Guide Version: 1.0 Game Version: 1.1.38 --------------------------- Table of Contents --------------------------- Introduction Chapters - Prologue - Chapter I: Thorn - Chapter II: Lo Pheng - Chapter III: Hopper - Chapter III: Thorn - Chapter III: Lo Pheng - Chapter IV: Hopper - Chapter IV: Thorn - Chapter V: Hopper - Chapter V: Thorn - Chapter V: Hopper (Part 2) - Chapter V: Thorn (Part 2) - Chapter V: Lo Pheng - Chapter VI: Hopper - Chapter VI: Thorn - Chapter VI: Lo Pheng - Chapter VII: Hopper - Chapter VII: Thorn - Chapter VIII: Hopper - Chapter VIII: Thorn - Chapter IX: Hopper - Chapter IX: Thorn - Chapter IX: Lo Pheng Appendix - Classes - Magic Cards --------------------------- Introduction --------------------------- This is a game that both lacks a manual save function and requires the player to choose between a large number of branching paths and dialog options. Worse (in regards to guide-writing purposes), some encounters appear at random. As such, writing a truly complete or in-depth walkthrough would take far more effort than I'm willing to expend. If you want to try though, saved games (the ones marked 'slot1' are the temp saves) can be found in: "/AppData/LocalLow/AurumDust LLC/Ash of Gods" So instead I'll simply be writing a walkthrough for one particular path, one possibility, with occasional comments on how it may differ from other journies through the game (as it will be my second playthrough). For the sake of simplicity the ground rules for this playthrough will be to make in-character choices. For Thorn this means that he'll do anything that might protect or help save his daughter and son, but all other cases he'll try to uphold the law/common decency. For Lo Pheng this means he'll ignore or dispassionately observe anything not related to his current mission while removing any obstacles that appear in the most efficient way possible. And for Hopper it means trying to follow the clues, seeking out information, and doing anything that looks like it might oppose the Reaping. Aside from that the only other standards will be that every available (non-choice) dialog option will be explored from top to bottom and that the difficulty will be set to Classic. --------------------------- Prologue --------------------------- You start out controlling Hopper in a Tutorial fight. Simply follow the instructions to get a working knowledge of the game's combat system. One thing it doesn't explicitly spell out is that smaller party sizes, barring a few specific tactics, are generally better than larger ones. Afterward you'll meet Amma and soon be on your way to the first Chapter. One thing should be made clear at this point: Paying attention to character dialog is incredibly important if you want to understand the story and your characters' goals. You really should read everything. If you forget who a character is at any point you can always view their descriptions in the 'Extra' section of the game's Main Menu for a reminder (you can also click on their portrait in dialog). It would, of course, also help to read the novel trilogy (Ash of Gods) this is a sequel to. It's Russian though and I don't know if there are translations available. Another thing to note is that, if this is not your first playthrough and the 'Save Dialog History' option is enabled, the choices you've made on previous ones will be slightly faded out to make it easier to try different things. --------------------------- Chapter I: Thorn --------------------------- The scene now changes and you're introduced to your second main character, Thorn, and his daughter Gleda. Your first choice with 'long reaching consequences' will soon appear: 1) Jewelry 2) Clothes 3) Mact Thorn cares about his family more than anything, so this walkthrough will be going with the third option. After the choice you're brought to the location screen; this type of screen is where most optional conversations will take place (be aware that you can click and drag the scene around). You now have the options of either talking to Gleda, visiting the Clothing Stall, or visiting the Jewelry Shop. Talk to Gleda first as the other two options will advance the story. Now you have to choose where to buy the present. While clothes aren't much known for improving health gemstones occasionally are, so this walkthrough will choose to visit Rask. The next major choice: 1) Strix 2) Silver Thorn just said he would do anything and Gleda certainly cares about her mother, so going with the strix seems the obvious choice. Next you'll meet your first Reaper (Dorpkhal) and have another major choice: 1) Beg 2) Please 3) No This one isn't as clear cut as the earlier ones. I'm going to go with the third since it seems unlikely Thorn would expect the creature to humor him. On the heels of that your first 'real' battle begins with a brief explanation of the Magic Card system and a few other combat-related aspects that aren't relevant to Hopper's part of the story (such as Injuries and fielding multiple characters). ------------------ Combat: Peasants ------------------ Enemies - 3 Bonecrusher (3 Attack, 25 Health, 12 Energy, 4 Walk, 0 Run) Farm Laborer (3 Attack, 40 Health, 5 Energy, 4 Walk, 1 Run) Robber (4 Attack, 20 Health, 12 Energy, 4 Walk, 1 Run) Enemy Cards - 0 N/A Rewards: Strixes: 0 Gold: 1200 Items: N/A Cards: N/A Class abilities and card descriptions are listed in the 'Appendix: Classes' and 'Appendix: Magic Cards' sections of this document. Since enemy card pools cannot be viewed, only cards that I've actually seen played in the battle will be listed. Something else worth noting is that sometimes on a reload the enemy card selection changes and/or the strix and/or gold reward is slightly different. A very simple battle against weakened enemies. While you can't use Thorn's Knockback on the first turn, you can walk right up next to them and use Fightback. Since they're all melee fighters they'll proceed to trigger a set of counters (keep Gleda out of their range) which you can follow with Knockback on the second turn. After that it's just a matter of having Gleda/Thorn deal the finishing blow to each immediately after they move. The only thing to really watch out for is the Laborer's 'Wounding Blow' ability which becomes active on the opponents' second turn. ------------------ End Combat ------------------ After the following scenes you'll be back at the location map and can talk to Gleda (save or throw away some scrolls), Tenner (if you select the third choice you get the option to accidentally kill him), or check the Gate. At the gate your old acquaintance Krieger shows up with some friends. Now you can visit the Shed, the Stable, or return to the Gate. Save the Gate for last. At the shed you'll meet Brett (who may lose Loyalty), while at the stable you'll find Sopp and Hode (Sopp will get a Loyalty boost). All three, plus Krieger and the currently unseen Fisk & Flitt, will soon join the party. The conversation at the gate can trigger a number of Loyalty shifts: Whomever you side with (Kreiger or Flitt) during the first option gets a Loyalty boost while the other gets a decrease (and there are some other effects that show up at Dynford). The second option gives Fisk a Loyalty boost, which he'll immediately lose if you accuse him of being drunk. The fourth advances the story. I don't think Loyalty has any effect outside of battle (high increases stats while low does the opposite), but I could be wrong about that. Following the discussion on how to break out of town Krieger will get a Loyalty boost and you'll have your first look at the game's Party Management screen. Lots of information to be found on this screen. It shows your current party, card selection, strix total, gold total, available items, and available party members and cards (click the 'Party' and 'Deck' buttons to switch between them). Double-clicking a character or the Camp icon at the top-right of the screen will show you detailed character information. Clicking the 'Skills' button on that screen will show you the level-up possibilities and let you spend any Skill Points they may have. Thorn is required, but beyond that you can include whomever you want in your party. I don't suggest bringing more than 4 total though unless you want to make the battle harder. Personally I'm going to only add Gleda (while she won't always be available, there are a few battles later on that she's required in) and Brett. Note that of the available characters, Hode and Krieger have the greatest chance of permanently leaving your party later in the game due to story-related reasons. ------------------ Combat: Mixed ------------------ Enemies - 5 Berkanan Guard (7 Attack, 20 Health, 12 Energy, 4 Walk, 1 Run) Berkanan Sentinel (7 Attack, 20 Health, 12 Energy, 4 Walk, 1 Run) Bonecrusher (8 Attack, 15 Health, 7 Energy, 4 Walk, 0 Run) Farm Laborer x2 (7 Attack, 21 Health, 10 Energy, 4 Walk, 1 Run) Enemy Cards - 1 Sudden Aggression (I) Rewards: Strixes: 0 Gold: 500 Items: Golden Earring (+1 Energy) Cards: N/A This will be the first non-tutorial battle, and it's much like the previous one, just a bit larger in scale. In addition to the Laborer's Wounding Blow attack the other danger here is the Guards' passive ability, which raises their Attack every time you kill one of their allies. So you should focus on taking them out first, followed by the Laborers second and the Bonecrusher last. Don't forget to drain the Bonecrusher's Energy though. At the end of the battle Thorn will mention your next destination: The closest Menhir. ------------------ End Combat ------------------ Welcome to the World Map screen. Here is where the game's resource management elements come into play. If you ever run out of strixes while traveling this screen as Thorn or Lo Pheng (whom you'll meet next Chapter) you'll be forced to choose characters to sacrifice to the Reaping. Characters sacrificed appear to gain two Injuries per day unprotected; I say 'appear' because I've only ever run out once, on my first playthrough, due to accidentally traveling away from the destination point. Remember that characters who accumulate 4 Injuries permanently die. Some other things worth taking note of are the Zoom In/Out and 'Center on Party' button in the lower right, the 'Reaping' button at the top right, and the Campfire button at the top left. The first three buttons are self-explanatory, while the Reaping button will show you the various effects the current Reaping level has on combat difficulty (more on that during Hopper's part of the story). The Campfire button will take you to the location screen, where you can view the party management screen (by clicking on a second Campfire button) and often talk with party members. Make sure to visit this screen at every World Map stop to check for new conversations. Finally there's the "Morale" rating which is essentially a universal Loyalty bonus which both stacks with the individual bonuses and even affects the protagonist. Right now you can talk with Krieger, Brett, and Flitt. If you visit the party management screen you'll notice there's a new 'Heal Your Party' option available, which will remove an Injury from each party member in exchange for strixes and time. You don't have much of either right now so I suggest holding off. Once you're ready, it's time to choose a path forward (your destination is Dynford Village): 1) West, Gebonan Watchtower (20 Strixes) 2) North, Dynford Village (40 Strixes) 3) East, Watchtower (20 Strixes) West is out of the question as there's no time for delays. That just leaves North, the shortest and apparently riskiest path, or East which is longer but presumably much safer. Thorn knows this area well and wouldn't risk a bridge that's almost certainly destroyed (it is, in fact, destroyed), so East it is. At the watchtower you'll run into some bandits, which will trigger a battle. While this battle is unavoidable, sometimes the option to avoid fighting is available. You should pretty much always choose the battle though, as the rewards often includes strixes and/or gold (which can be used to buy strixes). You may have a character (probably either Thorn or Gleda) that leveled up in the previous battle, and if so a new button will be available on the party management screen letting you spend their skill points. General leveling advice: New Abilities > Enhanced Abilities (that you use) > Increased Attack > Increased Movement. Also note that you do not have to spend points on the first row of skills if you don't want to. The later rows simply require the character be level 4/8 to spend points there. ------------------ Combat: Mixed ------------------ Enemies - 6 Berkanan Archer (6 Attack, 17 Health, 15 Energy, 3 Walk, 2 Run) Berkanan Guard (7 Attack, 20 Health, 12 Energy, 4 Walk, 1 Run) Bonecrusher x2 (8 Attack, 15 Health, 7 Energy, 4 Walk, 0 Run) Farm Laborer x2 (7 Attack, 21 Health, 10 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Chokehold (I) Mental Strike (I) Rewards: Strixes: 50 Gold: 1000 Items: Rubbed-Off Rune (+4 Health, -1 Energy) Cards: Cure (1/4) You haven't gotten any new party members or cards yet, so no new party advice here. On the enemy side is a bunch of stuff you've seen before along with a new face: An archer. The archer is incredibly deadly and you'll want to get his health down under 13 as soon as possible (preferably with your own archer). I'm not sure why the battle reward is a card you start with. ------------------ End Combat ------------------ Now at the Watchtower you can examine the inside or check the outskirts. Check inside first, as the outskirts will produce Stein. Afterward a new option to talk about Ramlin (who you'll hopefully meet soon) will appear. Time to leave. You'll get an option here to kill Stein if you want, but Thorn doesn't really have a good reason to do so so I won't here. No new conversations at camp. 1) North-West, Dead Spring (20 Strixes) 2) North-East, Serpent Creek (20 Strixes) Both paths look to be roughly the same length, but as the tooltip states going to the Dead Spring would be a roundabout path. So Serpent Creek to the Northeast is the next destination. Upon arriving you'll find a random encounter (possibilities include a merchant, the aftermath of a bandit attack, or a spooked horse). If it's the merchant, you can either rob him, notify him about strixes, or purchase some items. Thorn is no bandit, but nor is he just going to make his own situation harder, so purchasing comes first. This will be your first look at the merchant screen, which is pretty simple. You can either buy items, buy fragments of magic cards, or leave. As far as I can tell there's no way to sell items/cards you don't want. Merchant (Muellase) 2000 Leather Purse (+300 Gold per Battle) 1400 Cracked Emerald (+7 Energy, -5 Health) 1300 Merchant's Bracelet (20 Strixes) 200 Paralysis Fragment (x2) 300 Miraculous Healing Fragment (x2) 300 Energy Rush Fragment (x2) The Purse will eventually pay for itself while the strixes are extremely important. The Emerald (and in fact most stat-boosting items) can be ignored while these card fragments are a bit niche. If you do choose to rob him you'll start a battle against a Bonecrusher and a Berkanan Guard, Sentinel, Archer, and Swordsman. The enemy has 3 magic cards (Cure, Chokehold, & Mental Strike) and the reward is 10 strixes, 1250 gold, the Cracked Emerald, and 3 magic card fragments (the ones listed above). You'll get another 230 gold following the battle. Afterward there will be a message stating that the Frisians have invaded a far-off land. This will only become relevant toward the end of the game. No new conversations at camp and there's only one available path: 1) North, Dynford Village (20 Strixes) On the way to the village you'll encounter Ramlin, who doesn't have much to say yet, while just outside it you'll find a pregnant woman. This choice could go either way, but Thorn is basically a good man and we've theoretically arrived at our destination so he'd probably help her. Before you can reach the Menhir though you'll be forced into a battle against a new type of enemy. ------------------ Combat: Enses ------------------ Enemies - 5 Dark Ense Swordsman x2 (7 Attack, 32 Health, 24 Energy, 1 Walk, 4 Run) Ense Sorcerer (5 Attack, 18 Health, 30 Energy, 2 Walk, 4 Run) Ense Swordsman x2 (7 Attack, 32 Health, 24 Energy, 1 Walk, 4 Run) Enemy Cards - 0 N/A Rewards: Strixes: 75 Gold: 1000 Items: N/A Cards: Cure (1/4) You'll definitely want an archer for this fight; possibly both of them. If you helped the woman from before Gleda won't be available for battle, while Flitt will be required (and get immediately killed) if you sided against him in the earlier argument with Krieger. Due to that I went with Brett and Hode this time. These guys are annoying if you don't quickly weaken them, as both Mental Strike and Deadly Jab can be, well, deadly. The sorcerer can't do much on his own and so should be saved for last. Something to note here is that the swordsmen have a terrible Walk rating, so depleting their energy can make hit/run tactics effective while also eliminating the threat of Deadly Jab. ------------------ End Combat ------------------ Ramlin will now catch up and assuming you got here fast enough you'll find Vai inside the village. Both will become party members, and both are quite good. Ramlin also brings a bunch of new magic cards with him. Talk to Ramlin (you can get two Loyalty boosts) and the Survivor (Vai, who will get a Loyalty boost). Check the Grave next to get the End Chapter marker to appear. Click it when ready to meet your third and final main character. --------------------------- Chapter II: Lo Pheng --------------------------- If you look closely at the prisoners, you may notice that five of them stand out from the others. You'll meet them later. For now there's only one person to talk to; Nakoma. Afterward you can check the prisoners, the executioner, and Pelko. Save Pelko (all the way over on the lefthand side of the screen) for last. Talking to the prisoners will introduce Reet and offer you a choice. 1) So? 2) Enough 3) Silence Lo Pheng is not talkative, so the third choice it is. Checking the executioner next will let you check the inquisitor as well. After that's done return to Pelko to eventually come to a second important choice: 1) Kill 2) Refuse Lo Pheng is a bodyguard, not an assassin, so it's easy to refuse the request. Soon larger problems appear and you're thrown into a very lopsided battle against a Reaper. ------------------ Combat: Soldiers ------------------ Enemies - 9 Atraakh (12 Attack, 125 Health, 28 Energy, 3 Walk, 3 Run) Frisian Crossbowman x2 (7 Attack, 12 Health, 10 Energy, 3 Walk, 1 Run) Frisian Halberdier x2 (8 Attack, 16 Health, 16 Energy, 3 Walk, 2 Run) Enemy Cards - 0 N/A Rewards: Strixes: 35 Gold: 2000 Items: N/A Cards: Burning Souls (5/5) While this battle looks unwinnable at first glance there are three main things to be aware of. The first is that Lo Pheng is incredibly powerful, the second is that he auto-counters any melee attacks, and the third is that you only have to defeat the Reaper. So start off by positioning yourself right in its face, then just use all your strongest skills. It should fall long before it even gets a turn. If you want to try killing everything, beware of the two crossbowmen on the left, as they're incredibly deadly and you can't counter their attacks. ------------------ End Combat ------------------ The next chapter will begin shortly after the battle. --------------------------- Chapter III: Hopper --------------------------- Right away you're presented with a choice after meeting Mushom: 1) Why are you here? 2) Is there a war? 3) In a rush Hopper needs information, information, and more information, but there's no need to be direct about it. So the second choice it is. Inside you'll meet Ake and have a few options to check out. Start off with the Gateway to trigger a battle. ------------------ Combat: Peasants ------------------ Enemies - 5 Bonecrusher x2 (9 Attack, 18 Health, 8 Energy, 4 Walk, 0 Run) Farm Laborer x2 (8 Attack, 25 Health, 11 Energy, 4 Walk, 1 Run) Robber (11 Attack, 20 Health, 13 Energy, 4 Walk, 1 Run) Enemy Cards - 0 N/A Lo Pheng is powerful, but Hopper is practically invincible. This battle shouldn't give you any trouble at all. None of Hopper's fights will produce rewards, as there's nothing to buy in his sections and you never get any party members. ------------------ End Combat ------------------ Visiting the Bell is inconclusive right now while visiting the Jeranan prince, Treeg, offers a choice. 1) That's why 2) Where else? 3) Curiosity No clear-cut response here, but the curiosity remark seems the most in-character for a scribe/researcher. Talking with the cardinal then triggers a second choice. 1) Don't know. 2) Nothing. 3) Enough. Hopper clearly doesn't like Coronzon so telling him anything seems a bad idea. Lying outright however would also be a bad idea, so the third option it is. It's time to visit the bell once more, and on this occasion you'll be thrown into a battle. ------------------ Combat: Soldiers ------------------ Enemies - 6 Berkanan Archer (6 Attack, 20 Health, 18 Energy, 3 Walk, 2 Run) Berkanan Guard x2 (8 Attack, 23 Health, 14 Energy, 4 Walk, 1 Run) Berkanan Sentinel x2 (8 Attack, 23 Health, 14 Energy, 4 Walk, 1 Run) Berkanan Swordsman (5 Attack, 40 Health, 36 Energy, 3 Walk, 1 Run) Enemy Cards - 0 N/A Again, this shouldn't be much of a challenge. Just remember to take out the guards/sentinels first. ------------------ End Combat ------------------ You'll be struck by a curse and get your first clue: "Follow the guiding one. Collect the seven parts of wisdom.". In the follow-up discussion with Treeg and Coronzon another choice will present itself: 1) Above all 2) Berkana I don't see any reason to deliberately antagonize him, so the first choice seems the safer bet. Head to the gate to meet your new traveling companions (none of whom will ever join you in battle). Ake and Mushom you've met just before, while the third (Stein) may have been seen on Thorn's route back in Chapter I. The follow-up conversation with Ake will give you the next clue ("burnt-out coals, or ruins, or a place with no water") and you'll soon find yourself on the world map. 1) West, Gebonan Watchtower (1 Day) 2) East, Watchtower (1 Day) Hopper's world map sections are very different from Thorn and Lo Pheng's. The only thing you have to worry about here is curse strength, which even at 98% won't cripple your stats (though it will affect the ending). Looking at the map, only one pathway takes us past coal, ruins, and a lack of water. So start with the path East along the Coal-Burners Track. At the watchtower you can either attack a band of Enses or ignore them. There doesn't appear to be any reason to let them live, so it's a fight. ------------------ Combat: Enses ------------------ Enemies - 5 Dark Ense Swordsman x2 (8 Attack, 23 Health, 17 Energy, 1 Walk, 4 Run) Ense Swordsman x2 (8 Attack, 23 Health, 17 Energy, 1 Walk, 4 Run) Ense Thrower (8 Attack, 17 Health, 30 Energy, 1 Walk, 4 Run) Enemy Cards - 1 Sudden Aggression (I) Though Hopper may be cursed now, his stats and abilities are still insanely good and I suggest unlocking the Mental Blast skill if you haven't already. The only real danger here is the thrower, who's a problem either alive or dead. Try to quickly deplete its Energy and then focus on eliminating the swordsmen. ------------------ End Combat ------------------ Back on the world map now: 1) North-West, Dead Spring (1 Day) 2) North-East, Serpent Creek (1 Day) Continuing to follow the 'ruins, no water' clues takes us Northwest along the Millers' Track past the Burnt Mill. At the Dead Spring you'll find a girl, and accepting the water will reduce the curse's strength by 4%. You'll also find the first 'piece of wisdom'. Only one path remaining now. 1) North, Dynford Village (1 Day) On arrival you can choose to touch the Menhir, which I did, or just leave. Touching it will both reduce the curse's strength by 4% and advance the time by a day. Regardless, the next chapter begins immediately after. --------------------------- Chapter III: Thorn --------------------------- We start out on the world map (if you check the camp screen you can talk with Ramlin and Vai). There's only one path available. 1) North, Jeranan Tower (46 Strixes) Halfway there some peasants will show up. You can pay them 100 Gold to take the baby from earlier off your hands if you want (I did). Escorting them home is out of the question though. Upon reaching the tower you'll strike up a conversation with Hode and Sopp, and discover what Hopper learned in the previous Chapter. You can talk with them both again on the camp screen afterward. Then it's back to the world map. 1) West, Berkanka Village (23 Strixes) 2) North, Ruined Tavern (23 Strixes) Your goal is the double Menhir to the Northwest (Arch Menhir), and looking at the map going West toward Ursus Road appears to be the shorter route. So West along Berkanan Road it is (if you go North to the Ruined Tavern you can find a mysterious sign and possibly get two Injuries from a trap). At the village you'll find a random encounter (possibilities include a grave, a madman, a merchant, and an inn). This merchant, much like the earlier one, can be robbed if you want (for 500 Gold). Best to see what he has for sale first though. Merchant (Strange Vendor) 150 Sam's Pendant (+1 Health, +1 Energy) 2300 Rune of Flame (+1 Attack) 2500 Rune of Wisdom (+1 EXP per Battle) 400 Temple Ring (8 Strixes) 1000 Menhir Figurine (18 Strixes) 400 Vampirism Fragment (x2) 300 Spirit of Despair Fragment (x2) 2000 Strix Pendant (32 Strixes) Some nice stuff there. Again I suggest ignoring the equipable items and focusing on the strixes (though the next merchant is a much better source of them), and while Vampirism is a good card it's not really good enough to go out of your way to get. As for the other encounters: At the grave you can dig up 20 strixes, while if you dig under the boulder for the madman you'll also get 20 strixes. At the Inn you can get a 20% party morale boost (for free if you stun the drunk). Back on the road there are no new camp conversations and three paths available: 1) West, Abandoned Smithy (46 Strixes) 2) North-West, Chapel (23 Strixes) 3) North-East, Ruined Tavern (23 Strixes) Still aiming for the shortest route, we'll take the second option to follow Ursus Road Northwest. You'll get another random encounter on the way (possibilities include a madman, a leper, a richly-dressed man, and a girl in a pit). The richly-dressed man is another merchant: Merchant (Atticus) 1500 Cursed Ruby (+1 Attack, -4 Health) 1000 Silver Necklace (+4 Energy) 1200 Gelbonan Temple Tablet (30 Strixes) 250 Back in Time Fragment 400 The Reaping's Breath Fragment 200 Mental Strike Fragment The Temple Tablet is incredibly cost effective and both the Mental Strike and Reaping's Breath cards can both be effective. Robbing him gets you a Loyalty boost with Fisk, a couple Injured characters, 5 Strixes, and 230 gold. From there you get another 3-way choice. 1) West, Ruined Watchtower (23 Strixes) 2) East, Puppy Ford (23 Strixes) 3) North, The Arch Menhir (46 Strixes) Traveling North along the Witch's Track seems straight-forward enough. Halfway you'll encounter a homeless man. If you help him you'll lose a day and 23 strixes, if you give him gold you'll lose 10 gold, and if you yell at him Thorn feels bad about it. I went with the gold. Continuing on you'll soon reach the Arch Menhir, only to discover that it's under siege by Enses. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Swordsman (7 Attack, 23 Health, 17 Energy, 1 Walk, 4 Run) Dark Ense Thrower (7 Attack, 17 Health, 30 Energy, 1 Walk, 4 Run) Ense Sorcerer (5 Attack, 13 Health, 21 Energy, 2 Walk, 4 Run) Ense Swordsman (7 Attack, 23 Health, 17 Energy, 1 Walk, 4 Run) Ense Thrower (7 Attack, 17 Health, 30 Energy, 1 Walk, 4 Run) Ense Warlock (6 Attack, 17 Health, 21 Energy, 1 Walk, 2 Run) Enemy Cards - 3 Choke (I) Mental Strike (I) Sudden Aggression (I) Rewards: Strixes: 50 Gold: 2000 Items: N/A Cards: Drain (3/6) Assuming you've been following the path laid out in this guide, this will be your first opportunity to use Ramlin and Vai. And I definitely suggest using them. Ramlin can buff both Attack and Defense as well as do large amounts of energy damage, all at range, while Vai can restore both Health and Energy (though you'll need to level him up a bit before his Cure skill becomes noteworthy). Most of the enemies here you've seen before, but the warlock is a new face. An unwelcome one. Not only can it attack within line of sight for a large amount of damage, but it can also restore its Energy for free. So it may be a good idea to bring an archer as well. ------------------ End Combat ------------------ Once everything's dead you'll meet Thorn's old friend Vegen and be able to explore the town. A few things to do here. Start off at the tent to meet Chila and receive a choice: 1) Reaping 2) Destination 3) Leave It's a toss-up between the first two, as either might save his daughter. The direct option seems more in-character though so let's go with the first choice. Curiously, unlike all previous times, Chila's marker will stay on the screen after you've finished talking with her. Speak with Ramlin next to learn that you can be healed by walking under the Menhir. Then, if you have injured characters, do so to have all characters be healed of an Injury (don't touch it though). If you don't have anyone with Injuries you might want to wait until after the next battle to use it. Speaking to Vegen will bring up Thorn's brother-in-law Brann Vichti, whom you'll be meeting a little later. You can now return to Chila to ask about the ointment if you want. Talk to Krieger next to confirm Chila's comments about something being wrong with him. Unfortunately, it appears that the only way to help him is if you bought the silk cloth way back in the beginning of the game. At the Market you'll have the option of telling Vegen about the strixes or just sharing some with him. Telling him about them won't do anything, while sharing them will cost you 5 strixes (I went with sharing). Merchant (Arch Menhir) 250 Dreamcatcher (+2 Energy) 700 Iron Ring (+4 Health) 2500 Steel Bracelet (+1 Attack) 1000 Menhir Figurine (18 Strixes) 2000 Strix Pendant (32 Strixes) 300 Stone Skin Fragment (x2) 300 Deadly Balance Fragment (x2) 250 Sacrifice Fragment Once you've talked to everyone and finished shopping check the Gate to trigger the next battle. ------------------ Combat: Enses ------------------ Enemies - 5-6 Dark Ense Sorcerer (5 Attack, 13 Health, 21 Energy, 2 Walk, 4 Run) Dark Ense Thrower (7 Attack, 17 Health, 30 Energy, 1 Walk, 4 Run) Ense Sorcerer (5 Attack, 13 Health, 21 Energy, 2 Walk, 4 Run) Ense Thrower (7 Attack, 17 Health, 30 Energy, 1 Walk, 4 Run) Ense Warlock (6 Attack, 17 Health, 21 Energy, 1 Walk, 2 Run) Krieger (6 Attack, 42 Health, 26 Energy, 3 Walk, 1 Run) Enemy Cards - 2 Cure (I) Energy Surge (I) Rewards: Strixes: 50 Gold: 2000 Items: N/A Cards: Burning Souls (2/5) If you weren't able to help Krieger earlier he'll go insane here and you'll have to kill him along with the Enses. He's pretty strong, so you should make sure to take him out first or second. I also suggest bringing an archer to quickly eliminate the warlock. ------------------ End Combat ------------------ Back in town you'll find that Chila has disappeared. If you haven't used the Menhir yet or bought everything you wanted from the shop, this is your last chance. Visit the Gate to have a brief encounter with Vegen regarding Fisk. You can negotiate to keep him in the party or let him stay here, I went with leaving him this time. Re-visit the Gate to begin the next Chapter. --------------------------- Chapter III: Lo Pheng --------------------------- You find yourself alone on the world map with a single path ahead, and you may notice that traveling won't cost you any strixes. 1) South, Gellian Tunnel Entrance While traveling South along Wodan Road Lo Pheng will begin to reminisce, you can choose to ignore these if you want (the past informs the future and he needs to understand himself to truly be at peace, so I went with indulging them). At the tunnel's entrance the five prisoners from earlier will catch up. Ignoring them seems the most in-character choice, and they'll join you in battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Frisian Crossbowman x2 (8 Attack, 14 Health, 11 Energy, 3 Walk, 1 Run) Frisian Halberdier x4 (9 Attack, 18 Health, 18 Energy, 3 Walk, 2 Run) Frisian Swordsman (8 Attack, 20 Health, 13 Energy, 4 Walk, 2 Run) Enemy Cards - 2 Cure (I) Mental Strike (I) Rewards: Strixes: 55 Gold: 2200 Items: N/A Cards: N/A There are generally two ways to go about Lo Pheng's battles. Either with 0-1 extra characters to make full use of his mobility and power, or with a full party that takes advantage of his inherent auto-counter ability and Defense-increasing skill. I went with the former option on my first playthrough, so this time around I'll try to always use 6 people. Note the new cards you've received. While some may look awful, in the right situation they can be incredibly powerful. Exchange of Souls for example really shines against Reapers. In this particular battle the only thing you really have to worry about is the crossbowmen; kill them or deplete their Energy as soon as possible. The swordsman can and should be saved for last. ------------------ End Combat ------------------ After the battle you'll be able to talk to some people. Checking the carriage will reveal an official you can attempt to torture for information (best to just kill him) and checking the Machine allows you to ignore the women or warn them not to cross you (went with the latter, since they might break something if ignored). In the Workshop you can threaten/kill the mechanics. You already told them what would happen, so killing it is. Afterward you'll have a few more places to check. Back in the workshop you can speak with Reet (may as well respond this time since you're stuck with her for a while) while at the Carriage you can interact with Bolla and Swarty (simply staring is effective). Speak with Dume, the remaining mechanic, when you're ready to continue. Back on the world map you'll still have only one path forward, but now traveling will cost strixes. Check the camp screen before continuing to talk with everyone first. 1) West, Altar (30 Strixes) Halfway there you'll get another chance to reminisce. On arrival there's only one option, so check the Door to start the next battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Frisian Crossbowman x2 (8 Attack, 14 Health, 11 Energy, 3 Walk, 1 Run) Frisian Halberdier x3 (9 Attack, 18 Health, 18 Energy, 3 Walk, 2 Run) Frisian Swordsman x2 (8 Attack, 20 Health, 13 Energy, 4 Walk, 2 Run) Enemy Cards - ? ? Rewards: Strixes: 100 Gold: 2200 Items: N/A Cards: Inspiration 2/7 Nothing new here. Crossbowmen -> Halberdiers -> Swordsman. ------------------ End Combat ------------------ A lot of dialog options after the fight's finished. Talk with Reet, Kendi, Swarty, Shannet, Bolla (silence speaks volumes), & Dune, then check the Machine to continue on. Still only a single path forward, though you can now talk to Dume at your camp. 1) West, Tunnel Exit (36 Strixes) There's another reminiscence opportunity halfway through, and on arrival you'll find someone confronting a Reaper. No reason to hesitate when faced with your ancestral enemy, so jump right in to start the battle (if you do hesitate, the stranger will die). ------------------ Combat: Soldiers ------------------ Enemies - 10 Atraakh (14 Attack, 135 Health, 42 Energy, 3 Walk, 3 Run) Frisian Crossbowman x4 (8 Attack, 14 Health, 11 Energy, 3 Walk, 1 Run) Frisian Halberdier x2 (9 Attack, 18 Health, 18 Energy, 3 Walk, 2 Run) Frisian Swordsman x3 (8 Attack, 20 Health, 13 Energy, 4 Walk, 2 Run) Enemy Cards - 0 N/A Rewards: Strixes: 100 Gold: 2000 Items: N/A Cards: Drain (3/6), Energy Rush (3/5) Unlike the previous Reaper battle, this one requires killing all the enemies. One tactic that may come in handy is to combine the Exchange of Souls and Burning Souls cards to quickly kill the Reaper and cripple everyone else. ------------------ End Combat ------------------ There will be quite a few people to speak with now. Reet will get a loyalty decrease if you choose the first option after she mentions knowing a shortcut, Kendi will get a Loyalty increase, and the rest give information. Click the Move On icon when ready to start the next Chapter. --------------------------- Chapter IV: Hopper --------------------------- As with Thorn earlier, you start out on the world map with a single available path. 1) North, Jeranan Tower (2 Days) Halfway there the Reaping will grow stronger. This is Hopper's version of world map resource management. If you resist the curse the Reaping Level will increase along with combat difficulty, while if you give in Hopper will gain a skill point and his curse level will rise by 8%. Choose whichever you wish, but for roleplaying's sake I'm going to resist this first one and then give in to the rest: Hopper's big on self-sacrifice regarding the Reaping, but he doesn't know the curse is working to contain it until after he resists it at least once. A conversation with your companions soon follows. Once you reach the tower you'll get a random encounter, all of which seem to be lore-related. Hopper's both pretty verbose and supposed to be a scholar, so I always went with telling the related story. 1) North, Ruined Tavern (1 Day) 2) West, Berkanka Village (1 Day) We haven't gotten any new clues regarding the 'pieces of wisdom', but the one from earlier did mention ruins. Unfortunately there are two sets of ruins near here: The nearby Tavern and a Watchtower over to the West. The clue also mentioned coals however, and there's an Abandoned Smithy just south of that tower. So let's head West along Berkanan Road. At the village will be a second random encounter (either another lore-related one or an informant). The path from there splits three ways. 1) West, Abandoned Smithy (2 Days) 2) North-West, Chapel (1 Days) 3) North-East, Ruined Tavern (1 Days) Onward along Berkanan Road. Halfway to the destination another chance to resist the curse will appear and you'll come across a traumatized peasant. Though Hopper cares about humanity as a whole, he does not particularly care for individual humans, so moving on without searching seems the sensible course. At the smithy is another lore-related random encounter. Only one path from here. 1) North, Ruined Watchtower (1 Day) At the watchtower will be yet another random encounter (a lore-related one, a thirst spell, some Enses you can fight to reduce your curse level by 4%, or a wounded woman). ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Swordsman x3 (8 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Ense Swordsman x3 (8 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Enemy Cards - ? Mental Strike (I) Nothing notable about this battle. Just slaughter them. ------------------ End Combat ------------------ Only one path available. 1) North, Arch Menhir (1 Day) At the Menhir you'll quickly get a choice: 1) Blond Lad 2) Lose Men 3) Destination 4) No Questions Well, there's really only one choice here, and that's to ask about Hode. Where Thorn's going and if he lost men will be easy enough to figure out just by looking around, and not asking anything isn't an option. In town you can check Chila's Tent, Krieger's Grave (if he died), and the Prison (where Fisk may be). At the tent you'll learn of a message left for you on the Menhir, so check that out to find the second 'piece of wisdom'. At the Grave you'll get some information, and at the Prison (if Fisk is there) you'll get a choice: 1) Take Him 2) Leave Him I figured he might come in handy against Thorn, so may as well bring him along. Check the Gate when you're ready for the next Chapter, but before it starts you'll get another clue from Vegen: "The wise take to heart what the foolish will not hear. There are holes; one bites one brags. Talk to those who are eager to talk.". --------------------------- Chapter IV: Thorn --------------------------- On the world map once more there are three paths forward (and no new conversations in camp): 1) South-West, Woodland Watch (18 Strixes) 2) North-West, Old Mill (36 Strixes) 3) West, Bread Market (36 Strixes) We're still in a rush here (and will continue to be until much later), so heading directly West on the Old Gebonan Road is the way to go. Halfway there a random encounter will occur (e.g. singing, campfire stories, a bear cub, a merchant, or a bandit ambush). I went with the bandit ambush though: ------------------ Combat: Mixed ------------------ Enemies - 6 Berkanan Archer (6 Attack, 21 Health, 18 Energy, 3 Walk, 2 Run) Berkanan Monk (3 Attack, 27 Health, 30 Energy, 2 Walk, 2 Run) Bouncer (10 Attack, 15 Health, 12 Energy, 4 Walk, 1 Run) Farm Laborer x2 (8 Attack, 26 Health, 12 Energy, 4 Walk, 1 Run) Robber (11 Attack, 21 Health, 13 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Chokehold (I) Energy Surge (I) Mental Strike (I) Cure (I) Rewards: Strixes: 10 Gold: 1500 Items: N/A Cards: N/A Two new faces here, but the only dangerous enemies are the archer and laborers. ------------------ End Combat ------------------ At the Bread Market will be another random encounter (the morale-boosting inn or the merchant from before). Merchant (Sid) 1650 Rune of Aim (+1 Archer Attack) 770 Snake Totem (+7 Energy, -7 Health) 1650 Shaman's Amulet (22 Strixes) 440 The Reaping's Breath Fragment (x2) 330 Stone Skin Fragment (x2) 330 Burning Souls Fragment (x2) Robbing the merchant will trigger a battle against a Robber, Bonecrusher, and Bouncer, along with a Berkanan Swordsman, Spearwoman, Sentinel, and Guard. You'll get 35 strixes, 1470 gold, and an Injury for the trouble. If you agree to guard him however you'll get 220 gold and a fight against some Enses instead. ------------------ Combat: Enses ------------------ Enemies - 7 Dark Ense Swordsman x3 (8 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Ense Swordsman x3 (8 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Ense Sorcerer (6 Attack, 13 Health, 22 Energy, 2 Walk, 4 Run) Enemy Cards - 0 N/A Rewards: Strixes: 15 Gold: 1500 Items: N/A Cards: The Reaping's Breath (2/7) Nothing new here. Just kill them however's most convenient (I've been using Thorn, Ramlin, and Vai). ------------------ End Combat ------------------ There are now two paths available. 1) West, Ursus (18 Strixes) 2) North, New Mill (18 Strixes) No time for detours; directly West along the Old Gebonan Road is the shortest path. In the city there's no choice but to visit the Gate, which will introduce you to Sheck and a choice: 1) What use? 2) No Trouble Thorn would know quite well how helpful the favor of the king's guard commander can be, so we'll go with the second choice. Several points of interest become available afterward. Visit the burnt down house, Hode (who gets a Loyalty boost), and then the Menhir. The Menhir is off-limits right now but if you have Vai with you he can inquire about it: 1) Send Him 2) Accompany Him It's a risk (and Vai will indeed leave your party), but Thorn isn't exactly desperate for the Cleric's company, so we'll go with the first option. Next up is Teek, who's a friend of Thorn's. After a bit Brann will show up and you'll have a choice: 1) Stay 2) Leave Thorn does not want Brann anywhere near his daughter, so it's time to leave. Next stop is the merchant. Merchant (Ursus) 1000 Healer's Bag (Heals 2 Injuries per Rest Day) 1600 Wind Amulet (+1 Walk) 3500 Heirloom Amulet (+10 Health) 300 Time Acceleration Fragment (x2) 300 Stone Skin Fragment (x2) 300 Miraculous Healing Fragment (x2) Unda's House is your primary destination, and it's there you'll meet Philia and be thrown into combat against some more Enses. ------------------ Combat: Enses ------------------ Enemies - 7 Dark Ense Sorcerer (6 Attack, 13 Health, 22 Energy, 2 Walk, 4 Run) Dark Ense Swordsman x2 (8 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Ense Swordsman x2 (8 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Ense Sorcerer (6 Attack, 13 Health, 22 Energy, 2 Walk, 4 Run) Dark Ense Thrower (8 Attack, 18 Health, 31 Energy, 1 Walk, 4 Run) Enemy Cards - 1 Sudden Aggression (I) Rewards: Strixes: 50 Gold: 2000 Items: N/A Cards: Angry Outburst (2/3) Nothing new here either, just remember to to take out the swordsmen first. ------------------ End Combat ------------------ Hode will leave your party after the battle (if there's a way to keep him I don't know it) and you'll find yourself in jail. After a few conversations the next Chapter will begin. --------------------------- Chapter V: Hopper --------------------------- You'll have the same choices now that Thorn did earlier: 1) South-West, Woodland Watch (1 Day) 2) North-West, Old Mill (2 Days) 3) West, Bread Market (2 Days) Nothing really stands out in regards to the earlier clues, but there are some ruins to the South so let's take the Mushroom Track Southwest. The curse will get stronger again. At the Woodland Watch Ake will mention that the sergeant on duty loves to talk. Well now, that certainly does fit the earlier clues and if you accept his invitation you'll receive the third 'piece of wisdom'. Two choices now. 1) West, Ursus (2 Days) 2) North-West, Bread Market (1 Days) No reason to head North, so Ursus Road it is. Halfway there you may come across the homeless main from Thorn's Chapter III journey. Continue on to Ursus to get thrown into a battle against some Enses. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Sorcerer (6 Attack, 13 Health, 22 Energy, 2 Walk, 4 Run) Dark Ense Swordsman x2 9 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Ense Swordsman x2 (9 Attack, 24 Health, 18 Energy, 1 Walk, 4 Run) Dark Ense Thrower (9 Attack, 18 Health, 31 Energy, 1 Walk, 4 Run) Enemy Cards - ? Cure (I) Mental Strike (I) At this point you should have enough skill points to unlock Fire Blade, which is hilariously broken. If you were having trouble before there's no excuse now, as you can just stand in the corner and kill everything with two uses. ------------------ End Combat ------------------ After some talk you'll be able to explore the town. Points of interest include Fisk (if you brought him), Mushom, Stein, and Ake. Visit the Jail last to meet Thorn and eventually reach a choice: 1) Escape 2) Daughter 3) Son Thorn has no reason to trust Hopper with his children, so I'm going with the first option this time. Afterward it's off to the Inn for another choice. 1) Coronzon 2) Magic 3) Don't Hopper now knows it was Thorn's daughter rather than Thorn who's the key against the Reaper, so there's no justification to expend magic or incur a debt to save him. After making your choice the next Chapter begins. --------------------------- Chapter V: Thorn --------------------------- Back in prison you're immediately presented with a choice: 1) No Choice 2) How? 3) My Men This is a tough one. On the one hand Thorn will do anything to save his kids, yet on the other hand there's no way in hell he'd trust Brann's former bodyguards. I'll go with the second option (on the first playthough I had Hopper break him out with Coronzon's help). You'll then be thrown into a battle outside the prison. ------------------ Combat: Soldiers ------------------ Enemies - 9 Berkanan Archer (6 Attack, 23 Health, 21 Energy, 3 Walk, 2 Run) Berkanan Guard x2 (9 Attack, 27 Health, 17 Energy, 4 Walk, 1 Run) Berkanan Monk x2 (4 Attack, 30 Health, 34 Energy, 2 Walk, 2 Run) Berkanan Sentinel (9 Attack, 27 Health, 17 Energy, 4 Walk, 1 Run) Berkanan Spearwoman (16 Attack, 17 Health, 25 Energy, 3 Walk, 2 Run) Berkanan Swordsman x2 (5 Attack, 40 Health, 36 Energy, 3 Walk, 1 Run) Enemy Cards - 4 Chokehold (I) Cure (I) Spirit Armor (I) Stone Skin (III) Rewards: Strixes: 50 Gold: 2500 Items: N/A Cards: The Reaping's Breath (1/7) This can be an unpleasant fight. The spearwoman and archer are quite deadly, while the Guards/Sentinel will get buffed when their allies die. Your two new party members though are incredibly powerful and very good at neutralizing threats. ------------------ End Combat ------------------ After the battle you're free to explore the town again. Checking the Burnt-Down House will get you 8 strixes, 1000 gold and a place to view your party composition. At Teek's Inn you can choose to kill the innkeeper, bind him, or ignore his side-business. Thorn has no reason to stoop to banditry and is no longer a guard captain, so ignoring is the way to go and will open up a merchant screen: Merchant (Teek) 1700 Bear Totem (+2 Energy, +4 Health) 2500 Bear's Claw Amulet (+1 Attack, +1 Energy) 350 Rune of Speed (+1 Run) 400 Temple Ring (8 Strixes) 300 Stone Skin Fragment (x2) 300 Inspiration Fragment 300 Berserk's Fury Fragment (x2) If you visit the normal Shop you can attempt to steal some supplies. I did not try as, again, Thorn is no bandit. Once everything's taken care of visit the Gate to trigger a second battle. ------------------ Combat: Soldiers ------------------ Enemies - 9 Berkanan Archer x3 (6 Attack, 23 Health, 21 Energy, 3 Walk, 2 Run) Berkanan Guard (9 Attack, 27 Health, 17 Energy, 4 Walk, 1 Run) Berkanan Monk (4 Attack, 30 Health, 34 Energy, 2 Walk, 2 Run) Berkanan Sentinel (9 Attack, 27 Health, 17 Energy, 4 Walk, 1 Run) Berkanan Swordsman (5 Attack, 40 Health, 36 Energy, 3 Walk, 1 Run) Enemy Cards - 0 N/A Rewards: Strixes: 50 Gold: 1000 Items: N/A Cards: Blast of Air (2/6) You're forced to bring the two Templars with you this time, but that's not much of a hardship considering their skillset. This fight is just as nasty as the last... albeit for different reasons. You need to quickly neutralize those archers without killing them so that the guard/sentinel can be dispatched first. Once that's taken care of mopping up the rest shouldn't be any trouble. ------------------ End Combat ------------------ After the following scene the next Chapter will begin. --------------------------- Chapter V: Hopper (Part 2) --------------------------- Rather than a new Chapter, this is a brief conclusion to Hopper's previous Chapter. The game then jumps back to Thorn's Chapter V. --------------------------- Chapter V: Thorn (Part 2) --------------------------- You'll now be on the world map. Check the Camp for some conversations with the two templars, then take a look at the three available paths. 1) West, Two Geese Tavern (16 Strixes) 2) South-West, Coopers Village (16 Strixes) 3) South, Black Woodpecker's Tavern (16 Strixes) None of the paths really stand out here as all are roughly the same length. One thing to consider is that you'll usually find Ense at the various Menhir, so taking one of the paths through the Crooked Menhir may be worthwhile. I'll go with the Western path since sticking to well-maintained roadways isn't a great plan for a fugitive. There's nothing of interest at the first stop, just a brief conversation with the templars. From the Two Geese Tavern the path splits in two. 1) South-West, Crooked Menhir (16 Strixes) 2) North-West, Ghostly Tower (16 Strixes) As interesting as that tower looks, it's much too far out of the way with Thorn's son's life at stake. At the Crooked Menhir awaits a random encounter (e.g. Ense, an altar, the grave and campfire events from earlier). If you chase the Ense you'll lose a day and get to fight four Ense swordsmen and two throwers. I don't think it's worth it though. If you talk about the grave without Kreiger in your party you'll get a small Morale boost. There's only one path forward. 1) South-West, Scarlet Tower (16 Strixes) At the tower there will be a second random encounter (nothing new; singing, a spooked horse, campfire stories). Staying alert during the singing will provide a small Morale boost. From the Scarlet Tower there are three available paths. 1) South-West, Stony Watch (16 Strixes) 2) West, Hunters' Outpost (16 Strixes) 3) North-West, Wolves' Grazing (32 Strixes) That third road is right-out. Of the remaining two options, the Hunter's Outpost looks like a safer choice than the guard-populated Stony Watch, so West it is. At the Outpost is a third random encounter (spooked horse, campfire stories, altar, girl in a pit). If you send a templar after the boy claiming his sister fell in a pit you'll get 100 gold, 8 strixes, and a small Morale boost. Two choices now. 1) South-West, Outcasts' Stockade (16 Strixes) 2) West, Eastern Stockade (16 Strixes) As the Southwestern path looks faster and might even provide some bandits to kill, I'll follow the Perilous Path. A fourth random encounter awaits at the Outcasts' Stockade (spooked horse, Enses with horses, Ense without them, extortion, forest disturbance, heretics, a guard patrol). Attacking the horseless Enses will get you a few Loyalty boosts (Ramlin, Templars) and you'll have to defeat five Ense swordsmen and a sorcerer. Attacking the bandits making the disturbance in the forest grants a few Loyalty boosts (Templars, Sopp, Brett) and requires defeating a Berkanan archer and swordsman along with one of each of the peasant varieties (bouncer, laborer, bonecrusher, robber). The following battle commences if you fight the extortionists: ------------------ Combat: Soldiers ------------------ Enemies - 6 Gell Berserker x3 (12 Attack, 22 Health, 22 Energy, 4 Walk, 1 Run) Gell Marauder x2 (9 Attack, 25 Health, 18 Energy, 4 Walk, 1 Run) Gell Warrior (9 Attack, 29 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 0 N/A Rewards: Strixes: 10 Gold: 1000 Items: N/A Cards: Transformation (3/6) These guys are extremely dangerous thanks to the passive ability which boosts their Attack whenever an ally dies. You'll want to target the Berserkers first, as not only do they have a higher base Attack value, but they can attack at range as well. Winning the battle will give you a Loyalty boost with Andra. ------------------ End Combat ------------------ Only one way to go from there. 1) West, Woodland Camp (16 Strixes) On arrival you stumble upon some bandits who immediately start a fight. ------------------ Combat: Peasants ------------------ Enemies - 6 Bonecrusher x2 (10 Attack, 21 Health, 10 Energy, 4 Walk, 1 Run) Bouncer (10 Attack, 17 Health, 13 Energy, 4 Walk, 1 Run) Farm Laborer x2 (9 Attack, 29 Health, 13 Energy, 4 Walk, 1 Run) Robber (12 Attack, 23 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Cure (I) Energy Surge (I) Rewards: Strixes: 10 Gold: 1250 Items: Cursed Ruby (+1 Attack, -4 Health) Cards: N/A A simple battle. Thorn could probably take these guys out by himself. ------------------ End Combat ------------------ After the battle you'll find your old traveling companion Vai (assuming he left earlier, he'll return at a much higher level) along with a wagon you can use to disguise yourself. Only one place to go from here. 1) West, Burial Stockade (19 Strixes) There are a couple of places to explore while at the stockade. Visit the Horse to get 500 gold, and at the Inn is some discussion. You should have quite a bit of gold by now, so check out the Market next. Merchant (Burial Stockade) 2300 Rune of Flame (+1 Attack) 1600 Emerald Amulet (+5 Energy) 4000 Wild Rose Pendant (+1 Attack, +2 Walk) 900 Monk's Beads (16 Strixes) 200 Soul Swap Fragment (x2) 400 Vampirism Fragment (x2) 300 Inspiration Fragment (x2) Normally I say to ignore the items, but that Rose Pendant is a fantastic add-on for a cleric if you have extra gold lying around (and if you don't currently have a cleric you soon will). Once you're finished shopping visit the Stockade proper. With a full wagon you get in without trouble and meet Helm, a new party member. Once everything's in order it's time to head out into the Wasteland. You'll soon come to a choice: 1) No Friend 2) Protection Doesn't seem wise to show weakness/defensiveness in front of a stranger, so I'll go with the second option. A second choice follows on the heels of the first: 1) You're Right 2) Not Psychopaths I don't see any reason he'd believe the second choice with no evidence, so the first it is. Following that conversation, and a long walk to the right, you'll be attacked by some Enses. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Sorcerer (6 Attack, 15 Health, 25 Energy, 2 Walk, 4 Run) Dark Ense Swordsman 9 Attack, 27 Health, 20 Energy, 1 Walk, 4 Run) Ense Sorcerer (6 Attack, 15 Health, 25 Energy, 2 Walk, 4 Run) Ense Swordsman (9 Attack, 27 Health, 20 Energy, 1 Walk, 4 Run) Ense Thrower (10 Attack, 85 Health, 50 Energy, 3 Walk, 2 Run) Ense Warlock (8 Attack, 20 Health, 25 Energy, 1 Walk, 2 Run) Enemy Cards - 2 Chokehold (I) Sudden Aggression (I) Vulnerability (III) Rewards: Strixes: 60 Gold: 2350 Items: N/A Cards: Blast of Air (2/6) You may notice the Ense thrower here is quite a bit tougher than the ones you've faced before, and there's also that warlock to deal with. Once those two threats are neutralized there shouldn't be any problems though. ------------------ End Combat ------------------ Surprisingly, the Chapter is not over yet. No, your new goal is to reach Marsh Watch over to the Southwest... and there are quite a few ways to get there. 1) North-West, Frog Bastion (46 Strixes) 2) North-West, Heretic Chapel (46 Strixes) 3) West, Grey Mound (23 Strixes) 4) South-West, Bone Well (46 Strixes) 5) South, Unquiet Graveyard (23 Strixes) As always we're on the clock here, so the shortest path is preferred path. Meaning the Southwest path along the Abandoned Road in this case. You'll strike up a conversation with your guide Skoor halfway there. At the Bone Well there will be an encounter with a merchant (if you try to rob him you'll get 20 strixes). Merchant (Pav) 1600 Datura Stem (+1 Walk) 500 Strix Earring (10 Strixes) 4000 Wild Rose Pendant (+1 Attack, +2 Walk) 250 Sacrifice Fragment (x2) 300 Blast of Air Fragment (x2) There's only one path forward. 1) South-West, Cursed Village (23 Strixes) At the village will be a random encounter (chest, Banner Saga easter egg). You'll get 500 gold from the Banner Saga guys. 1) South-West, Marsh Watch (23 Strixes) Only one path forward, but before you reach the destination you'll find yourself confronted by the souls of the dead. You have a number of directions to choose from, but Thorn is all about moving forward and so forward we will go. Upon arrival at Marsh Watch proper you're presented with a choice: 1) Threaten 2) Ask 3) Ignore Thorn's not about to stand by while bandits rob a house; threaten it is. Which in turn provokes a battle. ------------------ Combat: Mixed ------------------ Enemies - 7 Berkanan Archer (6 Attack, 23 Health, 21 Energy, 3 Walk, 2 Run) Berkanan Swordsman (5 Attack, 40 Health, 36 Energy, 3 Walk, 1 Run) Bonecrusher x2 (10 Attack, 21 Health, 10 Energy, 4 Walk, 1 Run) Bouncer (10 Attack, 17 Health, 13 Energy, 4 Walk, 1 Run) Farm Laborer (9 Attack, 29 Health, 13 Energy, 4 Walk, 1 Run) Robber (12 Attack, 23 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - ? N/A Rewards: Strixes: 100 Gold: 2000 Items: N/A Cards: Peaceful Solution (2/4) Another simple battle, once the archer's dead anyway. ------------------ End Combat ------------------ Inside the house you'll find your old friend Rask along with none other than Gleda herself. Soon another choice will present itself. 1) Yes 2) Don't Know 3) Delusion Thorn is a skeptic at heart, so the second choice seems the most fitting. Inside the watch there are a few people to talk to. Helm will get a Loyalty boost, Skoor will agree to continue on with you, and speaking to Rask gives you another choice. 1) Thugs 2) Hurry 3) White Tower 4) Leave Mact's possible location is more important than anything else, so the third option it is. Afterward check out the Shop. Merchant (Marsh Watch) 2100 Menhir Shard (-1 Strix Cost per Day) 2300 Blackthorn Bracelet (+2 Attack, -8 health) 1700 Warrior's Charm (+6 Health) 250 Back in Time Fragment (x2) 300 Transformation Fragment (x2) 300 Deadly Balance Fragment (x2) The Menhir Shard is the only thing that stands out here. Once everything's settled take the Road to Friga to advance the Chapter. --------------------------- Chapter V: Lo Pheng --------------------------- You'll start out on the world map once more and can talk with Ruor at camp if you want. There are three paths ahead: 1) North-West, Black Temple (105 Strixes) 2) West, Red Market (63 Strixes) 3) South-West, Gellian Mine (42 Strixes) If you recall the conversation with Dume earlier (and I won't blame you if you don't), you might remember that the northern path is for the fearless, the middle path is for the skilled, and the southern path is out of the way. With the goal being the Triple Menhir and Reet being cursed by the Reaper, the path directly West seem the most sensible. On the way you'll come across some Gells with a prisoner. They're in our way and we may need a sacrifice later, so may as well attack them. ------------------ Combat: Soldiers ------------------ Enemies - 6 Gell Berserker x3 (12 Attack, 22 Health, 22 Energy, 4 Walk, 1 Run) Gell Marauder x2 (9 Attack, 25 Health, 18 Energy, 4 Walk, 1 Run) Gell Warrior (9 Attack, 29 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Cure (I) Mental Strike (I) Rewards: Strixes: 130 Gold: 2200 Items: Rune of Aim (+1 Archer Attack) Cards: N/A You may or may not have fought these guys with Thorn before during a random encounter. If so you know what to expect, but if not: These guys are extremely dangerous thanks to the passive ability which boosts their Attack whenever an ally dies. You'll want to target the Berserkers first, as not only do they have a higher base Attack value, but they can attack at range as well. ------------------ End Combat ------------------ After the battle you'll get a new party member, a cleric. You can speak with him in camp if you want. Continuing on toward the Red Market will cause Reet's condition to worsen and you'll have to make a choice (the choice here will result in a particularly major difference in later Chapters). 1) Your Stone 2) Regular Strix 3) Wait Lo Pheng will not sacrifice himself, and it's already been stated that a regular strix is useless, so nothing to do but wait. Reet will succumb to the curse and die (she'll live if you give her your stone). Continue on to Red Market. On arrival they'll ask you to disarm, which isn't happening. There are three ways to advance from here. 1) South-West, Hot Springs (63 Strixes) 2) North-West, Poison Springs (42 Strixes) 3) South-West, Tipsy Well (63 Strixes) The Tipsy Well is apparently guarded and the Poison Springs are well out of the way, so it's off to the Hot Springs. On the way the girls will ask about Eikon slaves. Further along the path a Frisian patrol arrives. Avoiding them is easy enough by simply ignoring them. At the Hot Springs you'll come across a Salt Wagon driven by slavers headed to Nakoma. Anything that disrupts Nakoma's plans is good for us, so the driver dies and you'll get 230 gold and 5 strixes. There will be another three paths available now. 1) West, Triple Menhir (105 Strixes) 2) South-West, Gellian Altar (63 Strixes) 3) North-West, Red Gates (105 Strixes) No reason to head anywhere but further West. On the way you'll first come across a merchant, you'll get 8 strixes for helping him and can now check what he has for sale. Merchant (Chapter V Vendor) 2500 Guard's Ring (+8 Health) 1000 Pearl Necklace (+4 Energy) 1600 Datura Stem (+1 Walk) 2000 Strix Pendant (32 Strixes) 400 Temple Ring (8 Strixes) 200 Cure Fragment (x3) 300 Trauma Fragment (x3) 150 Chokehold Fragment (x3) The strixes are nice and so are the Trauma fragments. Further on you'll come across a Gell stockade, which you may as well eliminate. ------------------ Combat: Soldiers ------------------ Enemies - 7 Gell Berserker x3 (12 Attack, 22 Health, 22 Energy, 4 Walk, 1 Run) Gell Marauder x2 (9 Attack, 25 Health, 18 Energy, 4 Walk, 1 Run) Gell Warrior x2 (9 Attack, 29 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Chokehold (I) Energy Surge (I) Rewards: Strixes: 15 Gold: 1000 Items: N/A Cards: Distortion (4/7) Essentially exactly the same as the last battle. Try to weaken them all then take out everything at once with the Burning Souls card. ------------------ End Combat ------------------ Next along the path is a Frisian camp which you can raid for 500 gold and 8 strixes (among other things). If you stay too long it will trigger a battle. Finally at the Triple Menhir you'll discover some Ense that need killing. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Sorcerer (6 Attack, 15 Health, 25 Energy, 2 Walk, 4 Run) Dark Ense Swordsman x2 (9 Attack, 27 Health, 20 Energy, 1 Walk, 4 Run) Ense Sorcerer (6 Attack, 15 Health, 25 Energy, 2 Walk, 4 Run) Ense Swordsman x2 (9 Attack, 27 Health, 20 Energy, 1 Walk, 4 Run) Enemy Cards - 0 N/A Rewards: Strixes: 310 Gold: 2000 Items: N/A Cards: The Reaping's Breath (3/7), Touch of Chaos (3/3) Nothing special about these guys, so just massacre them. ------------------ End Combat ------------------ Talk with everyone afterward (if Reet were still alive you'd get an Ense party member here). Alus and Dume mention the Menhir's healing properties, Shannet/Bolla may lose/gain Loyalty, Kendi won't say much, and Ruor gives some advice regarding the roads (the Frisian Road is dangerous but full of merchants and inns, the Hungry Path is infested with Gells, and the Pilgrims' Path is like the Hungry Path but worse). Visit the Menhir next and walk under it for free Injury healing, then Move On to start the next Chapter. --------------------------- Chapter VI: Hopper --------------------------- You'll start out in a conversation, near the end of which will present a choice: 1) Ready 2) Don't Meddle All the enchantment's we've run into so far have been related to the curse, so it would be a good idea to check out this one as well. Particularly since Ense were involved. On the location screen now you can talk with Teek, Ake, and Sheck. The last stop should be Unda's House, inside which you'll get to snoop around (you want to check the table). You'll find a scroll with the next clue: "Head West. Don't avoid tall buildings. Remember both old friends and ancient enemies.". Afterward you can head into the palace to have a look at Hode. You'll get caught int eh enchantment and have to choose someone to transfer it to. This choice is taken out of your hands though as someone interrupts. The king will die shortly after and it's time for you to visit the Gate to leave. You'll now be on the world map with three paths to choose from. 1) West, Two Geese Tavern (1 Day) 2) South-West, Coopers Village (1 Day) 3) South, Black Woodpecker's Tavern (1 Day) There are only two tall buildings nearby, the Ghostly Tower and the Scarlet Tower, and both happen to be to the West. The final destination is Friga however, so it seems unlikely the seer wants us to head North. With that in mind I'll take the Woodland Way Southwest. At the Cooper's Village will be a random encounter (lore-related, a noose). If you investigate around the hanged man you'll come upon an ambush. ------------------ Combat: Peasants ------------------ Enemies - 6 Bonecrusher x2 (11 Attack, 18 Health, 9 Energy, 4 Walk, 0 Run) Bouncer (11 Attack, 15 Health, 12 Energy, 4 Walk, 1 Run) Farm Laborer x2 (10 Attack, 26 Health, 12 Energy, 4 Walk, 1 Run) Robber (13 Attack, 21 Health, 13 Energy, 4 Walk, 1 Run) Enemy Cards - 1 Spirit Armor (I) Nothing of note here. ------------------ End Combat ------------------ At the Crooked Menhir the curse will start acting up again and there will be a random encounter (minstrel, man from Hopper's past, lore-related). If you run into Harlow you have a few choices, and if you talk to him they'll move on without issue. From the Menhir there's only one path forward. 1) South-West, Scarlet Tower (1 Day) At the tower you'll find a witch. Mushom hasn't been any use up until now, but here is where he will prove his worth: The next clue is to seek out Rask/Chirlan. Three paths await. 1) South-West, Stony Watch (1 Day) 2) West, Hunters' Outpost (1 Day) 3) North-West, Wolves' Grazing (2 Days) We've found our clue, so may as well just take the direct route through Stony Watch. On arrival Ake's back will start acting up. Hopper's supposed to be a healer so go take a look at it. Afterward there are two roads available. 1) West, Woodland Camp (1 Day) 2) South-West, Highland Retreat (1 Day) No reason to take a detour; Westward it is. At the Woodland Camp the curse will act up and there will be a third random encounter (lore-related, thirst spell). The thirst spell can be handled by talking to the girl and then stopping Ake from drinking. Onward. 1) West, Burial Stockade (1 Day) Curiously, nothing happens and you can immediately move on. 1) North-West, Frog Bastion (2 Days) 2) North-West, Heretic Chapel (2 Days) 3) West, Grey Mound (1 Days) 4) South-West, Bone Well (2 Days) 5) South, Unquiet Graveyard (1 Day) None of these paths really stand out in regards to the recent clues. The graveyard seems like a place you might find old friends and ancient enemies though so let's go with that. Ake will start raving about Hopper's eyes being black. Well there's a good reason for that but we're not about to tell him, so blame it on the strangeness of the Wastes instead. Two paths now await. 1) South-West, Dead Oak (1 Day) 2) South-West, Bottomless Well (2 Days) Both paths end up covering a similar distance so it's a toss-up. The Ashen Path seems slightly more direct though. Halfway to the Well you can reminisce about past experiences if you want to eventually end up in a battle. ------------------ Combat: Soldiers ------------------ Enemies - 8 Berkanan Archer x2 (7 Attack, 21 Health, 18 Energy, 3 Walk, 2 Run) Berkanan Guard (10 Attack, 24 Health, 15 Energy, 4 Walk, 1 Run) Berkanan Monk (4 Attack, 27 Health, 30 Energy, 2 Walk, 2 Run) Berkanan Sentinel (10 Attack, 24 Health, 15 Energy, 4 Walk, 1 Run) Berkanan Swordsman (5 Attack, 40 Health, 36 Energy, 3 Walk, 1 Run) Enemy Cards - 0 N/A No surprises here, just stay out of the archers' range. ------------------ End Combat ------------------ At the Well the curse will act up once more and you'll be confronted with a vision of the Reapers. Hopper wishes he could change the past, and here's his chance. Looks like this path ends up longer than heading toward the Dead Oak would've been. Oh well. 1) West, Marsh Watch (2 Days) You'll meet Rask on arrival and Chila will steal Hopper's book. After some talk the fourth 'piece of wisdom' will reveal itself. Just before the Chapter ends Rask will give you the next clue: "Even a scoundrel can be useful". --------------------------- Chapter VI: Thorn --------------------------- To start out with there will be three paths to choose from (and you can talk with Helm in camp). 1) South, Heiborg (46 Strixes) 2) West, Warden's Mansion (23 Strixes) 3) South-West, Serpent Tower (46 Strixes) The goal is to get to Friga as soon as possible, so really there are only two choices: Hack through the woods or take the less traveled path past the two towers. I'll take the towers. Halfway along the Berry Path there will be a random encounter (will-o'-wisp, merchant, swamp shrubs, Vandil bounty hunters). Merchant (Erwin) 800 Mirror Shard (+1 Run, +2 Energy) 1000 Small Bag of Herbs (Heal 2 Injuries per Rest Day) 250 Paralysis (x2) 300 Burning Souls (x2) If you take him back to his people you'll get 100 gold, 20 strixes, and a Morale boost in exchange for losing a day (and the strixes that day cost). Not really worth it. If you fight the Vandils it will trigger the following battle: ------------------ Combat: Soldiers ------------------ Enemies - 7 Berkanan Archer (7 Attack, 22 Health, 20 Energy, 3 Walk, 2 Run) Berkanan Guard (9 Attack, 25 Health, 16 Energy, 4 Walk, 1 Run) Berkanan Monk (4 Attack, 28 Health, 32 Energy, 2 Walk, 2 Run) Berkanan Sentinel (9 Attack, 25 Health, 16 Energy, 4 Walk, 1 Run) Berkanan Spearwoman (16 Attack, 16 Health, 24 Energy, 3 Walk, 1 Run) Berkanan Swordsman (5 Attack, 40 Health, 36 Energy, 3 Walk, 1 Run) Vandil Hunter (9 Attack, 20 Health, 24 Energy, 3 Walk, 2 Run) Enemy Cards - 0 N/A Rewards: Strixes: 12 Gold: 1000 Items: N/A Cards: N/A The Vandil will be a new face. While initially not quite as deadly as the archer, over time he'll end up doing more damage. And of course you also have to beware of the spearwoman's high default Attack rating and the guard & sentinel's passive ability. So this battle can be a little tricky to manage if you're not careful with your targets. ------------------ End Combat ------------------ At Serpent Tower there will be another random encounter (spies, sword practice, Frisians). Whittling down the Frisians seems like a grand idea. ------------------ Combat: Soldiers ------------------ Enemies - 7 Frisian Crossbowman x4 (9 Attack, 16 Health, 12 Energy, 3 Walk, 1 Run) Frisian Swordsman x3 (9 Attack, 22 Health, 14 Energy, 4 Walk, 2 Run) Enemy Cards - ? Charge of Vivacity (III) Energy Surge (I) Stone Skin (III) Rewards: Strixes: 12 Gold: 0 Items: N/A Cards: Mental Strike (2/3) Take out the crossbowmen ASAP and you won't have anything to worry about. ------------------ End Combat ------------------ Only one way forward. 1) West, Shaman's Tower (46 Strixes) Another random encounter will occur halfway there (same selection as before, fat guard). If you talk to the guard and then break the pole you'll get a small Morale boost. Yet another random encounter awaits at the Shaman's Tower (a combination of early and recent ones). If you practice with Gleda you'll get a medium Morale boost along with an Injury. Moving on there will be two options. 1) West, Friga (46 Strixes) 2) South-West, Stone Gates (23 Strixes) I see no justification for taking a detour through a perilously windy corridor, so straight to Friga it is. Halfway there you'll encounter people fleeing the city. Thorn now learns what we already know from Hopper's part of the story. The city itself turns out to be under siege, but it's a strange sort of siege and you can enter unmolested. You can check the Western Gate or head immediately for the White Tower. Sorting things out here won't cost you much time and might get you some better intelligence than a ghost's whispers, so check out the Gate first. You immediately get a choice: 1) Fight 2) Search Even if we find the prince he likely won't be happy we let his soldiers die, so jump in to start a battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Gell Berserker x3 (12 Attack, 20 Health, 20 Energy, 4 Walk, 1 Run) Gell Marauder x2 (9 Attack, 24 Health, 17 Energy, 4 Walk, 1 Run) Gell Warrior x2 (9 Attack, 28 Health, 14 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Cure (I) Energy Surge (I) Rewards: Strixes: 150 Gold: 2200 Items: N/A Cards: Sacrifice (2/6), Stone Skin (1/5) Nothing new here, just the ever-nasty Gell passive ability. ------------------ End Combat ------------------ Turns out one of the soldiers you just saved was none other than Prince Hederlig. How fortunate. He'll point us toward the guard commander, who will in turn point out a soldier named Drooket. Drooket wants to find Mact as much as Thorn does and promptly joins us for the search. Now it's off to the White Tower. 1) South, Storm Pass (23 Strixes) 2) North-West, Three Springs (23 Strixes) 3) South-West, White Tower (46 Strixes) Yeah this isn't even a choice. Presumably the White Tower wouldn't be on the map right now if things went differently with the ghosts or with Rask and an actual search would have to occur. As it stands we can go directly there. Along the way Vai will mention a nearby group of hermit monks. Checking it out will get you 100 gold, 5 strixes, a small Morale boost, and a fight against some Enses. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Sorcerer (7 Attack, 14 Health, 24 Energy, 2 Walk, 4 Run) Dark Ense Swordsman x2 (9 Attack, 25 Health, 19 Energy, 1 Walk, 4 Run) Ense Sorcerer (7 Attack, 14 Health, 24 Energy, 2 Walk, 4 Run) Ense Swordsman x2 (9 Attack, 25 Health, 19 Energy, 1 Walk, 4 Run) Enemy Cards - 2 Charge of Vivacity (III) The Great Healing (III) Rewards: Strixes: 10 Gold: 1000 Items: N/A Cards: Sacrifice (2/6) You'll be forced to use Gleda here, which shouldn't be much of a hardship even if you sidelined her in every other battle. Other than that there's nothing noteworthy about the fight. ------------------ End Combat ------------------ At the White Tower you'll find the cannibals. Drooket will suggest distracting them while he infiltrates and you'll then find yourself in a discussion with the cannibal leader. Buy some time by playing along with his game (the answer is 'truth') and you'll soon be thrown into a battle. ------------------ Combat: Peasants ------------------ Enemies - 8 Bonecrusher x2 (11 Attack, 20 Health, 9 Energy, 4 Walk, 0 Run) Bouncer (11 Attack, 16 Health, 12 Energy, 4 Walk, 1 Run) Farm Laborer x4 (9 Attack, 28 Health, 12 Energy, 4 Walk, 1 Run) Robber (12 Attack, 22 Health, 14 Energy, 4 Walk, 1 Run) Enemy Cards - 1 Distortion (V) Rewards: Strixes: 100 Gold: 2000 Items: N/A Cards: Trauma (2/5) A very easy battle. ------------------ End Combat ------------------ You'll find Mact unharmed (he can also be missing an arm or dead depending on how long it took you to get here). Drooket and the two templars will now leave your party (I have no idea if it's possible to get them to stay) and you'll find 2000 gold and 8 strixes in the cannibal treasure stash. After a brief talk with Mact (if he's alive) and Gleda the next Chapter will begin. --------------------------- Chapter VI: Lo Pheng --------------------------- The next goal is over in the Northwest corner of the map, though there's only one path at the moment. 1) West, Black Obelisk (105 Strixes) The first stop will bring a random encounter (thirsty traveler, scavenger birds, pregnant woman). If you let Shannet handle the woman you'll end up in a battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Frisian Crossbowman x3 (9 Attack, 16 Health, 12 Energy, 3 Walk, 1 Run) Frisian Halberdier (11 Attack, 20 Health, 20 Energy, 4 Walk, 2 Run) Frisian Swordsman x3 (9 Attack, 22 Health, 14 Energy, 4 Walk, 2 Run) Enemy Cards - ? Cure (I) Energy Surge (I) Mental Strike (I) Rewards: Strixes: 10 Gold: 1000 Items: N/A Cards: Energy Surge (2/4) More soldiers of the kind you'll already kills scores of. You'll also get another 100 gold and 5 strixes. ------------------ End Combat ------------------ The next stop will bring another random encounter (odd warriors, thirsty traveler). You can converse with the warriors, and if you say that you're saving yourself and your companions (while not quite true, it has more truth to it than the bodyguard reply) and mention the army they'll leave without fuss. A third random encounter (thirsty traveler, scavenger birds) will appear just before you reach the Obelisk. If you send someone to investigate the near-dead man Dume will get an Injury and you'll find 8 strixes and 230 gold. Nothing happens at the Obelisk itself besides the creation of three more paths. 1) West, Salty Well (84 Strixes) 2) North-West, Torture Stockade (42 Strixes) 3) West, Royal Tower (84 Strixes) We're looking for a Qimra shortcut, so following the Qimra Path Northwest seems the most sensible (and also apparently takes us through a marketplace). Halfway to the Torture Stockade is a random encounter (dogs with woman, dogs with man, some Gells). This particular Gell has a history with Swarty and if you let her do what she wants there will be a fight. ------------------ Combat: Soldiers ------------------ Enemies - 7 Gell Berserker x2 (12 Attack, 20 Health, 20 Energy, 4 Walk, 1 Run) Gell Marauder x4 (9 Attack, 24 Health, 17 Energy, 4 Walk, 1 Run) Enemy Cards - 0 N/A Rewards: Strixes: 12 Gold: 1200 Items: Rubbed-Off Rune (+4 Health, -1 Energy) Cards: N/A Other than Swarty not being available for use there's nothing new to note here. ------------------ End Combat ------------------ Two more paths will open up at the Stockade. 1) North-West, Shepherds' Shelter (63 Strixes) 2) West, Salty Well (42 Strixes) Nothing has happened to change the initial plan, so it's onward along the Qimra Path. Before long a random encounter will appear (flaming roadside hut, dogs with man, a wolf). You can free the wolf and kill the Gell to gain/lose nothing at all. Another random encounter (the earlier ones, a merchant) awaits further down the path. Merchant (Chapter VI Vendor) 700 Snake Totem (+7 Energy, -7 Health) 1700 Bear Totem (+2 Energy, +4 Health) 4100 Moon Charm (80% to avoid Injuries) 300 Berserk's Fury Fragment (x3) 250 Sacrifice Fragment (x3) 900 Monk's Beads (16 Strixes) 1000 Menhir Figurine (18 Strixes) Surprisingly, there's yet another random encounter (same selection as the earlier ones) at the Shepherds' Shelter. If you attack the Frisians burning the hut there will be a battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Frisian Crossbowman x3 (9 Attack, 16 Health, 12 Energy, 3 Walk, 1 Run) Frisian Halberdier x4 (11 Attack, 20 Health, 20 Energy, 4 Walk, 2 Run) Enemy Cards - 4 Cure (I) Mental Strike (I) Sudden Aggression (I) The Great Healing (III) Rewards: Strixes: 12 Gold: 800 Items: Cracked Emerald (Energy +7, Health -5) Cards: Back in Time (3/5), Time Acceleration (3/4) Other than whomever you sent after the woman (Alus in this case) not being available for use there's nothing notable here. ------------------ End Combat ------------------ Only one path from here. 1) West, Roaming Menhir (84 Strixes) A little over halfway a random encounter will occur (same selection, Gellian village). Killing the grave robber in the village gives a small Morale boost. Another random encounter follows (same as before). If you stand back when your party rushes to help the dog-mauled woman a random character will gain an Injury and you'll get a small Morale drop (intervening will result in no change). At the Mehir's location Shannet will kill Alus (probably someone else, Dume maybe, if he's not with you) and you'll have to fight some Gells (note that if you have the Ense party member saved by Reet with you he'll block Shannet's attack). ------------------ Combat: Soldiers ------------------ Enemies - 7 Gell Berserker (12 Attack, 20 Health, 20 Energy, 4 Walk, 1 Run) Gell Marauder x5 (9 Attack, 24 Health, 17 Energy, 4 Walk, 1 Run) Gell Warrior (9 Attack, 28 Health, 14 Energy, 4 Walk, 1 Run) Enemy Cards - ? N/A Rewards: Strixes: 50 Gold: 2000 Items: Small Bag of Herbs (Heal 2 Injuries per Rest Day) Cards: N/A Nothing noteworthy. ------------------ End Combat ------------------ That battle is immediately followed by a fight against some Enses. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Swordsman (9 Attack, 25 Health, 19 Energy, 1 Walk, 4 Run) Dark Ense Thrower (9 Attack, 19 Health, 23 Energy, 1 Walk, 4 Run) Ense Swordsman x2 (9 Attack, 25 Health, 19 Energy, 1 Walk, 4 Run) Ense Thrower (9 Attack, 19 Health, 23 Energy, 1 Walk, 4 Run) Ense Warlock (8 Attack, 19 Health, 24 Energy, 1 Walk, 2 Run) Enemy Cards - ? Energy Surge (I) Spirit Armor (I) Rewards: Strixes: 55 Gold: 2000 Items: N/A Cards: Spirit Armor (2/4), Energy Surge (2/4) A warlock! Haven't seen one of those in a while. Make sure to take it out quickly and save the throwers for last. ------------------ End Combat ------------------ After that battle you'll be confronted by the guardian, Orkan, and have a chance to talk to some people. If you tell Shannet not to kill for pleasure you'll get 5 strixes. Speaking with Orkan is necessary to advance and you'll have to tell him what happened to Reet. Telling the truth, that a curse killed her, will result in being able to use the Menhir to continue on. Unfortunately, continuing on in this case means teleporting straight into the middle of Atraakh's forces. Everyone here dies and the next Chapter begins (if Reet were with you the Menhir would send you to Adda instead and in one of the later Chapters you'd eventually be forced to choose between seeing the end of Lo Pheng's story or the end of Thorn's). --------------------------- Chapter VII: Hopper --------------------------- Three roads ahead. 1) South, Heiborg (2 Days) 2) West, Warden's Mansion (1 Day) 3) South-West, Serpent Tower (2 Days) The last clue you got mentioned a scoundrel, and where else will you find scoundrels but in bandit-infested woods? Taking the Secret Pathway to the Warden's Mansion you'll find a wounded huntsman. Give him the potion and he'll mention the next clue (Lon, whom you may remember from Thorn's Chapter) and some guards will bust in. Showing your papers will cost 2 days while having Mushom talk with them gets you off immediately. There are two ways from here. 1) South-West, Wicked Gully (1 Day) 2) South, Serpent Tower (2 Days) Well, really only one; Robbers' Track. The curse will act up at the Gully and there will be two more paths available. 1) South-West, Woodland Bastion (1 Day) 2) South-West, Shaman's Tower (2 Days) No reason to take the longer route, and at the Bastion you'll find a random encounter (lore-related, Gells). Attacking the Gells leads to a battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Gell Berserker x2 (13 Attack, 22 Health, 22 Energy, 4 Walk, 1 Run) Gell Marauder x4 (10 Attack, 25 Health, 18 Energy, 4 Walk, 1 Run) Gell Warrior (10 Attack, 29 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 4 Blast of Air (IV) Cure (I) Energy Surge (I) Stone Skin (III) Just Fire Blade them to death. ------------------ End Combat ------------------ Two options. 1) West, Friga (2 Days) 2) South, Shaman's Tower (1 Day) Again, no point in going South. The journey to town is uneventful, and inside there are a number of people to talk to. Your companions will talk about the forest witch, the prince will mention that Hode just ran through and headed off to the White Tower after Thorn, and Rask will mention that Drooket is actually an Umbra by the name of Qarbaph. Visit Lon last to pick up the fifth 'piece of wisdom' and discover that Dorpkhal is leading the enemy forces. You'll also get your next clue: "Go where everyone else is. Be healed by the water. Listen to those with an affinity for animals.". Leave Friga to find yourself back on the world map with four ways forward. 1) North-West, Three Springs (1 Day) 2) East, Woodland Bastion (2 Days) 3) North, Furriers' Village (1 Day) 4) North, Bear Inn (2 Days) The goal is the Water Menhir to the North, however it might be possible to intercept Thorn on the way. Regarding the clues, we need to look for someone with an affinity for animals... and both the Village and Inn might fit that description. If we head toward Three Springs it looks like we can cover all three bases at the cost of what appears to be an extra day of travel. I'll take the risk. The curse will act up on arrival and there will be a random encounter awaiting you (split path, lore-related, minstrel). Berating the terrible minstrel will bring everyone else to tears and appears to reduce the curse level by 1%. Forward: 1) North, Tar Works (2 Days) 2) North-East, Furriers' Village (2 Days) Looks like this was a larger delay than planned. Oh well, nothing for it now but to continue on to the Village. Within there will be a woman selling a tiger skin. Catch her in a lie to get another clue ("Read the words etched into the stone by the water."). If you buy the skin or have Rask touch it you'll lose a couple days of time. There are three possible paths now. 1) North-West, Tar Works (1 Day) 2) East, Bear Inn (1 Day) 3) North-East, Water Menhir (2 Days) We've got our clue, so may as well go straight to the Menhir. Halfway there you'll be hit by a sleeping enchantment. Rask will mention setting up protections before taking a short rest, which sounds like a great idea. You'll awaken to find Nakoma chilling in your camp. He'll present you with a choice: 1) Never Serve 2) Can't Help The first seems a bit extreme so let's go with the second. Atraakh will kill Rask and you'll be back on your way to the Water Menhir. The curse will act up on arrival and you'll find a High Umbra, Adna, waiting for you. After some talk she'll have you read the first half of the sixth 'piece of wisdom'. She'll also give you the next clue: "Find those loathed by all.". How helpful. In any case you now have three potential routes available. 1) North, Toll Collectors' Tower (2 Days) 2) North, Bald Knoll (1 Day) 3) North-East, Derelict Prison (3 Days) This is a tough choice. Toll collectors are pretty unpopular, but both the Refuge of the Wretched and the Prison might also fit the clue. Add in the extra travel time and taking the Pilgrims' Path seems like the safer bet. At the Knoll you'll come across a witch-burning mob. Talking with them will allow you to confront the witch, who is far more powerful than she appears. If you accept her trial you'll be presented with a choice: 1) Amma 2) Adna 3) Unda 4) Philia 5) Chila This seems very much like a trick question. Out of them all Philia and perhaps Amma seem the closest to not being considered a witch. I decided to go with Philia, which is apparently the correct choice. The girl will tell you to "read the stone in Opacum" and let you leave without further complication. There are now two ways forward. 1) North-East, Refuge of the Wretched (2 Days) 2) North-East, Drowsy Well (1 Day) Both the Pilgrims' Path and Wolf Track seem to be of similar length from here, but the Pilgrims' is probably better maintained so we'll take that one. There will be a random encounter (lore-related, split path) at the well. If you take the first option at the fork in the road you'll get to fight some Gells. ------------------ Combat: Soldiers ------------------ Enemies - 6 Gell Berserker x2 (13 Attack, 22 Health, 22 Energy, 4 Walk, 1 Run) Gell Marauder x2 (10 Attack, 25 Health, 18 Energy, 4 Walk, 1 Run) Gell Warrior x2 (10 Attack, 29 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 2 Chokehold (I) Cure (I) Again, just Fire Blade them to death. ------------------ End Combat ------------------ Two roads now. 1) North-East, Sepulcher (2 Days) 2) East, Refuge of the Wretched (1 Day) Continuing Northeast along the Pilgrims' Path will lead to the curse getting stronger and only one path onward. 1) North-East, Watchtower (1 Day) Reality will start to unravel. There's probably a reason for this so let's join the fight. ------------------ Combat: Enses ------------------ Enemies - 6 Dark Ense Sorcerer (7 Attack, 15 Health, 25 Energy, 2 Walk, 4 Run) Dark Ense Swordsman x2 (10 Attack, 27 Health, 20 Energy, 1 Walk, 4 Run) Ense Sorcerer (7 Attack, 15 Health, 25 Energy, 2 Walk, 4 Run) Ense Swordsman x2 (10 Attack, 27 Health, 20 Energy, 1 Walk, 4 Run) Enemy Cards - 2 Cure (I) Mental Strike (I) Mental Blast -> Fire Blade. Stab any that get close. ------------------ End Combat ------------------ Back on the world map now with a single road ahead. 1) East, Opacum (1 Day) You'll arrive before both the Frisian army and, surprisingly, Thorn. Inside, Stakhet Vichti will question you a bit and then the story will move on to the next Chapter. --------------------------- Chapter VII: Thorn --------------------------- With Mact rescued there are two ways back (and you can speak with both him and Brett at camp). 1) North, Three Springs (42 Strixes) 2) North-East, Friga (42 Strixes) Your destination is the Water Menhir, however for once we're no longer in any particular rush. That combined with the possibility that heading North might provide the opportunity to get behind the incoming enemy forces that were besieging Friga means we'll attempt to cross the Cursed Ravine. Hode will manage to catch up and re-join the party on the way. Following the ensuing discussion (there will be a Loyalty loss if you ask for news) you can continue on. You'll stumble right into the middle of the ensorcelled enemy forces that were besieging Friga (you'd have run into them if you headed for Friga as well). Skoor offers to help, and if you listen to him you'll get through without issue. Two possible paths now. 1) North, Tar Works (46 Strixes) 2) North-East, Furriers' Village (46 Strixes) Sadly, with the news Hode brought us we're now once again in a hurry to reach our destination (Water Menhir -> Opacum). Though Witch's Fell looks like the faster route from a bird's-eye view, the road though the forest seems especially treacherous. So we'll follow Juniper Fell instead. Halfway there a random encounter will appear (same selection as the earlier ones). If you find the townsfolk altar, you can have Vai negotiate with them to get a Loyalty boost, 8 strixes, and 100 gold. At the Tar Works will be a second random encounter (same pool of possibilities, Gells, a guard patrol). Attack the Gells to start a battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Gell Berserker x2 (4 Attack, 16 Health, 16 Energy, 4 Walk, 1 Run) Gell Marauder x4 (3 Attack, 20 Health, 10 Energy, 4 Walk, 1 Run) Gell Warrior (10 Attack, 33 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - 0 N/A Rewards: Strixes: 10 Gold: 1000 Items: N/A Cards: Vampirism (3/7) You should be extremely familiar with these enemies by now, and this bunch is far weaker than normal. ------------------ End Combat ------------------ Only one road's available. 1) East, Charcoal-Burners' Hut (23 Strixes) At the hut you'll find another random encounter (same possibilities as earlier, Frisians, a merchant). Merchant (Danel) 300 Rusty Arrowhead (+6 Health, -2 Energy) 3500 Heirloom Ring (+10 Health) 2300 Blackthorn Bracelet (+2 Attack, -8 Health) 450 Distortion Fragment (x2) 300 Energy Rush Fragment (x2) 300 Berserk's Fury Fragment (x2) That Rusty Arrowhead is a surprisingly good deal (robbing him gets you nothing). In the Frisian encounter you can attack them to trigger a battle. ------------------ Combat: Soldiers ------------------ Enemies - 6 Frisian Crossbowman x2 (10 Attack, 19 Health, 13 Energy, 3 Walk, 1 Run) Frisian Halberdier x3 (11 Attack, 24 Health, 22 Energy, 4 Walk, 2 Run) Frisian Swordsman (10 Attack, 26 Health, 15 Energy, 4 Walk, 2 Run) Enemy Cards - 2 Chokehold (I) Mental Strike (I) Rewards: Strixes: 15 Gold: 1000 Items: N/A Cards: The Reaping's Breath (2/7) Crossbowman -> halberdiers -> swordsman. ------------------ End Combat ------------------ From the Charcoal-Burners' Hut there are, oddly, two options. 1) East, Water Menhir (23 Strixes) 2) North-East, Ford (23 Strixes) I can't see any reason to visit an out-of-the-way and apparently dangerous river crossing when the destination is directly ahead. At the Water Menhir you can have 3 Injuries healed by touching it. Suddenly the cannibal leader from before will appear, only now he's been possessed by Drooket. After the conversation Adna will make her appearance and demand a choice: 1) Don't Understand 2) My Sake Thorn has no idea what's happening here so the first option it is. Some Gells will then attack. ------------------ Combat: Soldiers ------------------ Enemies - 8 Gell Berserker x3 (13 Attack, 24 Health, 22 Energy, 4 Walk, 1 Run) Gell Marauder x3 (10 Attack, 28 Health, 18 Energy, 4 Walk, 1 Run) Gell Warrior x2 (10 Attack, 33 Health, 15 Energy, 4 Walk, 1 Run) Enemy Cards - ? N/A Rewards: Strixes: 100 Gold: 3000 Items: N/A Cards: N/A This batch of Gells is unfortunately at full strength. Your general tactics should be the same as earlier though. ------------------ End Combat ------------------ The Chapter ends immediately after. --------------------------- Chapter VIII: Hopper --------------------------- In Opacum now you can talk with various people. The earlier clue mentioned reading the stone, so check out the Menhir first. You'll meet Philia there and she'll point out the rest of the sixth 'piece of wisdom'. You still need one more though and your next clue is: "You will find the words at the very end, or else on the dearest one.". Visit Mushom and Ake, who will introduce Padagang (the clothing merchant from Albius), next for some conversation. Visit Coronzon last for a choice: 1) Treeg 2) Thorn 3) Opacum 4) Leave None of the these responses really stand out, but why he would be interested in Treeg is the biggest mystery right now. Treeg, Sheck, and Amma will arrive immediately afterward (Amma will instead arrive with Lo Pheng if he didn't die). Prince Hederlig arrives next and you'll find yourself in conversation with Treeg. You can now speak with Sheck and Amma. Amma is Hopper's 'dearest one' so let's go to her first. She lays out everything that's happening now but doesn't actually help you. Sheck isn't much help either. Check the Gate to finish up and jump over to Thorn's remaining part of this Chapter. --------------------------- Chapter VIII: Thorn --------------------------- Three potential paths and you can speak with Skoor and/or Gleda in camp. 1) North, Toll Collectors' Tower (46 Strixes) 2) North, Bald Knoll (23 Strixes) 3) North-East, Derelict Prison (69 Strixes) We're still in a rush here (of course) so let's just take the Prison Road. Maybe it will even let us bypass the Watchtower. At the bridge along the way there'll be a random encounter (same selection). If you have Vai in your party when encountering the heretic monks you can continue on without issue. Further along the road will be a second random encounter (same variety). For the 'bandit attack aftermath' encounter, you can bury the bodies for a small Morale boost. At the prison you'll run into another random encounter (the earlier merchant, a Berkanan mercenary merchant). If you ask Helm about the mercenaries you'll get a 10% discount. Merchant (Emme) 350-385 Blood Charm (-1 Strix Cost per Day) 700-770 Well of Energy (+3 Energy) 400-440 Marble Figure (8 Strixes) 300-330 Transformation Fragment (x2) 200-220 Great Sacrifice Fragment (x2) 200-220 Will of Steel Fragment (x2) The discount is pretty negligible (robbing her starts a fight against two Berkanan archers, a swordsman, two bonecrushers, two farm laborers, and a robber). Disappointedly there's only one way forward. 1) North, Watchtower (44 Strixes) You'll run into the Frisian army along the way. Fight them to trigger a battle. ------------------ Combat: Soldiers ------------------ Enemies - 7 Frisian Crossbowman (10 Attack, 17 Health, 13 Energy, 3 Walk, 1 Run) Frisian Halberdier x6 (11 Attack, 22 Health, 22 Energy, 4 Walk, 2 Run) Enemy Cards - 2 Chokehold (I) Mental Strike (I) Rewards: Strixes: 12 Gold: 0 Items: N/A Cards: N/A Only one crossbowman and no swordsmen. Very simple. ------------------ End Combat ------------------ At the Watchtower you'll then be forced into another fight. ------------------ Combat: Soldiers ------------------ Enemies - 8 Frisian Crossbowman x2 (10 Attack, 17 Health, 13 Energy, 3 Walk, 1 Run) Frisian Halberdier x4 (11 Attack, 22 Health, 22 Energy, 4 Walk, 2 Run) Frisian Swordsman x2 (10 Attack, 23 Health, 15 Energy, 4 Walk, 2 Run) Enemy Cards - 0 N/A Rewards: Strixes: 10 Gold: 1000 Items: N/A Cards: Back in Time (2/5) Nothing worth noting. ------------------ End Combat ------------------ After the battle you'll discover a captured Stein, who will accompany you to Opacum. 1) East, Opacum (22 Strixes) At the city gates you'll be forced into a third fight. ------------------ Combat: Soldiers ------------------ Enemies - 9 Frisian Crossbowman x3 (10 Attack, 17 Health, 13 Energy, 3 Walk, 1 Run) Frisian Halberdier x3 (11 Attack, 22 Health, 22 Energy, 4 Walk, 2 Run) Frisian Swordsman x3 (10 Attack, 23 Health, 15 Energy, 4 Walk, 2 Run) Enemy Cards - 0 N/A Rewards: Strixes: 10 Gold: 1200 Items: N/A Cards: N/A Effectively the same battle as before. ------------------ End Combat ------------------ Inside you'll be pulled into a conversation with Stakhet (presumably this conversation would be far less jovial if you killed Tenner or Mact didn't survive). A conversation with Padagang follows. You party will get a free Injury heal and then you'll be able to explore the fortress. Start off with the Gell, Tenner, and Mact conversations. Then you can have Fisk rejoin the party if you want and/or check out the Salesman. Merchant (Opacum) 2000 Reaper's Amulet (-1 Strix Cost per Day) 2500 Speed Potion (+1 Walk, +1 Run) 3000 Whirlwind Soul (Free Running) 200 Soul Swap Fragment (x2) 300 Prayer to the Gods of War Fragment (x2) I'm not sure why a strix consumption-reducing item would be on sale here when there's no more world map travel to reduce your strix count. Regardless, visit Hopper and Philia next and check out the Feast to have a conversation with Treeg and Hode. A few choices follow, whether to agree to Hode's request, whether to warn Gleda to be alert, and whether to shield her behind Hopper (I did all three). I'm not sure what effect, if any, they have on later events. Treeg will make a speech (he was assassinated before he could in my first playthrough, and I suspect having Hopper tell Coronzon to leave Treeg alone earlier is what kept him alive this time) and usher in the final Chapter. --------------------------- Chapter IX: Hopper --------------------------- You've reached the beginning of the endgame. You can talk with Mushom and Philia, the latter of which will give you an extremely important package. Check the Wall last then head to the Throne Room to negotiate. Keeping in mind Hopper's warning to end these as quickly as possible we'll take the third option to end the conversation as soon as it presents itself. You'll be forced into a battle. ------------------ Combat: Soldiers ------------------ Enemies - 10 Frisian Crossbowman x2 (10 Attack, 21 Health, 16 Energy, 3 Walk, 1 Run) Frisian Halberdier x4 (12 Attack, 27 Health, 27 Energy, 4 Walk, 2 Run) Frisian Swordsman x4 (10 Attack, 29 Health, 18 Energy, 4 Walk, 2 Run) Enemy Cards - 0 N/A No surprises here. ------------------ End Combat ------------------ At this point, if Lo Pheng's alive you'll now have to choose between him and Thorn. If this is your first playthrough I suggest choosing Thorn, as Lo Pheng's story is very much secondary. Of course if he's dead, as he is here, then it'll just jump straight to Thorn's final Chapter. --------------------------- Chapter IX: Thorn --------------------------- There will be a number of points of interest available. Start at the Menhir to find Amma losing control, then take a look at the three armies. Finally, speak with Gleda. You'll then be able to visit Stakhet. Brann will soon make his appearance and you'll be forced in battle. ------------------ Combat: Mixed ------------------ Enemies - 10 Andra (13 Attack, 44 Health, 18 Energy, 3 Walk, 1 Run) Berkanan Archer (8 Attack, 29 Health, 26 Energy, 3 Walk, 2 Run) Berkanan Guard (10 Attack, 33 Health, 21 Energy, 4 Walk, 1 Run) Berkanan Monk (4 Attack, 37 Health, 42 Energy, 2 Walk, 2 Run) Berkanan Sentinel (10 Attack, 33 Health, 21 Energy, 4 Walk, 1 Run) Berkanan Spearwoman (17 Attack, 22 Health, 31 Energy, 3 Walk, 2 Run) Berkanan Swordsman (8 Attack, 60 Health, 37 Energy, 3 Walk, 1 Run) Bonecrusher x2 (11 Attack, 26 Health, 12 Energy, 4 Walk, 1 Run) Foshta (13 Attack, 44 Health, 18 Energy, 3 Walk, 1 Run) Enemy Cards - ? Chokehold (I) Sudden Aggression (I) Vulnerability (III) Rewards: Strixes: 120 Gold: 3000 Items: Rune of Aim (+1 Archer Attack) Cards: N/A For this occasion I added Gleda and Mact (who's insanely powerful) to my usual party of Thorn, Vai, and Ramlin. This will be a nasty battle, as the archer, spearwoman, and templars can all do lots of damage while the guard and sentinel will be right behind them. At least the archer and monk are on opposite sides. ------------------ End Combat ------------------ Afterward you'll need to head to the Gate. Amma will lose control of herself and you'll enter combat. ------------------ Combat: Enses ------------------ Enemies - 5 Amma (15 Attack, 168 Health, 42 Energy, 4 Walk, 3 Run) Dark Ense Sorcerer (7 Attack, 18 Health, 31 Energy, 2 Walk, 4 Run) Dark Ense Swordsman (10 Attack, 33 Health, 25 Energy, 1 Walk, 4 Run) Dark Ense Thrower (10 Attack, 25 Health, 44 Energy, 1 Walk, 4 Run) Ense Swordsman (10 Attack, 33 Health, 25 Energy, 1 Walk, 4 Run) Enemy Cards - 0 N/A Rewards: Strixes: 150 Gold: 2500 Items: Emerald Amulet (+5 Energy) Cards: N/A Amma's not quite as scary as Atraakh, but she's still dangerous. Focus on her to the exclusion of all else. ------------------ End Combat ------------------ Hopper will get the last piece of the spell after the battle, but it doesn't quite seem to be enough. Thorn will demand answers from someone, Hopper looking like a better option than Philia. After the explanation Thorn can then glance at Philia or Gleda, with Philia seeming to be the safer option this time. Hopper and Philia will rush off to the Throne Room and then Treeg will appear and remove Hode from your party (it looks like he'd do far worse if Hode wasn't with you). You now have to visit the Throne Room yourself. Inside there will be a choice: 1) Kill 2) You Think? 3) Slow Down Thorn is quick to react with anger, particularly where his family is concerned, but Hopper is not the one doing the threating and so the third choice seems the most in-character this time. You'll now have to visit the Castle Square. Atraakh will make his appearance and challenge you to a battle. ------------------ Combat: Soldiers ------------------ Enemies - 4 Atraakh (17 Attack, 209 Health, 47 Energy, 3 Walk, 3 Run) Gell Berserker (13 Attack, 27 Health, 27 Energy, 4 Walk, 1 Run) Gell Marauder (10 Attack, 31 Health, 23 Energy, 4 Walk, 1 Run) Gell Warrior (10 Attack, 36 Health, 18 Energy, 4 Walk, 1 Run) Enemy Cards - 0 N/A While the Gell are deadly, Atraakh is far worse. Focus-fire on him and the fight will end the moment he falls. ------------------ End Combat ------------------ Atraakh will get finished off with Dorpkhal's dagger and the finale will commence. Depending on your choices either the god will be sealed in the vessel (it was here) or it won't and the vessel will have to be killed, and Hopper will either survive (if the curse level is low enough; it was at 82% here) or be killed (my first playthrough it was at 98% and he died). An epilogue and cutscene featuring Chila/Childao will wrap things up and provide the hook for a potential sequel (the tower is apparently related to the Ense 'ark' that you can hear about from either Reet or the Ense party member on Lo Pheng's path). --------------------------- Chapter IX: Lo Pheng --------------------------- There is no final Chapter for Lo Pheng this walkthrough since he died long ago. If you had made different choices though it probably would have ended up involving fighting off Amma instead of Brann's mercenaries in the Throne Room and dealing with Reet being the chosen one instead of Gleda... or at least that's how it went on my first playthrough. --------------------------- Appendix: Classes --------------------------- Entries will look like this: Name Cost: Resource (% Att) AoE: Target Target: Effect Self: N/A Cooldown: None The name is the skill's display name. The cost is the skill's cost ('Att' stands for the user's current Attack rating). The AoE field lists the skill's target type and/or effect area. If the skill can be used on distant targets, the number of spaces will also be listed here. The target section describes any effect the skill will have on non-self targets. Effects which only last until the target's next turn are marked with the 'EoT' abbreviation. N/A means the skill has no effect on other characters. The self section describes any effect the card will have on the character using the skill. Effects which only last until the user's next turn are marked with the 'EoT' abbreviation. Skills that do not end a character's turn are marked 'Free Action'. N/A means the skill has no effect on the user. The cooldown section lists the turn length between uses. Abilities that cannot be used on the first turn of combat will list a delay in this section. Passive abilities which are always active will have 'passive' listed in this section. Skill level-up upgrade paths are listed separately and look like this: Upgrades Name x# - Target: Effect The name here is the upgrade's name. The number that follows the 'x' is how many skill points you can invest in the upgrade. The upgrade target can be either the character (self) or one of their skills. The effect of the upgrade is listed last. Only upgrades with a single level have exact values listed. ------------------ PC Classes ------------------ --------- Main --------- Blance (16 Att, 65 Health, 55 Energy, 3 Walk, 5 Run) Quick Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +Energy (75% Att) Cooldown: None Circular Hit Cost: 5 Energy AoE: All Surrounding Target: Damage (200% Att) Self: N/A Cooldown: 2 Devouring Blow Cost: None AoE: Single Enemy Target: Damage (200% Att) Self: +Health/Energy (100% Att) Cooldown: 3, Delay 2 Fire Blade Cost: 12 Energy AoE: All Enemies Target: Health Damage (100% Att) Self: N/A Cooldown: 4 Mental Blast Cost: 6 Energy AoE: Single Random Enemy Target: 10 Energy Damage Self: Free Action Cooldown: 2 Taste of Blood Cost: Enemy Kill AoE: Self Target: N/A Self: +2 Att Cooldown: Passive Upgrades Mental Blast x1 - Mental Blast: Unlocks Energy Surge x10 - Quick Strike: +Energy Refined Mastery x4 - Circular Hit: -Energy Cost Sharp Blade x10 - Circular Hit: +Damage Devouring Blow x1 - Devouring Blow: Unlocks Taste of Blood x1 - Taste of Blood: Unlocks Willpower x2 - Mental Blast: -Energy Cost Shadow Blade x10 - Devouring Blow: +Damage Fire Blade x1 - Fire Blade: Unlocks Spurts of Flame x5 - Fire Blade: -Energy Cost Quick Mind x1 - Mental Blast: -1 Cooldown Master of Combat x10 - Quick Strike: +Damage Eikon (15 Att, 60 Health, 0 Energy, 5 Walk, 2 Run) Stone-Piecing Gaze Cost: None AoE: Single Enemy Target: Health Damage (100% Att), -1 Att Self: +2 Energy Cooldown: None Sunburn Cost: None AoE: Single Enemy, Range 3 Target: Energy Damage (150% Att) Self: +Energy (40% Att) Cooldown: 3 Sudden Abyss Cost: Health (60% Att) AoE: All Adjacent Target: Health Damage (200% Att) Self: N/A Cooldown: 3 Way to the Altar of the Gods Cost: Health (30% Att) AoE: Single Enemy Target: Health Damage (400% Att) Self: -Def (60% Att, EoT) Cooldown: 5 Dry Tar on the Lips Cost: None AoE: Self Target: N/A Self: +2 Energy, All Damage Done to Health, Free Action Cooldown: 5 Cloud Tower Cost: None AoE: Self Target: N/A Self: +42 Def (EoT), Free Action Cooldown: 5 Deadly Reflex Cost: None AoE: Self Target: N/A Self: Immune to Knockback, Auto-Counter Cooldown: Passive Upgrades Prying Glance x5 - Stone-Piecing Gaze: +Energy Amber Tar x1 - Dry Tar on the Lips: +2 Energy Bold Ascension x3 - Self: +Health, +Walk Safe Abyss x3 - Sudden Abyss: -Health Cost Flash x2 - Sunburn: -Cooldown Deadly Scent x2 - Way to the Altar of the Gods: -Cooldown Melting Tar x2 - Dry Tar on the Lips: -Cooldown Tower of Winds x1 - Cloud Tower: -1 Cooldown Last Drops of Dew x10 - Self: +Health Ringing Silence x10 - Self: +Energy Guard (7 Att, 36 Health, 24 Energy, 3 Walk, 3 Run) Fightback Cost: None AoE: Single Enemy Target: Damage (100% Att), 1 Knockback Self: +Counter (100% Att, EoT) Cooldown: None Parry Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +Def (30% Att, EoT) Cooldown: None Knockback Cost: 5 Energy AoE: All Surrounding Target: Health Damage (170% Att), 2 Knockback Self: +Def (100% Att, EoT) Cooldown: 5, 1 Delay Anger Cost: Energy (30% Att), Health (30% Att) AoE: Self Target: N/A Self: +1 Att, +Def (10% Att, EoT) Cooldown: None Shelter Cost: Energy (20% Att) AoE: Single Ally, 5 Range Target: +6 Def (EoT) Self: N/A Cooldown: 2 For the Commander Cost: Death AoE: All Allies Target: +1 Att, +2 Energy Self: N/A Cooldown: Passive Upgrades Endurance x3 - Self: +Energy, +Walk Suppressed Anger x2 - Anger: +Def (EoT) Destructive Anger x1 - Anger: +1 Att Aggression x1 - Knockback: -3 Cooldown, -1 Delay Might x3 - Self: +Att Shockwave x5 - Knockback: +Damage Strong Defense x3 - Shelter: +Def (EoT) Fast Defense x1 - Shelter: -1 Cooldown Resilience x10 - Self: +Health Endurance x10 - Self: +Energy --------- Party --------- Archer (6 Att, 28 Health, 25 Energy, 3 Walk, 2 Run) Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Shot Cost: None AoE: Single Enemy, 6 Range Target: Damage (100% Att) Self: N/A Cooldown: None Dead Shot Cost: Health (200% Att) AoE: Single Enemy, 6 Range Target: Damage (280% Att) Self: N/A Cooldown: None Exhausting Shot Cost: 12 Energy AoE: Single Enemy, 6 Range Target: Energy Damage (250% Att), -5 Def (EoT) Self: N/A Cooldown: 4, 2 Delay Dodge Cost: Energy (50% Att) AoE: Self Target: N/A Self: +Def (50% Att, EoT), Free Action Cooldown: 2 Focus Cost: Energy (200% Att) AoE: Self Target: N/A Self: +Health (200% Att) Cooldown: 2 Determination Cost: Enemy Kill AoE: Self Target: N/A Self: +Health (50% Att) Cooldown: Passive Upgrades Resilience x3 - Self: +Health Accuracy x6 - Self: +Att Focus x1 - Focus: Unlock Skill Archery Master x2 - Shot: +Range, +Damage Deadly Shot x1 - Dead Shot: +Health Cost (30% Att), +1 Att Concentration x2 - Focus: +Health, -Energy Cost Sharpshooter's Skill x3 - Dead Shot: -Health Cost Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Assassin (7 Att, 20 Health, 28 Energy, 3 Walk, 1 Run) Bloodletting Cost: Energy (50% Att) AoE: Single Enemy, 2 Range Target: Damage (100% Att) Self: +Health (100% Att) Cooldown: None Power Strike Cost: Health (200% Att) AoE: Single Enemy Target: Damage (400% Att) Self: N/A Cooldown: 4, 2 Delay Rebound Cost: None AoE: Self Target: N/A Self: +Def (30% Att, EoT), +Energy (50% Att), Free Action Cooldown: 2 Subterfuge Cost: None AoE: Self Target: N/A Self: Incoming Damage Targets Energy (EoT), Free Action Cooldown: 2 Speed Up Cost: 2 Energy AoE: Self Target: N/A Self: +2 Run, Free Action Cooldown: 2 Dominance Cost: Enemy Kill AoE: Self Target: N/A Self: +7 Energy Cooldown: Passive Upgrades Resilience x3 - Self: +Health Might x4 - Self: +Att Lunge x1 - Bloodletting: +1 Range Snake's Agility x1 - Power Strike: -2 Cooldown, -2 Delay Trick x1 - Subterfuge: -1 Cooldown Thrill of Battle x1 - Subterfuge: +1 Att, +1 Cooldown Vampirism x4 - Bloodletting: +Health Resilience x10 - Self: +Health Endurance x10 - Self: +Energy City Guard (7 Att, 32 Health, 20 Energy, 4 Walk, 1 Run) Parry Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +Def (30% Att, EoT) Cooldown: None Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (150% Att), 2 Knockback Self: N/A Cooldown: None Call to Defense Cost: Energy (50% Att) AoE: All Allies Target: +1 Def (EoT) Self: Free Action Cooldown: 2 Guard's Honor Cost: Ally Death AoE: Self Target: N/A Self: +1 Att Cooldown: Passive Upgrades Endurance x3 - Self: +Energy Might x5 - Self: +Att Healing Potion x2 - Call to Defense: +Health, +Def (EoT) Heavy Onslaught x2 - Onslaught: +Def (EoT), +Damage Athletics x1 - Self: +1 Walk, +10 Health Master of Combat x5 - Parry: +Damage Call to Combat x1 - Call to Defense: +1 Att, +1 Cooldown Healing Fumes x2 - Call to Defense: +Health Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Cleric (3 Att, 36 Health, 40 Energy, 2 Walk, 2 Run) Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Healing Cost: Energy (200% Att) AoE: Single Ally, Range 2 Target: +6 Health Self: +1 Att Cooldown: None Inspiration Cost: 6 Health AoE: Single Ally, Range 2 Target: +5 Energy Self: +1 Att Cooldown: None Spirit Strike Cost: Energy (400% Attack) AoE: Single Enemy Target: Damage (300% Att) Self: N/A Cooldown: None Meditation Cost: 10 Health AoE: Self Target: N/A Self: +Energy (300% Att) Cooldown: 4 Focus Cost: Energy (200% Att) AoE: Self Target: N/A Self: +Health (200% Att) Cooldown: 2 Upgrades Endurance x3 - Self: +Energy Healer x5 - Healing: +Health Mystic x1 - Inspiration: +3 Energy, -2 Health Cost Spirit Strike x1 - Spirit Strike: Unlock Skill Willpower x5 - Self: +Att Concentration x1 - Focus: -Energy Cost (50% Att) Energy Surge x1 - Meditation: -3 Health Cost, -1 Cooldown Energy Conservation x3 - Spirit Strike: -Energy Cost Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Fighter (8 Att, 40 Health, 14 Energy, 5 Walk, 2 Run) Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Double Strike Cost: Health (150% Att) AoE: Single Enemy Target: Health Damage (200% Att), Energy Damage (200% Att) Self: -1 Att Cooldown: 4 Heavy Strike Cost: Health (300% Att), 4 Energy AoE: Single Enemy Target: Damage (300% Att) Self: +2 Att Cooldown: None Cover Cost: None AoE: Self Target: N/A Self: +Energy (40% Att), Free Action Cooldown: 3 Damage Split Cost: None AoE: Self Target: N/A Self: Incoming Damage Split Between Health/Energy (EoT), Free Action Cooldown: 2 Bloodlust Cost: Enemy Kill AoE: Self Target: N/A Self: +Health (120% Att) Cooldown: Passive Upgrades Resilience x3 - Self: +Health Swiftness x2 - Double Strike: -Cooldown Nimble Blade x1 - Heavy Strike: -Health Cost (100% Att) Solid Cover x2 - Cover: +Energy Might x3 - Self: +Att Steady Hand x1 - Double Strike: +1 Att Master of Combat x5 - Attack: +Damage Endurance x3 - Self: +Energy Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Hammerman (9 Att, 35 Health, 30 Energy, 3 Walk, 1 Run) Glancing Blow Cost: None AoE: Single Enemy Target: Damage (100% Att), 2 Knockback Self: N/A Cooldown: None Stun Cost: 5 Energy AoE: Single Enemy Target: Damage (100% Att), Stun Self: N/A Cooldown: None Armor Crack Cost: Energy (50% Att) AoE: Single Enemy Target: Damage (100% Att), -Def (60% Att, EoT) Self: N/A Cooldown: None Berserk Cost: 3 Health AoE: Self Target: N/A Self: +Def (20% Att), +1 Walk, Free Action Cooldown: 2 Meditation Cost: 10 Health AoE: Self Target: N/A Self: +Energy (300% Att) Cooldown: 4 Gloat Cost: Enemy Death AoE: Self Target: N/A Self: +5 Energy Cooldown: Passive Upgrades Might x5 - Self: +Att Endurance x3 - Self: +Energy Gloat x1 - Gloat: Unlocks Decimation x3 - Armor Crack: -Def (EoT) Enchanted Hammer x1 - Glancing Blow: +Energy (50% Att) Heavy Hammer x5 - Stun: +Damage Second Wind x1 - Meditation: -10 Health Cost, -1 Cooldown Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Spearman (12 Att, 21 Health, 30 Energy, 3 Walk, 2 Run) Piercing Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (200% Att), 2 Knockback Self: N/A Cooldown: None Defense Cost: None AoE: Self Target: N/A Self: +Defense (25% Att, EoT), Free Action Cooldown: 1 Retaliation Cost: Energy (30% Att) AoE: Self Target: N/A Self: +Counter (100% Att, EoT), Free Action Cooldown: 2 Upgrades Might x3 - Self: +Att Serrated Tip x3 - Piercing Strike: +Damage Long Spear x1 - Piercing Strike: +1 AoE (Line) Reflexes x1 - Onslaught: +Def (40% Att, EoT) Resilience x5 - Self: +Health Reinforced Defense x1 - Defense: +Def (15% Att, EoT) Quick Reflexes x1 - Retaliation: -Energy Cost (30% Att), -1 Cooldown Athletics x3 - Self: +Walk Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Templar (9 Att, 42 Health, 18 Energy, 3 Walk, 1 Run) Mutilation Cost: Energy (100% Att) AoE: Single Enemy Target: Damage (100% Att), -4 Att Self: N/A Cooldown: None Quick Shot Cost: None AoE: Single Enemy, 3 Range Target: Damage (70% Att), -1 Att Self: N/A Cooldown: None Throwback Shot Cost: Health (100% Att) AoE: Single Enemy, 3 Range Target: Damage (150% Att), 3 Knockback Self: N/A Cooldown: None Exhausting Shot Cost: 12 Energy AoE: Single Enemy, 6 Range Target: Energy Damage (250% Att), -5 Def (EoT) Self: N/A Cooldown: 4, 2 Delay Defense Cost: None AoE: Self Target: N/A Self: +Def (50% Att, EoT), Free Action Cooldown: 3 Meditation Cost: 10 Health AoE: Self Target: N/A Self: +Energy (300% Att) Cooldown: 4 Logos Cost: New Round AoE: Self, Random Ally Target: +Def (20% Att, EoT) Self: +Def (20% Att, EoT) Cooldown: Passive Upgrades Might x1 - Self: +1 Att Endurance x3 - Self: +Energy Crippling Shot x1 - Throwback Shot: -1 Att Resolve x4 - Mutilation: -Energy Cost Athletics x2 - Self: +Walk Mutilating Shot x2 - Mutilation: -Att Serrated Tip x4 - Quick Shot: +Damage Fortitude x1 - Throwback Shot: -Health Cost (100% Att) Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Warlock (1 Att, 25 Health, 30 Energy, 3 Walk, 1 Run) Loan Cost: 7 Energy AoE: Single Ally, Range 4 Target: +2 Att Self: N/A Cooldown: None Power Absorption Cost: 6 Health AoE: Single Enemy, Range 4 Target: Energy Damage (400% Att) Self: +Energy (400% Att) Cooldown: 2 Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Spirit Armor Cost: None AoE: Single Ally, Range 6 Target: +4 Def (EoT), -1 Att Self: +1 Att, Free Action Cooldown: 2 Soul Absorption Cost: Ally Death AoE: Self Target: N/A Self: +10 Energy Cooldown: Passive Power Source Cost: Ally Card Use AoE: Self Target: N/A Self: +5 Health, +5 Energy Cooldown: Passive Upgrades Summoner x1 - Spirit Armor: -1 Cooldown Quick Mind x1 - Power Absorption: -1 Cooldown Energy Conservation x2 - Loan: -Energy Cost Resilience x3 - Self: +Health Generosity x1 - Loan: +1 Att Fortitude x2 - Power Absorption: -Health Cost Guarding Spirits x2 - Spirit Armor: +Def (EoT) Athletics x2 - Self: +Walk Resilience x10 - Self: +Health Endurance x10 - Self: +Energy Warrior (6 Att, 58 Health, 36 Energy, 3 Walk, 1 Run) Furious Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +1 Att Cooldown: None Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (150% Att), Stun, 2 Knockback Self: N/A Cooldown: None Defense Cost: None AoE: Self Target: N/A Self: +Defense (50% Att, EoT), Free Action Cooldown: 3 Retaliation Cost: Energy (30% Att) AoE: Self Target: N/A Self: +Counter (100% Att, EoT), Free Action Cooldown: 2 Let Them Come Cost: Enemy Kill AoE: Self Target: N/A Self: +3 Def (EoT) Cooldown: Passive Upgrades Resilience x3 - Self: +Health Endurance x3 - Self: +Energy Athletics x2 - Self: +Walk Reflexes x1 - Onslaught: +Health Cost (150% Att), +Damage (150% Att) Might x3 - Self: +Att Adrenaline x1 - Furious Strike: +1 Att Quick Reflexes x1 - Retaliation: -Energy Cost (30% Att), -1 Cooldown Anger x4 - Furious Strike: +Damage Resilience x10 - Self: +Health Endurance x10 - Self: +Energy ------------------ Enemy Classes ------------------ --------- Enses --------- Ense/Dark Ense Sorcerer Whiplash Cost: None AoE: Line, 3-Space Target: Damage (100% Att) Self: N/A Cooldown: None Offering Cost: Health (100% Att) AoE: Single Ally Target: +Energy (120% Att) Self: N/A Cooldown: None Cure Cost: Energy (50% Att) AoE: Single Ally Target: +Health (120% Att) Self: N/A Cooldown: None Mass Defense Cost: 5 Energy AoE: All Allies Target: +3 Def (EoT) Self: N/A Cooldown: None Magic Block Cost: Death AoE: Enemy Target: -1 Magic Card Turn Self: N/A Cooldown: Passive Magic Channeling Cost: Enemy Card Use AoE: Self Target: N/A Self: +5 Energy Cooldown: Passive Ense/Dark Ense Swordsman Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Mental Strike Cost: Health (50% Att) AoE: Single Enemy, 5 Range Target: Damage (100% Att), -1 Att Self: N/A Cooldown: 2, 1 Delay Deadly Jab Cost: Health (80% Att), Energy (30% Att) AoE: Line, 2-Space Target: Damage (200% Att) Self: N/A Cooldown: 2 Retaliation Cost: Energy (30% Att) AoE: Self Target: N/A Self: +Counter (100% Att, EoT), Free Action Cooldown: 2 Bloodlust Cost: Enemy Kill AoE: Self Target: N/A Self: +Health (120% Att) Cooldown: Passive Ense/Dark Ense Thrower Sweeping Blow Cost: None AoE: Single Enemy Target: Health Damage (70% Att), Energy Damage (70% Att) Self: N/A Cooldown: None Pummel Cost: Health (50% Att), Energy (50% Att) AoE: Single Enemy Target: Health/Energy Damage (200% Att), Health/Energy Damage (100% Att), 1 Knockback Self: N/A Cooldown: 2, 1 Delay Devastating Strike Cost: Energy (30% Att) AoE: Single Target Target: Health Damage (100% Att), Energy Damage (30% Att), -Def (80% Att, EoT) Self: N/A Cooldown: 2 Coercion Cost: Health (30% Att) AoE: Single Ally, 3 Range Target: +1 Att, +1 Walk Self: N/A Cooldown: 2 Aura of Dread Cost: Death AoE: All Allies Target: +2 Att, +1 Walk Self: N/A Cooldown: Passive Ricochet Cost: Enemy Kill AoE: Single Random Enemy Target: Energy Damage (100% Att) Self: N/A Cooldown: Passive Ense Warlock Pillar of Ash Cost: Energy (200% Att) AoE: Single Enemy, Infinite Range Target: Damage (300% Att) Self: N/A Cooldown: None Focusing Cost: None AoE: Self Target: N/A Self: +Energy (400% Att) Cooldown: 2 Magic Channeling Cost: Enemy Card Use AoE: Self Target: N/A Self: +5 Energy Cooldown: Passive --------- Peasants --------- Bonecrusher Furious Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +1 Att Cooldown: None Brutal Blow Cost: Energy (30% Att) AoE: Single Enemy Target: Health Damage (100% Att) & -1 Att Self: N/A Cooldown: 2 Insult Cost: Energy (20% Att) AoE: Random Single Enemy Target: -1 Walk, -1 Run Self: Free Action Cooldown: 2, 2 Delay Dirty Trick Cost: Enemy Kill AoE: Self Target: N/A Self: Extra Turn Cooldown: Passive Bouncer Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Hard Shove Cost: Energy (30% Att) AoE: Single Enemy Target: Damage (150% Att), 3 Knockback Self: N/A Cooldown: None Protection Cost: Energy (20% Att) AoE: Single Ally Target: +Def (30% Att, EoT) Self: +Def (30% Att, EoT) Cooldown: 2 Dirty Trick Cost: Enemy Kill AoE: Self Target: N/A Self: Extra Turn Cooldown: Passive Farm Laborer Sweeping Blow Cost: None AoE: Single Enemy Target: Health Damage (70% Att), Energy Damage (70% Att) Self: N/A Cooldown: None Wounding Blow Cost: Energy (50% Att) AoE: Single Enemy Target: Health Damage (150% Att), Energy Damage (150% Att) Self: N/A Cooldown: 2, 2 Delay Respite Cost: Health (20% Att) AoE: Self Target: N/A Self: +Energy (200% Att) Cooldown: 2, 2 Delay Dirty Trick Cost: Enemy Kill AoE: Self Target: N/A Self: Extra Turn Cooldown: Passive Robber Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Stun Cost: 5 Energy AoE: Single Enemy Target: Damage (100% Att), Stun Self: N/A Cooldown: None Taunt Cost: Health (30% Att) AoE: Random Single Enemy Target: Energy Damage (100% Att) Self: +Energy (20% Att) Cooldown: 2, 2 Delay Speed Up Cost: Energy (20% Att) AoE: Self Target: N/A Self: +2 Walk, +1 Run, Free Action Cooldown: 3 Dirty Trick Cost: Enemy Kill AoE: Self Target: N/A Self: Extra Turn Cooldown: Passive --------- Reapers --------- Amma Swinging Hit Cost: None AoE: Single Enemy Target: Damage (100% Att), -4 Att, 3 Knockback Self: N/A Cooldown: 3 Horrible Strike Cost: Health (70% Att) AoE: Single Enemy Target: Health Damage (70% Att), Energy Damage (130% Att) Self: N/A Cooldown: 3 Scatter Cost: None AoE: All Surrounding Target: Health Damage (10% Att), 4 Knockback Self: +8 Def (EoT) Cooldown: 3 Reaper's Power Cost: Enemy Kill AoE: Self Target: N/A Self: +6 Health, +3 Energy Cooldown: Passive Atraakh Reaper's Attack Cost: Health (100% Att) AoE: Single Enemy Target: Health/Energy Damage (200% Att), Health/Energy Damage (100% Att) Self: N/A Cooldown: 3 Slap Cost: None AoE: Single Enemy Target: Damage (100% Att), -5 Def (EoT), 1 Knockback Self: N/A Cooldown: 3 Intimidating Roar Cost: None AoE: All Enemies Target: Health Damage (40% Att) Self: N/A Cooldown: 3 Reaper's Power Cost: Enemy Kill AoE: Self Target: N/A Self: +6 Health, +3 Energy Cooldown: Passive --------- Soldiers --------- Andra/Foshta Mutilation Cost: Energy (100% Att) AoE: Single Enemy Target: Damage (100% Att), -4 Att Self: N/A Cooldown: None Quick Shot Cost: None AoE: Single Enemy, 3 Range Target: Damage (70% Att), -1 Att Self: N/A Cooldown: None Throwback Shot Cost: Health (100% Att) AoE: Single Enemy, 3 Range Target: Damage (150% Att), 3 Knockback Self: N/A Cooldown: None Defense Cost: None AoE: Self Target: N/A Self: +Def (50% Att, EoT), Free Action Cooldown: 3 Meditation Cost: 10 Health AoE: Self Target: N/A Self: +Energy (300% Att) Cooldown: 4 Logos Cost: New Round AoE: Self, Random Ally Target: +Def (20% Att, EoT) Self: +Def (20% Att, EoT) Cooldown: Passive Berkanan Archer Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Shot Cost: None AoE: Single Enemy, 6 Range Target: Damage (100% Att) Self: N/A Cooldown: None Dead Shot Cost: Health (200% Att) AoE: Single Enemy, 6 Range Target: Damage (280% Att) Self: N/A Cooldown: None Berkanan Guard/Sentinel Parry Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +Def (30% Att, EoT) Cooldown: None Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (150% Att), 2 Knockback Self: N/A Cooldown: None Call to Defense Cost: Energy (50% Att) AoE: All Allies Target: +1 Def (EoT) Self: Free Action Cooldown: 2 Guard's Honor Cost: Ally Death AoE: Self Target: N/A Self: +1 Att Cooldown: Passive Berkanan Monk Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Healing Cost: Energy (200% Att) AoE: Single Ally, Range 2 Target: +6 Health Self: +1 Att Cooldown: None Inspiration Cost: 6 Health AoE: Single Ally, Range 2 Target: +5 Energy Self: +1 Att Cooldown: None Meditation Cost: 10 Health AoE: Self Target: N/A Self: +Energy (300% Att) Cooldown: 4 Focus Cost: Energy (200% Att) AoE: Self Target: N/A Self: +Health (200% Att) Cooldown: 2 Berkanan Spearwoman Piercing Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (200% Att), 2 Knockback Self: N/A Cooldown: None Defense Cost: None AoE: Self Target: N/A Self: +Defense (25% Att, EoT), Free Action Cooldown: 1 Retaliation Cost: Energy (30% Att) AoE: Self Target: N/A Self: +Counter (100% Att, EoT), Free Action Cooldown: 2 Berkanan Swordsman Furious Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +1 Att Cooldown: None Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (150% Att), 2 Knockback Self: N/A Cooldown: None Retaliation Cost: Energy (30% Att) AoE: Self Target: N/A Self: +Counter (100% Att, EoT), Free Action Cooldown: 2 Let Them Come Cost: Enemy Kill AoE: Self Target: N/A Self: +3 Def (EoT) Cooldown: Passive Frisian Crossbowman Crossbow Shot Cost: None AoE: Single Enemy, 5 Range Target: Damage (100% Att) Self: N/A Cooldown: None Piercing Shot Cost: 12 Energy AoE: Line, 6-Space Target: Damage (200% Att) Self: N/A Cooldown: None Regroup Cost: Health (100% Att) AoE: Self Target: N/A Self: +Energy (100% Att), +1 Walk, Free Action Cooldown: 2 Zero In Cost: Enemy Kill AoE: Self Target: N/A Self: +2 Att Cooldown: Passive Frisian Halberdier Piercing Strike Cost: None AoE: Line, 2-Space Target: Damage (70% Att) Self: N/A Cooldown: None Blinding Strike Cost: Energy (200% Att) AoE: Single Enemy Target: Health Damage (100% Att), Stun Self: N/A Cooldown: None Attack Stance Cost: 8 Energy AoE: Self Target: N/A Self: +1 Att, +1 Walk, Free Action Cooldown: 2 Energy Surge Cost: New Round AoE: Self Target: N/A Self: +2 Energy Cooldown: Passive Frisian Swordsman Furious Strike Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +1 Att Cooldown: None Fury Cost: Energy (200% Att) AoE: Single Enemy Target: Health Damage (100% Att), Energy Damage (100% Att) Self: N/A Cooldown: None Helping Hand Cost: Energy (100% Att) AoE: Single Ally Target: +Energy (100% Att) Self: Free Action Cooldown: 2 Commander's Aura Cost: New Round AoE: Self Target: N/A Self: +1 Def (EoT) Cooldown: Passive For the Commander Cost: Death AoE: All Allies Target: +1 Att, +2 Energy Self: N/A Cooldown: Passive Gell Berserker Attack Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: N/A Cooldown: None Axe Hurl Cost: Health (50% Att) AoE: Single Enemy, 5 Range Target: Damage (100% Att) Self: N/A Cooldown: None Slicing Strike Cost: Health (70% Att) AoE: Single Enemy Target: Health Damage (70% Att), Energy Damage (100% Att) Self: N/A Cooldown: None Berserk Cost: 3 Health AoE: Self Target: N/A Self: +Def (20% Att), +1 Walk, Free Action Cooldown: 2 Zero In Cost: Enemy Kill AoE: Self Target: N/A Self: +2 Att Cooldown: Passive Vindictiveness Cost: Ally Death AoE: Self Target: N/A Self: +1 Att Cooldown: Passive Gell Marauder Parry Cost: None AoE: Single Enemy Target: Damage (100% Att) Self: +Def (30% Att, EoT) Cooldown: None Berserk's Blow Cost: Health (100% Att) AoE: Single Enemy Target: Damage (200% Att) Self: +3 Def (EoT) Cooldown: None Retaliation Cost: Energy (30% Att) AoE: Self Target: N/A Self: +Counter (100% Att, EoT), Free Action Cooldown: 2 Berserk Cost: 3 Health AoE: Self Target: N/A Self: +Def (20% Att), +1 Walk, Free Action Cooldown: 2 Marauder Cost: Enemy Kill AoE: Self Target: N/A Self: +4 Health, +4 Energy Cooldown: Passive Vindictiveness Cost: Ally Death AoE: Self Target: N/A Self: +1 Att Cooldown: Passive Gell Warrior Armor Crack Cost: Energy (50% Att) AoE: Single Enemy Target: Damage (100% Att), -Def (60% Att, EoT) Self: N/A Cooldown: None Sweeping Blow Cost: None AoE: Single Enemy Target: Health Damage (70% Att), Energy Damage (70% Att) Self: N/A Cooldown: None Berserk Cost: 3 Health AoE: Self Target: N/A Self: +Def (20% Att), +1 Walk, Free Action Cooldown: 2 Onslaught Cost: Health (100% Att) AoE: Single Enemy Target: Damage (100% Att), 1 Knockback Self: N/A Cooldown: None Battle Rage Cost: Enemy Kill AoE: Self Target: N/A Self: +Def (20% Att, EoT) Cooldown: Passive Vindictiveness Cost: Ally Death AoE: Self Target: N/A Self: +1 Att Cooldown: Passive Vandil Hunter Throwback Shot Cost: Energy (200% Att) AoE: Single Enemy, Infinite Range Target: Damage (150% Att), 3 Knockback Self: N/A Cooldown: None Focusing Cost: None AoE: Self Target: N/A Self: +Energy (400% Att) Cooldown: 2 --------------------------- Appendix: Magic Cards --------------------------- Entries will look like this: Name Fragments: # Enemy: Effect (Target Type) Ally: N/A The name is the card's display name (a few display different names on different screens). The fragment total is how many pieces of the card you need to collect before it can be used. The enemy section describes any effect the card will have on enemies. The number/type of enemy affected will follow in parenthesis. N/A means the card has no effect on enemies. The ally section describes any effect the card will have on allies. The number/type of ally affected will follow in parenthesis. N/A means the card has no effect on allies. ------------------ Multiple Targets ------------------ --------- Rank I --------- Rancor Fragments: ? Enemy: N/A Ally: -5 Att (Single), +1 Att (All Surrounding) Sudden Aggression / Angry Outburst Fragments: 3 Enemy: +5 Att (Random Single) Ally: +5 Att (Random Single) Touch of Chaos Fragments: 3 Enemy: -5 Health (Random Single) Ally: +2 Energy (All), +2 Att (Random Single) --------- Rank II --------- Burning Souls Fragments: 5 Enemy: -10 Health (All) Ally: -5 Energy (All) Great Sacrifice Fragments: 4 Enemy: -2 Att (All) Ally: -100 Health (Random Single) Iron Will / Will of Steel Fragments: 4 Enemy: +10 Def (All, EoT) Ally: +10 Def (All, EoT) Peacefulness / Peaceful Solution Fragments: 4 Enemy: -5 Att (Random Single) Ally: -5 Att (Random Single) The Exchange of Souls / Soul Swap Fragments: 4 Enemy: Swap Health and Energy (All) Ally: Swap Health and Energy (All) --------- Rank III --------- Charge of Vivacity / Energy Rush Fragments: 5 Enemy: +10 Energy (All) Ally: +10 Energy (All) Prayer to the Gods of War Fragments: 5 Enemy: N/A Ally: Stun (All), +2 Att (All) The Great Healing / Miraculous Healing Fragments: 5 Enemy: +15 Health (All) Ally: +15 Health (All) The Spirit of Despair Fragments: 5 Enemy: Stun (Random Single), -30 Def (EoT) & +5 Att (Random Single) Ally: N/A --------- Rank IV --------- Berserker Rage / Berserk's Fury Fragments: 6 Enemy: N/A Ally: Stun (Random Single), -30 Def (EoT) & +5 Att (Random Single) Blast of Air Fragments: 6 Enemy: 10 Health Damage (Single), 2 Knockback (All Surrounding) Ally: N/A Bloody Harvest Fragments: ? Enemy: -20 Def (All, EoT) Ally: -20 Def (All, EoT) Deadly Balance Fragments: 6 Enemy: -50 Health (Random Single) Ally: -50 Health (Random Single) Drain Fragments: 6 Enemy: -20 Energy (Random Single) Ally: +20 Health (Random Single) Sacrifice Fragments: 6 Enemy: N/A Ally: +5 Att (All), -60 Health (Random Single) Transformation Fragments: 6 Enemy: N/A Ally: Swap Health and Energy (All) --------- Rank V --------- Distortion Fragments: 7 Enemy: Swap Health and Energy (All) Ally: N/A The Reaping's Breath Fragments: 7 Enemy: -10 Energy (All) Ally: -10 Energy (All) Vampirism Fragments: 7 Enemy: -20 Health (Random Single) Ally: +20 Energy (Random Single) ------------------ Single Target ------------------ --------- Rank I --------- Chokehold Fragments: 4 Enemy: -10 Health Ally: N/A Cure Fragments: 4 Enemy: N/A Ally: +10 Health Energy Surge Fragments: 4 Enemy: N/A Ally: +10 Energy Mental Strike Fragments: 3 Enemy: -10 Energy Ally: N/A Paralysis Fragments: 3 Enemy: Stun Ally: N/A Spirit Armor Fragments: 4 Enemy: N/A Ally: +10 Def (EoT) Thirst for Destruction Fragments: ? Enemy: N/A Ally: +7 Att, -10 Walk --------- Rank II --------- Time Acceleration Fragments: 4 Enemy: N/A Ally: +1 Magic Card Round --------- Rank III --------- Back in Time Fragments: 5 Enemy: -2 Magic Card Round Ally: N/A Stone Skin Fragments: 5 Enemy: N/A Ally: +20 Def (EoT) Vulnerability Fragments: ? Enemy: N/A Ally: -15 Def (EoT) --------- Rank V --------- Inspiration Fragments: 7 Enemy: N/A Ally: +10 Att Trauma Fragments: 5 Enemy: -5 Att Ally: N/A