Bound by Flame
Bound by Flame
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    Bound by Flame
    FAQ/Walkthrough
    May 19, 2014
    version 0.9
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| [TOC]                                                                     |
|                             VERSION HISTORY                               |
|                                                                           |
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| [TOC]                                                                     |
|                            TABLE OF CONTENTS                              |
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[bbf-intro] Introduction
    [bbf-ft]      Feats
    [bbf-skl]     Skills
Walkthrough
[bbf-00] Prologue
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| [bbf-intro]                                                               |
|                            INTRODUCTION                                   |
|                                                                            |
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    ---------- NOTE on version 0.5 ----------
    This is a complete walkthrough following the Demon Path. The walkthrough
    may not hit upon all the possible side quests. A future revision will
    have information on following either path through the game
    There's going to be a lot of climbing up and down tiny ledges and going
    through doors. These are disguised loading screens.
    Crafting. It starts out slow with sparse materials, but it pretty soon
    snowballs into a massive quantity of crafting materials.
    You have traps and the crossbow for a reason. The crossbow starts out
    as your highest damage weapon.
    Using daggers is more hack-and-slash friendly because you can dodge all
    attacks, even ranged attacks.
    You can romance two of your companions in one play through. If you're
    the male Vulcan, you can romance the two female companions. The female
    Vulcan can romance the two male companions. There's no same gender
    romances available.
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| [bbf-skl]                                                                 |
|                                SKILLS                                     |
|                                                                           |
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You get 2 Skill Points per level. At level 25 you'll have a total of 48 Skill
Points. It costs 36 Skill Points to fully master a Skill Tree.
Skills are organized into four tiers: Novice, Amateur, Expert, and Master
You need to allocate 6 Skill Points to unlock the Amateur Tier, 12 Skill Points
to open up the Expert Tier, and 24 Skill Points to get access to the Master
Skill.
Circular Attack - RMOUSE for 2 AOE attacks, hold RMOUSE for 4 AOE attacks
                  75% damage
    Whirlwind 1: -25% charge time for Assault
    Whirlwind 2: +5 Interrupt Resist when charging Whirlwind
    Whirlwind 3: Lets' you turn during Circular Attack
    -----
    Tornado 1: Radius extends from 4m to 5m
    Tornado 2: +5 Interrupt Resist during Circular Attack
    Tornado 3: +3 Interrupt to Circular Attack
---------------------------------------------------------------
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All Fire spells cost 30 Magic, except for Fire Spirit which costs 80.
Pyromancer Buffs
    Concentration   1: +10 Interrupt Resist when casting a spell
    Concentration   2: +30% casting speed
    Concentration   3: +10 magic points when you kill an enemy
    -----
    Influx of the   Worldheart 1: +0.25/s magic regeneration
    Influx of the   Worldheart 2: +0.50/s magic regen when under 30% magic
    Influx of the   Worldheart 2: +0.25/s Health regen when at maximum magic
    -----
    Lava Blood 1:   +25% Fire damage for all spells
    Lava Blood 2:   +10% critical hit chance with Orb of Fire and Fire Wave
    Lava Blood 1:   +5s duration for Burning Weapon and Guardian Flames
Fire Wave - AOE attack that does 10 Fire Damage, 30 Interrupt in 4m radius
    Intense Heat 1: -5 cost in magic to cast spell
    Intense Heat 2: Spell is quicker to cast
    Intense Heat 3: Wave knocks down all weaker enemies
    -----
    Devastating Heat 1: 20 Fire damage
    Devastating Heat 2: 6m radius
    Devastating Heat 1: +10% critical hit chance (+100% damage)
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| [bbf-ft]                                                                  |
|                                 FEATS                                     |
|                                                                           |
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You get 1 Feat Point per level. You'll get to level 25 by the end of the game.
That's 24 Feat Points.
All Exploration Feats cost 18 points, 14 for Combat, and 14 for Crafting for
a total of 46 possible Feat Points.
Feats do not stack. If you take Tough (+10 HP) and Colossus (+20 HP), you
get a max health of 120, not 130.
You WILL use Health potions at some point. Apothecary drops the materials
needed by 33%.
----- PRIMARY
(2) Swashbuckler, Slugger, Executioner, or Assassin
(1) Healer, (2) Manufacturer
----- SECONDARY
(2) Gunner and (1) Soldier
>>>>>
----- USELESS
Mule, Finder, Haggler
----- EXPLORATION
(1) Tough +10 HP: Take damage 20 times
(3) Colossus +20 HP: Take damage 40 times
(1) Energetic +10 MP: Cast 15 fire spells
(3) Intense +20 MP: Cast 30 fire spells
(1) Practical +10% XP: Kill 15 enemies
(3) Passionate +20% XP: Kill 60 enemies
(1) Mule +50 WT: Collect 5 items
(1) Lucky +20% chance of finding items: Collect 20 ingredients from enemies
(3) Snooper +40% chance of finding items: Collect 40 ingredients from enemies
(1) Finder nearby chests give off a sound: Open 15 chests
----- COMBAT
(2) Swashbuckler: +2 sword damage: Kill 15 enemies with swords
(2) Slugger +2 interrupt with hammers: Kill 15 enemies with hammers
(2) Executioner: +2% crit chance with axes
(2) Assassin: +2% crit chance with daggers
(1) Temperate: -10% cost of fire spells
(3) Wise: -20% cost of fire spells, kill 30 enemies with fire spells
(2) Crossbowman: +30% crossbow damage, kill 5 enemies with crossbow
(2) Gunner: +50% Trap Damage, Hit 15 enemies with exploding traps
----- CRAFTING
(1) Healer: +25% health restore, Use 2 health potions
(1) Alchemist, +25% magic restores, Use 2 mana potions
(1) Craftsman, +20% chance of recycling ingredients, Recycle 10 objects
(3) Master Craftsman, +40% chance of recycling, recycle 20 objects
(2) Manufacturer, Takes fewer ingredients to make other ingredients, Make 10
        ingredients
(2) Apothecary, takes fewer ingredients to make potions, make 5 potions
(1) Soldier, takes fewer ingredients to make crossbow quarrels, make
        10 crossbow quarrels
(1) Trapper: fewer ingredients to make traps, make 10 traps
(2) Haggler, -20% merchant price, Make or upgrade 20 things
----- Automatics
(20%) Demonic Spark: -20% Ice Resists, +20 Max Magic
(60%) Demonic Inspiration: No Helmets, +2.00/s Magic Regen
(100%) Puissance Demoniaque: -20% Physical Resist, +20% all fire damage
Blood of Algandar: +10 Max health, +10 Max magic
/===========================================================================\
| [bbf-00]                                                                  |
|               Prologue - The Temple at the Top of the World               |
|                                                                           |
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Go straight and loot the ROCK PILE for some crafting materials. Follow the
turn in the path and search another ROCK PILE. The Captain calls out to you.
Loot a third ROCK PILE near the top of the path.
    [ ] Talk to the Captain of the Freeborn Blades
Run up to the top of the Esplanade to speak with the Captain.
There's another ROCK PILE by the stone torch pillar and the tree across from
the Captain in the southwest area of the Esplanade. Stay to the right and
move up near the temple. You can find a ROCK PILE and a BARREL to the south.
You can talk to Buffalo by the main gate for some background. Head over to
the camp and kick open another BARREL. Loot the CHEST for the equipment.
Peeler is the guy standing on the left side of the main gate. Talk to Peeler
to give him the traps.
Head back out near the captain. There are four marked areas on the ground.
Move to a marked area, press [TAB] to open the Tactics menu, and click on
the explosive trap. Placing the fourth trap triggers the first fight.
The first Deadwalker is easy. Just use LMOUSE for a quick attack, RMOUSE for
an area attack, or hold down RMOUSE for a charged attack. Press SPACE to parry
or hold SPACE to block. If you time your parry so it activates just prior to
getting hit, you do an automatic counterattack.
The third type of Deadwalker is an archer. You won't be able to one-hit kill
the archers with your crossbow, so get in close an do a melee attack then
press [2] to finish it off with the crossbow.
Now that the combat basics have been introduced, a second wave attacks. Use
the middle mouse button or [R] to lock onto a target. Use the [LEFT] and
[RIGHT] keys or the scroll wheel to switch targets. Kill all the Deadwalkers.
The third wave is lead by a Juggernaut. Everyone falls back to the Temple.
Kill the two ice Specters. More Specters will spawn, but you can ignore them
as you won't get experience for killing additional Specters.
Before going up the steps, head south for some loot. There's a ROCK PILE in
the small alcove. The larger room to the southwest has a CHEST with some gold
in it.
Go up the steps and go to the left for a ROCK PILE. Go up the stairs on the
right to the upper level of the Temple. Go into the small chamber. Loot the
CHEST on the left.
Exit the small chamber and take a right. You find a dead mercenary and get
attacked by a Deadwalker. The Ranger style of combat is unlocked. Use your
daggers to kill the Deadwalkers. Enemies will now drop a tiny loot bag so be
sure to pick those up. Look by the right wall for a ROCK PILE.
At the next encounter, you are prompted to use [X] to activate stealth. Sneak
up and attack one of the enemies. Loot the CHEST to get new weapons: the sword
CLEAVER and BITING daggers. Press [I] to equip the new weapons.
You should also level up. Press [Z] to spend your Skill Points and select a
Feat. Probably the best Feat to get is Practical, which gives you 10% more
experience earned.
Continue through the Temple. Duck into the side passage on the right. Loot the
CHEST on the right. You can also pick up the Exploding Trap.
    Go down the stairs and help Peeler kill the Deadwalkers. Pick up
    any monster loot and kick open the CHEST.
    -----------------------------------------------------------------
Exit the side passage and take a right. There's a ROCK PILE by the top of the
stairs. Go down the stairs.
Kill the Deadwalkers. A new Deadwalker shows up, the Spewer. The best way to
kill the Spewer is with daggers and using [Q] to dodge its attacks. Grab the
monster loot and loot the CHEST after you evade the Juggernaut.
Head up the stairs and fight your way back to the small chamber where you meet
up with Buffalo earlier. This is a good time to SAVE YOUR GAME. Enter the
Invoking Chamber.
The Juggernaut is pretty easy. It has a simple attack pattern: a ground slam
followed by a ground sweep. Use Orbs of Fire and/or Burning Weapon for extra
damage. Attack the armored wrists and ankles. While you're doing this, deal
with the Skeletons and Hobbler archers. You can hide underneath the Juggernaut
and not take too much damage. Trying to fight at medium range will get you
swatted and stomped on.
Open wide for some Plot.
Dialog choice
    --> Keeping watch on me, Sergeant?
    --> Fine with me, let's go
Dialog choice
    --> He didn't get to be Captain by accident
    --> Keep that up and you'll never judge anyone again
    --> What are you doing in these swamplands?
Decision
    --> Interesting venom, huh? Comae along with me then, Sybil
    --> Rhelmar, you know the way
You can choose to take the Fire Mage Sybil or the Ranger Rhelmar with you.
Sybil has heals and a side quest in the Swamps. You won't be able to complete
Sybil's side quest on the way to Valvenor. Rhelmar is primarily a ranged
attacker so more of a combat support role.
/===========================================================================\
| [bbf-11]                                                                  |
|               Act 1 - TWISTS AND TURNS IN VALVENOR                        |
|                    Chapter 1 - A Village of Refugees                      |
|                                                                           |
\===========================================================================/
As soon as you start down the path you get attacked. The floating spider-like
creatures are called Chrysalids, the most common monster encountered in the
swamps. There are smaller Chyrsalids and larger Chyrsalids. Both use their
claws, but the larger ones also have a projectile attack.
Ask Sybil about the Chrysalids after the fight to work on completing her Safari
side quest.
Continue along the path. There's a ROCK PILE in the dead end on the right with
a Chrysalid.
When you get to the three-way intersection, take the middle path. Kill the Whip
Vine. Loot the ROCK PILE on the end of the wooden bridge. The Whip Vine doesn't
count toward Sybil's side quest as Whip Vines are flora, not fauna.
    The path that goes south has some Chrysalids. If you stay on that path
    you'll run across some Parasites.
    The clearing in front of the Southern Delta exit has Chrysalids and
    a Parasite. Search close by the exit for a TREE STUMP.
    On the southwest path that's between the Southern Delta clearing and
    the broken bridge clearing there's a TREE STUMP.
    The northeast clearing that leads to the Path of Ruins has Chrysalids
    and Parasites. Climb up to the west for a ROCK PILE. Climb up to the
    Path of Exile. Loot the skeleton to get a new sword, Fate.
Let's grab the sword by climbing down and heading east toward the Path of the
Ruins. Search the ROCK PILE. There are some Chrysalids and Parasites in the
clearing. Parasites are also considered flora and not fauna. Climb up to the
northeast and loot the skeleton for the FATE sword.
Climb up the short path to head toward the village. Search the TREE STUMP.
Climb up to the path. There's a new monster, the Impaler or Sickle, to the
east. Ask Sybil about the Impaler. Go west to the end of the broken bridge and
loot the skeleton to find a new weapon, the axe SLICER.
When you're done exploring the swamp, head to the village. Kill the Chrysalids
attacking the man fighting by the village gate. His name is Randval. After the
fight, go back and loot the TREE STUMP and pick up any monster loot.
Enter Valvenor. You can converse with Randval to get some information on the
village and on The Knight Who Speaks in Third Person.
Go down the wooden ramp. Look under the bridge for a CRATE.
    Look for a narrow path near the smoky campfire and go east to the other
    side of the village. Look to the south by the tents for a BARREL.
    Look for another campfire in the northwest. Cross the short bridge to
    get a ROCK PILE.
There's a TREE STUMP at the start of the path to the Southern Delta.
The east exit to the Center of the Village by Buffalo has a ROCK PILE.
    CRATE inside the small building between the west and east sides
    of the Center of the Village.
Here's a good place to make a SAVE. Enter the Village Hall using the middle
door.
Dialog choice
    --> Whatever. It's no big deal
    --> Everyone's gonna be afraid of me
    --> It means that you'll leave me the hell alone
In the Cellar is a CRATE under the stairs with the hammer STUNNER.
    In the east half of the Village Hall you find the Mercs in the
    Dormitories. Open up the small CHEST on the table to grab the
    MERCENARY HELMET.
Talk to the Steward and ask about the Healing House, the Guards, and the beast.
Exit the Village Hall. Both Mirana and Mason can be found in the eastern half
of the Center of the Village.
        Defeat the two Rangers and two Archers three times. You get
        the LIFE REDUCER Axe as a reward.
        -------------------------------------------------------------
        You get the SWORDSMAN'S HELMET for completing the side quest.
        -------------------------------------------------------------
There are two ways to finish the Guard's Equipment side quest. The obvious way
is to talk to Assael, the blacksmith located on the west side of the Center of
the Village. The other way is to talk to Renko in the western area of the
Refugee Camp.
        Dialog choices
            --> I do pretty well with my tools
            --> I could possibly prove to be useful, you never know
            --> I know how to concoct potions
            --> I don't want to spend all night on this
You get the hammer GUARD BREAKER for talking with Mirana.
Complete Randval's side quests. Start the side quests A Cure for a Prince, The
Lost Assistant, The Disappeared Guards, and select a Blacksmith. Recruit a
companion at the Village Hall: Sybil, Randval, or Rhelmar. You can finish
Sybil's Safari side quest in the Southern Delta.
Look for a pair of barrels on the south side of a wooden wall. One is a Ripper
or Mimic. Killing this Mimic completes the side quest On Safari with Sybil if
you have Sybil as your companion. You get the SWORDSMAN'S BREASTPLATE armor as
a reward.
    Look for a corpse and a barrel in the southeast area of the western
    clearing. The barrel is a Mimic. Loot the corpse for the sword ELVEN
    SCIMITAR.
The north has some Chyrsalids and Impalers. There's a ROCK PILE by the base of
the waterfall behind a large stone. If you talked to Renko, you'll find Renko's
Cart in this clearing. Go to the front of Renko's Cart and bring it back to the
village.
Go up the natural southeast ramps to the upper part of the Swamp. Look for a
TREE STUMP in the dead end at the top of the first pair of ramps.
In the large eastern clearing you spot some Chrysalids that are not attacking.
Kill the nearby Impalers. Look for a CHEST hidden behind some green bushes to
the northwest and loot the COMMANDO HELMET. Climb up a small ledge to the north
to loot a TREE STUMP.
    On the path to the Eastern Zone there's a corpse to the north behind a
    tree with the LEGIONARY'S CUIRASS. Just beyond the corpse are a couple
    of Impalers.
Kill the Chyrsalids on the wooden platform in the eastern clearing. Talk to
Heymon, the dazed man on the platform, when you're ready to take him back to
the Village. Mirana gives you the LEGIONARY'S GREAVES as a reward for
completing the Lost Assistant and Humanitarian Services side quests.
Continue north to the next clearing. Before you climb up, turn around and loot
the body to the southeast. You gain the sword IMPERIAL BLADE and the ARABESQUE
daggers. This is a good point to SAVE YOUR GAME.
Climb up to the lair of the Werebeast. You can't block the Werebeast's melee
attacks with a weapon. The Werebeast also stands and summons roots behind him.
At long distance, the Werebeast will send its tendril through the ground and
attack you. The Werebeast is vulnerable to fire, so use Pyromancer skills
against the Werebeast. I killed the Werebeast using the Flaming Weapon,
daggers, and [Q] to dodge its attacks.
Decision
    --> Who are you?
    --> What you doing here anyway, Eolas?
    --> [free her]
    --> [don't free her]
Dialog
    --> Vulcan, powder [master/woman] of the Freeborn Blades
    --> I don't owe you anything...
    --> I'm your new jailer...
There's a dramatic little scene here concerning the witch Edwen and Eolas.
Sybil runs off and Edwen joins the party.
/===========================================================================\
| [bbf-12]                                                                  |
|               Act 1 - TWISTS AND TURNS IN VALVENOR                        |
|                    Chapter 2 - The Evil Eye                               |
|                                                                           |
\===========================================================================/
    [ ] Report the facts to the Steward
Climb up the ledge to the southwest and grab the ROCK PILE. Cross the bridge to
return to the Path to Valvenor. Return to Valvenor.
Talk to Mason. You can return the equipment or tell Mason none of it was
salvageable. The guards' equipment has no value or use. Either way you get
a pair of COMMANDO GAUNTLETS.
Return to the Village Hall. Edwen waits outside. Go inside and talk to the
Steward.
Dialog
    --> The Red Scribes are manipulating you
    --> Your "good man" had a few things to answer for.
Dialog
    --> (don't mention Edwen)
    --> He wanted to kill his captive...
Dialog
    --> I have no idea
    --> She seems...suspicious
Go over to the Dormitories. If you have the two Chrysalid Queen Poisons, talk
to Silban to complete A Cure for The Prince side quest. Talk to Sybil to
complete a quick side quest.
Talk to Rhelmar after completing A Cure for the Prince for a new side quest.
    Gather the samples of red corruption for Silban for the side
    quest Silban's Experiments. When you return to Valvenor, Rhelmar
    has had time to find the components.
    Ask Rhelmar about the new trap to finish the side quest. The
    trap radius of effect increases from 4.0m to 5.0m.
    -----------------------------------------------------------------
Go down to the lower level of the Dormitories and talk with Lyestas.
    Side Quest: Silban's Experiments -------------------------------
        [ ] Talk to Silban
    Enter the Southern Delta. You get a message that Silban is done
    with his experiments.
    Ask Silban about his experiments. Agree to drink his potion and
    you permanently gain +5 Max Health.
Go to the Mercenary camp by the Southern Delta door. Talk to the Captain.
Ask him about the villagers. Ask about Hawk to start the Missing In Action
side quest. Go and ask Buffalo about the villagers. The suspicious villagers
are typically found sitting on the ground gazing at their navels.
The suspicious villagers can only be found from dawn to dusk. Henriot is at
the Mercenary Camp by the Southern Delta door. Melieve and Nigella are in
the southwest part on the western half of the Refugee Camp. Talk to Nigella
to learn that the strange villagers are sneaking away at night.
Go over to the eastern half of the Refugee Camp. Under north end of the bridge
you'll find Agartha and Hugbert. Talk to Hugbert and he tells you about an
expedition into the swamp lead by one of the guards. Edwen prompts you to ask
Mason about the expedition. Go and talk to Mason.
Go to the Refugee Camp during the night. The possessed villagers are hanging
around in the south part of the western half of the Refugee Camp. Kill all
the possessed villagers. Mason runs in to tell you some Plot.
Before heading to the Eastern Zone, complete any side quests that are still
pending. All side quests must be completed before entering the Lair of
Whispers.
Make sure Edwen is in the party. Head to the Southern Delta. You can tell the
Captain about the Deadwalkers. Enter the Southern Delta. Head south to the
Path of Valvenor door where you'll find the elusive Hawk.
    On your way to the Eastern Zone, talk to Hawk. Agree to help him
    kill a huge creature he spotted in the swamp. He joins the party.
    Kill the big Impaler to complete the side quest. Hawk leaves the
    party.
    -----------------------------------------------------------------
Go back to Valvenor and talk to the Captain to complete the side quest. Go
through the Southern Delta and enter the Eastern Zone.
Right before you climb down into the second clearing there's a ROCK PILE. The
second clearing has Impalers. Look for a ledge to the southwest. Climb up and
Loot the CHEST for the hammer ANVIL.
The submerged clearing is full of Parasites and a Whip Vine. Search the
submerged corpse for the SWORDSMAN'S GAUNTLETS.
North from the first clearing and the east from submerged clearing there are
two paths that go up. There's a ROCK PILE at the base of the tree between the
two paths.
The eastern path leads to a CHEST with the COMMANDO GREAVES guarded by some
Chrysalids.
The northwest clearing has Deadwalkers. Kill the Deadwalkers. Here's a good
time to SAVE YOUR GAME. Make sure you've explored everywhere, completed all
the side quests, and bought everything you want at the merchants at Valvenor.
    [ ] Find the lair of the creature that has apparently been corrupting
        the villagers
You are given a choice to either follow the Demon or find an alternate way. If
you choose to follow the Demon, you become more powerful and more corrupted.
Following the Demon Path gives you the Demonic Spark Feat which makes you 20%
less ice resistant while granting you +20 maximum magic.
Dialog choice
    --> All right. Do what you gotta do. [Demon Path]
    --> Let's turn back around... [Human Path]
If you choose the Demon Path, you become 20% Possessed and gain an automatic
Feat: Demonic Spark. This gives you +20 Magic, but makes you 20% more
vulnerable to Ice.
Before you go under the stone bridge, climb up a ledge on the right. Loot the
CHEST. Go under the bridges. Loot the corpse on the right for the CLEAVER
daggers.
Continue along the path and go up into the Depths. It doesn't really matter if
you take the east door or the west door, but let's take the west door.
Kill the Deadwalkers. Check the south path for a CHEST with the COMMANDO
ARMOR. Check the clearing to the north for a body with the LEGIONARY'S
HELMET.
Head west toward the Sanctuary and search the ROCK PILE. Climb down into the
Sanctuary to begin the boss fight.
Fight the Tormentor and the Deadwalker adds. The Tormentor flies around and
uses melee attacks. The Tormentor has a projectile attack. When the Tormentor
forms a magical pentagram, it attacks with a magical beam. Any purple attack
curses you if it hits you. The Tormentor also has a purple Curse aura. The
Curse slowly drains your mana. Use potions to counteract the effects of being
Cursed.
/===========================================================================\
| [bbf-13]                                                                  |
|               Act 1 - TWISTS AND TURNS IN VALVENOR                        |
|                    Chapter 3 - The Funeral March                          |
|                                                                           |
\===========================================================================/
[ ] Return to Valvenor
Pick up any loot. Exit to the Southern Delta. The Swamp is now full of
Deadwalkers. Go to Valvenor. Kill the Deadwalkers. Buffalo orders you to the
Village Center.
The west barricade is located near Private Bumpkin. Kill all the Deadwalkers
in that area to secure the barricade. Go back to the east. Do not go into the
village center from the bridge as you'll miss defending the east barricade.
The east barricade is by Mason and the House of Healing. So go up the wooden
ramps and enter the village center from the east side. Kill the Deadwalkers
fighting Mason to complete the side quest. Now is a good time to SAVE YOUR
GAME.
Now enter the west side of the village center where you find Prince Arandil
going one-on-one with the Deadwalker General
The Deadwalker General starts the fight concentrating on the Elven Prince. The
Deadwalker General has some special ice attacks. The General is surrounded by
an ice aura. This slows you down. The General can concentrate and surround
itself with ice that does massive damage if you're caught in the area of
effect. The General also uses his axe for the typical melee attacks.
Use Pyromancer attacks to do the most damage. Don't try to stand toe-to-toe
with the Deadwalker General because of the ice aura and ice AOE attacks.
Once you get the General down to about half health, the Deadwalker General
summons some Deadwalker adds. Usually by this time in the fight, you've done
enough damage to aggro the General so the General will start concentrating
on you. Kill the Deadwalker General.
Dialog
    --> You're wrong, Randval won't betray me
    --> You're wrong, Edwen is on my side
    --> You're wrong, Rhelmar is a reliable ally
    --> You're wrong; Sybil will help me to the end
    --> You're wrong; Captain will always take a stand with me
Your Companions and allies assemble in the Center of the Village. You can ask
them for advice. Sybil, Lyestas, and Rhelmar want to join with Prince Arandil.
The Captain, Edwen, and Randval want to follow the Demon.
This is a major decision. Talk to Prince Arandil and let him know if you plan
on following him or following the Demon.
/===========================================================================\
| [bbf-21]                                                                  |
|               Act 2 - BATTLE IN THE ICY GRIP                              |
|                    Chapter 1 - The Dead City                              |
|                                                                           |
\===========================================================================/
-----
Talk to Sybil and agree to help her locate some books for a side quest.
Talk to High Commander Vahlen and ask him about the perimeter of the city. If
you chose the Human Path, you get The Blockade side quest. If you took the
Demon Path, you get The Watchtowers side quest.
    Side Quest: The Blockade (Demon) --------------------------------
        [ ] Defeat the blockading patrol
-----------------------------------------------------------------
-----------------------------------------------------------------
The Merc Camp is by the southwest door. Here you can find Hawk, the Captain,
Buffalo, Edwen, Randval, and Renko, a human Blacksmith. Renko always appears
here even if you picked Assael as the Blacksmith in Act I.
Renko sells weapons, daggers, a crossbow, exploding traps, crossbow bolts, raw
metal, and leather.
-----------------------------------------------------------------
-----------------------------------------------------------------
There's a ROCK PILE by the south door that goes back to Camp.
    There's an ICE BLOCK by the door to Upper Caraldthas with the crossbow
    RINGER. The door to Upper Caraldthas is not openable from the Frozen
    Waterway.
    The small eastern clearing has some Deadwalkers lead by a Deadwalker with
    an Icy axe and a couple of Icy archers. There's also a BARREL.
-----------------------------------------------------------------
    The large clearing just south of the Caraldthas Gates just has a ROCK
    PILE tucked away to the northeast.
    The southwest path has a bridge with a BARREL at one end and three ELF
    SOULS at the other end. There's a barricade all the way to the southwest.
Head north to the Caraldthas Gates. Just in front of the gates you'll find a
Deadwalker fighting other Deadwalkers. The odd Deadwalker is Mathras.
Duel Mathras. He uses Ice Magic. He has an Icy Wave AOE attack. His favorite
spell sends out huge ice blocks in an arc in front of him, so stay to his
sides or back. Once you get Mathras down to around 50% health he yields.
Mathras joins you if you're on the Demon Path. Otherwise, your companion
doesn't change after you duel Mathras.
[ ] Enter Caraldthas
There's an ICE BLOCK with the RANGER'S VEST on the easternmost path.
There's a BARREL along the north path just before the large clearing. There's
a group of Deadwalkers guarding the middle path. The gates are guarded by a
pair of Spewers. Kill all the Deadwalkers. Go through the door to Lower
Caraldthas.
The Demon Path and Human Path have different objectives in Lower
Caraldthas.
    You can enter the building just to the west of the door. Along the
    northwest path there's an ICE BLOCK with the axe DEVOURER.
    The building on the west side has a frozen CHEST with the REAPERS
    daggers.
    Climb over the southwest wall. The room to the east has a BARREL
    guarded by a Specter. Another Spectra guards the stairs. Go up the
    stairs and loot the CHEST for the RANGER'S GLOVES.
Get on the northeast path. Go up the stairs and loot the BODY.
    In the northeast corner is an ELF SOUL. There's another ELF SOUL just
    outside, but watch out for the Spewer and the two Icy archers at the
    top of the stairs.
    The Ranger's Boots can be retrieved from the ICE BLOCK in the short
    east dead end path. Go up the stairs and get the ELF SOUL to the
    southwest. Go north around the broken wall and kick open the CHEST
    for the hammer MORNING STAR.
Go through the broken wall by the cart. Open the door and enter a courtyard.
This will automatically start The Prisoners side quest.
This is the famous Icy Library that's Sybil is looking for.. Exit the first
room and go the left. Loot the frozen CHEST under the stairs for the ROYAL
GUARD'S HELM. Go up the stairs and climb down into a courtyard. You get
attacked by a four armed Ice Spirit. The Ice Spirit has similar attacks to
Mathras. It has a charged AOE ground slam when it hovers in the air. When it
charges up while on the ground, move to the side or behind it to avoid the
ice blocks that arc out in front of it. It rarely uses melee attacks. Kill the
Ice Spirit.
If you've gone Demon, you'll hear Prince Arandil call out to you. If you've got
Prince Arandil with you because you're on the Human Path, you'll hear the faint
calls of King Arandil.
If you have chosen the Demon Path, you absorb the energies from King Arandil
IV and gain a new Demonic Feat. Demonic Inspiration prevents you from wearing
helmets because of your new horns and gives you +2.00 magic regeneration.
Before you leave, go west and break open the ICE BLOCK for the sword ROYAL
CLEAVER. Head south to the door. Loot the CRATE by the wagons for some
materials. Continue south. The only available exit goes back to the Steppes
of Caraldthas.
Go south and go through the northern watchtower clearing. On the Human Path,
the Elf sentry gives you a side quest.
Get back to Camp. If you have Mathras as your companion, Mathras automatically
leaves the group. You can find Mathras hanging out with the red Scribes in the
northeast part of the camp.
Chapter 1 ends when you walk into the part of Camp where Prince Arandil is
located.
/===========================================================================\
| [bbf-22]                                                                  |
|               Act 2 - BATTLE IN THE ICY GRIP                              |
|                    Chapter 2 - Reconquest                                 |
|                                                                           |
\===========================================================================/
Talk to your companions and the other people around the camp.
Talk to the Elf sentry by the south door. Kill the elf.
    Tell High Commander Vahlen about the traitor and get the CUIRASS
    OF THE ROYAL GUARD as a reward.
    -----------------------------------------------------------------
Talk to High Commander to complete the Blockade and the Watchtowers side
quests. You get the TRACKER'S GLOVES.
Talk to Sybil and ask her about Mathras for a side quest.
    Have Mathras join your party and you can ask him about his love
    lives.
Complete Camp Security, unless you are low on materials, and Timid Request.
    Defeat the champion in a duel to complete the Fragile Alliance side quest.
Head over to the Mercenaries' Camp. You find them with a Deadwalker that Edwen
is interrogating. Agree to take part in the interrogation instead of just
wandering off.
Randval automatically asks for your help. You only have one opportunity to
help Randval, so take the second option (Very well, Let's go Then).
For [A Traitor in the Camp], talk to the Captain and Buffalo. Then, talk to
the sentry by the south door. Kill the sentry. Report back to Commander Vahlen
to complete the Traitor side quest and get the CUIRASS OF THE ROYAL GUARD.
    Return to Camp and talk to Randval. Talk to Randval once you have
    his ingredients. You automatically drink the potion to get the
    Blood of Algandar Feat which permanently grants you +10 to both
    Max Health and Max Magic.
    -----------------------------------------------------------------
Search the bookcases for the books. After you get two books, some Deadwalkers
attack. One of the books can be found among the fallen bookcases.
    In the southwest corner there's an ELF SOUL and an ICE BLOCK with the
    OFFICER'S CUIRASS.
    Go up the northwest stairs and go out on the roof. Loot the body for
    the HONORS daggers.
    There's a Spewer on patrol in the large courtyard to the west. There are
    also three ELF SOULS to be found outside in the courtyard.
Northwest from the large courtyard you find Seawolf and some Freeborn Blades
in a small room to the south. Talk to Seawolf to free them. Seawolf tells you
about another group of prisoners. The ICE BLOCK in the small room has the
IMPERIAL ELITE BLADE sword.
-----------------------------------------------------------------
Check along the west path for a broken wall where you can cross to the
Residential Quarter.
    The north path has an ICE BLOCK with the hammer LIGHTNING. Closer to
    the northwest corner is a BARREL.
On the west side is an ICE BLOCK to the southwest with some materials.
    In the southwest corner is an ELF SOUL, which should be the last one
    you need to gather 20 souls.
You have to climb over a wall to get to the south path. The prisoners are in
the first building. Kill the Deadwalker and surprise Specters. Talk to the
Prisoner to tell them how to escape the city. This completes the Prisoners of
Caraldthas main quest (Human) and The Last Prisoners side quest (Demon).
Talk to Thelmar once you have 20 Elf Souls to complete the Souls of the Elves
side quest.
Talk to Rhelmar after giving him the Elf Souls for a new side quest. This may
be an oversight on my part during my initial playthrough, or it may be part
of the Demon Path.
    Talk to Rhelmar when you have 10 traps to complete the side quest.
    -----------------------------------------------------------------
    DEMON PATH
Once you complete the No one left behind, Water of life or death, the legendary
forge of Caraldthas, you have completed the preparations for a Freeborn Blades
assault on Caraldthas. You should also finish up the side quests.
    HUMAN PATH
Complete Fragile Alliance, The Prisoners of Caraldthas, and the Legendary
Forge of Caraldthas to prepare an Elf army counter-attack on Caraldthas. You
should also complete the side quests The Prisoners, Help the Elf Sentinels, The
Blockade, Camp Security, Timid Request, The Interrogation of a Deadwalker, A
Traitor in the Camp, Randval the Loner, the Icy Library, and The Souls of the
Elves.
The Captain is not so tough. He fights as a Warrior. Watch out for his Guard
Break as the knockdown will leave you open to an additional attack. You kill
the Captain.
When your ready to take part in the assault, speak to Prince Arandil. Rhelmar
and Edwen automatically join your party.
/===========================================================================\
| [bbf-23]                                                                  |
|               Act 2 - BATTLE IN THE ICY GRIP                              |
|                    Chapter 3 - The Assault                                |
|                                                                           |
\===========================================================================/
Go to Upper Caraldthas via the Frozen Waterway. Go through the Market to the
Residential Quarter. The Caraldthas Gate is in the southwest corner.
    On the northwest side of the courtyard is an ICE BLOCK with the GREAVES
    OF THE ROYAL GUARD.
There's a Spewer that walks around the courtyard and Deadwalkers up the stairs.
Go up the stairs and through the doorway. Loot the CHEST for some items.
The central courtyard has some Deadwalkers and a four-armed Ice Spirit. Go
through the arch to the east and look immediately to the right for a frozen
CHEST. Inside the chest are the DAGGERS OF THORN. You can check the roof.
There's a ROCK PILE along the south side of the courtyard.
Hop over the wall to continue to the west. There's a ROCK PILE in the
northwest corner.
Head south toward the Gate. You spot a Concubine. You can either fight the
Concubine or save the men.
If you choose to fight the Concubine, Rhelmar runs off in a rage. If you
decide to save the army, Edwen goes all Batman on you and disappears.
    The torso and the legs act independently of each other. The legs
    will kick you if you stand directly in front or directly behind
    the Concubine so attack from the sides. At long range, the
    Concubine shoots ice and dark magic projectiles. Most of the
    Concubine's attacks are ice-based magic such as an ice aura, ice
    spikes from the ground, and an icy wave.
    -----------------------------------------------------------------
Lord Blackfrost fights with dark magic in one hand and ice magic in the other.
Get Lord Blackfrost down to about 75% health and he decides to run off.
/===========================================================================\
| [bbf-31]                                                                  |
|               Act 3 - ASSAULT ON BLACKFROST'S PALACE                      |
|                    Chapter 1 - The Lion's Den                             |
|                                                                           |
\===========================================================================/
After the cutscenes you end up in the Sewers with Edwen or Rhelmar, depending
on who you sided with during the Concubine fight.
The first part of the Sewer is guarded by a Bone Golem and skeletons. The Bone
Golem mainly attacks using dark magic so you get cursed. It has a Curse Wave it
uses periodically. It can also drop to the ground to recover some of its
health. Defeat the Bone Golem and the Skeletons to continue.
Go up the passage. Check out the body on the right for the TRACKER'S HELMET.
Enter the large chamber that's full of Deadwalkers and hidden Bone Golems.
There's a BODY in the northeast with the axe EQUALIZER.
If you have Rhelmar in your party, go to the east side of the chamber and look
to the west. You'll spot Prince Arandil's body in the body pile. This opens
up a side quest.
Climb up out of the body pile chamber and head east. Inside the east chamber
is an extra large Bone Golem and a CHEST with the SABERTOOTH sword.
Backtrack a little and go through the hole in the wall to the north. Get the
ICY HEARTS daggers from the BODY. Go up the passage to the Upper Waterway.
The northeast area has some Skeletons, a Bone Golem, and Double-Shield Hobbler
all guarding a BARREL.
Follow the long narrow passage Look for a corpse on the left with the HUNTRESS
crossbow.
Go into the upper level of the body pile chamber. Check out the dead end in
the southeast for a BODY with the OFFICER'S GAUNTLETS. Climb up the ladder to
the next level of the chamber.
For now just go north and kill the Deadwalkers in the chamber. Just inside the
doorway to the east is a CHEST. Continue north and climb up the ladder to the
Makeshift Camp.
In the Makeshift Camp you'll find Lyestas, Silban, and Renko. Mathras is off
scouting somewhere. You leave your companion, Edwen or Rhelmar, behind to
guard the Makeshift Camp.
In the next room to the east there's a CRATE behind the short north wall.
The large central courtyard has a big Ice Spirit, a small Ice Spirit, and some
Deadwalkers. There's a CHEST near the south door.
The northeast room has a mini Ice Spirit and more Deadwalkers.
The south door goes outside. Go due south and you'll hear cries for help.
The door south is locked. The east path is empty. Turn around and go up the
west passage where there's an ICE BLOCK. Enter Blackfrost's Domain.
Go down the steps by the northwest door and go east. There's a Tormentor
inside and a small Ice Spirit outside. Further to the east is a ROCK PILE.
    Down the stairs from the northeast door is a big Ice Spirit floating
    around outside.
From the westernmost path go east toward the center. A Deadwalker General
guards the central door. There's also an ICE BLOCK in the southwest corner
with the hammer CROSS OF THE NORTH.
Go through the north door to find the Elf soldiers. Kill the Bone Golem. Loot
the CHEST for the ELITE SOLDIER'S ARMOR. Remove the barricade and open each
door. The Elves are to the west. The Freeborn Blades are to the east. You get
the ELITE SOLDIER GREAVES for rescuing both sets of prisoners. Buffalo gives
you a new side quest.
-----------------------------------------------------------------
Remove the barricade from the north door. Now you have a quicker path back to
the Makeshift Camp.
In the southeast corner you find Mathras. He tells you about the Guardian and
her three Concubine sisters. The sisters must be defeated in order to defeat
the Guardian. Just north from the climb down is a CHEST with the ELITE
SOLDIER'S HELM.
You can explore the East Wing, but most of the doors are blocked by corruption.
Return to the Makeshift Camp.
-----------------------------------------------------------------
-----------------------------------------------------------------
Talk to Buffalo and ask him about the other Blades. This unlocks some
additional side quests.
-----------------------------------------------------------------
-----------------------------------------------------------------
---------- SEWERS
Go to the Sewers and climb down. You find Renko cowering in the southeast
alcove. Speak to him.
Climb up the ladder and go back to the Makeshift Camp to complete the [Save
Renko] side quest. You get THE SPINE, a sword, as a reward.
The first crystal is in the northeast room. Run over there, kill the mobs,
and gather the crystal. Try clicking on the CRYSTAL multiple times.
Now go south through the door and run up the east ramp. Enter Blackfrost's
Domain. The next crystal is in the small courtyard just south from the door.
Kill the big Ice Spirit ad Deadwalkers. Click on the CRYSTAL until it goes
dormant.
The fastest way to the southwest corner is to go back to the Makeshift Camp
and use the middle door. Go to the southwest courtyard. You'll see Sybil.
[ ] Help Sybil
Check on Sybil once the area is secured. Give Sybil a health potion. You can
let her join you or send her back to camp. Don't forget to click on the
CRYSTAL.
Along the west half of the north path there's a ROCK PILE.
You can get the TRACKER'S BOOTS from a frozen CHEST in the east section of
the north path.
There's an ICE BLOCK in the northeast corner. DO NOT climb down into the
northeast area with the Concubine.
Go south and go up one level. The east courtyard has a Tormentor and a small
Ice Spirit. Go up the ramps to the top courtyard.
You find Randval fighting a big Ice Spirit. Kill the monsters to save Randval.
You get the axe PRECIOUS for saving Randval and completing the side quest.
    The upper path that goes south has an ICE BLOCK with the axe PELTS.
Head back to the Makeshift Camp once you have all the crystals, saved Sybil,
and rescued Randval.
    Kill Edwen.
    -----------------------------------------------------------------
Talk to Lyestas to give him the crystals. Convince him to make the talisman
for you. Talk to Lyestas again and give him the artifacts/crystals for the
camp defenses to complete that side quest.
Go to the campfire in the other room where your companions are hanging around.
I'm not sure if the following conversation is significant. Simply take the
first dialog choice when talking to each companion. You can choose to take
Sybil, Randval, or Edwen/Rhelmar. If you turn down all three, then you get to
go with Mathras. After you make your choice, Lyestas delivers the
anti-corruption talisman.
/===========================================================================\
| [bbf-32]                                                                  |
|               Act 3 - ASSAULT ON BLACKFROST'S PALACE                      |
|                    Chapter 2 - Witch Hunt                                 |
|                                                                           |
\===========================================================================/
There are three Concubines that buff the Guardian. Kill the Stalker in the
southwest first. If you don't, the Stalker will join the other Concubines until
the Stalker is killed. You do not want to fight two Concubines with adds.
----- The Southwest Concubine, Stalker
Go to the southwest area where you rescued Sybil. Go through the west door. Hop
down and meet the Stalker. She's a basic Concubine and the easiest of the three
you have to kill. Watch out for her Ice AOE attack, her ice projectiles, and
melee attacks. She is alone so the fight should be pretty easy.
Go toward the southeast East Wing Door. Go west and go through the door. As
soon as you drop down, this Concubine summons Deadwalkers. I'm guessing that's
why she's called the Creator.
Try to kill the archers first. Don't get knocked off your feet. Getting knocked
down is pretty much a death sentence with all the mobs and projectiles flying
around. Also, you can only use potions when you're on your feet. Don't step
into the ice trap that the Concubines spam onto the ground. This does massive
damage and knocks you down. Traps, the crossbow and Orb of Fire are great for
whittling away the health of all the enemies.
Once you kill the Creator, you can take Edwen/Rhelmar to the Sewers to complete
the appropriate side quest.
Go to the east wing and head south. Go up the ramps and go through one of the
doors. You find the Freeborn Blades.
    [ ] Some Freeborn Blades were killed during the fight against the
        Concubine (0/3)
    [ ] Defeat the Watcher while sparing the Freeborn Blades under her control
The Watcher uses dark magic attacks that curse you if you get hit. See has the
Pentagram Beam and a projectile attack. She has the front and back leg kicks if
you get in too close. Meanwhile, the Freeborn Blades attack you during the
fight.
In order to successfully complete the Blades enslaved side quest you need to
kill 3 or fewer of the Blades or spare all of the Blades.
Before fighting the Guardian, go back to the Makeshift Camp and recruit Edwen.
Go into the Sewers. Go to the south side. You can now enter the alcove. Use the
Tablet. Combine your fire magic with Edwen's ice magic. Nothing else appears to
happen. Return to the Makeshift Camp.
Pick out your companion for the Guardian fight. Go to the southeast corner of
the Great Square and climb down. Despite her posturing, the Guardian is not
that tough. She relies on her ice magic with the rare Pentagram Curse Beam.
Defeat her and your companions join you by the gates. You also go full Demon.
You get a new Demonic Feat: Puissance Demoniaque which gives you +20% fire
damage but at the cost of 20% less physical resistance.
There are three Blackfrosts. One is armed with a bow. Another uses a dark magic
weapon and fires a really powerful ice bolt. The third uses ice magic. Defeat
all three Blackfrosts.
/===========================================================================\
| [bbf-41]                                                                  |
|               Act 4 - THE WORLDHEART                                      |
|                    Chapter 1 - Battle of Egos                             |
|                                                                           |
\===========================================================================/
A ghostly Eolas admonishes you. Kill him and the ghostly Sybil, then kill the
ghostly Blades.
At the next clearing you find the Captain and Randval. Strike down the ghosts
and kill the another group of ghostly Blades.
Here's a huge tip to make this long fight much easier. Load up on crossbow
bolts and use your crossbow.
The fight starts out with the Corrupted Spirit in humanoid form. Block or dodge
the charge attacks. When the Corrupted Spirit surrounds itself with white
energy, it is about to spam projectile attacks. The white energy projectiles do
massive amounts of damage. Best bet is to run away and run out of the path of
the projectiles. Get the Corrupted Spirit down to about half life.
The Corrupted Spirit summons a massive Dragon. The Dragon has white energy
projectiles and a white energy breath attack. The vulnerable points of the
Dragon are its feet and head. Dodge its attacks. Damage both feet and the head
to drive off the Dragon.
The Corrupted Spirit starts attacking again. This time the Dragon flies around
and shoots projectiles around the battlefield. Whittle down the Corrupted
Spirit's health until the Dragon shows up again.
Drive off the Dragon a second time. Switch your attacks to the Corrupted
Spirit. At about 10% health, the Dragon shows up again. Finish off the Dragon
and defeat the Corrupted Spirit.
    [ ] Decide what to do with the Worldheart and Veritel
Roll credits.
/===========================================================================\
| [bbf-eq]                                                                  |
|                      EQUIPMENT LISTS                                      |
|                                                                           |
\===========================================================================/
>>>>> SWORDS
Name           |Dmg | Wt |Speed |Crit |Interrupt | Cost | Value
--------------+----+----+------+------+----------+--------+-------
Default Sword | 10 | 2 | 75% | +00% |       8    |    0g |     0g
Cleaver        | 12 | 4 | 50% | +00% |     10    |    0g |    17g
Fate           | 12 | 2 | 75% | +00% |      9    |    0g |    17g
Elven Scimitar| 13 | 5 | 50% | +00% |      10    |    0g |    26g
Imperial Blade| 15 | 4 | 75% | +3% |        8    |    0g |    51g
Guardian       | 13 | 3 | 75% | +3% |       8    |    0g |    26g
Protector      | 17 | 4 | 75% | +3% |       8    |    0g |    76g
Royal Cleaver | 17 | 5 | 50% | +00% |      10    |    0g |    76g
Elite Imperial| 19 | 5 | 75% | +3% |        8    |    0g | 201g
Sentence       | 19 | 5 | 50% | +00% |     10    |    0g | 201g
Sabertooth     | 22 | 8 | 50% | +00% |     10    |    0g | 279g
The Spine      | 23 | 8 | 50% | +00% |     10    |    0g | 326g
Pain           | 14 | 2 | 75% | +00% |      9    | 179g |     44g
Fatality       | 16 | 3 | 75% | +00% |      9    | 279g |
Judgement      | 14 | 4 | 50% | +00% |     10    | 179g |
Reaper         | 16 | 7 | 50% | +00% |     10    | 279g |
Dragon's Tear | 21 | 6 | 75% | +00% |       9    | 1004g |
Agony          | 18 | 3 | 75% | +00% |      9    | 579g |
Peeler         | 20 | 3 | 50% | +00% |     14    | 1004g |
Royal Elven    | 18 | 6 | 50% | +00% |     10    | 579g |
     Dragon's Tear has +5 Max Health
>>>>> AXE
               |Dmg |Wt|Speed |Crit |Interrupt | Cost | Value
--------------+----+--+------+------+----------+--------+-------
Slicer         | 11 | 7| 25% | +10% |    13    |    0g |    17g
Life Reducer | 14 | 6| 25% | +12% |      12    |    0g |    51g
Algandrian     | 12 | 4| 25% | +12% |    12    |    0g |    26g
Impaler        | 13 | 5| 25% | +10% |    13    | 179g |     44g
Devourer       | 16 | 5| 25% | +12% |    12    |    0g |    76g
Equalizer      | 20 | 9| 25% | +15% |    16    |    0g | 279g
Pelts          | 23 | 7| 25% | +12% |    12    |    0g | 201g
Precious       | 25 | 9| 25% | +15% |    14    |    0g | 251g
Lioness        | 15 | 8| 25% | +10% |    13    | 279g |
Minotaur       | 23 | 9| 25% | +25% |    13    | 1304g |
Claw           | 18 | 6| 25% | +10% |    13    | 579g |
     Pelts has +5% Resistance to Magic
     Minotaur has +10 Max health
>>>>> HAMMER
              |Dmg | Wt|Speed |Crit |Interrupt | Cost | Value
--------------+----+---+------+------+----------+--------+-------
Stunner       | 12 | 8| 0% | +8% |        14    |    0g |    26g
Guard Breaker | 11 | 6| 0% | +5% |        15    |    0g |    17g
Anvil         | 14 | 9| 0% | +8% |        14    |    0g |    51g
Morning Star | 16 | 9| 0% | +8% |         14    |    0g |    76g
Lightning     | 18 | 11| 0% | +10% |      17    |    0g | 276g
Cross o/t North 22 | 10| 0% | +8% |       16    |    0g | 201g
Iron Grip     | 13 | 7| 0% | +5% |        15    | 179g |     44g
Eye o/t Dragon| 22 | 11| 0% | +20% |      16    | 1004g |
Leviathan     | 18 | 8| 0% | +5% |        16    | 579g |
    Eye of the Dragon has +10 Max Health
>>>>> DAGGERS
                 |Dmg |Wt| Crit |Stealth | Interrupt | Cost | Value
-----------------+----+--+------+------+----------+--------+-------
Spare Daggers .. | 6 | 1| +4% |     30   |     4     |    0g |      0g
Biting ......... | 6 | 2| +6% |     40   |     6     |    0g |    17g
Stealthy ....... | 8 | 4| +4% |     40   |     6     |    0g |    44g
Arabesque ...... | 6 | 4| +4% |     35   |     7     |    0g |    26g
Cleaver ........ | 9 | 2| +4% |     35   |     6     |    0g |    76g
Serpent Tongues | 8 | 5| +12% |     50   |     6     |    0g | 175g
Reapers ........ | 8 | 4| +4% |     40   |     9     |    0g | 176g
Honors ......... | 12 | 4| +4% |    35   |     6     |    0g | 226g
Daggers of Thorns| 6 | 4| +4% |     35   |     7     |    0g |    26g
Icy Hearts ..... | 12 | 4| +8% |    45   |     7     |    0g | 251g
Dragon Bone .... | 10 | 3| +8% |    55   |     9     |    0g | 326g
Crafty ......... | 7 | 3| +10% |    50   |     6     | 204g |     51g
Riders ......... | 7 | 3| +4% |     35   |     8     | 279g |
Wyverns ........ | 10 | 5| +12% |   50   |     7     | 1004g |
Deadly Breaths . | 10 | 5| +12% |   60   |     7     | 1104g |
>>>>> CROSSBOWS
              |Dmg |Wt| Crit | Interrupt | Cost | Value
--------------+----+--+------+-----------+--------+-------
Spare Crossbow| 25 | 2| +5% |     20      |   0g |     0g
Ringer        | 30 | 3| +5% |     25      |   0g |    68g
Assassin      | 30 | 4| +5% |     10      |   0g | 168g
Huntress      | 40 | 4| +10% |    15      |   0g | 193g
Deception     | 25 | 4| +5% |     10      | 174g |
    Deception has 75% chance of poisoning
    Assassin has a 75% chance of poisoning
>>>>> TORSO
              | Armor | Wt| Cost | Value | Resists
--------------+-------+---+--------+-------+---------------------------
Mercenary's   | 10% | 8|        0g |   22g | +12 Interrupt, +8& Poison
Swordsman's   | 12% | 7|        0g |   57g | +12 Interrupt, +10% Poison
Elven         | 11% | 8|      129g |   32g | +12 Interrupt, +8% Magic
Legionary's   | 13% | 9|        0g |   82g | +14 Interrupt
Commando's    | 12% | 10|       0g | 132g | +13 Interrupt, +8% Magic
Ranger's      | 14% | 6|        0g | 207g | +13 Interrupt, +10% Poison
Royal Guard's | 14% | 10|       0g | 232g | +14 Interrupt, +10% Magic
Tracker's     |   15%   | 9|    1029g |        | +15 Interrupt, +12% Poison
Elite Soldier |   15%   | 12|      0g |   632g | +15 Interrupt, +10% Magic
Officer's     |   16%   | 11|      0g |   357g | +16 Interrupt
>>>>> GLOVES
              | Armor |Wt| Cost | Value | Resists
--------------+-------+--+--------+-------+---------------------------
Mercenary's   |   1% | 1|     0g |     6g | +4% Poison
Swordmans's   |   3% | 2|     0g |    14g | +5% Poison
Elven?
Legionary's   |   4% | 3| 156g |      39g |
Commando's    |   3% | 4|     0g |    64g | +4% Magic
Ranger's      |   4% | 2|     0g | 139g | +5% Poison
Royal Guard's |   4% | 5| 656g |          | +5% Magic
Tracker's     |   5% | 3|     0g | 189g | +6% Poison
Elite Soldier |   5% | 5| 1056g |         | +5% Magic, +1 Interrupt
Officer's     |   6% | 4|     0g | 214g | +2 Interrupt
>>>>> BOOTS
              | Armor |Wt| Cost | Value | Resists
--------------+-------+--+--------+-------+---------------------------
Mercenary's   |   1% | 1|     0g |     6g | +4% Poison
Swordsman's   |   3% | 2|    56g |    14g | +5% Poison
Elven Greaves |   2% | 4|     0g |    11g | +4% Magic
Legionary's   |   4% | 3|     0g |    39g |
Commando's    |   3% | 4|     0g |    64g | +4% Magic
Ranger's      |   4% | 2|     0g | 139g | +5% Poison
Royal Guard   |   5% | 5|     0g | 164g | +5% Magic
Tracker's     |   5% | 3|     0g | 189g | +6% Poison
Elite Soldier |   5% | 5|     0g | 264g | +5% Magic, +1 Interrupt
Officer's     |   6% | 4| 856g |          | +2 Interrupt
>>>>> HELMET
              | Armor |Wt| Cost | Value | Resists
--------------+-------+--+--------+-------+---------------------------
Mercenary's   |   1% | 1|     0g |     6g | +4% Poison
Swordsman's   |   3% | 2|     0g |    14g | +5% Poison
Elven Helm    |   2% | 4|    46g |    11g | +4% Magic
Legionary's   |   4% | 3|     0g |    39g |
Commando's    |   3% | 4|     0g |    64g | +4% Magic
Ranger's      |   4% | 2|     0g | 139g | +5% Poison
Royal Guard's |   4% | 5|     0g | 164g | +5% Magic
Tracker's     |   5% | 3|     0g | 189g | +6% Poison
Elite Soldier |   5% | 5|     0g | 264g | +5% Magic, +1 Interrupt
Officer's     |   6% | 4| 856g |          | +2 Interrupt
==============================================================================
LEGAL STUFF
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    (c) Copyright 2014   Matthew Y Brown.
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