squares, 9 Steel Ingots, 700 Gold Studded Leather Leggings Armor Level: 61 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 18 Tanned Hide Squares, 6 Steel Ingots, 700 Gold Studded Leather Boots Armor Level: 61 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 9 Tanned Hide Squares, 3 Steel Ingots, 700 Gold Tamer's Mask Armor Level: 61 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 9 Bolts of Cloth, 3 Fur Squares, 700 Gold Traveler's Mask Armor Level: 61 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 9 Bolts of Cloth, 3 Scales, 700 Gold Morgren [Droknar's Forge] Archer's Mask Armor Level: 70 Bonus: +30 AL vs Elemental, +1 Marksmanship Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Linen, 1500 Gold Drakescale Gloves Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 25 Tanned Hide Squares, 4 Scales, 1500 Gold Drakescale Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 75 Tanned Hide Squares, 12 Scales, 1500 Gold Drakescale Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 50 Tanned Hide Squares, 8 Scales, 1500 Gold Drakescale Boots Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 25 Tanned Hide Squares, 4 Scales, 1500 Gold Druid's Gloves Armor Level: 70 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 25 Tanned Hide Squares, 25 Wood Planks, 1500 Gold Druid's Vest Armor Level: 70 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 75 Tanned Hide Squares, 75 Wood Planks, 1500 Gold Druid's Leggings Armor Level: 70 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 50 Tanned Hide Squares, 50 Wood Planks, 1500 Gold Druid's Boots Armor Level: 70 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 25 Tanned Hide Squares, 25 Wood Planks, 1500 Gold Fur-lined Gloves Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 25 Tanned Hide Squares, 4 Fur Squares, 1500 Gold Fur-lined Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 75 Tanned Hide Squares, 12 Fur Squares, 1500 Gold Fur-lined Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 50 Tanned Hide Squares, 8 Fur Squares, 1500 Gold Fur-lined Boots Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 25 Tanned Hide Squares, 4 Fur Squares, 1500 Gold Hunter's Mask Armor Level: 70 Bonus: +30 AL vs Elemental, +1 Expertise Materials & Cost: 25 Bolts of Cloth, 4 Bolts of Silk, 1500 Gold Leather Gloves Armor Level: 70 Bonus: +30 AL vs Elemental Materials & Cost: 11 Tanned Hide Squares, 1500 Gold Leather Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental Materials & Cost: 33 Tanned Hide Squares, 1500 Gold Leather Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 22 Tanned Hide Squares, 1500 Gold Leather Boots Armor Level: 70 Bonus: +30 AL vs Elemental Materials & Cost: 11 Tanned Hide Squares, 1500 Gold Simple Mask Armor Level: 70 Bonus: +30 AL vs Elemental Materials & Cost: 11 Bolts of Cloth, 1500 Gold Studded Leather Gloves Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold Studded Leather Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 75 Tanned Hide Squares, 12 Steel Ingots, 1500 Gold Studded Leather Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 50 Tanned Hide Squares, 8 Steel Ingots, 1500 Gold Studded Leather Boots Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 25 Tanned Hide Squares, 4 Steel Ingots, 1500 Gold Tamer's Mask Armor Level: 70 Bonus: +30 AL vs Elemental, +1 Beast Mastery Materials & Cost: 25 Bolts of Cloth, 4 Fur Squares, 1500 Gold Traveler's Mask Armor Level: 70 Bonus: +30 AL vs Elemental, +1 Wilderness Survival Materials & Cost: 25 Bolts of Cloth, 4 Scales, 1500 Gold Karl [Marhan's Grotto] Drakescale Gloves Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 50 Tanned Hide Squares, 5 Scales, 15000 Gold Drakescale Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 150 Tanned Hide Squares, 15 Scales, 15000 Gold Drakescale Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 100 Tanned Hide Squares, 10 Scales, 15000 Gold Drakescale Boots Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Fire Materials & Cost: 50 Tanned Hide Squares, 5 Scales, 15000 Gold Druid's Gloves Armor Level: 70 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 50 Tanned Hide Squares, 50 Wood Planks, 15000 Gold Druid's Vest Armor Level: 70 Bonus: +8 Energy, +30 AL vs Elemental Materials & Cost: 150 Tanned Hide Squares, 150 Wood Planks, 15000 Gold Druid's Leggings Armor Level: 70 Bonus: +2 Energy, Energy Regeneration +1, +30 AL vs Elemental Materials & Cost: 100 Tanned Hide Squares, 100 Wood Planks, 15000 Gold Druid's Boots Armor Level: 70 Bonus: +1 Energy, +30 AL vs Elemental Materials & Cost: 50 Tanned Hide Squares, 50 Wood Planks, 15000 Gold Hagen [The Granite Citadel] Frostbound Gloves Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 50 Tanned Hide Squares, 5 Fur Squares, 15000 Gold Frostbound Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 150 Tanned Hide Squares, 15 Fur Squares, 15000 Gold Frostbound Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 100 Tanned Hide Squares, 10 Fur Squares, 15000 Gold Frostbound Boots Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Water Materials & Cost: 50 Tanned Hide Squares, 5 Fur Squares, 15000 Gold Studded Leather Gloves Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold Studded Leather Vest Armor Level: 70 Bonus: +5 Energy, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 150 Tanned Hide Squares, 15 Deldrimor Steel Ingots, 15000 Gold Studded Leather Leggings Armor Level: 70 Bonus: Energy Regeneration +1, +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 100 Tanned Hide Squares, 10 Deldrimor Steel Ingots, 15000 Gold Studded Leather Boots Armor Level: 70 Bonus: +30 AL vs Elemental, +15 AL vs Lightning Materials & Cost: 50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15000 Gold ---- 10. Ranger Skills ---- ---- 11. Warrior Armor ---- Warriors have the best defense armor in the game. They also get an even larger bonus against physical damage. Several warrior armors also come with damage reduced against attacks. The amount of damage is identical to that of a Warrior's Rune of Major Absorption, -2 damage. The absorption runes also stack with this armor. With that mod on a shield as well, a warrior can take 7 less damage from all attacks. As they start with almost no damage being taken from them already, this works out rather well. Because of their great armor, warrior's Banoit [Ascalon City] Ascalon Helm Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Ascalon Gauntlets Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Ascalon Cuirass Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 50 Gold Ascalon Leggings Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 50 Gold Ascalon Boots Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Recruit's Cap Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 1 Iron Ingot, 50 Gold Ringmail Gauntlets Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 1 Iron Ingot, 50 Gold Ringmail Hauberk Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 50 Gold Ringmail Leggings Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Ringmail Boots Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 1 Iron Ingot, 50 Gold Corwen [Ascalon City] Ascalon Helm Armor Level: 50 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold Ascalon Gauntlets Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold Ascalon Cuirass Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 12 Iron Ingots, 3 Fur Squares, 150 Gold Ascalon Leggings Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 150 Gold Ascalon Boots Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Squares, 150 Gold Brute's Helm Armor Level: 50 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Duelist's Helm Armor Level: 50 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Dwarven Helm Armor Level: 50 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Executioner's Helm Armor Level: 50 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Gladiator's Helm Armor Level: 50 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Recruit's Cap Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Ringmail Gauntlets Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Ringmail Hauberk Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 150 Gold Ringmail Leggings Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 150 Gold Ringmail Boots Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Tactician's Helm Armor Level: 50 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Wyvern Helm Armor Level: 55 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold Harlan [Piken Square] Ascalon Helm Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Ascalon Gauntlets Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Ascalon Cuirass Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 50 Gold Ascalon Leggings Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 50 Gold Ascalon Boots Armor Level: 35 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Recruit's Cap Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 1 Iron Ingot, 50 Gold Ringmail Gauntlets Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 1 Iron Ingot, 50 Gold Ringmail Hauberk Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 50 Gold Ringmail Leggings Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 50 Gold Ringmail Boots Armor Level: 35 Bonus: +20 AL vs Physical Materials & Cost: 1 Iron Ingot, 50 Gold Breyshaw [Yak's Bend] Ascalon Helm Armor Level: 50 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold Ascalon Gauntlets Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold Ascalon Cuirass Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 12 Iron Ingots, 3 Fur Squares, 150 Gold Ascalon Leggings Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 150 Gold Ascalon Boots Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Squares, 150 Gold Brute's Helm Armor Level: 50 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Duelist's Helm Armor Level: 50 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Dwarven Helm Armor Level: 50 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Executioner's Helm Armor Level: 50 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Gladiator's Helm Armor Level: 50 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Gladiator's Gauntlets Armor Level: 50 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Gladiator's Hauberk Armor Level: 50 Bonus: +3 Energy Materials & Cost: 12 Iron Ingots, 12 Tanned Hide Squares, 150 Gold Gladiator's Leggings Armor Level: 50 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 150 Gold Gladiator's Boots Armor Level: 50 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Recruit's Cap Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Ringmail Gauntlets Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Ringmail Hauberk Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 150 Gold Ringmail Leggings Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 150 Gold Ringmail Boots Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Tactician's Helm Armor Level: 50 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Wyvern Helm Armor Level: 55 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold Samuka [Lion's Arch] Ascalon Gauntlets Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Square, 150 Gold Ascalon Cuirass Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 12 Iron Ingots, 3 Fur Squares, 150 Gold Ascalon Leggings Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 150 Gold Ascalon Boots Armor Level: 50 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Fur Squares, 150 Gold Brute's Helm Armor Level: 50 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Duelist's Helm Armor Level: 50 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Dwarven Helm Armor Level: 50 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Executioner's Helm Armor Level: 50 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Gladiator's Helm Armor Level: 50 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Gladiator's Gauntlets Armor Level: 50 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Gladiator's Hauberk Armor Level: 50 Bonus: +3 Energy Materials & Cost: 12 Iron Ingots, 12 Tanned Hide Squares, 150 Gold Gladiator's Leggings Armor Level: 50 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 150 Gold Gladiator's Boots Armor Level: 50 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 4 Tanned Hide Squares, 150 Gold Recruit's Cap Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Ringmail Gauntlets Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Ringmail Hauberk Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 150 Gold Ringmail Leggings Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 150 Gold Ringmail Boots Armor Level: 50 Bonus: +20 AL vs Physical Materials & Cost: 2 Iron Ingots, 150 Gold Tactician's Helm Armor Level: 50 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Steel Ingot, 150 Gold Wyvern Helm Armor Level: 55 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold Wyvern Gauntlets Armor Level: 55 Bonus: +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold Wyvern Hauberk Armor Level: 55 Bonus: +10 AL vs Physical Materials & Cost: 12 Iron Ingots, 3 Scales, 150 Gold Wyvern Leggings Armor Level: 55 Bonus: +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 150 Gold Wyvern Boots Armor Level: 55 Bonus: +10 AL vs Physical Materials & Cost: 4 Iron Ingots, 1 Scale, 150 Gold Kailan [Bergen Hot Springs] Ascalon Helm Armor Level: 59 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Fur Square, 250 Gold Ascalon Gauntlets Armor Level: 59 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Fur Square, 250 Gold Ascalon Cuirass Armor Level: 59 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 18 Iron Ingots, 3 Fur Squares, 250 Gold Ascalon Leggings Armor Level: 59 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 12 Iron Ingots, 2 Fur Squares, 250 Gold Ascalon Boots Armor Level: 59 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Fur Square, 250 Gold Brute's Helm Armor Level: 59 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Duelist's Helm Armor Level: 59 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Dwarven Helm Armor Level: 59 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Executioner's Helm Armor Level: 59 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Recruit's Cap Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Ringmail Gauntlets Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Ringmail Hauberk Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 250 Gold Ringmail Leggings Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 250 Gold Ringmail Boots Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Tactician's Helm Armor Level: 59 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Shada [Beetletun] Brute's Helm Armor Level: 59 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Duelist's Helm Armor Level: 59 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Dwarven Helm Armor Level: 59 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Executioner's Helm Armor Level: 59 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Gladiator's Helm Armor Level: 59 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold Gladiator's Gauntlets Armor Level: 59 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold Gladiator's Hauberk Armor Level: 59 Bonus: +3 Energy Materials & Cost: 18 Iron Ingots, 18 Tanned Hide Squares, 250 Gold Gladiator's Leggings Armor Level: 59 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 12 Iron Ingots, 12 Tanned Hide Squares, 250 Gold Gladiator's Boots Armor Level: 59 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold Recruit's Cap Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Ringmail Gauntlets Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Ringmail Hauberk Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 250 Gold Ringmail Leggings Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 250 Gold Ringmail Boots Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Tactician's Helm Armor Level: 59 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Saphir [Quarrel Falls] Brute's Helm Armor Level: 59 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Duelist's Helm Armor Level: 59 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Dwarven Helm Armor Level: 59 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Executioner's Helm Armor Level: 59 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Gladiator's Helm Armor Level: 59 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 6 Tanned Hide Squares, 250 Gold Recruit's Cap Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Ringmail Gauntlets Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Ringmail Hauberk Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 250 Gold Ringmail Leggings Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 250 Gold Ringmail Boots Armor Level: 59 Bonus: +20 AL vs Physical Materials & Cost: 3 Iron Ingots, 250 Gold Tactician's Helm Armor Level: 59 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Steel Ingot, 250 Gold Wyvern Helm Armor Level: 64 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Scale, 250 Gold Wyvern Gauntlets Armor Level: 61 Bonus: +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Scale, 250 Gold Wyvern Hauberk Armor Level: 64 Bonus: +10 AL vs Physical Materials & Cost: 18 Iron Ingots, 3 Scales, 250 Gold Wyvern Leggings Armor Level: 61 Bonus: +10 AL vs Physical Materials & Cost: 12 Iron Ingots, 2 Scales, 250 Gold Wyvern Boots Armor Level: 64 Bonus: +10 AL vs Physical Materials & Cost: 6 Iron Ingots, 1 Scale, 250 Gold Hanita [Ventari's Refuge] Ascalon Helm Armor Level: 65 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold Ascalon Gauntlets Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold Ascalon Cuirass Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 24 Iron Ingots, 6 Fur Squares, 400 Gold Ascalon Leggings Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 16 Iron Ingots, 4 Fur Squares, 400 Gold Ascalon Boots Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold Brute's Helm Armor Level: 65 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Chainmail Helm Armor Level: 65 Bonus: None Materials & Cost: 4 Iron Ingots, 400 Gold Chainmail Gauntlets Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 400 Gold Chainmail Hauberk Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 12 Iron Ingots, 400 Gold Chainmail Leggings Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 400 Gold Chainmail Boots Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 400 Gold Duelist's Helm Armor Level: 65 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Dwarven Helm Armor Level: 65 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Executioner's Helm Armor Level: 65 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Gladiator's Helm Armor Level: 65 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold Gladiator's Gauntlets Armor Level: 65 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold Gladiator's Hauberk Armor Level: 65 Bonus: +3 Energy Materials & Cost: 24 Iron Ingots, 24 Tanned Hide Squares, 400 Gold Gladiator's Leggings Armor Level: 65 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 16 Iron Ingots, 16 Tanned Hide Squares, 400 Gold Gladiator's Boots Armor Level: 65 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold Tactician's Helm Armor Level: 65 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Wyvern Helm Armor Level: 70 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold Wyvern Gauntlets Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold Wyvern Hauberk Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 24 Iron Ingots, 6 Scales, 400 Gold Wyvern Leggings Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 16 Iron Ingots, 4 Scales, 400 Gold Wyvern Boots Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold Alemeth [Henge of Denravi] Ascalon Helm Armor Level: 65 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold Ascalon Gauntlets Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold Ascalon Cuirass Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 24 Iron Ingots, 6 Fur Squares, 400 Gold Ascalon Leggings Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 16 Iron Ingots, 4 Fur Squares, 400 Gold Ascalon Boots Armor Level: 65 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Fur Squares, 400 Gold Brute's Helm Armor Level: 65 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Chainmail Helm Armor Level: 65 Bonus: None Materials & Cost: 4 Iron Ingots, 400 Gold Chainmail Gauntlets Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 400 Gold Chainmail Hauberk Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 12 Iron Ingots, 400 Gold Chainmail Leggings Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 400 Gold Chainmail Boots Armor Level: 65 Bonus: +20 AL vs Physical Materials & Cost: 4 Iron Ingots, 400 Gold Duelist's Helm Armor Level: 65 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Dwarven Helm Armor Level: 65 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Executioner's Helm Armor Level: 65 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Gladiator's Helm Armor Level: 65 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold Gladiator's Gauntlets Armor Level: 65 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold Gladiator's Hauberk Armor Level: 65 Bonus: +3 Energy Materials & Cost: 24 Iron Ingots, 24 Tanned Hide Squares, 400 Gold Gladiator's Leggings Armor Level: 65 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 16 Iron Ingots, 16 Tanned Hide Squares, 400 Gold Gladiator's Boots Armor Level: 65 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 8 Tanned Hide Squares, 400 Gold Lieutenant's Helm Armor Level: 60 Bonus: Shortens duration of hexes cast on you, +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Bolts of Silk, 400 Gold Stonefist Gauntlets Armor Level: 60 Bonus: Lengthens target's knockdown time, +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Granite Slabs, 400 Gold Tactician's Helm Armor Level: 65 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Steel Ingots, 400 Gold Wyvern Helm Armor Level: 70 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold Wyvern Gauntlets Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold Wyvern Hauberk Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 24 Iron Ingots, 6 Scales, 400 Gold Wyvern Leggings Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 16 Iron Ingots, 4 Scales, 400 Gold Wyvern Boots Armor Level: 70 Bonus: +10 AL vs Physical Materials & Cost: 8 Iron Ingots, 2 Scales, 400 Gold Kathir [Amnoon Oasis] Ascalon Helm Armor Level: 71 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Fur Squares, 700 Gold Ascalon Gauntlets Armor Level: 71 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Fur Squares, 700 Gold Ascalon Cuirass Armor Level: 71 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 27 Iron Ingots, 9 Fur Squares, 700 Gold Ascalon Leggings Armor Level: 71 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 18 Iron Ingots, 6 Fur Squares, 700 Gold Ascalon Boots Armor Level: 71 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Fur Squares, 700 Gold Brute's Helm Armor Level: 71 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Chainmail Helm Armor Level: 71 Bonus: None Materials & Cost: 8 Iron Ingots, 700 Gold Chainmail Gauntlets Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 700 Gold Chainmail Hauberk Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 24 Iron Ingots, 700 Gold Wyvern Leggings Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 16 Iron Ingots, 700 Gold Chainmail Boots Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 8 Iron Ingots, 700 Gold Duelist's Helm Armor Level: 71 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Dwarven Helm Armor Level: 71 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Executioner's Helm Armor Level: 71 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Gladiator's Helm Armor Level: 71 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 9 Tanned Hide Squares, 700 Gold Gladiator's Gauntlets Armor Level: 71 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 9 Tanned Hide Squares, 700 Gold Gladiator's Hauberk Armor Level: 71 Bonus: +3 Energy Materials & Cost: 27 Iron Ingots, 27 Tanned Hide Squares, 700 Gold Gladiator's Leggings Armor Level: 71 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 18 Iron Ingots, 18 Tanned Hide Squares, 700 Gold Gladiator's Boots Armor Level: 71 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 9 Tanned Hide Squares, 700 Gold Soldier's Helm Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Soldier's Gauntlets Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Soldier's Cuirass Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 27 Iron Ingots, 9 Steel Ingots, 700 Gold Soldier's Leggings Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 18 Iron Ingots, 6 Steel Ingots, 700 Gold Soldier's Boots Armor Level: 71 Bonus: +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Stonefist Gauntlets Armor Level: 66 Bonus: Lengthens target's knockdown time, +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Granite Slabs, 700 Gold Tactician's Helm Armor Level: 71 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Steel Ingots, 700 Gold Wyvern Helm Armor Level: 76 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Scales, 700 Gold Wyvern Gauntlets Armor Level: 76 Bonus: +10 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Scales, 700 Gold Wyvern Hauberk Armor Level: 76 Bonus: +10 AL vs Physical Materials & Cost: 27 Iron Ingots, 9 Scales, 700 Gold Wyvern Leggings Armor Level: 76 Bonus: +10 AL vs Physical Materials & Cost: 18 Iron Ingots, 6 Scales, 700 Gold Wyvern Boots Armor Level: 76 Bonus: +10 AL vs Physical Materials & Cost: 9 Iron Ingots, 3 Scales, 700 Gold Morgren [Droknar's Forge] Ascalon Helm Armor Level: 80 Bonus: +1 Tactics , Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Fur Squares, 1500 Gold Ascalon Gauntlets Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Fur Squares, 1500 Gold Ascalon Cuirass Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 75 Iron Ingots, 12 Fur Squares, 1500 Gold Ascalon Leggings Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 8 Fur Squares, 1500 Gold Ascalon Boots Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Fur Squares, 1500 Gold Brute's Helm Armor Level: 80 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Duelist's Helm Armor Level: 80 Bonus: +1 Swordsmanship , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Dwarven Helm Armor Level: 80 Bonus: +1 Hammer Mastery , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Executioner's Helm Armor Level: 80 Bonus: +1 Axe Mastery , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Gladiator's Helm Armor Level: 80 Bonus: +1 Energy, +1 Tactics , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 16 Tanned Hide Squares, 1500 Gold Gladiator's Gauntlets Armor Level: 80 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 16 Tanned Hide Squares, 1500 Gold Gladiator's Hauberk Armor Level: 80 Bonus: +3 Energy Materials & Cost: 75 Iron Ingots, 48 Tanned Hide Squares, 1500 Gold Gladiator's Leggings Armor Level: 80 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 50 Iron Ingots, 32 Tanned Hide Squares, 1500 Gold Gladiator's Boots Armor Level: 80 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 16 Tanned Hide Squares, 1500 Gold Knight's Helm Armor Level: 80 Bonus: +1 Strength , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Knight's Gauntlets Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Leather Squares, 1500 Gold Knight's Cuirass Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 75 Iron Ingots, 12 Leather Squares, 1500 Gold Knight's Leggings Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 8 Leather Squares, 1500 Gold Knight's Boots Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Leather Squares, 1500 Gold Platemail Helm Armor Level: 85 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Platemail Gauntlets Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Platemail Cuirass Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 75 Iron Ingots, 12 Steel Ingots, 1500 Gold Platemail Leggings Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 8 Steel Ingots, 1500 Gold Platemail Boots Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Stonefist Gauntlets Armor Level: 75 Bonus: Lengthens target's knockdown time, +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Granite Slabs, 1500 Gold Tactician's Helm Armor Level: 80 Bonus: +1 Tactics , +20 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Steel Ingots, 1500 Gold Wyvern Helm Armor Level: 85 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Scales, 1500 Gold Wyvern Gauntlets Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Scales, 1500 Gold Wyvern Hauberk Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 75 Iron Ingots, 12 Scales, 1500 Gold Wyvern Leggings Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 8 Scales, 1500 Gold Wyvern Boots Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 25 Iron Ingots, 4 Scales, 1500 Gold Karl [Marhan's Grotto] Ascalon Helm Armor Level: 80 Bonus: +1 Tactics , Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Fur Squares, 15000 Gold Ascalon Gauntlets Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Fur Squares, 15000 Gold Ascalon Cuirass Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 150 Iron Ingots, 15 Fur Squares, 15000 Gold Ascalon Leggings Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 100 Iron Ingots, 10 Fur Squares, 15000 Gold Ascalon Boots Armor Level: 80 Bonus: Reduces damage from attacks, +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Fur Squares, 15000 Gold Gladiator's Gauntlets Armor Level: 80 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 50 Iron Ingots, 16 Tanned Hide Squares, 15000 Gold Gladiator's Hauberk Armor Level: 80 Bonus: +3 Energy Materials & Cost: 150 Iron Ingots, 48 Tanned Hide Squares, 15000 Gold Gladiator's Leggings Armor Level: 80 Bonus: +2 Energy, +20 AL vs Physical Materials & Cost: 100 Iron Ingots, 32 Tanned Hide Squares, 15000 Gold Gladiator's Boots Armor Level: 80 Bonus: +1 Energy, +20 AL vs Physical Materials & Cost: 50 Iron Ingots, 16 Tanned Hide Squares, 15000 Gold Hagen [Granite Citadel] Dragon Helm Armor Level: 85 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Scales, 15000 Gold Dragon Gauntlets Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Scales, 15000 Gold Dragon Hauberk Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 150 Iron Ingots, 15 Scales, 15000 Gold Dragon Leggings Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 100 Iron Ingots, 10 Scales, 15000 Gold Dragon Boots Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Scales, 15000 Gold Platemail Helm Armor Level: 85 Bonus: +1 Strength , +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Deldrimor Steel Ingots, 15000 Gold Platemail Gauntlets Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Deldrimor Steel Ingots, 15000 Gold Platemail Cuirass Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 150 Iron Ingots, 15 Deldrimor Steel Ingots, 15000 Gold Platemail Leggings Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 100 Iron Ingots, 10 Deldrimor Steel Ingots, 15000 Gold Platemail Boots Armor Level: 85 Bonus: +10 AL vs Physical Materials & Cost: 50 Iron Ingots, 5 Deldrimor Steel Ingots, 15000 Gold ---- 12. Warrior Skills ---- ******************************************************************************* vi) Frequently Asked Questions ******************************************************************************* COMING SOON - actually, this section will be coming soon in geologic time, as for real time... meh! ******************************************************************************* vii) Credits ******************************************************************************* CJayC - Founder of GameFAQs.com for hosting a wonderful website. Greg - Alternate Method of A Gift for Althea Quest PJ - Warrior skill reward for the undead hordes. Gwonline.net & Guildwarsguru.com - For the help they will certainly be when I start doing the skills for classes I know next to nothing about. Also, to gwonlie.net for helping me complete my list of armors for Necromancers and Warriors. Both of these are great sites for Guild Wars information and I strongly encourage you to check them out. ---- ---- Quest Starter: Objective: Reward: Reward Giver: Difficulty and Comments: ---- Name: Attribute: Energy Cost: Casting Time: Recharge Time: Effect: Comment: Unlock from [Needed only for PvP]: Purchase from: Learn from: _____________________________________ Copyright, 2005 Apathetic Aardvark | �������������������������������������