Eschalon Book I Walkthrough Version 1.10 Copyright 2008 Jason S. Darkwood This document is not to be reproduced without the author's written consent, except for private, personal use. Currently this walkthrough is only approved for use by GameFAQs, Neoseeker and Super Cheats. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To contact me regarding permission to copy or to contribute information to this walkthrough please email child_of_selene at hotmail.com ***TABLE OF CONTENTS*** 1. FAQ 2. Character Creation 3. General Walkthrough 4. Map 5. Magic 6. Alchemy 7. Items (incomplete) 8. Enemies 9. Credits 10. Version History ***FAQ*** These are based on questions I haven seen repeatedly on message boards for Eschalon. Q: What does the lever in Aridell do? A: Nothing as far as I can tell. Q: What goes in the four chests in Tangletree Ossuary? A: "endless ribbon of metal" = ring "consumed by fire" = ash "smashing victory" = bludgeoning weapon (I used a copper hammer) "womb for a tree" = apple, I believe you can usually buy them at the Aridell tavern Q: How do I break barrels/doors/chests? A: For some reason this is one of those things that some people pick up on and others never notice is an option. Hold the left shift key when you click on it. You can also attack friendly characters this way. ***CHARACTER CREATION*** * Attributes When you first begin to make your character their eight attributes are a random number from 7 to 14. You can click the dice at the side of the screen to re-roll them. Re-rolling undoes any selections you have made for your character. You also have 15 points to distribute as you choose. At each level you gain 3 new attribute points to distribute. Your Origin gives you a bonus to certain attributes as well. - Strength determines how much weight you can lift, weapon damage and toxin resistance. - Dexterity increases your To Hit and Armor stats. - Endurance determines your HP, resistances and the rate at which you heal lost HP. - Speed affects how often your character act (although the effects are not very noticeable if this is true) and your Armor stat. - Intelligence lets you identify items more easily and gives you elemental resistance. - Wisdom affects your disease resistance and is used to determine if you are afflicted by curses. - Perception determines your Mana Points, the rate at which lost Mana is replenished and magick resistance. - Concentration's effects are not very well explained by its description. Mainly it seems to determine how likely you are to fail casting a spell while in close combat. It may also make other skills more effective. * Skills There are 24 skills in the game. You begin with one based on your class and can buy a new skill for the cost of three skill points or raise a skill for one point. Your character starts with 20 skill points and gains 3 at each new level. There are also trainers for some skills who can teach you up to level 5 in a skill and books that will teach you a skill you do not have yet or add 2 to a skill you already know. - Alchemy: allows you to make potions and imbue items with enchantments. Higher levels of alchemy create more effective potions and enchantments. Alchemy can be bought in Bordertown and learned from the book Art of Brewing. Given that you have to find or buy the reagents it is probably worth waiting to buy it before putting points into it. - Arcane, Divination: allows the character to learn and cast Divine spells provided their Wisdom is high enough to read the scroll. Arcane, Divine can be purchased at the temple in Blackwater and learned from a book. Divine magic is useful for protection and enhancement of combat abilities. - Arcane, Elemental: allows the character to learn and cast Elemental spells provided their Intelligence is high enough to read the scroll. Aracne, Elemental can be purchased in Blackwater and learned from a book. Elemental magic is more destructive than divine, but also provides spells useful for movement. - Armor, Light: allows the character to wear light Armor without penalty. Further increasing this skill increases damage reduction. The Light Armor Field Manual trains you in this skill. - Armor, Heavy: allows the character to wear heavy Armor without penalty. Further increasing this skill increases damage reduction. The Heavy Armor Field Manual trains you in this skill. - Armor, Shield: allows the character to equip shields without penalty. Further increasing this skill increases damage reduction. This skill is less useful than other Armor skills as you cannot hold a weapon and a torch at the same time. For anyone using magic a shield is also annoying because you can only cast spells if you are carrying less than a certain amount of weight in your hands. Gloves and weapons tend to be heavy enough without adding a shield to the mix. Avoid this skill unless you really want to use a shield. - Cartography: allows the character to make maps which will be displayed on the right hand of the screen. Higher cartography skill makes the maps better. You can buy Cartography from the man in the Aridell tavern after retrieving his sextant. The book Mapping Your World also teaches it to you, so if you can stand not having a map for a little while it can be worthwhile not to put any points into it. You may still want to start with a point in it just so you can map walls. - Dodge: each rank gives a 1% chance of dodging an attack an putting your attacker off balance (+10% to hit them). Its a nice skill to have even with just one rank, although investing a lot of points in it might not be as useful as other skills. - Hide in Shadows: allows you to hide in darkness and sneak around without enemies noticing you. The status "Hidden" appears when nobody can see you. - Lore: Helps to identify unknown items. This skill is mostly pointless if you have a good Intelligence, the Lore spell or a Ring of Lore. - Meditation: Helps the character resist magic and elements as well as increasing the rate at which Mana is regained. - Mercantile: Increases the amount you can sell items for and lowers the cost when you buy items. The book Buying and Selling will train you in this skill. Treasure ends up being abundant enough that this skill is much more useful at the start of a game when your skill points might be better spent on other skills. - Move Silently: the companion skill to Hide in Shadows, this skill lets you move around without being heard by enemies (or townsfolk) the status "Silent" appears when nobody can hear you. Armor decreases your ability to be silent. You can be silent even without this skill. - Pick Locks: allows you to use lockpicks to attempt to open locked doors and chests. The more points you put into this skill the better your chances get, although some locks cannot be picked. Keyholes and Tumblers is a book that trains this skill. You can always bash through locks instead, but you risk breaking your weapon. You also get experience from picking locks. - Skullduggery: allows you to attempt to disarm traps you have spotted. The more points you put into this skill the better your chances are. Spot Hidden augments this skill because you cannot disarm a trap you cannot see. Skullduggery helps you avoid a lot of pain throughout this game. - Spot Hidden: helps you find hidden traps and treasures. Perception also helps with this, but its worth putting at least one point in spot hidden. - Survival: increases resistance to disease and toxins while also increasing the speed at which your character regains lost HP. - Unarmed Combat: Increases To Hit and Damage with unarmed attacks. Useful for spell slingers who want to keep weight out of their hands, but still want some combat skill. - Weapon, Bludgeoning: Increases To Hit and Damage with bludgeoning weapons. This skill can be trained in Blackwater's House of Pain and from a book. - Weapon, Bows: Increases To Hit and Damage with bows and arrows. This skill can be trained at Bordertown's Archery Range and from a book. - Weapon, Cleaving: Increases To Hit and Damage with cleaving weapons. This skill can be trained in Blackwater's House of Pain and from a book. - Weapon, Short Bladed: Increases To Hit and Damage with short bladed weapons. Short Blades do less damage than other weapons so this skill is unlikely to be as useful as other weapon skills unless you are determined to be a knife fighter. - Weapon, Swords: Increases To Hit and Damage with sword. This skill can be trained in Blackwater's House of Pain and from the Legendary Swordsman book. - Weapon, Thrown: Increases To Hit and Damage with thrown weapons. This skill can be trained at Bordertown's Archery Range. * Origin Your Origin is where your character came from. This will give a bonus to various attributes depending on which origin you pick. - Nor'lander +2 Endurance, +1 Concentration - Barrean +2 Speed, +1 Strength - Rifter +2 Perception, +1 Wisdom - Therish +2 Concentration, +1 Dexterity - Kessian +2 Wisdom, +1 Intelligence * Axiom The Axiom of your character is a description of their belief system. It may grant special abilities to your character and have certain drawbacks. Together with Class your Axiom determines your character's Title. - Atheist Benefit: Immune to Curses Drawback: Immune to Blessings. NPC Clerics cannot heal you. - Druidic Benefit: Regenerate HP and Mana faster outdoors. Drawback: Regenerate HP and Mana slower in dungeons - Virtuous Benefit: Starts with the Bless spell and can cast at level 1 without the Divination skill Drawback: More easily cursed - Nefarious Benefit: Has a 5% chance of doing Nefarious Damage with weapons, doubling the amount of damage dealt to a creature. With a critical hit the damage is tripled (not quadrupled). Drawback: NPC Clerics cannot heal you. - Agnostic No benefits or drawbacks. * Class A character's class is basically their chosen profession in the adventuring world. Each class grants the character a single rank in one skill. Your class also affects some of the items you get in the game and affects your HP and Mana as you level up. Fighters, Rogues and Rangers get more HP at each level, while Healers and Magick Users gain more Mana. Class also determines your title along with your Axiom. - Fighter starts with Swords - Rogue starts with Pick Locks - Magick User starts with Arcane, Elemental - Healer starts with Arcane, Divination - Ranger starts with Bows * Title Your title is determined by Axiom and Class. It has no further in game effect other than sounding cool or lame depending on your opinion. Since Class and Axiom have only a small effect you may wish to choose them to get a title you like. Atheistic Fighter = Mercenary Druidic Fighter = Preserver Virtuous Fighter = Paladin Nefarious Fighter = Berserker Agnostic Fighter = Barbarian Atheistic Rogue = Bard Druidic Rogue = Shadowlark Virtuous Rogue = Rebel Nefarious Rogue = Assassin Agnostic Rogue = Thief Atheistic Magick User = Illusionist Druidic Magick User = Conjuror Virtuous Magick User = Mage Nefarious Magick User = Necromancer Agnostic Magick User = Mystic Atheistic Healer = Sawbones Druidic Healer = True Druid Virtuous Healer = Cleric Nefarious Healer = Warlock Agnostic Healer = Theurgist Atheistic Ranger = Naturalist Druidic Ranger = Guardian Virtuous Ranger = Shepherd Nefarious Ranger = Blighter Agnostic Ranger = Vanquisher ***WALKTHROUGH*** Some quick notes: This is just a quick walkthrough of the main quests to complete the game. This mainly explains where to go next when completing the main quests and is not very in depth. Directions are based on the top of the screen being North. Right and left are from your perspective while you play the game (character perspectives make things way too confusing). Up and down refer to the top and bottom of the screen respectively unless there are stairs or ladders involved. Your character awakens in a ruined building with no memories but his name. The section you start in is the South Parish (map 35). Open the nearby chest to find a dagger and a note. Read it to find out that you need to head to Aridell to the northeast for further instructions. If you head out of the house to the south you will find a barrel with some torches. Head down to the well and search the nearby stump to find some potions, a pair of sandals and an item based on the class you picked. Fighters get a sword, Rangers get a bow and 40 arrows, Rogues get 3 Lockpicks, Priests get a scroll of Fleshboil and Magic Users get a scroll of Fire Bolt. To the north are the ruins of Elderhollow, which are infested with Fanged Salamanders. The first building at the north end of town has a chest with 40 gold and near the southwest corner is a building with coffin, which contains a Ring of Vigor. There are also various treasure chests, barrels and skeletons around town that you can loot. In the northwest corner are a pair of Bloodsippers you can kill and the entrance to Grimhold. If you touch the obelisk you will add Grimhold East to the Quick Travel menu. Be careful if you decide to explore the northern forest area or around the coast in the southeast corner as you might not be prepared to fight the swarms of Fungal Slimes yet. When you finish exploring or if you want to equip yourself first head northeast from the ruins across a bridge and turn right, which gets you to Aridell. In Aridell read the sign to add it to your Quick Travel menu then head down the road, past the church and go into the house just after the cemetery. Talk to the man inside (make sure you have read the note by now) and he will tell you that another letter and some gold has been left for you. Open the chest to get the second letter and 300 gold. There are various quests and shops around town. If you are an elemental caster I recommend buying Air Shield, Predator's Sight and Gravedigger's Flame as soon as you can. Divine casters should pick up Bless, Leatherskin and Divine Heal. Once you finish your business in town and are done exploring head north from Aridell onto the next map (25). Head over to the right and along the coast to the building. Go inside and talk to the man. You need to get the key to the crypts from him. You can steal it from him, rent it for 100 gold or persuade him to give it to you in return for cleaning his basement. The last option is nice because it gets you the key while exploring, killing monsters and looting treasure, which is what these kinds of games are all about. Make sure you have light before you go into the basement. Down there are lots of Fanged Salamanders. You may want to wait by the stairs and let them come to you. Kill them all, loot the coffins and head back upstairs to claim the key (if you decided not to steal it). Next head west along the south edge of the map until you cannot go any further then head north into the graveyard. Kill the bunch of Bloodsippers and head up to the crypt door. Inside the crypt are a bunch of torches that you can take if you need them. Take the southwest corridor from the intersection. On the left is a room with a cabinet that has the Security Key, but the door is locked. You can also reach it by going all the way the hall opening the gate with the lever and heading in the back way. In the southern corner of the crypt is Hesham who will give you a quest and tell you about the key (that you already grabbed). You can also lure enemies back here and let him fight them for you. If you head to the right side of the map you should come across a large dirt room with Bloodsippers in it. The northeast corner is a secret passage to a cabinet containing "Secrets of Transference Circuits" a book sought after by the magic shop owner in Aridell. There is also a pair of teleporters that lead to each other. Head back to the hall and continue north. Pull all the levers in the next two rooms. Keep heading through the crypt fighting Bloodsippers, Fanged Salamanders and Noximanders. Feel free to engage in some high spirited grave robbing. Eventually you will come to another gate that you can open with a nearby lever. Be prepared for a tough fight. Once you step on the square push plate in the middle of this room a pair of Walking Corpses will be released and attack you. Fight them from a distance as they can disease you. Once you kill the corpses head to the right. The lever just down the hall opens a one way path to right next to the start of the dungeon, instead walk southwest turn left and flip the switch in the corner of the hall. Keep following the hall into the coffin room. Loot all of them if you want. Alder Keldram's is the one just south of the pillar. Grab the amulet and use the escape to get back to the entrance. Now that you have the amulet you need to find Lilith. Her house is actually just east of the crypt, but you have to either go through Grimhold or head north and around past Border Town. Border Town is the easiest way, but if you think you can tackle Grimhold (and you can if you have leveled up a fair bit with quests and exploring) now is as good a time as any. Border Town path: leave the crypt and head to the right until you reach the river. Head north along the road until you reach Northeast Thaemore (map 15). Feel free to try to get into Shadowmirk, but its guarded by a Dimensional Eye. Head north along the west side of the map and then west long the road. There are Thugs in the woods and Fungal Slimes along the coast if you want to fight them. Continue along the road to the Barrier Range Region (map 14) and fight off thugs while following the road to Border Town. Here you can train Alchemy, Bows and Thrown Weapon skills. There are also a few shops and quests. Continue to follow the road south and west and you will begin to encounter Hive Drones. Head south to Northern Tangletree Forest (map 24). Grimhold route: use quick travel to go to Grimhold East (or just head west from Aridell) and enter Grimhold. Head west until you find your way to the chasm with the bridge blocked by gates you cannot open. The dying man along the way will explain what has to be done to open the gates. Walk into the rooms up north and kill the Goblin Hackers inside. Continue through the rooms until you end up outside and follow the path until you come to a small building by the chasm. There will be torches inside the cabinet if you need them before heading down. In the underground there will be an intersection, head to the area to the right and kill the goblins there. Continue to the south killing the rest of the goblins, one will drop a key. Eventually you will ind yourself southwest of the entrance. You can head back towards it and pull a lever to open the gate that blocked this hallway before. Continue southwest across a long bridge, where you will be attacked by Goblin Archers and Hackers. Air Shield is extremely useful here. Across the bridge you can continue in two directions, except one of them is blocked by a gate. Head the other way and circle around to where the gate blocking your way is fighting goblins along the way. Just before you reach the gate on the left is the switch you came down here to pull. Pull that switch then head north to open the gate if you want to. Then continue to the west. The room to the south has a ladder up into the other side of Grimhold, while to the north are more goblins, including a Warlord. Kill him, take his key and loot before you head back up. Fight your way through the goblin hackers and archers then go west to leave Grimhold for Central Tangletree Forest (map 34). This place is a whole bunch of winding paths filled with Hive Drones. Make your way west until you can head north into Northern Tangletree Forest (map 24). Lilith lives in a house by the heart shaped lake in Northern Tangletree Forest, roughly in the middle of the map, Although the pather to get to her is near the southwest corner. Go talk to her about your amulet and she will give you a quest to kill the Hive Queen (which is at least better than cleaning her basement or doing her laundry or running across half the country with 70 pounds of dead weight). The Hive Queen can be found in the cave in the southwest corner of the next map south, Central Tangletree Forest. Head into the cave and follow it around until you find her. The honeycombs have giant larvae for Hesham and there are plenty of gems hidden in the stones throughout these tunnels. You will know you are close to the Hive Queen when you see a group of seven explosive barrels. The easiest way to deal with her is to lure her back to the barrels and explode them. Grab the stinger she drops and return to Lilith who will then tell you that your amulet is a key to a vault in the Underground Repository in Blackwater. The only question is how to get to the Repository. Head to Blackwater. You have to go through Barron's Ticket (map 23) or Western Tangletree (map 33), which gives you a choice between fighting or fleeing from Raptors or a Barrea Mercenary and some Thugs. Either way Head west until you get to Vela (map 22) or Blackwater (map 32). If you go to Vela head south immediately to get to Blackwater, which is in the centre of the map. At the gates the guards demand a toll of 100 gold to enter. You only have to pay once. Inside are the best shops you can find and trainers for Arcane, Divination and Arcane, Elemental magics as well as the House of Pain where you can get training in Bludgeoning, Cleaving and Sword weapon skills. This town has it's fair share of quests as well. By the southwest gate is a house with a dead body in it. Break into the house and search the body to find a note that explains how to get the the Repository. You can only go there once so make sure you have all the key amulets you can find (yours and Lilith's if you kill her). When you are ready, talk to the innkeeper and ask to stay at the inn. Give the name Foozgrumph when asked and you will be taken to a room you normally cannot enter. Wall through the back wall and head down to the repository. Talk to the goblin and show him your amulet. Any other response ends up with you stuck in a cage with two Dimensional Eyes and no equipment. The whole Repository seems designed to make you drool over imagined treasures you can never get too, especially the specially named rooms. Your amulet lets you open #26 which contains a note and a gemstone called the Crux of the Ages. The note explains a lot about what is going on, although you may have picked up on a lot of the information it contains already. If you killed Lilith and took her amulet you can claim vault #15 as your own and get a Divine Ore Great Sword. When you have everything you came for head back out and pull the lever in the room to leave. The next mission is to rescue your brother from the Goblins. He is being held in Vela (map 22), which is just north of Blackwater. Eventually you have to kill pretty much everything on this map anyway, so head into the sunken town and be careful of traps, the place is littered with them. You will also run into exploding goblins. Always shoot the goblins with powder kegs first and never when they are standing next to you. They can be a big help in killing other goblins if you can get them positioned right. If you head east from the main town you will eventually find a Warlord. Kill him and take his key. To reach area you will also need to break a barrel to get over to where the Fungal Slimes are then head north across the water. If you head over to the west you will be attacked by a large number of goblins, archers, hackers and bombers. Air Shield and Haste are both excellent effects to have on you for this fight. There is also a Taurex just before the prison. Try to use the bombers to weaken him up before fighting him. Inside the prison is your brother. It is too late to save him, but he tells you what to do next. Finish killing and looting the area and head back to Northeast Thaemore (map 15). If you follow the eastern coast you will eventually work your way through some woods and around Shadowmirk's outer wall to the back door that was, fortunately, left unlocked. Head inside and prepare for a tough fight. Use whatever potions and spells you can then run to the northwest and fight the Dimensional Eye. If you have too much trouble, go back to the towns you have been to and do quests or explore and fight monsters until you level up. Also Haste is great, so if you cannot cast it yourself get a Potion of Haste to help you out. Once the eye is slain continue into the hall and follow it all the way northeast. There is an apprentice wizard you can talk with. Head into the spider chamber and kill the Giant Arachnids, then search their eggs to find a key and some treasure. The key unlocks the rooms you passed in the hall on the way here. Go through the rooms (the treasure is all bones) until you reach the last chest. Loot it and then fight your way out through the skeletons. Head southwest down the hall until you come to the bridge with a teleport circle and a series of press tiles. The tiles come in groups of three arranged diagonally across the bridge. Only one tile in each group can be walked across safely, the other teleport you to the circle. Walk across them in this order (SW is the tile to the southwest of the middle tile, NE is the one to the northeast): SW, middle, SW, NE, NE. Further down you will come to a room with another magic circle and two chests. The signs above them will say something along the lines of "Give me Strength" and "Ease my Pain". Put the Potion of Ogre Strength in the first and a Healing Elixir in the other. This will activate the transporter. On the other side shoot the powder keg to get the key to the next door. The next puzzle is the teleporter maze. This was the worst of the puzzles, but all you need to do is keep trying different paths. Or follow this path: go into the first teleporter. Next travel to the southeast circle (really your only choice), then take the north east teleporter. This should lead to a platform with four of the transporters. Head south into the southeast teleporter and finally take the northeast transporter to finally reach the other side of the pit. Here you will find yourself in the wizard's school. Nobody here wants to talk to you. Head to the northwest corner where this is a sign saying "Proving Chamber - Enter at own risk!". Pull the lever to enter then pull the lever in the middle of the room to release the Raptor and a pair of Noximanders. When those are dead you'll be able to proceed to the third floor. Talk with the wizard there to find out you need to collect four goblin keys (you should have two already) and take the Crux of Ages back to Bastion Spire. One goblin key is in the wizard's chamber, one is possessed by the Giants of Crakamir and the remaining two are held by Goblin Warlords in Vela and Grimhold. There is also a teleporter on this level that leads to the ground floor. So with three keys down you need to head into Crakamir to get the final key. There are three options. From Aridell head south to the East Salt Coast (map 45) then west to the West Salt Coast (map 44). Near the centre of this map is the Tangletree Ossuary, a crypt that eventually leads into Crakamir halfway between the South Gate (map 43) and the Giant's Village (map 41). The crypt itself is trapped and filled with undead, notably the poltergeists, which are one of the few things in game that can curse you. As interesting a dungeon as the Ossuary is, it is probably the hardest way to get to Crakamir. The other two options are easier. The next easiest method is to accept the quest in Aridell from the church to deliver a "Potion of Absolute Restoration" to a man on the Salt Coast. Take the potion from the chest and head to the East Salt Coast (map 44). The house is in the northwest corner of the map. Deliver the potion to discover that it is really Noximander Venom. Very cute. Accept the man's mission to deliver an incriminating letter and head to Bordertown. West of the town proper is a gate into the mountains with a pair of guards. Talk to them and threaten them to get them to let you in. If you are too gentle they use the letter for toilet paper. Nice guys. You may want to save before attempting this because you only get one shot. If you get inside go see the captain, deliver the letter and rob him blind. You need to get the key from his office, but since you are already stealing you might as well take the rest of his stuff. Besides the captain is such a drunk that there is no way he is going to use it anytime soon. Waste not, want not. Now head to Loneloft (map 43) which is east and south of Blackwater. There are a pair of Taurex camping in the ruins of a building. In the ruins there is broken stump of an obelisk that will add Loneloft as to the quick travel menu. There is a gate nearby which can only be opened with the key you stole. From there you can head west into Crakimir and to the Giant's village on the west coast (map 42). This area is infested with Acid Grubs, Goblins and Taurex. You only get one chance to steal the key, so if you delivered the letter without stealing, your good deed has now blocked your way through the South Gate. Fortunately there is one more way to get to Crakamir and it is easier than the other two. Buy some Ectoplasm and Mercury. Blackwater usually has Ectoplasm for sale and Mercury can sometimes be found in any alchemy store. Travel to Bordertown and head to the southeast corner of the map. There is a small house there. Enter it and head down into the basement. There you will find another teleport circle and an alembic containing Bromine, Ambergris and some junk. Take out the junk and place the Ectoplasm and Mercury in it. Step on the circle and you will find yourself in a building with three circles just north of the Giant's Village. One of the other circles is inactive and the third leads to Blackwater. Go talk to the Giant's leader. He will other to give you the key if you go retrieve the Giant Skull from the hunter's camp in Barron's Thicket, which is east of Vela. Once in Barron's Thicket, head north along the west side of the map to reach the camp. The skull is across the Raptor pen to the northeast. Grab it and return to the Giant's village to get the last goblin key. Then head east to map 42, south to map 52 and west again to map 51, the Goblin Citadel. Follow the wall to the entrance where the giants and goblins will fight. You can ignore the battle or join in. Inside the Citadel the gates will close on you. Fight your way around, opening levers as you slaughter the goblins and spiders inside. The only tricky part to look out for are the two open gates with press tiles under them. The first one has a lever right by it. Pull it and enter the next room where you will see the second gate like this. Move closer without stepping on the tile. This should bring you in range of the lever on the other side of the gate. Shoot it to flip it and head through. Otherwise when you walk through these gates they close on top of you crushing you to death (or at least doing a couple hundred points of damage). The other thing to note is the demon statue. Touching it makes it curse you, blast out fire and summon some goblins. Now once you've cleared the whole area around the central chamber with the stairs up go to the last lever you pulled to open gates. Close it and you will be able to walk through a nearby gate into the main room. There is a teleporter here that leads to the room by the Giant's Village. Touch the obelisk to use the keys to open the gate on the stairs and head up. Keep heading through the Citadel, just watch out in the maze for the traps and minotaurs. Gramuk will be standing by himself wait for you to talk to him. You have a few different options. First you can just press shift and attack him without even speaking to him. Second you can talk to him and tell him how much you want to kill him in which case he summons 4 giant spiders and attacks you. Third you can bluff him and attack him by surprise without him performing the summons. Lastly you can hand over the Crux of the Ages if you have it on you to get the evil ending and a huge pile of gold. If you fight him Gramuk is weak, although his spells are damaging. The best tactic is prepare for the fight by casting all the spells or using all the potions you want to before fighting him. Gramuk should die quickly only to transform himself into a Dirachnid, a spider as tough as Gramuk was weak. The up side is that Dirachnid has no ranged attacks and is a bit on the slow side. Its bite also causes paralysis so you may want to run from it and shoot at a distance. When you kill it a key is dropped. Pick it up, do any looting you want to and head to the northeast chamber to go through the portal to bastion spire. Return the Crux of the Ages and go speak the Chancellor for your ending. Or kill him and the horde of royal guards that appear to get the destroyer ending. ***MAP*** 14 - 15 | | 22 - 23 - 24 25 | | | | 32 - 33 - 34-G-35* | | | 41 - 42 - 43 - 44 - 45 | | 51 - 52 - 53 * - You start on this map G - Grimhold 14 - Barrier Range Region; Bordertown 15 - Northeast Thaemore; Shadowmirk 22 - Vela 23 - Barron's Thicket 24 - Northern Tangletree; Lilith's House 32 - Blackwater 33 - Western Tangletree 34 - Central Tangletree 35 - South Parish; Aridell, Elderhollow (where you wake up), Grimhold East 41 - Rotwood; Giant's Village 42 - Northern Crakamir 43 - Northeastern Crakamir; Loneloft, South Gate 44 - West Salt Coast; Tangletree Ossuary 45 - East Salt Coast 51 - Western Crakamir; Goblin Citadel 52 - Eastern Crakamir 53 - Gulf of Madria; Lighthouse ***MAGIC*** DIVINE 1st Tier - Bless Gives +1 To Hit and Damage per level for 100 rounds - Cat's Eyes Lets the caster see in low light for 40 rounds per level. - Detox Reduces poisoning and is more effective at higher levels. - Divine Heal Heals 3-6 HP per level - Entangle Roots the target to the ground for 4 rounds per level or less. - Fleshboil Deals 2-4 magick damage per level to target creature. - Leatherskin Gives the caster +1 armor and damage reduction per level for 100 rounds - Lore Identifies items, the higher the level the better the items it can identify. - Poison Spray Poisons target, more effective at higher levels. 2nd Tier - Nimbleness Increases Dexterity by +5 per level for 160 rounds. - Ogre Strength Increases Strength by +5 per level for 160 rounds. - Charm Causes the target to fight for the caster for 60 rounds. The higher the level of the spell the stronger the creature that can be controlled. - Cure Disease Removes disease with a certain probability which increases with level. - Enchanted Weapon Causes the character's weapon to do 2 extra magic damage for 30 rounds per level. - Haste Allows the caster to take two actions per round for a number of rounds based on the level of the spell. - Sunder Flesh Deals 5-7 magick damage per level to target creature. - Stoneskin Gives the caster +6 Armour and +3% Damage reduction for 160 rounds. Each level increases armour and damage reduction by 1. - Turn Undead May cause undead to flee and even damage them. More effective at higher levels. 3rd Tier - Mass Boil Deals 3-5 magick damage per level to all creatures in view. - Smite Deals 6-10 magick damage per level to an adjacent target. - Dehex Removes curses and is more effective at higher levels ELEMENTAL 1st Tier 2 Mana / level Skill 1 + 2 / additional level - Dancing Lights Causes enemies to flee, casting at a higher level makes this spell more effective. - Air Shield Shields the caster from non-magical ranged attacks. Projectiles fired from adjacent squares can still hit. Lasts for 20 rounds per level. - Fire Dart Does 2-4 fire damage per level to target creature or object. - Gravedigger's Flame Creates a flame over your head that illuminates the area around you. Lasts longer at higher levels. - Element Armor Increases elemental resistance by 10% per level for 75 rounds. - Reveal Map The caster gains +3 Cartography skill per level for 10 rounds per level. Useful for being able to detect enemies. - Predator Sight Allows the caster to see targets in darkness negating penalties to hit. Lasts 40 rounds per level. - Sonic Blast Causes enemies in an area, determined by the spell's level, to have decreased attack and defense. The effects are more potent at higher levels. 2nd Tier 6 Mana / level Skill 5 + 3 / additional level - Compress Atmosphere Deals 6-9 damage per level to target creature or object and any creatures or objects adjacent to the target. - Enkindled Weapon Adds +2 fire damage per level to weapon strikes for 50 rounds. - Deep Freeze Does 5-8 cold damage per level to target creature. - Fireball Causes 4-7 fire damage per level to target object or creature and to any objects or creatures within a few squares of the target. - Chameleon Makes the caster blend in with their surroundings making them harder to hit. Lasts for 20 rounds per level. - Lock Melt May break locks, the higher the level the more effective this spell is. - Trapkill May disarm or set off traps, more effective at higher levels. 3rd Tier 10 Mana / level Skill 11 + 4 / additional level - Portal Cast once to set an anchor point then cast again to return there. Each level can create a new anchor. - Invisibility Turn invisible for 10 rounds per level. - Supernova Deals 3-4 fire damage per level to all objects and creatures in view. ***ALCHEMY*** * Potions A character with the alchemy skill can mix potions. In order to do so they must possess a reagent, reactant and vessel (which in the case of potions is an Empty Flask). Only certain combinations of reagents and reactants will combine to make a potion. Combing a reactant and reagent that do not make a potion causes an explosion doing up to 20 points of fire damage. Mixing a potion you do not have enough skill to make will cause the potion to fizzle. If either of these occur all mixed items are lost. The following list details all potions and the required ingredients. The number in brackets after the name of the potion is the minimum alchemy skill required to produce that potion. Potions with multiple levels are automatically made at the best level possible. Healing Elixir I = Willow Sap + Sulfur Healing Elixir II (5) = Willow Sap + Sulfur Healing Elixir III (10) = Willow Sap + Sulfur Mana Potion I = Mandrake Root + Acid Mana Potion II (5) = Mandrake Root + Acid Mana Potion III (10) = Mandrake Root + Acid Potion of Cat's Eyes = Willow Sap + Bromine Potion of Keensight = Ambergris + Acid Leatherskin I (5) = Willow Sap + Serpent Venom Leatherskin II (10) = Willow Sap + Serpent Venom Leatherskin III (15) = Willow Sap + Serpent Venom Potion of Fortified Mana (5) = Mandrake Root + Bromine Potion of Stoneskin (5) = Jelly Fungus + Serpent Venom Potion of Greater Protection (5) = Ectoplasm + Sulfur Invisibility I (10) = Ectoplasm + Charcoal Invisibility II (15) = Ectoplasm + Charcoal Demon Oil I (5) = Ambergris + Sulfur Demon Oil II (10) = Ambergris + Sulfur Demon Oil III (15) = Ambergris + Sulfur Potion of Haste I (5) = Mandrake Root + Mercury Potion of Haste II (10) = Mandrake Root + Mercury Potion of Haste III (15) = Mandrake Root + Mercury Potion of Ogre Strength (5) = Jelly Fungus + Bromine Potion of Nimbleness (5) = Jelly Fungus + Mercury Potion of Cure Lesser Disease (5) = Belladonna + Charcoal Potion of Cure Greater Disease (10) = Belladonna + Charcoal Detox Serum (5) = Belladonna + Serpent Venom * Imbuing Equipment Alchemy can also be used to enhance equipment giving weapons a bonus to hit or to damage on weapons and to the armor value of protective gear. The recipes and skill requirements are stated below. Trying to imbue equipment with the wrong kind of bonus (a weapon bonus or armor or armor bonus on a weapon) causes an explosion. +1 requires alchemy 5 or higher +2 requires alchemy 10 or higher +3 requires alchemy 15 or higher Weapon Damage = Ectoplasm + Serpent Venom Weapon To Hit = Ectoplasm + Mercury Armor = Ectoplasm + Spider Silk ***ITEMS*** * Short Blades Bone Dagger - 1 Damage, 0.5 lbs, 5 gold Iron Dagger - 1 Damage, 0.7 lbs, 24 gold Steel Dagger - 2 Damage, 0.8 lbs, 85 gold Hive Queen Stinger - 2 Damage, 1.0 lbs, 180 gold, Poisoned Stiletto - 3 Damage, 0.8 lbs, 100 gold Sacrificial Dagger - 3 Damage, 1.5 lbs, 120 gold Mithril Dagger - 4 Damage, 1.0 lbs, 310 gold Adamantine Dagger - 5 Damage, 1.5 lbs, 450 gold * Swords Iron Short Sword - 2 Damage, 3.0 lbs, 30 gold Iron Falcata - 3 Damage, 3.0 lbs, 135 gold Iron Long Sword - 3 Damage, 4.0 lbs, 160 gold Steel Gladius - 4 Damage, 3.5 lbs, 310 gold Steel Long Sword - 5 Damage, 4.5 lbs, 400 gold Steel Claymore - 7 Damage, 8.5 lbs, 850 gold Diamond Edged Claymore - 8 Damage, 9.0 lbs, 1650 gold Adamantine Great Sword - 9 Damage, 10.0 lbs, 2000 gold Divine Ore Great Sword - 10 Damage, 12.0 lbs, 2700 gold * Bludgeoning Weapons Wooden Cudgel - 1 Damage, 2.0 lbs, 2 gold Copper Hammer - 2 Damage, 3.0 lbs, 20 gold Iron Mace - 2 Damage, 3.0 lbs, 38 gold Mahogany Quarterstaff - 3 Damage, 3.0 lbs, 75 gold Iron Morning Star- 3 Damage, 4.0 lbs, 95 gold Flanged Mace - 4 Damage, 4.0 lbs, 280 gold Spiked Mace - 4 Damage, 5.0 lbs, 240 gold Adamantine War Hammer - 8 Damage, 8.0 lbs, 1800 gold Skullsplitter - 9 Damage, 8.0 lbs, 2500 gold * Cleaving Weapons Iron Hand Axe - 2 Damage, 2.0 lbs, 22 gold Machete - 2 Damage, 2.0 lbs, 30 gold Steel Kama - 3 Damage, 2.0 lbs, 220 gold Steel Battle Axe - 4 Damage, 3.0 lbs, 300 gold Mithral Battle Axe - 5 Damage, 4.0 lbs, 440 gold Executioner - 9 Damage, 6.0 lbs, 2500 gold * Bows Birch Short Bow - 1 Damage, 2.0 lbs, 50 gold Yew Longbow - 4 Damage, 5.0 lbs, 450 gold Recurved Longbow - 6 Damage, 4.0 lbs, 750 gold Composite Great Bow - 7 Damage, 7.0 lbs, 1200 gold Recurved Composite Great Bow - 8 Damage, 7.0 lbs, 1800 gold * Arrows Arrow - 0.1 lbs, 1 gold Steel Arrow - 0.2 lbs, 2 gold, +1 Damage Fight Arrow - 0.1 lbs, 4 gold, +2 To Hit, +1 Damage Assassin's Arrow - 0.1 lbs, 8 gold +3 To Hit, +3 Damage Diamond Head Arrow - 0.1 lbs, 30 gold, +5 To Hit, +4 Damage * Thrown Weapons Stone - 1 Damage, 0.2 lbs, 1 gold Iron Throwing Dart - 2 Damage, 0.2 lbs, 2 gold Steel Throwing Dart - 3 Damage, 0.2 lbs, 4 gold Penetrators - 4 Damage, 0.2 lbs, 10 gold Demon Oil I - 10 Damage, 0.3 lbs, 30 gold Demon Oil II - 20 Damage, 0.3 lbs, 60 gold Demon OIl III - 30 Damage, 0.3 lbs, 120 gold Flask of Incinerator Fuel - 0.3 lbs, 400 gold * Shields Wood Buckler - 1 Armor, 3.0 lbs, 10 gold Bronze Buckler - 2 Armor, 5.0 lbs, 60 gold Small Steel Shield - 2 Armor, 3.0 lbs, 200 gold Large Steel Shield - 3 Armor, 6.0 lbs, 315 gold Adamantine Great Shield - 5 Armor, 10.0 lbs, 1750 gold * Light Helms Leather Skullcap - 1 Armor, 1.0 lbs, 10 gold Thinking Cap - 1 Armor, 1.0 lbs, 420 gold, +2 Intelligence Wizard's Hat - 1 Armor, 1.0 lbs, 5 gold Master Wizard's Hat - 1 Armor, 1.0 lbs, 450 gold, +3 Perception Grand Master Wizard's Hat - 2 Armor, 1.0 lbs, 1200 gold, +2 Perception, +3 Elemental Steel Chainmail Coif- 3 Armor, 2.0 lbs, 250 gold * Heavy Helms Iron Half Helm - 3 Armor, 3.0 lbs, 220 gold Conquerer's Full Helm - 3 Armor, 6.0 lbs, 1800 gold, +2 Bludgeoning Steel Full Helm - 4 Armor, 4.5 lbs, 850 gold Grand Helm - 4 Armor, 5.0 lbs, 1000 gold Adamantine Great Helm - 5 Armor, 5.0 lbs, 2500 gold * Light Cloaks Light Cloak - 1.0 lbs, 5 gold Quality Cloak - 1 Armor, 1.0 lbs, 13 gold Survivalist's Cloak - 2 Armor, 1.0 lbs, 475 gold, +5 Survival Cloak of the Shadows - 2 Armor, 1.0 lbs, 800 gold, +3 Hide in Shadows Priest's Cloak - 1 Armor, 1.0 lbs, 980 gold, +3 Divination, +2 Wisdom * Heavy Cloaks * Light Torso Leather Jerkin - 1 Armor, 1.5 lbs, 15 gold Leather Armor of the Prowler - 2 Armor, 2.5 lbs, 525 gold, +4 Move Silently Studded Leather Hauberk - 3 Armor, 3.0 lbs, 85 gold Chainmil Hauberk - 4 Armor, 4.0 lbs, 230 gold Diamond Studded Jerkin - 5 Armor, 3.0 lbs, 800 gold * Heavy Torso Hard Leather Banded Armor - 3 Armor, 5.0 lbs, 150 gold Steel Ring Mail Jerkin - 5 Armor, 8.0 lbs, 375 gold Iron Plate Armor - 7 Armor, 12.0 lbs, 500 gold Steel Plate Armor - 8 Armor, 12.0 lbs, 1000 gold * Light Arms Leather Gloves - 1 Armor, 0.3 lbs, 10 gold Swordsman's Gauntlets - 1 Armor, 0.3 lbs, 200 gold, +2 Swords Burglar's Leather Gloves - 1 Armor, 0.2 lbs, 250 gold, +3 Pick Locks Trapper's Gloves - 1 Armor, 0.2 lbs, 250 gold, +3 Skullduggery Steel Bracers - 3 Armor, 1.5 lbs, 450 gold * Heavy Arms Iron Bracers - 2 Armor, 2.0 lbs, 180 gold Iron Gauntlets of the Warlord - 3 Armor, 3.5 lbs, 700 gold, +5 To Hit, +2 Damage Adamantine Plate Gauntlets - 5 Armor, 3.0 lbs, 1400 gold * Light Belts Leather Belt - 1 Armor, 1.0 lbs, 10 gold Strongman's Belt - 1 Armor, 1.0 lbs, 350 gold, +2 Strength * Heavy Belts Warlord's Plated Belt - 2 Armor, 4.0 lbs, 1000 gold, +2 Speed, +1 Amrour * Light Legs Hide Leggings - 1 Armor, 3.0 lbs, 32 gold Leather Leggings - 1 Armor, 4.0 lbs, 40 gold Diamond Studded Leggings - 5 Armor, 4.0 lbs, 1200 gold * Heavy Legs Splint Mail Leggings - 3 Armor, 7.0 lbs, 280 gold Chainmail Leggings - 3 Armor, 5.0 lbs, 310 gold Steel Plate Greaves - 5 Armor, 10.0 lbs, 850 gold * Light Footwear Leather Sandals - 1 Armor, 1.0 lbs, 10 gold Light Boots - 1 Armor, 2.0 lbs, 25 gold Scout's Sandals - 1 Armor, 1.0 lbs, 200 gold, +2 Cartography Healer's Sandals - 1 Armor, 1.0 lbs, 300 gold, +2 Divination * Heavy Footwear Iron Plated Boots - 3 Armor, 5.0 lbs, 200 gold Iron Spiked Boots - 3 Armor, 5.0 lbs, 320 gold, +2 Unarmed Combat Steel Plated Boots - 4 Armor, 5.0 lbs, 300 gold Mithril Alloy Chain Boots - 4 Armor, 2.0 lbs, 800 gold * Amulets Ivory Amulet - 0.1 lbs, 27 gold, +5 HP Wolves' Tooth Amulet - 0.1 lbs, 180 gold, +3 Cleaving Weapons Bitter Naga Amulet - 0.1, 180 gold, +20% Resist Toxins Compass - 0.1 lbs, 200 gold, +2 Cartography Gravedigger's Amulet - 0.1, 200 gold, Constant Gravedigger's Flame Ankh - 0.1 lbs, 220 gold, +10 HP, +1 Armor Mana Cache Amulet - 0.1 lbs, 220 gold, +2Mana Amulet of the Master Merchant - 0.1 lbs, 425 gold, +3 Mercantile Bloodlust Amulet - 0.1 lbs, 450 gold, +2 To Hit, +2 Strength Deadeye Pendant - 0.1 lbs, 470 gold, +2 Dexterity, +4 Thrown Weapons Zen Amulet - 0.1 lbs, 550 gold, +5 Meditation * Rings Copper Ring - 0.1 lbs, 3 gold Brass Ring - 0.1 lbs, 4 gold Mystic's Ring - 0.1 lbs, 355 gold, +2 Perception Ring of the Hawk - 0.1 lbs, 500 gold, +3 Spot Hidden Brewmaster's Ring - 0.1 lbs, 650 gold, +3 Alchemy Loremaster's Ring - 0.1 lbs, 1000 gold, +6 Lore Ring of the Assassin - 0.1, 1800 gold, +5 To Hit, +2 Damage * Gems Small Emerald - 0.1 lbs, 20 gold Small Ruby - 0.1 lbs, 30 gold Diamond Chip - 0.1 lbs, 100 gold Large Emerald - 0.1 lbs, 350 gold Large Ruby - 0.1 lbs, 450 gold Large Diamond - 0.1 lbs, 1800 gold * Tools Empty Flask - 0.1 lbs, 2 gold, used in making potions Lockpick - 0.1 lbs, 15 gold Map of Thaermore - 0.1 lbs, 5 gold, displays a map of the whole region Torch - 0.2 lbs, 2 gold, torches have their own menu slot Lantern - 5.0 lbs, 35 gold, mix with wick and oil to refuel * Books The Alchemist's Cookbook I - 2.0 lbs, 15 gold, explains potion recipes The Alchemist's Cookbook II - 2.0 lbs, 50 gold, explains potion recipes The Alchemist's Cookbook III - 2.0 lbs, 75 gold, explains potion recipes Imbuing Your Equipment - 2.0 lbs, 75 gold, explains enchanting equipment Sam's Guide to Demon Oil - 0.1 lbs, 50 gold, explains demon oil recipe Elements of Magick - 2.0 lbs, 50 gold, teaches Arcane, Elemental * Scrolls Scroll of Fleshboil - 0.1 lbs, 150 gold, learn the spell Fleshboil Scroll of Fire Dart - 0.1 lbs, 150 gold, learn the spell Fire Dart Scroll of Divine Heal - 0.1 lbs, 150 gold, learn the spell Divine Heal Scroll of Entangle - 0.1 lbs, 150 gold, learn the spell Entangle Scroll of Bless - 0.1 lbs, 150 gold, learn the spell Bless Scroll of Leatherskin - 0.1 lbs, 150 gold, learn the spell Leatherskin Scroll of Cat's Eyes - 0.1 lbs, 150 gold, learn the spell Cat's Eyes Scroll of Gravedigger's Flame - 0.1 lbs, 150 gold, learn the spell Gravedigger's Flame Scroll of Air Shield - 0.1 lbs, 150 gold, learn the spell Air Shield Scroll of Element Armor - 0.1 lbs, 150 gold, learn the spell Element Armor Scroll of Predator Sight - 0.1 lbs, 150 gold, learn the spell Predator Sight Scroll of Reveal Map - 0.1 lbs, 150 gold, learn the spell Reveal Map Scroll of Dancing Lights - 0.1 lbs, 150 gold, learn the spell Dancing Lights Scroll of Sonic Blast - 0.1 lbs, 150 gold, learn the spell Sonic Blast Scroll of Detox - 0.1 lbs, 150 gold, learn the spell Detox Scroll of Lore - 0.1 lbs, 150 gold, learn the spell Lore Scroll of Lock Melt - 0.1 lbs, 150 gold, learn the spell Lock Melt Scroll of Ogre Strength - 0.1 lbs, 500 gold, learn the spell Ogre Strength Scroll of Nimbleness - 0.1 lbs, 500 gold, learn the spell Nimbleness Scroll of Cure Disease - 0.1 lbs, 500 gold, learn the spell Cure Disease Scroll of Compress Atmosphere - 0.1 lbs, 500 gold, learn the spell Compress Atmosphere Scroll of Sunder Flesh - 0.1 lbs, 500 gold, learn the spell Sunder Flesh Scroll of Portal - 0.1 lbs, 500 gold, learn the spell Portal Scroll of Deep Freeze - 0.1 lbs, 500 gold, learn the spell Deep Freeze Scroll of Fireball - 0.1 lbs, 500 gold, learn the spell Fireball Scroll of Haste - 0.1 lbs, 500 gold, learn the spell Haste Scroll of Turn Undead - 0.1 lbs, 500 gold, learn the spell Turn Undead Scroll of Charm - 0.1 lbs, 500 gold, learn the spell Charm Scroll of Poison Spray - 0.1 lbs, 500 gold, learn the spell Poison Spray Scroll of Trapkill - 0.1 lbs, 500 gold, learn the spell Trapkill Scroll of Enkindle Weapon - 0.1 lbs, 500 gold, learn the spell Enkindle Weapon Scroll of Enchant Weapon - 0.1 lbs, 500 gold, learn the spell Enchant Weapon Scroll of Stoneskin - 0.1 lbs, 500 gold, learn the spell Stoneskin Scroll of Chameleon - 0.1 lbs, 500 gold, learn the spell Chameleon Scroll of Invisibility - 0.1 lbs, 900 gold, learn the spell Invisibility Scroll of Supernova - 0.1 lbs, 900 gold, learn the spell Supernova Scroll of Dehex - 0.1 lbs, 900 gold, learn the spell Dehex Scroll of Mass Boil - 0.1 lbs, 900 gold, learn the spell Mass Boil Scroll of Smite - 0.1 lbs, 900 gold, learn the spell Smite * Reactants Sulfur - 0.1 lbs, 8 gold Oil - 0.1 lbs, 10 gold Spider Silk - 0.1 lbs, 20 gold Acid - 0.1 lbs, 25 gold Charcoal - 0.1 lbs, 35 gold Mercury - 0.1 lbs, 35 gold Bromine - 0.1 lbs, 40 gold Serpent Venom - 0.1 lbs, 45 gold * Reagents Cotton Wick - 0.1 lbs, 2 gold, used to refill lanterns Ash - 0.1 lbs, 7 gold Willow Sap - 0.1 lbs, 10 gold Jelly Fungus - 0.1 lbs, 25 gold Ambergris - 0.1 lbs, 25 gold Mandrake Root - 0.1 lbs, 30 gold Belladonna - 0.1 lbs, 42 gold Ectoplasm - 0.1 lbs, 100 gold * Potions All potions turn into an Empty Flask when drunk. Healing Elixir I - 0.3 lbs, 30 gold, +15 HP Healing Elixir I - 0.3 lbs, 45 gold, +40 HP Healing Elixir I - 0.3 lbs, 100 gold, +100 HP Mana Potion I - 0.3lbs, 30 gold, +15 Mana Mana Potion II - 0.3lbs, 45 gold, +40 Mana Mana Potion III - 0.3lbs, 100 gold, +100 Mana Potion of Keensight - 0.3 lbs, 100 gold, +8 T Hit for 100 rounds Potion of Cat's Eyes - 0.3 lbs, 30 gold, Cat's Eyes for 200 rounds Leatherskin I - 0.3 lbs, 20 gold, +2 Armor for 100 rounds Leatherskin II - 0.3 lbs, 40 gold, +4 Armor for 100 rounds Leatherskin III - 0.3 lbs, 30 gold, +6 Armor for 100 rounds Potion of Fortified Mana - 0.3 lbs, 80 gold, halves Mana cost for 10 rounds Potion of Stoneskin - 0.3 lbs, 180 gold, +8 Armor for 160 rounds Potion of Greater Protection - 0.3 lbs, 150 gold, increases resistances for 120 rounds Invisibility I - 0.3 lbs, 40 gold, invisibility for 10 rounds Invisibility II - 0.3 lbs, 90 gold, invisibility for 20 rounds Potion of Haste I - 0.3 lbs, 20 gold, haste (act twice per round) for 30 rounds Potion of Haste II - 0.3 lbs, 40 gold, haste for 40 rounds Potion of Haste III - 0.3 lbs, 90 gold, haste for 50 rounds Potion of Ogre Strength - 0.3 lbs, 150 gold, +15 Strength for 120 rounds Potion of Nimbleness - 0.3 lbs, 150 gold, +15 Dexterity for 120 rounds Potion of Cure Lesser Disease - 0.3 lbs, 110 gold, cures dungeon fever, rusty knuckles and eye fungus Potion of Cure Greater Disease - 0.3 lbs, 400 gold, cure blister pox, insanity fever and fleshrot Detox Serum - 0.3 lbs, 30 gold, cures poison * Consumables Bottle of Wine - 0.3 lbs, 6 gold Bottle of Rare Vintage Wine - 0.3 lbs, 110 gold Bread - 0.1 lbs, 2 gold Salted Fish - 0.1 lbs, 5 gold * Miscellaneous Rope Belt - 0.5 lbs, 1 gold, can wear as a belt Tattered Breeches - 1.0 lbs, 1 gold Spices - 0.1 lbs, 20 gold Salt - 0.1 lbs, 20 gold Silverware - 0.1 lbs, 40 gold Fine Porcelain Plate - 0.5 lbs, 60 gold Femur - 0.5 lbs, 1 gold Skull - 0.4 lbs, 5 gold Weapon Fragments - 0.2 lbs, 0 gold *Quest Items & Keys Sealed Note - 0.1/0 Giant Skull - 9.0 lbs, 0 gold, Quest Item Crux of Ages - 3.0 lbs, ? gold, Quest Item Easter Egg - 0.1 lbs, 0 gold, collect three to gain a level at Shadowmirk Widget - 0.1 lbs, 0 gold ***ENEMIES*** * Monster Name Description of the monster HP: how many hit points it has XP: how much experience you get for beating it To Hit: the creatures to hit ability and base chance to hit you (based on an Armor rating of 0) Damage: Maximum damage dealt by the monster's attack Armor: the creature's Armor rating (your chance to hit a monster is 50% plus 3% times your to hit stat minus 2% times the monster's Armor) Special: Any special abilities it has Description on fighting the monster including recommended tactics. * Acid Grub A brown chitinous bug. HP: 70 XP: 160 To Hit: 25 (125%) Damage: 12 Armor: 24 Special: Acid When you kill an Acid Grub it splashes acid around it. This damages other enemies (10-20 points) that are right beside it. It also has a chance of destroying a random piece of your equipment if you happen to be right beside it when it dies. Generally you have good odds of avoiding it, but it would still be best to kill them with ranged attacks. They are also very slow, so run if they get too close. * Barrea Mercenary A heavily armed human. HP: 90 XP: 165 To Hit: 25 (125%) Damage: 14 Armor: 26 Mercenaries are a lot tougher than thugs or goblins. If you like to explore you may find you run into them before you are really ready to handle them. Even at higher levels it is best not to hold back against them. Use spells or potions and do not be afraid to run away and rest if you need to. * Bloodsipper An unusually large bat. HP: 20 XP: 25 To Hit: 7 (71%) Damage: 4 Armor: 8 Special: Flight Bloodsippers are fairly weak, but tend to come in groups. Early on you may want to at lest weaken them with ranged attacks. Also they fly so you cannot lure them into traps. * Dimensional Eye A large floating eyeball. HP: 80 XP: 2500 Damage: 15 Armor: 25 Special: Magic Attack, Flight, Divine Resistance Dimensional Eyes can be nasty. They have a ranged magic attack, which Air Shield cannot block. Even at high levels they can cause some serious pain for your character. Use your strongest attack along with bless and haste to defeat them. * Dirachnid A huge black spider. HP: 250 XP: 2500 To Hit: 27 (131%) Damage: 20 Armor: 30 Special: Paralysis, Divine Resistance Gramuk turns into this after you beat him. Its bite is quite strong and the poison paralyses you for a few turns if it affects you, which can be quite devastating. Dirachnid moves slowly though, so ranged attacks are a good option, except Divine spells, which Dirachid resists a lot more often than Elemental spells. Dirachnid is tough, but not too difficult if you avoid having to fight him and the Giant Arachnids at the same time. * Fanged Salamander A small red amphibian. HP: 10 XP: 8 To Hit: 4 (62%) Damage: 3 Armor: 4 Pretty basic enemy. Even at level one with an unskilled weapon most characters should be able to fight at least one of these monsters in hand to hand combat without much trouble. * Fungal Slime A small blob of green bubbles. HP: 25 XP: 35 To Hit: 10 (80%) Damage: 4 Armor: 6 Special: Ranged Attack, Divine Resistance A weak monster with a ranged attack. They can only shoot their slime a few square however so either use Air Shield to null their attacks or shoot them from further away. They do tend to resist divine magic, so try to avoid casting it on them. * Giant Arachnid A large spider. HP: 70 XP: 150 To Hit: 22 (116%) Damage: 12 Armor: 20 Special: Poison By the time you fight them, giant spiders are not too threatening, but they are poisonous, so keep Detox potions or spells handy. You may also want to stick to ranged attacks. * Goblin Archer A green humanoid with a bow. HP: 45 XP: 80 To Hit: 17 (101%) Damage: 6 Armor 10 Special: Ranged attack, drops treasure Goblin archers are likely the first creature you will encounter with a good ranged attack. They like to shoot at you from far away, so the best way of dealing with them is by casting Air Shield if you can. They will also drop treasure, but its only arrows are far as I can tell. * Goblin Bombthug A green humanoid with a barrel with red Xs. HP: 15 XP: 60 Damage: 45 Armor: 12 Special: Explodes! * Goblin Hacker A green humanoid with a sword. HP: 40 XP: 55 To Hit: 13 (89%) Damage: 8 Armor: 13 Special: Drops treasure These are average melee fighters and you will end up fighting many of them in the course of the game. Use your usual kind of attacks against them. Goblin hackers are a great enemy to butcher for treasure. * Goblin Warlord A green humanoid in heavy Armor with a sword. HP: 75 XP: 250 To Hit: 23 (119%) Damage: 13 Armor: 25 Warlords are a bit tougher than regular Goblin Hackers, so it can be a good idea to use potions or spells to buff yourself when fighting them. * Gramuk A green humanoid with a staff. HP: 45 XP: 100 Damage: 22 Armor: 15 Special: Summon, Transform, Magic Attack The infamous goblin shaman. Unless you bluff him in conversation or attack before talking he will summon four Giant Arachnids. He attacks with Deep Freeze, which does cold elemental damage. Prepare yourself with all your buff spells and potions before talking to him. Melee combatants will also want to stand next to him. Divine spells are not recommended as Gramuk frequently resists them. All in all Gramuk himself is much easier to kill than might be expected, except he turns into a Dirachnid upon death. * Hive Drone A large bee. HP: 40 XP: 60 To Hit: 12 (86%) Damage: 9 Armor: 14 Special: Flight Hive Drones are a bit tougher than goblins. Try not to let them gang up on you until you are stronger than them. * Hive Queen An enormous bee. HP: 100 XP: 500 To Hit: 24 (122%) Damage: 10 Armor: 24 Special: Flight, Paralysis The Hive Queen can be a nasty piece of work with her ability to paralyze your character. Aside from buffing or using ranged attacks, the easiest way to beat her is to lure her to the explosive barrels and then set them off. * Noximander A large green amphibian. HP: 35 XP: 45 To Hit: 10 (80%) Damage: 7 Armor: 11 Special: Poison Noximanders are most likely the first poisonous creature you encounter and are tough compared to the enemies around them at first. Ranged Attacks are best against them because poison can be deadly early on when you are unlikely to have regular access to Detox spells or potions. The best you can do is rest and/or cure yourself until the poison goes away. * Poltergeist Floating white wisps. HP: 60 XP: 190 To Hit: 19 (107%) Damage: 12 Armor: 16 Special: Flight, Curse, Elemental Resistance, drops treasure Poltergeists are a bit tricky. They can inflict curses if they hit you and are resistant to elemental damage, so the best way to destroy them is with Divine magic or with arrows. They also drop ectoplasm consistently, which is a good reason to hunt them down if you want to augment your equipment. The Dehex spell is rather difficult to obtain unless you focused on Divine magic and costs a lot of Mana, so it would be best not to get cursed at all. * Raptor A dinosaur. HP: 95 XP: 110 To Hit: 24 (122%) Damage: 12 Armor: 22 Barron's Thicket looks like Jurassic Park. Early on Raptors are tough, but by the time you get the quest to go to Barron's thicket they should be easy. Its easiest just to avoid them early on, but if you want to fight them, consider softening them up with ranged attacks and make sure to buff with potions or spells. Also do not let them gang up on you. * Skeleton An animated skeleton. HP: 50 XP: 90 To Hit: 18 (104%) Damage: 10 Armor: 17 Usually by the time you encounter them, they are easy to kill. At least compared to the monsters around them. * Spire Guard A heavily armed human. HP: 300 XP: 400 To Hit: 27 (131%) Damage: 15 Armor: 28 The ultimate test of how powerful you are, you fight these elite soldiers if you kill the chancellor and there are 16 of them. The best tactic is to haste, run around them back to the room where you are supposed to place the Crux of Ages and uses the lever to crush them with the portcullis. Which is a bit too easy compared with actually fighting them, so you will not get destroyer status if you do this. * Taurex A minotaur. HP: 145 XP: 185 To Hit: 28 (134%) Damage: 16 Armor: 29 Nasty, nasty creatures. Even at high levels I suggest using potions or magic to buff yourself. Especially Haste and Leatherskin or Stoneskin. Also, you would think they might drop treasure since they carry axes. They don't. Makes resting annoying, although if you really specialized they might be easy by that point. * Thug A human dressed up like a pirate. HP: 40 XP: 50 To Hit: 13 (89%) Damage: 7 Armor: 13 Special: Drops treasure Thugs are probably going to be the first enemy you encounter that drops treasure. * Walking Corpse A grey hunchbacked humanoid that wants to eat your brain. HP: 55 XP: 85 To Hit: 15 (95%) Damage: 8 Armor: 7 Special: Disease, Divine Resistance If you get injured by one of these guys you might catch a disease. Other than that they are slow but fairly hardy. Ranged attacks work best and its always a good idea to have something that cures disease handy if you think you might run into them. ***CREDITS*** I'd like to thank to Basilisk Games for making Eschalon, most of the work for this FAQ was done directly from the game itself. I also want to thank Neil for letting me use his copy of the game. And a special thanks to Megan for all she's done for me. ***VERSION HISTORY*** 2/9/2008 - Version 1.00 Included general character creation walkthrough, enemy list, partial item list. 2/16/2008 - Version 1.10 Added alchemy, magic, map, spire guards and more items. Approved use of this document by Super Cheats.