Thursday, May 14, 2009

Drakensang - The Dark Eye

Drakensang The Dark Eye

Walkthrough

Version 1.0


~ ~ ~ Work in progress ~ ~ ~




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1. Introduction
2. Strategy tips
3. Main story
4. Side quests
5. Miscelaneous information
6. Game Basics (read carefully for better understanding of gameplay)
7. Archetypes
8. Companions
9. Attributes, talents and base values
10. Bonuses and penalties
11. Combat Talents
12. Special Abilities
13. Spells and limitations (full mage, half mage, races)
14. Trainers
15. Recipes
16. Useful glitches
17. Credits
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1. INTRODUCTION

A long time ago elder and young dragons fought a great war for power. As
result, the elves choose to live close to the nature, leaving behind their
cities, dwarfs become bitter enemies of dragons and humans rose to power.
Now, unseen forces are on the move - cultists, goblins, orcs, dragon kin,etc.
Your destiny, the destiny of a Dragon Quest Champion, lie behind fighting,
treachery and honor.
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WARNING : This walkthrough is based on a dwarf Anvil mercenary avatar aka
smashing/clubbing/mano - a - mano approach. Second on a spear using
spellweaver, an oportunity to try out the buffs.

NOTE : I decided to put the quests up front, because many people, me
included, don`t like to scroll all those faq pages for the one essential,
important, decisive, etc. ... information.

2. STRATEGY TIPS

- Read and study the rules. Drakensang is based on the Pen and Paper
rules, the most important ones mentioned below at game basics. Don`t rush
it. I did and asked myself 20 hours in the game why my dwarf mercenary
get wounded so often and what`s that formula when you right click on
the attack value.

- Explore first the map, then get inside dungeons.

- Be warned - your character will have low vitality (aka health points).
I beat the game with 68 points + 10 points from a ring of life.

- Always watch your back. He is the least protected for everyone in
this game and the main reason you`ll see so many monsters and enemies
enduring grievous wounds just to get behind your avatar. So, move alot
and avoid having more than two bad guys behind.

- The combat is clunky in the beginning of every fight. To minimize
the problems, attack enemies one by one to get all damage possible.
Of course, mobs are difficult to fight, so move around, changing enemies.

- Use different strategies, potions and spells. In Drakensang even
humble rats can do a lot of damage.
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- There are no uber weapons, except maybe Traldar 2 handed sword. The only
truly magical armor set is reserved for the hero.

- Buff your tanks properly before a fight. Gladys, Jost or Gwendala use
some powerfull spells to increase strength or resistance to magic and
potions can be made or pay it.

- 3 failures in a talent check mean nothing. If the four try fail to, is
time to increase those stats.

- No tank only party will survive the game

- A high willpower reduce the risk of being wounded and loose the ability
to use special combat moves.

- You are always weaker than most big races. Accept and compensate.

- Use Expert Mode in the beginning to customize the avatar. Get points
out of skills, weapons and spells you don`t use to increase others or
save it for later.

- Have prepared a secondary weapon (bow, throwing weapons), especially
for weak characters (rogues, mages) who stay in the back
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- Only 3 places stay unlocked in the entire game - Ferdok, Tallon and
Murolosh. The rest will be locked, so resolve every available quest
before leaving.

- Click on the quest (journal) and the destination (place, person) will
be on the map with a green icon.

- Get first the companions and after that start resolving quests.This way
they will get the necessary points.

- Tough enemies should be attacked from behind by at least two of your
team members, while the tank keep him ocupied in front.

- The party leader need to be a tank, since he`s going to endure the
punishment, with a shield. Two handed are flankers and the mage/thief
stay back throwing spells, bolts, arrows or throwing weapons.

- Whenever the camera go `nuts` hit a wall or a furniture with that
character and keep going into him until the camera revert to normal.

- Armor do not cover the entire body, like in Neverwinter. There are
parts who need protection (chest, belly, arms, legs, back) with
specific types of armor, greaves, boots, etc. The best armor is a
a leather one or Armor of Fire because using spells like Lightness of
Body and Ice Cold Warrior your AR rating is 2 or 3 times better in
comparation to a mercenary or warrior types.


3. MAIN STORY

AVESTRUE ( This part is the equivalent of a tutorial )
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a. An invitation from an old friend : Ardo of Boarstock sent an invitation
to visit him in Ferdok. Create your character, use Expert Mode and play. On
the bridge Sergeant Erland mention the city of Ferdok being closed to those
that do not have two important people to vouch for them. Ask further question
and he note the presence of Mage Rakorium at inn and some bandits in the wood
(see side quests). In the middle of market Salina, Queen of Mountebanks need
help. Her heirloom was stolen by Dranor and she will vouch for you in return
of her jewelry.Enlist Rhulana from the inn, then speak with Runkel Bagthumper
and the innkeeper to get a place on the map. On the way two apprentices,
called Rufus and Nottel, mention their master being missing. Move where the
bandits are. On the road you`ll meet two bandits,Botho and Lund, guarding a
chest. Dust them, loot, go up, buff and enter. In a cutscene a dragonling
order his men to kill Dranor and teleport away. Help him, enlist his aide,
loot the place and go back to Salina who will never get her heirloom, but
you get the rewards. One voucher obtain. See The bear sidequest to know where
to find and help mage Rakorium. Second voucher. After that go to Nandor,
receive the reward for killing the bandits and get the pass to Ferdok.
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NOTE : Ignore the sidequests untill you get Rhulana and Dranor to join.
This way they get the EP.

FERDOK

a. An invitation from an old friend : The gate guard in Ferdok make some
note about Ardo`s house and gruesome murders who closed the city. In front
of the house another guard inform you about Ardo murder and the next person
to contact.

b. Murders in Ferdok : Speak with Guard Captain Barla Borkensmith to
get more info and a deputy in order to investigate .
b.1. Investigate Ardo`s Murder : First task is to find Ardo`s bodyguard,
Forgrimm and a friend Gladys Shladromir. Visit The Silver Pitcher in Praios
and speak with the innkeeper for a plant remedy against Forgrim`s drunkness.
Give it to him, put some questions and enlist his help. He is a great tank
if you protect his back and cast some buffing spells. Next stop Wagoner`s
Home. Fight 3 robbers, lead by Boris and enter The Serene Sow inn. The
innkeeper Ibrom Soapstone (?) and 3 shaddy customer called Cripple Reto,
Goldtooth Yallik and Fourfinger Sam ignore you. Exit, go left and notice
that Yallik is following you. Keep going down and Gladys show up. Enlist
her help and start investigating the murders. Visit Ugdan Docks and the
place where Ardo had been killed. The guard there tell about Ardo`s body,
discovered by head guard Tashman. Speak with Tashman who doesn`t know
anything, except Ardo efforts to uncover some criminal element in the docks.
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b.2. Investigate Eelko murder : Go to Eelko murder place. A neighbor present
the night of murder and Eelko`s lack of fortune, except one piece of precious
jewelry. Ask who was his closest friend. Apparently a cat called Mimi,
fed every month with salmon from a nearby merchant. Go to the fish merchant
and receive some left over salmon. Feed the cat and follow . Eventually she
stop near a wall and give you Eelko broche. Report to Barla in Praios Square.
The guard Reuben direct you to a informant and give some code phrase. Get
in front of Praios temple and speak with archivist Loisane who hints about
a conspiration.

b.3. Investigate Dragon murder : Visit Flat Footed Ferret inn or head
to the murder place. In the last stop break a barrel and get another piece
of jewelry. Visit the inn where everyone ignore your questions. On the way
out Alina, Dragon`s former lover, approach and give significant information.
Report to Barla. Both jewelry were made from the same material and Reuben
place the archivist behind the Hesinde temple. Speak with her and find out
that Dragon and Eelko are descendents from dragon slayers and the next victim
Jessica is in Wagoner`s Home. On spot maid Lana scream about Jessica being
kidnapped. Use the metal door on left. Walk. Jessica`s body lie on the floor.
Take the list of victims from her body and explore. Left – rats and a hidden
wall with a dwarfnose check. Right – another hidden wall and a bunch of
cultists running in distance. Eventually you caught them. One fight,
five run. He is a dangerous dodger and target the mage, if any or the tank.
Loot his body and follow the rest. Kill rats, break 2 wooden walls and reach
Kastan house. Save, buff, enter. Kastan run away and let you fight 2 cultist
plus his henchmen Finn. Deal with the footsoldiers, go up and engage Finn.
His resilience to magic and dodge\parry abilities can serious damage anyone.
Use all you get. Once defeated, the head of Praios church Da Vanya show up
and stop the fight. Exit and speak with Barla who get your team nefore
count Growin. Don`t forget to pickpocket all people in the room and go
visit the Ducal citadel and your new home, inherited from Ardo.

b.4. Kastan Gamblack : Track down and punish him for Ardo. See Blood
Mountain area main quest.
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4. SIDE QUESTS

NOTE : Keep in mind that some will appear after completion of certain
missions related to main quest. I can`t say when, because I kinda play
chaotically on my first run.

AVESTRUE

a. Berry Hunting

Bredo Bento need 10 Oneberries and pay 2 ducats. You can buy 5 from
Auralia, loot some random barells or take it from plants in the wood or
near the water. Also listen to his story for extra EP (XP in other
games)

b. Woodcutter Knebor

Even with Human Nature 0 you`ll get 2 elm woods after praising his
muscles (!?).

c. Owlstone the Hunter
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The innkeeper mention his name and when you get there he`s fighting
a wolf. Help and get three quests :
- The wild wolves of Dark Forest : walk near the rock formation and
fight White Fur plus 2 normal wolves. A summoned pet or some magic can
be useful, but they are no match for carefull planning. Dust one wolf
with Mighty blow from Rhulana and Feint from Dranor, then repeat against
White Fur. Colect the paws and fur and return for the reward.
- The bear in the Dark Forest : he lives in a cave. Enter, take left,
open a door, moving slowly down. There are 2 traps here(caltrop, bear)
who Dranor can detect as leader and 2 wolf rats. Loot the place, speak
with Archmage Rakorium (you`ll need him against the bear), return. On the
way out fight 3 bandits previously transformed in stones by the mage and
4 wolf rats, explore the rest of the cave. Dust 4 rats and face the big
bear. Put Rhulana in front if your character is a mage/thief and use
everything plus Rakoriun spells to bring him down. Explore further the
cave for extra bandit badges and exit. At entrance the mage will
teleport to the bridge where his apprentices asked you to help. Visit
Owlstone and the mage.
- The prize : Hunter Owlstone ask to give the bear head to the innkeeper.
Do it for some EP and gold.

d. Erna Goodbeat
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Near the road to Ferdok Erna ask a question. Type (big letters) 3EXD6L
or IM3Z91 and receive a mask of charisma.

e. A boundary dispute

On the road to officer Nandor there are two farmers cursing eachother over
a tree. Speak with Goodbeat and choose the line where Perraine will be
mad on them to end the quarrel.

f. A taste delicacy

In the inn Gallo Frantic want someone to retrieve a parcel. With Streetwise
he recognize the package being valuable and reward that `one god man` with
4 silvers. The parcel with Candied Kosh Bunting Tongues is on the road to
officer Nando, near a merchant called Brewin Rattlestone. On return Gallo
want to pay only 2 silver. Counterattack asking more and he will settle
for 2 ducats. You can refuse and find another buyer. Pickpocket him and
find a letter mentioning a buyer for 10 ducats and a better posibility
of profit with dwarfs. Later Murolosh open, so wait until then.(The Horasian
merchant in Ducal Citadel - Ferdok offer 5 ducats)
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g. A treasure

NE on map, near some fireflies, lie a body. Take the key from him and
open a chest nearby, surrounded by fireflies and eggs. By dusting all of
the fireflies plus eggs you gain EP and poison fangs needed in alchemy,
while the chest give some jewelry.

h. The examination

After helping Dranor and Salina, speak again with Runkel Bagthumper. His
dream is to enter the Guild of Thieves and they have 3 tests. First one -
open a chest near the chapel. Second open a chicken cottage. Go there
and the lady will give a tongue lashing. Get back inside and spoke with
her about the dog (do not pickpocket her first) and persuade to give a bone.
Click on the fence again, give the bone to the dog and open the cottage.
Speak with Runkel and head to the mill. Advance in the main chamber, buff
and fight 3 wave of wolf rats (5 to 9 top). Put Dranor to open the chest
and disarm the trap to update the quest. Runkel will give the Guild`s
adress, situated in Wagoner`s Home, Ferdok city. For more see the side
quests in Ferdok.

i. Friendly match

West of the market mercenaries Humbold and Gondwin set camp. Speak with
Humbold who propose a a friendly match. On the spot concentrate only
on him and get a shortsword as reward.
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FERDOK

a. The luckless tailor : On the way to Ardo`s house Grosso the Tailor
complain about tripping over a chicken and loosing his lucky stone. Enter
the sewers and follow the rat who bring company (5)plus 6 more on the way
out.

b. The Examinations : the thief guild hall is in front of Serene Sow inn,
behind a wooden door. Inside speak the password and meet Cano, guildmaster.
He offer training, tools and some fun aka quests :

b. 1. The guild of thieves obstacle course : there are locked chest below
containing 9 emblems Cano want. Be careful– chest are locked and trapped,
some hidden in crates or behind wooden doors who need to be broken, one
inside a thief who asked to be pickpocketed, etc.

b.2. A question of honor : Dark Eye group stole Count Growin`s hammer from
Thief guilds hand. Go there, keep only Gladys, speak with Goldtooth and enter.
Open the chests on the right and left in sneak mode, use the ladder to
acces the upper part. Bring down the planks upstairs, getting the man behind
the counter to leave, go down in his spot, open the chest, use the same route
back, exit. I did it with 1 point in sneak, so …

c. Street fights : In NE corner of Ugdan Docks a man take bets for a fight.
The combat is fixed and you can spot this with a skill check, but nothing
else.

d. The house : While exiting Growin`s palace Muddlemosh, the caretaker
of Ardo`s house offer his services. Take it, visit the house, ask about the
closed door, etc.
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e. The recipe for the potion of power : In Ducal Citadel Auralia need help
with a special potion. In Tallon, much later in the game, you`ll find a
leprechaun, part of a local quest, who knows what should be done. Auralia
will join and the leprechaun take her place, offering trainer services
and alchemist goods.

f. The giant firefly eggs : After completing some dragon quests visit
Wagoner`s Home and find some eggs. Destroy one and a local ask to do the same
with three more.

g. The broken fountain : In ducal citadel a guard is raving about the
fountain not working. Go down, pull lever 1 and 4 up and the rest down,
click on the rope – easy EP.

h. The dine and the dasher : The innkeeper from the docks offer a
reward to find a dwarf who don`t pay his tabs. Visit Silver Pitcher in
Praios square, speak with the innkeeper there to get the general
description and find the man(dwarf, red bear, well dressed, a hat with
a white feather) near one of the temple merchants. Speak with him to
find out he is a bored nobleman, trying to escape his life of rules
and proper behaviour. He promise to pay his debts. Go back to docks
for reward.

i. The bar brawl: Innkeeper Soapstone from Serene Sow in Wagoner`s Home
need someone to stop a brawl. Whatever you choose (persuasion, attack)
they will leave before being dusted.
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j. The false beard : Near Master Fluxosh in Ducal Citadel a dwarf hide
behind a bush with a barrel on the head. He lost his pride aka beard
in a fight with a wild dog and he want that dog skin. Take the dog skin and
give it to him - he has now a new beard !

k. Dwarf triplets: Behind count Growin palace three dwarf brothers play
an attention game. Of course you`ll win the first try and get duped the
second time without a Human Nature check.If you catch them and start
hinting at calling the guards they will accept the scolding and run.

l. The worried old woman: In Praios square an old woman is worried about
her husband who fell from a wall. Visit the disciple of Perraine in
Ducal citadel who suggest using a Golmoon tea and ignore the old woman,
proved to be a over-the-top worrying person.

m. The wealthy man: A man in Ugdan docks lost his box while visiting a ...
less than reputable woman. When you reach her, she`s been harrased by a
sleazy fellow. Fight him to get appreciation and the box. Reach the
man, accompanied by the wife this time and you have 3 options - fun,
fun, boring !
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n. The Mactaleanata: While going away an amazon called Aydan got inside
Ardo`s house. She is a friend of Rhulana and ask for her help against
The Black Amazons. Go to Ducal Citadel and find Aydan in front of Rhondra`s
temple. She ask to leave 2 companion behind. You or a mage should summon
a pet ( see useful glitches). Buff properly and speak with Aydan. Inside
The Golden Lance inn she prove to be a traitor to amazons. Dust Aydan first
and concentrate on the Mactalaenata leader. After that her 2 sidekicks
are easy. Loot, open the chest and give Rhulana her set of Kurkumian
armor.

o. The trolls: In front of Silver Pitcher a couple of guards speak nervously
about big monsters inside the inn. 3 trolls ask for food and drink,
oblivious to the concept of paying (Yeah, baby !). Use Fast Talk, Human
Nature or Haggle to make Traldan more sympathetic to their needs aka
2 ale barrels and 1 roasted pig. Humba, Bumba and Dunba are now happy (Never
seen them again, even if their conversation hint to that. Pitty !)

p. The escaped dancing bear: Fluffy the bear got restless and his master
ask for help. Cast Meek spell from near by, several times if needed because
the spell tend to fail often.

r. Changing the guard: the guard in the south exit of Ducal citadel need
a short break ... He offers some information about known criminals who
could enter the city. Use Gladys skill to pick Vixen, a women thief.
Since you belong also to the thieves guild, she can be released or
detained if bored.

s. Investigation at the Harbor (received after dealing with the murders
in Ferdok)
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Regent Darina want to know more about the feud between the merchant
companies Neisbeck and Stoerrebrandt, feud who got Ardo killed. Approach
one of them in the docks. From here the quest split in two possible
options.

NOTE : When they ask to come later it means after completing Dragon
quests. After the second dragon mission a Neisbeck worker will offer
20 ducats to change sides. With a Haggle check you can ask for more.

s.1. A handful of ducats ( Stoerrebrandt choice) :

- Running Errands: Larran Dykemiller have an order for Traldan in Silver
Pitcher. Speak with him and return

- Hops and Malt: deliver some goods to Ferdok Brewery. Speak with one of the
workers, wait for him to put the special ingredient on the cart, take it
and fight 3 Dark Eye on th way.
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- Problem with the beer: speak with head guard Tashman and report the
attacks on Stoerrebrandt`s property. You`ll need high Fast Talk or Haggle to
make him investigate.Follow. He pick two bussines partners of low stature
and make you fight them. Report.

- An exclusive deal: The company want an exclusive contract with the
brewery. Escort a a negociator. Buff before reaching the brewery owner
to fight 3 Dark Eye, while your man hide inside the building. Escort him
back.

- The new general: Reginald Stoerrebrandt, the youngest son, came into
the city. Pick him up. Reginald want to speak with some people and it`s
your job to protect him. Eventually his path will lead to Wagoner`s Home.
Fight Radulf Kramer for the ket to Wagoner`s Home, leave the team go
and enter the place (don`t forget to pickpocket Reginald for 10 ducats).
The job is to sneak past Dark Eyes guards into good places for
surveillance. Go right on stairs, break the barrels and sneak in front of
the sleeping guard at first point. Continue to Chandler`s market, past the
inn, down the alley to second point (use the fog, loose the armor and be
always in sneak mode. I did it with 1 to sneak ). Watch Ulwina Neisbeck,
Tashman, Bravethor and a creepy mage speak. Sneak back by the same route.
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- Testing times: a war broke between the companies and 3 Stoerrebrandt
workers need to be protected. You`ll be always late, but can fight 3
Dark Eye at each place (Flat Footed Ferret, docks, bridge). Be carefull
at the bridge and heal/buff before - it`s an ambush with 6 more enemies
striking from back and front.Report.

- The way of things: Reginald has been killed by the former guard Tashman.
Find him. Speak with merchant Cupinez who point to a smuggler Ennko in
Wagoner`s Home. Fight there 2 of Tashman`s bodyguards and squeeze the
smuggler to get the a ship name - `Horasia`. Return to the docks, buff
(against magic too) and find out who really killed Ardo - Yandric the mage.
Engage full force, since his fire spell is quite devastating. Report.
The quest ends here and you get a new one :

- Revenge for Ardo
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Apprehend Ulwina Neisbeck. Her place is in Praios square. Buff against
everything, raise attributes, summon pets, buy anti fire salve,this is
going to be tougher than fighting Mother rat (Unbelievable, right ?!).
Ignore, for now, the guards and concentrate on Yandric (fake death,
huh?). Use knockdown and paralyse/stone spell, if available and slash
him fast. After death a fire spirit will emerge from his body with 400
vitality !?. Try to attract the spirit and the rest of the enemies in
the bushes/trees situated in NW part of the court, avoiding this way
to be surrounded. This is an endurance test, designed for tanks/fighters.
Use potions, change position and keep hacking wave after wave (I counted
26 enemies in the end !) of guards and workers, some really good with
spears and dodge. Go upstairs where Ulwina rave about having godlike
powers, until a lighting strike and burst her over.

s.2. A handful of ducats ( Neisbeck choice) :



t. Salina`s Request:


u. The plague of rats:




5. MISCELANEOUS INFORMATION
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- Each of the months in the Aventurian year is named after one of
the Twelfgods. Every month has 30 days and the year has 365 days. The year
begins with Praios, the King of the Gods. It is the hottest month of the
year and is followed by the other Gods. The extra five days are called
the nameless days and are considered cursed days.Divine cycle: 1 year
(12 months / 365 days), Moon: 1 month (30 days), Sun cycle: 1 day.
The months of the year : Firun - January,Tsa - February, Phex - March,
Peraine - April, Ingerimm - May, Rahja - June, Praios - July,
Rondra - August, Effert - September, Travia - October, Boron - November,
Hesinde - December.

- The fall of the metropolis of Bosparan, capital of the former
Bosparan Empire, marks Aventuria's most important dating system
Bosparan's Fall or BF. This is written today in the year of 1032 BF

- Barrels and chest can be smashed/open for relative low value items. The
best chests can be found near alchemists, weaponers and armorers, but
do not expect magical items.The rewards are random.
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- The Ducat (D) is the currency of the Middenrealm and the Horasian
Empire and for this reason the most common means of payment of Aventuria.
Ducats are gold coins. They are the largest unit of payment in Drakensang.
1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings (100 F).
Aventurian money also has weight; one ducat or five thalers or ten farthings
each weigh one ounce. However, in Drakensang money is stored in the
Quest Bag and therefore in effect "has no weight".
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- The Thaler (T) is a silver coin.1 silver Thaler = 0,1 Ducat = 10
Farthings or 1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper
Farthings(100 F)

- The Farthing (F) is a copper coin. It is the smallest unit of payment in
Drakensang. 1 copper Farthing = 0,1 silver Thaler = 0,01 gold Ducat or
1 gold Ducat (1D) = 10 silver Thalers (10 T) = 100 copper Farthings(100 F).

- The Threat Value (TH) is a value assigned to each opponent, indicating
how dangerous the opponent is. The value ranges from 0 (harmless) to
20 (absolute lethal).

- Aventuria
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Aventuria is a large continent that measures some 3000 miles from north
to south, and some 2000 miles from east to west at the widest point. However,
the land mass tapers considerably towards the southern extreme.
Beginning with the icy wastes of the extreme north, inhabited by ice elves,
yetis, goblins and white-furred orks the climate shifts gradually to the
Nivesian steppes with its gentle hills and open woodlands. This region is
home to the nomadic folk of the Nivese who share the cold and bleak land
with the travelling traders of the Norbards.Some miles to the south begin
the everlasting forests of the elves, commonly known as Elfland. Even though
some humans are to be found here alongside the steppe elves, silvan elves
and lea elves, it is only the lea elves who may sometimes show a genuine
interest in the humans - which has from time to time resulted in a few
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halfelves... To the west, Elfland is bordered both by the territory of the
infamous Thorwal with his belligerent and hard-drinking clans and by
the mountain-ringed Orkland with its far-from-friendly inhabitants.
As if all this weren't bad enough, Fountland in the east is surrounded
by enemies and must struggle every day anew for its independence.In Fountland
the winters are just as hard and tough as the customs of the humans who live
there. They must spend every day in fear of the neighbouring Dark Lands:
the Ice Realm of Glorania to the north and Dark Tobria ton the south, either
of which could stretch out its demonic fingers at any time to seize power
in Fountland. The Middenrealm is an extensive area that encompasses a large
part of Central Aventuria. Dominated by a feudal system of rule with the
Emperor at its head, the Middenrealm and its numerous provinces is the
most diverse region of the continent in cultural terms. But if one looks
behind the lustre of its flourishing trade, fertile fields and a highly
developed faith based on twelve gods, then one finds many developments
that jar with the seemingly ideal world suggested by the fine landscapes.
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One sign of this is the conspicuous Demons' Waste to the south of the
capital city Gareth, a result of the first Battle of Demons and still
in existence today. Horasia is a technically and culturally advanced realm
on the western coast, also known by the name of "The Fairfield". This
aristocratically dominated society has been engaged in constant neighbourly
competition with the Middenrealm for many years. Finally, the Caliphate of
the Khom Desert marks the beginning of southern Aventuria. It was 250 years
ago in the middle of the scorching desert, and in the great Keft Oasis
to be precise, that the god Rastullah manifested himself to the Novadis
and announced his 99 Commandments. Since then the faith has been spreading
and has already been accepted by some Tulamides. The culture of the Novadis
and Tulamides can be roughly compared to Oriental cultures and combines a
moneyed aristocracy and cultural richness with pure zest for life and a
growing sympathy for Rastullah, although the majority of the Tulamides
still adhere to the Twelvegod faith. The southern tip of the continent
comprises the Dark Alliance of Al´Anfa, the jungles of the Forest People
and the colonial cities of the south. The now almost traditional trade
in slaves and fit weed, together with the liking for bloodthirsty
entertainments in the arenas of the cities, has lent this part of
Aventuria, and above all Al'Anfa, the title of "Plague-Spot of the
South". Due to the totally different customs and practices here,
Middenrealmers can quickly come into conflict with the merciless laws.
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- Ferdork

The famous trading city on the Great River, south of Angbar Lake, is the
center of activity in The Dark Eye: Drakensang. The trading city in the
County of Ferdok in the Principality of Kosh is an important economic
and political center at the heart of Middlerealm. The city itself is
well-known throughout Aventuria. Dwarfs make up a significant portion of
the population and therefore many Dwarfen goods are on sale here. It is
also home to the famous “Ferdok Pale Ale” brewery – a well-known and
popular beer across the entire continent. The “Ferdok Lancers” were also
once stationed here by order of the Emperor to ensure the security of
Middlerealm. The all-female military unit was annihilated at the
terrible Battle of Warkhome, and no lancers are to be found in Ferdok
to this day. The everyday life of the city is a colorful mixture of busy
citizens, established aristocrats and rough-necked Anvil Dwarfs. The city
can boast of the hearty fare in its inns, wide and varied trading goods
from far-off lands and exceptional Dwarfen metalwork. But a recent series
of murders has shattered the carefree life of the city and cast a dark
shadow over the festive preparations of the Church of Hesinde on the
tenth anniversary of the Dragon Quest. Nowadays there are almost more
guards than citizens. But these sinister events still haven’t been
cleared up...
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- Grimtooth Castle

Grimtooth Castle is an ancient fortress on the mountain of the same name
in the Windhag Mountains on the west coast of Aventuria, south of the port
city of Havena. It belongs to the Margraviate of Windhag. Originally
constructed in the days of the Bosparan Empire, it now servers as a
bulwark of the Middlerealmian Empire. The sparsely inhabited mountainous
region around the castle is dominated by the peaks of the “Grimmtooth” and
the even higher “Stormhorn” and harbors all kinds of ruffians and dangerous
creatures. As well as bandits and smugglers, the area is also home to
Orc and Goblin tribes, Grolms, Rock Goblins, all kinds of wild animals
and not least of all West Wind Dragons and Harpies, led by ancient
Harpy Queen “Wiltrut”. These tough conditions explain the sizeable
garrison of Grimmtooth Castle, which includes numerous guard troops from
Middlerealm, as well as a congregation of the infamous Draconite Order of
the Church of Hesinde. Some traders have recently reported the arrival of
a few high-ranking scholars…
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- The Dark Wood

The Dark Wood is a forest between Ferdok, Moorbridge, Nadoret and Salmingen
in the Principality of Kosh. Its tough and thick vegetation has withstood
several attempts to clear it and creates a dismal and gloomy atmosphere
within the forest itself – hence its name. The Dark Wood is usually
avoided by those living around it, for good reason! Many myths and legends
speak of dark and sinister figures and sinister, magical acts deep in
the woods. They say that witches also live deep in the shadows of the
trees... But witches are not the only sinister inhabitants of the Dark
Wood. Bandits, Orks, or even fouler creatures are said to lurk in the
Blood Mountain castle ruins.
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- Murolosh

Even the name of the Dwarfen city in the Anvil Mountains evokes powerful
images: ancient stone halls, weapons forged by the finest Dwarf masters,
magnificent Dwarfen revelries. Very few Elfs and humans – the Dwarfs
call them “Biglings” – have even seen Murolosh. Only true dragonslayers
can expect a welcome there from the wise Mountain King Arombolosh. The
Dwarfen Tosh Mur mountain reaches, also called Woodwatch by humans, stretch
far beneath the Ambossgebirge. The extensive mountain kingdom is home to
the rough and warlike Ambosszwerge. Once founded as a bulwark against the
dragons, it has now become their ancestral home. As well as the overground
mountain reach of Woodwatch (also called "Upper Anvil"), wide-ranging,
mostly underground parts of the Baronies of Lûr, Roterz and the south of
Hammerblow also belong to the mountain kingdom. There are also individual
mountain outposts in the south of the Baronies of Bragahn and Drift. The
Baronies that cover the ground above the mountain kingdom are also
considered part of Anvil territory, and therefore under the influence of
the Mountain King of Anvil, a fact no doubt disputed by the resident
human nobility. There are also close historic ties to the County of Almada
in the south, which was also originally part of the mountain kingdom. This
area originally supplied the wood with which the Dwarfs constructed their
mineshaft. To this very day, there are many old laws and rights harking back
to the days when Dwarfs ruled the region. Murolosh is the capital of the
mountain kingdom and is located in “Upper Anvil” in the Anvil Mountains.

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6. GAME BASICS

- Adventure Points (AP) reflect the sum of the experience the hero has
accumulated. For example, you can be awarded AP for defeating opponents
and completing quests. The character receives Adventure Points (short AP),
after successfully completing an assignment. This includes especially the
completion of Quests, a successful Talent Test during a conversation or
the killing of opponents. When a character has collected sufficient AP,
he can advance one Level and thus increase the maximum value of his Talents
and Spells.Adventure Points will only increase, while Experience Points can
be consumed in exchange for the increase of character specific attributes.
Every character can have at most 24000 Adventure Points, which corresponds
with Level 20.
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- Experience Points (or EP) are useable Adventure Points.Experience Points
are used to increase character values, attributes, talents, spells, or
to learn new abilities. You earn 1 Experience Point for each Adventure
Point earned. In other words, every time a character receives an Adventure
Point, he also receives an Experience Point, which he can spend as he
pleases. With Experience Points the Attributes, Talents, Spells, as well
as Vitality and Astral Energy of a character can be raised. The higher
their current values are,the more expensive it becomes to raise them further.
At Trainers the character is able spend Experience Points in exchange for
learning Special Abilities, and eventually also new Spells and Talents.
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- Armor Rating (AR) absorbs damage; it is determined by the type of
armor worn. Armor Rating is subtracted from the amount of Hit Points (HP)
scored by the attacker. The resulting difference are known as Damage Points
(DP). All characters and opponents have different hit zones which each have
their own Armor Rating. can be protected by armor in order to reduce damage
to these zones.The following hit zones exist: Head, Chest, Back, Belly,
Left Arm, Right Arm, Left Leg, Right Leg. By means of armor these hit
zones can be protected and their Armor Rating increased.
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- All magically gifted beings have Astral Energy (AE) at their disposal.
This value provides information on how much magic the respective hero can
perform before this potential is depleted, and he or she has to take a
break from casting spells. The Astral Energy is subdivided into individual
Astral Points (AsP). Calculation : (Courage + Intuition + Charisma) / 2 ±
Character modification + Increase.

- The Attack (AT) is an offensive combat action that is executed with
a melee weapon and is meant to inflict damage on the opponent. Usually
there is one test roll on the Attack value per combat round. The value
depends on the equipped melee weapon and its utilized weapon talent.
Calculation: AT base value - 1/2 Effective Encumbrance + Weapon Talent
value +/- weapon modifier.

- When defending against an attack, the hero's Parry (PA) skill is applied.
The hero attempts to ward off the opponent's attack with his own weapon
and and escape damage in doing so. The value depends on the equipped
melee weapon and its utilized weapon talent. Calculation: Base Parry
Value (BPV) - 1/2 Effective Encumbrance + Weapon Talent value +/-
weapon modifier.

- In contrast to a melee attack, the hero can also participate in a
battle from a safe distance. To do so requires a Ranged Combat Value,
and tests are rolled for that instead of the Attack Value. The value
depends on the equipped ranged combat weapon and its utilized weapon
talent. Calculation: Base Ranged Value (BRV) - Effective Encumbrance +
Weapon talent value.

- Base Attack Value, also called Attack Base Value (short BAV or
AT base) determines the chance of hitting an opponent in melee combat.
The actual Attack Value also depends on the equipped weapon and
its utilized Melee Combat Talent. Calculation: (Courage + Agility +
Strength) / 5

- Base Parry Value - also called Parry Base Value - (short BPV or
PA Base), determines the chance of parrying an attack with a weapon or
a shield. The actual Parry Value also depends on the equipped weapon
and its utilized Melee Combat Talent and the shield. Calculation:
(Intuition + Agility + Strength) / 5
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- Base Ranged Value - also called Ranged Combat base value (short BRV or
RC base) - determines the chance of hitting an opponent in ranged combat.
The actual Ranged Combat Value also depends on the equipped weapon and
its utilized Ranged Combat Talent. Calculation: (Intuition + Dexterity +
Strength) / 5

- Damage Points (DP) is the actual amount of damage dealt to an opponent
in one specific attack. This amount is based on the calculation of Hit
Points (HP). Hit Points specify the amount of the damage that can be
inflicted by a successful and unparried attack with the currently
equipped weapon. This damage is reduced by the opponent's Armor Rating
value and the remaining value is then deducted from their Vitality
as Damage Points. Calculation: Weapon Damage + possible Strength Bonus -
opponent's Armor Rating.

- Instead of parrying a blow with a weapon, a hero can also try a
skillful DODGE maneuver. Especially when there isn't a suitable weapon
at hand. If the Dodge Value (DV) is higher than the Parry Value, then
a test is automatically rolled for Dodge instead of Parry. Calculation:
Base Parry Value (BPV) - full Encumbrance + Special Ability Dodge I-III.
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- Effective Encumbrance (EEC) is a value that represents the effects of
(the weight of) a hero's armor and the items she carries in her inventory
on the various Talents. Think of it like this: Heavy armor is more
cumbersome to a Burglar trying to Sneak, than to a Warrior attacking a
band of raiders. Thus, each type of armor comes with a value for
Encumbrance (EC), telling you how much this armor restricts your hero in
certain situations. The higher EC is, the harder actions like climbing,
swimming or fighting in this type of armor get. Example :
The EEC of the Spears Talent is: EC-3. So if our hero were wearing a
long chain-mail shirt (EC 4) while fighting with a spear without any
other Combat Talents, her EEC is calculated as: EEC= 4 - 3 = 1.If,however,
she were wearing only ordinary street clothes (EC1,like a Burglar's outfit),
her EEC equals 1 - 3 = -2 (=0).EEC is automatically subtracted from your
hero's Talent Prowess (TP) just before rolling any Tests. A positive total
EEC value results in a Difficulty Increase for these Tests, but a negative
total EEC value does not result in a Difficulty Decrease! In fact,
a negative EEC does not have any effects whatsoever; for all gaming
purposes, EEC values below 0 are treated as EEC 0. However, the resulting
TP after subtracting the EEC and other modifications, CAN drop below
zero. If that is the case, the hero needs to add this amount to all of
her three subtest rolls (while still trying to beat her Attribute Values).
So a negative TP always leads to Difficulty Increases on all three Tests.
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- The Encumbrance (EC) factor has a negative influence on the hero's
Combat Values. The Encumbrance increases by one point for each 50% of
weight that the player is carrying in his inventory in excess of the
Carrying Capacity Value. The weight of equipped armor only counts as
half weight. For each Encumbrance point there is a one point Difficulty
Decrease (DD) on Dodge and a 50% chance of a one-point penalty on the
Attack and Parry Values. Depending on the weapon type, there can be
additional Encumbrance value modifications. Calculation: Carrying Capacity
in Stones = Strength x 5
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- Hit Points (HP) specify the amount of the damage that can be inflicted
by a successful and unparried attack with the currently equipped weapon.
This damage is reduced by the opponent's Armor Rating value and the
remaining value is then deducted from their Vitality as Damage Points. The
"Strength Bonus" is different for each weapon and further increases the
hit points inflicted. A value of 12/4 means that the hit points inflicted
are increased by 1 point for every 4 points of Strength after ST 12.
Calculation: Weapon Damage + possible Strength Bonus

- The Spell Prowess (or SP) indicates, how well a hero can cast a certain
Spell. If the hero does not have any knowledge of a spell, he also does
not have a Spell Prowess for it. Such spells can be obtained from Trainers
in exchange for Experience Points and Ducats. A spell prowess of 0 means,
that the hero has learned the corresponding spell and that he can raise
his spell prowess by spending Experience Points on it. The maximum spell
prowess to which a hero can raise a certain spell, is limited:
Spells: base value + Level + 3 ; No spell may be raised higher than
the highest Attribute involved +3. The base value is the value which
is displayed in Expert Mode of the character creation screen, after
resetting the distribution of all the Experience Points.
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- Many close combat weapons can be applied extremely brutally.The Strength
Bonus represents increased weapon damage due to sheer physical strength. A
Khunchom sabre has a strength bonus of 12/3. The first value (12) indicates
the ST that is required in order to benefit from the bonus. The second
value (3) indicates the strength increments at which the additional damage
increases by 1. Remember that reaching the first value (in this case 12)
does not give a bonus. Example : A hero with ST 17 no longer inflicts
1D+4, but 1D+5, as his strength is greater than the first increment
of 12 + 3 = 15. If the hero's strength increases to 18, he inflicts
1D+6, as he reaches the second increment: 12 + (3 + 3) = 18.

- The Talent Prowess (or TP) indicates, how well a hero can perform a
certain Talent. If the hero does not possess a talent, he also does not
have a Talent Prowess for it. Such talents can be obtained from Trainers
in exchange for Experience Points and Ducats. A talent prowess of 0 means,
that the hero has learned the corresponding talent and that he can raise
his talent prowess by spending Experience Points on it. The maximum talent
prowess to which a hero can raise a certain talent, is limited:
Spells and Combat talents: base value + level + 3 ; Talents: Base value +
2 * level + 3 ; No talent or spell may be raised higher than the highest
attribute involved +3. For melee combat talents, the used attributes are
AG, ST, for ranged talents it's DE, AG or ST. The base value is the
value which is displayed in Expert Mode of the character creation
screen, after resetting the distribution of all the Experience Points.
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- Talent Test - The TDE rules set uses two kinds of dice: six-sided dice,
for things like weapon damage and twenty-sided dice for tests. In
Drakensang the same shortcuts for these kinds of dice are used
that are also common in P&P: a six-sided die is referred to as "D6" or
simply "D", and a twenty-sided die is called "D20". So, for example,
if the game tells you that a certain sword causes D+5 damage, this means
that the computer "rolls" with a normal six-sided die and adds an
additional 5 to the result. If the weapon tooltip would state "W6+6",
that also means that the same six-sided die is used for determining
the damage. Rolling two six-sided dice would be represented by "2D6".

- The Weapon Bonus is a modifier of the Attack and Parry values. The
first value is added to the effective Attack value, the second is added
to the effective Parry value. For example due to the speed a Foil (Weapon
Bonus 1/-1) makes it a little easier to hit the opponent (a bonus of 1
to the Attack value), but as it's a very light weapon it makes parrying
harder (Decrease of 1 on the Parry value). A Wooden shield (Weapon Bonus
-1/3) will restrict the fighter slightly when striking (a Decrease of 1
on the Attack value), but instead it will noticeably improve the Parry
(bonus of 3).

- Weapon talents can't be raised over AG +3 or ST +3 (whichever is
the highest). Other talents and spells can't be raised over highest
involved attribute + 3.


7. ARCHETYPES
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The game choosed to present the archetypes related to their race or
specialization. I decided to put them in four category, each archetype
with attributes,base values, bonuses and penalties, talents, combat talents,
special abilities, spells, recipe books and equipment (if any). Note that using
expert mode in the beginning you could reduce some stats, freeing up
points :
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a. Weapon specialist ( Me smash things good !) :

- AMAZONS are women who have dedicated their lives to the goddess Rondra.
They consider discipline and obedience to be the highest virtues. Their
minimal armor reflects their preference for speed and mobility :

1. Courage 14, Cleverness 10, Intuition 12, Charisma 13, Dexterity 10,
Agility 13, Constitution 14, Strength 14
2. Vitality 33, Astral Energy 0, Endurance 37, Resist Magic 5
3. Melee Bonus, Social Talents Penalty
4. Sneak 0, Willpower 2, Perception 0, Treat Wounds 0, Human Nature -2
Fast Talk 1
5. Daggers 5 (3+2), Axes and Maces 4 (3+1), Sabers 9 (5+4), Spears 3 (1+2)
Brawling 6 (3+3), Bow 4 (2+2), Throwing Weapon 2
6. Feint, Armor Use I, Shield Fighting I
7. none
8. none
9. Cutlass, Short Bow, 20 x Arrow, Amazonian Helmet, Amazon Armor, Steel
Arm Greaves, Greaves, 5 x Simple bandages
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- The Elven FIGHTER is primarily specialized in close combat. He is
familiar with the bow, but it plays a secondary role. The Elves word for
fighter is 'Thara', after the deadly weapon they wield in battle. Like all
elves, he feels uncomfortable in human company :

1. Courage 14, Cleverness 10, Intuition 11, Charisma 13, Dexterity 11,
Agility 16, Constitution 12, Strength 13
2. Vitality 25, Astral Energy 31, Endurance 33, Resist Magic 5
3. Danger Sense, Slow AE-Regeneration, Social Talents Penalty
4. Sneak 2, Willpower 2, Perception 6, Animal Lore 1, Plant Lore 4(2+2)
Survival 4, Treat Wounds 2, Human Nature -2, Fast Talk -2
5. Daggers 5 (3+2), Fencing Weapons 5 (2+3), Axes and Maces 0, Sabers 0,
Spears 8 (4+4), Brawling 4 (3+1), Bow 4, Throwing Weapon 2 (0+2)
6. Feint
7. Eye of Eagle, Ear of Lynx 0, Attributio Strength 6 (5+1), Light in
the Darkness 6, Meek You Be 4 (2+2)
8. none
9. Spear, Knife, 10 x Throwing Knife, 5 x Whirlweed, Elven Leather Armor
Leather Arm Greaves, Padded Buckskin Pants, Leather Greaves,
Buckskin Boots
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- The dwarven MERCENARY loves battle and a well-fitting mail shirt.
The favored weapons of these gruff fellows are simple axes and maces,
together with a shield. He has experienced excellent martial training
and is a fearless and fearsome fighter :

1. Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13
Agility 11, Constitution 16, Strength 16
2. Vitality 37, Astral Energy 0, Endurance 40, Resist Magic 4
3. Axes and Maces Bonus
4. Sneak -1 (-3+1), Willpower 4,Perception 0, Dwarfnose 4,Streetwise 3(2+1)
Treat Wounds 0, Human Nature -2, Fast Talk 0, Blacksmith 1
5. Daggers 5 (1+4), Axes and Maces 10 (6+4), Sabers 2 (0+2), Two-handed
Axes/Maces 4 (2+2), Brawling 5 (4+1), Throwing Weapon 3
6. Mighty Blow, armor Use I, Shield Fighting I
7. none
8. none
9. Battle Axe, Knife, Wooden shield, Mercenary's Helmet,Shirt of Chain Mail,
Red Leather Pants, Laced Boots, 5 x Simple bandages

NOTE : My first archethype choice. Strong, dependable, but less versatile.
Weak in the back, because his dodge remained low and slow with his mace/axe.
The lack of magic and self buff make easy to get wounded by mobs. Move
him around in combat to protect the back. Looking back I wish I picked
the sapper or prospector dwarf who have more to offer in the skills area
and almost the same stats.
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- The PIRATE has decided to leave his ship and seek his fortune far from
home. Tough and incredibly strong, he skillfully fights with Skraja and
shield. He is also well-versed in the use of throwing weapons. Etiquette
is an alien concept to him, and he feels out of place in high society :

1. Courage 15, Cleverness 8, Intuition 12, Charisma 10, Dexterity 12
Agility 13, Constitution 15, Strength 15
2. Vitality 37, Astral Energy 0, Endurance 34, Resist Magic 0
3. Vitality Bonus, Low Resistance to Magic
4. Sneak 2, Willpower 0, Perception 2, Treat Wounds 1, Human Nature 2
Fast Talk -2
5. Daggers 3 (2+1), Axes and Maces 8 (4+4), Sabers 5 (3+2), Brawling 6(3+3)
Throwing Weapon 6 (4+2)
6. Mighty Blow, Aimed Throw, Shield Fighting I
7. none
8. none
9. Skraja, 10 x Throwing Axe, Spangen Helmet, Thorwalian roundshield,
Toad Vest, Thorwalian Pants, Thorwalian Water Boots, 5 x Simple bandages,
Ferdok pale ale
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- The SOLDIER may not have enjoyed his long training at the war academy,
but he learned all about the tough life of a soldier in an Aventurian army.
He is an expert with a two-handed sword and is feared by his enemies. The
finer points of etiquette are a mystery to him, but he is skilled in
finding his way around a strange city :

1. Courage 14, Cleverness 10, Intuition 12, Charisma 10, Dexterity 12,
Agility 14, Constitution 14, Strength 14
2. Vitality 31, Astral Energy 0, Endurance 33, Resist Magic 4
3. Lore Penalty
4. Sneak 0, Willpower 2, Perception 1, Survival 2, Streetwise -2,
Treat Wounds 2 (1+1), Human Nature 2, Fast Talk 1, Blacksmith 1
5. Daggers 5 (3+2), Axes and Maces 4 (2+2), Sabers 4(2+2), Swords 3(1+2),
Two-handed Swords 6 (3+3), Brawling 5 (4+1), Throwing Weapon 2
6. Mighty Blow, Armor Use I
7. none
8. none
9. Hand-and-a-Halfer, Knife, Leather Cap, Leather Doublet, Soldier's
Gloves, Black Woolen Pants, Soldier's Boots, 5 x Simple bandages
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- The WARRIOR is the archetypal hero, highly respected by the common people
and bound to follow an elaborate code of honor. He completed his training
at an academy where he learned the arts of heavy weapons and armor, as well
as how to dance at the royal court :

1. Courage 15, Cleverness 9, Intuition 11, Charisma 12, Dexterity 12,
Agility 13, Constitution 14, Strength 14
2. Vitality 33, Astral Energy 0, Endurance 34, Resist Magic 4
3. Swords Bonus
4. Sneak 0, Willpower 2, Perception 1, Treat Wounds 4 (3+1), Etiquette 6,
Human Nature 1, Fast Talk 2
5. Daggers 5 (3+2), Axes and Maces 4 (2+2), Sabers 4 (2+2), Swords 10
(6+4), Two-Handed Swords 2 (0+2), Brawling 5 (4+1), Throwing Weapon 0
6. Mighty Blow, Armor Use I, Shield Fighting I
7. none
8. none
9. Short Sword, Knife, Wooden shield, Shirt of Chain Mail and Surcoat,
Brown Leather Pants, Leather Boots, 5 x Simple bandages
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NOTE : I played him `till Blood Mountains. Versatile and faster with
his sword, despite the rather limited combat moves available to the weapon.
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b. Spell specialist ( Burn, baby, burn !) :

- The BATTLEMAGE completed his training at the Andergast battle school,
practically-oriented acadademy that specializes in training warrior wizards.
He wreaks fiery devastation on his enemies, but he also knows how to defend
himself with a staff :

1. Courage 11, Cleverness 14, Intuition 13, Charisma 13, Dexterity 12
Agility 11, Constitution 14, Strength 12
2. Vitality 31, Astral Energy 37, Endurance 30, Resist Magic 6
3. Willpower Bonus, Social Talents Penalty
4. Sneak 0, Willpower 7, Perception 1, Animal Lore 1, Plant Lore 1,
Treat Wounds 1, Arcane Lore 6, Etiquette 2, Human Nature -1,
Fast Talk -2
5. Daggers 3 (0+3), Axes and Maces 2, Sabers 0, Staves 6 (0+6),
Brawling 3 (2+1), Throwing Weapon 0
6. none
7. Fastness of Body 4 (2+2), Attributio Dexterity 6 (5+1), Attributio
Agility 6 (5+1), Plumbumbarm Heavy Arm 6 (3+3), iron Rust Rot 6(3+3),
Thunderbolt 6 (5+1), Ignifaxus Burst of Flame 8 (5+3), Light in
the Darkness 6
8. none
9. Fighting Staff, Knife, Battle Mage's Cap, Andergastian Magician's Robe,
Orange Woolen Pants, Light Leather Boots, 5 x Simple bandages
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- The ELEMENTALIST completed his training at the 'Pentagram Academy of
Rashdul'. He is a master of the elements and can summon powerful fiery
companions from the elemental planes :

1. Courage 15, Cleverness 13, Intuition 12, Charisma 14, Dexterity 13,
Agility 10, Constitution 13, Strength 10
2. Vitality 27, Astral Energy 42, Endurance 26, Resist Magic 6
3. Astral Power, Endurance Penalty
4. Sneak 0, Willpower 3, Perception 0, Treat Wounds 0, Arcane Lore 6,
Human Nature 0, Fast Talk 2
5. Daggers 1 (0+1), Axes and Maces0, Sabers0, Staves 4(0+4), Brawling 1(0+1)
Throwing Weapon 0
6. Aimed Throw, Dodge I, Dodge II
7. Attributio Intuition 6 (5+1), Attributio Agility 6 (5+1), Lightning
Find You 6 (3+3), Ignifaxus Burst of Flame 7 (5+2), Light in the
Darkness 6, Elemental Minion 8 (6+2)
8. none
9. Horasian Fighting Staff, Knife, Turban, Tulamidian Robe, Black Pantaloons,
Poulaines, 5 x Simple bandages

NOTE : I put one and his fire minion against the mercenaries in Avestrue.
It didn`t impress me, especially because the description of his minion
mention enemies close by going in flames. Nep, didn`t happened ! Still,
I never played him past this point ....
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- The HEALING MAGE completed his education at the Donnerbach academy, an
Elfish-influenced school that focuses on the healing arts. Healing mages
are poor fighters, but compensate for this with their advanced skills in
healing and boosting the powers of other members of the party.. :

1. Courage 11, Cleverness 15, Intuition 13, Charisma 14, Dexterity 11,
Agility 13, Constitution 13, Strength 10
2. Vitality 28, Astral Energy 37, Endurance 26, Resist Magic 6
3. Rapid AE-Regeneration, Endurance Penalty
4. Sneak 0, Willpower 3, Perception 1, Animal Lore 4, Plant Lore 8,
Survival 4, Treat Poisons 6, Treat Wounds 8, Arcane Lore 5, Human
Nature 4, Fast Talk 3, Alchemy 4 (2+2)
5. Daggers 1 (0+1), Axes and Maces 2, Sabers 0, Staves 4 (0+4),
Brawling 2 (1+1), Throwing Weapon 0
6. none
7. Fastness of Body 2 (0+2), Attributio Intuition 6, Attributio Charisma 6,
Plumbumbarm Heavy Arm 6 (4+2), Thunderbolt 4 (3+1), Light in the
Darkness 6, Balm of Healing 8 (6+2), Clarum Purum 6 (5+1), Calm Body,
Calm Spirit 8 (5+3)
8. Recipe for Golmoon Tea, Recipe for Wound Powder
9. Mage's Stick, Knife, 10 x Simple bandages, 3 x Golmoon tea, Salve
of healing, Wound powder, 5 x Golmoon leaf, Spring water, Mandrake
powder, Oneberry, 2 x Whirlweed, Pointy Hat, Green Magician's Robe,
Red Leather Pants, Raw Leather Boots
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- METAMAGES specialize in manipulating magical matrices, making them some
of the most powerful necromancers in Aventuria. Metamages prefer to stay in
their laboratories, only leaving them if they think they might discover yet
more powerful spells :

1. Courage 14, Cleverness 13, Intuition 13, Charisma 14, Dexterity 12,
Agility 12, Constitution 11, Strength 11
2. Vitality 27, Astral Energy 39, Endurance 31, Resist Magic 9
3. High Resistance to Magic, Artisan Talents Penalty
4. Sneak 0, Willpower 5, Perception 3, Treat Wounds 1, Arcane Lore 6,
Human Nature 1, Fast Talk 1
5. Daggers 2 (0+2), Axes and Maces 0, Sabers 5 (3+2), Brawling 1 (0+1),
Throwing Weapon 0
6. none
7. Attributio Charisma 6 (5+1), Attributio Agility 6 (5+1), Corpofrigo
Cold Shock 8 (5+3), Light in the Darkness 6, Skeletarius 8 (5+3)
8. none
9. Cleaver, Knife, Keffiyeh, Cloth Coat, Pantaloons, Poulaines, 5 x
Simple bandages
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NOTE : Played one in Tutorial. The Skeletarius is a nice addition and the
animals around Avestrue didn`t pose a real challenge.
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- The SPELLWEAVER is the keeper of Elven magic. He understands better than
any other how to use his magic to soothe wild animals and summon them
from the depths of the forests. Like all elves, spellweavers feel ill at
ease in human company :

1. Courage 13, Cleverness 13, Intuition 16, Charisma 13, Dexterity 11,
Agility 12, Constitution 12, Strength 10
2. Vitality 23, Astral Energy 36, Endurance 31, Resist Magic 6
3. Rapid AE-Regeneration, Social Talents Penalty
4. Sneak 4, Willpower 3, Perception 3 (2+1), Animal Lore 6 (3+3),
Plant Lore 6 (3+3), Survival 7 (3+4), Treat Poisons 1, Treat Wounds 2,
Arcane Lore 2, Human Nature -2, Fast Talk -2
5. Daggers 2, Fencing Weapons 0, Axes and Maces 0, Sabers 0, Brawling 2
(1+1), Bow 3 (1+2), Throwing Weapon 0
6. none
7. Eye of Eagle, Ear of Lynx 2, Attributio Intuition 6 (5+1), Attributio
Charisma 6 (5+1), Thunderbolt 6 (4+2), Light in the Darkness 6,
Balm of Healing 5, A Helpful Paw 6, Meek You Be 6 (4+2)
8. none
9. Knife, 5 x Whirlweed, 5 x Golmoon leaf, Elven Robe, Baggy Pants,
Elven Buckskin Boots

NOTE : As a flanker to Forgrim or Rhulana performed good. Still, I didn`t
fight yet the rats beneath Ferdok and their `Mother`.
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C. Thievery specialist ( Watch me in the eye !) :

- The Horasian BURGLAR is a self-declared master in the art of wealth
redistribution. He steals because he loves the challenge and the danger. He
has dedicated his life to cracking locks and outsmarting traps. His
sharp senses and nose for danger are second to none :

1. Courage 15, Cleverness 11, Intuition 14, Charisma 10, Dexterity 14
Agility 14, Constitution 11, Strength 11
2. Vitality 27, Astral Energy 0, Endurance 30, Resist Magic 3
3. Haggle Bonus, Danger Sense
4. Sneak 8 (5+3), Willpower 0, Perception 11 (10+1), Pick Pocket 4,
Traps 6, Streetwise 8, Treat Wounds 0, Arcane Lore 2, Seduce 2,
Haggle 7, Human Nature 2, Fast Talk 4, Pick Locks 8, Disarm Traps 8
(7+1)
5. Daggers 4 (2+2), Axes and Maces 4 (2+2), Sabers 7 (4+3),
Brawling 4 (3+1), Throwing Weapon 5 (2+3)
6. Feint, Dodge I
7. none
8. none
9. Crowbar, Knife, Locksmith knife, 5 x Caltrops, 10 x Throwing Knife,
Burglar's Jacket, Leather Gloves, Cloth Pants, Top Boots, 5 x
Simple bandages
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- The ROGUE grew up in the back alleys of the big city. He is an expert in
urban survival but a fish out of water in the wilderness. Charismatic and
skilled in the art of persuasion, he is an expert at judging a person's
character and intentions quickly and accurately. His preferred weapon is
the dagger :

1. Courage 13, Cleverness 13, Intuition 13, Charisma 15, Dexterity 13,
Agility 12, Constitution 11, Strength 11
2. Vitality 27, Astral Energy 0, Endurance 28, Resist Magic 3
3. Good Looking, Nature Talents Penalties
4. Sneak 3, Willpower 0, Perception 2, Pick Pocket 4 (3+1), Streetwise
8 (5+3), Treat Wounds 2, Seduce 8 (6+2), Etiquette 6 (4+2),
Haggle 6 (4+2), Human Nature 6, Fast Talk 8 (6+2), Pick Locks 2
5. Daggers 4 (2+2), Fencing Weapons 8 (5+3), Axes and Maces 0,
Sabers 4 (3+1), Brawling 2 (1+1), Throwing Weapon 2
6. Feint, Dodge I
7. none
8. none
9. Épée, Knife, 2 x Hair pin, Wanderer's Hat, Fencing Shirt, Dress Gloves,
Lace-up Leather Pants, Soldier's Boots, 5 x Simple bandages
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- The pickpocket (THIEF) is proud of his Phex-pleasing handiwork. He is
agile and skillful, relieving richer citizens of their heavy purses. He
knows his way around the city and is skilled at setting traps, helping
him to shake off pursuers and avoid ending up in a prison cell :

1. Courage 14, Cleverness 11, Intuition 15, Charisma 11, Dexterity 14,
Agility 15, Constitution 10, Strength 10
2. Vitality 25, Astral Energy 0, Endurance 32, Resist Magic 3
3. Daggers Bonus, Perception Bonus
4. Sneak 8 (5+3), Willpower 0, Perception 9 (8+1), Pick Pocket 8,
Traps 8 (7+1), Streetwise 8, Treat Wounds 0, Arcane Lore 2,
Seduce 2, Haggle 4, Human Nature 4, Fast Talk 4, Pick Locks 6,
Disarm Traps 6
5. Daggers 10 (6+4), Axes and Maces 0, Sabers 0, Brawling 2 (1+1),
Throwing Weapon 8 (6+2)
6. Aimed Throw, Dodge I, Dodge II
7. none
8. none
9. Dagger, 5 x Caltrops, Locksmith knife, 20 x Throwing Dagger,
Rough Cloth Shirt, Woolen Pants, Half-Boot, 5 x Simple bandages
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d. Multiclass specialists ( They do a little from EVERYTHING, with mixed
reaction from the player. Gladys, for example, have good skills as rogue
and a bunch of spells, nothing major tho) :

- The ALCHEMIST is a highly educated and versatile scholar of secret skills,
who travels the world in search of new recipes and hidden knowledge.
Alchemists also know a little magic. They usually fight with clubs :

1. Courage 14, Cleverness 14, Intuition 13, Charisma 12, Dexterity 14,
Agility 11, Constitution 12, Strength 10
2. Vitality 27, Astral Energy 23, Endurance 29, Resist Magic 5
3. Alchemy Bonus
4. Sneak 0, Willpower 2, Perception 0, Animal Lore 4, Plant Lore 6,
Survival 4, Treat Poisons 4, Treat Wounds 3, Arcane Lore 7,
Haggle 4, Human Nature 2, Fast Talk 3, Alchemy 11
5. Daggers 2 (0+2), Axes and Maces 5 (3+2), Sabers 0, Brawling 1 (0+1),
Throwing Weapon 0
6. none
7. Attributio Agility, Lightning Find You, Iron Rust Rot, Light in
the Darkness, Balm of Healing
8. Recipe for Golmoon Tea, Recipe for Wound Powder, Recipe for
Courage Elixir, Recipe for Weapon Balm, Recipe for Salve of
Healing
9. Cudgel, 3 x Wound powder, Weapon balm, 3 x Salve of healing,
6 x Golmoon leaf, Spring water, Mandrake powder, Oneberry,
7 x Whirlweed, Finage, 2 x Brimstone water, 4 x Salve fat,
Poison fang, Alchemist's Hat, Alchemist's Apron, Alchemist's
Gloves, Pantaloons, Poulaines, 5 x Simple bandages
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- The CHARLATAN dropped out of his training at a magic academy and does not
possess the full repertoire of an Aventurian wizard. He is a master of
trickery and illusion with excellent dexterity and sleight of hand. He
is charismatic and knows how to look after himself with an Épée :

1. Courage 13, Cleverness 13, Intuition 14, Charisma 13, Dexterity 14,
Agility 11, Constitution 12, Strength 10
2. Vitality 27, Astral Energy 26, Endurance 28, Resist Magic 5
3. Social Chameleon, Nature Talents Penalties
4. Sneak 3, Willpower 2, Perception 0, Pick Pocket 4 (2+2),
Streetwise 6 (4+2), Treat Wounds 0, Arcane Lore 4, Seduce 6,
Etiquette 2, Haggle 6, Human Nature 4, Fast Talk 8, Pick Locks 2
5. Daggers 4 (2+2), Fencing Weapons 5 (4+1), Axes and Maces 0,
Sabers 0, Brawling 2 (1+1), Throwing Weapon 1
6. Feint
7. See True and Pure 6 (4+2), Lightning Find You! 6 (3+3), Light in
the Darkness 6, Fandango of Fireflies 8 (5+3)
8. none
9. Magician's Épée, 2 x Wound powder, 5 x Hair pin, Robe, Black Cloth
Pants, Half-Shoes, 5 x Simple bandages
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- The PROSPECTOR is a well trained fighter with a keen sense for the hunt
and for rare plants. He is at home in the wilderness and knows how to
defend himself with crossbow and axe. He fears neither death nor ghosts
and often seems rather whimsical to humans :

1. Courage 13, Cleverness 14, Intuition 14, Charisma 9, Dexterity 13,
Agility 10, Constitution 14, Strength 13
2. Vitality 33, Astral Energy 0, Endurance 37, Resist Magic 4
3. Nature Talents Bonus, Social Talents Penalty
4. Sneak -1 (-3+1), Willpower 4, Perception 6, Dwarfnose 8,
Animal Lore 7 (6+1), Plant Lore 7 (6+1), Survival 7 (6+1), Traps 10,
Treat Wounds 0, Haggle 0, Human Nature -2, Fast Talk -2, Bowyer 4
(2+2), Disarm Traps 4
5. Daggers 3 (0+3), Axes and Maces 4 (2+2), Sabers 2 (0+2), Two-handed
Axes/Maces 6 (3+3), Brawling 5 (4+1), Crossbow 8 (5+3), Throwing
Weapon 2
6. Mighty Blow, Armor Use I
7. none
8. Instructions for Hunting Bolts, Instructions for Snare Trap
9. Light Crossbow, 40 x Bolt, Pickaxe, Knife, Bear trap, Elm wood,
Wood glue, Bolt heads, Goose feathers, Sinews, 2 x Leather strips,
Prospector's Cap, Wagoner's Coat, Laborer's Gloves, Work Pants,
Walking Boots, 5 x Simple bandages
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- The RANGER is skilled in the arts of survival. Like all Elves, he is born
with magical powers. He is almost unbeatable with the bow and arrow. The
ranger avoids human settlements and their inhabitants. What the ranger does
not know about the wilderness is not worth knowing :

1. Courage 10, Cleverness 12, Intuition 14, Charisma 13, Dexterity 13,
Agility 13, Constitution 11, Strength 12
2. Vitality 23, Astral Energy 31, Endurance 29, Resist Magic 5
3. Nature Talents Bonus, Social Talents Penalty
4. Sneak 6, Willpower 2, Perception 8, Animal Lore 8 (7+1), Plant Lore
8 (7+1), Survival 8 (7+1), Traps 10 (9+1), Treat Poisons 0, Treat
Wounds 2, Human Nature -2, Fast Talk -2, Bowyer 1, Disarm Traps 4
5. Daggers 5 (3+2), Fencing Weapons 0, Axes and Maces 0, Sabers 0,
Brawling 2 (1+1), Bow 8 (5+3), Throwing Weapon 0
6. Aimed Shot, Dodge I
7. Eye of Eagle, Ear of Lynx 4, Attributio Courage 6 (5+1), Hawkeye
Marksmanship 4, Light in the Darkness 6, Balm of Healing 4, Meek
You Be 6 (4+2)
8. Instructions for Hunting Arrows
9. Short Bow, 20 x Arrow, Knife, 5 x Whirlweed, 2 x Noose snare,
Elm wood, Wood glue, Arrow heads, Goose feathers, Ranger's Tunic,
Ranger's Pants, Buckskin Boots
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- The SAPPER is an extremely versatile mercenary. He is familiar with axes
and maces and knows how to forge all kinds of useful items. He usually wears
a long leather apron over his chain mail, like a second skin :

1. Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13,
Agility 11, Constitution 16, Strength 16
2. Vitality 36, Astral Energy 0, Endurance 40, Resist Magic 4
3. Blacksmith Bonus, Ranged Combat Penalty
4. Sneak -1 (-3+1), Willpower 4, Perception 4, Dwarfnose 6, Traps 6,
Streetwise 0, Treat Wounds 0, Human Nature -2, Fast Talk 0,
Blacksmith 11 (9+2), Pick Locks 4 (3+1), Disarm Traps 6
5. Daggers 3 (0+3), Axes and Maces 4 (2+2), Sabers 2 (0+2),
Two-handed Axes/Maces 6 (5+1), Brawling 5 (4+1), Throwing Weapon 1
6. Mighty Blow, Armor Use I
7. none
8. Instructions for Throwing Knives, Instructions for Spear, Instructions
for Whetstone, Instructions for Bear Trap
9. Sledgehammer, Knife, Bear trap, 4 x Sandstone, 3 x Leather strips,
2 x Steel, Charcoal, Iron Cap, Blacksmith's Apron, Laborer's Gloves,
Work Pants, Work Boots, 5 x Simple bandages
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8. COMPANIONS

- Rhulana the Amazon
Rhulana is a proficient close combat fighter who packs a heavy punch. She
is also skilled with the bow. She is used to living in the wilderness and
an expert in plant and animal lore. Social skills are not her strong point.
“I walk the path of Rondra. That is all you need know of me!” (Manual)
Perfect until you get Traldar.

- Dranor the Handsome
Dranor has nimble fingers and is no stranger to locks and traps.Although
he knows how to use a rapier, he prefers to get through a tricky situation
by charming or talking his way out of it rather than resorting to violence.
“Please allow me to introduce myself: I am Dranor of Belhanka,a noble of
the bluest blood.” (Manual). You`ll get him in Avestrue, part of the
quest Salina wanted solved. I used him only for tutorial and he is your
everyday thief, but not as good in comparation to Gladys charlatan.
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- Forgrimm, son of Ferolax
Forgrimm is a tough Dwarven warrior who can take a fair amount of
punishment and also knows how to hand it out. He is not keen on ranged
weapons and prefers to rely on his axe, which he also uses to stun or knock
his enemies to the ground.“Leave it to Forgrimm… !” (Manual). The dedicated
tank. Weak back, low dodge, but not as much like my mercenary avatar.

- Gladys Shladromir
Charlatan, part of Ferdok quest to find Ardo`s murderer. Ask for her at
Serene Sow inn in Wagoner`s Home, get out and take left on stairs. She
will reveal herself and join your party.

- Gwendala
Elf spellweaver. Trapped by a evil tree in Moorbridge Marshes. Help her
and gain a useful companion, capable of minimum offensive magic and
summoning a pet.
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- Alchemist Auralia
As a member of the Red Salamander, the 53 year - old alchemist and maker
of magic ingredients, Auralia spends her time buying and selling resources
(D.com). She is available after completing The potion of power quest, later
in the game when Tallon village is open.
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- Jost
Battlemage trapped in Blood Mountains Castle. Free him. The best choice
for summoning Djinn and Skeletarius, open locks and deal magical damage.

- Nasreddin
Thief, located in Ugdan Docks. Available when Grimtooth Castle quest is
enabled. Great armor for spellcaster.

- Thaldar
Knight of Grimtooth Castle, descendent from a Dragon Quest champion.
Available after Grimtooth Castle main quest. Report to Hesinde temple
the success of your quests, then head to Count Growin court to enlist
Thaldar.

- Ancoron
Elf fighter. He can be found outside Tallon, part of The Marauders quest
and will join later, after defeating the ogre chief.
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9. ATTRIBUTES, TALENTS AND BASE VALUES

a. Attributes :

- Courage (CO) : This is the ability to act quickly and decisively in
critical situations and also to act boldly and without fear when confronted
with new or risky situations. When applied passively, courage stands for
willpower and mental toughness, as well as resistance to sorcery and the
ability to look horror in the face.

- Cleverness (CL) : This includes intelligence and the capacity for logical
thought, the ability to analyze a situation and draw relevant conclusions
and to quickly recognize and understand worldly and magical situations. A
high cleverness score requires a high level of book learning and a good
memory.

- Intuition (IN) : This is the ability to make the right decisions without
long deliberations and to assess people and situations quickly and correctly
even without having access to all the facts and information. Intuition also
helps a character to understand other people’s motivations and allows them
to harmonize with astral powers.
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- Charisma (CH) : This represents a person’s appeal, eloquence and
leadership qualities. It is your character’s ability to successfully and
convincingly apply their voice, body language and powers of mimicry.
Charisma is also linked to the power of a magical aura.

- Dexterity (DE) : This represents the skilled use of fingers, general
manual skills and good handeye coordination, especially in complicated
tasks such as writing, drawing, disarming traps and picking locks.

- Agility (AG) : This represents general physical mobility, quick
reactions and reflexes, correct assessment of reach, jumping skills and
the ability to perform acrobatic and gymnastic feats.

- Constitution (CN) : This almost entirely passive ability represents
physical toughness and resistance, the ability to resist illness and
poisons, as well as the basis for life force and endurance.

- Strength (ST) : This represents sheer muscle power, especially the
ability to apply it effectively. Together with Constitution, it represents
the basis for a hero’s overall health.
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b. Talents ( note that all your party members contribute to a situation. If,
for example, the quest require a Fast Talk or Sneak check, Gladys or Dranor
points in that talents will be used if your avatar doesn`t have it or it`s
lower than necessary )
b.1. Artisan Talents :
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- Alchemy (CO/CL/DE) : Alchemy is a branch of magic with similarities to
many nonmagical crafts. As well as being a lucrative source of income for
alchemy associations and schools of magic, it is also a challenging and
time-consuming pastime for many non-magicians. This talent can be used to
create all kinds of potions, salves and other items from a wide range of
ingredients, provided you have the required talent value and the right
recipes. Item creation is based on your actual talent value – no roll is
made. You cannot create potions without an alchemist’s workbench.

- Blacksmithing (DE/CN/ST) : The blacksmithing special talent is used to
construct all kinds of close combat and throwing weapons. A good blacksmith
can also create simple and complex tools. Provided you have the required
talent value, the right instructions and the necessary ingredients, you
can use this talent to make improved weapons, whetstones, lockpicks and
even traps. Item creation is based on your actual talent value – no roll
is made. You need an anvil in order to forge items using your blacksmithing
talent.

- Bowyer (CL/IN/DE) : Bowyers and crossbow makers build missile weapons and
are the only people who can construct tension-based ranged weapons and the
corresponding projectiles, provided they have the required talent value,
the right instructions and the necessary ingredients. Item creation is
based on your actual talent value – no roll is made. You cannot create
these items without a bowyer’s workbench.
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- Disarm Traps (IN/DE/DE) : Whether it’s a spear trap, a booby-trapped
chest or a door locked with a poison trap – traps can really make your
hero’s life difficult. It is therefore very useful if you know how to
disarm these traps and avoid their negative effects.

- Pick Locks (IN/DE/DE) : This talent is the basis for all the arts of
burglary. To open a lock without the right key, your character will
always need suitable tools such as a lockpick, hairpins, a small knife,
or similar. Picking a lock that is combined with a trap will not trigger
the trap. In most cases, failing the test will break the lockpick or the
improvised lock-picking tool and the character will suffer from the
‘Shaky Hands’ status effect for five combat rounds. A penalty will
be applied to any attempts to pick a lock made during this time. Hairpins
and lockpicks must be activated via the quick slot bar and they are used
up with each attempt. If you do not use any tools, a -10 penalty
is applied to the test.

b.2. Lore Talent :

- Arcane Lore (CL/IN/IN) : Is this ring magical? If so, what kind of
magic was used to enchant it? Arcane lore means that your hero has spent
many hours studying the arcane arts and can accurately identify
magical artifacts, potions and enchanted items.
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- Streetwise (CL/IN/CH) : You can use this talent to find your feet
quickly in a strange town. This talent value may make certain people more
talkative and it will be easier for your hero to find merchants and
entrances than for strangers without similar talent values. Any discoveries
are displayed on the minimap.

- Treat Poison (CO/CL/IN) : Venomous spiders and snakes or poisoned arrows
and blades can all inflict serious damage, causing lasting effects that
reduce your hero’s values. Only a successful Treat Poison test can stop
the poisoning and cure the negative effects. You will need various
ingredients that you can acquire either from merchants or via Plant Lore in
order to heal poisoning more successfully.

- Treat Wounds (CL/CH/DE) : This talent is used to heal lost vitality
points, wounds and critical wounds. The healer needs equipment such as
bandages and healing salves. Upon a successful talent test, the healer
heals vitality points equal to their TaP*, plus the bonus for the item
used over a given amount of time. The effect is immediately negated if
the patient is wounded again during this period. It is not possible to
attempt another Treat Wounds test on the patient during this period. One
wound is healed per successful test as well as an additional wound for
every three TaP*s. A successful test can also turn a critical wound
into a normal wound. The test for a critical would is always successful.
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b.3. Nature Talent :

- Animal Lore (CO/CL/IN) : A successful hunter must know a lot about the
habits and behavior of the most common types of animals. Animal Lore enables
your hero to successfully gut and skin a slain animal in order to obtain
valuable leather, sinew or other body parts. Many of these items are further
processed using talents such as Alchemy, Bowyery or Blacksmithing.

- Plant Lore (CL/IN/DE) : An expert in Plant Lore knows where to look for
specific plants and is also able to assess unknown plants by comparing them
with those already familiar to him. The Plant Lore talent also governs the
ability to extract poisons or medicines from plants. Many of these plants
are used as basic materials in alchemy in order to brew rare and precious
potions.
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- Survival (IN/AG/CN) : Four-leafed oneberries often grow at the edges of
woods, while golmoon prefers to grow in the shady heart of the wood. Bears
are loners, wolves hunt in packs. A hero with the “Survival” talent
knows these things and finds it easy to make his or her way in the
wilderness. This talent value governs how easily your hero can find rare
plants and useful animals. Any discoveries are displayed on the minimap.

- Traps (CL/DE/ST) : This talent encompasses the skilled placing and
disguising of up to three traps and requires a suitable tool such as
prepared noose traps or mechanical traps such as bear traps. Traps of
this kind can be discovered if a modified (more difficult) Perception
test is made. A high Perception value is useful in this case. Traps
can either be acquired or manufactured using the Bowyery or Blacksmithing
talents.
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b.4. Physical Talent :

- Dwarfnose (DE/IN/IN) : Your hero has developed an almost supernatural
instinct for identifying secret passageways, hidden doors or secret rooms
behind walls and stone, even if these things are so well hidden that no
Perception test would be possible. Any discoveries are displayed on
the minimap.

- Perception (CL/IN/IN) : Perception does not only mean possessing good
senses, but also knowing how to use them and when to rely on them. A
good Perception value reduces your chances of being ambushed or walking
into a trap. Your Perception value can increase your visibility range
on the minimap.
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- Pick Pockets (CO/IN/DE) : Whether they are cutting purses or pilfering
an object from someone’s bag, many heroes of low repute make use of
this talent. The main drawbacks are that you must get very close to your
victim and a pickpocket attempt can be made difficult or even prevented if
the victim has a good perception value. Once you have been detected,
you cannot make another attempt. Fortunately, failure does not have
consequences any more serious than a loss in trust and lost loot.

- Sneak (CO/IN/AG) : Successful sneaking is not only a question of physical
control, but also of being aware of possible sources of noise (such as
creaking floorboards or dry twigs) in order to identify and avoid them. A
Sneak test can be countered with a successful “Perception” test. A group
that is sneaking is only ever as good as the member with the lowest talent
value.

- Willpower (CO/CN/ST) : Willpower is the ability to withstand severe pain.
A hero with high willpower will not be distracted even by the heaviest of
blows during combat and will be able to complete his special attack or
spell. Willpower is also used when your hero is attempting to resist
temptation or to suppress a laugh or a sarcastic comment.
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b.5. Social Talent :

- Etiquette (CL/IN/CH) : Some heroes may suddenly find themselves mixing
in high society. Maybe they will be invited to a court ball with a
royal audience as a reward for a brave deed, or perhaps they will want to
spy on a rogue at the Duke’s palace. But does your hero know the correct
way to address the daughter of a Margrave and what coat of arms belongs
to the House of Stormfield-Mersingen? Do they know which wines are currently
all the rage? Is it a faux pas to reach for the pastries after a mutton
stew? Because there is no way you, the player, can know all these things,
your hero should be able to hold their own in the field of etiquette.
Etiquette merely uses the existing talent value – no talent test roll
needs to be made.
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- Fast Talk (CO/IN/CH) : Whether you’re lying, cajoling or begging, this
talent helps your hero to confuse and overwhelm others with such a hail
of words that they can at least temporarily convince them to agree to
certain actions. Different bonuses and penalties can be applied to the
talent test, depending on how simple minded or astute the target is.

- Haggle (CO/CL/CH) : You can use this talent to manipulate prices and
situations with clever negotiating skills. This helps you to get better
prices from merchants. A good Haggle value could also help you get through
a few tricky conversations.

- Human Nature (CL/IN/CH) : Do you know when you’re being lied to? Can
we trust the guide taking us through the dangerous marshes? Is this
merchant trying to con me? You need good knowledge of human nature to
judge these situations correctly and reach the right conclusions.
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- Seduce (IN/CH/CH) : This talent evaluates your hero’s effect on the
opposite sex. A successful talent test means that the target becomes more
attracted to your hero. What the “seduced” individual is prepared to do for
your hero, however, is another matter and mainly depends on the situation.
Penalties are added to this test for tough-hearted types of either gender.
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c. Base Values :

- Vitality (VI) shows the maximum number of injuries the hero can sustain
before he dies. It's easy to lose Vitality through fights,traps or poisons,
but more difficult to regain it. Potions, healing magic, healing arts
knowledge or a recovery period are required for that.Vitality is subdivided
into individual Vitality Points (VP). Calculation : (Constitution +
Constitution + Strength) / 2 ± Character modifications + increase

- All magically gifted beings have Astral Energy (AE) at their disposal.
This value provides information on how much magic the respective hero
can perform before this potential is depleted, and he or she has to
take a break from casting spells. The Astral Energy is subdivided into
individual Astral Points (AsP). Calculation : (Courage + Intuition +
Charisma) / 2 ± Character modification + Increase

- The Endurance (ED) rating shows when a hero gets out of breath, and
how often he or she can carry out special abilities in combat before
fatigue sets in. The Endurance rating decreases faster than Vitality,
but it also regenerates faster in exchange. Endurance is subdivided into
individual Endurance Points (EP). Calculation : (Courage + Constitution
+ Agility) / 2 +/- Character modifications + Special Abilities
Endurance I, II and III.
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- Resistance to Magic (or, as it is called in Drakensang's character
screen: Resist Magic) determines whether or not a hero is easy or
difficult to enchant, whereby Willpower, a robust Constitution and an
alert mind ensure that the latter is more likely. Resistance to Magic is
relevant if your hero tries to dominate another character by means of
spells (most likely a Domination type spell). In those situations the
Arcane Test that is taken for this spell, will incur a Difficulty Increase
that equals the RM value of the spell target. Calculation : (Courage +
Cleverness + Constitution) / 5 +/- Character modifications
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10. BONUSES AND PENALTIES (DEW)

a. Bonuses :

- Alchemy Bonus: +3, Astral Power: + 3 astral points, Axes and Maces Bonus:
+ 2, Blacksmith Bonus: + 3, Daggers Bonus: + 2, Danger Sense: + 3
perception, Endurance Bonus: + 3 endurance points, Good Looking: + 1
Charisma, Haggle Bonus: +3 haggle, High Resistance to Magic: + 3
resistance to magic, Judge Distance: + 2 ranged combat talents, Lore
Penalty: - 2 to all lore talents, Low Resistance to Magic: - 3 to
resist magic, Melee Bonus: + 1 all melee talents, Nature Talents
Bonus: + 2 all nature talents, Perception Bonus: + 3 perception,
Rapid AE-Regeneration: + 1 astral regeneration, Social Chameleon:
+2 to Seduce, Etiquette, Haggle and Fast Talk, Swords Bonus: + 2
to swords, Vitality Bonus: + 3 vitality points, Willpower Bonus: + 2
willpower.
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b. Penalties :

- Artisan Talents Penalty : - 2, Endurance Penalty: - 3 endurance points,
Melee Penalty: - 1 all melee talents, Nature Talents Penalties: - 2
all nature talents, Ranged Combat Penalty: - 3 all ranged combat talents,
Slow AE-Regeneration: - 1 astral regeneration, Social Talents Penalty:
-2 all social talents.

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11. COMBAT TALENTS (DEW,GB)

- Axes and Maces: This category includes all those one-handed axes, hammers
and maces, which do damage primarily through weighty impact. All of these
weapons are particularly well-suited to crushing armor and breaking bones.
The maximum length of such weapons is around one pace, the maximum weight
around three greatpounds. Anything above that is a two-handed weapon.
Combat Talent Type - Melee, Talent Group - Base, Effective Encumbrance -
EC-4, Upgrade Category - D.

- Bows are the weapon of choice for the inhabitants of steppes, deserts
and meadows, which is why Elves and Orcs, Meadowians and Novadis alike are
known for their bow skills. The size of these ranged weapons ranged from
the compact Short Bow of the Novadis to the Meadowian Longbow. The correct
handling of bows and arrows takes some practice. Ranged,Special, EC-3, D.
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- Brawling : the skill of defending yourself using swinging blows and
punches. In this type of weaponless combat, parrying is replaced by
dodging. Melee, Basic, EC0, C.

- Crossbows are a dwarven invention and basically resemble a bow mounted
horizontally on a central post. They are propelled by tensioned sinews or
mechanical springs. Crossbow-like weapons have a tiller, a trigger and a
drawing mechanism and are fired by aiming at the target and pulling the
trigger. The string locking mechanism absorbs the strain, enabling the
marksman to take long and careful aim. Ammunition takes the form of rigid
bolts with various different attachments or, in the case of stone-bows,
stone or metal balls. Ranged, Special, EC-5, C.
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- Daggers : This category includes all bladed weapons used almost
exclusively for piercing and almost never for parrying, with a maximum
total length of half a pace. These weapons run the gamut from simple knives
to dirks. Almost all daggers have a straight, double-edged blade.Base,
EC-1, D.

- Fencing Weapons : slim weapons of just under a pace long. They are
designed almost exclusively for piercing. They often have richly ornate
hilt baskets, parrying bars or intricately turned crossguards. They are
elegant and fast and, while they are considered by some to be exceedingly
modern, others feel they are foolishly foppish. Melee, Special, EC-1, E.

- Sabers : In contrast to swords, these weapons are used primarily for
slashing and rarely for piercing. Unlike swords, they usually have only
a single-edged blade, perhaps with a sharpened tip. This weapon category
encompasses everything from short cleavers to elegant cavalry swords.
Melee, Base, EC-2, D.
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- Spears : With this type of weapon, a short blade is attached to a long
shaft, whereby the blade is usually suited to both thrusting and piercing.
This weapon category includes all types of pikes, halberds and spears.
Spears are two-handed weapons and cannot be used in combination with
shields. Melee, Special,EC-3, D.

- Staves : A simple wooden staff, eight spans in length, can be an
extremely effective weapon in the hands of a master of the art. Most
fighting staves are not, however, simple wooden weapons; instead, they
are specially hardened, reinforced with metal bands, or even fitted
with blades on both ends. Staves are two-handed weapons and cannot
be used in combination with shields. Melee, Special, EC-2, D.

- Swords : These are bladed weapons with a total length of half a pace
to one and a quarter pace, at least three-quarters of which is made up of
a double-edged blade. While swords are designed for hacking and stabbing,
their crossguards also permit more sophisticated defensive moves.
Melee, Special, EC-2, E.

- Throwing Weapon : While knives and daggers are the most popular
throwing weapons, not every knife or dagger is suitable for throwing.
Only specially balanced weapons, which usually have particularly light
hilts, can be thrown. Throwing stars and axes also come under this
category. Ranged, Base, EC-2, C.
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- Two-handed Axes/Maces : With this type of weapon, it is important to
bring the heavy and sometimes sharp striking surface into contact with the
target with great force and precision, as the weapon's handle does next
to no damage. This weapon is not designed for piercing or jabbing, and
its parrying capabilities are restricted. This weapon cannot be used in
combination with a shield. Melee, Special, EC-3, D.

- Two-handed Swords : This talent covers all particularly long bladed
weapons which are designed predominantly for thrusting. They are,
however, also adequate parrying weapons, even though these actions
may take somewhat longer to perform. Melee, Special, EC-2, E.
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12. SPECIAL ABILITY

a. Special Abilities (Melee): Offensive Combat Line
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Offensive Combat I
Effect: +2 AV, Endurance Cost: 2 EP per attack, Requires: Base AV 7,
Leveling Points: 100. Description: The outcome of a battle often depends
on the combatants' choice of tactics. A hero who adopts an offensive combat
style will try to pound his opponent into submission by landing as many
blows as possible within a short period of time. Selecting Offensive Combat
I will give your hero a bonus to its Attack Value (AV). An aggressive
fighting style is strenuous and each attack will cost endurance points.
It is not possible to activate a defensive stance simultaneously.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords
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Offensive Combat II
Effect: +4 AV, Endurance Cost: 4 EP per attack, Requires: Base AV 8,
Offensive Combat I, Leveling Points: 200. Description: A hero who adopts an
offensive combat style will try to pound his opponent into submission by
landing as many blows as possible within a short period of time. Selecting
Offensive Combat II will give your hero a bonus to its Attack Value (AV).
An aggressive fighting style is strenuous and each attack will cost
endurance points. It is not possible to activate a defensive stance
simultaneously.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords
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Offensive Combat III
Effect: +6 AV, Endurance Cost: 6 EP per attack, Requires: Base AV 9,
Offensive Combat II, Leveling Points: 300.
Description: A hero who adopts an offensive combat style will try to
pound his opponent into submission by landing as many blows as possible
within a short period of time. Selecting Offensive Combat III will give
your hero a bonus to its Attack Value (AV). An aggressive fighting style
is strenuous and each attack will cost endurance points. It is not possible
to activate a defensive stance simultaneously.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords.
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b. Special Abilities (Melee): Defensive Combat Line

Defensive Combat I
Effect: +2 PA, Endurance Cost: 2 EP per parry, Requires: Base PA 6,
Leveling Points: 100. Description: The outcome of a battle often depends on
the combatants' tactics and fighting styles. Adopting a defensive combat
stance will enable your hero to protect himself from attacks, while he
studies his opponent's tactics and develops an effective counter-strategy.
Selecting a defensive stance will give your hero a bonus to their Parry
Value (PA). The defensive combat stance is strenuous and the defender
will expend a number of endurance points per parry. It is not possible
to activate an offensive combat style simultaneously.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces, Two-handed Swords.
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Defensive Combat II
Effect: +4 PA, Endurance Cost: 4 EP per parry, Requires: Base PA 7,
Defensive Combat I, Leveling Points: 200. Description: Adopting this stance
will enhance your hero's abilities in defensive combat. Warriors selecting
a defensive combat style receive a bonus to their Parry Value (PA). The
defensive combat style is strenuous and the defender will lose a number
of endurance points per parry. It is not possible to select an offensive
combat stance simultaneously.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords.

Defensive Combat III
Effect: +6 PA, Endurance Cost: 6 EP per parry, Requires: Base PA 8,
Defensive Combat II, Leveling Points: 300. Description: The Warrior is a
master in the art of defensive combat. Warriors selecting a defensive
combat style receive a bonus to their Parry Value (PA). The defensive
combat style is strenuous and the defender will lose a number of
endurance points per parry. It is not possible to select an offensive
combat stance simultaneously.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,Two-handed Swords.
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c. Special Abilities (Melee): Mighty Blow Line

Mighty Blow
Effect: DP x 2, Endurance Cost: 20 EP, Requires: Strength 12,
Leveling Points: 200. Description: The Mighty Blow is a massive strike
aimed at the opponent's head which can cause severe damage. Heroes
must have Endurance Points available to carry out a Mighty Blow.

Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves,
Two-handed Axes and Maces, Two-handed Swords

Knock Down
Effect: Test ST/2 or 2 CR thrown, Endurance Cost: 14 EP, Requires: AV 8,
Mighty Blow, Offensive Combat I, Leveling Points: 100. Description: This
is an extremely powerful blow - its sheer force throws the opponent to
the ground. The defender can test against half of its Strength (ST)
to prevent a fall.

Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves,
Two-handed Axes and Maces, Two-handed Swords
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Roundhouse
Effect: Attacks multiple foes, Endurance Cost: 25 EP, Requires: Strength 15,
Courage 12, Mighty Blow, Offensive Combat I, Leveling Points: 100
Description: The Roundhouse Blow is a defensive strike against multiple
attackers.

Usable Weapon Talents: Axes and Maces, Sabers, Swords, Staves,
Two-handed Axes and Maces, Two-handed Swords

Strike of Wrath
Effect: DP x 3, opponent must test Strength or be knocked down, Endurance
Cost: 30 EP, Requires: Courage 15, Base AV 9, Mighty Blow, Throw Down,
Offensive Combat II, Leveling Points: 200. Description: The Strike of
Wrath is the most powerful attack. It causes massive damage but
requires considerable strength and endurance.

Usable Weapon Talents: Axes and Maces, Sabers, Staves,
Two-handed Axes and Maces, Two-handed Swords
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d. Special Abilities (Melee): Master Parry Line

Master Parry
Effect: All Parry and Dodge maneuvers successful for 15 rounds, Endurance
Cost: 15 EP, Requires: Base PA 8, Leveling Points: 200. Description: This
is a simple parry that will prevent an opponent from striking the hero
in the next combat round.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,
Two-handed Swords

Wall of Blades
Effect: Four extra parries over 15 CR, Endurance Cost: 20 EP, Requires:
Master Parry, Defensive Combat I, Leveling Points: 100. Description: The
Wall of Blades is an advanced parrying technique enabling the hero
to carry out an additional 4 parries over the next 15 combat rounds
and defend himself against superior numbers.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,
Two-handed Swords
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Windmill
Effect: All Parries and Dodges successful for 15 rounds, can't parry
counter-attack Endurance Cost: 25 EP, Requires: Base PA 9, Wall of Blades,
Defensive Combat II, Leveling Points: 200. Description: This advanced
fighting technique channels the force of an opponent's blow back into a
powerful counter-attack. The force of the opponent's blade is absorbed
and channeled back towards the opponent in one fluid and devastating
movement.

Usable Weapon Talents: Daggers, Fencing Weapons, Brawling, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Axes and Maces,
Two-handed Swords
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e. Special Abilities (Melee): Feint Line

Feint
Effect: Parry -4, AR -2, Endurance Cost: 13 EP, Requires: Agility 12,
Leveling Points: 100. Description: This is a deceptive strike in which
the attacker shifts the angle of attack in order to slip past the
opponent's guard. A feint reduces the defender's armor value and
hinders them from parrying.

Usable Weapon Talents: Daggers, Fencing Weapons, Axes and Maces,
Sabers, Swords, Spears, Staves, Two-handed Swords

Lunge
Effect: Parry -4, Ignore AR, +1 Wound, Endurance Cost: 19 EP, Requires:
Feint, Leveling Points: 100. Description: The Lunge is a thrust directed
at a vulnerable and preferably unprotected part of the opponent's body.
The only defense against a Lunge is to parry.

Usable Weapon Talents: Daggers, Fencing Weapons, Swords, Spears
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Stormblade
Effect: Three attacks, only first can be parried, Endurance Cost: 21 EP,
Requires: Base AV 8, Feint, Offensive Combat I Leveling Points: 100.
Description: This aggressive combat technique allows the hero to carry
out three consecutive strikes, only one of which can be parried.

Usable Weapon Talents: Daggers, Fencing Weapons, Sabers, Swords,
Spears, Staves

Rush
Effect: Test AG/2 or 2 CR thrown, cannot be parried, Endurance Cost: 22 EP
Requires: Strength 12, Feint, Offensive Combat I, Leveling Points: 100.
Description: Rushing an opponent can force him to lose his balance.
It does not cause any damage. The defender can use half of their
Agility (AG) to prevent a fall.

Usable Weapon Talents: Spears, Staves

Mortal Blow
Effect: Parry -6, DP x2, Ignore AR, +2 Wounds, Endurance Cost: 30 EP,
Requires: Courage 15, Feint, Thrust, Offensive Combat I, Leveling
Points: 200. Description: The Mortal Blow is a massive blow aimed at
an unprotected part of the opponent's body. The Mortal Blow is almost
impossible to parry and causes massive damage. It is a strenuous
attack and costs Endurance Points.

Usable Weapon Talents: Daggers, Fencing Weapons, Spears
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f. Special Abilities (Ranged): Aimed Shot Line

Aimed Shot
Effect: AR/2, Endurance Cost: 15 EP, Requires: Base RC 7, Leveling
Points: 150. Description: Aimed Shot enables an archer to focus his
attention on a target and to aim his shot at a vulnerable point
in the target's armor. Aimed Shot halves the target's Armor
Rating (AR).

Usable Weapon Talents: Bow, Crossbow
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Master Crossbowman
Effect: Crossbow reload costs one action less, Endurance Cost: None,
Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Description: Thanks
to his long years of experience, the Master Crossbowman can reload a
crossbow very quickly. This skill does not cost any Endurance Points
and is permanently activated once purchased.

Usable Weapon Talents: Crossbow

Rain of Arrows
Effect: Shoots 2 arrows, opponent has -4 to DV, Endurance Cost: 20 EP,
Requires: Base RC 8, Aimed Shot, Leveling Points: 200. Description: This
attack enables the archer to fire two arrows at a target at once.
The accuracy of the shots is checked individually, as is
the damage incurred.

Usable Weapon Talents: Bow
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Marksman
Effect: Ignore AR, +1 Wound, Endurance Cost: 22 EP, Requires: Base RC 8,
Aimed Shot, Leveling Points: 300. Description: Marksman enables an archer
to focus his attention on a target and to aim his shot at a vulnerable
and unprotected part of the target's body. Marksman ignores the target's
Armor Rating (AR) and automatically inflicts a wound.

Usable Weapon Talents: Bow, Crossbow

Master Marksman
Effect: DP x2, ignore AR, +2 Wounds, Endurance Cost: 27 EP, Requires:
Base RC 9, Marksman, Leveling Points: 300. Description: Master Marksman
enables an archer to focus his entire attention on a target and to
aim his shot at a vulnerable and unprotected part of the target's
body. The Master Marksman is an all-or-nothing shot which is capable
of killing an opponent on the spot, but which also robs the archer
of his energy reserves.

Usable Weapon Talents: Bow, Crossbow
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g. Special Abilities (Ranged): Aimed Throw Line

Aimed Throw
Effect: AR/2, Endurance Cost: 10 EP, Requires: Base RC 7, Leveling
Points: 150. Description: The attacker takes careful aim and attempts
to hit an unprotected area of his target's body. The defender's Armor
Rating is reduced by half.

Usable Weapon Talents: Throwing Weapons

Rain of Iron
Effect: 4 throwing knife attacks, opponent has -8 DV, Endurance
Cost: 19 EP, Requires: Agility 14, Dexterity 14, Base RC 8, Aimed Throw,
Leveling Points: 200. Description: This attack enables the hero to
cast up to four throwing knives or throwing stars at a target.
Success and the damage incurred is checked on a per throw basis.

Usable Weapon Talents: Throwing Weapons

Power Throw
Effect: DP x2, Endurance Cost: 19 EP, Requires: Strength 15, Base
RC 8, Aimed Throw, Leveling Points: 200. Description: The attacker
puts all his strength into this massive ranged attack, which causes
double damage if successful.

Usable Weapon Talents: Throwing Weapons

Master Throw
Effect: DP x2, Strength check or be thrown for 2 CR, Endurance
Cost: 25 EP, Requires: Strength 15, Base RC 8, Power Throw,
Leveling Points: 200. Description: The Master Throw is an extremely
powerful attack - the sheer force of the blow can hurl a target
to the ground. The attack inflicts severe damage and the
target is thrown to the ground if it is unable to prevent
the fall with a test against half of their Strength (ST). The
Master Throw is an all-or-nothing throw. While it can be lethal,
it also robs the thrower of his energy reserves.

Usable Weapon Talents: Throwing Weapons
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h. Special Abilities (Defensive): Endurance Line

Endurance I
Effect: +6 to max Endurance, Endurance Cost: N/A, Requires: Constitution 12,
Leveling Points: 150. Description: Endurance is a crucial factor in
battle. If a warrior's Endurance reaches 0, he will be unable to
perform any special attack. This passive special ability gives hero's
a bonus to their maximum Endurance.

Endurance II
Effect: +12 to max Endurance, Endurance Cost: N/A, Requires: Constitution
13, Endurance I, Leveling Points: 300. Description: Endurance is a crucial
factor in battle. If a warrior's Endurance reaches 0, he will be unable
to perform any special attack. This passive special ability gives warriors
a medium bonus to their maximum Endurance.

Endurance III
Effect: +18 to max Endurance, Endurance Cost: N/A, Requires: Constitution
14, Endurance II, Leveling Points: 450. Description: Endurance is a
crucial factor in battle. If a warrior's Endurance reaches 0, he will
be unable to perform any special attack. This passive special ability
gives warriors a large bonus to their maximum Endurance.
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i. Special Abilities (Defensive): Dodge Line

Dodge I
Effect: +2 DV, Endurance Cost: N/A, Requires: Agility 12, Leveling Points:
150. Description: A hero with this special ability has learned to move
more effectively in combat and can dodge most attacks instead of parrying
with his sword or shield.

Dodge II
Effect: +4 DV Endurance Cost: N/A, Requires: Agility 13, Dodge I,
Leveling Points: 300. Description: A hero with this special ability has
learned to move more effectively in combat and can dodge most attacks
instead of parrying with his sword or shield.

Dodge III
Effect: +6 DV Endurance Cost: N/A, Requires: Agility 14, Dodge II,
Leveling Points: 450. Description: A hero with this special ability is
a master in the art of using movement to one's advantage in combat. The hero
can dodge most attacks instead of parrying with his sword or shield.
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j. Special Abilities (Defensive): Armor Use Line

Armor Use I
Effect: -1 Encumbrance, Endurance Cost: N/A, Requires: Strength 12,
Leveling Points: 150. Description: While heavy armor protects its wearer
from physical harm, it can also severely impair a warrior's agility and his
ability to fight. Fighting effectively in armor is a skill that must be
learned. Warriors with this passive special ability will receive a small
bonus to their encumbrance value.

Armor Use II
Effect: -2 Encumbrance, Endurance Cost: N/A, Requires: Strength 13, Armor
Use I, Leveling Points: 300. Description: While heavy armor protects its
wearer from physical harm, it can also severely impair a warrior's agility
and his ability to fight. Fighting effectively in armor is a skill that
must be learned. Warriors with this passive special ability will receive a
medium bonus to their encumbrance value.

Armor Use III
Effect: -3 Encumbrance, Endurance Cost: N/A, Requires: Strength 14, Armor
Use II, Leveling Points: 450. Description: While heavy armor protects its
wearer from physical harm, it can also severely impair a warrior's agility
and his ability to fight. Fighting effectively in armor is a skill that must
be learned. Warriors with this passive special ability will receive a large
bonus to their encumbrance value.
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k. Special Abilities (Defensive): Shield Fighting Line

Shield Fighting I
Effect: +2 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A,
Requires: Base PA 6, Leveling Points: 150. Description: This special ability
enables heroes to fight using a single-handed weapon and a shield. Your
hero can use the shield to deflect, parry and block enemy attacks.

Shield Fighting II
Effect: +4 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A,
Requires: Base PA 7, Shield Fighting I, Leveling Points: 300. Description:
This special ability enables heroes to fight using a single-handed weapon
and a shield. Your hero is experienced in the art of using a shield to
deflect, parry and block enemy attacks.

Shield Fighting III
Effect: +6 Shield Parry, hero can parry 2 attacks, Endurance Cost: N/A,
Requires: Base PA 8, Shield Fighting II, Leveling Points: 450.
Description: Heroes with this special ability are masters in the art
of fighting with a single-handed weapon and a shield. Your hero can use
a shield to deflect, parry and block enemy attacks.
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13. SPELLS AND LIMITATIONS (full mage, half mage, races)

a. Attribute Spell :

- Attributio Courage (CO/CL/CH) : The spellcaster calls on mystical
support from the astral plane to increase their courage for a limited
period of time. It is only possible to maintain one attribute increase
per person. If you increase a second attribute magically, the first
one expires.

- Attributio Cleverness (CL/CL/CH) : The spellcaster calls on mystical
support from the astral plane to increase their cleverness for a limited
period of time.
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- Attributio Intuition (CL/CH/IN) : The spellcaster calls on mystical
support from the astral plane to increase their intuition for a limited
period of time.

- Attributio Charisma (CL/CH/CH) : The spellcaster calls on mystical
support from the astral plane to increase their charisma for a limited
period of time.

- Attributio Dexterity (CL/CH/ST) : The spellcaster calls on mystical
support from the astral plane to increase their dexterity for a limited
period of time.
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- Attributio Agility (CL/CH/AG) : The spellcaster calls on mystical
support from the astral plane to increase their agility for a limited period
of time.

- Attributio Constitution (CL/CH/CN) : The spellcaster calls on mystical
support from the astral plane to increase their constitution for a limited
period of time.

- Attributio Strength (CL/CH/ST) : The spellcaster calls on mystical
support from the astral plane to increase their strength for a limited
period of time. NOTE : EXTRA DAMAGE
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- Eye of Eagle, Ear of Lynx (CL/IN/DE) : This spell improves the
spellcaster’s senses so that all perception-related tests are improved by
the caster’s remaining spell points.

- Elfenword Silkenspeech (CL/IN/CH) : This spell convinces its victim to
give the spellcaster information with less resistance.

- Fastness of Body (IN/AG/CN) : The spellcaster receives steel skin,
increasing their natural armor rating. NOTE : The only spell capable to
make an elf in leather armor at least two times better protected than
a dwarf in chain mail.
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- Gardianum Magic Shield (CL/IN/CN) : This spell creates a pulsating,
protective dome around the magician, protecting them from hostile spells.
All beings within the range of the dome benefit from this protection for
the duration of the spell.

- Hawkeye Marksmanship (IN/DE/AG) : The magician creates a spiritual
link between the spell‘s target and the ranged combat target.

- Ice Cold Warrior (CO/IN/CN) : The Elf is sent into a battle frenzy. His
armor rating and willpower are increased and he ignores all damage. When
the spell wears off, however, he suffers all the damage inflicted during
the frenzy. NOTE : Put this, Fastness and Psychic Focus on your elf,
plus a 2 h weapon and watch him dance. Also, can be cast on others, a good
thing since Fastness can`t and one summons like Skeletarius or a
Helpful Paw.

- Move as the Lightening (CL/AG/CN): This spell allows the target to
significantly accelerate their movements. The target’s movements appear
graceful but slightly blurry to others.

- Plumbumbarum Heavy Arm (CH/AG/ST) : This spell disables the spell
caster’s enemies, reducing their speed and attack values.
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- Psychic Focus (CO/CL/CN) : The magician increases the confidence and
integrity of the target’s physical aura, thereby increasing their
resistance to magic. NOTE : Best protection against magical attacks.

- See True and Pure (CL/IN/CH) : The target can sense the feelings and
mood of their opponent.

b. Battle Magic :

- Aerofugo Vacuum (CO/CN/ST) : The spellcaster creates a vacuum sphere
devoid of air. All beings within the area of influence suffer damage from
suffocation and become in danger of losing consciousness.Note: Apparently
he knockdown the enemies around for 2 rounds !

- Corpofrigo Cold Shock (CH/AG/CN) : This spell suddenly drains the
body heat from a living creature, drastically reducing its combat
values and attributes.

- Culminatio Ball of Lightning (CO/IN/DE) : The spellcaster channels the
power of a raging thunderstorm between their hands,forms it into a glowing
ball of lightning and hurls it at their opponent. NOTE : Long time to
cast

- Ignifaxius Burst of Flame (CL/ST/CN) : A ray of elemental fire shoots
from the spell caster’s hands. This lance of fire and light strikes the
targeted opponent.
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- Ignisphaero Fireball (CO/IN/CN) : The magician creates a mighty
fireball and hurls it at his or her opponent. NOTE : Very long time to
cast and affects both friendly and enemies.

- Iron Rust Rot (CL/CH/AG) : The magician gathers their powers to make
their opponents‘ weapons flawed and brittle for a limited period of time.
NOTE : 180 seconds. Great to disarm enemies !

- Lightening Find You! (CL/IN/AG) : The target of the spell is bewildered
with a wild lightning storm that drastically reduces their combat values
and attributes for a limited period of time. NOTE : Low damage, but
reduce a lot of enemy attributes, attack, parry, etc.

- Paralysis Stiff as Stone (IN/CH/ST) : The magician turns his or her
enemies to stone for a certain period of time. The petrified opponent
is impervious to attack during this period. NOTE : Perfect against
bosses and bosses surounded by helpful hands.
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- Thunderbolt (IN/AG/CN) : This spell creates a targeted bolt of magical
damage that pierces any armor.

c. Domination Spell :

- Horriphobus Phantasm (CO/IN/CH) : The magician appears to his or her
opponents as a terrifying figure, causing fear in the spell’s target‘s
eyes.

- Master of Animals (CO/CO//CH) : This spell can be used to render
attacking animals calm and docile.

- Meek You Be (CO/CH/CH) : This spell placates enraged animals, temporarily
making them lethargic and not inclined to attack.
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- Sleep of a Thousand Sheep (CL/CH/CH) : This spell places a living being
in a deep magical sleep. The target awakes immediately if attacked. NOTE :
Good in theory, bad in practice. An enemy who can`t be attacked while
sleeping is bad for your health ans a waste of astral points.

d. Healing Spell :

- Balm of Healing (CL/IN/CH) : Depending on the astral energy used, this
powerful spell can heal all the target’s wounds and damage.

- Calm Body, Calm Spirit (CL/CH/CN) : The target falls into a deep,
recuperative sleep. They awake soon after, completely recovered from their
wounds. NOTE : Great way to avoid Treat Wounds checks.

- Clarum Purum (CL/CL/CH) : All poisonous substances in the patient’s
blood are magically dissolved, halting the effects of the poison. NOTE :
Great way to avoid Treat Poison checks.

e. Special Magic :
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- Analytica Arcana (CL/CL/IN) : The magician analyses the influence
matrix of a magical object and is thus able to identify it.

- Restore Attributes (CL/IN/CH) : The magician restores attributes reduced
by wounds or magic. NOTE : Perfect spell for all type of problems.

- Foramen Foraminor (CL/CL/DE) : This spell uses arcane powers to open
locked chests and locks. NOTE : Pick lock is boring and take to much.
This is the perfect replacement.

- Light in the Darkness (CL/CL/DE) : The magician uses their astral
energy to collect ambient light and bind it in a moving, light blue sphere.
NOTE : Can only be cast on the mage !?
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f. Summoning Spell :

- A Helpful Paw (CO/IN/CH) : The Elf summons animal aid from the
immediate environment. The creature will not leave their side and will
fight with them. NOTE : Good pet. I didn`t get there, but people on forums
rave about later levels (Spirit Bear) and the damage he can do.

- Duplicatus Double Vision (CL/CH/AG) : This spell creates an illusory
copy of the target. This ‘doppelganger’ moves and mirrors the target’s
movements, constantly rejoining with and separating from it. This confuses
possible attackers who find it difficult to determine which is the real
target and which is the doppelganger.

- Eclipsus Shadow Force (CO/CL/CN) : The magician’s shadow is imbued
with its own life force and loyally defends him or her. NOTE : Weak.

- Elemental Minion (CO/CL/CH) : The summoner calls a fire elemental that
fights loyally by their side. This powerful spell briefly melds the
surrounding area with the elemental plane. NOTE : Weak at lower levels,
never tried at high ones.

- Dancing Sparkle Swarm (IN/CH/DE) : Small, dancing sparks in all
colors of the rainbow engulf the target, distracting possible opponents
and making it more difficult for them to land a blow.NOTE : The spell
has a different name in english variant aka Fandango of Fireflies

- Skeletarius (CO/CO/CH) : This spell allows the caster to harness the
forces of darkness and summon undead help from the realm of the dead.
NOTE : Until level 11 he is a strong melee character. After that a
weak kind of mage. The melee fighter is strong and uses special
combat attacks (Strike of Wrath ?)

- Summon Djinn (CO/CL/CH) : The summoner calls on a powerful Djinn to
aid them in battle. NOTE : He fights with a iatagan and cast
lightning spells at 18 points investment.
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- Tlaluc’s Pestilential Breath (CO/IN/AG) : The spellcaster creates a cloud
of stinking gas. All beings within the area of influence suffer damage from
poison and become in danger of losing consciousness.
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NOTE

Spellcasters are divided into 4 types :
- fullmage (human) : Battlemage, Healing Mage, Metamage, Elementalist
- halfmage (human) : Alchemist,Charlatan
- fullmage (elves) : Spellweaver, Ranger
- halfmage (elves) : Fighter

All spells are divided into 5 types:

1.Common (all spellcasters can learn): Eye of Eagle, Ear of Lynx, Fastness
of Body, Attributio Charisma/Dextery/Agility/Intuition/Strength/
Cleverness/Constitution/Courage, Move as Lightning, Balm of Healing,
Lightning Find You!, Attribute Restoration, Hawkeye Marksmanship, Light
in the Darkness, Thunderbolt, Master of Animals, Clarum Purum,
Plumbumbarm Heavy Arm, Psychic Focus, Calm Body, Calm Spirit, See True
and Pure, Sleep of a Thousand Sheep
2.Human (all human can learn): Analytica Arcana, Corpofrigo Cold Shock,
Duplicatus Double Vision, Iron Rust Rot, Fandango of Fireflies,
Horriphobus Phantasm, Ignifaxus Burst of Flame, Culminatio Ball of
Lightning, Paralysis Stiff as Stone
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3. Human, fullmages: Aerofugo Vacuum, Summon Djinn, Eclipsus Shadow Force,
Elemental Minion, Foramen Foraminor, Gardianum Magic Shield,
Ignisphaero Fireball, Skeletarius, Tlaluc's Pestilential Breath
4.Elves (all elves can learn): Ice Cold Warrior, Meek You Be, Elfenword
Silken Speech
5.Elves, fullmages : A Helpful Paw
(Thanks to Nard who posted on http://www.rpgwatch.com/forums)


14. TRAINERS

Avestrue
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- Hunter Owlstone (Bowyer, Survival, Traps, Animal Lore, Spears, Bow,
Aimed Shot)

- Auralia (Alchemy, Plant Lore, Balm of Healing, Light in the Darkness)

- Engerim (Blacksmith)

- Humbold (Swords, Feint, Mighty Blow, Aimed Throw)

Ferdok

- Magistra Elysmira (Alchemy, Arcane Lore, Treat Poison, Etiquette,
Fastness of Body, Atributo Courage/Cleverness/Intuition/Charisma/
Dexterity/Agility/Constitution/Strength, Move as the lighting,
Balm of Healing, Lighting find you, Iron Rust Rot, Thunderbolt,
Guardianum Magic Shield, Ignifaxus Burst of Flame, Plumbumbarum
heavy arm, Psychic Focus, See true and pure (PRAIOS SQUARE)
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- Rod Effner ( Swords, Spears, Staves, Two h axes/maces, Two h swords,
Offensive Combat I, Defensive Combat I, Feint, Mighty Blow, Roundhouse,
Master Parry, Aimed Throw, Endurance I, Dodge I, Armor Use I, Shield
Fighthing I (PRAIOS SQUARE)

- Hunter Wolfling ( Bowyer, Survival, Plant Lore, Traps, Animal Lore,
Spears, Crossbow, Bow, Aimed Shot )

- Farrier Irontoe (Blacksmith) (WAGONER`S HOME)

- Cano ( Pickpocket, Picklock, Traps, Disarm traps, Streetwise, Seduce,
Etiquette, Haggle, Fencing weapons, Feint, Master Parry, Lunge, Aimed
Throw, Dodge I ) (WAGONER`S HOME)

- Master Magnosh ( Bowyer, Crossbow, Aimed Shot, Master Crossbowman,
Marksman) (DUCAL CITADEL)

- Master Fluxosh (Blacksmith, Picklocks, Disarm traps ) (DUCAL CITADEL)

- Sergeant Erland ( Streetwise, Fencing weapons, Swords, Spears, Staves,
Two h axes/maces, Two h swords, Offensive Combat I, Defensive Combat I,
Feint, Mighty Blow, Knockdown, Roundhouse, Master Parry, Aimed Throw,
Power Throw, Endurance I, Dodge I, Armor Use I, Shield Fighthing I,
Armor Use II, Shield Fighthing II

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15. Recipes


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16. USEFUL GLITCHES

- Quick save - Quick load = when fighting tough bosses, like Mother rat
beneath Ferdok, it`s useful to always have the first strike, exploiting
Drakensang rules. After the strike, q save and load to get that strike
over and over again, while bosses don`t get to hit once.

- All the points you need = in Avestrue sergeant Erland will be the
first NPC to meet. With Etiquette it`s possible to ask over and over
again about his life. The only drawback is you get 5 EP each
try, so this is a boring process. Don`t worry about the - 100% experience
message when dusting rats, amoebas and such. Only you, Rhulana and Dranor
get affected, while the rest of your companions will receive the points
from fighting.

- A summoned pet, skeleton, shadow and djinn will still be with you
after his master is unconscious or removed from the party. Of course, in
the time frame destined to exist. Don`t forget to cast Ice Cold Warrior
on them. Someone mention - never tried - that you could summon more
than one pet after the first one got Ice Cold Warrior on him because
they became invulnerable. Your party will not follow, but they fight !
( I don`t remember where I found this Ice Cold Warrior glitch, so
please excuse me and I promise I`m going to mention your name if
properly informed )

- Add points to arcane lore, switch to your backpack to identify items,
then cancel your upgraded points. The item will remain identified while
you still have your adventure points intact. A minor bug that you can
exploit if you wish, it'll save you a few hundred adventure points.
( Thanks to tckoffee from Game Spot forums)

17. Credits
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All credits go to Radon Labs, Dtp Entertainment AG and Drakensang fans
who posted on forums about many issues - glitches, quest problems,
character creation, game basics, strategy, weapons and rewards.
THANKS, people, you are a gold mine of information !


Copyright 2009 Limona Razvan

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