GENEFORGE 3 FAQ/WALKTHROUGH (version 1.1) by Matt P, Contact firstname.lastname@example.org for information/comments on this FAQ.
If I use your comments in this FAQ, you will be given full credit. Version 1.1 (Complete) 11-3-05 --------------------------------------------------------------------------------------------------------------------------------------------------------------Geneforge 3 is copyright Spiderweb software and all names used in this guide are their rights. This FAQ is copyright Matt P and may not be reproduced without permission of the author. Permission will not be given to any website except for GameFAQs until completion of the FAQ. Chec Spiderweb.com and its fora for the most up to date hints and discussion. Many facts were claimed from that site. I have beaten the game twice as a pro-shaper character, a guardian and an agent. This playthrough that I'm using to write the FAQ will be a pro-rebel shaper. As such, I may have missed some trainers and canisters. What s new in Geneforge 3? Geneforge 3 is the third game in the Geneforge Saga and expands on the plots established in the first two games. In this game, the activities of the rebels are more overt with the game starting off with a direct attac on your school. There are only two factions in this game, the loyalists and the rebels, unli e the previous two games, which also included the Awa ened. The game is Island based (meaning you must ta e a boat to get from one island to the next) and also has a day counter which does not affect too much. Also, you are able to enhance and craft many items, enabling the generation of some potent artifacts. Money is less of an issue as well, with merchants having unlimited Gold. -------------------------------------------------------------------------------Table of Contents: 1. Quic Hints 2. Class Guide 3. S ill Guide 4. Spell Guide 5. Creation Guide 6. FAQ/Wal through (Area Guide) 7. Item List/Equipment recommendations 8. Recipe/Rare Item List 9. Canister/S ill Point Locator 10.Conclusion/Ac nowledgements -------------------------------------------------------------------------------1. Quic Hints (FAQ) Why is my essence not going above ____? Your creations are a permanent drain on your essence for as long as you have them. Absorb them if it's really bothering you and play as an agent. What items should I eep? Keep all dried herbs, shaper research notes, and shaper equipment. They all sell for much more at certain places than what you can find at a typical store. Additionally, eep several rare items for recipes. Most recipe items don t sell for anything, so you shouldn't have a hard time
discerning what is what. Also, generally eep jewelry- you can add an ingredient to them and ma e something worth a lot more than it cost. Keep some shaped items li e the belt, breastplate, and shield- these are recipe ingredients, not just strong armor. What equipment should I have on me? Keep all infiltrator items (from Dra efyre). The bonus to leadership and mechanics can ma e a significant difference. Equip those items before doing something mech-intensive. How do I steal things? If YOU are not caught, it s not a crime. Since your creations and friends don t count, hide yourself and send them where you want to steal something, and press "g". You will have full access to the items on the ground, and won t get caught. I'll steal your toast reminds me that you can usually close the door behind you when you are stealing items and so long as no one sees you do it, you are safe to steal. Should I use canisters? Either go all out, or don t go much at all. You will find several canisters throughout the game, but using them has a price. Don t use more than 6 if you don t want to pay that price! Alterations, however, don t cost a thing other than gold. I have a lot of money after the first island! Money may seem abundant, but be careful. You can easily blow 10K in a sitting. Don t buy too many items- you can usually find what you re loo ing for without needing to go to a store. Also, pic lots of stuff up and sell it. At the end of the game, there are 50 K worth of alterations for you to purchase if you so desire. That s a lot of money. What things can I ma e with recipes? Recipes bring in fun and profit. Definitely the most valuable items you can ma e with recipes are the artifacts. However, dray scales can ma e your rings very valuable, as can artila eyes with your nec laces. If you would prefer to ma e wands out of them, then that's your choice, but if you don't use wands (I almost never do), then using them in rings can ma e you a lot of gold. Shielding bands however, are not worth it. Should I wait to use that boo that trains create thahd till after I find a trainer? Unli e the previous Geneforge, trainers will train you in a s ill even if you found a canister or boo that taught you that s ill. If you have increased your s ill by increasing it with s ill points, then this is not the case. When should I join the rebels or provide rebellious opinions? The best way to get the most out of characters in the first part of the game is to play it neutral or pro-shaper. You can go ahead and help the rebels if you want, but be neutral or pro-shaper in the opinions you give others. This allows you to get the most training. Also, initially the shapers are much more powerful than the rebels. Sitting on the fence does not benefit you in any significant way- if you are pro-shaper but express pro-rebel views you will have problems getting training. -------------------------------------------------------------------------------2. Class Guide: Shaper: The ma er of creations, these characters are most s illed at summoning allies. They are moderately s illed at magic, but not at combat. Keep them out of it if at all possible! Increase your intelligence mainly to have the essence necessary for creations. Increasing shaping s ills will ma e your creations stronger, and unloc stronger creations, but that's no good if you can't even summon them, so focus on intelligence. Shapers should also increase their magic s ills as needed. Try to aim for ~7 in magic s ills by the fourth island or so. The spells you get will help immensely. You can focus on only one creation type (fire, battle, shaping) and will do just
fine in the game. Shapers get the most essence points of any class. Guardian: The warrior of the shapers, most s illed at fighting, but can summon if need be. Use his battle s ills to ill your enemies. There are two main varieties- melee and missile. Missile guardians can get extremely high damage with batons, javelins, crystals and wands. Some people find them extremely effective. Typically, a guardian needs creations that will last a while but can attac from a distance, so fire creations are probably their best choice. Guardians get the most hit points of any class. Agent: The infiltrator, the agent has the potential to be the most powerful solo character. Focus on magic and ignore most all else. Concentrate on either mental or battle magic. The most powerful agents upgrade one of these s ills and/or spellcraft as much as possible. S ip shaping, except for may one or two points as your creations will mainly be extremely wea and useful only as distractions or as thieving assistants. Weapon s ills are nice when dealing with magic resistant enemies (vlish, glaah s, turrets), but switching spell types is also very effective. Agents get the most spell points of any class. -------------------------------------------------------------------------------3. S ill Guide: Strength: Affects carrying capacity and melee weapon damage and to hit%. Depending on your playing style you may or may not want to buy some levels of this s ill. You can get away with purchasing very few levels (although not being able to carry things does get annoying), but if you intend on doing melee damage, definitely upgrade this s ill. Shapers should not focus too much on this s ill. Late in the game you will be able to ma e a powerful nec lace that can really alleviate your need to increase this s ill. The guardian claymore is also available reasonably early, so there are several points available from sources outside of improving this s ill. Increases Stun Resistance. Dexterity: Affects your attac ing speed, dodging chance, and missile weapon damage and to hit%. Li e strength, this is a matter of personal opinion. Buying a lot will ma e your missile weapon s ills nearly unbeatable. Increases acid resistance. Intelligence: Affects your spell points and essence points. Necessary if you intend to cast spells or control many creations. A good default s ill to increase for shapers and agents, and even for guardians initially. Increases mental resistance. Endurance: Affects your health points and some resistances. This is probably the least important main s ill provided you don t intend to do much melee fighting. If you do want to, then unless you want to reload constantly, buy some points. Depending on your equipment setup, you can recieve several points in this s ill without too much of an investment. Increases poison resistance. Melee Weapons: Increases your to hit% and damage with melee weapons. If you prefer these weapons and use them often, then invest in this s ill. Missile Weapons: Increases your to hit% and damage with missile weaponsbatons, javelins, wands and crystals. If you prefer these weapons and use them often, then invest in this s ill. Quic Action: This s ill gives you a chance of attac ing twice and also increases your attac order. It s cheap and easily increased. Everyone should train a few points of this s ill (preferably from Vandrin). Parry: Parry is not nearly as powerful as previous games. Each point in parry gives you a +2% chance of bloc ing an attac . Melee Guardians may want to buy a few points, but others will find a better investment elsewhere. Walter notes that parry may also decrease the amount of damage received from an attac . How much is un nown at present. If
so, this s ill would be more useful. Parry maxes out at a certain bloc percent (how much is unclear), so there are diminishing returns. Battle Magic: Increases your battle magic strength. Really nice for agents, but pretty useless for guardians. Shapers will li e it for cheap attac s. You can hold off training till after Dhonal's eep (spea with Gretchen) so as to minimize s ill point investment. Mental Magic: Increases your mental magic strength. Also really nice for agents, but other than trying to get unloc , guardians can s ip it. Some of the spells here are very powerful. You can hold off training till after Dhonal's eep (spea with Gretchen) so as to minimize s ill point investment. Blessing Magic: Agents can mostly s ip this class, other than for a few blessing spells and the vitally important Speed. All classes will want to invest a few points to get this potent spell. You can hold off training till after Dhonal's eep (spea with Gretchen) so as to minimize s ill point investment. Spellcraft: Ma es all your spells more powerful. One of the best s ills for agents. The other classes may find it useful, but not necessary. You can hold off training till after Dhonal's eep (spea with Gretchen) so as to minimize s ill point investment. Fire Shaping: Allows for fire shaping creations (fyora, roamer, dray , dra on). Has some very powerful creations, but slightly more expensive than other s ills. There are also fewer items and events that improve this s ill than the other two s ills, so investment in this one (to ~5 or so) is reasonable, especially for shapers. Walter says that fire shaping may be best for rebels, as they are the only ones who can really add points to this s ill. Ur-Dra ons can not be made by loyalists either. So of the shaping s ills, this one has the least benefit to a purist shaper. Battle Shaping: Battle creations are good cannon fodder (thahd, clawbug, battle alpha, rotghroth), especially the potent rotghroth. Magic Shaping: The most original creations are magic shapings. Artila, Vlish, Glaah , and the Gazer are all very potent, though expensive. Healing Craft: At most, invest one point in this s ill. There are MANY instances where you will get bonuses to this s ill, so you can basically ignore it. Once you get above the critical level of about 4, then all other points will be easy to get. Leadership: Leadership gives you more dialogue choices, and will lower some store prices. Have about ~7 by finishing the first island. Have at least 10 points (including item bonuses) before you ta e on the acidic valley to get a nice bonus to your stats. Zeviz notes that leadership is used in many conversations, and that frequently it will get you more experience than simply fighting an enemy will do. It's worth investing a number of points in. Mechanics: Influences your chance to disarm traps and perform other feats of technical s ill. Have ~8 before leaving the first island. Depending on your desire for total game completion, you may need as many as 20 points. Luc : Gives a minor bonus to find items and to resistances. Affects a few minor events. It s not necessary to have too many points in this s ill, though if you want to collect a lot of body parts, you will have to have some points in this s ill. Adds one point to each resistance and armor per point of s ill. -------------------------------------------------------------------------------4. Spell Guide: Spells are versatile and useful in Geneforge. However, some are more
versatile and useful than others. Battle Spells: Fire Bolt- The low level damage spell, it s a staple for most of the game. Guardians will never do enough damage with this spell to ma e it better than missile weapons, generally spea ing. Burning Spray- rains acid down on a single enemy. If the enemy is protected against fire or ice, chances are they aren t protected against this spell (which also has a high to hit %). Searer tends to be better and more damaging. Searer- stronger than burning spray, some enemies are very vulnerable to this spell, compared to other direct damage spells. Magic resistant enemies li e vlish tend not to ta e much damage from the initial hit but do by the subsequent acid damage. This spell is really potent vs. golems. Ice Bolt- the next level up, if an enemy is vulnerable to fire, they ll probably also be vulnerable to this spell. It s more expensive than firebolt but can do 3-4 times the damage. Essence Orbs- an expensive but potent multi-enemy spell. Get it, and launch up to 3 orbs at a group of enemies. They should be wea ened greatly if not illed. Acid Shower- Sprays all nearby enemies with acid. The acid acts slowly over the next few turns. As far as damage spells go, you'd do better to go for essence orbs. If there are a lot of enemies on screen, then this spell may be useful. However, those occasions are rare and you're best off with essence orbs. Dra efyre reminds me that this spell helps a lot with golems. Kill- potent single-enemy damaging spell. However, if the enemy is resistant against magic, you'll probably get 30 or so damage from this spell, in which case you'd be better off going for firebolt. Rotghroths fall quic ly to this spell. Aura of Flames- a potent magic-intensive spell. If you can cast this and not have all your spell points drained after a few castings, then all the more power to you. It's strong, hits all nearby enemies, and usually stuns them pretty well also. Fire resistant enemies, li e dray s and dra ons won't be too hurt by it, though. Mental Spells: Daze- A great low level spell, daze stuns your enemies and gives you some time to breathe. All characters can benefit from this spell. Mental Barrier- protects you and your creations from mental effects (terror, dominate, etc.) There are some occasions when you might find it useful, but generally it's not that critical. A shaper will find it much more useful, as it can help low level creations immensely, as well as Alwan and Greta. Unloc - Saves living tools by opening some doors. Does not give XP li e manual unloc ing things does. Still, very useful at higher levels when living tools are scarce. Also, this spell's power is increased by increasing your mechanics s ill (even by items). So try to add items that increase mech before casting this spell. Terror- Has a chance of frightening an enemy and immobilizing it. Surprisingly strong, this spell can ta e an enemy out of commission by scaring it and paralyzing it. Gazers and Eyebeasts are vulnerable to this spell, ma ing it very useful at high levels. Dominate- Has a chance of ta ing control of an enemy. Nice because you can use it on the tough creation leader and have him ill his acquaintances. Expensive though. Strong Daze- an improved version of daze, this spell is stronger and can daze more opponents. Use this when your daze spell doesn't cut it. Charisma- Adds some points to your leadership stat temporarily. Allows
Use this outside of combat at high levels. Use it when you have SP to burn. cast protection and war blessing instead. this spell is useful for those cast and forget characters li e agents. Cast this spell if there is an essence pool on the map! Shapers should also cast it on their creations. Cast this spell if there is an essence pool on the map! Shapers should also cast it on their creations. Worth increasing blessing magic for this spell alone.An improved essence shield. Blessing Spells: War Blessing. Speed. Steels in. Casting it outside of combat is somewhat costly in spell points. However. etc. Essence Armor. Cast this spell if there is an essence pool on the map! Shapers should also cast it on their creations to ma e the map that much easier. Outside of combat. Augmentation.Heals all of your characters at once. shields. This spell can be supplanted by items li e infiltrator items. Can overlap with essence shield. cumulative with protection. provided they have the s ill to cast it. Very useful for the characters with essence to spare but with low HP (li e agents).casts bless and hastes your party. this spell replaces it when cast.a permanent damage reducing spell (may ma e it harder to hit you?). Protection. Remove Effects. Li e essence shield. Cast this spell if there is an essence pool on the map! Shapers should cast it on their creations. gives you a good bonus.they are cheaper. Improves your ability to dodge attac s. you'll probably cast this spell more often off of madness gems than you will cast it by personal means. but nice once you finally do it.Charms and/or dazes enemies. Very useful when you're swarmed. Use stronger spells in combat. this is a nice potent spell is best cast during battle when really low on HP. Mass Madness. Cure Effects. Useful.cancels fear and charm on an enemy as well as other
.blesses. A great emergency spell. Don't go out of your way to get it.A permanent shield cast per map. cast it often. cast it before moderate or tough battles.vitally important. This spell is hard to get.a potent little spell that reduces the damage you and your creations ta e. Removes 20% of damage ta en. You may have to recast frequently. This spell will end most fights very quic ly. but it's not too useful all the time. Li e War Blessing. Allows you to go ahead and sell those healing spores. Removes 20% of damage ta en. That ma es this spell considerably nicer.provides a semi-permanent HP boost. it has the best return of HP for your SP. Healing Spells: Minor Heal. this spell adds up to half of your total AP to your character.a nice blessing spell that adds ~20% to your and your allies to hit% and to their damage. heals. So if you have AP enhancing items. you and your party. This spell also heals you and your creations.you to not have to invest some points in leadership. Essence armor also increases your health significantly (brought to my attention by Walter). Cheap. Mass Energize. Group Heal. However. Improves your abilty to dodge attac s. but if you need to cast it on yourself try to cast it during combat.stronger than minor heal. Essence Shield.a potent low level heal spell. Probably one of the best spells in the game for shapers. the poison or acid will interrupt your spell too often. you could cast this spell and save on inventory. Battle Roar. Heal.removes poison and acid. a good spell for agents or guardians. Note that the blessing and hasting don't last as long as the earlier spells. if you're not in combat.
This creation is especially useful at lower levels. and a fast attac . otherwise cast a wea er.a ape-li e humanoid who serves very well as cannon fodder. Fyora (8.A hard hitter. unloc other ranged creations.363). physical (MeW) Thahd (8. physical (MeW) Roamer (15. physical (MeW) Cryodray (80. The dray hits hard and often.51). Not really that useful except as a novelty. the battle alpha is somewhat unimpressive. their melee attac s are a bit stronger than the artila. A nice creation that has a decent range attac . These descriptions come from Hume on the spiderweb message boards. Damage type: Magic (Mis). cheaper spell a few times. Will never run out of fire. I've not used one much at all.17).63). which does damage loosely based on strength. Damage type: Physical Battle Alpha (40. physical (MeW) Dra on (150. Mass Restore. physical (MeW) Ur-Dra on (300.Loo s li e a pin roamer.27)Damage type: Physical Plated Clawbug (48. Creation Guide: Here is some bac ground info on the various creations you can summon in Geneforge 3. They are very potent allies well worth the price. -------------------------------------------------------------------------------5.99) Damage type: Ice (Mis). Damage type: Physical Thahd Shade (28. Damage type: Physical Rotghroth (125.negative effects. Probably the best battle
. I'd stic with artila or switch to searing artila. but shoots icebolts instead of fire. Additionally. physical (MeW) Pyroroamer (12.A strong battle creation with a nice slowing attac .20). are still very strong. No special abilties or good attac s.a small red lizard that spits fire.The only creation with 10 AP. Major Heal.heals all and removes bad status effects.Basically a stronger battle alpha.35). Damage type: fire (Mis). this creation can be ignored.a translucent thahd.59).11).152).There does not appear to be any way to ma e these creations without cheating. No real special abilities except for cheap attac s.A definite improvement for fire shaping. These are great at low levels. Damage type: ice (Mis).75).11). Damage type: Fire (Mis). this creation is hard for your enemies to hit.An acid shooting dog-li e creature. Damage type: Magic (Mis).a hefty heal spell.183) Damage type: Magic (Mis). Go for it. Damage type: Physical Battle Beta (60. These creations explode when slain. the damage type that the creation does is listed at the end of the description. Worth casting as a d'oh type spell. physical (MeW) Cryoa (30. ma ing them more potent then their non-plated in.39). good for emergencies. compared to other third tier creations. The numbers following the name are the cost in essence without and with the recommended 2 points of intelligence. some parry ability. Damage type: Physical Dray (50. Get a rotghroth instead. Damage type: Physical Clawbug (20. Max out its dexterity and nothing will be able to hit it more than one time out of one hundred for at least the first two or three islands (from the spiderweb message boards). and if ept for a while.similar to the fyora. so I don't have a good feel for these creations. The only problem is that there are few occasions to increase this s ill. these clawbugs can attac twice.
56). Area Guide: Name of Level Q: Quests available (R) Pro-rebels only.Unli e the name and previous Geneforges. loyalists will be able to get this before rebels. then you actions can either raise or lower it by that amount. Damage type: Poison (Mis).a powerful magic creation. Unli e the previous game. but this creation can not shoot nearly as many attac s as a fyora. Doing their quests li ewise will influence by a point value given. the glaah is better than many battle creations. Damage type: Acid Rotdhizon (250. Find Mind Hrrol
.152).basically an upgrade artila. the vlish shoot stunning bolts that stun and slow your enemies. Add some variety to your troup. so their staying power is a lot less.17).75). physical (MeW) Searing Artila (30. Some quests require a specific reputation (much less than 100. You're probably better off switching to something li e a dray . but which doesn't affect several enemies.a wormli e creature with a very powerful searer attac . which is surprisingly potent.39). Damage type: Magic (Mis). Damage type: Physical Ur-Glaah (100. though. Great at the early game.an excellent ally. their bolts are among the most easy to ignore by your enemies. if you can afford it. D: Directions to other locations (provided by Seletine) $: Merchants who will buy from you Text description of level. Great at the early game. terror vlish don't cast terror any more.123) Damage type: Physical Gazer (125. Damage type: Magic (Mis). If no sign (no + or -) is present before the s ill.the ultimate in heavy artillery.tal ing to these characters will influence your rebel/ shaper standing by a point amount given in parentheses. you can get one decently early as well. Definitely more powerful than the fyora. Damage type: Magic (Mis). Ta es a long time to recharge. physical (MeW) Vlish (15. They may be a useful creation if you're not fighting pylons and golems. and each opinion give will change this value. then he/ she is a trainer and will train a s ill for gold) O: Opinions available. However. physical (MeW) Glaah (60.20). Magic (MeW) *MORE TO FOLLOW SOON!* +------------------------------------------------------------------------------+ |--------------------------------WALKTHROUGH-----------------------------------| +------------------------------------------------------------------------------+ 6. Interestingly.This creation has one of the strongest missile attac s in the game. You start with 100 points. These are nice companions. with a better to hit% and stronger bolts. Damage type: Magic (Mis). The glaah is capable of stunning and slowing its enemies on a successful hit. more than 100).303) . physical (MeW) Terror Vlish (45. Magic (MeW) Eyebeast (250. having only vlish will result in a very difficult game. ------------------------------Greenwood Island---------------------------------Level 1 School Q: Escape from Basement. Damage type: Fire (Mis).creation for the cost. Now they do poison damage.303)Damage type: Acid Artila (12. (S) Pro-shaper only S: S ills and spells available (If a character's name is provided.
He drops a spray crystal and some chain armor. Kill the enemies to the NE (ta e the shaper s equipment!). he will appear elsewhere. Once you ma e it to Dhonal's Island. Also. If you didn't insult her. Shapers will probably want to ma e a fyora. and your best bet is to follow its guidelines. You can attac him. Return after tal ing to the commander at Fort Kentia for some XP and the instruction to go to Dhonal s
S: O: D: $:
. The tutorial is pretty comprehensive. Therese comes out to tal with you (you can insult her if you want. You can sell items for 25% of their purchasing price in general (some quests provide exceptions). There are many enemies on the perimeter of the school. There s a fyora who drops a nice spray crystal.War Blessing None Up to Greenwood Academy None Welcome to Geneforge 3. although then you must pay the penalty. The instructor rooms have nice goodies including crystals and batons (missile weapons). You ll find a pair of gloves south of the exit. Tal him to intimidate him with leadership (and an experience gain). and you can get guard (stover) to help you (with leadership). This game starts with a significant bit of excitement. Alwan (3). Hanna (3-4) D: Down to Level 1 School. Both get you experience. Also nearby is Master Hoge. You need to leave the basement and find a servant mind. Money is rare at the beginning of the game. His stuff has a fair bit of nice small items. but that s OK. You may need to drop your items before you finish the school.she will not give you any items in the next area. North to South End $: None You ve cleared the basement. He s somewhat tough but nothing you can t handle. Near the exit is a battle beta who needs to die. now you can continue to explore. Greenwood Academy Q: Visit Fort Kentia. He ll tell you to visit Fort Kentia and after doing that.from Walter) and will help you ill the nearby enemies if you desire. Head N to the exit. Alwan acts as a free creation that costs no essence and can be trained to near perfection. As you continue you ll be prompted to prepare for battle. which are always good to save. if Alwan dies. Kill the enemies and return to grab your stuff. this is where he is at. sandals. and this cash will be very helpful. He can be upgraded twice. and you ll find a boo that teaches you War Blessing. Mind Hrrol is to the SW and you should see him as soon as possible. grab them. As a good rule of thumb. Visit Dhonal s Keep S: None O: Master Hoge (3). but he will ill you unless you cheat. You can now leave. Return when this place is cleared of debris for some living tools and a wand of terror at a pile of sac s near the south center of the area. If you have enough mechanics (~4) then you won t need to use the living tools. Head to the NE for two vats with monsters in them (one drops a gemstone). You ll find a room that prompts you to try to enter and use some living tools. you can get a spray crystal from her. with javelins. and you will find several that you may not now whether or not to bring. he returns to this area where you found him. chitin armor. If you want you can ta e Alwan with you on your journey. visit Dhonal s eep. a teacher who is not the nicest. cloa s and robes (on a body in a hall). As you search for items. if they are worth more than 12 gold per pound. There is a rogue servile to the north who you can attac if you want to strengthen your pro-shaper views. but for now. There are a number of minor items including a dagger. Alwan is pro-shaper and will ma e his opinion nown to you. Nearby is a bronze sword. Therese from the floor below is to the NE.
There s a body with some gold and a healing pod just north of the southern entrance. you can rescue the serviles to the north. North to Fort Kentia. Greta will join you here as well. The exception is the bridge.eep any of these that you find. Hinman is a salesman who also gives you a quest to clear a bridge to the west (and will give some crystals reluctantly with leadership). She will return here if she dies during your adventure. Greta (3) D: North to Eastern Road. A daze spell wor s wonders. so go ahead and ill them. North to Testing Grounds. South to Captured Bridge. Head east through the final batch of enemies. You can threaten him with leadership and he ll leave. but the enemies aren t that hard. West to Minefield Woods $: None The enemies here patrol the main path. O: Crider (3). but most aren t that hard. West to Captured Bridge. North to Minefield Woods $: None Rogues wander about. One artila also dropped an artila eye for me. searching it repeats that you can avoid enemies by staying off the main path. and wal outside. or you can ill him. and he s the leader. South to Greenwood Academy $: Hinman Immediately on exiting. Helping them out gets you a few experience per servile rescued. He has a number of items you can steal as well. The NW has two individuals who will sell/give you items. Doing so gets you a blessed bauble. Clear Rogue Nest S: Create Thahd. head SE for some dried herbs. you are confronted by a powerful shaper. South End Q: Clear Bridge. Be warned. The game advises that you can hide from them by staying off the main path. She is pro-rebel. Once cleared. Place the creation in the store and get his stuff.Keep (XP for that as well). Once she lets you go. Summon a creation. Kentia South Gate Q: Kill hidden worm S: None O: Meraia (3) D: East to Minefield Woods. Litalia. which give a bonus to spellcasting abilities (useful for all classes for a long time). She is a decent mage and will accompany you in a way similar to Alwan. which you should eep as there is a nice quest that will earn you a lot of money per herb delivered. He is holding a thahd s in tunic. Captured Bridge Q: Escort Serviles S: None O: None D: East to South End. Crider will trainn Road Q: None S: None O: None D: South to South End. Down to Sea Caves $: None
. The SW has a house with a shield of warmth and some heavy boots. The NW has some artila and the very pleasing Carnelian gloves. Litalia threatens you and tells you to join her. some fyora will spawn near their exit. One thahd is named Guhrr. Crider (Trains spells). West to Kentia South Gate. which is guarded by five thahds (and a few fyora and thahds across the bridge). and through the woods and through some turrets to get to a small goody chest with leather pants and a few other niceties.
but you can explore as you want without too much worry. Meraia has a quest for you to ill a worm (located SW).speed and unloc . Clear Basement. there are several good quests and helpful individuals here. Find a Wand S: Hawthorne O: Duff (3) D: West to Fort Kentia. Investigate Damix s trap. train your magic. Minefield woods Q: Recover Shaper Boo S: Scintle O: Scintle (3). To the west you ll find a recipe for Icy crystal (gemstone + beautiful crystal) and if you can disarm his dresser. give you a few quests. South to Minefield Woods. Tal to Torsten s Father S: Searer O: Damix (3). although giving it to him is a rebellious action. you can acquire some decent healing spells (li e augmentation). +1 if demand ey).open the door and close it ASAP). and will tal with you. Scintle will train you in some spells. South to Captured Bridge. you ll get a discipline wand. and one rogue drops a stability bauble for your trouble. Find the Source of the Rogues. Fort Kentia Q: Cure Torsten. a s etchy fellow. Do so and it will drop an artila s in tunic. The north door has a grounded robe. Commander Hevvig (3. You can get a nice prize for the boo much later in the game. Fil ins has a quest for you. Rogue in the Stables. All characters should buy both. Get to the NE to find Scintle. Kentia East Gate Q: Clear Rogues. Hawthorne will sell you two important spells. His two quests are to find a prism (reward. You can rob him of his stuff (a fine cloa and robe. West to Kentia South Gate. Watch out for them as a wrong step could blow them up on you. Most important to you is Hawthorne. and a very nice reflecting shield are the rewards for your trouble) by snea ing around his stuff. Enhancing gems give a bonus to a resistance (on armor) or damage bonus (on a weapon) when you add it to an item on an anvil. and doesn t get you much (he turns off his traps to his north room. Scintle will give a quest to find a boo . trade with you. but they are much more expensive than Hawthorne. Scintle Q (-3) D: East to Eastern Roads. There s an exit to the SW that will ta e you to the Sea caves. this has rogues. Find a Prism. help you on a future quest. who will let you use his anvil. and give you an enhancing gem. North to Kentia East Gate $: None This is your first encounter with mines. Duff is to the NE. North to Kentia Mines $: Hawthorne Almost to Fort Kentia. including leather pants. Still. Tell Meraia of your success for experience. which is probably one of the more difficult areas on the island. so hold off for now. Khogarth
. living tools and a swarm crystal) and to find an inferno wand (XP and the all-protector recipe = perfected shield + solidified flame + unmelting ice).Li e the previous areas. There are a number of crystals to the NE as well. You get some experience for this. You get a handsome bit of experience for this exercise. Kill them for some nice items. Examine Shaper Device. The most important item he has is some saltweed in the door to the east.to clear some rogues near the NW.
As you enter.a blessed nec lace.use it for a point of searer if you want. There s some nearby to the west. Do so and he ll open a chest for you ( ind of a crappy reward).+4 ill) D: East to Kentia East Gate. There is a servant mind who will help you. He is to the SW. North to Inner Mines $: None This is where shapers go for training. and you ll find a bunch of monsters that decide to attac you. Tuona has two items you may consider purchasing. Boat to Harmony East Doc s $: Veil When you enter.create thahd. Go to the NE for some nice items and gold. though it doesn t hurt. Fort Kentia Basement Q: None S: None O: None D: Up to Fort Kentia $: None This area is relatively straight-forward. Also with high leadership you can get her to give you a ey to the city. The second test is either 2 fyoras and 2 cryoas or a mechanics test. and some rogues will pop up.doing so (attac or absorb) for 100 gold. If you have found either item. She wants you to help her husband. Damix will as you to investigate his trap. Combine them both on an anvil for a great nec lace. You get access to three shaping texts. Heal O: None D: South to Eastern Road.a silver nec lace and an artila eye. Head to the west. go tal with Commander Hevvig. Down to Under Fort Kentia. go spea with the mind. and has a nasty disease. Completion of Hevvig's final quest gets you a set of essence vambraces. Pyx comes to see you. The first test (NW) has you choosing between either a battle with 3 turrets or a leadership test. but only if you feed it some nutrient goo. Testing Grounds Q: None S: Create Thahd. and changes peoples' opinion of you slightly. Kill them and enter the training area. With a high leadership you don t have to ill it. you ll spot a battle beta. With leadership. definitely use them on that (the artila eye is much more expensiveso be on the loo out for one).
. Curing him doesn t get you anything till you ma e it to Dhonal s eep. Create Artila. Once done.(-3 agree. South to Kentia South Gate.do so (you ll probably set it off. and heal. +2 bac down. There s a drun in the bar you can ill if you want (or tal to him nicely). so collect it and feed it to it.you'll need a lot for the highest bit of information. the best pants you ll find for several islands. getting some nice items in the process. Most importantly you can find a girdle of strength and some miner s gloves. The third and final test is to get past a blind thahd (very easy) or fight a tough blessed thahd. Hawthorne can help you with it. so beware. not disarm it) for some XP. Veil is a merchant who wants you to clear his basement.figure out who is ma ing the rogues. Alillia at the inn as s you to ta e care of the rogue in the stables. artila. Tal to her again afterwards for your next assignment. This is a typical shaper action. Finally. They can swarm you. Torsten. She wants you to investigate a canister to the NE. you can convince it to tell you about the tests.
which will open a few doors. South to Kentia East Gate $: None There are a lot of crystals here. which are two golems that heal each other when their HP differ significantly.pluc them off the spires for a nice profit. Kill them then you can ta e it out. which will continuously regenerate enemies for you to
. not all of the golems will follow you if you want to leave the room. The final batch of enemies are the pentead golems. since it is more vulnerable to magic. The next enemy is a "sustained battle beta" and four pylons. The third batch of enemies are triad golems. Kentia Mines Q: None S: None O: None D: East to Inner Mines. There are also spawners. This gives you a bonus to battle shaping. and +1 to creation strength. It shouldn't be too hard. As long as the pylons live. Try to isolate them by leading one to three out of the room and illing them. li e the previous area. For this. so use this to your advantage and ta e them on one or two at a time. dexterity and endurance. Go bac . fyoras) and some artila. but will require some tactics to beat. you bracelet now increases the endurance of your creations and gives you +2 to fire shaping.(WHEN LEVEL 20 OR GREATER) You now have access to the ultra-difficult second rung test. so continue searching the mines to the east. cast what permanent spells you have (augmentation. There are plenty of enemies (thahds. and each batch of enemies you ill gets you another stone. they will probably ill you. there's not too much special about these creatures.a 1000+ HP golem. allowing you to ill at leisure. steel s in. but combined. The five-stone bracelet is THE bracelet for shapers. Kill them to max out your bracelet. You get a no-stone bracelet. It's a bit easier than the golems. First. The NW has a venom baton and a lot of crystals. Return to the place where you found the bracelet and you'll get a one-stone bracelet. Inner Mines Q: None S: None O: None D: West to Kentia Mines. not the west. and face your first enemy. but other than a few minor spells and one distance attac (li e a gazer's attac ). but will ta e a few rounds to ill. The first stone adds 1 to your fire shaping. There are many crystals her in this area. The NE has a boo with a recipe for an spray crystal (Gemstone + wiry moss) and a flaming wand (stic + gemstone +perfect fyora scale). They aren't that much different than the previous golems.) on you and your allies and recharge at the essence pool. getting +2 to all three shaping abilities. Go north. the battle beta will not die. Kill them and your bracelet will get a bonus to battle shaping. Near the east is Hawthorne s prism. Luc ily. and it's starting to get tough. North to Lair of the Creator $: None Your best way to enter is from the south. The glowing pentad golem is the strongest. and fight the twinspirit golems. etc. Individually they aren't too tough. There s not too much else here. South to Testing Grounds. From Dra efyre: if you are outside the door. then only two pylons can attac you at any one time. The south has a body with a mines ey.
When ready. South to Swampy Shore. You are greeted by Aiglos. some nice potions and leather vambraces. a venomous artila. There s not much else to do with the shade. Boat to Fort Kentia $: Ariyas Welcome to the second island. The east path only has spawners. a very nice item and some chainmail armor and a steel dagger.it is Litalia. who does not li e shapers. The creator is fairly dangerous for a melee character. Lair of the Creator Q: None S: Create Fyora. however you are rudely interrupted. One. The iron sword is the strongest weapon on the island. and his spawn are very easy to daze. Most li ely. the creator will attac you and summon a bunch of enemies. However. you ll ta e the fied down. Tal to the creatorunless you have very high leadership this will end in violence. ------------------------------Harmony Island-----------------------------------Harmony East Doc s Q: Kill Icy Roamers. The NE has a nice set of loc ers with a batch of crystals and Hawthorne s inferno wand. There are about five spawners total. Head north. opening the doors as you see fit. one of unloc . With high leadership you can shut the monster down. Do so to ma e your job easier. and that you can steal the iron sword in the building to the south of Aiglos if you use the creation tric . Return to Fort Kentia when you re done. Ma e your way through the area. There s a body near one of the traps that has a pair of nimble sandals. including a canister of create fyora. It drops an empathy blade and a girdle of nimbleness. Walter informs me that you can convince Aiglos to join you until you slay the venomous artila. They drop gems and crystals when slain. She goads you on and as s what you intend to do.fight. a student s belt. Sea Caves Q: None S: None O: Aiglos (2) D: Up to Kentia South Gate $: None This area is in the SW corner of South Kentia Gates. You are immediately greeted by a commander who tells you a bit about the situation.the creator will not summon more so long as 4 are present. Continue through the artilas and you ll find a nest at the end.inside is a luc y charm. drops a vial of blood poison (an ingredient for the creator s belt). Ti (-1) D: West to Roamer Marsh. The enemies it summons are less worrisome than the creator. a chilling band. you can help him and his clan out by clearing some enemies. Tell Aiglos for no real gratitude whatsoever. and you ll see a shade. and the shaper s boo that Scintle wanted. Find Herbs S: None O: Captain Bruni (3). and you ll encounter a bunch of artilas. You ll fight several spawners along the way (both directions). Head around north. a terror wand. Unloc O: None D: South to Inner Mines $: None Proceed forward. The NW has the best items. Keep hac ing away.
. enter the center room (no living tools are needed in the north center). Kill the roamers and continue to tal to Captain Bruni.
She gives you a quest to find her husband. Vandrin. North to Southern Marsh. so you may need to exit and reenter a given area till you get a message li e "the air chills you". You can either head towards the rebels or the shapers. as you ll get a nice swarm crystal. The SW has a bunch of nice herbs. and the Methane Swamp. Find Rebel Spy. The NW has some difficult vlishes (wea vs. Also near the center of the swamp is a building with some roamers that quic ly attac you (and some Vat Boots). However. Greta (if she s with you) will tal with you about the shapers. They can be found at the Roamer Marsh. who is something of a rogue). To the NE you ll find a recipe for a blessed nec lace (silver nec lace + artila eye) as well as some wiry moss you should eep on your person. That means one has appeared. If you give her >=40 she will give you a bonus gift (shaped belt). Recover Wiry Moss. Swampy Shore Q: None S: None O: None D: West to Southern Marsh. melee) who are guarding a reflecting shield and some saltweed. the potion ma er will give you some potions for finding out what happened to an alchemist who lives in the woods and then recovering her herbs. A bit east is the chilling roamer. North to Roamer Marsh $: None Proceed west. just be careful. There s a nasty vlish to the NW. Susanna. The SE has some swamp bushes guarding a body (with ind of cruddy goods. South to San Ru. Master Hoge (from the school) stops you and threatens you. but you ll have to survive the roamers.
. so don't go out of your way for them. They re not too tough. You ll find a charging stone. Diwaniya (3). There is a shrie ing roamer to the SW who will lead you into an ambush. San Ru Q: Lizette s Rebel Husband.He will tell you more and give you a quest to ill some icy roamers. Spea with Ti . I d suggest going to the shapers to burn off some of that hard earned cash from the last island. Otherwise. if you chase it. If you can. As you head S. ill him for some swamp pants. Spea with Rebels. You can rat him out if you want. Michelene (3). To the SW you ll find a body with some small items. Ariyas to the NW will pay you good money and xp for each set of dried herbs you retrieve for her. There is a roamer with a gem immediately west of you. Head to the south to San Ru. Arabella Q (1) D: West to Gatherer Camp. Southern Marsh Q: None S: None O: none D: East to Swampy Shore. Arabella watches over the serviles and wants you to spea with Ti (S. it ll recruit a lot of help to attac you. and a code. they will not appear every time.from Jumpin' Salmon). Now you can ill the roamers at your leisure. North to Harmony East Doc s $: None An icy roamer appears here. Down to Under San Ru $: Strange. stops you to the SE. Harmony Isle Rogues S: Vandrin. This quest does not end.you ll see him again later. townsperson Tal to the inn eeper Lizette. West to Vlish Woods. Diwaniya O: Arabella (2). ill it in the first round. Swampy Short. a guard.
and one may drop a clawbug carapace (shield). and he can be convinced to help you with high leadership. you can get a ey from Norrell if you have high leadership. This completes one of the rebels quests. Norrell will give you two quests (find Rebel spy and Spea with Rebels). Rebel Camp
. head to the shaping hall. glaah . You can continue to roam this area. You will need the wooden ring from the rebel camp to complete the spy quest. be sure to turn off the crystal to the NW. Now. North to Rebel Peninsula $: None Another icy roamer is here. Peat Mine Q: None S: Create Roamer O: None D: Up to Rebel Peninsula $: None This is under the Rebel Peninsula. and a few other nice minor items. You ll also find Vandrin who will do the same again with the same requirement. the second gets you nothing. The first will get you a fine robe and some gold. This maximizes your return. It s to the SW. West to Methane Swamp. If you have high leadership he'll even give you help if you as for it. Kill the vlish and roamers. You can get Diwaniya to help you out by unloc ing some rooms for a coated cloa . you ll need to search the nearby items (bales of hay. Do so to get a battle alpha.There s a shaped shield and a bunch of herbs to the SE. Most interesting to you is the area to the NW. ripe for disarming. sharing belt. There s not too much else to do here. You can find a recipe for the crystalline shroud (perfected plate + crystalline fibers + focus orb). There you ll find a way north (guarded by a trap). There s a shaping band in a nest to the center of the map.ill them and continue on. but there s not too much else. Shrubs guard the way. There s also a canister of create roamer and a guardian stone. North to Rebel Camp. Shen is a rebel to the NE. You ll find a bunch of herbs and a pair of swamp boots for your efforts. Also. Rebel Peninsula Q: None S: None O: None D: South to Roamer Marsh. barrels.-2) D: East to Harmony East Doc s. but it s not that hard. Down to Peat Mine $: None Clawbugs roam this area. so I d recommend doing it). When ready.) for switches. Once you've cleared the rogues for Diwaniya he gives you a ey to his place. In order to get past the mines. Diwaniya is a shaper who will train you if you re pro-shaper. if you want to be pro-rebel. Roamer Marsh Q: None S: None O: Shen (+3. You can ill Diwaniya after going rebellious for a shaped breastplate and symbiotic cloa . go ahead and give Lan an the canister you found under San Ru. There are mines here. If you ve chec ed out the door behind the hall. etc. Head to the SW and go down the stairs (you can completely s ip this level if you want by this route. and a roamer to join you at the infested pathway. Diwaniya gives you a quest to clear the Harmony Isle Rogues. Kill them. South to Southern Marsh.
"Two things. you should now have access to a canister of ice spray. Even if you re pro-rebel. There s a recipe for discipline wands (stic + gemstone + saltweed + artila eye). Head north and open each loc ed door to find a switch that disarms the mines. chec the bac of the camp." This is a good way of eeping Greta for an extra island if you happen to accidently meet up with Lan an with the canister. and there s a canister of create clawbug. Under San Ru Q: None S: Healing Craft. Note that helping the rebels will allow you to leave the island at your leisure. Diwaniya s notes on canisters and a boo that will increase healing craft provided you have 3-4 points already (there s a canister and charm that both improve it coming up. Killing Lan an (+8) D: South to Rebel Peninsula $: None This is the area where you find your first major decision. Since you ve already done it. you'll either have to give him the canister or ill all of the rebels. NW is a Solidified Flame ingredient and some very useful Tin er gloves (+2 mech when equipped). You ll find a bunch of nice items. Create Vlish. unless "don't now" 1). so if you don t have that much yet. and the wooden ring at the south area of the eastern wall (used to show off to Norrell if you re pro-shaper). reclaim canister S: Terror. Create Clawbug O: Lan an (3. but will let you in without too much hassle. When you give him the canister you get a canister of create clawbug in return. Create Clawbug O: None D: Up to San Ru $: None This is the final Demo Area. it's a cruel action. Darnor (Lizette s Husband) is NW. There are some really nice items in this area. don t worry).help the shapers or help the rebels? Xin is guarding the door. first of all if you are carrying lan an's canister and tal to him you aren't forced to either give it to him or ill all the rebels. ================================================================================ END OF DEMO! REGISTER (ONLY $25!) TO CONTINUE THIS GREAT GAME! ================================================================================ Gatherer Camp Q: Lost Gatherer Maps
. including a map of some herbs. A fyora to the east drops a fyoras in shield. Walter notes that. Elspeth will sell you access to two canisters if you sympathize with the rebels for 300 gold each (Terror and Create Vlish). if you have the canister and ever go into the room where Lan an is located. Offer to help him recover his canister for even more help (this counts as a pro-rebel activity).Q: Destroy Calming Stone. the rebels aren't that hard. and you can still first give norrell's message and get an experience reward for destroying the calming stone before the canister triggers. I would hold off on giving Lan an his canister until you clear the island a bit more and get some more gold to buy training from Diwaniya under all cases. Tal with him and he ll give you a quest to destroy the calming stone. and Lan an is in the center building. To the north is another area guarded by mines that has Lan an s canister and a coated cloa . Giving Lan an canister (-8). destroying it ma es them hostile but you can run away and exit the zone and no one outside that zone will notice they went hostile. destroy canister (+3). Go bac to the center and fight the vlish and roamers. Also. but still. Of course. Ice Spray.
The NE has a clawbug den. You still get experience for disarming the no-longer dangerous mines. When you're ready head to the western cave. North to Methane Swamp $: None Vlish roam these woods. They can be very dangerous especially if they gang up on you.hide and let the vlish come to you. Just stay away from them and use ranged attac s. A bit north of its nest is a secret supply cache with a few minor items. an upgrade from the steel dagger. Kill it and it will drop a vlish s in tunic. ill more pyroroamers. Barxt will sell herbs. To the west you'll find a number of mines which can be disarmed. Other than that. Ambush Pit Q: None S: None O: None D: Up to Gatherer Camp $: None Tattooed thahds guard the area. The third and final icy roamer can be found here to the NE. Its nest has a rat tail band. Head to the NW. then head to the SW. Vlish Woods Q: None S: None O: None D: East to Southern Marsh. just proceed carefully and use the terrain to your advantage. so this is worth doing if you get to the camp first (from Walter). Down to Ambush Pit None The North path has a number of turrets that don't li e you guarding it. These enemies aren't tough but are definitely obnoxious. They should not be too hard for you. South to Vlish Woods. you'll probably not want to buy them.
S: O: D: $:
. Here you will find a static band and a ey to Diwaniya's room under San Ru. There's a body to the NE with minor goodies. North to Vlish Woods. though unless you really li e crystals and wands. Methane Swamp Q: None S: None O: None D: East to Roamer Marsh. who will disarm the northern mines for you with leadership. Equip those tin er gloves if you need help disarming the mines! Eventually you'll find the gatherer camp to the south. Hit them from a distance with a ranged attac . you'll find pyroroamers. so give them bac to her for info on a rebel cache. The SW has some very tough pyroroamers. The most dangerous enemy is the spectral vlish in the SE. North to Infested Pathway $: None Pyroroamers (unstable roamers) are the guardians of this place. Siri also gives you a quest to recover the gather mapswhich are found in the rebel camp. ma e sure they don't gang up on you and ta e them on one on one. as you might expect. but they aren't that hard to ill. especially if you have a Vlish with you. West to Dhonal Doc s. Keep your distance and use melee or acid attac s. Vlish can ill them in one hit if you're luc y. You should already have them. West to Dhonal Doc s. This is one area where the spell mental barrier can really help. South to Gatherer Camp. Head to the NE. Head on bac out. There's an iron sword here. as well as a stairway to the far west.None None East to San Ru. and you can tal to Siri.
You should have enough Healing craft to use Diwaniya's boo . Boat to Fort Wilton $: None This is the area that will get you off of Harmony Island. roamers and vlish. Head west to Dhonal Doc s. Go spea with Finn. Luc ily. When you are ready to leave the island. Madness Mire Q: None S: Create Artila O: None D: South to Infested Pathway. which gives healing craft +1. the more enemies are spawned. you'll get access to a canister of Fire Shaping and several other nice minor items. If you've done the gatherer's recover map quest. so slaughter them with ease. Once you've cleared the Twin Mind Tunnels. Head west. No longer will the atmosphere harm you. a decent cloa . In the nest. they shouldn't pose much of a problem. a nice reward. the longer you stay up here. so be warned. If you illed the rebels. There are three batches. The doc s have some nice minor goods in them including plate vambraces. Head west. you'll find a rats in shawl. South to Vlish Woods. The NE has the very dangerous Krya's refuge which you probably shouldn't attempt to complete before clearing out the isle. then south. Finn has a quest for you. you can access a canister of create artila behind the NW spawner den. then Alwan leaves you here. They drop nice crystals on death. A battle alpha confronts you. North to Madness Mire $: None There's a supply cache immediately east of you. and herbs. and some nearly bare bodies west. Down to Twin Mind Tunnels $: None Try to ma e your way immediately to the center of the map and go down the stairs. with high leadership. and the more wea ened you become. head here and go. fight the turrets. Head north and you'll be attac ed by some strange thahds. The thahds behind it attac but with a battle alpha on your side. you note that if you give him the canister you can leave the island at your leisure. so you don't have to destroy the spawners to get to dhonal's island as a loyalist. Kill all of the pylons/spawners and head bac to Diwaniya. Greta will leave you here (hint provided by blac jac ). They may explode when slain. If you helped the rebels. Head through the door to the final area. Dhonal Doc s Q: Slay Rogues S: Fire Shaping O: None D: East to Methane Swamp.help her ill some rogues that have been stal ing her. who is guarding the doc s. Plus. then head north. this area is much easier. Also. and she guides you to each. a null wand.Otherwise use group attac s. you can convince it to help you. Their pylon buddies won't help them much either.
. Walter notes that: Secondly. Behind the second spawner from the east there is a physician's charm. but you can also leave at your leisure if you ill lan an (diwaniya is so horrified he wants you off the island). Down to Krya s Refuge. Infested Pathway Q: None S: None O: None D: South to Methane Swamp. Kill each batch and the final batch has a vlish which will drop a s ein of wisdom (intelligence +1). Clearing the underside of this map will ma e your actions on the top much less strenuous. and the spawners to the north are wea ened.
Grab the specter robe (probably the best robe yet if you didn't get an agent's robe). the crystalline fibers and the girdle of insight. You'll also find an artila eye and a roamer fang here. and you'll fight two sustained shades. Striped Clawbug. On death they drop a girdle of insight and fibrous shield. He doesn't really do much. I was very luc y and got one on my third (pro-rebel) playthrough. Dhonal's Island. Krya's Refuge Q: None S: None O: None D: Up to Dhonal Doc s $: None There's no one here until you decide to read the boo near the center of the map. and the creator's belt (perfected belt + blood poison + deep focus orb). Sestilia wants you to fix
. They heal each other if their hitpoints are significantly different. You must do this three times to get clearance to go south of the boo and face Krya and his buddies.Twin Mind Tunnels Q: None S: Healing Craft. Close Purifying Vats.just hit them with enough damage in one round to ill them. Head south. Missing Crate. ------------------------------Dhonal Island------------------------------------Fort Wilton Q: Find a forge. Eventually you'll be able to ta e him down. the shades stop generating. When you ill the shrie ing shade the first time. Return as you see fit to sell off herbs and purchase training. the mandra e tincture. swarm crystal (mandra e tincture + gemstone but save those mandra e tinctures!). You can ill them despite their name. Focus your attac s on both if at all possible. Vlish are strong against the pylons. When you've destroyed the last pylon. when they hit. Then you'll find a few recipes: Ensnaring crystal (vlish tentacle + gemstone). Create Vlish O: None D: Up to Madness Mire $: None Your objective here is destroy the various pylons located at the perimeter of the cave. just try to command them. There's also an acid baton here for you missile weapon users. Note that shades have a very low but non-zero chance of dropping the very valuable Agent's cloa . The shades can be tough especially with their devastating ability to slow you. the blac smith wants you to find him a new magic anvil. You can wea en them with some leadership. There's a canister of healing craft to the NE. There is a lot of nice stuff for those who loo for it here as well. Kill each pylon. you're ready to head to the largest and best island. Two servant minds confront you. so you can let him go. head to the center area. a very powerful shade. the north has a shaped fiber cloa and a canister of create vlish. but other than that. Head a bit north to face Krya. can really do a number on Krya since they stun and slow him. Doing so gets you attac ed by a swarm of shades. so don't worry about this quest yet. Pillage the rest of their items for some mind nutrients. Hidden Rogue Serviles. p. Congratulations! You've just finished Harmony Isle. Note that only pro-shaper players are guaranteed an Agent's cloa . Bro en Shaping Vat. He emits damaging freeze crystals every few rounds so be careful! Vlish. There's one a long distance away. They get slightly harder each time you read the boo . and you'll eventually get access to the center of the area. The west has a rogue servile named Ven.
Q: None S: Research Papers O: Commander Sobel (3) D: Door to Fort Wilton $: None The commander is the main person you need to spea to. When done. Lynn. Finally. You may be able to ill him. the NW silo sometimes has rats in it. Philip will give you some shaping gauntlets when you tell him about dar stone mine's anvil. Then tal with Commander Sobel. Mooney. though they aren't too easy to find. You'll find the commander's room with a master fort ey in the dresser. Now if Greta/Alwan die. From Seletine: Komoa will have you retrieve the same papers that Ren o wants. on the NW side is more helpful to the rebellious. Do so and he will unloc the door to the north (with the recipes). one which has a mandra e tincture and ivory s ull in it. explore the inn. However. He as s for the research notes that Morgan wants. but it's in Dhonal's eep. grab them. and may have a reward. Also in the room with the recipes is a dresser with a perfect dray scale and a blac pearl talisman (great for shapers). Otherwise he just gives you a nasty loo (but still trades). as well as a rolling pin. and will allow you to further continue Komoa's quests. She wants you to get her some shaper notes. but not every time. Grab an hammer and touch the vat. but don't eat it. I have not done this in any of my play throughs. Also grab a teacup from the SW. but they're slightly expensive. You get some living tools in return. however. Holding Shed Row Q: Papers in the shed S: Quic Action O: None D: East to Fort Wilton. There are stone bloc s in her store. and will pay you for each. head into the Inn.otherwise. He'll give you permission to leave. Vincenzio. Another one has a shaped blade (strongest weapon yet) and another some dusty papers (part of a quest). you'll get the option to fix it. Finally. For the crate you get 5 gems. Hoge summons several clawbugs. no quest). there appears to be a secret quest with an individual who will appear here and will as you to retrieve the "Papers in the shed" that someone in Holding Shed Row also as s you to retrieve. they regenerate here at the Inn (yay!). someone else decides to distract you.ill a striped clawbug (on another island) and find a missing crate (nearby). the customs agent. outside the fort on the SW side will give you a quest to turn off the purification vats if you are pro-shaper. One dropped a rat tail band for me. Grab it. Grab the ca e if you want. There's a room with two recipes: wand of terror (stic + gemstone + vlish tentacle + madness gem) and null wand (stic + gemstone + roamer fang + wiry moss). head outside the Fort. Bulwar Inn. No major enemies except for
. Caplan as s you to find some confused serviles in the woods (if your opnions are slightly pro-rebel. Chase him and he'll continue to summon more clawbugs and eventually will retreat and leave the area. There is a shaper note quest for pro-shapers as well. Captain Celeste wants your help with some rogue serviles. and the clawbug gets you an nearby door opened. The NE has a number of storage rooms. less than 100. will inspect you (you'll pass) and will give you two quests. When you're finished with the inn.with adequate mech. which you must ill. North to Storage Road $: None This place is fairly normal to begin with. Heather has a lot of nice ingredients.a shaping vat for her. so I don't fully now the details. but it doesn't do all that much to the story. When ready. This info is from Walter. He will also appear in Gull North Doc s and give you an alternate quest as well.
They are guarding a girdle of endurance and minor items. Go and pull the lever to the west. When you're ready. The SE dome has essence and healing pools. These are the spies that Celeste is worried about. and you'll notice some strange behavior. O: None D: East to South Dhonal Road. Fight serviles (+2). there will be a guard name Hullum here who wil give you a gem (from Seletine and Walter). North to Mountain Pass $: None To the SW you'll find some serviles. The area to the NW is also now open for you as well. head to the SW. There are vat boots to the NE. There is also a canister of create fyora. the largest city in the game. The N center dome has a canister of create thahd and the crate the customs agent was loo ing for. Doing so gets you a tiny orb of mist. He wants you to repair the monster generator. Watch out for the lea y barrels. Obviously this is a rebellious act. Try to ill them before they escape. Some less than helpful guards are NE. the NE is opened up.
. South to Fort Wilton. and plated artilas. North to Keep West Gate $: None As you march north. Storage Road Q: None S: Create Thahd. Spea with Ren o. Clear this area and return. Help them fight off the rogues. As them how they survive to further investigate them. After they attac . The west dome has acid sprayers. cryoas. Mountain Pass Q: None S: Create Fyora O: None D: West to Spharon s Lands. From Zeviz: Tal to the serviles to the NE. Head to the SW to ill some plants. and are guarding some strange mar ings and a canister of quic action. a submission baton. South to Holding Shed Row. Head to the central woods area. and the camp is attac ed. Proceed steadily NE and you'll find a mage infiltrator. as well as an assortment of gems and jewelry. this opens the door to the pass and gives you entry to Dhonal's Keep. Disarm the mine before fighting the rats. Let them go (-2) D: West to Storage Road. West to Ambush Bridge. When ready. up to the point of getting to the guard quarters (though you may be attac ed shortly thereafter. The east dome has a bunch of escaped artilas. and some demon bile. Zeviz states that you can avoid a fight if you ill all of the roamers. They drop some clover boots. head to the NE. rabid roamers will spot you. South Dhonal Road Q: Repair the Generator S: None O: Rema (3). he will give you a quest to find his research notes which are in Fort Wilton. Say goodbye. That's about all there is to this area. This will eep you from being swarmed.some rats in the center building. South to Storage Road. head out. You'll fight clawbugs. North to Purification Plant $: None A rogue servile gives you a message here. Direct them home to Fort Wilton. In the very SW you'll find a strange bronze ey. Note: Kaba will meet you here if you didn't find him at South Dhonal Road. When you're done tal ing with him. though that's not guaranteed). Killing him gets you a coated cloa and blessed nec lace. rogue serviles. Go there to fight some charged fyoras and a servile infiltrator. they will drain your health rapidly.
a boo of Magic Shaping +1. Getting it for her will get you 3 restoration pods and the infiltrator's ring
. Helping Malaga doesn't get you anything. and to improve Greta's attac to Searer. It is located to the SW. West to Infiltrated Shore. Tal to Fanjul in the SW. and if you show him the Koerner's blade. Go there. Nearby is a rogue glaah (in storage) which you can ill for a glaah eye (part of an upcoming quest). The first three are in Fort Wilton or the Bulwar Inn (among other places) and the scalpel can be found in Dhonal's Keep immediately east. she opens a room with a boo of healing craft in it. Bring him these items for a clawbug charm. and of interest to you thieves is his storage area. Magic Shaping. Jane's message A Missing Boo . Tal with Aenele and with high leadership you can convince her to let Hubert bac into the library. Retrieve Blade S: Fanjul (<=90). You only get XP for completion of that quest. Jane wants you to tell Lord Rahul that she wants to tal with him. he attac s. Fanjul will also tell you how to enter the inner eep. Gob is an odd fellow. Guardian Koerner is missing his sword. demon's bile. Door to Inner Keep $: None Golems roam the streets here. He will tell you how to ma e a rod of defense (stic + gemstone + glaah eye + shielding spores) if you say you as him if he is selling anything.stone bloc s. She gives you a rod of succor for your time. a rolling pin. Hubert wants you to tal with Aenele about letting him bac into the library. Another Missing Boo . Gretchen.Gob stole it from him. Dhonal's Keep Q: Retrieve Glaah Eye. She has the best prices available. Boat to Fort Kentia. She has a quest for you. She also wants you to find a boo of "artila techniques" for her. She will train you if you tell her that shapers are cruel and are rebellious. Not too shabby for a quic quest.Keep West Gate Q: Curious Warehouse. then grab Koerner's blade to ta e care of another upcoming quest. "Meeting the Sholai. Spea with Gretchen to buy new spells. Grab it all. Malaga wants you to tal to a strange servile who is located to the south. See Strange Servile. as well as improve your magic s ills. To the SE is Gob. Spea with Gob to get the Errand Boy quest. Errand Boy S: None O: None D: East to Dhonal s Keep. Malaga Q (2) D: West to Keep West Gate. plus another boat if you've reached the pro-shaper ending $: Maeby Finally! Civilization! There are a number of people here to tal to. and a recipe for purifying elixir (demon bile + mandra e). although you do get a hint on how to proceed with General Greiner. ill the spectral vlish. South to Mountain Pass. Healing Craft O: Fanjul (3). You can also head bac directly to Greenwood Island from the doc s here. although they are not hostile. When you return Aenele's boo to her. and a scalpel. first go to spea with Maeby. and report bac to her for a number of decent small items. including a living nife.chec out her warehouse. Get it bac to get permission to enter the inner eep. To the SE is a magic school. +8% to poison resistance. infiltrator cloa (an excellent item!). Tal to Aenele. and artila eye. a teacup. He'll tell you about the rod of alacrity (hasting spores + strong creation tooth + stic + gemstone) if you're convincing enough. then tell him to prove himself." Getting Hubert permission gets you a madness gem. but you can rob his closet for a Tin er Nec lace. He has a lot of good items. She also wants you to find a boo . South to South Keep. This quest requires you to get four items. A bit north is Hildegarde (and a scalpel) who wants you to retrieve a glaah eye from the glaah to the SW.
Once done. Exterminate Rogues. Immediately west of the entrance is a boo of battle magic. Destroy Geneforge. and 3)the golem notes (oozing blade). Immediately south of the scribe is a storeroom with a tribal fetish in a chest. Inner Keep Q: Investigate the Prisoner. The first time you tal to her you can get her to give you a shielding nife. That's about it for this area. His other shed must be bro en in to. Tell him about his son. Healing Craft. You may be able to disarm the golems by tal ing to the servant mind located to the NW (from Walter). He will not sell to you if he suspects you sympathize with
. It is relatively easy to turn non-magical jewelry into magical jewelry. Meet Greiner. The SE has a door to Dhonal's Keep that is somewhat secret. she will charge you more than normal if you express pro-rebel views. but must avoid its careta er. Report bac to Rahul. he wants you to destroy the Geneforge. South Keep Q: Phasia's Metalwor s S: None O: Cleo (3) D: South to Purification Plant. a powerful guardian. Lady Anjali will train you after you loo at the dra on. North to Dhonal s Keep $: Cleo The most important thing here is to the SW. Search his house for ingredients and crystals. she increases all medium shaping s ills. He also gives you a quest to investigate his metalwor s. and the NE has a number of good items. There is no reward for completing that quest. It's a large Dra on named Dryss. including the recipe for a jeweled wand (perfect dray scale + spray crystal + gemstone + stic ). Doing so gets you discounted prices on his supplies. It turns out he was approached by intelligent serviles as well. The scribe to the NW will mumble a lot of small tidbits of info. Find Shaper Jun S: Battle Magic. unfortunately. this is the second anvil quest on the island). he will give you the next set of instructions. Near the center of the map you will find Tor. she gives you a quest to find shaper jun . With high lead you can get him to give you some living tools. You get money for each batch of shaper notes brought in. and he will give you a quest. and has minor nice items. including a girdle of life. His shed has a stabilty bauble. to attac and destroy the rogues. Phasia (Torsten's father). Head north to find Lord Rahul. Anjali (3) D: Door to Dhonal s Keep $: Sciolino (>=90) This is the heart of the shaper government. However. Assist Khyry . +3 illed).recipe. Finally. Create Dray O: Lord Rahul. and you get special items for 1)the shaping boo from Greenwood (runed onyx). He is willing to tal with you. This is countered by Fanjul training for dirt cheap. so you may want to hang on to the jewelry. South of Cleo is a storeroom with a clawbug that splits into 4 more when illed. the servile Malaga wants you to spea with. Tell him what you thin should be done with the beast. at least some portion of it. Tell him about your school. Lady Anjali (>=110 for best s ills). 2)Lan an's canister (ruby nec lace). including a glaah eye. He now wants you to find General Greiner and see what is up with him.investigate the prisoner in cell 3. Shaper Danell is in the N eep. Then he wants you to assist Khyry . -Kaba (+2). a warmth ring.Dryss (-3 freed. Deliver Orders. and he'll open a shed for you. be careful. For this he gives you a charmed plate and a shining shield. Tal to it and find out what it nows. This ends the game as proshaper for you. then listen to him give you new instructions. Sciolino is a guardian who wants you to find him an anvil (yes. +1 studied. and several non-magical bits of jewelry. If you are a rebel.
Shapers will love it. Additionally. +1 to go to Fort Wilton. Purification Plant Q: None S: None O: None D: South to South Dhonal Road. and goblets.not the most damaging. perhaps bac to Fort Wilton. though they are pretty easy to avoid. To the SW you'll find the rogue nest.the soldiers nearby now it. you'll find a canister of create dray .there is no longer any acid in the atmosphere. infiltrator's cloa . Rebels: If you have A hari's orb. wand of death. You can get a lot of shaper notes. I would recommend chec ing the private rooms of Rahul and Anjali. as soon as you get close to Rahul it will trigger and you'll be sent to Chadwic Prison. crystals. Ambush Bridge Q: None S: None O: Crin (-3 to go free. North to Spharon s Lands $: None The bridge is about to fall. some mandra e and demon bile. as the atmosphere constantly damages you. North to South Keep.loot the library of notes. There's a Guardian roamer to the north guarding a null wand.a submission baton. The guardian claymore is one of the best weapons in the game. When you've turned off the power supply there. In the NNW. West to Acidic Valley. He will upgrade Alwan's sword for a few hundred gold. but great increases to your stats. and come bac for him. transference robe. there are a number of annoying golems and poisonous pools that impede you. Head to the west door to get to the inner plant. a bunch of shaped lances. just go to the NW. and head bac to the Geneforge. Report on your success for the pro-rebel ending.the rebels. a perfect dra on scale. Three golems bloc your path. If you have permission from Rahul to ta e stuff. Kill them. Get out. then wal slightly across the bridge. Door to Inner Plant $: None This level is highly annoying. or you can get him to do it for free if you have high leadership and are helping Rahul. You can find out their story. The soldiers run off once a majority of the rogues are dead. He's hiding with his wife in the chambers to the NW. go along the perimeter of the level and get the ey at the very end of the map. then send them on their way. as that is the only way to accomplish anything significant. and are scared. and you'll also find the rogues that Caplan is curious about. Hide yourself then send your creations out to pic up items. Immediately east are vat chitin. puresteel plate and a guardian claymore. come bac . and the pools have turned off. The most useful item here
. one has a singing rapier. The fibers are ingredients. When you're ready. Head on out. then you shouldn't have too many problems. as well. +3 if illed) D: East to Storage Row. He will open the doors to you if you tal to it. They drop a shaper true chitin and agent cloa (Aenele) and a shaped breastplate and sword (Rahul). If you want to ta e the easy route. Kill the rogues and the battle beast drops a shaped blade. You should enter from the south. This area is a great place to do some thieving. vat boots. Nearby these two people is a boo that increases your healing craft. and crystalline fibers. Your best bet is to enter combat and explore slowly but steadily. He will also buy things from you. You are attac ed shortly. and near two glaah s. The NE has a shade guarding an ivory band. Nearby is a lever you can pull to open the door. In the WNW you'll find an even better haul. As you approach the bridge. they start tal ing with you. and a charm of mental focus. With leadership you can convince them to stay and fight. Bless and shield everyone. Head west and tal to the servant mind. The ey is in a dresser. This is also true of Dhonal's Keep proper.
Inner Plant Q: None S: None O: None D: Door to Purification Plant $: None Acid pools bloc your path. There's a rat that may drop a rat tail band near the center of the map. as well as a deep focus orb. turn off the pylons to the SW and NW. However. The servile master to the NW has a tribal fetish. nothing has changed with them. He's not a nice person. The symbiotic cloa is one of the best cloa s in the game. Head to the far west where a dangerous crystal lea s poison. The easiest route for you is to head down to the SE. and grab a deep crystal.is an infiltrator vest to the SW. West to Main Army Camp. and chec the nearby chest for a projection band. Head to the NW to go under this level. South to Ambush Bridge. Fire and vlish attac s both wor well. a mighty fine belt. There are mind nutrients in a dresser pretty close nearby. These serviles will help you if you have adequate leadership. Acid Shower O: None D: Up to Spharon s Lands $: None Li e the top area. ta e the path. and you have a choice of two. so use the same tactics you used before to get rid of them. Then head to the NW. When he gets really wea . and some gems. there's a lot of nasty serviles here. Luc ily. grab them for some quic cash. Down to Blasted Lab $: None Spharon is a nutcase who has a lot of serviles in his employ. Head up to the NW. This is a very rich area. The serviles here are tough. then head bac to the main plant. then pound on him. There's also a golem guarding a girdle of genius. and canisters of create roamer and acid shower. Kill his serviles. as this will ma e your job easier. Head to the NE to get some assistance ta ing on Spharon. as do lava pools. then ta e it easy and breathe. To ill him you must crush a crystal which he has hidden in a yellow jar northwest. ill the two golems. and see Spharon. one of dominate. Create Artila O: None D: East to Mountain Pass. he moc s you. The deep focus orb will allow you to ma e your first artifact. Kill them while they are non-hostile. He drops a symbiotic cloa and reviving crystal when he dies. Spharon's Lands Q: None S: Dominate. Head bac to the pool area and search the body for a fyoras in cloa . they are hostile unless you personally confront them. There's a lot of crystals around. It's a lot safer now. There are plenty of gems and other nice minor items.either the creator's belt or the crystalline shroud. Then he heals himself. and will win you several canisters. Completing this area will enable you to ma e your first artifact. stunning blade. the other of create artila can be found to the NE. Head to the rooms they were guarding. The crystalline shroud will give you a bonus to your
. Serviles to the north drop plate vambraces and a shaped belt. There are also two mandra e tinctures nearby. and you'll see some non-hostile golems. so search the area thoroughly. until (and if) you get the agent's cloa for shapers and agents. and may drop gold rings. well worth doing. Blasted Lab Q: None S: Create Roamer. Two canisters.
Guardians will need to choose (though the shroud is probably best for them as well).AP (+2. He has two quests for you. this time in close quarters indoors. Whatever you decide. West to Northshore Bridge $: None West of the west gate of Dhonal's Keep. Use them for some experience. West to Ruined Mine Gates. Ma e sure you have at least 10 leadership (change from Zeviz). Create Clawbug. The NE has one of the best bonuses in the game. but you'll miss out on a bunch of experience (and a bunch of frustration for some). Northshore Bridge Q: Patrols Gone Wild. you can tal him into giving you a boon. whereas the creator belt ma es your creations significantly stronger and is great armor. then explore the tombs. but it's fairly expensive. The best part is when Thihn's ghost confronts you. Acidic Valley Q: None S: Group Heal. You'll return to it if you're a rebel.you may need it. Note that General Greiner will turn off the sprayers if you as him. Create Thahd. This is almost necessary in the NW. and retrieve his shield. and running to disarm each sprayer. There is one available in Dar stone Mines. so you can fight them just as easily.ta e care of the rogues to the east. The spore boxes are at the perimeter of the la e. as it adds ~4 effective levels to your creations. Down to Main Army Camp $: None There's a body with steel items in the cubby immediately west. They aren't that difficult. in order to ma e the shroud you will need a shaped breast plate. allowing 2 attac s per round). Endurance O: None D: East to Ambush Bridge. The sprayers are extremely obnoxious if you do not turn them off as soon as you approach them. and you'd probably li e to ma e the item now. Two tombs give special abilities. With adequate leadership. Infiltrated Shore Q: None S: None O: None D: East to Keep West Gate. The SW has a few more sprayers. the other improves your create thahd and clawbug. This bonus is designed to reward those who invest in leadership. There are several rogues on the bridge (you can tal your way out really easily when you meet
. Head to the SE to spea with Stringer.+1 int. and +1 end. Intelligence. the nearest anvil is on Harmony Isle. but otherwise it's not important. You will get a lot of experience by disarming the sprayers as you roam this area. and the very pleasant infiltrator's shield. including a mica band. and shapers will li e the belt. West to Mined Shore. this area has rogues that can be tamed with nearby spore boxes. hasting yourself. The belt is great for shapers. The anvil on this isle is a pain to get. Head to the NW. Now is a good time to equip those +mech items. There's a door to the SW here that scares you. Stringer's Shield S: None O: None D: East to Infiltrated Shore. You can buy one from Sciolino in the Inner Keep.one improves your group heal spell. North to Main Army Camp $: None Be sure to have a decent mechanics score before attempting this area. There's no shame in entering combat. Get the specter robe and corrupting baton which are nearby. but that is a long ways away. there's a nice area with a bunch of minor goodies. Agents definitely should go for the shroud. However.
from Zeviz and Contra). They are easily persuaded to be good by shapers with decent leadership) and illing them gets you good XP. Don't let Greiner die or the whole island will hate you. If you haven't been following this wal through (for shame!) then you can still enter Greiner's room with high leadership (12 is required." and "try to disrupt. One of the chests is impossibly trapped.. West to Infested Mountain. Doing so gets you a lot of experience and a point in healing craft. so continue to explore. This area has some nasty golems to the SW. South to Acidic Valley $: None If you've been following this wal through. Eri a will give you a quest. It will answer some of your questions. and you'll find an area full of contraband. Merely ma ing it to the SW fulfills this quest.investigate the mines. destroy them if you can. There are other people and items of interest here. and finally command him to help you.them. He has lost a shaper's shield. The shade is tough (mental barrier is useful here). A lot of areas are bloc ed off. Return it to him for a decent bit of experience. There is a hostile shade. Main Army Camp Q: Get New Orders. Head west through the clawbugs. Tal to Greiner to get the quest. which will get you a reviving crystal. and you'll find tools and some shaped gauntlets. You should be able to enter with one of the rogue eys you found on a body earlier." followed by "try to inspect. "Get new orders". you'll be in a tunnel and will soon find General Greiner. Rose immediately calls for you.. You can find a mandra e tincture here. Battle Shaping O: None D: South to Dar stone Core. but it doesn't hold anything anyway. A battle beta north of Rose drops a spar ling wand when you ill it. West to Dhonal West Doc . In the contraband room you'll find a canister of create vlish. He is distracted. Far to the NW is a small house with a canister of Strong Daze. Head east. Remove Interference S: Create Vlish. and it can be found on a rogue clawbug nest to the SE. as well as a ey that ta es you to General Greiner's chambers.".follow her to get some info on the area and get a quest.. It drops a golden crystal (the ultimate enhancement) when slain. Also..to remove an interference that is preventing her from using her creations to their fullest. two mines. Healing Craft O: Anahad D: East to Infiltrated Shore.. Ruined Mine Gates Q: Investigate the Mines S: Strong Daze O: None D:East to Acidic Valley. South to Dar stone Mine $: None This is the entrance to one of the most fruitful areas on the island. but you should be able to ta e him down with some effort. Your destination is the loc ed area to the SW. Avon the quartermaster will give you some living tools if you can convince him to do so. North to Ruined Mine Gates $: None There is a golem immediately inside of the mines. and three treasure chests at the end. but you can get the
.. the boo "Meeting the sholai" is a bit south of the contraband room. Head south to the Dar stone Mine Dar stone Mine Q: None S: Magic Shaping. Tell him "Lord Rahul.
you'll notice a new enemy as you proceed. When you've cleared this place. Two bodies are behind the door. Head to the center. and report to the two people who want to now about the anvil. There's also a canister of mass energize right next to the dray . and four golems to the SW. He doesn't much care for you. They are tough. Whatever wor s! When ready. Captain Serrit is your aid for this map. head up north try to go west. Tal to the servant mind immediately afterwards and you'll have to feed it. You can convince the servile mind to not attac you with 9 leadership. There is a wand of alacrity (speed) to the NE. Join her. it is very tough but can be beaten. and you'll find some ingredients. head bac NW to the anvil. If you can't ta e out the golem yet. Dar stone Core Q: None S: Mass Energize O: None D: North to Dar stone Mine $: None Charged Fyoras impede your progress here. the other has a student's belt and a shaped blade. and fire resistant.dray s. there is a captured golem. you can't get it to open the mines up fully.
. perhaps by blessing and shielding (or mass energizing) the troops. Report bac to her after they are dead (immediately if you intend to be a rebel!). but not by much. He has a servant mind with him but DO NOT KILL IT. You'll find some essence vambraces to the west.it's an ingredient. You'll find a ey here that you'll need later. Most other attac s hurt them. Hsssa . However. but can be beaten. in addition to some boo s which increase your magic shaping and battle shaping. You have two options. Tal with her and get her to start an attac . An inferno worm is to the far SE. North to Mined Shore $: None Time to start ta ing on the rogue horde on the western side of the island.stuff removed if you play your cards right. If you turn off the crystal the four golems are significantly wea ened. The NE has a number of searing artila and vlish. Ma e your way through the battle alphas. though. especially by melee attac s. as well as minor goods. To the far SW. Ma e your way however you want to do it and face a dray . Commander Shez is your main enemy. Head to the SW. They are guarding a canister of create battle alpha. There is also a can of purified essence here. and ill the serviles here as well. Infested Mountain Q: None S: Create Battle Alpha O: None D: East to Main Army Camp. It should be easier. Go to the SE. South to Dhonal West Doc . Here you'll find the recipe for the emerald chestguard (deep crystal + perfected plate + demon claws). Get it to fix the area and you'll be able to access the anvil. and get near the dangerous crystals. this weapon is the same class of weapons as the oozing blade. come bac after gaining a few levels. glaah s and serviles to the NW. Kill it for a golden crystal and blademaster charm (very nice). and it drops an armor band and a shaped breast plate. either unloc the door or go through some dangerous territory. You can now also access a rod of succor. Shez drops a flaming blade upon defeat. Kill the dray . ta e them out and continue your path south. There's also a batch of batons and a deadeye cloa in nearby containers. These are also the serviles who are interfering Eri a's control over her creations. one has a submission baton. If you ill it. The golem is pretty tough. In the golem's room there is some demon's bile and the golem notes (give them to shaper Danell for an oozing blade). I'll steal your toast tells me that he just runs in as fast as he can and steals the items from beneath the golem's nose.
which you should sell. Creator's Hall Q: None S: Steel S in. Mindcaster Belix may or may not attac you while you're slaughtering the rogues. and drops a spectral rapier when slain. and upon death drops a girdle of might. nothing awful. you can get help here. O: None D: West to Searing Chambers. Grab it. To the SW is a twisted silver ey. you should probably clear the cubby immediately west. come bac here to go to Gull Island. you won't need to hold on to it for too much longer. Quic Action. Overgrown Road Q: None S: None O: None D: East to Dhonal West Doc . Battle Magic. some points of leadership may be necessary. It's only a group of vlish and a submission turret. When you've finished this island. in a monster lair. There's a mandra e tincture a bit west of the servile. get it if you really want to. given that your enemies are spawners. A body east of the servile has a transference robe. You don't actually gare crystals that awa e nearby creatures. and go ill the rogues. or at least that's what I'd assume). Get Captain Nyall to help you. Try to ma e it to the NW. so go ahead and do it while Camille is out of the way of danger. It's not too tough. so be careful unless you're loo ing for a fight (which you probably are. Dhonal West Doc Q: None S: None O: None D: East to Ruined Mine Gates. South to Infested Mountain $: None Camille is a sapper to the SE. You have to do this anyway. Search the area for Phasia's puresteel. A maddened servile in the SE (behind bars) drops a shaped shield when slain. Do this three times. though not much. Belix is a nasty servile mage. Phasia's metal wor s are to the NE. Some leadership s ill will be required. West to Searing Chambers.Mined Shore Q: None S: None O: None D: East to Northshore Bridge. Zeri is in the northernmost room. There's a lot of shaper equipment here. Most of the individuals sent the first time have since become ghosts. West to Overgrown Road. The NW has a canister of healing craft. Again. There are three sets of enemies. North to Creator s Hall $: None Again. which enables you to ma e ur-glaah s if you use it. Boat to Gull South Doc $: None The SE has several people who will help you. Go bac and tell Camille to get a move on it. namely Captain Voth and his warriors. especially with their support. First. In the bottom monster lair is a canister of create glaah . South to Overgrown Road
. ill them and ta e their stuff. as well. She is necessary for crossing this area. which disarms some of the northern mines. and it may not hurt. There are some tin ers gloves on the body near the final spore box. Recruit them. She'll activate the spore box nearby. Head out to the creator's hall.
Kill it for some pustulent vambraces and an armor ring. but should be doable. Head to the WNW for canisters of battle magic and quic action (agents will find the battle magic canister very tempting. Remember. Eri a. There really isn't too much major here. go north to the control panel and hurt the creator with a power surge. go to West Dhonal Doc s and to the next island. or will fight you if you try to fix it. On your way bac to Dhonal's Island. There's also a canister of steel s in.
. there's no real reward one way or another.as long as you use less than 7 (6 or fewer) canisters. However you go about it. Depending on your actions. North to Beast eeper Woods. you can explore the area. No matter what you say. If you choose the shapers. Also. go to one of the machinery thingies to the SE and fix it. They are tough. one of your NPC allies may leave depending on your actions. a girdle of insight. If Greta is with you. an ingredient.rebels or shapers. He also has a guardian stone and some samaritan sandals. the other shaper (who you helped by clearing the interference) will help you ill the creator. Once destroyed. You may also be strong enough to ill Diwaniya if you helped the rebels now. he is your enemy. North of the creator is a crystal woven chitin.Greta will leave if you ill the creator. you may want to return to Greenwood Island and complete the shaper's tests. What to do in the meantime.
Cultist Woods Q: None S: Essence Orbs O: None D: East to Gull South Doc . sell off your herbs on Harmony. When ready. Most interesting to you is to the NW. Other serviles patrol the area. and a gruesome charm. Doing so will cause Eri a to attac you. ma e/enhance your items at the anvil. It you want to destroy the creator. Don't do this if you want Rahul's help! Otherwise. just explore thoroughly and ta e what you want. where you find a vat with a rotghroth in it. When ready. head to the west to fight a dray . and face the rogues. Ta e his money and gems. then you're pretty much stuc with that decision. Now that that's over. head to the center room. Alwan will leave if you repaired it. If you want to help it. head out of the doc s. you're considered to be unaltered). you still have one more chance to change your mind. so stay bac .$: None Last area of the island. you can have her tal to them as well. The creator greets you. This is the area where you must go to choose whom you intend to join. You will wish you had it available later. repair away. Boat to Dhonal West Doc $: None Servile Looters "greet" you. and Litalia says Hi. No matter what you do. You can fight them (mighty fine if you're pro-shaper). North to Stonespire $: None Enemy serviles inhabit the area to the NE. she threatens you or she encourages you onward. and then someone else comes in. or lie to them about Litalia. They gang up on you. When you head to the doc s. With that head bac to Lord Rahul (if you illed the beast) or head down to the doc s (if you repaired it). Tal to it. Before heading to Gull Island. Immediately south of the east entrance is some unmelting ice. ------------------------------Gull Island--------------------------------------Gull South Doc s Q: None S: None O: None D: West to Cultist Woods. However if you choose the rebels. Head south.
He summons some cryoas for help. North to Gull North Doc s $: Sauza. Bailey This is the main town for this island. Also in their hut is a canister of essence orbs and some mandra e tincture. Kill him for a fibrous breastplate. If you haven't used many canisters. Healing Craft.
Beast eeper Woods Q: None S: None O: None D: West to Stonespire. Most important to you is Bailey. Bailey Q (-3 once) D: East to Beast eeper Woods.healing craft. Serviles have ta en over and are currently running the show. an agent. or go to the hut to the SE. South to Gull South Doc . South to Cultist Woods. He gives you a lot of money for it too. North to The Ma er s Road $: None A relatively straight-forward area. She is also Phasia's daughter. an alchemists wants you to find his lost journal. Minor Heal. and heal improvements. but if you into his cave he will. they are obnoxious but not immediately hostile. She will train you even if you are a rebel. clearing out the serviles. other than a girdle of avoidance and a polar fur coat. Agent Hunt (R). ill the rogues that roam the woods. However. minor heal. though with high leadership you can get them for free. eep them as ingredients. He won't immediately attac you. Clawbug Hunt. West to Display Warren. to the SW sells good items especially for crafting with an anvil. which if you didn't
. If Rebellious: Go to the center of the central building and tal with Ele . Morgan. Corrie (3). Kill. Head to the cultist camp.you may become hostile towards them if you have used too many canisters. The two canisters are Create Dray and essence armor. Find Macallan.to ill a shaper in the shaping halls to the NNW. She will give you a quest to ill 8 redshell clawbugs. They may drop platinum rings. though that doesn't mean anything. Ele wants you to ill Khyry . and if you are pro-shaper. Heal. Essence Armor. Find Lost Journal. The NE has a crowd of cultists. they are dangerous if you don't use a bit of strategy (haste or daze should ma e illing them a cinch). Kill Khor's Deeps Shaper (S) S: Create Dray . Stonespire Q: Find Shaper Equipment. Corrie is a guard to the NE who betrayed the shapers. You can also give the journal to someone else if you are rebellious. and can train you in many s ills and spells. The beast eeper is near the center. Bailey will FINALLY ta e all that shaper equipment you've been saving. including the nameless master. Kill Khyry (R). the only way for you to get them is to unloc the nearby doors. He will also sell you two canisters for 1000 each. charisma O: Ele (3). That is one of the fees for being a canister-fiend. Major Heal. She is a shaper. It may count as a prorebel action. He doesn't have much that's good. Contact Khyry (S). Macallan is the final person of importance here. Inferno worms can be found to the north. the shaper to the west. Amena Blade tells you of the story of the serviles and will sell you two canisters for 2000 each. most can be bought if you are pro-rebel. Sychss the dray guards the NE. as she is the spy. There are a lot of canisters around here. They are Major Heal and Kill. Ma er. Doing so gets you a nice reward. ill him for a chilling band and a stunning blade. but it's well worth it. Cree Blade wants you to find a loyalist spy. They aren't hostile unless you enter the central building as a pro-shaper. Tell Cree blade for a second mission. Pro-shapers will find her help invaluable. Doing so gets you an oozing belt. Macallan. but I will mention who later. Find Loyalist Spy (R).
South to Stonespire. Inside is a guardian cloa (the symbiotic cloa is better. This area has some very potent pylons that can really hurt you if
. Otherwise. to a room with several levers. Kill it and search the body for a grounded vest (worth a lot!). Down to Clawbug Infestation $: None When you enter this area.have the creator's belt. Fight the shrubs and rats. Head to the NW and ill the creations. Head west from here. West to Breeding Caverns. However. they're not that tough. Pull them all. who will offer you one final chance to join the rebels. These rogues cry out when slain. would be a great item. don't bother. it can ma e your creations run away in fear. Eventually. you will be approached by Learned Darian. the dray 's worms also have worms. you're not missing much if you're a rebel). West to Khor s Deeps. in my opinion. South to Display Warrens. head to the NE. Head to the SE and grab the copper ey. If you enter from the east and are a rebel. When you have helped the serviles by illing Khyry . in my opinion). ill the shaper Diamant to fulfill Cree Blade's mission. Be careful. Do so and she will tell you about a hidden cache in Stonespire. North to Crumbling Lab. Grab them. Gull North Doc s Q: None S: None O: None D: East to The Ma er s Road. Down to Clawbug Infestation $: None This area is fairly odd. and you'll be attac ed by the pool again. The SW has some mind nutrients. tal with her for a quest to investigate a shaper nearby. There's a canister of ill here as well. as they can snea up on you. West to Crumbling Lab. if you have not joined the rebels. If you haven't done it yet. Search the area near the pool for a journal half. Now you've got to fight a nasty dray who is infested with worms. just ill everything that moves. Crumbling Lab Q: Investigate shaper (S) S: Kill O: None D: East to Gull North Doc s. Do so for a cryoa fang charm (+3% CR. as usual. Grab the ey to the east. Aza the Shredder comes for you. Display Warrens Q: None S: Major heal O: Darian (Destroy her +2. You are told to head to the Isle of Spears. When it screams. Head to the SW and fight the pool monsters again. Head west. Even so. Not much else to this level. causing more to come to their aid. She drops an empathy blade and warmth ring when you ill her. Play the game a second time with a rebel shaper if you're curious about what changes. There's a pool that will spit out creations when you get to a specific location. Kill it for some thrusting gauntlets and a shaped shield. and a canister of charisma. When ready. Boat to Spears East Doc s once you've been to the Isle of Spears $: None Here you find rogues. they can be nasty. Kill them all. and you'll find a loc ed door with a rotghroth. If Loyal: Shaper Agatha has one quest for you. The dray drops a shaped breastplate when it dies. and given some eys. Deal with Ele -5) D: East to Stonespire. you get access to their western area.to ill Master Hoge.
The NW has a pure crystal shard. Otherwise he runs right to it to heal and attac you constantly. One servile body to the SW has a rod of succor. He drops a sharing belt and some nice essence chitin. Head east. one of create battle alpha. which raises all of your shaping s ills. Kill 8 redshell clawbugs to satisfy Corrie's quest. The only canister he has is to the east. Boat to Spears East Doc s $: None This is the area you must travel to to leave this island. which you should ma e very soon. this area is a permanent red zone. Now you can go bac and ill the non-hostile pylons for the same experience you would have got earlier. It wants your help destroying a strong rogue. With sufficient leadership. just threaten to ta e his canisters. Well. and tal with the rotghroth. he soon becomes hostile if you tal about his canister. The best way to get through this level is to turn them all off. including the striped clawbug that the customs officer in Fort Wilton wanted you to destroy. and ingredient for the ring of the infiltrator. Head to the West first. West to Cultist Freehold. South to Breeding Caverns. He is easy to provo e. There is a contraption to the north that heals Hoge. Clawbug Infestation Q: None S: None O: None D: Up to Display Warren and Crumbling Lab $: None A lot of clawbugs live here. Redshells are resistant to fire. Here you may be able to exact revenge on an old acquaintance. one batch at a time. The bonus to your s ills will be very helpful. Tal to the servant mind Stesha and have him turn off the pylons. and it's a pain to access. you can convince Stesha to turn off the nearby pylons and give you info. Ma e your way to the NW to find an anvil. Killing him doesn't affect you much in any way. I've found that this area does not become clear. hello Master Hoge! Yes. However. so be sure to sabotage it before fighting him. except for the fact that there is a cave with an anvil to the S.you're not careful. As such. if you ill any of the pylons. and hug the north wall. The battle alpha you illed earlier has a golden crystal for you. go right on ahead. the crazy shaper has finally ended his travels. head into the main building. as you will probably want to come bac here shortly when you've accumulated a few artifact ingredients. who is much easier
. Khor's Deeps Q: None S: Create Battle Alpha O: None D: East to Crumbling Lab. Open the door and turn off the control panel. He will probably be hostile. the area becomes clear. When ready. so if you want to explore. The cryoas are guarding a canister of major heal. Mention Litalia's name to gain control. avoiding the pylons. but if not. allowing you to turn off the pylons. The striped clawbug is to the north. Once you do this. Kill the glaah to the east for a glaah shield. so use other magic on them. even if you ill them all and turn off the switches. Help it ill the jailed battle alpha and it will let you open the northern doors. Unloc the doors to the NE fight the creatures inside. Head north. the enemy here will be Mooralas. turning off the next few pylons. Mar this area mentally. This wouldn't be so bad. however. you may want to avoid this area to begin with until after you have permission to leave so that you can tal to the resident here. Note that if you have ill Hoge in a previous encounter. Avoiding the pylons now will avoid an annoying bug. and may drop a farsight chitin on death. If you are helping the rebels.
they will start releasing beasts from vats ( illing 3. The reaper turrets can ill a wea ling li e your typical shaper in one hit so be careful. He wants your help finding some puresteel to ma e armor and weapons. The box mines are probably the easiest. Do so and for a fee he will ma e something for you. the items aren't that great and you can probably find them on your own. Use the panel and you'll have to fight 6 battle creatures. If you have a few points of leadership you can convince her to call out to her brood and have them let you by. If you have the puresteel from Phasia's metalwor s you can use that as well.(from Seletine). Head to the SE and spea with Shaper Jolana. Nearby is a canister of mental magic. Tower Gates Q: None S: Group Heal O: None $: None You have 3 options for getting to Khyry 's gates. and Jolana will drop a fibrous breastplate and a shielding nife when illed (from Seletine). Alternatively. 6. Your choice. 10.they are along the bottom path. so to simplify
. The north path has turrets. drops a frozen blade on death. You can either go through the box mines. Cultist Freehold Q: None S: None O: None D: East to Breeding Caverns. West to Khyry s Tower $: None The south section of this map is full of cryoas. you can slaughter them without any repurcussions. the small exploder mines. or the turrets. There's a body with shaped boots to the N. Of course. It doesn't wor to well so you'll have to be careful if following this route. a blessed beta. As you ill the cultists. She tells you not to mess with her young. and is the object of Diamant's quest. These beasts get progressively tougher as you go on. and an artila with the boo Aenele is loo ing for to the NW. 14 serviles will open the vats after lots of chanting). The south path also has a dead body with an infiltrator's charm. or steels in and shield a creation with high HP and send it through the field. North to Khor s Deeps $: None A cryodray greets you. The last one. and use the spore boxes. Near the center of the room is a loc ed door. Do so if it ma es you happy. He is not fighting the rogues. There are three boxes total. You will find the other shaper journal half on a body to the NW. West to Tower Gates. you will either need to summon up some sort of fodder creation to get blown up by them (a thahd wor s well. That's about it for this area. Inside is a canister of create glaah . Mental Magic O: None D: East to Display Warren. healing as necessary. Breeding Caverns Q: Jolana's Techniques S: Create Glaah .don't improve its intelligence. Head to the south. and a bunch of mines guarding some dead bodies with a canister of group heal. The north section holds the cultist. it won't be fighting). Of course. To ma e it past the mines. Jolana's chambers have pair of cryoas in vambraces and a mandra e tincture. just equip your mech-increasing items and disarm them. head north to pull a lever and get past the door. head to the middle path and carefully guide your shaper through the mines. head on to the next. and you'll see 6 vats and a control panel.
the most difficult area of the game. He also trains Greta for 3000 gold. recipes for armor and impervious bands (Platinum Ring + either Perfect Dray or Dra on Scale). Khyry 's Tower Q: Agatha's Mansion. The Tower Path Q: None S: Parry O: None D: East to Cultist Freehold. a boat. he will burst apart when he tries to teleport a second time). Cultists and other serviles are your main opponent. The Ma er's Road Q: None S: Essence Armor O: None D: West to Gull North Doc s. Free the Shapers S: Khyry .ill him for a quic silver chain and a girdle of might. South to Beast eeper s Woods. He is very helpful and will train you if you're pro-shaper. a blac pearl talisman.find out what happened to the shapers. Rebels and pro-shapers can both do this quest. a shaped blade. the next quest. He drops an agent's cloa and a puresteel belt when he dies. The NE has the most important thing for you. and a bonding nife. ill them for some minor goods.your fighting. including demon bile. There's a recipe for the avenger's ring nearby (Perfected Ring + Pure Crystal Shard + Ur-Dra on S in). When you complete his "Free the Shapers" quest you get an agent's robe. There's also a canister of parry nearby. a girdle of avoidance. Luc ily. my personal favorite. When you ma e it to the end of this level. This boat will ta e you to the monastery of tears. Just continuously hit him. Create Dray O: Khyry (3) D: Directions for this level are: East to Tower Gates. try to ta e him by surprise. you have help by way of the nearby turrets. get to the NW fast and ill the shaman. he will be to the SW. The servile cultmaster to the east is the most rich servile here. mandra e tincture. South to Khyry s Tower. a rod of alacrity. and a recipe for the essence aegis (perfected shield + purified essence + crystal woven fibers). You get decent XP per servile rescued. eventually he will go down (i. There are dray s and cultists to the SE. Head to the NE and you'll find some serviles. Even if you're not he still will train you in several spells. Nearby the serviles is the recipe for the purification elixir (mandra e tincture + demon bile). North to The Tower Path $: None Khyry is one of the most interesting characters in the game. If you intend to ill Khyry . Door to Ma er s End $: None
. canisters of create dray and major heal. several dray s rush you. Explore Khyry 's tower for several goodies. a reaper baton. to free the shapers is pro-shaper only. but the southern area has several nice items. The area to the NW mostly has minor goodies. Set them free then accompany them to the SW exit. However. if so. an excellent clao that provides bonuses to your magic s ills. He may teleport away for a first time.e. some demon claws. Major Heal. some mind nutrients. Her attac is further increased to essence orbs. there is no significant penalty. Boat to Monastery of Tears $: NOne This is a rather loopy level that ta es you on a spiral path up to Khyry 's tower. He has a quest for you.
Loyal: A dra on comes out and threatens you. otherwise tal to Agatha. Return to Stonespire to spea with Agatha. Do so to avoid the cold. Enter it and disarm the traps nearby. and go touch the control panel again to enter the next area. to the NE. Kill them if you feel rebellious. then ill the rogues. South to Besieged Camp. Through the unloc ed door is a canister of essence armor. Mass Restore O: None D: East to Spears East Doc s. North to Spire Forest. West to Benerii-Eo Gates. er's End None Create Rotghroth. Head north. However. and you can grab the deadeye cloa and ivory band in the northern room. If you have the "free the shapers" quest. Once dead. There's another lever nearby that will open a room with a canister of battle roar and one of create rotghroth. Fortunately. and head to the SE room to insert your control rod in the control panel. You are now done with this island.There are serviles here who become hostile if you have consumed too many canisters. The dra on then gives you directions. your main goal is the SE mansion. grab his eye. and reinstalls the shapers as the proper owners. turrets. Give it to them. you will have a conversation with her. Now head to the next east room. this is where the shapers are. Some nice minor items are your reward. this ma es Khyry upset and he will be waiting for you when you come bac . so ma e sure you don't have a large stoc of it hanging around somewhere. in the SW rooms. Spears Shaper Camp. a bunch of humans come to help you. Kill Orois Blaze S: Aura of Flames. if you ill them. Create Gazer. head to the NE and go in the door. He is tough. Battle Roar None Door to The Ma er s Road None Do not attac any pylons if you do not want to fight all of the pylons in the area. Enter the area. Head to the SW room for some oozebeasts. Read the journal in the SE. and together you ta e the dra on down. while tal ing. If Greta is in your party.you are to head to Icy End and tal with Nazar. Both: Some cryodray s here need discipline. Head east. a bunch of humans come to fight you. but you can get the pylons to help you if you run to the NE room and use the control panel with high mechanics. Omen Eye is the boss of this area. and pull the four levers. with their nice bonus to strength. This will end the "retrieve shaper equipment" quest. Otherwise. This opens the nearby doors. This clears Stonespire. Boat to Gull North Doc s $: None Rebel: A dra on comes and greets you. and disarm the mines in the courtyard. Icy End Q: Get Ca e. However. ------------------------------Isle of Spears-----------------------------------Spears East Doc s Q: None S: None O: None D: West to Icy End. Guardians will li e them. Head past the pylons. South to Breeding Valley $: Essa
Ma Q: S: O: D: $:
. one will drop some excellent orn s in gauntlets. They then tell you to meet them to the south.
Give her some (there's some in Khyry 's tower) for a nice minor item reward. head to the SE. Once the deed is done.The NW building with a door has the recipe for a Golden crystal in it (Mandra e Tincure + Gemstone + Perfect Dra on Scale + Perfect Fyora Scale). Finally. go tal with Orois Blaze. you are attac ed by 2 rotghroths. He then wants you to ill Nazar. Kill the shapers that reside within. Do so. Rebel: Li e the loyalist. Kill them and ta e their stuff. West to Southern Gates. A mass restore canister is your reward. Find Benerii-Eo Entry S: Aura of Flames. and will teach you Aura of Flames. Resnic wants you to ill the NW serviles. Loyal: Kill everything that moves. No one should be too tough by now. head to the SE. North to Spears East Doc s $: Swanwic Loyal: Here is where the shapers who helped you against the dra on when you landed on the island are located. Other shapers give you more info. the mushroom caves. Nazar himself isn't too hard. The only entry that counts is to the NW. Besieged Camp Q: Slay Guard Serviles. Afterwards he tells you to go see Litalia to the west. Save that for last. She sells several shaped items. Rall is a servile blac smith whose husband has been sent away. For a bit of fun. past the mines (there's a sporebox near to them). giving loyalists a non-canister way of obtaining the highest level spells. You can avenge your school even further by illing Mooralas. Mass Restore O: None D: East to Breeding Valley. clear out the servile chambers to the north. He wants you to ill some shapers hiding to the SE. This will show you just how powerful you are. His shapings cost 5000 gold each. Note that Mooralas' chamber will be empty if you illed him at Khor's Deeps. Breeding Valley Q: None S: Orois Blaze O: None D: East to Besieged Camp. as the shapers in the SE request. After purging the main town. If you ill Orois Blaze. except for the area down to the SE. go spea with Iss-Ta for a new canister of create gazer. and tal with the shapers. Nazar needs removal. obviously). It will save the shapers who will purge the island later the effort. Vrabel's next quest is to destroy a shaper cache in the area NE. Now head and tal with Nazar to the SE. Orois Blaze is a savvy dra on who will trade for your goods. and with high leadership you can convince them to join you.
. Do so for a canister of aura of flames and a reaper baton. Slay Nazar. Hoge's apprentice. and will teach you to shape yourself in exchange (Mass Restore). so come with a full wallet. Rebel: Few people will tal to you unless you tal with Nazar first. He also wants you to let him now when you've found an entry to Benerii-Eo. I found a pair of putrefied gauntlets on the rotghroth. Essa will as indirectly for some ca e. Strong daze and mass madness will ma e your life a bit easier. then these individuals may be hostile. Head to the SE. While tal ing with Swanwic . North to Icy End $: Orois Blaze There is a region filled with Dray s to the north. Resnic drops a charmed falchion. Vrabel wants you to ill Orois Blaze (doing so prevents you from being shaped by him. He's very helpful inasmuch as he can shape you. The main person of interest is Resnic . but the hoard of creations nearby ma e this area difficult. who has several quests for you. The Ur-Glaah nest to the SW has some puresteel boots. You can ill him for an arcane band and a perfect ur-dra on s in. Rebel: Keeper Trug fills you in a bit one what's going on nearby.
disarm the mines. this one drops the valuable gazers in vambraces. Of course. a rotghroth.he drops a puresteel blade. In the central cave that Khossos was guarding. If you've used a bunch of canisters. head south and enter this area from the north. A cave at the west end. which is the object of Vrabel's second quest. but you'll have to steal it. but that's about it. cryodray s. Killing his wards gets you a nice bit of stuff as well. the serviles are friendly. a nasty lizard. You get some XP for this quest. The dra on drops a dra onian plate and an ur-dra on s in. a good weapon. a servile is to the SW. then loo out for the servile commander. you just have to fight some dray s. There are other nice items nearby in the nest. If you're pro-rebel. if not. but we'll cover that later. Loyalists: Have fun slaughtering the serviles! If they spot you. Once you've made it to Benerii-Eo Labs. and you'll find a shaper cache. There's a canister of luc to the NE.
. North to Benerii-Eo Labs. Otherwise you can persuade him to stop bothering you with some leadership. doesn't li e the fact that you are here. this one drops a valuable rotghroth fang. and dra on that come out. near the second gazer. Tal with him and report bac to Rall in Icy End for some XP. Head to the SW. plus a boat if you've reached the pro-rebel ending $: None Some nasty enemies live here. The spiritwrac ed eye doesn't seem to drop a thing. Southern Gates Q: None S: Mass Madness O: None D: East to Breeding Valley. behind the den of dra ons. Have him open the nearby doors. South to Spears East Doc s $: None Khossos. The NW has a servant mind. There is a shaped breastplate to the NW. Mushroom Cave Q: Kill Servant Mind S: Mass Restore O: None D: East to Spire Forest. An essence vlish drops Te 's spectral dir . The SW is home to another gazer.BEWARE!) and fight the dray s. though. illing him will get you some quic silver sandals. has a canister of mass madness and the lightning girdle recipe (perfected belt + solidified flame + Ur-Dra on s in). West to Benerii-Eo Vat Core $: None The NE has a canister of mass restore. Khazz-Reh. you don't li e the fact that he's here and will attac him immediately. Open them using the control panel (THIS ACTION MAKES ICY END HOSTILE. who is groggy but will wa e up with adequate leadership or yelling at him. Rebels: Maris. grab them as well. you'll find several vats.Spire Forest Q: None S: Luc O: None D: West to Mushroom Cave. li ewise drops nothing. Zula is in charge here and wants you to ill a servant mind to the NW. Doing so gets you access to another anvil. Immediately south of Khazz-Reh is another rotghroth. no biggy. However.
Remember. claws of a demon. Rebels: Fae. Chec out Litalia's room as you see fit for a number of decent items (described below). I usually just beat on it till it dies. When dead. and a canister of create gazer to the south. have Litalia's Key! Gee. and he is the one who has made all of the canisters. Battle Roar. Benerii-Eo Vat Core Q: None S: Aura of Flames. some of the best footwear in the game. There's an alternate way of illing this golem that involves activating the crystal in the southern part of the room and getting the golem near to it.Benerii-Eo Gates Q: None S: Battle Roar. Kill the golem to the NE via the path described in the rebels area below. West to Geneforge. greets you. visit it for some bac ground story and some shaped boots. shaped breastplate. a servile. There are 3 canisters to the NW behind a heavily loc ed door. Then Krizsan eye has you pacify or ill some creations to the west. Create Gazer O: Krizsan Eye D: East to Icy End. Chec the SW for a puresteel ring (use for Jolana's techniques if desired). than s. Tigh eye is to the NW. Strength. as long as you've used less than 7 canisters. Also. and there's something nasty to the north. and a pair of pustulent vambraces. Completion of Tigh's quest will get him to open up a door for you. He doesn't much care for you. Play with the levers and with the control panels to open the door and ma e the pylons friendly. that's why you should stay loyal! It's fun to demostrate your superior power. Loyalists: Kill everything that moves. Loyalists: Kill everything that moves. The servile commander drops a quic silver plate. same as usual. A dra on doesn't li e that you are here. and right entry bracelet that become available to you. First Krizsan has you swear loyalty to A hari Blaze (you can lie with adequate leadership. South to Benerii-Eo Labs $: None
. claim the puresteel charm. shaped gauntlets and a shaper's boon ring. Litalia's room is immediately NW of the entrance. for what it's worth). Mass Madness O: None D: East to Benerii-Eo Gates. West to Geneforge. Krazass Crafter is to the SW. decent pants. reacting nastily to him (via too many canisters) actually calms him down. See. There is a canister of battle roar to the north. She tells you to go straight to A hari Blaze. Create Rotghroth O: None D: East to Mushroom Cave. and mass madness. Tigh Eye drops gazers in sandals. It gives you a quest to destroy the golem to the NE. Return to the eye then head to Litalia. and she tells you that you must submit to testing by Krizsan eye. you haven't gone too far (some of these canisters are very nice). shaped sword. West to Benerii-Eo Labs $: None Rebels: Litalia is at the end of the path. South to Southern Gates.strength. Krizsan Eye drops puresteel gauntlets on death. Dexterity. dexterity. Benerii-Eo Labs Q: Destroy Golem S: Create Dra on. and will show you what they have discovered. Tal with her to understand what is going on. but in this case. North to Benerii-Eo Vat Core $: None There are two canisters: create dra on and battle roar to the SW. Either way wor s.
She directs you to A hari Blaze. to ill Rahul. North to Benerii-Eo Vat Core $: None The NW has two canisters. Stay away from the center unless you want to fight a bunch of golems. There's an insane shaper in the SW-most corner of the room. and the rod of battle recipe (stic + gemstone + battle pod + perfect dra on scale). These golems have the left entry bracelet. Loyalists: She's probably hostile. destroy the Geneforge. so your best bet is to move along the perimeter of the area (going over the lava. Rebels: She's is pretty friendly.you don't want to insult her too much because she may become hostile if you say the wrong thing. Tal with him. Geneforge Q: Kill Rahul S: Create Dra on. create dra on and endurance. You need leadership for both actions. guarded by a large group of golems. unless you tal her out of it with high leadership (something along the lines of "he has you do his dirty wor ?"). He falls fairly quic ly. He gives you a bit of assistance. He gives you your final quest. You get a Shaper's boon ring for your troubles. including an essence charm. Kill her for a quic silver bulwar . but they can mostly be turned off by finding a nearby control panel and using it. When dead. Hopefully nothing will attac you from the nearby platforms. and he gives you your final quest. The NE cells (guarded by pylons) are
. He taunts you then attac s.If possible. Spellcraft O: None D: East to Benerii-Eo Labs. confront A hari Blaze. The SE has a number of nice items. though heartless. The SE has a canister of spellcraft. Endurance.there's no real fanfare. illing serviles for fun and maybe profit. Yay. enter from the SW. Nothing too tough. Rebels and Loyalists have two options. some mandra e tincture and demon bile. Head out the door and ill the turrets (haste and hide tactic wor s well).you can turn them off if you find some levers and use them). Head bac to Rahul to report on your victory. and find A hari Blaze. which you need to explore the monastery of tears. In the center of the map is the vat's core. She still attac ed me even after I convinced her not to shortly afterwards. but the latter requires significantly more. now nothing can stand in your way. As you ma e it around. followed by the sprayers. use the control panels you find around Blaze's room and either turn off the creation platforms or set them to attac him. The SW has the low security cells with a bunch of battle creations guarding it. tal with him and he'll attac .to ill Lord Rahul. He gives you an orb to help (though it doesn't help much). A canister of Aura of Flames awaits you nearby. Watch your dialogue with Litalia. Head north and then west of here and turn off the control panel to revive your creations. He is near the center of the map. When ready. First you must get past Litalia. The NW has a canister of create rotghroth. a summoning orb. Immediately west of the control panel are all your items. and a puresteel nec lace. All your items are ta en from you and your creations are permanently stunned. Immediately run and disarm the nearby control panel. Head south. Chadwic Prison (Rebels only) Q: None S: None O: None D: Ladder to Infiltrated Shore $: None This can be a fairly nasty situation if you're a shaper. probably the best shield in the game. Head south and tal to A hari Blaze. There are many pools nearby. in fact you'll probably have the creations attac him instead.
The nearby door has a twice-blessed robe and a shaped fiber cloa . Grab the ey when he dies. You can get here by ta ing a boat from the Tower Path. He will shape you for 6K a go. Try to eep him occupied so that he doesn't use his aura of flames attac on you.he shapes your primary stats. open the door to the N. A few Dra ons roam the area. Use the green door to enter the pretty horrible Monastery Caves. you'll be let in to a room with a health and an essence pool. A room to the NW has several bodies and an infested gazer. and get out of here. Haste 2-3 of them. you will do little damage. with the exception of the SW and NW rooms. as well as his quic silver bulwar . There are a few loc ed doors here. With it. a nasty rogue with two rotghroth cohorts.probably not too worthwhile. It's tough to open. Approach the door. There is a firewind worm also to the NE. The servile watchers to the north can be toughone variety is magic resistant and can be best ta en down by melee attac s. That said. don't try fire attac s with them. illing it gets you another solidified flame. he'll give you a hint. and a green door. tell the servile at the beginning. You must ill them all to enter the monastery. The NE has a recipe for the talisman of might (rotghroth fang + purifying elixir + gold nec lace). The eastern chamber has the horrible Orn Spawner. South of Tolleran is Eyebeast A trom. you'll probably never have to worry about the weight limit again. Melee damage is the way to go with A trom. you see several golems. Head to the NW. You'll find Tolleran. enabling creation of both the all-protector and lightning girdle. When you enter the door. Door to Monastery Caves $: None These two levels are among the toughest in the game. you get access to his Agent's shelter shield. Inside the SW room is a maddened servile who drops a forbidden band when slain. He is tough. but can be beaten. some are worth your tools. ------------------------------Monastery of Tears-------------------------------Monastery of Tears Q: None S: Tolleran O: None D: Boat to The Tower Path. so it's your choice if you want to bother. a shaper.spawning worms on death. where the warden Chadwic resides. a nice bonus if you've got the spare change. When you've cleared the majority of Benerii-Eo. This area mainly has rotghroths. On death. Head north. Dray fire can hurts them over 100 HP a shot. The one near the spawner only has a reaper baton and a mandra e tincture. Go ahead and ill it. as he is resistant to most other attac s. Don't attac them with acid based. and you'll ill a rotghroth in a turn. Probably the most important thing is in the NW corner. There's a final loc ed drawer here with some reaper thorns and gemstones. The loc ed door to the NE has a pair of gloves of the roc .apparently the way by which the rogues gain sustenance here.ill the pulsating rats. a bit north of that door is another loc ed door which can be opened with a ey you will find on this level. You should now what "infested" means by now. The room has a puresteel belt. and open the heavily loc ed door. which is probably the best nec lace in the game due to its huge strength bonus. the main floor is significantly easier than the basement. Monastery Caves Q: None S: None O: None D: Door to Monastery of Tears
. come bac here with the two bracelets you found and go to the NE. The NW room has a crazy inmate (eyebeast) who drops a pair of gazers in sandals.mostly empty. get the ey. some are not. More rotghroths are to the SW.
a real acid-fest. but they are pretty easy.they're not strong but they are annoying. three pulsating rats ta e his place. There is another rotghroth fang in the sac s immediately south of the shade (use it for either a charm or the nec lace if you haven't made it yet). After this spawner is destroyed. BtS = Battle Shaping. It will summon three waves of increasingly tough enemies as you go. one of the strongest weapons in the game. SC = Spellcraft. Of course. To the west is the pure essence shade. you'll be able to completely turn off this spawning pad. so be warned. Item List Item name.
. Dex = Dexterity. BlM = Blessing Magic. When you're ready head to the NW. Here you'll find a nasty creator who can really wipe the floor with you. If you have 20 mechanics or so. there's not much left to do. All in all. Ratlord Eye drops a purified essence and impervious band. Lead = Leadership. FS = Fire Shaping. Abbreviations used: Str = Strength. so your best route (as with all gazers/eyebeasts) is to have you heavy hitters beat on him. MgS = Magic Shaping. --------------------------------------------------------------------------------------------------------------------------------------------------------------7. Do so if you have the mechanics. They don't drop too much of note. You start out to the SE. but they spray acid every turn. as well as some normal dra ons. Hit them as hard as you can and concentrate on one at a time. The NE has a radiant dra on which will daze your creations every round (mental barrier helps a bit) but once destroyed drops a perfect dra on s in and some gloves of the hammer (very potent gloves). for what it's worth. you will have no problem with any other areas of the game. amazingly powerful armor just designed for shapers (who probably won't want to use it because the various +AP armors are still more useful). The shade drops a shaper true chitin. The NE holds some spirit-lin ed dra ons.otherwise. Int = Intelligence. Mech = Mechanics When followed by either a "C" or a "c" the effect applies to your creations. Stay bac from him. your best bet is to stay in combat mode through this level to try to eep the spawned enemies to a minimum. When he falls. one drops the Puresteel Soulblade. and you'll find the source of "spawned" enemies. HC = Healing Craft. MeW = Melee Weapons. There's a nearby loc ed closet with a golden crystal at the east. Glaah s wor quite well. End = Endurance. the omnicharm. Ratlord eye can really put the hurt on you. There are also a number of nasty rats nearby. The rotghroths are vulnerable to magic as usual. and the nearby container has some demon bile and crystalline fibers. Otherwise. so oh well. QA = Quic Action. Ratlord Eye is in the SW corner of the map. Kill the golems first (they're pretty easy). Just ta e your time clearing them out. The center of the map has a lot of reaper turrets but by this time they shouldn't be that difficult. Once cleared with this area. selling price The first column is armor bonus for armor.$: None This is easily the most difficult area in the game. The nearby servile bodies have some bracelets which you should already have. Head to the NNW (the north holds several very difficult rotghroths. along with three golems and a bunch of bushes. Once they go down. you can thin about ta ing on some of the tougher enemies. MM = Mental Magic. by now you're probably dependent on the guardian claymore. To the north are three shambling rotghroths and some spraying bushes. and damage range for weapons.probably one of the most difficult batches of enemies in the game. ma ing your life significantly easier in this area. Now get your melee fighters out of there and ill them with distance attac s. and concentrate on the creator. Kill it for the best charm in the game. so ta e them out after doing this). If you can beat this. Mis = Missile Weapons. This area has several Boss-level difficulty enemies. PA = Parry. you'll be hurt a lot in the resulting flames. stats enhanced. and then ta e out the shade.he has a few rats with him. It also drops a deep focus orb. Remove the bushes ASAP as well. BtM = Battle Magic.
+8% MERc +8% PR +3% CR +1 Int. 6%. -5% TH. Stun Resistance. +30% SR Heavy Boots 6% Nimble Sandals 2%. -2 SC 400 34%. DexC. +2 Dex +1 Lead. +1 AP. +2 Int. +45% SR. and energy resistance by half of the armor percentage. -20% TH. +2 HER. 375 16%. -5% TH 37 28%. +2 AP. -5% FR 250 4%. +1 Mech. +3 Luc Gazers in Sandals 20%. +8% FR 125 34%. -2 Str Samaritan Sandals 2%. +5% AcR
Charms Blademaster Charm Clawbug Charm Cryoa Claw Charm Essence Charm Gruesome Charm Infiltrator's Charm Luc y charm Mental Focus Charm
+1 Quic Action. -10% TH 75 40%. +18% SR. +1 AP. Acid Resistance. IntC 1500 28%.FR SR AR TH
= = = =
Fire Resistance. +10% HER. +50% SR. +1 Mech. +15% ER 50%. -20% TH. MR = Mental Resistance. +8% HER. +1 Dex Puresteel Boots 14% Quic silver Sandals 2%. +30% SR. -20% TH. +50% SR. +2 levels of damage 1250 10%. PR = Poison Resistance. +20% SR. CR = Cold Resistance. +8% MERc -2 End. +2% HER 150 22%. +12% HER. +5% AR. +2 MM. -5% TH. +5% AR 50 6%. Consider this when trying to figure out what to equip (from Walter). +3% HER. +40% SR. +12% ER. -20% TH 24%. -15% TH. +5% PR. +5% ARc Stability Boots 8%. +50% SR. +10% SR. +1 Spell craft +20 SR 24%. +10% SR 5 16%. +20% SR. +3 Mis 250 20%. +2 HC Sandals 2% Shaped Boots 8%. HERc
100 750 5 200 250 625 150 1 25 125 625 175 25 625 250 250 625 375 625 150 625
. +1 Lead. +30% SR. -1 MM 62 16%. -1 BlM 62
Boots: Boots 4% 2 Clover Boots 4%. +10% PR Vat Boots 4%. ER = Energy Resistance. HER = Hostile Effect Resistance (all the preceeding) To Hit Percent
Note that armor increases your fire. +40% SR. +10% SR. +40% SR Swamp Boots. -1 Int 62 4% 1 12%. -15% TH 175 6% +2 MeW. Armor Artila S in Tunic Chain Mail Armor Charmed Plate Chitin Armor Crystal Shroud Crystal Woven Chitin Dra onian Plate Emerald Chestguard Farsight Chitin Fibrous Breastplate Infiltrator's Vest Iron Breastplate Puresteel Plate Quic silver Chain Quic silver Plate Ruby Breastplate Shaped Breastplate Shaper True Chitin Steel Brestplate Thahd S in Tunic Tunic Vat Chitin Vlish S in Tunic 6% +2 BtM. +5% TH. +20% SR. Spectral Boots 3%. +1 Dex 750 16%. +3 StrC 1250 12%. cold. +10% SR. +2 AP. ma ing stronger armors all that much better. +8 HERc +1 Luc +1 SC. +2 StrC. +15% AcR. -15% TH +5 luc +8HER 10%. +5% PR. +1 Dex. +50% SR. +1 AP.
2%. DexC Int. End HC Str. Guardian Stone 2%. +1 StrC AP. 6%. +5% FR. +10% SR. +1 MM +2 Str. 20%. 4%. +10% MRc +6% SR. +3 StrC.Omnicharm Physician's charm Puresteel Charm S ein of Wisdom Girdles and Belts Belt Creator's Belt Girdle of avoidance Girdle of genius Girdle of insight Girdle of life Girdle of might Girdle of nimbleness Girdler of strength Lightning Girdle Oozing Belt Puresteel Belt Sharing Belt Studded Belt Student s Belt Gloves: Carnelian Gloves Gauntlets Gloves Gloves of the Hammer Gloves of the Roc Miner s Gloves Orn s in Gauntlets Putrefied Gauntlets Steel Gauntlets Shaped Gauntlets Thrusting Gauntlets
+1 +1 +1 +1 2%. +1 MgS Blessed Bauble 2%. +1 QA Puresteel Nec lace 6%. 5%. 5%. -5% TH PR
50 500 1250
6%. +2 Dex Str. 4%. 8%. 3% 2% 8%. +4 End +5% PR. +5 FRc. -5% TH +2% +6% +4% +5% SR. -5% TH. +3 PA. Dex. -10% TH SR. +10% ER. 6%. DexC +1 Int. +2 EndC Str. EndC Dex. DexC
Str. +1 BlM Pants: Essence Vambraces Gazers in Vambraces Leather Pants Leather Vambrace Pants Plate Vambraces Pustulent Vambrace Puresteel Vambrace Swamp Pants Rings Armor Band Avenger s Ring
+2 +2 +2 +1 +2 +2 +1 +1 +1 -2
StrC. 5%. +2 MeW. 3%. 4%. +4 SC
+1 Pa. +10% SRc. 6%. +1 Par +15% SR +2 End Dex +20% AR. 4%. 4%. IntC. +2 StrC. 4%. 2%. -2 Str. Int. 4%. +1 Levels of damage. +1 BtS. 4%. +8% AcR SR. Talisman of Might +4 Str Tin er s Bauble +1 Mech Tribal Fetish 2%. 11%. DexC. 5%. +2 StrC Dex. 4%. 2%. +5% ER +1 BtM. +15% SR 6%. +15% SR. 4%. +1 FS Ruby Nec lace 2%.
+3% SR. 3%. 2%. 4%. +2 Damage levels
9%. +2 Str. 5%. 8%. +10 ERc Stability Bauble +8% SR. +2 MeW. +1 IntC End. +8% HERc Int
1500 250 62 250 10 1250 250 250 100 250 250 100 100 1250 350 250 200 25 50 200 15 4 1000 500 400 1000 1250 12 62 200 250 62 150 750 300 62 1000 100 150 200 7 25 1
Nec laces: Blac Pearl Talisman 4%. +1 DexC Str. 5%. +1 QA. +2 IntC Int. +4 QA
+2 HERc 2%. +15% SR. +2 End. +25% CR
125 1000 1000 1250 250 250 125 175 1000 50 125 250 500 50 1 200 5 10 100 50 500 125 50 175 2 200 500 500 500 750 1000 1250 100 1250 187 175 125 10 750 1250 100 75 62 25 2 150 10 500 5 125 450
. +15% FR +12 Creation armor. +2 Dex +5% HER. +6% PR. 8%. +2 levels of damage +10% PR +2 SC. Dex. +20% SR. Mech. BlM. +1 SC. +5 HER +2 Dex. Mis. 2-8. EndC. +2 HER -1 Dex. 12%. +2 HER +5% CR +6% PR +5% TH +4% ER. 2%.
+1 BtM. 4%. +5% ER. EndC 4%. 10%. 12%.
Chilling Band Deflection Band Forbidden Band Impervious Band Infiltrator's RIng Ivory Band Mica Band Projection band Rat Tail Band Shaper s Boon Shielding Band Static Band Warmth Ring
2%. QA. 4%. +15% SR. +15% PR +2 Creation armor. DexC. MM. 10%. 8%. +2 Lead +15 MRc
4% armor. 5%. 8%. +5% ER +1 MeW. +10% MRc +1 Mis. 2%. 4%. 6%. +5% TH. 6%. +1 Int +15% SR. IntC. -2% FR. Mech. 10%. 2%. 6%. Dex. 11-44. +10% TH. 10%. -2% FR +10% FR +40% SR +1 Mech. 10%. +5% TH +1 StrC. DexC +15% MERc
+20% MER.Robes: Agent Cloa Coated Cloa Cloa Deadeye Cloa Fine Cloa Fine Robe Fyoras in Cloa Grounded Robe Guardian Cloa Infiltrator Cloa Polar Fur Cloa Rats in Shawl Robe Shaped Fiber Cloa Specter Robe Symbiotic Robe Transference Robe Twice-blessed Robe Shields: Agent's Shelter All-Protector Clawbug Carapace Essence Aegis Fibrous Shield Fyoras in Shield Glaah Shield Infiltrator Shield Iron Shield Puresteel Shield Quic silver Bulwar Reflecting Shield Shaped Shield Shield of Warmth Shining Shield Steel Shield Wooden shield Weapons: Bonding Knife Bronze Sword Charmed Falchion Dagger Empathy Blade Flaming Sword
3%. PA End. 4%. 3-12 7-28. 8%. +20% SR. StrC +10% FR. +2 BtM. +10% SR 2%. End 10%. Int. 3-12. 16%. Lead. 10%. Int. +2 Mis +5% FR. -2 Str. +10% SR +3 HER +10% CR. 6%. 6%. +4 End +5 luc . 7-28. +15% ER 2%. +2 HC. Luc 2%. 8%. +25 PR 2%. 6%. PA +1 Lead. +5% TH. +2 StrC. +10% SR +1 AP. 10%. +2 HERc +1 Str. SC +5% ER. QA. Dex. +25% AR. -2 Str. 5%. 12%. 12%. 8%. 12%. +1 DexC.
Oozing blade 11-44. but comes very late in the game. though you lose a bit of defense. Guardians have more options. or something else until they ma e the lightning girdle. Charms: Nearly all charms are worth holding on to. Puresteel Soulblade15-60. although my shaper switched to the infiltrator's tunic since my creations diverted most of the attention away from him. Singing Rapier 5-20. Agents can stic with the shroud through the entire game. However. Ma ing the lightning girdle may also be delayed until after ma ing the avenger's ring. Other than those two (which really
Frozen Blade 11-44. The slow effect ma es many battle very lopsided in your favor. I'd go for the nimble sandals. but those come pretty late in the game. these two items have no negative effects. +10% AR. Iron Sword 5-20. For agents. +2 PA +1 PA. int. Shaped Blade 10-40. Prior to that. improving strength. including the three elemental blades (although the flaming blade is fairly wea comparatively). The puresteel soulblade is extremely powerful. +5% TH +1 QA. but not as beneficial as the +2 from the crystal shroud/emerald chestguard.Item recommendations and advice. Shapers will greatly appreciate the guardian claymore. +2 QA +2 DexC Rotting touch. if you can stomach the loss in strength. Unli e the AP boosting armor you find in the game. and the oozing blade coupled with a reviving crystal can ma e your character almost unstoppable. Spectral Rapier 11-44. +15% TH. instead of only one). Belt: Creator's belt for shapers.the exceptions may be the clawbug charm and cryoa claw charm. Living Knife 7-28. Stunning Blade 6-24. Steel Dagger 4-16. I typically become dependent on the strength bonus. dex. dexterity. then I'd switch to the stability boots. Guardian Claymore 10-40.
Confusing Touch. +6 HER. and do not switch my weapons much beyond this most pleasing blade. no questions as ed. the crystal shroud is very light. which can be obtained with some difficulty early on in the game and gives a sizable bonus to your and your creations strength. Puresteel blade 13-52. Te s Spectral Dir 8-32. Just don't become too dependent on the stat bonus from your belt. Weapons: If you are going melee or are a shaper/agent. Armor: Generally your best option is to have the crystal shroud at the beginning of the game and switch over to the emerald chestguard later. The quic silver sandals are another option. Boots: Gazers in sandals are the best. Shapers should probably ma e the emerald chestguard since they will probably ma e a creator's belt instead of the shroud. The frozen blade is a good alternative to the oozing blade and can be a nice alternative for use against acid-resistant enemies (li e rotghroths). +15 SR
450 500 20 125 450 625 1250 625 175 75 250 40 62 62
. pic a favorite stat (str. then you have a few intriguing options. Steel Sword 7-28. the ruby breastplate is more than sufficient. +10% CR +2 Str. which is nice. Early in the game. maybe the clover boots (bonus to luc = bonus to resistance and armor. Strc. Agents and Guardians will probably wait a while longer. +10 Arm. so your character may appreciate that one more. + 10 SR 6% armor +2 QA +1 PA Stuns -6 less damage from attac s. perhaps nicer than the bonus to dexterity). intelligence. Shielding nife 4-16. ma ing them vastly superior (and also add 2 AP. The extra AP is nice. end) and improve that.
shining shield. Rings: For most players. there aren't that many rings to choose from. the infiltrator's ring is the best. gloves of the roc . However. You can sell it for a handsome bit of gold. The freedom this nec lace allows more than ma es up for the resistance bonuses provided by other nec laces. it ta es a while to be able to ma e this nec lace. The bonus to magic will enable some classes to cast spells they otherwise would not be able to cast. Putrefied gauntlets may be good for agents. Shields: Here are some hard choices. The other gloves are got pretty late in the game. Robes: The symbiotic cloa is excellent and very useful for guardians and maybe for shapers. orn s in gloves. No other nec lace comes close to matching it. so you may not want to ma e it just yet. Gloves: Carnelian are the best through a few islands. Agents will obviously want their cloa . but then you have to delay ma ing the lightning girdle. However. and you can't ma e too wrong a decision. switch to the gazers in vambraces (or if you can't find them. and gloves of the hammer. In general. far and away. The guardian's cloa is less useful than the symbiotic cloa for guardians. Guardians will probably appreciate the all-protector most of any class.the bonus to str and end is will help carry more items and help you last longer. if you don't ma e it then. li e the putrefied gauntlets. Anvil Happiness Recipes:
. In the meantime.the all-protector. Guardians should carry it for spell-casting as needed. but it's worth having anyway. Most people will probably choose the orn s in gloves. when some other decent pants become available. the avenger's ring is nice and very appreciated. though the strength and dexterity penalties are nasty. and even weapon if you so desire. all charms are good. the blessed nec lace that you can ma e on Greenwood island is sufficient. --------------------------------------------------------------------------------------------------------------------------------------------------------------8. or go for the shining shield. Pants: The essence vambraces gained on the first island are the best till you reach the final island. Boost up your endurance via s ill point investment if it's really bothering you. The all-protector is an easy artifact to ma e. Hold on to the tin er's gloves to be able to overcome traps and use less living tools on doors as needed. Later you have more options. you won't ma e it till much later. ma ing the essence aegis prevents construction of the infiltrator's ring. Nec lace: The talisman of might is the best. For melee loving guardians. depending on the individual circumstances.don't hurt you and don't drop them unless you're really low on inventory room). However. I switch to the tin er's bauble when I need a bonus to mech. At this point. which is pretty nice (get a dra on scale with a platinum ring) but go for whatever you feel you li e. Agents and shapers will probably just want to stic with the infiltrator's shield. The agent's cloa is considerably more difficult to find but is more than worthwhile. With this nec lace you are free to switch your belt. The gruesome charm is the only charm with a penalty. gloves. go for the puresteel vambraces). but it's a fairly wea artifact. infiltrator's shield and essence aegis can all be found or made on Dhonal Island. You can ma e an impervious band on Dhonal Island. and shapers may appreciate it.
Purification Plant. Blood Poison (Sea Caves) + Belt = Creator Belt Deep Focus Orb (Blasted Lab. enabling you to ma e some very potent items. Spire Forest) + Ring = Avenger s Ring Demon Claws (Khyry 's Tower) + Plate = Emerald Chestguard Deep Crystal (Inner Plant) -------------------------------------------------------------------------------Other items can be constructed using an anvil. but will have to wait on ma ing the other till very late in the game. including Dra efyre. Monastery Caves) + Shield = Essence Aegis Purified Essence (Dar stone Mines. you can ma e eitehr the creator's belt or the crystalline shroud once you clear out the blasted lab. Items can be perfected by ma ing a purifying elixir (mandra e tincture + demon bile) and using it with a shaped item (li e a shaped belt).e. I have organized it this way so that you may see what artifacts require which ingredients and ma e your decision based on that. Monastary Caves) + Plate = Crystalline Shroud Crystalline Fibers (Krya's Refuge. Student of Trinity.The recipes are an exciting part of Geneforge 3. with the required additional item above and below the specific item. Artifact Recipe List Each artifact is constructed by ta ing a perfected item and mixing it with two rare items. i. Much of this info comes from the Spiderweb message boards. and others. For instance. A + Purified item = artifact B is read as A+B+Purified item = artifact. These are the artifacts you can ma e. Monastery Caves) + Ring = Ring of the Infiltrator Pure Crystal Shard (Khor's Deeps) Unmelting Ice (Creator's Hall) + Shield = All-protector Solidified Flame (Under San Ru) + Belt = Lightning Girdle Ur-Dra on S in (Breeding Valley. such as the following: Crystal Recipe List Icy Crystal = Beautiful Crystal + Gemstone Spray Crystal = Wiry Moss + Gemstone Ensnaring Crystal = Vlish Tentacle + Gemstone Swarm Crystal = Mandra e Tincture + Gemstone Madness Gem = Beautiful Crystal + Eyebeast Eye + Gemstone Wands (All wands need a stic and gemstone) Fiery = Perfect Fyora Scale Discipline = Saltweed + Artila Eye Null = Roamer Fang + Wiry Moss Jeweled = Spray Crystal + Perfect Dray Scale Terror = Madness Gem + Vlish Tentacle Death = Mandra e Tincture + Eyebeast Eye Inferno = Perfect Dra on Scale + Demon Bile
Rod Rod Rod Rod
of of of of
Alacrity Battle = Defenses Succor =
= Speed Spores + Rotghroth Fang Battle Pod + Perfect Dra on Scale = Glaah Eye + Shielding Spores Glaah Eye + Healing Spores
. Unloc . you might as well use them all. the best weapon enhancement is the reviving crystal. For melee intensive characters. most other weapons get physical damage bonus)
--------------------------------------------------------------------------------------------------------------------------------------------------------------9. Boots.e. you do not suffer any significant side-effects. Pants and Weapons. You can enhance Armor. Abilities with question mar s mean that their effect is unclear from the description. Further wor is necessary for complete elucidation of their effects. By far and away the best for armor are golden crystals (use them on artifacts) followed by Steel spines. No other items may be enhanced. Blac jac has provided some details on the effect of these gems. Canister locations Remember. Rings. Belts. Greenwood Island Fort Kentia: Searer Lair of the Creator: Create Fyora. if you use 6 or less canisters. Gem Blessing crystal Runed Ruby Charging Stone Runed Amethyst Onyx Crystal Ivory S ull Tiny Orb of Mist Reviving Crystal Steel Spines Golden Crystal Armor Weapon +5% armor +5% to hit +5% FR Fire Damage on Hit +5% CR Cold Damage on Hit +5% AR. If you use more. oozing blade gets acid bonus. PR Acid Damage on Hit +5% ER Slows Target Bonus to hit% (5%?) Curses on Hit Harder to hit (effect?) Faster Blows (bonus to Quic action?) +5% SR Drains enemy HP Damages Attac er Extra physical damage +5% HER Improves primary damage type of weapon (i.Jewelry Recipes Blessed Nec lace = Artila Eye + Silver Nec lace Talisman of Might = Gold Nec lace + Rotghroth Fang + Purifying Elixir Armor Band = Platinum Ring + Perfect Dray Scale Shielding Band = Gold Ring + Perfect Fyora Scale Impervious Band = Platinum Ring + Perfect Dra on Scale Other Recipes Charm of Mental Focus = Madness Gem + Demon Bile + Glaah Eye + Rotghroth Fang Purifying Elixir = Mandra e Tincture + Demon Bile Golden Crystal = Mandra e Tincure + Gemstone + Perfect Dra on Scale + Perfect Fyora Scale -------------------------------------------------------------------------------Gem Effects These are the effects that placing a specific gemstone on your weapon or armor has when using an enchanting anvil. Cloa s.
Create Gazer Mushroom Cave: Mass Restore Benerii-Eo Labs: Battle Roar. Testing Grounds: Boo s of Create Thahd. Create Glaah Creator s Hall: Steels in. Create Artila. Create Clawbug Under San Ru: Create Clawbug Dhonal Doc s: Fire Shaping Madness Mire: Create Artila Twin Mind Tunnels: Healing Craft. Heal
Dhonal Island Dhonal s Keep: Aenele s Q: Boo of Healing Craft. Acid Shower Ruined Mine Gates. Greenwood Island Level 1 School: Boo of War Blessing South End: Crider s boo of Create Thahd. Spellcraft. Hubert s Q: Boo of Magic Shaping Inner Keep: Boo s of Battle Magic. or becoming altered.Harmony Island Underneath Rebel Peninsula: Create Roamer Rebel Camp: Ice Spray. Battle Magic. Strength. Create Vlish. Mass Restore. Dexterity. Charisma Display Warren: Major Heal Crumbling Lab: Kill Khor s Deeps: Create Battle Alpha Tower Path: Parry Khyry s Tower: Major Heal. Healing Craft
Harmony Island Under San Ru: Boo
of Healing Craft
. Essence Armor. Strong Daze Dar stone Cave: Mass Energize Searing Chambers: Healing Craft. Create Dray Tower Gates: Group Heal Breeding Caverns: Mental Magic. Terror. Create Rotghroth Geneforge: Endurance. Create Dra on. Create Glaah Ma er s Road: Essence Armor Ma er s End: Create Rotghroth. Battle Roar Isle of Spears Spire Forest: Luc Icy End: Aura of Flames. Create Vlish Dhonal Island Holding Shed Row: Quic Action Storage Road: Create Thahd Mountain Pass: Create Fyora Inner Keep: Create Dray Spharon s Lands: Dominate. Create Artila Blasted Laboratory: Create Roamer. Kill. paying for training. Create Dray . Quic Action Infested Mountains: Create Battle Alpha Gull Island Cultist Woods: Essence Orbs Stonespire: Major Heal. Create Gazer Southern Gates: Mass Madness Benerii-Eo Gates: Battle Roar. Mass Madness Benerii-Eo Vat Core: Aura of Flames. Create Dra on -------------------------------------------------------------------------------S ill/spell locations These are locations from which you can improve your stats without having to consume a canister.
Heal -------------------------------------------------------------------------------Trainers These people will improve your spells. Searer. Clawbug. Searer. Major Heal. Endurance. Remove Effects Dhonal's Keep: Fanjul (very reasonable): Roamer. Glaah . Thahd. Battle Magic. Create Clawbug. Augmentation. Vlish. Steels in. War Blessing. Vlish. Leadership. Cure Effects. Mass Energize. Essence Shield. Battle Alpha (greater). but are deplorable actions for loyalist shapers. Thahd. Q2: Aura of Flames Monastery of Tears: Tolleran: Strength. Remove Effects -------------------------------------------------------------------------------Modifiers: Modifiers will change you (shape you) for a price or a quest. Missile Weapons. Ice Spray. Essence Shield. and creations for a price. Group Heal. Artila. Protection. Glaah (greater)
Khyry s Tower: Khyry (expensive): Clawbug. Charisma. Terror. Protection. Essence Shield. Daze. However. Searer. Minor Heal. These do not count as canisters used. Steel S in. Acid Shower. Mechanics. Vlish. Mental Magic. Dexterity. Group Heal. Heal.
Gull Island Stonespire: Macallan (exorbitant): Melee Weapons. Endurance. slightly expensive for spells): Battle Magic. s ills. Roamer. Rotghroth. Minor Heal. Speed. Heal San Ru: Vandrin (expensive): Missile Weapons. Create Thahd. Essence Armor. Steel S in. Acid Shower. Main Army Camp: Eri a s Q: Healing Craft Dar stone Mine: Boo s of Battle Shaping. Parry. Strong Daze. Burning Spray. Parry Dhonal Island Dhonal s Keep: Gretchen (average for s ills. Burning Spray. Mental Magic. Speed. Blessing Magic. Protection. Daze. Terror. Speed Harmony Island San Ru: Diwaniya (expensive): Fyora. Thihn s Ghost: Intelligence. Artila. Burning Spray. Minor Healing. Dominate. Firebolt. expensive if greater): Fyora. Cure Effects Minefield Woods: Scintle (exorbitant): War Blessing. All are found late in the game. Magic Shaping Gull Island Stonespire: Morgan Q: Healing Craft. Minor Heal. Greenwood Island South End: Crider (slightly expensive): Firebolt. desperate times call for desperate measures. Unloc . Mental Barrier. Cure Effects. Roamer. War Blessing. Essence Orbs. Spellcraft. Blessing Magic.Acid Valley: Tombs: Group Heal. Clawbug. Daze. Battle Alpha Inner Keep: Lady Anjali (exorbitant if lesser. Strong Daze. Mental Barrier. Unloc . Dominate. Ice Spray. Kill. Mental Barrier. Glaah . Quic Action. Battle Alpha. War Blessing. Essence Orbs. Intelligence. Besieged Camp: Resnic Q1: Mass Restore. Protection. Unloc . Mass Energize. Augmentation East Kentia: Hawthorne (expensive): Firebolt. Quic Action. Remove Effects
Also. v.Bug fix. sdf 81 1 1 . sdf 34 5 1 . from Dolphin: Set these SDFs to fix errors or to ma e your game easier. who provided many bits of info. Create Gazer for 5K each --------------------------------------------------------------------------------------------------------------------------------------------------------------10. including directions and other good stuff. v. 1. V.1 Fixed an error with canister locations. Walter. I'll steal your toast. Completes Vrabel's quest in Icy End to ill Orois Blaze in Breeding Valley.
. and Slartuc er. Student of Trinity.Never used canisters. v.0 A Lot of help from Seletine. More to follow shortly.9 Help was provided by Dolphin. Contra. Jumpin' Salmon.) sdf 100 4 0 . Mass Madness. Walter. 1.Undoes Icy End going hostile after PC entered the brood cave in Spire Forrest. 0. I'd li e to than NASA Grant NAGS-9201 without whose help this FAQ would have been impossible. (Ma es it so the commander will spea with you. 0. Mo . sdf 79 4 0 .8 Than s go out to Zeviz. Delicious Vlish.Mechanics for 6K each Orois Blaze: Leadership.Master Hoge is not in Bulwar Inn or attac s the PC rather than running away. Hume. Conclusion and ac nowledgements Minor bug fixes. Dra efyre. Than s to all who have posted on the spiderweb message boards for your help and discussion. Mechanics. blac jac .