Legends of Eisenwald - Walkthrough Game Version: 1.31 ----------------------------------------------------------------------------- Table of Contents ----------------------------------------------------------------------------- Introduction Loading Screen Tips Walkthrough w0x. Starting Class w1x. Prologue w2x. Way Home w2. Army Building w2. Vassal Quests, Part 1 w2. War w2. Black Necklace w2. Vassal Quests, Part 2 w2. Wrap-Up w3x. Run Away w4x. Road to Windfeld w5x. Windfeld w5. Base Building w5. Dog-Nose w5. Faction Quests w5. War w5. Undead w5. Truce? w5. Assassination w5. Wendel w6x. Threver w6. Getting Started w6. War, Part 1 w6. Questing w6. Icon of Saint Killian w6. Patrolling w6. Landgrave's Goal w6. War, Part 2 w6. The Crystal Apple w7x. Rothwald w7. Ending Choice w7. Base Building w7. Grave Hunting w7. The Landgrave w7. Ending Preparation - The Crown w7. Ending Preparation - Revenge w7. Ending Preparation - Forgiveness w8x. Waldersee w9x. Endgame w9. Starting Out w9. Forgiveness w9. Revenge w9. The Crown Appendix - Bestiary b1x. Melee Units b2x. Ranged Units b3x. Magic Units b4x. Unique Units - Equipment e1x. Weapons Axes War Picks Maces Spears Swords Daggers Halberds Hammers Pikes Two-Handed Swords Bows Crossbows Arrows Staves Books Rods e2x. Armor Cloth Light Medium Heavy Shields Large Shields Pavises e3x. Accessories e4x. Equestrian Horses Horse Equipment Lances e5x. Potions Recovery Offensive Defensive - Abilities a1x. Active a2x. Passive a3x. Spells ----------------------------------------------------------------------------- Introduction ----------------------------------------------------------------------------- A straight-forward walkthrough for the game which details map contents, quest completion, and general enemy types/quantities. Note that it was written while playing through the game on Normal difficulty with the Personalization option disabled. Playing on other difficulties will result in different gold values and possibly enemy quantities, while playing with Personalization enabled will slightly vary unit statistics. Acknowledgments go out to elsordo, who wrote a comprehensive quest-focused guide in Russian. The English translation of which got me through my first playthrough: Original - https://steamcommunity.com/sharedfiles/filedetails/?id=377505595 English - https://steamcommunity.com/sharedfiles/filedetails/?id=520410955 ----------------------------------------------------------------------------- Loading Screen Tips ----------------------------------------------------------------------------- - Income from buildings and villages surrounding a castle is automatically transferred to that castle. Locations not controlled by a castle require their income collected directly. - Units recover Health automatically as time passes. Heavily damaged units recover Health slower. - Units with 1 HP will not take part in combat. - Healing potions can be used on the Inventory screen. Just drag them onto the character's portrait. - Melee units receive +1 Initiative when their army attacks, while ranged units receive +1 Initiative when their army is defending. - The larger the combined Damage of your melee units is, the less damage you'll take when sieging fortifications. - Mounted units are automatically dismounted in battles taking place within swamps, forests, and buildings. - A unit receives a wound if an attack deals more than half its base HP. - Regardless of Defense value, an attack will do a minimum of 5 Damage. Exceptions to this are invulnerable units and ranged attacks against units with shields. - Ranged attacks dealing minimal damage (10) against units with shields will instead deal no damage. - Bow and dagger wielders make two attacks a turn, but that doesn't necessarily mean they'll do double the damage. - Ranged units have an optimal range of 3 spaces. Units outside that range take reduced damage. - The strength of a spell's effects is determined by the caster's current amount of Spiritual Power. - Spell cost is determined by the target's Willpower value. Hostile targets have it added to the cost, while friendly targets subtract it from the cost (which can never be less than 5 SP). ----------------------------------------------------------------------------- Walkthrough ----------------------------------------------------------------------------- ---------------------------------- w0x. Starting Class ---------------------------------- ======== +Knight+ ======== The Knight is arguably the easiest class to start out as, both due to the high power of mounted units and high defensive ability. His class upgrades are generally centered around increasing equipment options and personal damage dealing ability. He can equip heavy armor, large shields, swords, axes, war picks, & maces by default and starts out with the Defense Stance ability. ~~~~~~~~~~ ~Upgrades~ ~~~~~~~~~~ ___________ |Iron Health| Ignore the first wound received in battle. ______________ |Mounted Combat| The Knight can now equip equestrian equipment. Requires Iron Health. _______________ |Tournament Hero| Grants the Ramming Attack ability, which triggers an extra action when an enemy is killed by a mounted melee attack following a move. Requires Mounted Combat. ____ |Rage| Melee Attack is increased by 2 each time this unit is hit, and the bonus lasts until the next time they attack. Requires Iron Health. _________________ |Two-Handed Weapon| The Knight can now equip two-handed swords, hammers, and halberds. Requires Iron Health. _______________ |Powerful Strike| Grants the Powerful Strike ability, which allows a unit to skip their turn and suffer a defense penalty in exchange for doubled attack strength on the next attack. Requires Two-Handed Weapon. ========== +Baroness+ ========== The Baroness is a combination Archer/Crossbowman who's far more vulnerable than the Knight (she needs supporting melee units), but makes up for it with a high Initiative and the ability to eventually pick off any ranged or magic units on the board with impunity. Her class upgrades are almost entirely centered around doing more damage, which will allow her to pick off even heavily armored targets. She can equip medium armor, bows, crossbows, and pavises by default. ~~~~~~~~~~ ~Upgrades~ ~~~~~~~~~~ ____________________ |Point-Blank Shooting| Grants the Point-Blank Shot ability, which allows full damage against adjacent targets. ________________ |Preliminary Shot| Consecutive attacks against the same target receive a stacking +5 Attack bonus until a different action is chosen. Requires Point-Blank Shooting. ________________ |Accurate Shooter| Grants the Aimed Shot and Penetrating Shot abilities, which allow a unit to skip their turn to either (depending on equipped weapon) increase the damage of their next attack or have it ignore Defense and cause Stun. Requires Preliminary Shot. __________ |Long Range| The damage penalty for attacking units 4 or more spaces away is reduced by 50%. Requires Point-Blank Shooting. _____________ |Prepared Shot| While wielding a crossbow, Initiative is increased by 15 for the first round of battle. Requires Point-Blank Shooting. _____________ |Stunning Shot| Attacks made with a crossbow will cause the Stun effect. Requires Prepared Shot. ======== +Mystic+ ======== The weakest starting out, the Mystic becomes considerably more powerful as he levels and gains access to a wide range of additional spells (most of which none of the other recruitable units have access to): Transmutatio Rubigo, Nigredo, Albedo, & Rubedo. He can equip clothes, staves, rods, & books by default, and starts with both the Meditation ability and Ignis Magnesium & Transmutatio Ferrum spells. ~~~~~~~~~~ ~Upgrades~ ~~~~~~~~~~ ______ |Stream| Using the same spell on consecutive turns reduces its cost by 10%. This cost reduction stacks with itself and lasts until a different action is chosen. _______ |Alchemy| All potions used by friendly units have their effects increased by 50%. Requires Stream. __________ |Necromancy| Grants the Evocation spell, which summons a friendly Spirit unit. Requires Alchemy. ______________ |Punishing Fire| The Ignis Magnesium spell now allows movement like a standard melee attack. Requires Stream. _____________ |Battle Shield| The Mystic starts each battle with Transmutatio Ferrum already cast on himself. Requires Stream. ____________ |Energy Burst| Skip turn to have the next casting of Ignis Magnesium, Transmutatio Ferrum, Transmutatio Rubigo, or Nigredo affect all potential targets. SP cost is tripled. Requires Battle Shield. ----------------------------------------------------------------------------- w1x. Prologue ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Soldier Castle Seidlitz Acolyte Saint Elena Church Peasant Woman Forest Village ============= +Mercenaries+ ============= Veteran Watch Cow and Spoon Crossbowman Cow and Spoon ================== +Healing Services+ ================== Saint Elena Church Castle Kuestenkauz ======= +Shops+ ======= General Summer Fair ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Mercenaries Chieftain Rogue x2 Rogue Archer Warlock Loot: Fox Fang, Massive Mace, Barbute, Trophies Red Bestl Gang Deserter Bandit x2 Red Bestl Peasant Woman Loot: Bear Claw, Arrows, Leather Brigandine, Recurve Bow, Trophies ============= +Kuestenkauz+ ============= Castle Kuestenkauz Guard x2 Bowman x2 Loot: N/A Kuestenkauz Kuestenkauz Watch Bandit Bowman Herbalist Woman Loot: Healing Potion, Potion of Spirit, Simple Armet, Rafael's Pentacle, Light Spear, Steel Cuirass, Trophies =========== +Marauders+ =========== Bandits Fugitive Peasant x3 Hunter Loot: N/A Watchtower Ruins Bandit x2 Fugitive Peasant x2 Loot: N/A ---------------------------------- Followers ---------------------------------- ~~~~~~~~~~ ~Berthold~ ~~~~~~~~~~ HP: 65 M.Def: 12 Att: 31 R.Def: 12 Ini: 14 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def) Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword, Axe, War Pick, Mace, Lance, H.Armor, Shield Abilities: Defense Stance Passives: Noble Level: 1 XP: 20/350 ~~~~~~~~ ~Hunter~ ~~~~~~~~ HP: 54 M.Def: 1 Att: 13x2 R.Def: 1 Ini: 14 Will: 0 Items: Bow (+1 Ini), Arrows (+1 Att) Can Equip: Bow, L.Armor Abilities: N/A Passives: Mob Level: 1 XP: 9/70 ---------------------------------- Walkthrough ---------------------------------- You start the game with a single follower and no money, equipment, or army. Directly to the north though is a Hunter, who will join as a second follower. A battle with a small group of bandits immediately follows. While not strong, they do outnumber you (by quite a bit if you're playing as a Mystic) and can overwhelm the unwary. You're now free to explore... not that there's much to see at the moment. Head directly to Castle Seidlitz in order to get +1000 Gold; you can now afford to heal your units. Unfortunately this castle doesn't have healing services, so the next stop is the Saint Elena Church you just passed earlier. Back to the castle once again (this sort of backtracking will be a re-occurring theme throughout the game; take note that you can speed up gametime using the buttons at the bottom-left of the screen). A soldier is now available for recruitment at the castle, and new recruitment options will appear at both the church and Forest Village (this will be the only time the game mentions that new recruits have become available, in later maps they'll simply appear at locations as you progress through the main quest). Additionally, a Horse can be picked up at Hawk Village and the Summer Fair now has a shop open where you're required to buy an item specific to your class. Note that shop inventories are often random and will refresh each day. After filling out the army and buying whatever's wanted/needed (make sure after equipping the horse and lance you click the button with the little green 'up' arrow to actually use them), you're directed to an inn north of Forest Village. Stopping at every inn on the map to check rumors is a habit you should get into early, as doing so is required to discover and complete most sidequests. After listening to the rumors a Rogue will pop up with information regarding a buried treasure, so you may as well pay him. There's now a choice of where to go next: - Red Bestl Treasure - Ewalt the Wise - Defeat Red Bestl You could head straight after Bestl (who's located just southwest of Forest Village), but it's better to get the two sidequests out of the way first. Since it should be nighttime already, travel over to the Old Graveyard east of the Fair to meet Ewalt. You could leave all your gold (and get nothing in return)... or you can grab him and get a free Rabbit Foot (a pagan accessory; pagan accessories cannot be used by holy characters such as the Lector line of recruits). Afterward travel north across the bridge and northwest into the forest to find a ruined watchtower guarded by some Bandits. They shouldn't pose a challenge to your newly enlarged army (though for best results you'll want to wait for daytime since they have no ranged units). After the battle, if you got the information regarding the buried treasure, a search will turn up an Amulet of Samael. Heal at the church and then travel south into the forest to take out Bestl's gang (make sure its nighttime to reduce the effectiveness of his archery). This is a good time to point out that, if you have a choice, you never want to face Poachers/Rogues in forests or swamps due to their Ambush passive. Heal up and return to Seidlitz for the next objective, which is to take Castle Kuestenkauz. You get an additional 1000g and instructed to go hire some mercenaries at the inn. Mercenaries are very good for two reasons: There's no limit to how many you can hire, and you can hire classes not normally available for recruitment. The bad part is they drain your daily Gold income... and they drain it by quite a bit. Which makes them excellent shock troops for individual battles, but generally terrible as long-term investments (their availability is also somewhat random, with many inns/taverns', camps', and cities' having a variable selection). There are two mercenaries for hire, a Veteran Watch and a Crossbowman. Grab them both and then head north across the bridge toward the hostile castle to discover a small Fishing Hut on the riverbank. Enter and use the little pause button in the lower-left part of the screen (or just press the spacebar) to start advancing the time. The Kuestenkauz army will soon leave the castle and start wandering around. Wait until they're a decent distance away (you'll get a dialog prompt) and then assault the now lightly defended castle. One of your weaker party members will likely have gotten knocked out by the archers, so it's a good thing this castle offers healing services. You've probably also gained enough experience to have leveled-up. Don't worry about your army right now, as you won't be keeping them, but how the protagonist is leveled can be pretty important. The Commander line is useful in general (even for Baroness/Mystic players, whose troops receive the Cohesion bonus) but not particularly exciting, while the Feudal line is far more valuable if you're playing on higher difficulties (on Normal or lower you shouldn't be having any money problems). The class-specific lines are more of a mixed bag. Knights will want to grab Mounted Combat and Tournament Hero as soon as possible, but the others are arguably far less useful than the Commander abilities. The Baroness will greatly benefit from Long Range, but after that it's a toss-up between Accurate Shooter and Leader; Aimed Shot is often overkill while late-game maps give plenty of castle support. Mystics want Necromancy ASAP, but you can ignore Punishing Fire and Energy Burst. The game now wants you to wait inside the castle until Kuestenkauz attacks you, which would be a much better idea if Berthold didn't happen to be a mounted unit. So I instead suggest leaving the castle and attacking him outside. In either case, once he's dead and you've healed yourself it's time to head back to Seidlitz once more (ignore the Estate). A quick note regarding fortifications: Castles will recruit their own set of defenders, and units inside any fortification will automatically gain XP as time progresses. This is true for enemy units as well, though their progress is slower. Moving on now, the next goal is the pier just west of the inn. On the way you'll encounter some hostile mercenaries, so dispatch them (easy enough if you still have the mercenaries employed) to recover a letter. Head back to the castle for a brief scene, and then it's time to get your affairs in order before visiting the pier. Only what Berthold and the protagonist currently have equipped travels with you to the next map. So equip the best and/or most expensive items you can on those two and then set out for the next chapter. ----------------------------------------------------------------------------- w2x. Way Home ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Monk Saint Lucius Monastery Peasant Boats Wide Bank Frog Village Soggy Hill Green Long Orchard Lungwort Underwood Lake Village Three Fields Village Recruit Wide Bank Three Fields Village Soldier Quellburg Young Noble Quellburg Castle Craighausen Hunter Wide Bank Green Long Orchard Quellburg Three Fields Village Lector Saint Lucius Monastery Lake Village Saint Norbert's Church Peasant Woman Soggy Hill Lungwort Quellburg Three Fields Village ============= +Mercenaries+ ============= Deserter Mercenary Camp Guard The Goose and Fox Gilded Pretzel Old Lotar's Monk: Quellburg Recruit Mercenary Camp Soldier Mercenary Camp Watch The Goose and Fox Young Noble Old Lotar's Quellburg Archer Quellburg Hunter Old Lotar's Poacher Mercenary Camp Rogue Archer Quellburg The Goose and Fox Herbalist Woman Gilded Pretzel Mercenary Camp ================== +Healing Services+ ================== Saint Lucius Monastery Quellburg Lake Village Saint Norbert's Church ======= +Shops+ ======= General Wide Bank Quellburg Three Fields Marketplace Merchant Guild's Warehouse Magical Saint Lucius Monastery Three Fields Village Saint Norbert's Church Sorceress Celine's House Physical Smithy ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Caper Rogue x2 Bandit Rogue Archer Loot: Heavy Poleaxe, Trophies Jolier Kontz's Gang Bandit Fugitive Peasant x2 Peasant x3 Loot: N/A Kurt Craige Kurt Craige Crossbowman Acolyte Loot: Silver Ring, Archer's Ring, Bull Power Potion, Regenerating Potion, Strengthening Potion, Simple Armet, Sharp Sword, Massive Mace, Light Chainmail, Steel Heater Shield, L.Trophies, Trophies Mercenary Gang Deserter x2 Hunter Loot: Padded Jacket, Trophies Mercenary Gang Deserter Guard Rogue Archer Peasant Woman Loot: Silver Diadem, Arrows, Trophies Mercenary Leader Rogue Soldier x2 Hunter Apostate Loot: Rafael's Pentacle, Spiked Mace, Trophies Mercenary Patrol (1) Recruit Fugitive Peasant x2 Loot: N/A Mercenary Patrol (2) Deserter Hunter Loot: Trophies Mercenary Patrol (3) Soldier Bandit Hunter x2 Loot: Light Battleaxe, Trophies Mercenary Patrol (4) Deserter Guard Recruit Peasant Woman Loot: Bear Claw, Trophies Second-Hand Dealer Abel Guard x2 Bowman Loot: Trophies Arnulf's Estate Lucius (Silver Cross) Loot: Silver Cross, Trophies Monastery Cemetery Bandit x2 Peasant Loot: N/A Watchtower Ruins Soldier Bandit Poacher Loot: Trophies ================== +Bruno Grossenhof+ ================== Miner Miner x3 Loot: N/A Walter Grossenhof Young Noble Soldier Recruit x2 Hunter Loot: Protection from Arrows, Trophies Wilhelm Grossenhof Wilhelm Grossenhof Soldier Recruit Bowman Hunter Peasant Woman Loot: Health Potion, Simple Armet, Sharp Axe, Hawk Ring, Kettle Helm, Lightweight Infantry Shield, Cuirass with Gorget, Horse, Trophies Castle Grossenhof Bruno Grossenhof Soldier Recruit x2 Hunter x3 Loot: Trophies ================== +Erich Grauschild+ ================== Adolf Young Noble Recruit x2 Peasant Hunter Loot: Trophies Erich Grauschild Erich Grauschild Soldier x2 Crossbowman Bowman Loot: Rabbit Foot, Silver Ring, Trophies x2, Bow with Reinforced Arcs, Simple Armet, Bowman Bracelet, Cuirass with Gorget, Horse Peasants Pitch Worker Peasant x2 Peasant Woman Loot: N/A Adolf's Estate Guard Hunter Loot: Trophies Castle Lotharholm Guard x2 Recruit Hunter Loot: Trophies Watchtower Guard Loot: N/A =============== +Gunther Reike+ =============== Gunther Reike Gunther Reike Watch x2 Bowman Peasant Woman Loot: Simple Cross, Healing Potion, Bull Power Potion, Regenerating Potion x2, Health Potion, Simple Armet, Light Spear, Kettle Helm, Guisarme-Halberd, Trophies Peasants Peasant x3 Peasant Woman Loot: N/A Peterlin Soldier Recruit x2 Warlock Peasant Woman Loot: Amulet, Old Grimoir, Trophies Castle Frosch Guard Recruit Peasant Bowman Hunter x2 Loot: Trophies ================= +Humbolt Langard+ ================= Humbolt Langard Humbolt Langard Soldier Watch Archer Hunter Lector Loot: Sharp Dagger, Duel Jerkin, Spiked Mace, Silver Cross, Trophies Hunters Peasant Hunter x2 Loot: N/A Castle Mossenschutz Guard Recruit x2 Bowman Hunter x2 Loot: Trophies Tower Recruit x2 Loot: N/A ================ +Trader's Guild+ ================ Merchant Leon Esquire Leon Guard Herbalist Woman Loot: Tagged Heater Shield, Signet of the Traders Guild, Trophies Merchant Guild's Warehouse Merchant x2 Guard x2 Bowman Apostate Loot: Trophies ============= +Mercenaries+ ============= Marauding Mercenaries Guard Deserter Poacher Hunter Loot: Spear, Trophies Mercenary Gang (1) Soldier Recruit Bandit Hunter Loot: Trophies Mercenary Gang (2) Infantry Soldier x2 Archer Loot: Sallet, Leather Jacket with Plates, Trophies Manfred Bull Thorn Chieftain Veteran Watch Monk Archer x2 Warlock Loot: Bridle, Infantry Spear, Cuirass with Gorget, Horse, Trophies Gustav von Leffe False Knight Assassin Infantry x2 Rogue Archer x2 Loot: Copper Amulet, Serrated Arrows, Armet, Handy Warhammer, Trophies Mountain Gate Stephan Watch x2 Archer x2 Crossbowman Apostate Herbalist Woman Loot: Riveted Mail, Heavy Pickaxe, "Winged" Spear, Trophies =========== +Marauders+ =========== Assassins Deserter Bandit Fugitive Peasant Loot: Hawk Ring, Trophies Beggars Beggar x4 Loot: N/A Bert of the Marsh's Gang Bandit x2 Fugitive Peasant Beggar Poacher Loot: N/A Brothers Greese Fugitive Peasant x2 Loot: N/A Deserters Deserter x2 Loot: Trophies Devil-Worshippers Fugitive Peasant x2 Beggar x3 Heretic Apostate Peasant Woman Loot: Grimoirium Verum, Amethyst Escaped Peasants Elder Fugitive Peasant x2 Peasant Woman Loot: N/A Fugitive Peasants (1) Fugitive Peasant x2 Beggar Loot: N/A Fugitive Peasants (2) Elder Fugitive Peasant x2 Hunter Peasant Woman Loot: Copper Pendant, Fox Fang, Padded Jacket Fugitive Peasants (3) Fugitive Peasant x3 Beggar Hunter Loot: N/A Outlaws Assassin Rogue x2 Soldier Bandit Rogue Archer Poacher Herbalist Woman Loot: Fox Fang, Reinforced Bow, Trophies Rebelling Peasants Elder Fugitive Peasant x3 Peasant x2 Hunter x3 Lector Herbalist Woman Loot: Bear Claw, Copper Amulet, Bow with Reinforced Arcs, Trophies Wood Brothers Poacher x2 Hunter x2 Loot: Fox Fang, Rabbit Foot A Burnt-Out Village Beggar x2 Bandit x2 Poacher x2 Herbalist Woman Loot: N/A Deserted Tower Rogue x2 Bandit Poacher x2 Loot: Spear, Trophies Deserted Village Bandit x2 Beggar x2 Hunter Loot: N/A Swamp Shack Bandit Fugitive Peasant x2 Poacher Hunter Loot: N/A ---------------------------------- Followers ---------------------------------- ~~~~~~~~~~~~ ~City Guard~ ~~~~~~~~~~~~ HP: 60 M.Def: 9 Att: 31 R.Def: 4 Ini: 14 Will: 0 Items: Spear (+3 Att), Head (+2 M.Def), Body (+3 M.Def) Can Equip: Axe, Spear, L.Armor, Shield Abilities: N/A Passives: Guard Level: 1 XP: 37/120 ~~~~~~ ~Monk~ ~~~~~~ HP: 60 M.Def: 2 Att: 32 R.Def: 2 Ini: 13 Will: 3 Items: Mace (-3 Ini, +2 Att) Can Equip: Mace, L.Armor Abilities: N/A Passives: Preacher, God's Warrior, Fearless Level: 1 XP to Next: 5/220 ~~~~~~~~~~~~~~~~~~~~ ~Rudolph Grauschild~ ~~~~~~~~~~~~~~~~~~~~ HP: 67 M.Def: 8 Att: 38x2 R.Def: 7 Ini: 21 Will: 2 Items: Sword (+3 Ini, +1 Att), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, L.Armor Abilities: Parry Passives: Noble Level: 1 XP: 38/250 ---------------------------------- Walkthrough ---------------------------------- ~~~~~~~~~~~~~~~~~~~~~ ! w2. Army Building ! ~~~~~~~~~~~~~~~~~~~~~ This is the first map with wandering hostile units, so it's prudent to point out up front that these units can attack and be attacked by neutral or friendly units. So if you don't see a particular unit it may have already been killed (item drops get inherited by the surviving unit, so you don't have to worry about missing anything). You start out in this area with 600g and Berthold... who almost immediately departs (thankfully not taking his equipment with him). There are quite a few things to do here, but the most pressing is to round up an army. Start off by entering the nearby inn and listening to all rumors, especially the one about the Feline Mirror (you can hire the guard now, but I would wait). Head south (avoiding the Fugitives if you're still alone) to Wide Bank to find a couple decent recruits, then into the nearby monastery to trigger a quest. You'll get 2 free Monk followers and be expected to wait in the monastery until some mercenaries attack. You don't have to stay though, and in fact it's a good idea to attack them outside since you get to keep the followers until you return (if for whatever reason you don't kill the mercenaries, they'll loot the monastery and you can chase them down to defeat them afterward). On the other hand, returning the Monks lets you hire a Monk and/or Lector along with opening up another quest. Personally I'd say keep the followers until the map's almost clear... but let's do things the 'correct' way for this walkthrough. The second quest simply requires visiting the Monastery Cemetery at night, which might be pretty far off. So head northwest first toward Castle Lotharholm and talk with Erich Grauschild, who wants you to defeat his neighbors. Head toward Castle Frosh next to find Gunther Reike, who'll ask you to do the same thing. By now it should be nearing night, so visit the cemetery to trigger a battle. You'll be pointed to a new location on the other side of the river and receive Abbot Stephen's Skull (which is needed for a later quest). Heal yourself and then travel all the way south past Castle Mossenschutz to find the third of our former vassals, Bruno Grossenhof, who's holed up in Castle Grossenhof. The last vassal is Humbolt Langard, who can be found in Quellburg. Quellburg is the first actual city you'll visit and there's a lot to do here. Talk to everyone, check out the new rumors (especially the Pressburg Bell one), recruit some units if you want (the Noble is great, but be aware that recruit availability in cities is somewhat random), and sell any items you don't need (cities pay the most). Now, there are a number of quests to complete: - Undead at the Grave - Merchant Guild Problems - Grossenhof's Mine - Gunther Reike's Fiancée - A Lesson in Humility Each of those last four is tied to a specific vassal, and you have to defeat 2 of those vassals to continue on with the main quest. So now's a good time to decide which of them you're going to eliminate (though you may want to make a quick side-trip across the river to capture the two hostile villages up north for some free income). Speaking of income, this is a good time to mention that income is not automatically added to your available gold. Instead it's collected at the various castles (or individual buildings if they lack a related castle) and you have to manually go pick it up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! w2. Vassal Quests, Part 1 ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For Grossenhof's Mine you have to go talk to Bruno in his castle, then go to an inn to hear the rumor about a witch. Visit Celine (southwest of Castle Frosch) to be suggested 3 cures (you have to try all of them). She gives you the potion (don't drink it by accident), you can get the girl from Quellburg, and the priest is at Saint Lucius Monastery. After all 3 fail you have to visit the Coal Mine just west of the castle. You'll find a Beggar. Wait for nightfall and then take him over to the castle. Mission accomplished; return to Quellburg to finish things up. For Merchant Guild Problems you have to talk to Langard, then talk to the merchant again. You'll now have two potential targets. If you take out the rogues hanging around the Northern Wharf the Quellburg guild will reward you with a Ruby (which has a 500g base price; you'll need to give 300g to Langard if you don't want him to go hostile), while if you kill the roaming Merchant Leon you'll get a little over 400g (300 of which will have to go to the Guild if you want to keep trading with them). If you kill Langard, which can be done at any time, the Guild will reward you with a Garnet (350g base value). For Gunther's Fiancée you'll have to first talk with him, then go kill the blank-shield mercenary group that just appeared over to the southwest. They'll drop a Silver Diadem. Take it to Quellburg, then visit the Gilded Pretzel inn and talk to the man there. Afterward it's back to Gunther. Now with the full story you can talk with Anna in Quellburg again and either accept the money (150g) or take her in for a choice of equipment (Riveted Mail, Leather Brigandine, and a Kettle Helm), training (+30 XP for each of your units), or guardianship for the girl (?). Finally, to complete Lesson in Humility you'll have to first head all the way north up to Old Lotar's inn to buy some special wine. Bring it to Erich to have him give you a challenge; you have to defeat Jolier Kontz's Gang without using archers or magic users (aside from your protagonist). Do so (place disqualifying units in the nearby watchtower) and return to Erich to give him both the wine and the sword, then return to Quellburg and report your success. ~~~~~~~~~~~ ! w2. War ! ~~~~~~~~~~~ Once the quests related to the two you're going to eliminate are finished, it's time for some warfare. Just walk up to the leaders of your choice and choose the 'Declare War' option (make sure to report the death of the first to the second before you kill them). Then retreat and go take their castles first to beef up your army. If you have trouble taking them for whatever reason, note that there's a Mercenary Camp far to the west you can hire some strong mercenaries at, and there's a high quality merchant directly across the river from the Northern Wharf. Note that after you defeat at least one of them some new mercenaries will be available to hire at the various locations. This will occur in later chapters as you progress through the main quest as well. Check the available rumors again now if you didn't during those previous quests. You should have the following outstanding tasks remaining: - Whichever two vassal quests you didn't do yet - Two new quests from the vassals you didn't defeat - Undead at the Grave - Black Necklace ~~~~~~~~~~~~~~~~~~~~~~ ! w2. Black Necklace ! ~~~~~~~~~~~~~~~~~~~~~~ Finish up the old vassal quests first (with the exception of Langard's, if you want him to attack you while also completing his second quest), then make a detour over to Celine's Hut to hear more about the Black Necklace. From there travel to the Goose and Fox Inn and visit a small ruined tower in the forest to the north. If you look out from here across the forest to the west you should see a dead tree sitting alone on a hill. Visiting the base of that tree with the Abbot's Skull in your possession will grant you the Black Necklace accessory. Now's a good time to mention that the only things that will persist into the next chapter are the Black Necklace and anything that happens to be equipped to your protagonist. So spare no expense at buying yourself the best items and potions you can find. Around this point Manfred Bull-Thorn may appear from the west and start wrecking havoc, so feel free to kill him (and clear the ruined village and castle out if you haven't yet). Gustav von Leffe may also appear from the north. Time to tackle the new vassal quests. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! w2. Vassal Quests, Part 2 ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Erich needs you to rescue his son from some bandits who kidnapped him. You will need to leave all of your troops except one in the nearby watchtower, then enter the northern tower ruins to rescue the boy... who decides to start a fight. Luckily there's only three of them. Once they're dead return to Erich to finish the quest (the free follower will stick around) and then go pick your troops back up. Gunther wants you to find and capture his sister, who has eloped with her lover. As with most things this calls for a visit to the nearby inn, where you'll find a new rumor that points you toward Herman Craige on the opposite side of the river. Talk to Herman and he'll point you toward Arnulf's Estate just south of the castle here. Once you've found them it comes to a choice between either helping her escape (Consecrated Ring) or attacking her lover (a battle). Return to Gunther to finish things up (if you brought his sister with you you'll get a Staff with Green Stone as a reward). Bruno wants you to solve the demon problem in his Coal Mine and asks you to talk with Wilhelm. Wilhelm thinks it's all a lie and wants you to discover where in the mine Bruno's hiding his valuables, so head over there and wait inside for him to stop by at night. After he leaves you'll need to visit an inn and check out the bird-catcher rumor, which will direct you to the village of Underwood on the other side of the river. Visit the bird-catcher and buy his device, then return to the mine and wait for Bruno to appear again. Mystery solved; inform Wilhelm to finish this up. Langard wants you to go raid the Merchant Guild's Warehouse across from the Northern Wharf for 4 sacks of goods. Travel there to get a choice between destroying the warehouse or entering into an agreement with the merchants. If you attack them you'll get Langard's support (and be barred from trading with the Guild), while compromising with the merchants gives you two sacks of goods. You have to pay 100g to buy the last two from the Quellburg merchant, but he'll throw in a free Signet of the Traders Guild and Damask Sword. Give the sacks to Langard to finish it. ~~~~~~~~~~~~~~~ ! w2. Wrap-Up ! ~~~~~~~~~~~~~~~ The only thing left to complete from this side of the river is the "Undead at the Grave" quest. So head over to the bridge north of Quellburg. Around dusk someone will appear at the north side. Confront him and win the battle. Take him to Quellburg to be offered a choice of either ransoming him (500g) or turning him in ('weapons' gets you an infantry spear and a massive mace, 'warriors' gets you two City Guard followers, and 'training' grants +30 XP to each of your units). Since it should be night after finishing that up, you can also visit the Altar located across the river to the southeast; at around midnight a group of hostile devil worshipers will show up. All that's left to do now is advance the main quest by visiting the Mountain Gate, where you'll be redirected to Kurt Craige. Kurt, suspiciously enough, wants nothing to do with you. Visit Berthold, who will be wandering around either here or north at the inn (you may run into a group of 'assassins' along the way). Berthold wants help clearing out some castle ruins; talk to him a second time to start the quest (don't ask about Kurt yet), and a third time to get him moving. Talk to him a fourth time outside the ruins and then wait there until a 'Mercenary Patrol' appears. Kill them and then wait for a second group, which you should also kill. Two more groups appear after that. Berthold will now exit the ruins and ask you to talk to him again later. A nanosecond counts as later right? Immediately talk to him again to hear about the next part of the quest, and yet again to actually start it. His brother will pop out of the nearby watchtower and enter the ruins similar to how he did earlier. Something goes wrong this time though, and you have to choose between entering the ruins (save Tobias and lose the ringleader) or continuing to follow the plan (lose Tobias and either you or Berthold kills the leader). Either way talk to Berthold yet again and ask him about Kurt this time. He'll set up a meeting outside the Smithy. It goes badly. Return to the Mountain Gate for more bad news, and then assault it once you're prepared. Afterward try to enter Lahnstein; you'll be redirected to the nearby inn instead. Talk with the innkeeper to get drugged. When you awake, you can safely enter Lahnstein (which will advance the story to the next chapter). Try to bring a Silver Cross and a Consecrated Ring with you if possible. ----------------------------------------------------------------------------- w3x. Run Away ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Guard Castle Funkelspitz Peasant Goat Path Village Stone Hollow Wetstone Village Wine Well Village Recruit Castle Funkelspitz Soldier Castle Kaltenberg Bowman Castle Kaltenberg Crossbowman Castle Funkelspitz Peasant Woman Stone Hollow Wetstone Village ============= +Mercenaries+ ============= Guard Ferry Fjord Tavern Under Hill Tavern Hunter Ferry Fjord Tavern Under Hill Tavern ================== +Healing Services+ ================== Castle Funkelspitz Ferry Fjord Tavern Saint Barbara's Chapel Under Hill Tavern Wine Lake Village ======= +Shops+ ======= General Marketplace Physical Blesch's Blacksmith Special Little Pit Village Stone Hollow Wine Lake Village Wine Well Village ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Berthold Berthold Armiger Fencer Heavy Infantry x2 Veteran Archer x2 Crossbowman x2 Healer Woman Loot: ? Brigands (1) Bandit Fugitive Peasant x2 Loot: Rabbit Foot Brigands (2) Bandit x2 Fugitive Peasant Hunter Loot: Trophies Escaped Convicts (1) Fugitive Peasant x2 Beggar x4 Loot: Rhinestone Crystal, Pyrite Escaped Convicts (2) Beggar x6 Loot: Malachite Escaped Convicts (3) Fugitive Peasant x1 Beggar x5 Loot: Rhinestone Crystal, Malachite Merchant Jeronim Watch x2 Guard x2 Jeronim the Merchant Crossbowman Herbalist Woman Loot: Strengthening Potion, Health Potion, Signet of the Trader's Guild, Trophies Monks Battle Monk Monk x2 Acolyte Lector Loot: Sallet, Trophies Red Wolves Squad Esquire Soldier x2 Loot: Silver Ring, Light Chainmail, Trophies Ringleader (1) Rogue Bandit x2 Fugitive Peasant Loot: Leather Jacket with Plates, Trophies Ringleader (2) Chieftain Fugitive Peasant Poacher Loot: Bear Claw, Recurve Bow, Trophies Manor Urshel Monk x3 Lector Loot: N/A Mine Rogue Bandit x2 Poacher Loot: Kettle Helm Swallow Tower Monk x3 Rogue Poacher Loot: Fox Fang, Trophies ============= +Funkelspitz+ ============= Guards Guard x3 Loot: Trophies Castle Funkelspitz Heavy Infantry Watch x3 Johann von Hohenkiefer Crossbowman x2 Alchemist Herbalist Woman Loot: ? Goat Path Village Peasant x8 Loot: N/A Watch Gate Guard Recruit Bowman Loot: Trophies =========== +Unterufer+ =========== Albrecht Unterufer Albrecht Unterufer Soldier x2 Recruit Bowman Loot: Breastplate, Simple Armet, Balanced Chivalry Lance, Armet, Horse, Trophies Castle Grauhang Watch Sergeant Watch x3 Esquire Crossbowman x2 Herbalist Woman Loot: Rafael's Pentacle, Damask Sword, Infantry Spear, Heavy Crossbow, Trophies Guards (1) Watch Soldier Bowman x2 Herbalist Woman Loot: Trophies Guards (2) Soldier x2 Guard Recruit Crossbowman Loot: Trophies Guards (3) Veteran Watch Guard x2 Archer Peasant Woman Loot: Pyrite, Chainmail, Trophies Little Pit Village Miner x4 Peasant x2 Loot: N/A Stone Hollow Elder Miner x3 Hunter x2 Peasant Woman Loot: N/A Wine Lake Village Elder Peasant x4 Hunter Peasant Woman Loot: N/A Wine Well Village Elder Peasant x5 Loot: N/A Watch Gates Veteran Watch Infantry x2 Archer x2 Loot: Trophies Watchtower (1) Infantry Guard x2 Crossbowman x2 Loot: Trophies Watchtower (2) Watch x2 Archer x2 Peasant Woman Loot: Trophies ============= +Mercenaries+ ============= Watchtower Watch Archer Bowman Loot: Healing Potion, Regenerating Potion, Trophies =========== +Marauders+ =========== Brigands Rogue Bandit x2 Deserter Rogue Archer Loot: Pyrite, Trophies Ruins Young Noble x2 Poacher Peasant Woman Loot: Trophies Swallow Tower Rogue Bandit x2 Loot: Rhinestone Crystal, Pyrite, Light Battleaxe, Leather Brigandine ---------------------------------- Followers ---------------------------------- ~~~~~~~~~ ~Convict~ ~~~~~~~~~ HP: 50 M.Def: 0 Att: 20 R.Def: 0 Ini: 8 Will: 0 Items: War Pick (-2 Ini) Can Equip: War Pick, L.Armor Abilities: N/A Passives: Mob Level 1 XP to Next: 0/50 ~~~~~~ ~Honn~ ~~~~~~ HP: 85 M.Def: 29 Att: 58 R.Def: 29 Ini: 20 Will: 1 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble Level 1 XP to Next: 253/900 ---------------------------------- Walkthrough ---------------------------------- This chapter is unique for being timed. If you take too long wandering around (or don't set any traps for your pursuers) a high-tier army will catch up and attack you. While it's apparently technically possible to defeat it, it's practically impossible unless you're extremely overleveled from grinding in the previous chapter. Start out by following the path north and then west (this is the first time I realized you can zoom the camera out with the scroll wheel and rotate it by right-clicking and dragging, both of which you'll probably have to do here to follow the path through the mountains) to meet a friendly face. He'll give you 300g, an assortment of restoration potions, and three gems (a Malachite, Pyrite, and Rhinestone). These gems will become important near the map's end. Continue westward to the castle to pick up some recruits. Travel eastward now to find several mines, a peasant, and a small village. Talk to the peasant to learn of a secret passage through the mines, then follow him to the village where you learn that the only person who can guide you has been kidnapped by bandits. Pick up more recruits while you're here and then leave to start searching the mines. The one you want is the northernmost one, where you'll have to fight off four enemies. Try to avoid taking damage as much as possible, since your healing options are extremely limited (the Black Necklace can come in handy here). Leave the mine and you'll soon notice a second bandit group. Retreat back inside and wait for them to approach. Once you get the message to attack, do so. Repeat this process twice more. With all the bandits dead, travel now to the western mine to progress. Now north of the mountain you can visit the nearby inn. Inside there are a few things to do: - Special Wine - Merchant Offer - Miner Offer - Rumors The merchant offer can be ignored, but if you plan on taking the less violent options later you'll definitely want to buy the miner's gems (2 Pyrite, a Malachite, and a Rhinestone) for a later quest. You could also hire some mercenaries... but with a non-existent income that's not so great of an idea right now. Listen to the rumors, heal if necessary, and then set off north for the farmstead. Unfortunately someone beat you here, fortunately they can be found wandering on the mountain path by a tent over to the west. You can find some ruins further up the mountainside to clear out if you want (the only reward is money). Return to the inn, heal if needed, drop off the wine, pick up a mercenary or two if you plan to handle things violently later on, and head off along the road west until you reach a bridge. Unable to cross, head over to the nearby village to get a choice of either forcing the peasants to work for you (a battle; skip the next paragraph) or finding a way to convince them to help. To get their help the non-violent way requires moving further north to a mountaintop castle. Inside which you'll meet a man who will help if you relate a story he hasn't heard yet; the Pressburg Bell rumor fits the bill. As a reward he'll give you a Malachite & Pyrite and you can ask him to have the peasants repair the bridge. Pick up any recruits you want while you're here, then return to the village to get things moving. Follow the peasants to the bridge, cross (taking note of the thin tree a little to your right), and then continue west past the guards (whom you'll have to fight if you attacked the village earlier) all the way west through some gates (which will be hostile if you fought the guards). Ignore the church and continue west past two mines to find a pathway heading north through the mountains. Take that path. A rockslide soon blocks your way, so backtrack a little and talk to the guard roaming around, who will reveal that the miners have rebelled. You'll have to go defeat them in battle to recruit them to your cause, so start with the group to the south, move on to the eastern group, and finish with the northern group (you only need to defeat two of them, but all three drop useful rewards). Heal at the church afterward if you need to (ignore any damage on the convicts; they won't be staying). With a full army the obstruction can now be cleared. To further delay the pursuing troops you'll need to first attack the nearby watchtower, but before that there are a few things to do in the northeast. Walk up to the large fallen log to have the Hermit's Hut light up. Travel there (Swallow Tower should get marked along the way) to learn more about the Feline Mirror, then go north past the tower to the base of that thin tree I pointed out earlier after you crossed the bridge. After you get the prompt talking about the hidden entrance, continue along the path westward to find a small partially hidden box (Enzel's Treasure) hidden at the end containing 2 Malachite, 1 Pyrite, and 1 Rhinestone. Now retrace your steps and circle around to the pile of rocks just south of the tower. You be transported up next to it, so enter to find some bandits that need killing. With that taken care of it's time to return to the watchtower. Once the inhabitants are defeated, walk a bit west to an overhanging rock to cause a second rockslide. Continue along the path to the northwest to find an outpost which bars your passage. Assuming you caused the rockslide, after entering and exiting it a knight will approach you with a deal and join as a follower. Travel southwest past the village to find the manor (and a fight). Sure enough the girl is not here, so we now have to travel all the way back to the rockslide. However do take note that Stone Hollow village is located just south of the manor. Back at the rockslide you find some hostile monks milling about, so dispatch them to discover you now have to go all the way back to Swallow Tower. Do so (remember that you have to enter from the southern rocks) to discover yet more monks within it. Once they're defeated the knight will leave and you can make your way past the outpost. Head directly over to the ferryman to learn that the boat's broken... because of course it is. The merchant Jeronim will approach afterward and reveal it was he who sabotaged the ferry. You'll then be presented with a choice of either attacking him or gathering up 9 Malachite, 6 Pyrite, and 6 Rhinestone. You can also agree to his proposal now and attack him later. Killing him doesn't appear to have any adverse effects alter on, while giving him the stones will cost you a bit of gold (assuming you have them; at this point if you've been following the walkthrough you should have 7 Malachite and 6 of the other two). In either case make sure to visit the inn to check all the rumors and buy a set of Work Tools from the nearby blacksmith for a quest. Now, if you plan to deal with him there are a few places to get more gems: - Wine Lake Village (2 Pyrite, 1 Rhinestone Crystal) - Wine Well Village (2 Malachite, 2 Rhinestone Crystal) - Stone Hollow (2 Malachite, 2 Pyrite, 1 Rhinestone Crystal) - Little Pit Village (4 Malachite) - Brigands (1 Pyrite) - Guards (1 Pyrite) - Seven Miners (3 Malachite, Malachite Ring) In the villages you can either take the gems by force (triggering both a battle and the appearance of some hostile guards), trade for them, or buy them. Wine Lake sells Fleece and wants either 400g or 4 Skins & 1 set of Work Tools. Wine Well sells Canvas and wants either 320g or 4 Iron & 4 Meat. Stone Hollow sells Skins & Meat and wants either 350g or 2 Work Tools & 2 Fleece (there's also a group of bandits near this village who have a Pyrite). And Little Pit Village sells Iron while wanting either 290g or 6 Canvas. Finally there's the Seven Miners rumor to take care of. Make sure you have a set of Work Tools from the smithy, then travel back to the large log marking the path to Swallow Tower. Instead of going down into the valley though, follow the path directly northeast to a small patch of trees. After some dialog you'll get the reward. That should be everything, so now return to the merchant and decide whether to trade the gems or just kill him (he claims the Fichtens will be unhappy; they never mention it). Wrap up any unfinished business on this side such as hiring mercenaries, and then visit the ferryman to cross the river. All that stands now between you and the next chapter is Albrecht Unterufer. He's mounted and will charge directly at you, so it would be a good idea to capture one of the two watchtowers here and wait for him inside it. Once he's dead continue eastward along the upper road to find his castle. Now you don't have to clear out the Watch Gate here, but Unterufer's Tresures (Luxurious Clothes, Consecrated Sword, Consecrated Arrows) are located on the other side: Through the mountains directly west of the castle. You can also try to capture the castle if you want since there are no more enemies to fight this chapter (besides the pursuing army). In any case, just south of the gates there's a nearly invisible path through the mountains which leads down to the water. There you'll find the Drowned Treasures (Hawk Ring). When you're ready to leave, follow the road east past the lone woman to start the next chapter (you keep everything). ----------------------------------------------------------------------------- w4x. Road to Windfeld ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ======= +Items+ ======= Ancient Ruins Feline Mirror ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Undead Undead x2 Loot: N/A =========== +Marauders+ =========== Undead (1) Undead x8 Loot: N/A Undead (2) Undead x10 Loot: N/A Undead (3) Undead x10 Loot: N/A Undead (4) Undead x9 Loot: N/A Undead (5) Undead x11 Loot: N/A Undead (6) Undead x12 Loot: N/A ---------------------------------- Walkthrough ---------------------------------- A very small map. Before doing anything you'll be attacked by a couple undead, resulting in two of your melee units fleeing in terror (once it took a melee and magic unit, but I haven't been able to reproduce that). Thankfully they leave their equipment behind. With that out the way there's only two things to do here. If you've learned of the Feline Mirror's location from the hermit, then you can follow a practically invisible path through the eastern forest to a ruined tower. You'll automatically pick up the mirror (which, like the Black Necklace, is guaranteed to persist across chapter changes) upon entering. Continue up the road to a ruined monastery, either ignore or fight (for a ton of XP) the hoards of incoming undead, and then approach the stranger outside to advance to the next chapter (you again keep everything). ----------------------------------------------------------------------------- w5x. Windfeld ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Guard Castle Gelster Miner Bird's Trail Bird's Well Monk Berghut Monastery Saint Anna's Church Schwarzensee Abby The Monastery of Saint George Peasant Baldspot Big Valley Bird's Trail Bright Valley Cold Springs Crossroads Damp Ravine Dry Glade Fisherman Wharf Forest Garden Free Arable High Meadow High Seat Lake Schwarzensee Long Meadow Mountain Lands Pines Settlement Small Valley Steep Bank Three Fields Undergrowth Valley Village Wetwood White Pasture Wide Arable Windy Hill Wine Cellar Wolf's Grassland Recruit Big Valley Kremena Long Meadow Windy Hill Soldier Kremena Windfeld Watch Castle Erzklump Windfeld Young Noble Castle Kohlsitze Castle Schwarzklippe Eagle's Nest Kremena Windfeld Wolfschanze Bowman Castle Oberlauf Windfeld Hunter Baldspot Forest Garden Free Arable High Meadow Lake Schwarzensee Long Meadow Pines Small Valley Valley Village Wetwood Windy Hill Wine Cellar Wolf's Grassland Acolyte Castle Mittelburg The Church of Saint John the Baptist Deacon The Church of Saint John the Baptist Herbalist Woman Pagan Shrine Windfeld Lector Berghut Monastery Big Valley Dry Glade Saint Anna's Church Saint Lawrence's Church Schwarzensee Abbey The Chapel of the Virgin Mary The Monastery of Saint George Valley Village Wolf's Grassland Peasant Woman Bird's Well Damp Ravine Fisherman Wharf High Seat Mountain Lands Settlement Wide Arable ============= +Mercenaries+ ============= Assassin Green Count Inn Bandit Zhatetsky Goose Inn Guard Green Count Inn The Old Wolf Inn Three Gudgeons Inn Zhatetsky Goose Inn Infantry Mercenary Camp Monk Kremena Pikeman Windfeld Rogue Kremena Windfeld Traveler Merchant Wharf Watch Pig's Head Inn Windfeld Young Noble Manor (Grauturm) Manor (Kohlsitze) Manor Reinhardt von Wolfenboden Archer Kremena Windfeld Bowman Green Count Inn Crossbowman Mercenary Camp Poacher Zhatetsky Goose Inn Rogue Archer Kremena Veteran Archer Windfeld Apothecary Woman Kremena Deacon Kremena Herbalist Woman Three Gudgeons Inn The Old Wolf Inn Warlock Mercenary Camp Pig's Head Inn Windfeld ================== +Healing Services+ ================== Berghut Monastery Bird's Trail Castle Gedel Castle Mittelburg Castle Schwarzklippe Dry Glade Eagle's Nest Kremena Saint Anna's Church Saint Lawrence's Church Schwarzensee Abbey The Chapel of Saint Tassilon The Chapel of the Virgin Mary The Church of Saint John the Baptist The Monastery of Saint George Valley Village Windfeld Wolf's Grassland Wolfschanze ======= +Shops+ ======= General Black Market Kremena Market The Village Fair Windfeld Magical Berghut Monastery Big Valley Bird's Trail Dry Glade Saint Lawrence's Church Schwarzensee Abbey The Chapel of Saint Tassilon The Chapel of the Virgin Mary The Church of Saint John the Baptist The Monastery of Saint George Physical Lame Ian's Smithy Smithy (Castle Gelster) Smithy (Castle Mittelburg) Smithy (Mountain Lands) Smithy (Wolfschanze) ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Adam of Linz Pikeman x2 Guard Archer Sergeant Crossbowman Herbalist Woman Loot: L.Trophies, Trophies Calvin Hartmuth Undead Knight Spirit x2 Loot: Amber Dark Sorcerer Infantry Sergeant Master Necromancer Loot: Ring of Merkabah, Golden Mace, Knight's Armet, Trophies Escort (1) Watch Sergeant Watch x2 Monk Loot: Trophies Escort (2) Watch Sergeant Veteran Watch Watch x2 Deacon Loot: Trophies Foreigners Assassin Watch x2 Bowman x2 Necromancer Loot: L.Trophies, Trophies Furious Burkhart Undead Knight Undead Warrior x2 Undead x2 Spirit x2 Loot: Burkhart's the Fierce Sword Gabriel of Grauturm Undead Knight Spirit x2 Loot: Amber Gunther the Horner False Knight Armiger Chieftain Esquire x2 Necromancer Witch Loot: Amulet of Samael, Steel Chivalry Lance, Full Armor, Battle Horse, L.Trophies, Trophies Gunther the Proud Gunther the Proud Loot: Gunther the Proud's Armor, Gunther the Proud's Helmet Gunther the Proud's Cavalry Undead Knight x4 Loot: N/A Gunther the Proud's Infantry Undead Infantry undead Warrior x3 Undead x3 Loot: N/A Heretics Beggar x7 Heretic Apostate x2 Loot: Trophies Hunters Heavy Infantry Pikeman x2 Veteran Archers x4 Loot: Trophies Klaus of Darmstadt Wraith Spirit x2 Loot: Amber Manfeld's Pursuers (1) Veteran Watch Infantry Rogue Archer x2 Warlock Loot: Silver Arrows, Trophies Manfeld's Pursuers (2) Chieftain Esquire Infantry Soldier x2 Rogue Archer Crossbowman x2 Loot: Bascinet, L.Trophies, Trophies Michael Michael Infantry Soldier x2 Archer x3 Loot: Silver Sword, Protection from Arrows, Trophies Otilia Guard x2 Poacher Hunter Otilia Loot: Trophies Radim's Troops Rogue Soldier x2 Recruit Bowman x2 Loot: Trophies Robbers (1) Rogue Fugitive Peasant x2 Hunter Loot: Trophies Robbers (2) Assassin Bandit x2 Fugitive Peasant Poacher x2 Herbalist Woman Loot: Rafael's Pentacle, Trophies Rogue Rogue Deserter Bandit x2 Rogue Archer Loot: Trophies Swift-Footed Mathis False Knight Chieftain x2 Loot: L.Trophies, Trophies Temple Guard (1) Veteran Watch Watch x2 Guard Acolyte Loot: Trophies Temple Guard (2) Battle Monk Monk x2 Guard Acolyte Loot: Trophies The Pack Esquire x2 Young Noble x6 Loot: N/A Tonan von Fichten Infantry Sergeant Heavy Infantry x2 Swordmaster x2 Tonan von Fichten Archer Sergeant x3 Master Necromancer Healer Woman x2 Loot: ? Ulrich von Fichten Ulrich von Fichten Pikeman x2 Duelist Archer x2 Witch Loot: Knight's Sword, L.Trophies, Trophies x2 Ursula von Fichten Knight x2 Swordmaster Fencer x2 Tonan von Fichten Veteran Archer x3 Sergeant Crossbowman Ursula von Fichten Witch Loot: Silver Crown, L.Trophies, Trophies Wendel of Schattenforst Wendel of Schattenforst Pikeman Heavy Infantry Veteran Watch Veteran Archer x2 Veteran Crossbowman Witch Alchemist Loot: Signet of the Traders Guild, "Winged" Spear, L.Trophies, Trophies Adam of Linz' Manor Watch x2 Loot: Trophies Castle Blicksee Olle von Blicksee Soldier Guard Recruit x2 Hunter x2 Loot: Trophies Damp Ravine Elder Peasant x4 Hunter x2 Peasant Woman Loot: N/A Grain Hill Undead x4 Spirit Loot: N/A Hut on the Bank Rogue x2 Deserter Poacher x2 Loot: "Winged" Spear, Trophies Nata's Hut Fugitive Peasants x4 Hunter x2 Apostate Loot: Trophies Ruins Gilgen Rogue Deserter Guard x2 Bowman x2 Loot: L.Trophies, Trophies ========= +Diocese+ ========= Archbishop Otto Paladin x2 Watch Sergeant x2 Veteran Watch Master Marksman Archer Sergeant x2 Veteran Archer Archbishop Otto Bishop x2 Loot: ? Berthold von Oberkuesste Paladin Esquire Battle Monk Infantry x2 Watch x2 Crossbowman Loot: Protection from Arrows, L.Trophies, Trophies x2 Brother Hadvig Battle Monk Monk x3 Peasant x2 Priest Loot: L.Trophies, Trophies Brother Gonoratus Battle Monk x2 Watch x2 Monk Loot: Trophies Brother Quirin Paladin Esquire Loot: Arabian Horse, Paladin's Armor, Trophies Brother Vigilius Battle Monk x3 Soldier Guard Deacon Loot: Trophies Brother Wit Battle Monk x2 Monk x2 Acolyte Lector Loot: Healing Salve, Spiked Mace, Trophies Calvin Crybaby Infantry x3 Peasant Veteran Crossbowman Archer Herbalist Woman Loot: L.Trophies, Trophies Christoph von Oberkuesste Armiger Watch x2 Monk Archer x2 Loot: Arabian Horse, L.Trophies, Trophies x2 Cruel Gunther Knight Watch x2 Soldier Bowman x2 Acolyte Loot: Horse, Trophies x2 Erich von Bork Knight Heavy Infantry Duelist Watch Veteran Crossbowman Crossbowman Deacon Apothecary Woman Loot: Steel Shield with Thorn, L.Trophies, Trophies Father Justinian (1) Inquisitor Battle Monk x5 Monk Priest Loot: Samson's Potion, Holy Picture of St. George the Conqueror, L.Trophies, Trophies Father Justinian (2) Inquisitor Battle Monk Monk x2 Deacon Acolyte Loot: Trophies Father Pelegrin (1) Battle Monk x6 Monk Bishop Loot: Samson's Potion, Consecrated Ring, Priestly Vestment, L.Trophies, Trophies Father Pelegrin (2) Battle Monk x2 Monk x3 Bishop Loot: Trophies Leonard von Eiskamm Armiger Esquire x2 Monk Peasant x2 Priest Loot: Trophies Lucas von Bork Infantry x3 Peasant Archer Sergeant Archer Loot: Splendid Hunting Bow, Trophies Manfred von Eiskamm Paladin Veteran Watch x2 Peasant Veteran Archer x2 Crossbowman Priest Loot: Censer, L.Trophies, Trophies Peter von Bork Armiger Monk x2 Recruit x2 Bowman Acolyte Loot: Trophies Richard von Blaumin Heavy Infantry Pikeman Soldier x2 Archer Acolyte Loot: Trophies Righteous Claus Battle Monk Watch x2 Archer Crossbowman Acolyte Loot: Holy Picture of St. George the Conqueror, Trophies Stephan von Oberkuesste Armiger Monk Pikeman x2 Archer Acolyte Loot: Trophies Thomas von Blaumin Infantry Sergeant Veteran Watch Watch x3 Archer Crossbowman loot: Steel Infantry Shield, L.Trophies, Trophies Vicar Norbert Vicar Norbert Paladin Battle Monk x2 Monk Priest x2 Loot: Inquisitors' Hammer, Handy Warhammer, Silver Cross, Priestly Vestment, L.Trophies, Trophies Berghut Monestary Battle Monk x2 Monk Peasant x2 Deacon Loot: Church Utensils, L.Trophies, Trophies Castle Erzklump Watch Monk x2 Archer x2 Bowman Loot: Trophies Castle Gelster Infantry x2 Watch x2 Rogue Archer x2 Loot: Trophies Castle Mittelburg Veteran Knight x2 Paladin x2 Battle Monk Master Marksman x4 Bishop x2 Priest Loot: Paladin's Shield, Composite Bow, Solid Armor, L.Trophies, Trophies Castle Oberlauf Watch Peasant Archer x2 Acolyte Herbalist Woman Loot: Trophies Castle Weinen Infantry Peasant x2 Crossbowman x3 Loot: Trophies Outpost (1) Battle Monk x2 Loot: Trophies Outpost (2) Veteran Watch Infantry x2 Watch Veteran Archer Deacon Loot: Trophies Outpost (3) Battle Monk Monk Veteran Crossbowman Loot: Trophies Patrol Tower Watch x2 Crossbowman x2 Loot: Trophies The Monastery of Saint George Battle Monk Monk x3 Deacon Acolyte Loot: Church Utensils, L.Trophies, Trophies ========= +Fichten+ ========= Albrecht von Hohentann Fencer Duelist Watch x2 Bandit Warlock Loot: L.Trophies, Trophies Andreas von Fichten Pikeman x2 Archer x2 Necromancer Apothecary Woman Loot: Guard's Pike, Trophies Adrian the Lazy Duelist Heavy Infantry Watch x2 Warlock Herbalist Woman Loot: Trophies Bestlin the Gloomy Hunter Peasant x2 Sergeant Crossbowman Archer Bowman x2 Loot: Elegant Crossbow, Trophies Green George Fencer Infantry x3 Young Noble Archer x2 Loot: Trophies Earhart von Hohentann Swordmaster Chieftain Assassin Rogue Archer Archer Crossbowman Herbalist Woman Loot: Bowman Bracelet, L.Trophies, Trophies Evalt von Zwischenkuesste Knight Esquire Infantry Veteran Crossbowman Crossbowman x2 Deacon Herbalist Woman Loot: Heavy War Steed, L.Trophies, Trophies Fabian von Fichten Swordmaster Assassin Watch x3 Soldier Crossbowman Loot: Snake Bite x2, L.Trophies, Trophies Feit the Mariner Fencer Esquire Duelist Watch Guard Necromancer Loot: Trophies Gunther the Short Chieftain Infantry Rogue Recruit x2 Archer Crossbowman Loot: Trophies Hans von Fichten Swordmaster Fencer Watch x2 Veteran Archer x2 Apothecary Woman Warlock Loot: "Winged" Spear, Fencer's Sword, L.Trophies, Trophies Herman the Owl Infantry x2 Archer Sergeant Archer x2 Crossbowman Loot: L.Trophies, Trophies Johan von Zink Armiger Swordmaster Infantry x2 Soldier Corssbowman x2 Warlock Loot: Snake Bite, Spiked Mace, L.Trophies, Trophies x2 Lorenz von Klippe Assassin Duelist Young Noble Rogue Peasant Loot: L.Trophies, Trophies Merry Bart Chieftain Infantry x2 Crossbowman Warlock Peasant Woman Loot: Heavy Poleaxe, Trophies Richard von Kohlsitze Knight Armiger Pikeman x2 Watch Young Noble Guard Crossbowman Deacon Loot: Amulet of Samael, Samson's Potion, Horse, Arabian Horse, Steel Infantry Shield, L.Trophies, Trophies Steingatter Guard Veteran Watch Watch x3 Crossbowman x2 Loot: Trophies Theodore Porter Heavy Infantry Infantry x2 Crossbowman x2 Bowman Loot: Trophies Ursula von Fichten Knight x2 Swordmaster Fencer x2 Archer Sergeant x2 Sergeant Crossbowman Veteran Archer x1 Sergeant Crossbowman Ursula von Fichten Hag Witch Loot: Ring, Signet of the Traders Guide, Ritual Clothes, Sword Cora, L.Trophies, Trophies Wendel von Klippe Chieftain Watch x5 Archer Master Necromancer Necromancer Loot: Amulet of Samael, Healing Salve, Golden Rod, L.Trophies, Trophies Werner the Dancer Assassin Duelist Young Noble x3 Apothecary Woman Loot: Poisoned Dagger, L.Trophies, Trophies x3 Wolfgang the Lynx Soldier Recruit x2 Rogue Archer Poacher x3 Loot: L.Trophies, Trophies Castle Flach Infantry Peasant x2 Bowman x2 Herbalist Woman Loot: Trophies Castle Holzwand Infantry Watch x2 Guard x2 Bowman x2 Loot: Trophies Castle Kohlsitze Infantry Watch Guard x2 Peasant x2 Crossbowman Bowman Loot: Trophies Casle Schwarzklippe Duelist Watch Soldier Guard Peasant x2 Rogue Archer Bowman Loot: Trophies Castle Steingatter Duelist Watch Peasant x2 Crossbowman Bowman Loot: Trophies Castle Zwischenkuesste Watch Soldier Guard Peasant Bowmen x2 Loot: Trophies Eagle's Gate Infantry x2 Archer Crossbowman Warlock Loot: Trophies Eagle's Nest Veteran Knight x2 Swordmaster x2 Watch Sergeant Master Marksman x3 Sergeant Crossbowman Enchantress Healer Woman x2 Loot: Golden Rod, Poisoned Dagger, Solid Armor, L.Trophies, Trophies Iron Mine (1) Watch Miner x3 Loot: Trophies Iron Mine (2) Guard Miner x3 Loot: Trophies Manor Duelist Young Noble Apothecary Woman Loot: Trophies Mine Watch Miner x3 Loot: Trophies Old Mine Miner x2 Loot: N/A Patrol Tower Watch x2 Rogue Crossbowman Loot: Trophies Stone Quarry Miner x3 Loot: N/A ============ +Red Wolves+ ============ August von Feuchtland Esquire Soldier x3 Recruit x4 Loot: Trophies Bernt von Norspur Knight Armiger Veteran Watch Infantry Watch x2 Veteran Crossbowman x2 Loot: Infantry Spear, Steel Shield with Thorn, L.Trophies, Trophies Christoph Sharptooth Christoph Sharptooth Pikeman Veteran Crossbowman Loot: Trophies Cornelius von Tromheim Esquire Soldier x3 Recruit x2 Loot: Trophies Dominik von Gedel Armiger Esquire Loot: Cuirass with Gorget, Trophies Ernst-Zwerg Heavy Infantry Soldier x2 Guard Peasant Crossbowman Loot: Trophies Friedrich von Wolfenboden Veteran Pikeman Pikeman x2 Veteran Watch x2 Loot: Corseque, Trophies George von Flusstrasse Pikeman Duelist Infantry x2 Peasant Archer Loot: Trophies Gustav Falke Gustav Falke Knight x2 Armiger x2 Heavy Infantry x3 Sergeant Crossbowman x2 Healer Woman x2 Loot: Knight's Glove, Handy Warhammer, Guard's Pike, Flamberge, Bascinet, Heavy Crossbow, Knight's Armet, Knight's Chain, Steel Infantry Shield, Enchanted Halberd, "Morning Star" Mace, L.Trophies, Trophies Helmuth von Waldenspur Knight Pikeman x2 Veteran Watch x2 Infantry x3 Loot: L.Trophies, Trophies Herbert the Miner Heavy Infantry x3 Infantry x2 Archer Loot: Trophies Herbert von Feuchtland Armiger Pikeman Infantry Watch x2 Veteran Crossbowman x2 Loot: L.Trophies, Trophies Lars the Squabbler Watch Sergeant Infantry x2 Soldier Guard Recruit Herbalist Woman Loot: L.Trophies, Trophies Laytosh Centennial Veteran Watch x2 Watch Peasant Veteran Archer Necromancer x2 Loot: Ring, Ritual Rod, Trophies Little Joerg Young Noble Watch x2 Guard x2 Herbalist Woman x2 Loot: Ring of Merkabah, Protection from Arrows, Trophies Nicholas von Norspur Esquire Veteran Watch Infantry Watch x2 Archer Loot: Spiked Mace, "Winged" Spear, Trophies Oscar the Wolf Cub Duelist Veteran Watch Watch Peasant Archer Bowman Loot: Trophies Ralph von Flusstrasse Armiger Heavy Infantry Infantry x3 Watch Apothecary Woman Loot: Trophies Reiner von Tromheim Armiger Verteran Watch x3 Peasant Veteran Crossbowman Apothecary Woman Loot: Arabian Horse, Knight's Glove, L.Trophies, Trophies Reinhardt von Wolfenboden Reinhardt von Wolfenboden Knight Armiger x2 Monk Peasant Archer Loot: Rafael's Pentacle, Full Armor, Lance, Chivalrous Steed, L.Trophies, Trophies Stony Alfred Infantry Sergeant Soldier Guard x3 Bowman x2 Loot: Trophies Thickhead Walter Heavy Infantry x2 Infantry x2 Archer x2 Loot: Heavy Poleaxe, Trophies Tristan von Goedel Knight Esquire Infantry x4 Crossbowman x2 Witch Loot: Healing Salve, War Steel, Fortified Heater Shield, L.Trophies, Trophies Two-Finger Berndt Infantry Soldier x4 Lector Peasnant Woman Loot: Holy Picture of Gregory the Wonderworker, Trophies Castle Gedel Infantry x2 Watch x2 Peasant Archer Bowman Loot: Trophies Castle Grauturm Infantry Watch x2 Peasant Crossbowman Bowman x2 Loot: Trophies Castle Nordspur Pikeman Infantry Peasant x2 Bowman Apothecary Woman Loot: Trophies Castle Schklinetz Infantry Watch x2 Peasant Bowman x2 Loot: Trophies Castle Weisshausen Infantry x2 Watch Peasant Archer Crossbowman Loot: Trophies Manor Reinhardt von Wolfenboden Esquire Duelist x2 Young Noble x2 Veteran Crossbowman Loot: Trophies Tromnitz Infantry x2 Watch Peasant Archer Crossbowman Loot: Trophies Watchtower (1) Infantry Watch Crossbowman Loot: Trophies Watchtower (2) Pikeman Infantry x2 Archer Loot: Trophies Wolfschanze Veteran Knight x3 Armiger Veteran Pikeman x2 Infantry Sergeant Master Marksman x3 Healer Woman x2 Loot: Corseque, Steel Infantry Shield, Solid Armor, L.Trophies, Trophies ============== +Marcel Blaha+ ============== Marcel Blaha Marcel Blaha Duelist Infantry Archer Bowman x2 Loot: L.Trophies, Trophies Castle Gelster Watch x2 Soldier x2 Poacher x2 Loot: Trophies Patrol Tower Watch Bandit Bowman Loot: Trophies =========== +Marauders+ =========== Apostates Bandit x2 Beggar x2 Rogue Archer Apostate x2 Loot: Trophies Bandits (1) Rogue Bandit x2 Loot: Trophies Bandits (2) Bandit Fugitive Peasant x3 Poacher x2 Herbalist Woman Loot: N/A Bandits (3) Rogue x2 Bandit Rogue Archer Poacher Loot: Trophies Bandits (4) Rogue Bandit x2 Rogue Archer Poacher Loot: Trophies Bandits (5) Chieftain x2 Rogue Loot: Trophies Erich von Glatze False Knight Watch x2 Rogue Beggar Heretic Herbalist Woman Loot: L.Trophies, Trophies Glatze Guard Infantry x2 Rogue Bowman Poacher x2 Loot: Hawk Ring, Spiked Mace, Trophies Hohenfelz Guard Watch Bandit Recruit x2 Rogue Archer Crossbowman Loot: Trophies Jan Beardy Band Chieftain Bandit x3 Poacher x2 Witch Loot: Ring of Merkabah, Brigandine, Trophies Jerzy Lackland Chieftain Deserter x2 Bandit x2 Poacher Loot: L.Trophies, Trophies Mountain Bandits Rogue Bandit Poacher x4 Loot: Trophies Runaway Peasants Rogue x2 Bandit x4 Poacher x2 Herbalist Woman Loot: Trophies Vincent the Slasher False Knight Infantry x2 Elder Rogue Archer x2 Witch Loot: Amulet of Samael, Trophies Castle Glatze Rogue Recruit x3 Hunter x2 Peasant Woman Loot: "Winged" Spear, Trophies Castle Hohenfelz Chieftain Watch Guard Crossbowman Poacher Loot: Trophies Burned Village Deserter Bandit Fugitive Peasant Beggar x4 Poacher x2 Loot: Trophies Deserted Village (North) Deserter Bandit x3 Beggar x3 Loot: Trophies Deserted Village (South) Elder x2 Bandit x2 Poacher x2 Herbalist Woman Loot: N/A Guard Tower Ruins Rogue x2 Bandit x2 Beggar Poacher Charlatan Loot: Trophies Mountain Altar Citizen x4 Apostate Herbalist Woman x2 Loot: Rafael's Pentacle, Amulet of Samael, Trophies Old Tower Chieftain x2 Rogue Rogue Archer x2 Herbalist Woman Charlatan Loot: L.Trophies, Trophies Patrol Tower (1) Watch Bowman Loot: Trophies Patrol Tower (2) Watch Recruit x2 Loot: Trophies Rotten Bank Rogue x2 Bandit x3 Poacher x2 Herbalist Woman Loot: Trophies Ruins Deserter Fugitive Peasant Hunter x2 Peasant Woman Loot: Trophies Smugglers Hideout Rogue Citizen x2 Guard Bandit Rogue Archer Crossbowman Loot: Sack of Things x3, L.Trophies, Trophies Tower Ruins Rogue x4 Rogue Archer Heretic Apostate Loot: Magician Star, L.Trophies, Trophies Watchtower Rogue Soldier x2 Guard Poacher x2 Loot: Hawk Ring, Trophies ---------------------------------- Followers ---------------------------------- ~~~~~~~~~~~~~~~~~~~~~~ ~Christoph Sharptooth~ ~~~~~~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 27 Att: 41 R.Def: 27 Ini: 15 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword, Axe, War Pick, Mace, H.Armor, L.Shield Abilities: N/A Passives: N/A Level: 1 XP to Next: 41/700 ~~~~~~~~ ~Jorgen~ ~~~~~~~~ HP: 60 M.Def: 3 Att: 27 R.Def: 3 Ini: 13 Will: 3 Items: Mace (-3 Ini, +2 Att) Can Equip: Mace, L.Armor Abilities: N/A Passives: Preacher, God's Warrior, Fearless Level: 1 XP to Next: 2/180 ~~~~~~~~~~~~~~~~~~ ~Leopold Mansfeld~ ~~~~~~~~~~~~~~~~~~ HP: 86 M.Def: 19 Att: 39 R.Def: 16 Ini: 25 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Lance (+2 M.Att), Horse (+15 HP, +10 Ini) Can Equip: Sword, Axe, War Pick, Mace, Lance, H.Armor, Shield Abilities: Defense Stance Passives: Noble Level: 1 XP to Next: 77/350 ~~~~~~~~~~~~~~~~~~~ ~Olle von Blicksee~ ~~~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 11 Att: 39x2 R.Def: 9 Ini: 27 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble Level: 1 XP to Next: 214/740 ~~~~~~~~~~~~~~~~~~~~~~~~ ~Stephan von Waldenspur~ ~~~~~~~~~~~~~~~~~~~~~~~~ HP: 93 M.Def: 25 Att: 47 R.Def: 25 Ini: 25 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Lance (+2 M.Att), Horse (+15 HP, +10 Ini) Can Equip: Sword, Axe, War Pick, Mace, Lance, H.Armor, L.Shield Abilities: Powerful Strike Passives: N/A Level: 1 XP to Next: 175/700 ---------------------------------- Walkthrough ---------------------------------- ~~~~~~~~~~~~~~~~~~~~~ ! w5. Base Building ! ~~~~~~~~~~~~~~~~~~~~~ This is a very large map. You awaken in a small hut. The first order of business is to replace the units that ran away, so head directly north along the road and across a bridge to reach the city of Windfeld. Be aware that on this map certain units marked as friendly will demand something from you if you talk to them, and then attack if you refuse the demand. Talk to everyone in Windfeld (including paying the 25g to the librarian; the books he wants will randomly appear in shop inventories, so keep an eye out), check out any rumors, and sell everything you don't want/need (such as any trophies or gems you're carrying around). Stop at the nearby inn to talk to the man telling a story, then head south to the Merchant Wharf and take a ship to Kremena. Talk to the woman here as well, and you may wish to purchase the Sword Cora (assuming you can both afford it and have someone to use it). If you don't buy it now it will start moving around between shops. There's also a smithy a bit south of the city and a Mountain Altar with some hostiles in it west of that. Now it's time to capture a couple castles (Hohenfelz and Glatze) and get some income and a larger army. The first is just west of the bridge you took to get into Windfeld and shouldn't be an insurmountable challenge (especially if you hire a mercenary or two). Inside you'll find a Gold Horn which will be necessary for a later quest. You can leave the patrol towers alone if you want; just make sure to take out the two roaming units and capture the village to the west. Return to Windfeld and cross the eastern bridge, following the road southeast until you come to the Zhatetsky Goose Inn. Go north a bit to find the Abby those monks in the city were talking about, so head inside and talk to Moritz. He'll mention rumors regarding recent undead activity and wants you to investigate. He'll give you a Silver Cross as well (be on the lookout for more of these; eventually you'll want most of your army to have blessed weapons). From here follow the road southeast, past a hostile watchtower, to find the map's second hostile castle. Capture it along with the nearby village and take out the roaming units (one likes to hang out in High Meadow), same as you did with the previous castle. Capture the watchtower as well to advance the Prodigal Son quest, then return to Windfeld, stopping at both the Zhatetsky Goose Inn and Village Fair along the way. The former to check out the new rumors (and advance Prodigal Son further) and the latter to listen to a storyteller there. ~~~~~~~~~~~~~~~~ ! w5. Dog-Nose ! ~~~~~~~~~~~~~~~~ The next goal is to capture Dog-Nose, and for that we need to travel far to the southwest. Southwest of the starting location even. So head on down there, stopping at Nata's Hut just southwest of Valley Village. Seems you've stumbled upon some mob justice; continue southwest through the trees and enter the village to trigger a battle and save Nata from the mob (this event is timed, take too long to visit the village and there won't be anyone to save). If you return to her hut afterward she'll give you a choice of 3 rewards: A Poison Dagger, +30 XP for each of your units, or a few health potions. Afterward a group of fugitive peasants will show up in the deserted village here (they'll be in Nata's Hut if you didn't save her). Continue on to the village of Pines. Olle will either be inside or wandering in the vicinity, so talk to him to advance the quest. Clear out the nearby ruins and deserted village if you like and then travel to Kremena and talk to the woman, afterward meeting her outside at dusk to start a fight. Now you have to take her back to Olle. He joins as a follower. The next destination is a hut directly south of the Poachers' Hideout, followed by a mine northwest of the Pig's Head Inn (note the nearby Tower of Winds, which will be important later). Olle'll leave the party at the mine and you'll have to wait outside until two groups of robbers appear. Dispatch them both and return to the mine. Now head back toward Windfeld and Otilia will eventually offer a deal. If you turn her in you get 600g, while if you take the deal you'll have to travel over to the ruins in the forest just north of Castle Glatze. Inside you'll find the treasure. Take it back to Windfeld to get 600g and an audience with the Chancellor Werner von Sterch. Sterch wants you to either go forcibly capture Castle Blicksee or bring Olle to him. Your choice here will have significant ramifications much later. Taking the castle by force is a simple matter of walking in, declaring war, and then defeating the defenders (afterward you'll have to return to Windfeld with Olle). Alternatively you can ask Olle to come meet Sterch with you, at which point Sterch will force you to side with one of them: Siding with Sterch is no different from the earlier option while siding with Olle results in the loss of your entire army and all your gold (you'll get 300g back). You can also hold off and then return to Sterch to get a little more information, but you still have to choose one of the above options. If you want to side with Olle, but don't want to lose your army, simply place them in a captured castle/watchtower beforehand (there's also a ruin right behind Windfeld where you can stash units). ~~~~~~~~~~~~~~~~~~~~~~ ! w5. Faction Quests ! ~~~~~~~~~~~~~~~~~~~~~~ Now it's time to visit the various factions, complete all of their quests, and decide who you want to defeat. Note that you can't actually start attacking people until after you've completed at least one faction's requests (and told their leader about it). Start with the Red Wolves, who are based in the northwest part of the map. Follow the road north from your Castle Hohenfelz until you reach Wolfschanze. Inside is the Red Wolf leader, who will give you two tasks. The first starts nearby, so head over to the Old Wolf Inn and follow the road south through the mountains until you reach your target. Leopold will join as a follower. Exit the castle and travel southeast to find one group of pursuers. Now you have to travel all the way north past Wolfschanze to reach Castle Nordspur at the top edge of the map. Talk to Stephan along the way to have him join as another follower (if your army size is under 11, otherwise he gives: 300g, Splendid Brigandine, Reinforced Crossbow, a Flamberge), stop by Castle Grauturm to hear the last part of one of the undead-related rumors, and finally talk to Christoph at Nordspur. He'll join as well if your army size is still less than 11, or instead give you 300g and some equipment: Spiked Mace, Serrated Arrows, and a few restoration potions. With that taken care of return south to find another set of pursuers just past Castle Hohenfelz. Take out Adam of Linz while you're here and capture his manor, then continue south to the Poachers' Hideout. Wander around or wait for a little while until Gunther the Horner appears from the south. Killing him finishes the quest (and it will be a tough fight since he has 5 mounted units; lure him into a forest or building if you don't have a similar number). Stop by Kremena to cross-off the second part of the Three Citizens quest and then return to Windfeld, traveling north past Windy Hill village on the eastern side of the city. Upon reaching the village of Crossroads, turn west and then head north through the outpost gate to find Castle Mittelburg. The archbishop's first task involves escorting a monk to the village of Wetwood and happens to be time-sensitive (you have 2 days after picking up the monk). Return to Crossroads village and head north to find the monastery. Talk with Jorgen inside to have him join as a follower, then just walk south to Wetwood (it's riverside, east of Slaves Tower. Things aren't that easy though and you'll be thrown into a battle upon arriving. Now you can either give the peasants the medicine or keep it for yourself (Otto doesn't care either way and the potion will persist across chapters). The second task is more involved. Cross the river to the east and travel all the way north to eventually reach Castle Gelster (you may notice a Beggar by the name of Duremar wandering around; he sells leeches, which oddly enough persist between chapters). Your target, Marcel Blaha, should be wandering around this area. He'll give you a blood sample and send you off to Windfeld (you may be interested in clearing out the tower ruins in the northeastern forest for a Magician Star first though). Back in Windfeld the blood test is negative, so return to the archbishop... who's not happy. You now have a choice similar to the earlier one with Olle and Sterch: Either frame Marcel and capture the castle by force, or help him. Framing Marcel requires traveling to Nata's Hut (or the village of Damp Ravine first if you didn't save her earlier), getting the blood poisoned, getting it checked at Windfeld again, and then going to defeat both him and his castle. Helping him is a bit more complex since you have to bring him 2 Infantry and 2 Crossbowman. The Mercenary Camp west of the Old Wolf Inn is the most efficient location to get them from (you'll likely run into Michael, who's out to avenge Adam Linz, on the way there). Once you have them, bring them back and then meet him over at the bridge leading to Windfeld (don't forget to pick up any troops you may have needed to stash in a castle first). A battle will trigger, and once won this quest will be finished. However you decided to handle it, it's now time to head over to the village of Wide Arable and advance the Three Citizens quest. The girl will soon mention a different method of finishing the quest, and it just so happens the necessary item is the Sword Cora seen back in Kremena at the start of the map. If you give him the sword rather than the girl (which will require running around through all the marketplaces to find it again if you didn't buy it immediately), you'll get an Enchanted Mace and Insight Helmet in a later chapter. That's two factions down with one to go. The next destination is all the way to the southeast; just follow the road south of the Zhatetsky Goose Inn as it twists around through the mountains, stopping by at Jacob's Manor behind the Tassilon Chapel (which usually has the Heptameron book) along the way to advance the Prodigal Son quest, until you eventually arrive at Eagle's Nest. Ursula wants you to save a mathematician and protect a moneylender. Castle Kohlsitze is on the way out of here, so pick up the moneylender first. He wants to visit 3 debtors, who are thankfully almost all are on the path toward Kremena. Visit the Three Gudgeons Inn up the road north first, then stop in at Windfeld. Along the way you'll get attacked by a rogue, and in Windfeld you'll be redirected to Castle Hohenfelz to the west. On arriving, if it's under your control (and it should be) there won't be any problems. Otherwise you'll have to win the fight here. Either way you get 350g. Head to Three Fields village to the south next. No problems here and Simon will end up sticking around for a while longer. Travel onward to Kremena to complete the Prodigal Son quest (200g for the truth and some potions and a Damask Sword for lying) find that the mathematician has already be abducted. The next destination is the Slaves Tower north of Winfeld, but first exit Kremena and retrace your steps a bit until you run into a group of foreigners. They demand you hand over the moneylender, which you can if you want (this will complete the quest). You could also fight them and then return the moneylender to Ursula later (who will reveal that he's 1000g in debt; paying the debt off will save you 500g down the line). Either walk or take the boat to Windfeld, then move onward to Slaves Tower (in the northeast). You find that this time you're too early. Loiter around outside for awhile until an Escort appears and defeat them. Wrong group. Loiter some more until a second Escort appears and defeat them too. Back to Eagle's Nest now with mathematician in hand. Hand him over and report the moneylender situation (if you protected him from the foreigners you'll also have to decide whether or not to pay off his debt as well; she'll wait if you don't have the money right now) to wrap up all three faction quests. ~~~~~~~~~~~ ! w5. War ! ~~~~~~~~~~~ With the quests out of the way it's time to make an enemy or two. You can either defeat one of them and have the others ally (getting access to two sets of faction-specific units to hire in a later chapter), or defeat two of them and ally with the survivor (resulting in less castles that need to be captured in the last chapter along with getting access to one set of units later, and an item that will persist across chapters now): Red Wolves provide the Red Wolves' Symbol and/or Esquire, Diocese provides a Paladin's Belt and/or a Battle Monk, and the Fichtens provide a Fichtens' Signet and/or a Duelist. Making an enemy of the Diocese also opens up a quest involving St. Killian's Icon. While wandering around at this point you may run into a man named Wendel, who can be ignored for the time being. To defeat a faction you fortunately only have to capture their 6 lesser castles (capturing their base castle is extraordinarily difficult even with a full army of maxed-out units since they get a free 50-point defense boost; aim for shielded crossbow and melee units with Defense-piercing weapons). In fact the story won't even acknowledge it if you do kill them directly, and will act as though they're still alive. In any case, simply walk into a castle or up to a roaming group and attack them to declare war on that faction. Once you've defeated at least one faction and can field the maximum army size, it's time to finally get around to completing those Undead-related rumor quests. Note that they all have to be done at nighttime. ~~~~~~~~~~~~~~ ! w5. Undead ! ~~~~~~~~~~~~~~ We'll start with Lake Schwarzensee village, where a peasant will mention a nearby stone. Go look at the stone to get a dialog prompt, and then walk out onto the small patch of land leading into the lake (at night) to be able to start calling names (one you just got from the stone, one was learned from the earlier village fair visit, and the third was picked up at Castle Grauturm). Each one triggers a fight, and after all three are defeated (heal at the abbey between fights if necessary) this rumor will be completed. Report back to Moritz to receive a Holy Spirit Mace. Next head to the wilderness location of Grain Hill, located just south of Mossy Ravine village far to the northeast. All you have to do here is win the (nighttime) battle. Don't bother reporting back yet since you only get a Wonderworker amulet, instead it's time to hand in those two books (Arbatel's Magic and Heptameron) the Windfeld librarian wanted. You should definitely have them by now if you've been checking the inventory of every church and fair you passed, but if not then just keep visiting until they pop up. Afterward, read the new stories he has available to learn of the Songs of Boiern and Furious Burkhart. The song is used at the Burned Inn just west of the city: Visit at night and give the proper responses (loquor mee menti, sedem fundamenti, vaga fertur avis) to get some Wine and a Moriae Encomium book. Next you need to travel up the road north, to a small grave in the woods northeast of the Windfeld Lighthouse at night to be able to challenge Burkhart's undead army. Do so and eradicate them (Moritz will give you some Consecrated Arrows for defeating them). Only one undead rumor left. Remember the Tower of Wind near the Pig's Head Inn? You need to go there at night with the Golden Horn (looted from Castle Hohenfelz). Each time you enter you can trigger a battle, and once all three waves are defeated (you can go heal in-between battles and come back later) it's time to return to Moritz for your reward: Some potions and, if all the undead have been dealt with, the Hallows accessory. ~~~~~~~~~~~~~~ ! w5. Truce? ! ~~~~~~~~~~~~~~ Now you have a choice of either getting the remaining two factions to ally (just talk to the leaders and suggest a truce), or siding completely with one of them. To do that simply attack two factions, making them both hostile, then go visit Sterch in Windfeld. He'll give you an additional quest against one of the two hostile factions: Wolves target Fichtens, Diocese targets Wolves, and Fichtens targets Diocese. But first St. Killian's Icon: If the Diocese is one of the currently hostile factions, there will be someone new to talk with in Windfeld. He'll want you to find the Icon and points you toward the Monastery of Saint George. If you've already captured it you know the Icon's not there (and if you haven't captured it then go do so now). So head to the Black Market next in order to be pointed toward the Chapel of Saint Tassilon over in the southeast. They don't have the icon, but are able to tell you that it's cursed. Visit an inn next and check the rumors to hear about a hermit living in a small house just north of Settlement village. Visit him to get the Icon then take it back to Windfeld where you can decide to either keep it or trade it for 400g. Keeping it isn't a great idea since it's cursed and you can't uncurse it until later in the next chapter, while if you give it away it will come back (and you can more easily uncurse it then). ~~~~~~~~~~~~~~~~~~~~~ ! w5. Assassination ! ~~~~~~~~~~~~~~~~~~~~~ Time to take out the relevant faction leader now (assuming you're not going for the truce option). Diocese: Killing Otto requires first joining the Fichtens' family, meaning you have to capture 5 castles (Schklinetz, Tromnits, Gedel, Weinen, Gelster) and Saint George's Monastery. Once they're under your control head to Eagle's Nest and join the family. Now go to an inn and listen to the rumor about Otto. Visit the Church of Saint John the Baptist (directly south of Windfeld) and look at the relic. At this point you'll have to do the Icon of Saint Killian quest mentioned above. Talk to the hermit Xavier again afterward to have him join the party, then take him to the church... where he backs out. Return to the Hermitage and try to convince him to help you; simply tell the truth and he'll be overjoyed. Drop him off at the church and then go wait on the riverbank to the east for dusk (you need to get there before nightfall to trigger the prompt). He'll soon appear with two groups of temples guards chasing him. Defeat them, then go talk to a messenger in Windfeld and follow him to get Otto's reply. Now you have to wait around for a day or so until another messenger appears. Go visit Moritz in Schwarzensee Abbey, who will propose a deal. Return once more to The Church of Saint John to drop off the relic, then just enter Windfeld to wrap things up by hearing about the archbishop's death. Fichtens: Killing Ursula requires stopping at the Zhatetsky Goose Inn to meet an informant. Give him 100g to learn about some Fichten family troubles, then go south toward Castle Flach and kill Ulrich von Fichten. Once he's dead, and the 3 castles in this area (Kohlsitze, Flach, & Steingatter) are under your control, wander around until a messenger appears (you may need to save and restart the game). He'll give you 700g and a Ring. Travel to Windfeld and talk to a messenger to advance the quest. Eventually a second messenger will reach you. Now head back to the Zhatetsky Goose Inn. The plan is to ambush her after ceding control of the 3 castles closest to Eagle's Nest, and you can only bring 3 units (in addition to the protagonist) with you. Store any extra troops in the Castle Glatze watchtower, then travel to Kohlsitze, Flach, & Steingatter and hand them over to the Fichtens. Now go wait in the wooded area just south of the Coal Mine near Castle Flach for a day until Ursula's army approaches. Defeating it with just 3 units is very difficult... though they don't cheat here like the base castles do (so its winnable if you have a strong enough setup). Luckily you're not required to defeat it and can run away instead. While fleeing, you have to move toward the Coal Mine first, then follow the road past the watchtower. After retrieving your army, wait around for a day or so and then go visit Windfeld to hear about Ursula's death. Last thing to do is visit Wolfschanze to join the Red Wolves once you've captured Oberlauf, Erzklump, and Berghut Monastery. Red Wolves: Killing Falke requires first becoming a crusader (you learned about this from the Red Wolf related library book). And becoming a Crusader requires capturing several castles: Norspur, Gauturm, Weisshausen, Holzwand, Zwischenkuesste, and Schwartzklippe. Once all 6 are conquered go visit the archbishop to get your reward. Enter Wolfschanze now as a crusader to challenge Falke, who will lay out the rules of the contest. For the first fight you can only have an total army size of 6 with no archers, for the second it's a total of 3 with no other restrictions, and the third is a 1-on-1 fight with just your protagonist (or a total of 2 units if you're playing as the Mystic). Note that there's a bug here that allows you to attack Falke directly; the story doesn't acknowledge that he died but you get all the loot. Play along and win the three challenges, then wait around a little until a messenger appears and tells you to visit the Old Wolf Inn. Do so, talk to the stranger, listen to the the Wolfenboden rumor, and then return to your tent after about a full day has passed and talk with the man there. Now you have to visit the archbishop again, who denies everything. Back to Wolfschanze to find that it's closed to you. Wander around for another day or so until Reinhardt von Wolfenboden respawns (assuming you defeated him sometime earlier, otherwise just find him wandering around this area), then head over to Wolfschanze to finish up the quest. ~~~~~~~~~~~~~~ ! w5. Wendel ! ~~~~~~~~~~~~~~ With a truce now in effect one way or another it's time to return to Sterch for your next move, which is meeting with that Wendel character who showed up ages ago. Visit the Pig's Head Inn and talk with him. We'll now have a few leads to check. First off is Swift-Footed Mathis, who will have spawned just north of you. There's a 'special' way to catch him detailed in the related inn rumor, but it's easier to just click on him and let the auto-pathing take care of it. After he's defeated you get two additional leads. Travel north to Wolfschanze. Now the ruins you're looking for are just north of Manor Wolfenboden, but you can't go directly there. Instead having to stay a bit to the east of the manor and then approaching from within the woods. Win the battle to find Nordspur Castle as the next destination. Visit or capture it to get directed toward the Chancellor. Hold off on visiting him and instead travel way over to Castle Holzwand in the far northeast. This castle also directs you toward the Chancellor. All that's left is the 'shepherd' rumor, which requires traveling north of Windfeld into Diocese territory. There you'll find some pilgrims wandering around who will point your toward Berghut Monastery. Climb up there and question the abbot to once more be pointed toward Sterch. Visit him now and ask about all three issues, then go meet Wendel by standing on the hill east of the Poachers' Hideout. Return to Sterch, then back to Wendel once more to trigger a fight. Once that's done all that's left is to prepare for the next chapter. You can take two units along into the next chapter. So equip yourself and those two units as best you can (Silver Weapon, Blessed Weapon, and Fearless will all come in handy). Dismiss everyone else and finally notify Sterch that things are taken care of and you're ready to go. ----------------------------------------------------------------------------- w6x. Threver ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Guard Castle Gipfelburg Infantry Castle Schwanz Peasant Backwaters Big Hollow Bows Bywater Clearings Crossway Edgewood High Garden Hillside Horns Karl's Ploughed Field Little Hollow North Mill Undertail Wasteland Wetwood Recruit Big Hollow Castle Rorenhaus Soldier Castle Gipfelburg Veteran Watch Castle Schwanz Young Noble Castle Schwanz Bowman Castle Gipfelburg Hunter Backwaters Big Hollow Bywater Edgewood Little Hollow Wetwood Acolyte Saint Lebuin's Cathedral Lector Saint Anna's Chapel Saint Wendelin's Chapel Peasant Woman Backwaters Big Hollow Crossway Edgewood High Garden Hillside Horns Undertail Wasteland ============= +Mercenaries+ ============= Guard Mercenary Camp Monk Mercenary Camp Recruit Mercenary Camp Rogue The Holed Hat Tavern Soldier The Magic Apple Tree Tavern Watch The Magic Apple Tree Tavern Young Noble Manor The Holed Hat Tavern Crossbowman The Holed Hat Tavern The Magic Apple Tree Tavern Hunter Mercenary Camp Rogue Archer Mercenary Camp The Holed Hat Tavern Veteran Crossbowman Mercenary Camp Herbalist Woman Mercenary Camp Necromancer The Holed Hat Tavern Witch The Holed Hat Tavern ================== +Healing Services+ ================== Saint Anna's Chapel Saint Lebuin's Cathedral Saint Wendelin's Chapel ======= +Shops+ ======= General Longroad Market Market Trade Pavilion Magical Saint Anna's Chapel Saint Lebuin's Cathedral Saint Wendelin's Chapel Physical Smithy (North) Smithy (Southeast) Smithy (Southwest) ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Ambush (1) Chieftain Rogue x2 Rogue Archer x3 Loot: L.Trophies, Trophies Ambush (2) Watch Sergeant Heavy Infantry x2 Veteran Archer x2 Veteran Crossbowman Loot: Consecrated Ring, Consecrated Sword, L.Trophies, Trophies Ambush (3) Infantry Sergeant Heavy Infantry x2 Veteran Crossbowman x3 Loot: Fortified Heater Shield, Silver Cross, Consecrated Arrows, L.Trophies, Trophies Beggar Bandit x3 Fugitive Peasant x3 Beggar Poacher x3 Loot: N/A Claudius Claudius Undead Knight Wild Vampire x4 Spirit x2 Loot: Sword Cora, Damned Relics, L.Trophies Dunstan Inquisitor Esquire x2 Battle Monk Monk Crossbowman x2 Deacon Loot: Consecrated Ring, L.Trophies, Trophies Forest King Forest King Forest Spirit x2 Loot: N/A Gang of Armed Robbers Chieftain Rogue x2 Deserter Rogue Archer x2 Crossbowman Apostate Loot: Protection from Arrows, Spiked Mace, L.Trophies, Trophies Hansch Schiffstamm False Knight Pikeman x3 Veteran Archer x2 Archer Loot: Decorated Poleaxe, Duel Rondache, L.Trophies, Trophies Henn Schiffstamm Esquire Veteran Watch Infantry x2 Watch Peasant Sergeant Crossbowman Veteran Crossbowman Loot: L.Trophies, Trophies Hensel Schiffstamm Armiger Fencer Heavy Infantry x2 Veteran Crossbowman x2 Bowman Apothecary Woman Loot: L.Trophies, Trophies Pagan Temple Beggar x5 Witch Heretic Apostate x2 Loot: L.Trophies, Trophies Philip the Reaper Philip the Reaper Esquire Infantry x2 Crossbowman x2 Loot: L.Trophies, Trophies The Divine Scourge False Knight Chieftain Battle Monk Heavy Infantry Rogue Archer x2 Hunter x2 Deacon Loot: Holy Picture of St. George the Conqueror, Heavy Poleaxe, L.Trophies, Trophies Ullin Ullin the Trapper Infantry Sergeant Veteran Archer Healer Woman Loot: Horn Composite Bow, Knight's Glove, Tournament Helm, Infantry Pickaxe, L.Trophies, Trophies Werewolf Werewolf Loot: N/A Abandoned Tower Claudius Undead Knight Wild Vampire x4 Spirit x2 Loot: Pestilential Mask, Sword Cora, Damned Relics, L.Trophies Castle Schwanz Armiger x2 Veteran Watch Ramieg the Weasel Enchantress Necromancer x2 Loot: Ring of Merkabah, Splendid Brigandine, Fortified Heater Shield, "Winged" Spear, Heavy Axe, L.Trophies, Trophies Cursed Mill Undead x3 Spirit x4 Loot: N/A Lazarus's House Undead Warrior Undead x2 Spirit x5 Loot: N/A Old Feucht Castle (1) Undead x6 Loot: N/A Old Feucht Castle (2) Undead Warrior Undead x6 Loot: N/A Old Feucht Castle (3) Undead Knight Undead Warrior x2 Undead x3 Spirit x2 Loot: N/A Old Hut Ragnbolda Werewolf x2 Wild Vampire x3 Loot: Protection from Arrows, Pestilential Mask, L.Trophies Outskirts Elder x2 Recruit Peasant x3 Poacher Hunter x2 Herbalist Woman Loot: Trophies Patrol Group 1 (Peasants) Elder Peasant x5 Countrywoman x3 Loot: N/A Patrol Group 2 (Merchant) Merchant Watch x3 Veteran Crossbowman Loot: Trophies Patrol Group 3 (Pilgrims) Monk x3 Monk (Peasant Disguise) x3 Loot: L.Trophies, Trophies Patrol Group 4 (Tramps) Deserter Bandit Fugitive Peasant x2 Beggar x3 Poacher Hunter x2 Loot: L.Trophies, Trophies Patrol Group 5 (Monks) Monk x5 Monk (Lector Disguise) x2 Loot: Spiked Mace, L.Trophies, Trophies Patrol Group 6 (Mercenaries) Soldier x2 Smith Monk (Peasant Disguise) x2 Recruit Bowman Heretic Loot: L.Trophies, Trophies Patrol Group 7 (Travelers) Fencer Young Noble x2 Scholar Warlock Apothecary Woman Herbalist Woman Loot: L.Trophies, Trophies Patrol Group 8 (Merchant) False Knight Veteran Watch Guard x2 Merchant Archer x2 Herbalist Woman Loot: Signet of the Traders Guild, Heavy Axe, L.Trophies, Trophies Patrol Group 9 (Peasants) Elder Monk (Peasant Disguise) x5 Bowman x2 Hunter Loot: Bowman Bracelet, L.Trophies, Trophies Patrol Group 10 (A Knight with His Escort) Knight Armiger Pikeman Infantry x2 Veteran Crossbowman x2 Deacon Healer Woman Loot: Battle Horse, Knight's Chain, L.Trophies, Trophies Weirdos Vampire Lord x2 Wild Vampire x3 Hag Necromancer Loot: Dueling Jerkin, L.Trophies, Trophies x2 Ruined Castle Wraith Undead Knight Undead Warrior x3 Forest Spirit x2 Loot: Silver Comb Ruined Church (1) Spirit x4 Loot: N/A Ruined Church (2) Wild Vampire x5 Loot: N/A Ruined Church (3) Undead Knight Undead Warrior x2 Undead x2 Spirit x2 Loot: N/A Ruins Undead Warrior Wild Vampire x4 Undead Loot: N/A The Holed Hat Tavern Assassin Veteran Watch x2 Watch Veteran Crossbowman Crossbowman Warlock Loot: Signet of the Traders Guide, "Winged" Spear, L.Trophies, Trophies ======== +Abkhan+ ======== Deitz Abkhan Deitz Abkhan Heavy Infantry x2 Duelist Peasant Veteran Archer Apothecary Woman Herbalist Woman Loot: L.Trophies, Trophies Guardsmen Watch Sergeant Pikeman Guard x4 Archer Loot: L.Trophies, Trophies Lutz Abkhan Armiger Esquire Pikeman Infantry x2 Veteran Crossbowman x2 Peasant Woman Loot: Heavy Poleaxe, L.Trophies, Trophies Peasants Elder Peasant x4 Peasant Woman x2 Loot: N/A Castle Abhang Watch Sergeant Heavy Infantry Duelist Infantry Archer Sergeant Bowman x2 Loot: L.Trophies, Trophies Outpost Esquire Watch x3 Crossbowman x2 Apothecary Woman Loot: L.Trophies, Trophies ======== +Foster+ ======== Guardsmen Veteran Watch x2 Watch x2 Archer x3 Loot: Trophies x2 Miners Miner x5 Loot: N/A Peasants Peasant x5 Hunter Peasant Woman Loot: N/A Urshel the Shipmaster Armiger Pikeman Duelist x2 Infantry Peasant Veteran Archer Warlock Loot: Knight's Chain, L.Trophies Wolfgang Foster Wolfgang Foster Fencer Veteran Watch x2 Young Noble Necromancer Witch Herbalist Woman Loot: Censer, Consecrated Ring, Dueling Jerkin, Consecrated Arrows, L.Trophies, Trophies Castle Schiff Fencer Pikeman x2 Soldier Crossbowman x2 Apothecary Woman Loot: L.Trophies, Trophies ============ +Kleinensee+ ============ Albrecht von Kleinensee Heavy Infantry x2 Infantry x2 Soldier Peasant Necromancer Warlock Loot: L.Trophies, Trophies Guard Patrol of Kleinensee Infantry Sergeant Infantry x2 Soldier x2 Bowman x2 Loot: Holy Picture of St. George the Conqueror, L.Trophies, Trophies Guardsmen Veteran Watch Watch Infantry x2 Archer x2 Crossbowman Loot: L.Trophies, Trophies Mounted Patrol of Kleinensee Armiger Esquire x3 Peasant Loot: Censer, Bascinet, L.Trophies, Trophies Yeklin Merman von Kleinensee Yeklin Merman von Kleinensee Armiger Pikeman x2 Heavy Infantry Archer Bowman Necromancer Loot: Holy Picture of St. George the Conqueror, Knight's Horse, L.Trophies, Trophies Castle Untiefe Armiger Heavy Infantry x2 Infantry Guard Crossbowman x2 Warlock Loot: Trophies Watch Tower Veteran Watch x2 Watch x2 Veteran Crossbowman Archer Loot: Trophies =============== +Kristin Insel+ =============== Guard Patrol Infantry Sergeant Pikeman Infantry x2 Guard Veteran Archer Crossbowman Loot: Trophies Herman Battle Monk Infantry x2 Sergeant Crossbowman Veteran Crossbowman x2 Loot: Bowman Bracelet, Heavy Crossbow, L.Trophies, Trophies Kristin Insel Kristin Insel Esquire x2 Pikeman x2 Guard Recruit Veteran Archer Deacon Loot: Censer, Fortified Heater Shield, Bascinet, L.Trophies, Trophies Guard Tower Watch x3 Crossbowman x3 Loot: L.Trophies, Trophies New Feucht Castle Fencer Veteran Guard x2 Soldier x2 Archer x2 Deacon Loot: Bowman Bracelet, L.Trophies, Trophies ================= +Paulien Piemont+ ================= Chaplain Stofflien Esquire Battle Monk Heavy Infantry x2 Recruit Veteran Crossbowman Priest Acolyte Loot: Priestly Vestment, Trophies Guardsman Veteran Watch Watch x3 Archer x2 Acolyte Loot: L.Trophies, Trophies x2 Paulien Piemont Paulien Piemont Heavy Infantry Infantry Recruit Peasant Veteran Crossbowman Crossbowman Deacon Loot: L.Trophies, Trophies Peasants Peasant x5 Peasant Woman x2 Loot: N/A Philip Twice-Christened Battle Monk Watch x2 Monk x2 Peasant Archer Deacon Loot: L.Trophies, Trophies Castle Unterberghaus Watch Sergeant Pikeman x2 Watch x2 Archer x2 Acolyte Loot: Trophies ======== +Ramieg+ ======== Erhard the Miser Knight False Knight Veteran Pikeman Pikeman x2 Peasant Veteran Archer x2 Loot: Trophies Guardsmen Watch Sergeant Veteran Watch x2 Watch x2 Veteran Archer Loot: L.Trophies, Trophies Mercenaries (1) Veteran Pikeman Pikeman x3 Watch x3 Loot: ? Mercenaries (2) Infantry Sergeant Infantry x3 Crossbowman x3 Loot: Trophies Peasants Pitch Worker x3 Peasant x3 Poacher Loot: N/A Thomas the Red-cheeked Knight Armiger x2 Soldier x2 Peasant Veteran Crossbowman Bowman Loot: ? Castle Schwanz Armiger x2 Veteran Watch x2 Ramieg the Weasel Veteran Crossbowman x2 Enchantress Necromancer x2 Loot: Fortified Heater Shield, "Winged" Spear, Heavy Axe, L.Trophies, Trophies Watch Tower Watch Sergeant Watch x3 Sergeant Crossbowman Archer x2 Alchemist Loot: Trophies =========== +Trumpeter+ =========== Johans Trumpeter Johans the Trumpeter Heavy Infantry Deserter Rogue x2 Veteran Archer x2 Archer Witch Loot: L.Trophies, Trophies Lorentz the Forester Esquire Watch x2 Rogue Archer Sergeant Veteran Archer x2 Rogue Archer Loot: Splendid Hunting Bow, L.Trophies, Trophies Mounted Patrol of Kleinensee Pikeman Heavy Infantry Infantry Soldier x2 Veteran Archer x2 Loot: Trophies Simon the Toothless False Knight Assassin Rogue x2 Bandit Rogue Archer x2 Witch Loot: ? Peasants Peasant x5 Hunter Peasant Woman Loot: N/A Castle Rorenhaus Chieftain Pikeman x2 Veteran Crossbowman Archer Priest Apothecary Woman Loot: L.Trophies, Trophies Guard Tower Chieftain Watch x2 Soldier Veteran Archer x3 Loot: N/A =========== +Marauders+ =========== Brigands Chieftain Rogue Deserter Elder Bandit x2 Herbalist Woman Loot: L.Trophies, Trophies Brignands Assassin Deserter x2 Fugitive Peasant Rogue Archer bandit x2 Warlock Loot: Malachite, L.Trophies, Trophies Deserters Deserter x3 Fugitive Peasant Bandit x2 Herbalist Woman Loot: Trophies Flavius Angsten Rogue Deserter Poacher x2 Necromancer Apostate Loot: Trophies Forest Brotherhood Rogue x3 Bandit x3 Rogue Archer Witch Loot: L.Trophies, Trophies Ragged Fellows Fugitive Peasant x3 Beggar x4 Peasant Woman Loot: N/A Runaway Peasants Bandit Fugitive Peasant x3 Hunter x2 Peasant Woman Loot: N/A Sharp-Sighted Hans's Gang Assassin Deserter x2 Rogue Archer Crossbowman Herbalist Woman Loot: L.Trophies, Trophies The Settlement of Outlaws (1) Chieftain Assassin x2 Rogue Archer x2 Poacher x2 Heretic Loot: Trophies The Settlement of Outlaws (2) Rogue x4 Bandit Rogue Archer Poacher Apostate Loot: L.Trophies, Trophies Brigand Village Chieftain Rogue x3 Poacher x2 Apostate Apothecary Woman Loot: Bowman Bracelet, L.Trophies, Trophies Burned Village Rogue Deserter x3 Beggar x2 Poacher Bowman Hunter Apostate Loot: L.Trophies, Trophies Ruined Church Rogue x3 Necromancer Witch Heresiarch Heretic Apostate Loot: Ring of Merkabah, Ring, Ritual Rod, Magician Star, L.Trophies, Trophies Ruined Tower Chieftain Assassin Rogue x2 Rogue Archer x3 Heretic Loot: Ruined Tower The Ruins of Castle Grat Rogue x3 Rogue Archer x2 Poacher Apostate Loot: L.Trophies, Trophies ---------------------------------- Followers ---------------------------------- ~~~~~~~~~~ ~Berthold~ ~~~~~~~~~~ Class: Melee HP: 102 M.Def: 32 Att: 59 R.Def: 32 Ini: 25 Will: 1 Items: Sword (+3 Ini, +1 Att), Shield (+3 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-4 Ini, +7 M.Def/R.Def), Lance (+2 M.Att), Horse (+15 HP, +10 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, Rugged Armor Level: 1 XP to Next: 217/1200 ~~~~~~~~ ~Dewalt~ ~~~~~~~~ HP: 67 M.Def: 10 Att: 38x2 R.Def: 7 Ini: 21 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble Level: 1 XP to Next: 76/250 ~~~~~~~~ ~Spirit~ ~~~~~~~~ HP: 45 M.Def: 0 SP: 50 R.Def: 0 Ini: 23 Will: 0 Items: N/A Can Equip: Clothes Abilities: Meditation Passives: Terrifying, Impious, Disincarnating, Undead, Ghost Form Spells: Willpower Suppression Level: 1 XP to Next: 0/1000 ~~~~~~~~~~~~~~~~~ ~Werewolf Dewalt~ ~~~~~~~~~~~~~~~~~ HP: 80 M.Def: 20 Att: 50 R.Def: 15 Ini: 25 Will: 0 Items: N/A Can Equip: Paw Strike, Clothes Abilities: N/A Passives: Ambusher, Terrifying, Regeneration Level: 1 XP to Next: 93/300 ~~~~~~~~ ~Zmiter~ ~~~~~~~~ HP: 170 M.Def: 38 Att: 90 R.Def: 37 Ini: 0 Will: 7 Items: Hammer (Ini = 3, +20 M.Att, +2 Will), Body (-5 Ini, +8 M.Def/R.Def) Can Equip: Hammer, H.Armor Abilities: Powerful Strike Passives: Hercules, Terrifying, Fearless, Blood Rage, Stunning Blow, Rugged Armor Level: 1 XP to Next: 491/1500 ---------------------------------- Walkthrough ---------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~ ! w6. Getting Started ! ~~~~~~~~~~~~~~~~~~~~~~~ This chapter is a little more straightforward than the last and you begin with 1000g and the two units you brought with you. Warning: Be aware that if you have the Icon of Saint Killian with you, you'll periodically start losing gold, potions, and/or trophies and there's nothing you can do about it until you loose all three types (scroll down to the "Icon of Saint Killian" section to learn more). Start off by visiting the tavern, talking to everyone and checking all the rumors. Now make your way along the road northwest past Dewalt's Mansion to find Castle Gipfelburg up on top of the mountain. Talk with Daniel and then head back to Dewalt's Mansion to start the werewolf hunt. Dewalt will join as a follow and you have to bring take him up to the ruins northeast of the Smithy you passed coming in (you have to move toward the northern valley just next to the ruins to advance the quest). Nothing happens and he asks you to try again the next night. Meanwhile, go talk to Paulien Piemont, who should be wandering around the buildings here, to advance the main quest then head up the road northwest until you reach Crossway village (where you can hear some new rumors). In this area Yeklin Merman is wandering around somewhere, so talk to him as well to learn more about Daniel's vassal problem. Head back to Dewalt's Mansion once more and wait for nightfall to find that he's gone missing. Head back to the ruins, leave your arm and go alone to the little valley to find... a werewolf. Pick your army back up and Defeat it (hope you have silver weapons and/or the Feline Mirror), then chase it back to the mansion. Now you must find a cure, but first we're going to use this extra follower to help clear out the opposition here. ~~~~~~~~~~~~~~~~~~~ ! w6. War, Part 1 ! ~~~~~~~~~~~~~~~~~~~ In this southern part of the map you can either kill Piemont and Abkhan (located far to the south of Crossway village), or Yeklin alone. The only difference is in the rewards: Yeklin will give you a Silver Sword, Silver Arrows, a Charmed Ring, and a Staff with Green Stone if you side with him. If on the other hand you kill Yerklin, then Piemont will give you a Holy Scripture while Abkhan gives a Protection from Arrows and a Charmed Ring. Continue along the road now as it heads west out of Crossway, turning north beyond Saint Wendelin's Chapel, until it turns east and leads all the way to the Holed Hat Tavern. By now night should have fallen and you'll probably have noticed your new werewolf party member (note that churches won't let you inside while he's with you). This is a timed situation, so talk to the merchant here and check out the rumors at the tavern to hear about a werewolf skin. Continue on down the road to find the remaining two feuding vassals: Kristin Insel to the north and Wolfgang Foster to the east. Side with one of them (again, the only difference is the reward) to get either some Light Chainmail from Insel or a Knife and Barbute from Foster. And with that out of the way there are now a few miscellaneous quests to do while we wait for the third werewolf transformation. ~~~~~~~~~~~~~~~~ ! w6. Questing ! ~~~~~~~~~~~~~~~~ Start off by recruiting 3 Peasant Women... who immediately flee. Return to the merchant at the Holed Hat and you'll learn of his employer. Once night falls and you've filled out your army again, visit the Cursed Mill just southeast of Longroad Market and say you're there for the treasure to trigger a battle. Then head south to find the tower with the mysterious employer. Either break in for a fight or enter alone to be offered a deal. Return to the tavern to find the merchant in a fighting mood. Try to take him to the tower afterward and he'll offer you a promise of 600g if you let him go (which will cause Claudius to disappear). Refuse and he'll run away to the nearby village of Outskirts. Enter the village to be faced with a choice of either telling the peasants about the tower (causing Claudius to attack you outside the next night, followed by another group of vampires the night after) or forcing them via combat to give the merchant back. Bring Claudius the merchant and he'll tell you about a hidden treasure over in the ruins located deep in the forest northwest of Karl's Ploughed Field. Head over there at night and trigger a battle to find some gems along with the "Epiphany" Crossbow and Helmet of Horror. You should be on the third werewolf transformation now, so travel back toward the village of High Garden near the start of this map to eventually come across the wandering inquisitor Dunstan. If it's daytime simply talk to him to finish the quest, otherwise you'll have to run away until it is (unless you want to kill him of course; in that case the next morning Dewalt will leave or, if you didn't hear the rumor, the werewolf will flee on the next night). That wraps that up. Next up is Lazarus's House, located just southeast of Wendelin's Chapel. Go inside at night to trigger a battle and pick up the Lazar's Amulet accessory. While in your possession, each night a spirit will ask to join your party as a follower (you can accept up to 9 times). Just to the north of this house you'll find a friendly monk; talk to him if you want to trigger a battle with some bandits. Time to make your way back to Daniel in Gipfelburg now to tell him about having solved the vassal issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! w6. Icon of Saint Killian ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you sold the Icon last chapter it will have just recently returned to you after having handled the Piemont/Yeklin situation (if you never found it then it won't show up here either). As time goes by you'll start losing gold, potions, and trophies. A dialog prompt will appear after you've lost each type at least once (make sure to buy a potion if you don't have any) singling out the Icon as the source of the problem, so head over to Saint Lebuin's Cathedral. There you'll learn the ritual for cleansing it... but there are no churches dedicated to Killian around here. Check out the rumors next to find that there used to be one however, and that now it's an abandoned ruin. Travel over to the ruin, located deep in the forest southeast of the Holed Hat Tavern, before midnight and then wait inside through the night (after defeating the inhabiting cultists). After a set of 3 battles against some undead and a prompt stating that the sun has risen, the Icon will have transformed into a new, more powerful accessory: St. Killian's Image. ~~~~~~~~~~~~~~~~~~ ! w6. Patrolling ! ~~~~~~~~~~~~~~~~~~ Ask Daniel about Patrolling to hear about a new task. Actually starting the quest requires talking to him again before or just after dawn. He'll give the following clues: - No women. - No more than 8 people. - Dressed like peasants or monks. - Travel at night. - In a rush. - Don't group up. - Westfalen or Bas-Rhin accent. - Look down to hide their faces. Now rush over to the road just west of Saint Wendelin's Chapel. You'll want to be standing on the road itself, about halfway between the chapel and Wetwood village. Loiter here for an entire day as new groups appear from the west, each of which you should to talk to (you won't be penalized for not talking to innocent groups though). Ten will appear in all: - Peasants; innocent. - Merchant; innocent. - Pilgrims; spies. - Tramps; innocent. - Monks; spies. - Mercenaries; spies. - Travelers; innocent. - Merchant; the taxidermist bounty. - Peasants; spies. - A Knight with His Escort; innocent. Make sure to attack and defeat all the non-innocent groups while letting the others go without a fight for the largest reward (350g, an Amber, and a Sword of the Fencer). Attacking one innocent group will cause you to lose out on the sword, while attacking two or more will cost you 650g. After the last group you'll get a message saying it's time to report back. Do so (tell him about the taxidermist as well) and then check the rumors at the Magic Apple Tree Tavern if you haven't recently to notice a new one talking about people in the swamps. Now journey a bit north and east into the forest, past an empty Forest Hut, to find a set of ruins. Clear out the Ruined Tower and then enter the castle ruins just beyond at night to trigger a battle. Now bring the Silver Comb you won over to just in front of the tower ruins at midnight to get a spirit to spawn. Follow it to a hidden treasure (which has to be reached before daybreak): A Golden Mace, Decorated Bridle-Strap, Ritual Clothes, and a Ruby. In the northern half of the map you may have noticed a road heading northeast from the Cursed Mill. Follow it for a little bit until you see a large rock in a clearing to the east. Move over to it and a practically invisible Old Hut location should appear in the north. Visit that location at night with no units from either the Lector or Healer Woman line to trigger a battle with the resident witch. Afterward you'll pick up a bunch of potions. Further down the road you'll eventually notice a Brigand Village over in the western woods. Go capture it to discover that you can store troops here. This is useful both for triggering the earlier Old Hut battle, as well as for getting into the castle ruins in the swamp just south of here. See, if you approach the ruins with any characters that possess the Heavy Armor ability they'll be instantly vanished from your party (the Knight protagonist is immune to this phenomenon). So visit the ruins at night with no Heavy Armor users (even if you equip them with light/medium armor they'll still vanish) to trigger a battle. You have to do this twice more. After the third time you can enter the ruins to find the "Avenging Hand" Pickaxe, a Druid's Rod, a Silver Ring, and some Enchanted Arrows (note that there seems to be a bug that lets you simply enter the castle during the day by clicking on it, completely bypassing the combat). ~~~~~~~~~~~~~~~~~~~~~~~~ ! w6. Landgrave's Goal ! ~~~~~~~~~~~~~~~~~~~~~~~~ With all the sidequests completed it's time to discover just what the Landgrave is doing here. Head over to the Outpost just east of Karl's Ploughed Field and follow the path south to Castle Schwanz. Talk with the man there then to the tavern keeper at the Holed Hat for more information. Now travel back toward the Pagan Temple (near where the hidden Silver Comb treasure was), finding and killing Philip the Reaper along the way to get some necessary information about a priest. Visit the Pagan Temple once night falls and you'll be forced into a battle, then pointed toward Johans the Trumpeter. He can be found wandering around near Karl's Ploughed Field. Go talk to him, then go all the way back to the forest and enter the previously empty Forest Hut you passed earlier. The resident of the hut will want you to go kill the Divine Scourge, a false knight who will soon appear on the map in the same place you first did. Kill him (the cathedral will demand 500g in recompense for his death, denying you healing services across the map if you refuse, but you can just avoid that location) and report back to learn the secret of the water. Drop by a tavern to send a messenger next, then travel back to the north half of the map. Drop your army off in a safe place and then head over at night to that rock in the northeast forest by the Old Hut. After an unpleasant development, an old friend will show up to help you out. Defeat at least two of the enemy groups then go retrieve your army after your followers leave. Now travel southeast to the village of Outskirts, and head south up the mountain to find Zmiter waiting for you. Talk to him to learn how to take your revenge. ~~~~~~~~~~~~~~~~~~~ ! w6. War, Part 2 ! ~~~~~~~~~~~~~~~~~~~ Now it's time to destroy the langrave's forces, who have likely already been slightly weakened by Daniel's vassals. You can go get help from Daniel himself first if you want (he'll give you a Protection from Arrows and a Solid Pavise as well), but doing it yourself gives more experience along with a class-dependent reward: Ceremonial Halberd, Enchanted Arrows, or Solomon's Key. Start by eliminating the southern forces controlled by Ramieg, then move on to take the Trumpeter's castle. Return to Daniel in Gipfelburg once both have fallen to find that you have a visitor. This is the man Zmiter was talking about and you have two choices in how to deal with him: You can just duel him now (and get locked out of the revenge ending), or instead get someone to take your place. Talk with both him and Daniel either way. Checking the rumors now in order to hear about a mysterious man at the Holed Hat Tavern. Visit him to find that he has enemies on his tail. Dispatch the groups of Schiffstamm units wandering around to the west and then return to him for a reward: Ring with Black Agate, his name, or for him to take your name. You have to choose that last one for the Revenge ending. Now it's back to Castle Gipfelburg to either duel Ullin (fielding a maximum of 3 units in addition to the protagonist) avoid him by setting up the formerly nameless man. If you want the Revenge ending you MUST return to Zmiter after avoiding the duel. All that's left to do now is find the crystal apple. ~~~~~~~~~~~~~~~~~~~~~~~~~ ! w6. The Crystal Apple ! ~~~~~~~~~~~~~~~~~~~~~~~~~ Start by taking another trip to the Forest Hut (don't fight the Forest Brotherhood which will probably be wandering around, or for that matter any other hostile units which may have respawed). She'll tell you where to find the water, so head over to Outskirts village and walk up the southern mountainside to uncover the Well of Stars. Back to the hut to receive your next task, which is a pain. You have to kill a hostile group each night for three nights in a row while avoiding churches. Wait until the first message appears telling you the rite has started then go find someone to kill. I suggest starting with the Deserters who like to spawn southeast of Castle Unterberg. Wait around until the prompt once again appears to tell you to go hunting, then take out another group (such as the Brigands near Wetwood village or Falvius up by the northwest Manor). Wait once more for the third prompt and take out a final group (the Forest Brotherhood should still be around). Return to the witch after the final hand-washing prompt indicates you should to get directions to the apple. They're less complicated than they look, but the boss at the end is the toughest fight you'll have faced so far (aside from the base castles last chapter that were supposed to be avoided). Load up on Blessed/Magic Weapons and Fearless accessories to increase your chances. When ready, start by walking over to Big Hollow village in the southwest corner of the map. Walk east past the graveyard onto a forest path to get the first dialog prompt. Follow the path east to the Ruined Tower (2nd prompt) and look west to see a small swampy area. Walk north through the swamp (3rd prompt) and take the northeastern path which leads toward the Pagan Temple (4th prompt). Head north past the Temple (5th prompt) and turn northwest when possible. Now here's the tricky part. Instead of going straight, you'll want to click on the open grassy area southwest of you to find a hidden path through the trees (6th prompt). Continue south until you come to a fallen log (7th prompt). Continue southeast so that you pass the log on its eastern side and immediately turn southwest when possible (8th prompt; if you see the small swamp from before you went too far). From here just follow the linear path to the grove. Wait by the circle of stones until midnight to find the apple, then flee from the forest via the northwest path as quickly as you can. Just before you get to safely the Forest King himself will attack. Survive his onslaught (ignore the Spirits and focus everything on him) to finish the last part of this chapter. Going into the next chapter you get to keep all of your gold and anything that's equipped on your protagonist. So unequip everyone, sell everything you can't carry, and then talk to Daniel to advance. ----------------------------------------------------------------------------- w7x. Rothwald ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Battle Monk Archbishop's Quarters Duelist Fichtens Quarters Esquire Red Wolves Quarters Infantry Military Camp New Waldenschloss Red Wolves Quarters West Buchel Monk Archbishop's Quarters East Rothwald Abby Peasant Green Bank Lakelet Lakeside Mushroom Pickers New Yard Underwood Recruit Lakeside New Yard Watch East Buchel Kreik Castle Military Camp Young Noble East Buchel New Waldenschloss Archer New Waldenschloss West Buchel Crossbowman East Buchel Kreik Castle Hunter Green Bank Lakeside Mushroom Pickers New Yard Underwood Acolyte East Rothwald Abby Saint Cordula Church Saint Liutvin Church Apothecary Woman Retainers Tent Deacon Saint Cordula Church Herbalist Woman Retainers Tent Peasant Woman Lakelet Retainers Tent ============= +Mercenaries+ ============= Chieftain Mercenary Camp (Northwest) Shadowy Tree Tavern Esquire Mercenary Camp (Northwest) Heavy Infantry Mercenary Camp (Both) Recruit Mercenary Camp (South) Rogue Mercenary Camp (Northwest) Veteran Watch Mercenary Camp (Northwest) Watch The Seven Horsemen Tavern Young Noble Mercenary Camp (South) Shadowy Tree Tavern The Seven Horsemen Tavern Archer Mercenary Camp (Northwest) Crossbowman Mercenary Camp (South) Shadowy Tree Tavern Rogue Archer Mercenary Camp (Both) Veteran Crossbowman Mercenary Camp (Northwest) Shadowy Tree Tavern Alchemist Mercenary Camp (Northwest) Apothecary Woman Mercenary Camp (South) Apostate Mercenary Camp (Northwest) Mercenary Camp (South) Herbalist Woman Mercenary Camp (South) Witch Mercenary Camp (South) ================== +Healing Services+ ================== East Buchel East Rothwald Abby Landgrave Quarters New Waldenschloss Saint Cordula Church Saint Liutvin Church ======= +Shops+ ======= General David's Manor Market Merchant Tent (Northwest) Merchant Tent (South) Magical East Rothwald Abby Saint Cordula Church Saint Liutvin Church Physical Smithy Smithy of Old Otto ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Daniel of Threver (Duel) Daniel of Threver Knight Veteran Archer Loot: Infantry Pickaxe, Knight's Chain, Fencer's Sword, L.Trophies, Trophies Daniel of Threver (Solo) Daniel of Threver Loot: Knight's Glove, Protection from Arrows, Knight's Chain, Fencer's Sword, L.Trophies Heavy Cavalry Landgrave's Knight x3 Freiherr Armiger x2 Esquire Loot: War Steed, Heavy War Steed, Fortified Heater Shield, Knight's Horse, Solid Armor, "Ghoswhit" Shield, L.Trophies, Trophies Holger Danske Knight Armiger Fencer Heavy Infantry Veteran Archer x2 Deacon Herbalist Woman Loot: Convenient Saddle, Censer, Heavy War Steed, "Goswhit" Shield, L.Trophies, Trophies Karl the Player Swordmaster Veteran Watch x2 Infantry Archer Sergeant Veteran Archer Healer Woman Alchemist Loot: Witch's Staff, Bascinet, L.Trophies, Trophies Landgrave Enderlin Landgrave Enderlin Landgrave's Knight x2 False Knight Infantry Sergeant x2 Archer Sergeant x2 Olle von Blicksee Necromancer x2 Loot: Knight's Glove, Malachite Ring, Knight's Chain, Ring with Black Agate, Chivalrous Steed, Heavy Steel Shield, Moon Lance, Chief's Armet, Solid Armor, Magic Stirrups, L.Trophies, Trophies Pauls von Klippe Pauls von Klippe Assassin Heavy Infantry x2 Archer Veteran Rogue Archer Herbalist Woman Loot: L.Trophies, Trophies Walter Walter Spirit x7 Loot: Protection from Arrows, Fencer's Sword, L.Trophies Altar (East) Undead Knight Undead Infantry x3 Lich Loot: Ring of Merkabah, Necromancer's Cloak, L.Trophies Altar (North) Vampire Lord Wild Vampire x3 Lich Loot: Rod with Onyx, L.Trophies Altar (South) Wraith Lich Spirit x3 Loot: Ring, Necromancer's Cloak Altar (West) Undead Knight Undead Warrior x3 Lich Loot: Alchemist Amulet, L.Trophies Blumburg Ruins Vampire Lord Wild Vampire x4 Loot: N/A David's Manor David-Usurer Veteran Watch x2 Infantry Crossbowman x2 Apothecary Woman Loot: Amulet of Samael, Ring of Merkabah, Infantry Spear x2, L.Trophies, Trophies Deserted Inn Cook Spirit x3 Loot: N/A Deserted Village Baker Spirit x3 Loot: N/A New Waldenschloss Knight x2 Veteran Pikeman Watch Sergeant x2 Veteran Crossbowman x3 Necromancer Healer Woman Loot: Trophies Residents Tent Assassin Heavy Infantry x2 Veteran Archer Archer x2 Athena Loot: Healing Salve, Reinforced Bow, Sharp Dagger, Infantry Pickaxe, Druid's Rod, L.Trophies, Trophies Slave Tower Undead x5 Spirit x2 Loot: N/A ============ +Chancellor+ ============ Bartel von Unterufer False Knight Esquire Heavy Infantry x2 Rogue Veteran Archer Archer Apothecary Woman Loot: Robber's Sign, L.Trophies, Trophies ======= +Kreik+ ======= Friedrich von Kreik Knight Fencer x2 Watch x2 Archer Sergeant Deacon Apothecary Woman Loot: Ring, Royal Guard Halberd, "Cat's Eye" Amulet, L.Trophies, Trophies Jacob von Kreik Armiger Infantry Sergeant Infantry x2 Veteran Crossbowman x2 Priest Acolyte Loot: Bowmans Bracelet, Cuirass with Gorget, Censer, Tournament Pike, Duel Rondache, Trophies x2 Kreik Squad Watch Sergeant Pikeman x2 Solder x3 Veteran Archer Archer Loot: Trophies Peasants Peasant x4 Loot: N/A Vendel von Kreik Swordmaster Esquire x2 Heavy Infantry Peasant Veteran Archer Veteran Crossbowman Hunter Healer Woman Loot: Knight's Glove, Spiked Infantry Shield, L.Trophies, Trophies Kreik Castle Armiger Veteran Watch x2 Crossbowman Apothecary Woman Loot: Bowman Bracelet, L.Trophies, Trophies Watchtower Watch x3 Young Noble Archer x2 Loot: L.Trophies, Trophies =========== +Landgrave+ =========== Bart Scharfen Esquire Veteran Watch x3 Sergeant Crossbowman Veteran Crossbowman Master Necromancer Apothecary Woman Loot: Golden Rod, L.Trophies, Trophies Dietrich von Bock Knight Armiger Veteran Watch x3 Veteran Crossbowman Bowman Priest Loot: Bowman's Bracelet, Full Armor, Trophies Ewalt von Oileland Swordmaster Heavy Infantry x2 Duelist Veteran Archer Archer x2 Loot: Rafael's Pentacle, L.Trophies, Trophies Landgrave Quarters Watch Sergeant Veteran Watch x2 Solder x3 Recruit x2 Archer x3 Apothecary Woman Loot: L.Trophies, Trophies Matthias Scharfen Knight Esquire Heavy Infantry x2 Veteran Archer x2 Healer Woman Herbalist Woman Loot: Ring of Merkabah, Splendid Brigandine, Arabian Horse, Magician's Cloak, Spiked Mace, Trophies Mercenary Archers Soldier x3 Guard Archer Sergeant Veteran Archer Veteran Crossbowman Archer Crossbowman Loot: Hawk Ring, Knight's Glove, Malachite Ring, Huntsman's Hat, L.Trophies, Trophies Mercenary Infantry Infantry Sergeant Pikeman x3 Heavy Infantry Infantry x2 Soldier Guard Loot: Amulet of Samael, Heavy Pike, Heavy Poleaxe, L.Trophies, Trophies Recruits Infantry Sergeant Recruit x6 Hutner x3 Lector Loot: Trophies Wolfgang Redcheek False Knight Chieftain Veteran Pikeman Assassin Pikeman x2 Veteran Archer x2 Heresiarch Loot: Ring, War Steed, L.Trophies, Trophies Military Camp Esquire Infantry x2 Solder x2 Archer x3 Herbalist Woman Loot: Trophies Scharfen Quarters Infantry x2 Recruit x4 Bowman x3 Loot: Trophies ========== +Waldturm+ ========== Andreas von Wildentier Knight Veteran Pikeman Veteran Watch Duelist Infantry x2 Healer Woman Deacon Loot: Protection from Arrows, "Winged" Spear, L.Trophies, Trophies Herman von Wildentier Knight Esquire Heavy Infantry x2 Sergeant Crossbowman Archer x2 Deacon Loot: Horse, War Steed, L.Trophies, Trophies Kontz von Wildentier Paladin Armiger x2 Recruit Peasant Veteran Crossbowman x2 Hunter Bishop Loot: Holy Picture of Gregory the Wonderworker, Amulet of Samael, Paladin's Armor, Work Horse, L.Trophies, Trophies New Waldturm Army Infantry Sergeant Heavy Infantry x2 Soldier x2 Veteran Crossbowman x2 Acolyte Loot: Silver Axe, L.Trophies, Trophies Peasants Peasant x4 Hunter Peasant Woman Loot: N/A New Waldenschloss Knight x2 Watch Sergeant Fencer Veteran Watch x2 Veteran Archer x3 Bishop Loot: Ranged Attack Sallet, Dagger, Silver Sword, Blued Spear, Dueling Jerkin, Composite Bow, Steel Infantry Shield, Trophies Watchtower (1) Watch x3 Crossbowman x2 Herbalist Woman Loot: Trophies Watchtower (2) Veteran Watch Infantry x2 Archer x2 Lector Loot: L.Trophies, Trophies =========== +Marauders+ =========== Baron von Blatt Vampire Lord Wild Vampire x2 Undead Warrior x2 Undead x3 Loot: Knight's Sword, Trophies Coven at Sabbath Beggar x5 Heresiarch Hag Heretic x2 Witch x2 Loot: Ring, Magician's Cloak, Protection from Arrows, L.Trophies, Trophies Dead Knight Undead Knight Undead Infantry x2 Undead Warrior x2 Spirit x2 Loot: Trophies x2 Dead Peasants (1) Undead x7 Spirit x2 Loot: N/A Dead Peasants (2) Undead x4 Spirit x2 Loot: N/A Deserters Deserter x3 Recruit x2 Bowman x3 Loot: Trophies Drowned Men Undead Infantry Undead Warrior Undead x5 Loot: N/A Forest Robbers Chieftain Assassin Rogue Rogue Archer x2 Witch Loot: Rafael's Pentacle, Guisarme, Staff with Green Stone, Poisoned Arrows, Trophies Forest Spirits (1) Forest Spirit x3 Loot: N/A Forest Spirits (2) Forest Spirit x4 Loot: N/A Forest Spirits (3) Forest Spirit x5 Loot: N/A Ghost of Knight Wraith Loot: N/A Host of Ghosts Wraith x2 Spirit x3 Forest Spirit x3 Loot: Trophies x2 Hungry Ghouls Wild Vampire x6 Loot: Trophies Leader of Werewolves Black Werewolf Werewolf x4 Loot: Trophies Marauders Rogue Deserter x2 Fugitive Peasant Rogue Archer x2 Apostate Loot: Trophies Pack of Werewolves Werewolf x4 Loot: N/A Swamp Spirits Spirit x3 Loot: N/A Swamp Spirits Spirit x4 Loot: N/A Unquiet Guards Undead Infantry x3 Undead Warrior x4 Undead Loot: Heavy Poleaxe, L.Trophies, Trophies x2 Undead Army Wraith Undead Knight x2 Undead Infantry x2 Undead Warrior x3 Spirit x2 Loot: N/A Unsleeping Count Unsleeping Count Knight Sinner x1-7 Loot: N/A Wayward Souls Undead Warrior Undead x4 Spirit x3 Loot: N/A Blumburg Ruins Undead Knight x2 Undead Infantry x2 Undead Warrior x2 Undead x4 Loot: N/A Burnt Village (1) Rogue x2 Deserter Bandit x2 Rogue Archer x2 Loot: Trophies Burnt Village (2) Deserter x2 Fugitive Peasant x4 Bandit Poacher x2 Peasant Woman x2 Loot: Trophies Burnt Village (3) Deserter x2 Bandit x3 Rogue Archer x2 Poacher Hunter Herbalist Woman Loot: Trophies Castle Ruins Chieftain Rogue x2 Deserter x2 Rogue Archer x2 Poacher Heretic Loot: L.Trophies, Trophies Watchtower Ruins Vampire Lord Loot: Amethyst, Assassin's Sword ---------------------------------- Followers ---------------------------------- ~~~~~~~~~~~~~~~~~~~ ~Daniel of Threver~ ~~~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 17 Att: 45x2 R.Def: 10 Ini: 31 Will: 1 Items: Sword (+6 Ini, +2 Att), Dagger (+1 Ini), Head (+1 M.Def), Body (+1 Ini, +1 Att, +4 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble, Evasive Level: 1 XP to Next: 161/850 ~~~~~~~~~~~~~~ ~Marcel Blaha~ ~~~~~~~~~~~~~~ HP: 75 M.Def: 15 Att: 41x2 R.Def: 9 Ini: 27 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble Level: 1 XP to Next: 53/800 ~~~~~~~~~~~~~~~~~~~ ~Olle von Blicksee~ ~~~~~~~~~~~~~~~~~~~ HP: 76 M.Def: 17 Att: 48x2 R.Def: 10 Ini: 33 Will: 0 Items: Sword (+6 Ini, +4 Att), Dagger (+1 Ini, +1 Att), Head (+1 M.Def), Body (+1 Ini, +1 Att, +4 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble Level: 1 XP to Next: 236/900 ~~~~~~~~~~~~~~ ~Prior Moritz~ ~~~~~~~~~~~~~~ HP: 70 M.Def: 12 Att: 44 R.Def: 9 Ini: 16 Will: 7 Items: Mace (-3 Ini, +2 Att), Shield (+2 M.Def/R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Mace, M.Armor, Shield Abilities: N/A Passives: Preacher, God's Warrior, Fearless Level: 1 XP to Next: 67/350 ~~~~~~~~ ~Walter~ ~~~~~~~~ HP: 75 M.Def: 10 Att: 38x2 R.Def: 8 Ini: 24 Will: 0 Items: Sword (+3 Ini, +2 Att), Dagger (+1 Ini, +1 M.Att), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Ambusher, Poison Strike, Fearless Level: 1 XP to Next: 123/460 ---------------------------------- Walkthrough ---------------------------------- ~~~~~~~~~~~~~~~~~~~~~ ! w7. Ending Choice ! ~~~~~~~~~~~~~~~~~~~~~ This chapter is semi-timed. If you want the crown ending you have to be punctual. You start off with a day's worth of free time, so use it to explore the various buildings to the west. You'll meet Daniel along the way, so make sure to stop by the tavern to talk with him and check out the rumors. Talk with Athena in the Retainers Tent as well, build up your army with any available recruits, and raid the shops to equip them (there's also a Burnt Village to clear out in the western corner if you're interested). The next morning return to Sterch and he'll tell you where to find the sorcerer. Now if you want the Crown ending you have to go directly to the Kite's Tower without delay. It's located northwest of the western Watchtower. After talking with him, cross the swamp to the north to end up by the Landgrave's base. Wandering around in this area you'll find Karl the Player, who you have to talk to. He'll give you some dice: Immediately return them to the sorcerer to get locked into the crown ending. If you want the Forgiveness/Revenge ending simply don't bother talking to the sorcerer in the first place. ~~~~~~~~~~~~~~~~~~~~~ ! w7. Base Building ! ~~~~~~~~~~~~~~~~~~~~~ Start off by traveling north from East Buchel to eventually reach the lands of the Kreiks on the other side of the swamp. Capture Kreik Castle in the northeast corner first, then work your way west to capture the various Landgrave buildings (you can heal inside the Landgrave Quarters). Stock up on mercenaries at the nearby Mercenary Camp and then take out New Waldenschloss. You should've killed three groups of Landgrave troops by this point, and soon after a monk will show up telling you to meet an old friend in East Rothwald Abby to the far northeast. Do so to have Moritz join your party as a follower. Now it's time for a grave-digging scavenger hunt, but be warned that about two more waves of Landgrave/Kreik troops will show up on the northern half of the map. ~~~~~~~~~~~~~~~~~~~~~ ! w7. Grave Hunting ! ~~~~~~~~~~~~~~~~~~~~~ Start by traveling to the Smithy on the southern half of the map (if you're locked into the Crown ending Daniel will likely join your group at this point; ignore him for now). Talk to the smith to get 3 sets of Silver Nails. There are 7 graves in total, so we'll be back for more after this first group is finished. The graves are scattered all over the map and have to be visited during the day. - Far southeast corner of the map. - In-between East Buchel and the Death Chapel. - Directly west of the above, next to Extinct Village. Once those three are taken out you'll need more silver. So visit the Merchant Tent to the south to get some... but they're out, so wander around for awhile. While wandering that night you should get a ghostly messenger telling you to visit Waldenschloss (located directly north of the Smithy you got the Silver Nails from). Do so. Sometime the next day another messenger should should up informing you that the merchant has some silver available. Return to the Merchant Tent to find it will cost you 1500g (or be free if you helped out the Fichtens' moneylender two chapters ago). Head over to smithy now to make 3 more sets of nails. There's another grave a bit west of the watchtower near West Buchel. Try to dig it up to find that the ground's been enchanted. We now need to go to the 4 Altars spread around the map at night to break the curse (there will be a fight at each one). Before starting on those though, head over to the Seven Horsemen Tavern to pick up the Assassin follower waiting for you outside (you need him to finish the quest) and, if you gave the leader of the Red Wolves the Sword Cora two chapters ago, you'll also get an Enchanted Mace and an "Insight" Helmet upon entering the tavern itself. Now for the Altars: - Right behind the Saint Liutvin Church. - Just north of the Burnt Village east of the Death Chapel. - North of the Landgrave Quarters. - Southwest of Green Bank village, west of the Forest Ruins. With those out the way it's time for some more grave-digging: - Far northwest corner, southwest of the Military Camp. - Just south of the Watchtower south of New Yard village. - A little ways west of the West Buchel Farm. Return to the merchant for more silver, only to find that that's the last of it. Moritz proposes an alternate plan however. This plan requires wandering around some more until you hear all three of Walter's stories (you should have already heard two of them by now). While waiting you'll probably get a message asking to meet at the Shadowy Tree Tavern regarding the Crystal Apple. Head over there and talk to the man to advance the Landgrave quest. After the third of Walter's stories Mortiz will make a comment, then on the next morning he'll talk with Walter. Visit the last grave, in this case the one just north of Kreik Castle, at night to trigger a battle. Now, before continuing, think back to how you handled the Olle situation two chapters ago. If you did not try to defend him against the Chancellor (thus losing your army) then it would be a good idea to stash your current army in a castle/watchtower and recruit a temp/mercenary army for the next part. ~~~~~~~~~~~~~~~~~~~~~ ! w7. The Landgrave ! ~~~~~~~~~~~~~~~~~~~~~ When prepared, head over to the Waldenschloss area and engage the Unsleeping Count. Moritz will leave the next morning, and then the morning after that the Landgrave will appear at the Langrave Quarters and start chasing you with his armies; try to hide in a ruin or watchtower so that his troops are forced to dismount when they reach you. After the battle you'll be taken prisoner by your old buddy Olle. Watch the scenes and then flee from the now enraged Landgrave (once you get far enough away he'll retreat to Waldenschloss)... unless the current state of your army can take him of course. If you betrayed Olle earlier, then three units will have been lost and Olle will be with the Landgrave; otherwise your army will be whole and he'll join as a follower. Recover/heal your army and then approach the ruins to attack him. Defeat him however you can (silver works fantastically). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! w7. Ending Preparation - The Crown ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Having already brought the dice to Kite Tower at the start of the chapter, you need to collect two heads. You should already have the Langrave's and you won't meet Ludwig until later, which just leaves the third. Daniel will likely have already joined you by this point as well, and now it's time to do his quest. Now track down Johann van Hohenkiefer, who's wandering somewhere around the Seven Horses Inn, to be asked for a story (you may also run into Marcel Blaha here, who will join as a follower if you helped him out back in Windfeld). Then visit the Shadowy Tree Tavern next to hear just such a story. Return to the Chancellor's side of the map now. First enter the Retainer's Tent and talk with Athena to learn how to parlay with Michel, then track Johann back down to tell him the story of Michel for a Consecrated Sword and some information. Visit the Chancellor next to learn more. Now you have to wait a day for the messenger to return. In the meantime, go collect the meat (Deserted Inn), bread (Deserted Village), and wine (Blumburg Ruins) at night. Each location will trigger a battle. Once you get a dialog prompt saying the messenger should be back return to East Buchel to find that he was robbed by someone in this very camp: Pauls von Klippe. Return the book to the Chancellor once you find, confront, and defeat him. Wait for nightfall now and go enter the Chapel Ruins located just northwest of the Kite's Tower. Now you can either attack Daniel now or set up a 3-on-3 duel. Chose whichever you prefer. Once he's dead, all that's left here is to prepare for the next map: You keep 2 units along with all gold. Talk with the Chancellor when you're ready to advance (there are no particular preparations that need to be made). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! w7. Ending Preparation - Revenge ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After getting the dice from Karl, who's wandering around near the Landgrave Quarters in the northwest corner of the map, travel to Slave Tower (just outside of Waldenschloss) at night to get into a fight with some undead and talk with Zachary. Talk to the man at the Shadowy Tree Tavern afterward to get a lesson regarding card types. First we have to kill David, who's at the manor just southwest of East Buchel. Return to the Slave Tower to find your next target; Athena at the Residents Tent. Back to the tower once more, then north to the Landgrave Quarters to find Holger Danske wandering around. Kill him and then return to Zachary one last time to get the dice enchanted. Now just revisit Karl to win the contest. You get to bring two units with you and all gold. So like last chapter, unequip everything from everyone you're not taking (maces, hammers, and units who can use them will be helpful), then sell it all and dismiss them. Talk to Daniel in the Seven Horsemen Tavern to move onward. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ! w7. Ending Preparation - Forgiveness ! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Just give the dice back to Karl and win the battle it triggers. For the next chapter you're going to want a good Enchantress with high SP and/or Power Source. Besides that take whatever you fight best with (Fearless effects and Silver Weapons will come in handy if you want to pick up the best longbow) and talk to Daniel when ready to advance the story; you keep two units and all gold. ----------------------------------------------------------------------------- w8x. Waldersee ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ============= +Mercenaries+ ============= Watch At Ford Tavern Hunter At Ford Tavern ================== +Healing Services+ ================== St. Maximilian Chapel ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Erhart's Pursuers Watch Guard x3 Crossbowman Loot: L.Trophies, Trophies =========== +Landgrave+ =========== Castle Guard Veteran Pikeman Fencer Pikeman x2 Heavy Infantry Veteran Watch x2 Warlock Loot: Corseque, L.Trophies, Trophies Horse Patrol (1) Armiger Esquire x2 Loot: L.Trophies, Trophies Horse Patrol (2) Knight Armiger x3 Esquire x2 Loot: Holy Picture of St. George the Conqueror, L.Trophies, Trophies Horse Patrol (3) Knight Armiger x2 Esquire x3 Loot: Knight's Glove, Knight's Armet, L.Trophies, Trophies Horse Patrol (4) Esquire x5 Loot: Brigantine with Plackart, L.Trophies, Trophies Landgrave Squad Infantry Sergeant Veteran Pikeman x2 Heavy Infantry x3 Veteran Archer Veteran Crossbowman Alchemist Loot: Signet of the Traders Guild, Steel Infantry Shield, L.Trophies, Trophies Patrol Veteran Watch Infantry x2 Watch x2 Veteran Crossbowman x2 Archer Bowman Loot: L.Trophies, Trophies Patrol Squad (1) Veteran Watch Soldier x2 Guard x2 Archer x2 Loot: "Winged" Spear, L.Trophies, Trophies Patrol Squad (2) Veteran Pikeman Pikeman x2 Heavy Infantry x2 Veteran Crossbowman x2 Crossbowman Apothecary Woman Loot: Steel Infantry Shield, Pike, L.Trophies, Trophies Patrol Squad (3) Armiger Heavy Infantry x3 Esquire Veteran Crossbowman Archer x2 Deacon Loot: L.Trophies, Trophies Patrol Squad (4) Armiger Veteran Watch x2 Soldier Veteran Archer Archer x2 Herbalist Woman Loot: L.Trophies, Trophies Rangers (1) Recruit x4 Veteran Crossbowman Archer x2 Bowman Loot: L.Trophies, Trophies Rangers (2) Soldier x3 Veteran Archer Archer x2 Hunter x2 Loot: Poisoned Arrows, L.Trophies, Trophies Rangers (3) Veteran Watch Watch x3 Veteran Archer Archer x3 Herbalist Woman Loot: Huntsman's Hat, Huntsman's Jacket, L.Trophies, Trophies Rangers (4) Heavy Infantry x3 Esquire Watch Sergeant Crossbowman Veteran Archer x3 Witch Loot: Spiked Mace, Robber's Sign, Poisoned Arrows, L.Trophies, Trophies Rangers (5) Duelist Infantry x2 Rogue Veteran Archer Archer x2 Bowman x2 Loot: Holy Picture of St. George the Conqueror, Poisoned Dagger, L.Trophies, Trophies Rangers (6) Infantry x3 Recruit Archer Sergeant Archer x3 Loot: Trophies Grabstein Swordmaster Infantry Sergeant Veteran Watch x3 Archer Sergeant x2 Sergeant Crossbowman x2 Priest Loot: Knight's Glove, Blessed Spear, Malachite Ring, L.Trophies, Trophies Outpost (1) Watch Sergeant Veteran Watch x2 Watch Veteran Crossbowman x3 Apothecary Woman Loot: Holy Picture of St. George the Conqueror, Protection from Arrows, L.Trophies, Trophies Outpost (2) Watch Sergeant Veteran Watch x3 Archer Sergeant Veteran Archer x3 Deacon Apothecary Woman Loot: Priestly Vestment, Composite Bow, Armor-Piercing Arrows, L.Trophies, Trophies Patrol Gate Infantry Sergeant Veteran Watch x3 Archer Sergeant Veteran Crossbowman x3 Priest Acolyte Loot: Heavy Crossbow, "Winged" Spear, L.Trophies, Trophies Ranger's Tower Watch x3 Veteran Archer Archer x3 Loot: Trophies Village Militia (1) Soldier Recruit x4 Peasant Bowman x3 Hunter Herbalist Woman Lector Loot: Trophies Village Militia (2) Elder Recruit x3 Pitch Worker Bowman x2 Hunter Herbalist Woman Loot: Trophies Village Militia (3) Elder Recruit x4 Bowman x3 Herbalist Woman Loot: Trophies Waldensee Knight x2 Watch Sergeant Heavy Infantry x2 Sergeant Crossbowman x2 Veteran Archer x2 Healer Woman x2 Loot: Armor-Piercing Arrows, L.Trophies, Trophies Watchtower (1) Watch Sergeant Pikeman Veteran Watch x2 Esquire Veteran Archer x3 Loot: L.Trophies, Trophies Watchtower (2) Watch Sergeant x2 Veteran Watch x2 Sergeant Crossbowman x2 Veteran Crossbowman x2 Apothecary Woman Loot: Malachite Ring, Brigantine with Plackart, L.Trophies, Trophies Watchtower (3) Armiger Heavy Infantry Veteran Watch x2 Veteran Archer x2 Veteran Crossbowman x2 Loot: Holy Picture of St. George the Conqueror, Silvered Crowbill, L.Trophies, Trophies Watchtower (4) Veteran Watch Watch x2 Archer x3 Loot: Trophies =========== +Marauders+ =========== Forest Outlaws Chieftain Rogue Bandit x2 Rogue Archer Poacher x2 Apostate Loot: Robber's Sign, L.Trophies, Trophies Castle Ruins Vampire Lord Wild Vampire x7 Loot: Ring with Black Agate, Gobniu's Shirt, "Fail-Not" Bow Tower Ruins Fugitive Peasant x3 Bandit x2 Poacher Loot: Sack of Things, Garnet, Trophies ---------------------------------- Followers ---------------------------------- ~~~~~~~ ~Guide~ ~~~~~~~ HP: 58 M.Def: 3 Att: 17x2 R.Def: 2 Ini: 18 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att), Body (+1 M.Def) Can Equip: Bow, L.Armor Abilities: N/A Passives: Mob, Ambusher Level: 1 XP to Next: 1/150 ---------------------------------- Walkthrough ---------------------------------- A relatively short chapter that's unique for giving effectively no army-building opportunities and only one healing location. You're meant to get through this map without engaging in battle, and doing so is entirely possible. There are a few pretty great items to pick up though if you can handle the combat... such as Armor-Piercing Arrows. This guide will assume you want to avoid as may fights as possible, as simply decimating everything in your path doesn't require much guidance. You start on the outskirts of the forest. Talk to the guide, who will join as a follower. Get used to him, as that's all the help you're getting. Move onto the road to find yourself suddenly thrown into battle. After you part ways with the nobleman, travel northwest through the forest until you reach a small river. Follow it further northwest to where it meet a larger river to get a dialog prompt regarding the watchtower. Of course it wouldn't be that easy. Follow the river along the bank now to find some Forest Outlaws and Tower Ruins you can clear out if you like. Head westward from those ruins to a road running through a graveyard (across the river and through the Outpost there is the 'direct' path to your destination and has some notable Penetrating Weapon loot). Go around the graveyard on its south side, continuing west into the forest between Sandstones Village and a Watchtower (if you get too close to a building it will spawn enemies). From here you should have a hostile-free path to the riverbank a bit further northwest. Before crossing however, take note of the Castle Ruins to the south. There's a tough vampire-heavy fight here if you visit at night with some high-tier clothing and longbow rewards. On the other side of the river you want to head northeast through the forest until you see a church, which is your one and only source of healing on this map (unless you have Regeneration and Vampirism items). Continue north until you reach the lakeside, then east until you reach your guide's house. Back west along the lakeside to eventually see a small path that leads up behind Waldensee castle (which you can actually capture; but the story doesn't recognize this). Walk around to the castle's western side to get a scene. Now retrace your steps back south of the church, across the river, and east to the Abandoned Tower you began the map at. You'll get a bit of exposition and then be attacked. Someone (it's different depending upon which ending you're on) will arrive to save you and you'll be transported to the next chapter immediately after with everything intact. ----------------------------------------------------------------------------- w9x. Endgame ----------------------------------------------------------------------------- ---------------------------------- Locations ---------------------------------- ========== +Recruits+ ========== Battle Monk Saint Anna's Church The Church of Saint John the Baptist Beggar Refugee Camp Fugitive Peasant Refugee Camp Guard Kremena Heavy Infantry Castle Gedel Monk Windfeld Peasant Baldspot Bright Valley Cold Springs Crossroads Fisherman Wharf High Meadow (Both) Long Meadow Refugee Camp Settlement Small Valley Three Fields Valley Village Wetwood Windy Hill Wolf's Grassland Recruit High Meadow (Fichtens) Kremena Long Meadow Windy Hill Soldier Windfeld Young Noble Kremena Windfeld Bowman Windfeld Crossbowman Windfeld Hunter Baldspot High Meadow (Both) Long Meadow Refugee Camp Small Valley Valley Village Wetwood Windy Hill Wolf's Grassland Acolyte The Chapel of the Virgin Mary Apothecary Woman Swan Altar Deacon Saint Anna's Church The Church of Saint John the Baptist Healer Woman Swan Altar Herbalist Woman Windfeld Lector High Meadow (Both) Valley Village Wolf's Grassland Peasant Woman Fisherman Wharf Refugee Camp Settlement Priest The Church of Saint John the Baptist ============= +Mercenaries+ ============= Bandit Zhatetsky Goose Inn Duelist Green Count Inn Kremena Heavy Infantry Green Count Inn Infantry Green Count Inn Kremena Pig's Head Inn Merchant Merchant Wharf Monk Pig's Head Inn Watch Zhatetsky Goose Inn Young Noble Green Count Inn Pig's Head Inn Three Gudgeons Inn Archer Green Count Inn Kremena Pig's Head Inn Three Gudgeons Inn Zhatetsky Goose Inn Crossbowman Green Count Inn Poacher Zhatetsky Goose Inn Rogue Archer Green Count Inn Veteran Archer Pig's Head Inn Three Gudgeons Inn Veteran Crossbowman Kremena Pig's Head Inn Alchemist Pig's Head Inn Apostate Green Count Inn Pig's Head Inn Apothecary Woman Kremena Pig's Head Inn Three Gudgeons Inn Zhatetsky Goose Inn Deacon Green Count Inn Herbalist Woman Three Gudgeons Inn Warlock Kremena Witch Three Gudgeons Inn ================== +Healing Services+ ================== Berghut Monastery Castle Gedel High Meadow Saint Anna's Church The Chapel of Saint Tassilon The Chapel of the Virgin Mary The Church of Saint John the Baptist Valley Village Windfeld Wolf's Grassland ======= +Shops+ ======= General Black Market Fair Kremena Market The Village Fair Windfeld Magical Berghut Monastery High Meadow Saint Anna's Church The Chapel of Saint Tassilon The Church of Saint John the Baptist Physical Lame Ian's Smithy ---------------------------------- Encounters ---------------------------------- ======= +Quest+ ======= Benno Ironclad Benno Ironclad Assassin Heavy Infantry x2 Veteran Crossbowman Rogue Archer x2 Necromancer Apothecary Woman Loot: Full Armor, Knight's Glove, Silvered Crowbill, L.Trophies, Trophies Jorgen the Horseshoe Jorgen the Horseshoe Chieftain x2 Esquire Veteran Crossbowman Rogue Archer x2 Witch Loot: War Steed, Robber's Sign, Knight's Horse, L.Trophies, Trophies Mercenary Squad (Forgiveness) False Knight Assassin Heavy Infantry x2 Veteran Crossbowman Rogue Archer x2 Necromancer Apothecary Woman Loot: L.Trophies, Trophies Milvinus Raven Knight x5 Milvinus Loot: Ring, Knight's Chain, Knight's Horse, Heavy Steel Shield, Moon Lance, Solid Armor, Work Horse, Necromancer's Cloak, Lance "Ram", "Beast" Wand, "Grief" Poleaxe, L.Trophies, Trophies St. Landary (Pole) St. Landary Paladin x3 Inquisitor Battle Monk x3 Bishop Priest x2 Loot: St. Landary's Staff, Pole, Holy Picture of St. George the Conqueror, Censer, Silver Cross, Eternal Gospel, Holy Spirit Mace, "God's Will" Lance, Bishop's Staff, Hallows, "Blank" Helm, "Heaven's Wrath" Hammer, L.Trophies, Trophies Zmiter Zmiter Paladin Infantry Sergeant Watch Sergeant x2 Archer Sergeant x4 Bishop Enchantress x2 Loot: Iron Fist, Holy Picture of St. George the Conqueror, Censer, Priestly Vestment, Composite Bow, Knight's Chain, "Winged" Spear, Rod with Onyx, Holy Spirit Mace, Enchanted Arrows, "Avenging Hand" Pickaxe, L.Trophies, Trophies Graveyard Assassin Rogue x2 Deserter Fugitive Peasant Rogue Archer x2 Loot: Reinforced Bow, Massive Mace, "Bearded" Axe, Robber's Sign, Poisoned Arrows, L.Trophies, Trophies Tower of Convicts (Forgiveness) Watch Sergeant x2 Watch x3 Sergeant Crossbowman Archer x2 Crossbowman Deacon Loot: Protection from Arrows, L.Trophies, Trophies Tower of Convicts (Revenge) Peter the Giant Watch Sergeant Watch x3 Sergeant Crossbowman Archer x2 Crossbowman Deacon Loot: Pavise with Support, Blued Spear, Protection from Arrows, Decorated Poleaxe, L.Trophies, Trophies ========= +Diocese+ ========= Erzklump Patrol Infantry Sergeant Pikeman x2 Heavy Infantry x2 Peasant Veteran Archer Deacon Loot: Paladin's Shield, Heavy Poleaxe, L.Trophies, Trophies Father Gregorius Inquisitor Battle Monk x2 Monk Peasant Sergeant Crossbowman Priest Deacon Acolyte Loot: Handy Battle Hammer, L.Trophies, Trophies Michael von Oberkuesste Paladin Armiger Battle Monk Heavy Infantry x2 Guard Recruit Sergeant Crossbowman Priest Loot: Holy Spirit Mace, L.Trophies, Trophies Rolf von Blaumin Paladin Battle Monk Veteran Watch Esquire Sergeant Crossbowman x2 Hunter Priest Acolyte Loot: L.Trophies, Trophies Berghut Monastery Watch Sergeant Battle Monk x3 Veteran Archer Priest Deacon Loot: Church Utensils, L.Trophies, Trophies Castle Erzklump Watch Sergeant Veteran Watch x2 Veteran Archer x2 Archer Priest Loot: L.Trophies, Trophies Castle Weinen Recruit Peasant x2 Bowman Hunter x2 Loot: N/A Mill Peasant x2 Loot: N/A Lighthouse Guard Loot: N/A Outpost Battle Monk x2 Watch x2 Veteran Archer Veteran Crossbowman Loot: L.Trophies, Trophies ========== +Fichtens+ ========== Dieter von Zwischenkuesste Swordmaster Esquire x2 Peasant x2 Sergeant Crossbowman Veteran Crossbowman x2 Apothecary Woman Loot: Dueling Jerkin, Heavy War Steed, Fencer's Sword, L.Trophies, Trophies Flach Patrol Watch Sergeant Assassin x2 Pikeman x2 Heavy Infantry Necromancer Loot: Ring, L.Trophies, Trophies Henrik von Zink Swordmaster Armiger Infantry Sergeant Peasant Veteran Crossbowman x2 Hunter Master Necromancer Witch Loot: Spiked Mace, L.Trophies, Trophies Kohlsitze Guards Watch Sergeant Watch x3 Archer Veteran x2 Witch Loot: L.Trophies, Trophies Stephan von Kohlsitze Knight Armiger Fencer Pikeman x3 Peasant Archer Veteran x2 Priest Loot: Knight's Pike, L.Trophies, Trophies Zwischenkuesste Patrol Watch Sergeant Heavy Infantry x2 Watch Rogue Archer x2 Necromancer Herbalist Woman Loot: Bowman Bracelet, L.Trophies, Trophies Castle Flach Veteran Watch x2 Duelist Watch Veteran Archer x2 Healer Woman Loot: L.Trophies, Trophies Castle Zwischenkuesste Veteran Watch x2 Duelist Guard Veteran Archer x2 Crossbowman Necromancer Loot: Silver Sword, Magician Star, L.Trophies, Trophies Kohlsitze Watch Sergeant Fencer Watch x2 Soldier Guard Veteran Archer Veteran Crossbowman Loot: Signet of the Traders Guild, L.Trophies, Trophies Manor Duelist Young Noble Herbalist Woman Loot: Trophies Watchtower Watch x3 Veteran Archer Archer x2 Loot: =========== +Hohenfelz+ =========== Hohenfelz Guard Watch Sergeant Pikeman Infantry x2 Veteran Archer Veteran Crossbowman Apothecary Woman Loot: L.Trophies, Trophies Herman of Birge Knight Veteran Pikeman x2 Infantry Sergeant Heavy Infantry x2 Esquire Recruit Peasant Loot: L.Trophies, Trophies Castle Hohenfelz Watch Sergeant Heavy Infantry Veteran Watch Veteran Crossbowman x2 Healer Woman Loot: L.Trophies, Trophies Patrol Tower Veteran Watch x3 Veteran Archer x2 Loot: L.Trophies, Trophies ============ +Red Wolves+ ============ Gedel Patrol Infantry Sergeant Pikeman x2 Heavy Infantry Peasant Veteran Crossbowman Crossbowman Acolyte Loot: L.Trophies, Trophies Maximilian von Gedel Knight Armiger Veteran Pikeman Pikeman x2 Heavy Infantry x2 Sergeant Crossbowman Healer Woman Hunter Loot: Signet of the Traders Guild, L.Trophies, Trophies Otto von Tronheim Knight Armiger Infantry Sergeant Pikeman Crossbowman x2 Hunter Witch Peasant Woman Loot: Duel Rondache, Heavy Poleaxe, Sword Cora, L.Trophies, Trophies Red Wolves Patrol (1) Knight x2 Armiger x2 Hunter Loot: Holy Picture of St. George the Conqueror, Chivalrous Steed, L.Trophies, Trophies Red Wolves Patrol (2) Armiger x3 Esquire x2 Peasant Loot: L.Trophies, Trophies Tromnitz Guards Armiger Heavy Infantry Veteran Watch x2 Recruit Archer Sergeant Archer x2 Loot: L.Trophies, Trophies Castle Gedel Watch Sergeant Infantry x2 Guard Sergeant Crossbowman Veteran Archer x2 Loot: L.Trophies, Trophies Tromnitz Veteran Watch x2 Esquire Watch Young Noble Veteran Archer x2 Loot: Protection from Arrows, L.Trophies, Trophies ========== +Windfeld+ ========== Guards Watch Sergeant Watch x2 Crossbowman Loot: Fortified Heater Shield, L.Trophies, Trophies Lighthouse of Windfeld Watch Loot: N/A Outpost (1) Veteran Watch x2 Esquire Guard Veteran Archer x2 Loot: Trophies Outpost (2) Veteran Watch x2 Watch x2 Veteran Crossbowman x2 Loot: Trophies Outpost (3) Watch Sergeant Watch x3 Veteran Crossbowman x2 Loot: Trophies Outpost (4) Veteran Watch x3 Archer Sergeant Veteran Archer Crossbowman Loot: Trophies Tower of Convicts Watch Sergeant Veteran Watch x2 Watch x2 Veteran Archer x2 Priest Loot: L.Trophies, Trophies =========== +Marauders+ =========== Apostates Rogue x2 Bandit x2 Rogue Archer Heresiarch Heretic Apostate Loot: Magician's Cloak, Moriae Encomium, L.Trophies, Trophies Mountain Bandits Chieftain Rogue x2 Rogue Archer x2 Poacher x2 Loot: L.Trophies, Trophies Burned Village Deserter x5 Rogue Archer Archer x2 Loot: Knight's Glove, L.Trophies, Trophies Deserted Village Deserter x2 Bandit x2 Fugitive Peasant x3 Beggar x2 Apostate x3 Loot: Trophies Guard Tower Ruins Rogue x2 Bandit x2 Beggar Poacher Charlatan Loot: Trophies Ruined Tower Chieftain Assassin Deserter x2 Rogue Archer x2 Witch x2 Loot: Ring, Ritual Rod, L.Trophies, Trophies ---------------------------------- Followers ---------------------------------- ~~~~~~~~~~ ~Berthold~ ~~~~~~~~~~ Class: Melee HP: 80 M.Def: 31 Att: 53 R.Def: 31 Ini: 18 Will: 2 Items: Sword (+4 Ini, +3 Att), Shield (+4 M.Def/R.Def), Head (+6 M.Def/R.Def, -10% Ini), Body (-4 Ini, +6 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack Level: 1 XP to Next: 252/1000 ~~~~~~~~ ~Ludwig~ ~~~~~~~~ HP: 85 M.Def: 21 Att: 48x2 R.Def: 15 Ini: 31 Will: 2 Items: Sword (+6 Ini, +4 Att), Dagger (+1 Ini), Body (-3 Ini, +5 M.Def, +4 R.Def) Can Equip: Sword, Dagger, M.Armor Abilities: Parry, Powerful Strike Passives: Noble, Fearless Level: 1 XP to Next: 142/1200 ---------------------------------- Walkthrough ---------------------------------- ~~~~~~~~~~~~~~~~~~~~ ! w9. Starting Out ! ~~~~~~~~~~~~~~~~~~~~ Back in Windfeld now, you get to explore the map all over again. However this time it's about half the size and a number of locations have been destroyed. The exact requirements here and the end boss you'll face depend upon which ending you're locked into. Regardless of which ending you're on though you're going to be starting out trying to capture every castle in the area (nine of them if you only defeated one faction last time you were here, six or seven of them if you allied with one faction over the other two) while also tracking down Ludwig; making your first stop the Pig's Head Inn, picking up recruits and/or defeating whichever hostile units you can along the way. Now here's where things start to diverge, so jump down to the relevant ending-specific section: Forgiveness, Revenge, or The Crown. ~~~~~~~~~~~~~~~~~~~ ! w9. Forgiveness ! ~~~~~~~~~~~~~~~~~~~ Unfortunately nothing much can be learned at Pig's Head Inn, but check the rumors anyway and make note of the Swan Altar located just south of Saint Anna's Church if you need a healer or two. Between that and Kremena you should now have a solid army, so go and capture any hostile castles on this side of the river while you're here. When you take Hohenfelz you'll encounter some refugees, one of which is familiar. Depending on how you handled her earlier, she'll either approach you herself or you'll have to chase after her. Break though the 2 Outposts now and clear out the castle on Windfeld's western side (assuming you haven't allied with the Diocese), then continue eastward to find Windfeld itself closed to you. Visit the Church of Saint John the Baptist to find Berthold of all people waiting for you. He'll tell you about his history and then join as a follower. Ignore the Diocese lands to the north for the moment and instead head east, breaking through the remaining 2 Outposts to reach the Village Fair, where Sidonia will make a comment and a hostile Mercenary Squad will shortly appear from the woods. Finally, a lead. Check the rumors at the Zhatetsky Goose Inn to learn more about the Pilgrim. Wander south now, capturing the two castles here, then backtrack and head up north to capture a third (assuming the Fichtens are hostile). Return to the center of the map and head up past Windfeld on the northeast side to capture yet another castle along with the Tower of Convicts. Continue onward to eliminate the last few potentially hostile Diocese forces and secure Berghut Monastery. And now we've come full-circle, as our next destination just so happens to be Adam of Linz' manor, next to Castle Hohenfelz. Another dead end. Take Sidonia's advice and visit the Green Count Inn outside Windfeld and talk with the man inside. Back to the Tower of Convicts now, which now has a set of new defenders. Ludwig will now join as a 2nd follower. Everything on the map should be under your control now, so head straight for Windfeld's entrance... only to get intercepted by a messenger. Continue on toward Windfeld to get a sudden history lesson. The goal now is to defeat the sorcerer, and you got a clue on how to do that from the sorceress at the beginning of the chapter: Healing hurts him (as does healing his troops). So you're going to want have 2-3 of the Peasant Woman line in your final army composition (Mystics can get by with 2). Enter the city when you're ready to face the end boss of this particular route, and then sit back and watch the epilogue once he falls. ~~~~~~~~~~~~~~~ ! w9. Revenge ! ~~~~~~~~~~~~~~~ On arriving at the inn talk with Sidonia to learn that someone at the Tower of Convicts may know something. Check the rumors while you're here, hire any mercenaries you want, and then set out to capture the 3 castles on this side of the river (if you're an ally of the Red Wolves you only need to capture Hohenfelz, but make certain to enter one of the Red Wolf castles to find a clue regarding a man named Arnolt). When you take Hohenfelz you'll encounter some refugees, one of which is familiar. Depending on how you handled her earlier, she'll either approach you herself or you'll have to chase after her. Break though the 2 Outposts now and, if you didn't ally with the Diocese, then follow that up by clearing out Castle Erzklmup northwest of Windfeld. Continuing eastward you'll find Windfeld itself closed to you, so break through the remaining 2 Outposts to reach Lame Ian's Smithy. Check inside to find none other than Berthold, who will join as a follower. Head inside High Meadow next to run into Jorgen the Horseshoe, who will attack. Before visiting the breeder, visit the inn to check the rumors and clear out any hostile castles on this side of the river. Once everything over here is friendly, return to the center of the map and head up past Windfeld on the northeast side to find the House of the Horse Breeder just south of Wetwood. Too late it seems. Head north along the road next to visit the Tower of Convicts... but that too is a dead end. Clear out any hostiles from here to Berghut Monastery, then take Sidonia's advice and go visit the Green Count Inn outside of Windfeld. After talking with the informer it's back to the Tower of Convicts, where a battle awaits. Ludwig will now join as a 2nd follower. Everything on the map should be under your control now, so head straight for Windfeld's entrance... only to get intercepted by a messenger. Continue on toward Windfeld to discover that Sterch has fled. Zmiter will show up, hand you his hammer Iron Fist, and reveal what must be done. Head first to the Merchant Wharf, then follow the road east of Three Fields to its end just past the unmarked lighthouse. Now prepare yourself for the final battle of the game, featuring a large statue which can primarily only be hurt by maces and hammers; other weapons only do 10 or less damage. Walk up to the statue just south of Windfeld to trigger the fight. Once it falls just sit back and watch the epilogue. ~~~~~~~~~~~~~~~~~ ! w9. The Crown ! ~~~~~~~~~~~~~~~~~ We now have to find Ludwig's lover. Check the rumors to hear about suspicious activity in the village of Wide Arable, then clear out all of the hostile castles on this side of the river. When you take Hohenfelz you'll encounter some refugees, one of which is familiar. Depending on how you handled her earlier, she'll either approach you herself or you'll have to chase after her. Now break though the 2 Outposts, clear any hostiles to the northwest, and then break through the other 2 Outposts and head toward the nearby inn. A man will come out and the resulting conversation will devolve into a battle; a literal dead end. Check the rumors here anyway though. Go explore Kohlsitze next (capture it if it's hostile) to find a merchant. What luck! We now know our next destination is the previously mentioned village of Wide Arable. Before heading over there though make sure to clear out any hostiles to the south, then make your way north to the Three Gudgeons Inn, where you'll find Berthold of all people waiting to join as a follower. Bring Otilia to the very end of the road north if she's with you, clear out any remaining enemies on this side of the river, and then return to the center of the map. If the Diocese is hostile, make a quick detour north to clear them out along with the Tower of Convicts. Otherwise head directly to Wide Arable, in the south near Kremina. Sadly we're too late, so take Sidonia's advice and wander over to the Green Count Inn. Listen to the informant, drop your army off in the nearby Outpost (you can only bring one unit) and then journey back to the graveyard behind Saint Anna's Church. You'll be thrown into a battle and Ludwig will join you as a follower. You should have control of the entire map now, so head over toward Windfeld (picking up your army along the way) to get intercepted by a messenger. Your destination now is Berghut Monastery, where there's a practically invisible path through the valley on its eastern side you have to follow to a point overlooking Windfeld. After the scenes are finished, make any last-minute preparations (Zmiter causes Fear and hits hard, but doesn't have any gimmicks) and then approach the city gates to take on the Executioner. Once he falls just sit back and watch the epilogue. ----------------------------------------------------------------------------- Appendix ----------------------------------------------------------------------------- ========== +Bestiary+ ========== ---------------------------------- b1x. Melee Units ---------------------------------- ~~~~~~~~~ ~Armiger~ ~~~~~~~~~ HP: 78 M.Def: 25 Att: 51 R.Def: 25 Ini: 18 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword, Axe/Halberd, War Pick, Mace, Lance, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack Recruit: Upgrade Esquire XP to Next: 850 ~~~~~~~~~~ ~Assassin~ ~~~~~~~~~~ HP: 70 M.Def: 10 Att: 36x2 R.Def: 8 Ini: 24 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Ambusher, Poison Strike Recruit: Upgrade Rogue XP to Next: 460 ~~~~~~~~ ~Bandit~ ~~~~~~~~ HP: 62 M.Def: 6 Att: 25 R.Def: 3 Ini: 8 Will: 0 Items: Axe (-5 Ini), Body (+1 M.Def) Can Equip: Axe, Mace, Spear, L.Armor Abilities: N/A Passives: Mob, Marauder Recruit: Mercenary, Upgrade Fugitive Peasant XP to Next: 100 ~~~~~~~~~~~~~ ~Battle Monk~ ~~~~~~~~~~~~~ HP: 65 M.Def: 10 Att: 37 R.Def: 8 Ini: 13 Will: 4 Items: Mace (-3 Ini, +2 Att), Shield (+2 M.Def/R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Mace, M.Armor, Shield Abilities: N/A Passives: Preacher, God's Warrior, Fearless Recruit: Upgrade Monk XP to Next: 610 ~~~~~~~~ ~Beggar~ ~~~~~~~~ HP: 45 M.Def: 0 Att: 15 R.Def: 0 Ini: 5 Will: 0 Items: Mace (-3 Ini) Can Equip: Mace, L.Armor Abilities: N/A Passives: Mob Recruit: Refugee Camp XP to Next: 40 ~~~~~~~~~~~~~~~~ ~Black Werewolf~ ~~~~~~~~~~~~~~~~ HP: 100 M.Def: 30 Att: 70 R.Def: 25 Ini: 30 Will: 0 Items: N/A Can Equip: Paw Strike, Clothes Abilities: Powerful Strike Passives: Ambusher, Terrifying, Regeneration, Blood Frenzy Recruit: N/A XP to Next: 300 ~~~~~~~~~~~ ~Chieftain~ ~~~~~~~~~~~ HP: 72 M.Def: 19 Att: 42 R.Def: 14 Ini: 12 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Sword, Axe/Halberd, War Pick, Mace, Lance, M.Armor, Shield Abilities: Powerful Strike, Defense Stance Passives: Marauder, Ambusher Recruit: Upgrade Rogue XP to Next: 450 ~~~~~~~~~ ~Citizen~ ~~~~~~~~~ HP: 60 M.Def: 2 Att: 26 R.Def: 2 Ini: 15 Will: 0 Items: Sword (+3 Ini, +1 Att) Can Equip: Sword, L.Armor Abilities: N/A Passives: N/A Recruit: N/A XP to Next: 100 ~~~~~~~~~~ ~Deserter~ ~~~~~~~~~~ HP: 65 M.Def: 11 Att: 28 R.Def: 8 Ini: 10 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+1 M.Def/R.Def), Body (+3 M.Def) Can Equip: Axe, Mace, L.Armor, Shield Abilities: N/A Passives: Marauder Recruit: N/A XP to Next: 150 ~~~~~~~~~ ~Duelist~ ~~~~~~~~~ HP: 70 M.Def: 10 Att: 37x2 R.Def: 7 Ini: 23 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble Recruit: Upgrade Young Noble XP to Next: 400 ~~~~~~~ ~Elder~ ~~~~~~~ HP: 60 M.Def: 7 Att: 25 R.Def: 4 Ini: 9 Will: 0 Items: Mace (-3 Ini), Head (+1 M.Def), Body (+2 M.Def) Can Equip: Axe, Mace, Spear, L.Armor Abilities: N/A Passives: Mob Recruit: N/A XP to Next: 100 ~~~~~~~~~ ~Esquire~ ~~~~~~~~~ HP: 71 M.Def: 19 Att: 43 R.Def: 16 Ini: 18 Will: 0 Items: Sword (+3 Ini, +1 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Sword, Axe, War Pick, Mace, Lance, M.Armor, Shield Abilities: Defense Stance Passives: Noble Recruit: Upgrade Young Noble XP to Next: 450 ~~~~~~~~~~~~~~ ~False Knight~ ~~~~~~~~~~~~~~ HP: 75 M.Def: 23 Att: 51 R.Def: 23 Ini: 11 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Powerful Strike, Defense Stance Passives: Marauder, Ambusher, Ramming Attack Recruit: Upgrade Chieftain XP to Next: 850 ~~~~~~~~~ ~Fencer~ ~~~~~~~~~ HP: 75 M.Def: 15 Att: 41x2 R.Def: 9 Ini: 27 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble Recruit: Upgrade Duelist XP to Next: 800 ~~~~~~~~~~ ~Freiherr~ ~~~~~~~~~~ HP: 85 M.Def: 32 Att: 60 R.Def: 32 Ini: 14 Will: 1 Items: Mace (-3 Ini, +2 Att), Shield (+1 M.Att, +5 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack, Fearless Recruit: N/A XP to Next: 1200 ~~~~~~~~~~~~~~~~~~ ~Fugitive Peasant~ ~~~~~~~~~~~~~~~~~~ HP: 55 M.Def: 3 Att: 20 R.Def: 1 Ini: 6 Will: 0 Items: Axe (-5 Ini) Can Equip: Axe, Mace, Pitchfork, L.Armor Abilities: N/A Passives: Mob Recruit: Mercenary, Refugee Camp XP to Next: 60 ~~~~~~~ ~Guard~ ~~~~~~~ HP: 60 M.Def: 9 Att: 31 R.Def: 4 Ini: 14 Will: 0 Items: Spear (+3 Att), Head (+2 M.Def), Body (+3 M.Def) Can Equip: Axe, Spear, L.Armor, Shield Abilities: N/A Passives: Guard Recruit: Castles, Upgrade Recruit XP to Next: 120 ~~~~~~~~~~~~~~~~ ~Heavy Infantry~ ~~~~~~~~~~~~~~~~ HP: 70 M.Def: 23 Att: 40 R.Def: 23 Ini: 8 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (-1 Ini, +5 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Axe, War Pick, Mace, H.Armor, L.Shield Abilities: Defense Stance, Cover Passives: N/A Recruit: Upgrade Infantry XP to Next: 470 ~~~~~~~~~~ ~Infantry~ ~~~~~~~~~~ HP: 65 M.Def: 18 Att: 34 R.Def: 15 Ini: 9 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Axe, War Pick, Mace, M.Armor, Shield Abilities: Defense Stance Passives: N/A Recruit: Upgrade Soldier XP to Next: 240 ~~~~~~~~~~~~~~~~~~~ ~Infantry Sergeant~ ~~~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 31 Att: 46 R.Def: 31 Ini: 12 Will: 0 Items: Sword (+3 Ini, +1 Att), L.Shield (-3 Ini, +6 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword, Axe, War Pick, Mace, H.Armor, L.Shield Abilities: Defense Stance, Cover Passives: N/A Recruit: Upgrade Heavy Infantry XP to Next: 800 ~~~~~~~~~~~~ ~Inquisitor~ ~~~~~~~~~~~~ HP: 70 M.Def: 12 Att: 42 R.Def: 10 Ini: 15 Will: 5 Items: Mace (-3 Ini, +2 Att), Shield (+2 M.Def/R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Mace/Hammer, M.Armor, Shield Abilities: Powerful Strike Passives: Preacher, God's Warrior, Fearless Recruit: Upgrade Battle Monk XP to Next: 1000 ~~~~~~~~ ~Knight~ ~~~~~~~~ HP: 85 M.Def: 29 Att: 58 R.Def: 29 Ini: 20 Will: 1 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack Recruit: Upgrade Armiger XP to Next: 1200 ~~~~~~~~~~~~~~~ ~Knight Sinner~ ~~~~~~~~~~~~~~~ HP: 120 M.Def: 38 Att: 64 R.Def: 35 Ini: 25 Will: 0 Items: 2H Sword (-10 Ini, +7 Att), Body (-5 Ini, +5 M.Def, +4 R.Def), Lance (+3 M.Att), Shield (+1 M.Att, +3 M.Def, +1 R.Def), Horse (+20 HP, +10 Ini, +5 M.Def/R.Def) Can Equip: Sword/2H Sword, Axe/Halberd, War Pick, Mace, Lance, H.Armor, Shield Abilities: N/A Passives: Terrifying, Impious, Undead, Ignore Arrows, Ramming Attack, Master Horseman Recruit: N/A XP to Next: 700 ~~~~~~~~~~~~~~~~~~~~ ~Landgrave's Knight~ ~~~~~~~~~~~~~~~~~~~~ HP: 100 M.Def: 37 Att: 70 R.Def: 36 Ini: 34 Will: 3 Items: War Pick (-1 Ini, +2 Att), Shield (-1 Ini, +5 M.Def, +4 R.Def), Head (+7 M.Def/R.Def, -15% Ini), Body (-5 Ini, +8 M.Def/R.Def), Lance (+1 Ini, +6 Att), Horse (+15 HP, +10 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Cover Passives: Noble, Ramming Attack, Master Horseman, Fearless, Rugged Armor Recruit: N/A XP to Next: 1200 ~~~~~~~~~~ ~Merchant~ ~~~~~~~~~~ HP: 60 M.Def: 5 Att: 24 R.Def: 3 Ini: 15 Will: 0 Items: Sword (+3 Ini, +1 Att), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, L.Armor Abilities: N/A Passives: N/A Recruit: Merchant Wharf XP to Next: 100 ~~~~~~~ ~Miner~ ~~~~~~~ HP: 55 M.Def: 2 Att: 27 R.Def: 2 Ini: 8 Will: 0 Equipment: Crowbill (-2 Ini) Can Equip: Crowbill, L.Armor Abilities: N/A Passives: Mob Recruit: Villages XP to Next: 100 ~~~~~~ ~Monk~ ~~~~~~ HP: 60 M.Def: 2 Att: 32 R.Def: 2 Ini: 13 Will: 3 Items: Mace (-3 Ini, +2 Att) Can Equip: Mace, L.Armor Abilities: N/A Passives: Preacher, God's Warrior, Fearless Recruit: Monasteries, Upgrade Acolyte XP to Next: 350 ~~~~~~~~~~~~~~~~~~~~~~~~~ ~Monk (Peasant Disguise)~ ~~~~~~~~~~~~~~~~~~~~~~~~~ HP: 60 M.Def: 3 Att: 26 R.Def: 3 Ini: 12 Will: 0 Items: N/A Can Equip: Axe, Mace, Spear, L.Armor Abilities: N/A Passives: N/A Recruit: N/A XP to Next: 100 ~~~~~~~~~ ~Paladin~ ~~~~~~~~~ HP: 82 M.Def: 27 Att: 55 R.Def: 27 Ini: 17 Will: 3 Items: Mace (-3 Ini, +2 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword/2H Sword, Mace/Hammer, Lance, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, God's Warrior, Fearless Recruit: Upgrade Armiger XP to Next: 1200 ~~~~~~~~~ ~Peasant~ ~~~~~~~~~ HP: 50 M.Def: 0 Att: 15 R.Def: 0 Ini: 10 Will: 0 Items: N/A Can Equip: Axe, Mace, Pitchfork, L.Armor Abilities: N/A Passives: Mob Recruit: Villages XP to Next: 50 ~~~~~~~~~ ~Pikeman~ ~~~~~~~~~ HP: 70 M.Def: 17 Att: 44 R.Def: 14 Ini: 13 Will: 0 Items: Pike (-1 Ini, +2 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Spear, Pike, M.Armor Abilities: Counterattack Passives: N/A Recruit: Upgrade Infantry XP to Next: 490 ~~~~~~~~~~~~~~ ~Pitch Worker~ ~~~~~~~~~~~~~~ HP: 50 M.Def: 1 Att: 20 R.Def: 1 Ini: 7 Will: 0 Items: Axe (-5 Ini) Can Equip: Axe, L.Armor Abilities: N/A Passives: Mob Recruit: N/A XP to Next: 100 ~~~~~~~~~~~~~~ ~Raven Knight~ ~~~~~~~~~~~~~~ HP: 90 M.Def: 33 Att: 70 R.Def: 33 Ini: 4 Will: 2 Items: 2H Sword (-10 Ini, +10 Att), Head (+7 M.Def/R.Def, -15% Ini), Body (-5 Ini, +8 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack, Fearless, Terrifying, Rugged Armor Recruit: N/A XP to Next: 1200 ~~~~~~~~~ ~Recruit~ ~~~~~~~~~ HP: 55 M.Def: 4 Att: 22 R.Def: 2 Ini: 12 Will: 0 Items: Spear (+1 Att), Body (+2 M.Def) Can Equip: Axe, Mace, Spear, L.Armor Abilities: N/A Passives: Mob Recruit: Villages XP to Next: 60 ~~~~~~~~ ~Rogue~ ~~~~~~~~ HP: 67 M.Def: 11 Att: 34 R.Def: 6 Ini: 12 Will: 0 Items: Axe (-3 Ini, +1 Att), Head (+1 M.Def/R.Def), Body (+3 M.Def) Can Equip: Axe, Mace, Spear, L.Armor Abilities: N/A Passives: Marauder, Ambusher Recruit: Upgrade Bandit or Deserter XP to Next: 220 ~~~~~~~ ~Smith~ ~~~~~~~ HP: 60 M.Def: 6 Att: 32 R.Def: 4 Ini: 6 Will: 0 Items: Mace (-6 Ini, +2), Body (+2 M.Def) Can Equip: Mace, L.Armor Abilities: N/A Passives: Mob Recruit: N/A XP to Next: 100 ~~~~~~~~~ ~Soldier~ ~~~~~~~~~ HP: 60 M.Def: 11 Att: 28 R.Def: 8 Ini: 10 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+1 M.Def/R.Def), Body (+3 M.Def) Can Equip: Axe, War Pick, Mace, L.Armor, Shield Abilities: N/A Passives: N/A Recruit: Castles, Upgrade Recruit XP to Next: 120 ~~~~~~~~~~~~~ ~Swordmaster~ ~~~~~~~~~~~~~ HP: 80 M.Def: 23 Att: 45x2 R.Def: 15 Ini: 29 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Sword, Dagger, M.Armor Abilities: Parry Passives: Noble Recruit: Upgrade Fencer XP to Next: 1100 ~~~~~~~~ ~Undead~ ~~~~~~~~ HP: 42 M.Def: 4 Att: 23 R.Def: 4 Ini: 6 Will: 0 Items: N/A Can Equip: Mace, Spear, Clothes Abilities: N/A Passives: Terrifying, Impious, Undead, Ignore Arrows Recruit: N/A XP to Next: 100 ~~~~~~~~~~~~~~~~~ ~Undead Infantry~ ~~~~~~~~~~~~~~~~~ HP: 74 M.Def: 24 Att: 43 R.Def: 18 Ini: 13 Will: 0 Items: Sword (+1 Ini), Shield (+1 Att, +3 M.Def, +1 R.Def), Head (+2 M.Def, +1 R.Def), Body (-2 Ini, +4 M.Def, +1 R.Def) Can Equip: Sword, Axe, War Pick, Mace, Spear, M.Armor, Shield Abilities: Powerful Strike Passives: Terrifying, Impious, Undead, Ignore Arrows Recruit: N/A XP to Next: 500 ~~~~~~~~~~~~~~~ ~Undead Knight~ ~~~~~~~~~~~~~~~ HP: 80 M.Def: 23 Att: 58 R.Def: 22 Ini: 1 Will: 0 Items: 2H Sword (-10 Ini, +7 Att), Body (-5 Ini, +5 M.Def, +4 R.Def) Can Equip: All Melee Weapons, H.Armor, Shield Abilities: Powerful Strike Passives: Terrifying, Impious, Undead, Ignore Arrows, Ramming Attack Recruit: N/A XP to Next: 750 ~~~~~~~~~~~~~~~~ ~Undead Warrior~ ~~~~~~~~~~~~~~~~ HP: 68 M.Def: 19 Att: 38 R.Def: 14 Ini: 7 Will: 0 Items: Axe (-3 Ini), Shield (+1 Att, +3 M.Def, +1 R.Def), Body (-2 Ini, +4 M.Def, +1 R.Def) Can Equip: Axe, Mace, Spear, M.Armor, Shield Abilities: N/A Passives: Terrifying, Impious, Undead, Ignore Arrows Recruit: N/A XP to Next: 280 ~~~~~~~~~~~~~~ ~Vampire Lord~ ~~~~~~~~~~~~~~ Class: Melee HP: 90 M.Def: 25 Att: 66 R.Def: 22 Ini: 33 Will: 3 Items: Sword (+3 Ini, +4 M.Att), Body (+5 M.Def, +2 R.Def) Can Equip: Sword, L.Armor Abilities: Parry, Powerful Strike Passives: Impious, Undead, Vampirism, Evasive ~~~~~~~~~~~~~~~~ ~Veteran Knight~ ~~~~~~~~~~~~~~~~ HP: 90 M.Def: 36 Att: 61 R.Def: 36 Ini: 27 Will: 2 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+6 M.Def/R.Def, +1 Will, -10% Ini), Body (-5 Ini, +8 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack, Hercules, Rugged Armor, Rugged Helmet Recruit: N/A XP to Next: 1200 ~~~~~~~~~~~~~~~~~ ~Veteran Pikeman~ ~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 22 Att: 52 R.Def: 22 Ini: 13 Will: 0 Items: Pike (-1 Ini, +2 Att), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Spear, Pike, H.Armor Abilities: Counterattack Passives: N/A Recruit: Upgrade Pikeman XP to Next: 820 ~~~~~~~~~~~~~~~ ~Veteran Watch~ ~~~~~~~~~~~~~~~ HP: 70 M.Def: 16 Att: 45 R.Def: 13 Ini: 16 Will: 0 Items: Spear (+3 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Axe, Spear, M.Armor, Shield Abilities: Counterattack Passives: Guard Recruit: Upgrade Watch XP to Next: 470 ~~~~~~~ ~Watch~ ~~~~~~~ HP: 65 M.Def: 11 Att: 38 R.Def: 6 Ini: 16 Will: 0 Items: Spear (+3 Att), Head (+2 M.Def), Body (+3 M.Def) Can Equip: Axe, Spear, L.Armor, Shield Abilities: Counterattack Passives: Guard Recruit: Upgrade Guard XP to Next: 240 ~~~~~~~~~~~~~~~~ ~Watch Sergeant~ ~~~~~~~~~~~~~~~~ HP: 75 M.Def: 18 Att: 53 R.Def: 15 Ini: 18 Will: 0 Items: Spear (+3 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Sword, Axe, Spear, M.Armor, Shield Abilities: Counterattack Passives: Guard Recruit: Upgrade Veteran Watch XP to Next: 800 ~~~~~~~~~~ ~Werewolf~ ~~~~~~~~~~ HP: 80 M.Def: 20 Att: 55 R.Def: 15 Ini: 25 Will: 0 Items: N/A Can Equip: Paw Strike, Clothes Abilities: N/A Passives: Ambusher, Terrifying, Regeneration Recruit: Quest XP to Next: 300 ~~~~~~~~~~~~~~ ~Wild Vampire~ ~~~~~~~~~~~~~~ HP: 70 M.Def: 10 Att: 40 R.Def: 10 Ini: 20 Will: 0 Items: N/A Can Equip: Claw Strike, Clothes Abilities: N/A Passives: Terrifying, Poison Strike, Impious, Undead, Vampirism, Evasive Recruit: N/A XP to Next: 250 ~~~~~~~~ ~Wraith~ ~~~~~~~~ HP: 60 M.Def: 0 Att: 35 R.Def: 0 Ini: 20 Will: 0 Items: N/A Can Equip: Ghost Strike, Clothes Abilities: N/A Passives: Terrifying, Impious, Undead, Ghost Form Recruit: N/A XP to Next: 1000 ~~~~~~~~~~~~~ ~Young Noble~ ~~~~~~~~~~~~~ HP: 65 M.Def: 7 Att: 36 R.Def: 6 Ini: 18 Will: 0 Items: Sword (+3 Ini, +1 Att), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, L.Armor Abilities: N/A Passives: Noble Recruit: Castles, Manors XP to Next: 180 ---------------------------------- b2x. Ranged Units ---------------------------------- ~~~~~~~~ ~Archer~ ~~~~~~~~ HP: 65 M.Def: 7 Att: 22x2 R.Def: 4 Ini: 21 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att), Head (+1 M.Def/R.Def), Body (+3 M.Def) Can Equip: Bow, L.Armor Abilities: Aimed Shot Passives: N/A Recruit: Mercenary, Upgrade Bowman XP to Next: 250 ~~~~~~~~~~~~~~~~~ ~Archer Sergeant~ ~~~~~~~~~~~~~~~~~ HP: 70 M.Def: 13 Att: 30x2 R.Def: 10 Ini: 25 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Bow, M.Armor Abilities: Aimed Shot Passives: N/A Recruit: Upgrade Veteran Archer XP to Next: 800 ~~~~~~~~ ~Bowman~ ~~~~~~~~ HP: 58 M.Def: 2 Att: 18x2 R.Def: 2 Ini: 18 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att) Can Equip: Bow, L.Armor Abilities: N/A Passives: N/A Recruit: Castles, Upgrade Hunter XP to Next: 150 ~~~~~~~~~~~~~ ~Crossbowman~ ~~~~~~~~~~~~~ HP: 62 M.Def: 7 Att: 36 R.Def: 4 Ini: 6 Will: 0 Items: Crossbow (-12 Ini, +10 Att), Arrows (+2 Att), Head (+1 M.Def/R.Def), Body (+3 M.Def) Can Equip: Crossbow, L.Armor, Pavise Abilities: Penetrating Shot Passives: N/A Recruit: Mercenary, Castles, Upgrade Bowman XP to Next: 250 ~~~~~~~~ ~Hunter~ ~~~~~~~~ HP: 54 M.Def: 1 Att: 13x2 R.Def: 1 Ini: 14 Will: 0 Items: Bow (+1 Ini), Arrows (+1 Att) Can Equip: Bow, L.Armor Abilities: N/A Passives: Mob Recruit: Villages XP to Next: 70 ~~~~~~~~~~~~~~~~~ ~Master Marksman~ ~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 15 Att: 38x2 R.Def: 12 Ini: 46 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att), Head (+1 R.Att, +3 M.Def/R.Def), Body (-1 Ini, +5 M.Def, +2 R.Def) Can Equip: Bow, M.Armor Abilities: Aimed Shot Passives: Nocturnal Combat Recruit: N/A XP to Next: 800 ~~~~~~~~~ ~Poacher~ ~~~~~~~~~ HP: 58 M.Def: 3 Att: 18x2 R.Def: 2 Ini: 18 Will: 0 Items: Bow (+1 Ini), Arrows (+1 Att), Body (+1 M.Def) Can Equip: Bow, L.Armor Abilities: N/A Passives: Mob, Ambusher Recruit: Mercenary XP to Next: 150 ~~~~~~~~~~~~~~ ~Rogue Archer~ ~~~~~~~~~~~~~~ HP: 62 M.Def: 8 Att: 25x2 R.Def: 3 Ini: 22 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att), Head (+2 M.Def), Body (+3 M.Def) Can Equip: Bow, L.Armor Abilities: Aimed Shot Passives: Ambusher, Marauder Recruit: Upgrade Poacher XP to Next: 260 ~~~~~~~~~~~~~~~~~~~~~~ ~Sergeant Crossbowman~ ~~~~~~~~~~~~~~~~~~~~~~ HP: 70 M.Def: 15 Att: 46 R.Def: 15 Ini: 6 Will: 0 Items: Crossbow (-12 Ini, +10 Att), Arrows (+2 Att), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Crossbow, H.Armor, Pavise Abilities: Penetrating Shot Passives: Point-Blank Shot Recruit: Upgrade Veteran Crossbowman XP to Next: 800 ~~~~~~~~~~~~~~~~ ~Veteran Archer~ ~~~~~~~~~~~~~~~~ HP: 66 M.Def: 12 Att: 26x2 R.Def: 9 Ini: 22 Will: 0 Items: Bow (+2 Ini), Arrows (+2 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Bow, M.Armor Abilities: Aimed Shot Passives: N/A Recruit: Upgrade Archer XP to Next: 480 ~~~~~~~~~~~~~~~~~~~~~ ~Veteran Crossbowman~ ~~~~~~~~~~~~~~~~~~~~~ HP: 66 M.Def: 12 Att: 41 R.Def: 9 Ini: 6 Will: 0 Items: Crossbow (-12 Ini, +10 Att), Arrows (+2 Att), Head (+4 M.Def, +3 R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def) Can Equip: Crossbow, M.Armor, Pavise Abilities: Penetrating Shot Passives: Point-Blank Shot Recruit: Upgrade Crossbowman XP to Next: 480 ---------------------------------- b3x. Magic Units ---------------------------------- ~~~~~~~~~ ~Acolyte~ ~~~~~~~~~ HP: 56 M.Def: 0 SP: 35 R.Def: 0 Ini: 14 Will: 1 Items: N/A Can Equip: Cloths Abilities: Meditation Passives: Preacher Spells: Shield of Faith, Blessing Recruit: Churches, Monasteries, Upgrade Lector XP to Next: 130 ~~~~~~~~~~~ ~Alchemist~ ~~~~~~~~~~~ HP: 62 M.Def: 1 SP: 37 R.Def: 1 Ini: 16 Will: 1 Equipment: Book (+2 SP), Head (+5% Ini) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: N/A Spells: Ignis Magnesium, Transmutatio Ferrum, Transmutatio Rubigo Recruit: Mercenary XP to Next: 210 ~~~~~~~~~~ ~Apostate~ ~~~~~~~~~~ HP: 60 M.Def: 2 SP: 47 R.Def: 2 Ini: 16 Will: 2 Items: Book (+2 SP) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Impious Spells: Possession, Unholy Protection, Xaphan Purge Recruit: Mercenary XP to Next: 220 ~~~~~~~~~~~~~~~~~~ ~Apothecary Woman~ ~~~~~~~~~~~~~~~~~~ HP: 51 M.Def: 0 SP: 40 R.Def: 0 Ini: 17 Will: 1 Items: Head (+5% Ini) Can Equip: Cloths Abilities: Meditation Passives: N/A Spells: Restoration, Invigoration, Vigor Recruit: Upgrade Herbalist Woman XP to Next: 250 ~~~~~~~~ ~Bishop~ ~~~~~~~~ HP: 65 M.Def: 3 SP: 50 R.Def: 2 Ini: 21 Will: 4 Items: Staff (+1 M.Def), Head (+5% Ini) Can Equip: Staff, Book, Cloths Abilities: Meditation Passives: Preacher, Fearless Spells: Shield of Faith, Blessing, Redemption, Exorcism, God's Will Recruit: Upgrade Priest XP to Next: 780 ~~~~~~~~~~~ ~Charlatan~ ~~~~~~~~~~~ HP: 50 M.Def: 0 SP: 22 R.Def: 0 Ini: 12 Will: 0 Items: Rod (+2 SP), Head (+5% Ini) Can Equip: Rods, Cloths Abilities: Meditation Spells: Fear Recruit: N/A XP to Next: 150 ~~~~~~~~~~~~~~ ~Countrywoman~ ~~~~~~~~~~~~~~ HP: 45 M.Def: 0 SP: 10 R.Def: 0 Ini: 12 Will: 0 Items: N/A Can Equip: Cloths Abilities: Meditation Passives: N/A Spells: Restoration Recruit: N/A XP to Next: 50 ~~~~~~~~ ~Deacon~ ~~~~~~~~ HP: 59 M.Def: 2 SP: 40 R.Def: 1 Ini: 17 Will: 2 Items: Staff (+1 M.Def), Head (+5% Ini) Can Equip: Staff, Book, Cloths Abilities: Meditation Passives: Preacher Spells: Shield of Faith, Blessing, Redemption Recruit: Upgrade Acolyte XP to Next: 220 ~~~~~~~~~~~~~ ~Enchantress~ ~~~~~~~~~~~~~ HP: 58 M.Def: 0 SP: 52 R.Def: 0 Ini: 21 Will: 3 Items: Rod (+2 SP), Head (+5% Ini) Can Equip: Staff, Rod, Cloths Abilities: Meditation Passives: N/A Spells: Restoration, Invigoration, Vigor, Gift of Medbh, Brigid's Blessing Recruit: Upgrade Healer Woman XP to Next: 900 ~~~~~~~~~~~~~~~ ~Forest Spirit~ ~~~~~~~~~~~~~~~ HP: 30 M.Def: 0 SP: 80 R.Def: 0 Ini: 25 Will: 0 Items: N/A Can Equip: Clothes Abilities: Meditation Passives: Terrifying, Impious, Disincarnating, Undead, Ghost Form Spells: Willpower Suppression Recruit: N/A XP to Next: 200 ~~~~~ ~Hag~ ~~~~~ HP: 60 M.Def: 2 SP: 55 R.Def: 1 Ini: 21 Will: 4 Items: Staff (+1 M.Def), Head (+5% Ini) Can Equip: Staff, Rod, Cloths Abilities: Meditation Passives: Impious Spells: Adhesion, Confound, Evil Eye, Dismount Foe, Magical Illness Recruit: Upgrade Witch XP to Next: 900 ~~~~~~~~~~~~~~ ~Healer Woman~ ~~~~~~~~~~~~~~ HP: 54 M.Def: 0 SP: 47 R.Def: 0 Ini: 19 Will: 2 Items: Rod (+2 SP), Head (+5% Ini) Can Equip: Staff, Rod, Cloths Abilities: Meditation Passives: N/A Spells: Restoration, Invigoration, Vigor, Gift of Medbh Recruit: Upgrade Apothecary Woman XP to Next: 500 ~~~~~~~~~~~~~~~~~ ~Herbalist Woman~ ~~~~~~~~~~~~~~~~~ HP: 48 M.Def: 0 SP: 35 R.Def: 0 Ini: 14 Will: 0 Items: N/A Can Equip: Cloths Abilities: Meditation Passives: N/A Spells: Restoration, Invigoration Recruit: Pagan Shrine, Upgrade Peasant Woman XP to Next: 140 ~~~~~~~~~~~~ ~Heresiarch~ ~~~~~~~~~~~~ HP: 68 M.Def: 5 SP: 57 R.Def: 5 Ini: 21 Will: 4 Items: Book (+2 SP), Head (+5% Ini) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Impious Spells: Possession, Unholy Protection, Xaphan Purge, Blood Frenzy, Madness Recruit: Upgrade Heretic XP to Next: 780 ~~~~~~~~~ ~Heretic~ ~~~~~~~~~ HP: 64 M.Def: 3 SP: 52 R.Def: 3 Ini: 18 Will: 3 Items: Book (+2 SP) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Impious Spells: Possession, Unholy Protection, Xaphan Purge, Blood Frenzy Recruit: Upgrade Apostate XP to Next: 480 ~~~~~~~~ ~Lector~ ~~~~~~~~ HP: 53 M.Def: 0 SP: 30 R.Def: 0 Ini: 12 Will: 1 Items: N/A Can Equip: Cloths Abilities: Meditation Passives: Preacher Spells: Shield of Faith Recruit: Churches, Monasteries XP to Next: 60 ~~~~~~ ~Lich~ ~~~~~~ HP: 83 M.Def: 11 SP: 90 R.Def: 10 Ini: 18 Will: 5 Items: Book (+3 HP, +8 SP), Body (+5 HP, +1 M.Def, +15% SP) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Impious, Undead, Power Replenishing, Fearless, Regeneration Spells: Fear, Willpower Suppression, Evocation, Damnation of Solomon Recruit: N/A XP to Next: 1200 ~~~~~~~~~~~~~~~~~~~~ ~Master Necromancer~ ~~~~~~~~~~~~~~~~~~~~ HP: 68 M.Def: 4 SP: 47 R.Def: 4 Ini: 18 Will: 4 Items: Rod (+2 SP), Head (+5% Ini) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Fearless, Impious Spells: Fear, Willpower Suppression, Evocation, Damnation of Solomon Recruit: Upgrade Necromancer XP to Next: 780 ~~~~~~~~~~~~~~~~~~~~~~~~ ~Monk (Lector Disguise)~ ~~~~~~~~~~~~~~~~~~~~~~~~ HP: 56 M.Def: 0 SP: 40 R.Def: 0 Ini: 16 Will: 2 Items: Head (+5% Ini) Can Equip: Cloths Abilities: Meditation Spells: Fear, Willpower Suppression Recruit: N/A XP to Next: 100 ~~~~~~~~~~~~~ ~Necromancer~ ~~~~~~~~~~~~~ HP: 64 M.Def: 2 SP: 42 R.Def: 2 Ini: 17 Will: 3 Items: Rod (+2 SP), Head (+5% Ini) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Fearless, Impious Spells: Fear, Willpower Suppression, Evocation Recruit: Upgrade Warlock XP to Next: 480 ~~~~~~~~~~~~~~~ ~Peasant Woman~ ~~~~~~~~~~~~~~~ HP: 45 M.Def: 0 SP: 30 R.Def: 0 Ini: 12 Will: 0 Items: N/A Can Equip: Cloths Abilities: Meditation Passives: N/A Spells: Restoration Recruit: Villages XP to Next: 65 ~~~~~~~~ ~Priest~ ~~~~~~~~ HP: 62 M.Def: 3 SP: 45 R.Def: 2 Ini: 19 Will: 3 Items: Staff (+1 M.Def), Head (+5% Ini) Can Equip: Staff, Book, Cloths Abilities: Meditation Passives: Preacher, Fearless Spells: Shield of Faith, Blessing, Redemption, Exorcism Recruit: Upgrade Deacon XP to Next: 480 ~~~~~~~~~ ~Scholar~ ~~~~~~~~~ HP: 50 M.Def: 0 SP: 22 R.Def: 0 Ini: 12 Will: 0 Equipment: Book (+2 SP), Head (+5% Ini) Can Equip: Books, Cloths Abilities: Meditation Passives: N/A Spells: Ignis Magnesium, Transmutatio Ferrum Recruit: N/A XP to Next: 150 ~~~~~~~~ ~Spirit~ ~~~~~~~~ HP: 45 M.Def: 0 SP: 50 R.Def: 0 Ini: 23 Will: 0 Items: N/A Can Equip: Clothes Abilities: Meditation Passives: Terrifying, Impious, Disincarnating, Undead, Ghost Form Spells: Willpower Suppression Recruit: Spell, Quest XP to Next: 200 ~~~~~~~~~ ~Warlock~ ~~~~~~~~~ HP: 60 M.Def: 1 SP: 37 R.Def: 1 Ini: 15 Will: 2 Items: Rod (+2 SP) Can Equip: Rods, Books, Cloths Abilities: Meditation Passives: Fearless, Impious Spells: Fear, Willpower Suppression Recruit: Mercenary XP to Next: 220 ~~~~~~~ ~Witch~ ~~~~~~~ HP: 55 M.Def: 1 SP: 50 R.Def: 0 Ini: 19 Will: 3 Items: Staff (+1 M.Def), Head (+5% Ini) Can Equip: Staff, Rod, Cloths Abilities: Meditation Passives: Impious Spells: Adhesion, Confound, Evil Eye, Dismount Foe Recruit: Upgrade Apothecary Woman XP to Next: 500 ---------------------------------- b4x. Unique Units ---------------------------------- ~~~~~~ ~Abel~ ~~~~~~ Class: Melee HP: 65 M.Def: 5 Att: 36 R.Def: 5 Ini: 18 Will: 0 Items: Sword (+3 Ini, +1 Att) Can Equip: Sword, L.Armor Abilities: N/A Passives: N/A ~~~~~~~~~~~~~~~~~~~~ ~Albrecht Unterufer~ ~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 90 M.Def: 25 Att: 48 R.Def: 25 Ini: 26 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Lance (+1 Ini, +3 M.Att), Horse (+15 HP, +10 Ini) Can Equip: Sword, Axe, War Pick, Mace, Halberd, Lance, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack ~~~~~~~~~~~~~~~~~ ~Archbishop Otto~ ~~~~~~~~~~~~~~~~~ Class: Magic HP: 72 M.Def: 4 SP: 112 R.Def: 3 Ini: 21 Will: 12 Items: Staff (+1 M.Def, +20 SP, +2 Will), Head (+2 HP, +1 Ini, +4 SP), Body (+8 SP, +1 Will), Accessories (+5 Will) Can Equip: Staff, Cloths Abilities: Meditation Passives: Preacher, Fearless, Blessed Weapon Spells: Shield of Faith, Blessing, Redemption, Exorcism, God's Will ~~~~~~~~ ~Athena~ ~~~~~~~~ Class: Magic HP: 65 M.Def: 4 SP: 64 R.Def: 3 Ini: 19 Will: 4 Items: Rod (+5 HP, +1 Will, +8% SP), Body (+2 Ini, +1 M.Def, +8% SP), Accessory (+1 M.Def/R.Def) Can Equip: Rod, Cloths Abilities: Meditation Passives: Noble, Regeneration Spells: Adhesion, Confound, Evil Eye, Dismount Foe, Magical Illness ~~~~~~~ ~Baker~ ~~~~~~~ Class: Melee HP: 62 M.Def: 5 Att: 34 R.Def: 5 Ini: 3 Will: 0 Items: Axe (-5 Ini, -1 Att) Can Equip: Mace, Spear, Clothes Abilities: Powerful Strike Passives: Terrifying, Impious, Undead, Ignore Arrows ~~~~~~~~~~~~~~~~ ~Benno Ironclad~ ~~~~~~~~~~~~~~~~ Class: Melee HP: 85 M.Def: 27 Att: 76 R.Def: 23 Ini: 11 Will: 1 Items: 2H Sword (-10 Ini, +12 Att, +3% Att), Head (-1 Ini, +5 M.Def/R.Def), Body (+1 Ini, +1 Att, +4 M.Def, +1 R.Def), Accessory (+5% Att, +1 M.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack ~~~~~~~~~~ ~Berthold~ ~~~~~~~~~~ Class: Melee HP: 105 M.Def: 32 Att: 51 R.Def: 29 Ini: 23 Will: 1 Items: Sword (+3 Ini, +1 Att), Shield (+4 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Accessory (+3 M.Def), Lance (+1 Ini, +6 M.Att), Horse (+30 HP, +10 Ini, +5 M.Att, +5 M.Def/R.Def) Can Equip: Sword, Axe, War Pick, Mace, Lance, H.Armor, L.Shield Abilities: Defense Stance Passives: Noble, Rugged Armor ~~~~~~~~~~~~~~~~~~ ~Bruno Grossenhof~ ~~~~~~~~~~~~~~~~~~ Class: Melee HP: 75 M.Def: 18 Att: 41 R.Def: 13 Ini: 26 Will: 0 Items: Sword (+3 Ini, +1 Att), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble ~~~~~~~~~~~~~~~~~~~~~~ ~Christoph Sharptooth~ ~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 75 M.Def: 27 Att: 41 R.Def: 27 Ini: 15 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword, Axe, War Pick, Mace, H.Armor, L.Shield Abilities: N/A Passives: N/A ~~~~~~~~~~ ~Claudius~ ~~~~~~~~~~ Class: Melee HP: 108 M.Def: 30 Att: 69 R.Def: 27 Ini: 34 Will: 2 Items: Sword (+3 Ini, +4 M.Att), Head (+8 HP, -10% Ini), Body (+5 M.Def, +2 R.Def), Accessories (+3 Ini, +5 M.Def/R.Def, -3 Will) Can Equip: Sword, M.Armor Abilities: Parry, Powerful Strike Passives: Terrifying, Impious, Undead, Vampirism, Evasive, Penetrating Blow, Regeneration ~~~~~~ ~Cook~ ~~~~~~ Class: Melee HP: 60 M.Def: 4 Att: 30 R.Def: 4 Ini: 6 Will: 0 Items: Axe (-3 Ini) Can Equip: Axe, Clothes Abilities: N/A Passives: Terrifying, Impious, Undead, Ignore Arrows, Poison Weapon ~~~~~~~~~~~~~~~~~~~ ~Daniel of Threver~ ~~~~~~~~~~~~~~~~~~~ HP: 75 M.Def: 19 Att: 50x2 R.Def: 13 Ini: 34 Will: 1 Items: Sword (+6 Ini, +2 Att), Dagger (+1 Ini), Head (+3 M.Def/R.Def), Body (+2 Ini, +2 Att, +4 M.Def, +1 R.Def), Accessory (+4 Att, +2 Ini) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble, Evasive ~~~~~~~~~~~~~~ ~David-Usurer~ ~~~~~~~~~~~~~~ Class: Melee HP: 65 M.Def: 13 Att: 31 R.Def: 6 Ini: 16 Will: 0 Items: Sword (+4 Ini, +3 Att), Head (+1 M.Def), Body (+5 M.Def, +2 R.Def), Accessory (+3 M.Def) Can Equip: Sword, L.Armor Abilities: N/A Passives: N/A ~~~~~~~~~~~~~~ ~Dietz Abkhan~ ~~~~~~~~~~~~~~ Class: Melee HP: 85 M.Def: 32 Att: 69 R.Def: 32 Ini: 8 Will: 1 Items: Halberd (-10 Ini, +12 Att), Head (+7 M.Def/R.Def, -15% Ini), Body (-5 Ini, +8 M.Def/R.Def), Accessory (+3 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack ~~~~~~~~~~~~~~~~~~ ~Erich Grauschild~ ~~~~~~~~~~~~~~~~~~ Class: Melee HP: 90 M.Def: 26 Att: 49 R.Def: 26 Ini: 23 Will: 1 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def), Lance (+2 Att), Horse (+15 HP, +10 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack ~~~~~~~~~~~~~ ~Forest King~ ~~~~~~~~~~~~~ Class: Magic HP: 200 M.Def: 0 SP: 100 R.Def: 0 Ini: 25 Will: 20 Items: N/A Can Equip: Clothes Abilities: Meditation Passives: Disincarnating, Undead, Ghost Form, Power Replenishing, Magical Shield Spells: Forest Madness, Forest Spirit Invocation ~~~~~~~~~ ~Gilgen~ ~~~~~~~~~ Class: Melee HP: 78 M.Def: 25 Att: 46 R.Def: 25 Ini: 18 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def) Can Equip: Sword, Axe/Halberd, War Pick, Mace, Lance, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack ~~~~~~~~~~~~~~~ ~Gunther Reike~ ~~~~~~~~~~~~~~~ Class: Melee HP: 75 M.Def: 22 Att: 54 R.Def: 22 Ini: 8 Will: 1 Items: Halberd (-6 Ini, +8 Att), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def), Accessory (+1 Will) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack ~~~~~~~~~~~~~~~~~~~ ~Gunther the Proud~ ~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 90 M.Def: 0 Att: 50 R.Def: 0 Ini: 22 Will: 0 Items: N/A Can Equip: Ghost Strike, Clothes Abilities: N/A Passives: Terrifying, Impious, Undead, Ghost Form ~~~~~~~~~~~~~~ ~Gustav Falke~ ~~~~~~~~~~~~~~ Class: Melee HP: 87 M.Def: 33 Att: 75 R.Def: 32 Ini: 10 Will: 2 Items: 2H Sword (-10 Ini, +12 Att, +5% Att), Head (+7 M.Def/R.Def, +1 Will, -10% Ini), Body (-4 Ini, +8 M.Def/R.Def), Accessories (+5 Ini, +4 Att, +5% Att, +1 M.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, Rugged Helmet ~~~~~~~~~~~~~~~~~ ~Humbolt Langard~ ~~~~~~~~~~~~~~~~~ Class: Melee HP: 70 M.Def: 12 Att: 40x2 R.Def: 7 Ini: 25 Will: 2 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini, +1 M.Att), Body (+1 Ini, +1 Att, +4 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Powerful Strike, Parry Passives: Noble ~~~~~~~~~~~~~~~~~~~~~~~~ ~Johann von Hohenkiefer~ ~~~~~~~~~~~~~~~~~~~~~~~~ Class: Ranged HP: 72 M.Def: 13 Att: 37x2 R.Def: 11 Ini: 32 Will: 0 Items: Bow (+2 Att, +20% Ini), Arrows (+2 Att), Head (+1 R.Att, +3 M.Def/R.Def), Body (-2 Ini, +4 M.Def, +2 R.Def), Accessory (+3 Ini) Can Equip: Bow, Crossbow, L.Armor Abilities: Aimed Shot, Penetrating Shot Passives: Noble, Ambusher, Blessed Weapon ~~~~~~~~~~~~~~~~~~~~~~ ~Johans the Trumpeter~ ~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 95 M.Def: 25 Att: 53 R.Def: 23 Ini: 26 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+1 Att, +3 M.Def, +1 R.Def), Head (+4 M.Def/R.Def), Body (-4 Ini, +6 M.Def/R.Def), Lance (+2 Att), Horse (+15 HP, +10 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Powerful Strike, Defense Stance Passives: Marauder, Ambusher, Ramming Attack, Balance ~~~~~~~~~~~~~~~~~~~~~~ ~Jorgen the Horseshoe~ ~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 105 M.Def: 34 Att: 76 R.Def: 32 Ini: 21 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+1 Att, +5 M.Def, +4 R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def), Lance (-2 Ini, +5 Att), Horse (+30 HP, +10 Ini, +5 Att/M.Def/R.Def), Horse Equip (+3 M.Def, +2 R.Def), Accessory (+1 Att) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Powerful Strike, Defense Stance Passives: Marauder, Ambusher, Ramming Attack ~~~~~~~~~~~~~~~ ~Kristin Insel~ ~~~~~~~~~~~~~~~ Class: Melee HP: 100 M.Def: 34 Att: 63 R.Def: 32 Ini: 22 Will: 2 Items: Sword (+3 Ini, +1 Att), Shield (+1 M.Att, +3 M.Def, +1 R.Def), Head (+6 M.Def/R.Def, +1 Will, -10% Ini), Body (-5 Ini, +8 M.Def/R.Def), Lance (-2 Ini, +5 Att), Horse (+15 HP, +10 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack, Rugged Helmet ~~~~~~~~~~~~~ ~Kuestenkauz~ ~~~~~~~~~~~~~ Class: Melee HP: 85 M.Def: 27 Att: 60 R.Def: 27 Ini: 7 Will: 1 Items: Halberd (-10 Ini, +8 Att), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def), Accessory (+5 HP) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack ~~~~~~~~~~~~~ ~Kurt Craige~ ~~~~~~~~~~~~~ Class: Melee HP: 65 M.Def: 25 Att: 37 R.Def: 21 Ini: 15 Will: 2 Items: Sword (+3 Ini, +2 Att), Shield (-1 Ini, +5 M.Def, +4 R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-1 Ini, +5 M.Def, +2 R.Def) Can Equip: Sword, Axe, War Pick, Mace, Lance, H.Armor, L.Shield Abilities: Defense Stance Passives: Noble ~~~~~~~~~~~~~~~~~~~~ ~Landgrave Enderlin~ ~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 135 M.Def: 41 Att: 85 R.Def: 40 Ini: 15 Will: 11 Items: Axe (-3 Ini, +1 Att), Shield (Ini = 5, +7 M.Def, +8 R.Def), Head (+5 HP, +6 M.Def/R.Def, +1 Will, -10% Ini), Body (-3 Ini, +5 M.Def, +4 R.Def), Lance (+1 Ini, +6 Att, +1 Will), Horse (+25 HP, +12 Ini, +6 Att, +5 M.Def/R.Def), Accessory (+5 HP, -10% HP, +4 Att, +5% Att, +2 Ini +1 M.Def, -1 Will) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance Passives: Impious, Terrifying, Master Horseman, Fearless, Blood Rage, Vampiric Blow, Ambush, Stunning Blow, Silver Weapon ~~~~~~ ~Leon~ ~~~~~~ Class: Melee HP: 65 M.Def: 5 Att: 25 R.Def: 3 Ini: 15 Will: 2 Items: Sword (+3 Ini, +1 Att), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def), Accessory (+5 HP, +2 Will) Can Equip: Sword, L.Armor Abilities: N/A Passives: N/A ~~~~~~~~ ~Lucius~ ~~~~~~~~ Class: Melee HP: 75 M.Def: 13 Att: 43x2 R.Def: 9 Ini: 27 Will: 2 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Head (+1 M.Def), Body (+3 M.Def), Accessory (+2 Will) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Blessed Weapon ~~~~~~~~~~~~~~ ~Marcel Blaha~ ~~~~~~~~~~~~~~ Class: Melee HP: 75 M.Def: 14 Att: 41x2 R.Def: 9 Ini: 28 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini, +2 M.Def), Head (+2 M.Def), Body (+2 M.Def, +1 R.Def), Accessory (+1 Ini) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble ~~~~~~~~~~~~~~~~~~ ~Merchant Jeronim~ ~~~~~~~~~~~~~~~~~~ Class: Melee HP: 65 M.Def: 5 Att: 24 R.Def: 3 Ini: 15 Will: 2 Items: Sword (+3 Ini, +1 Att), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def), Accessory (+5 HP, +2 Will) Can Equip: Sword, L.Armor Abilities: N/A Passives: N/A ~~~~~~~~~ ~Michael~ ~~~~~~~~~ Class: Melee HP: 71 M.Def: 20 Att: 43 R.Def: 23 Ini: 17 Will: 1 Items: Sword (+3 Ini, +1 Att, +1 Will), Shield (+2 M.Def/R.Def), Head (+4 M.Def, +3 R.Def), Body (-3 Ini, +5 M.Def, +3 R.Def), Accessory (+5 R.Def) Can Equip: Sword, Axe, War Pick, Mace, Lance, M.Armor, Shield Abilities: Defense Stance Passives: Noble, Silver Weapon ~~~~~~~~~~ ~Milvinus~ ~~~~~~~~~~ Class: Magic HP: 109 M.Def: 6 SP: 196 R.Def: 5 Ini: 40 Will: 52 Items: Rod (+5 HP, +15 SP), Head (+15% Ini, +15% SP), Body (+5 HP, +1 M.Def, +15% SP), Accessories (+5 HP, -5% HP, +10% SP, +5 Ini, +2 Will) Can Equip: Rods, Cloths Abilities: Meditation Passives: Fearless, Impious, Evasion, Regeneration Spells: Fear, Willpower Suppression, Evocation, Pentagram of Protection ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Olle von Blicksee (Rothwald)~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 76 M.Def: 17 Att: 48x2 R.Def: 10 Ini: 33 Will: 0 Items: Sword (+6 Ini, +4 Att), Dagger (+1 Ini, +1 Att), Head (+1 M.Def), Body (+1 Ini, +1 Att, +4 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Olle von Blicksee (Windfeld)~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 75 M.Def: 11 Att: 39x2 R.Def: 9 Ini: 27 Will: 0 Items: Sword (+3 Ini, +1 Att), Dagger (+1 Ini), Head (+1 M.Def), Body (+2 M.Def, +1 R.Def) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Noble ~~~~~~~~ ~Otilia~ ~~~~~~~~ Class: Magic HP: 60 M.Def: 0 SP: 52 R.Def: 0 Ini: 15 Will: 1 Items: Rod (+2 SP) Can Equip: Rod, Cloths Abilities: Meditation Passives: Noble Spells: Adhesion, Confound, Evil Eye, Dismount Foe ~~~~~~~~~~~~~~~~~ ~Paulien Piemont~ ~~~~~~~~~~~~~~~~~ Class: Melee HP: 97 M.Def: 33 Att: 57 R.Def: 32 Ini: 26 Will: 5 Items: Sword (+3 Ini, +1 Att), Shield (-1 Ini, +5 M.Def, +6 R.Def), Head (+4 M.Def, +3 R.Def), Body (-4 Ini, +7 M.Def/R.Def), Accessory (+2 Will), Lance (-2 Ini, +4 M.Att), Horse (+15 HP, +10 ), Horse Equip (+2 M.Def, +1 R.Def) Can Equip: Sword/2H Sword, Mace/Hammer, Halberd, Lance, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, God's Warrior, Fearless ~~~~~~~~~~~~~~~~~~~~~~ ~Pauls von Klippe~ ~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 90 M.Def: 24 Att: 56 R.Def: 20 Ini: 28 Will: 0 Items: Axe (-3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (+4 M.Def, +3 R.Def), Body (-1 Ini, +6 M.Def, +4 R.Def), Lance (+1 Ini, +3 Att), Horse (+15 HP, +10 Ini), Horse Equip (+3 M.Def, +2 R.Def) Can Equip: Sword, Axe/Halberd, War Pick, Mace, Lance, H.Armor, Shield Abilities: Powerful Strike, Defense Stance Passives: Marauder, Ambusher ~~~~~~~~~~~~~~~~~ ~Peter the Giant~ ~~~~~~~~~~~~~~~~~ Class: Melee HP: 80 M.Def: 20 Att: 57 R.Def: 21 Ini: 21 Will: 2 Items: Spear (+5 Att, +10% Ini), Head (-1 Ini, +5 M.Def, +4 R.Def), Body (+5 M.Def, +2 R.Def), Accessory (+5 R.Def) Can Equip: Sword, Axe, Spear, M.Armor, Shield Abilities: Counterattack Passives: Guard, Rugged Helmet ~~~~~~~~~~~~~~~~~~~ ~Philip the Reaper~ ~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 88 M.Def: 32 Att: 58 R.Def: 29 Ini: 22 Will: 2 Items: Sword (+3 Ini, +1 Att), Shield (+4 M.Def/R.Def), Head (+6 M.Def/R.Def, +1 Will, -10% Ini), Body (+4 M.Def, +1 R.Def), Accessory (+3 HP) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack, Rugged Helmet ~~~~~~~~~~~ ~Ragnbolda~ ~~~~~~~~~~~ Class: Magic HP: 88 M.Def: 5 SP: 87 R.Def: 9 Ini: 23 Will: 5 Items: Staff (+3 Ini, +1 M.Def/R.Def, +6 SP), Head (+8 HP, -10% Ini), Body (+2 Ini, +1 M.Def, +8% SP), Accessories (+5 HP/SP, +1 Ini, +5 R.Def) Can Equip: Staff, Rod, Cloths Abilities: Meditation Passives: Impious, Night Vision, Ambush, Regeneration Spells: Adhesion, Confound, Evil Eye, Dismount Foe, Magical Illness ~~~~~~~~~~~~~~~~~~~ ~Ramieg the Weasel~ ~~~~~~~~~~~~~~~~~~~ Class: Ranged HP: 80 M.Def: 17 Att: 44 R.Def: 14 Ini: 14 Will: 0 Items: Bow (-12 Ini, +10 Att), Arrows (+2 Att), Body (-1 Ini, +6 M.Def, +4 R.Def), Head (-1 Ini, +5 M.Def, +4 R.Def) Can Equip: Bow, Crossbow, M.Armor Abilities: Aimed Shot, Penetrating Shot Passives: Noble, Rugged Helmet ~~~~~~~~~~~ ~Red Bestl~ ~~~~~~~~~~~ Class: Ranged HP: 62 M.Def: 8 Att: 19x2 R.Def: 5 Ini: 20 Will: 0 Items: Bow (+3 Ini, +1 Att), Arrows (+2 Att), Head (+1 M.Def/R.Def), Body (+4 M.Def, +1 R.Def), Accessory (+2 HP) Can Equip: Bow, L.Armor Abilities: N/A Passives: Mob, Ambusher ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Reinhardt von Wolfenboden~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 117 M.Def: 37 Att: 64 R.Def: 36 Ini: 28 Will: 1 Items: Sword (+3 Ini, +1 Att), Shield (+3 M.Def/R.Def), Head (+4 M.Def, +2 R.Def), Body (-5 Ini, +8 M.Def/R.Def) Accessory (+5 HP), Lance (+1 Ini, +6 M.Att), Horse (+25 HP, +12 Ini, +6 M.Att, +5 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, Rugged Armor ~~~~~~~~~~~~~~~~~~~~ ~St. Landary (Pole)~ ~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 400 M.Def: 26 Att: 76 R.Def: 26 Ini: 1 Will: 26 Items: Hammer (+150 HP), Head (+5% Will) Can Equip: Hammer, Clothes Abilities: N/A Passives: Stone, Night Vision, Fearless, God's Warrior, Stunning Blow ~~~~~~~~~ ~Stephan~ ~~~~~~~~~ Class: Melee HP: 75 M.Def: 26 Att: 50 R.Def: 24 Ini: 10 Will: 0 Items: War Pick (-2 Ini, +5 Att), Shield (+2 M.Def/R.Def) Head (-1 Ini, +5 M.Def/R.Def), Body (-2 Ini, +5 M.Def, +3 R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Fearless ~~~~~~~~~~~~~~~~~~~~~ ~Swift-Footed Mathis~ ~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 85 M.Def: 23 Att: 49 R.Def: 23 Ini: 29 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (+2 M.Def/R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def), Lance (+2 Att), Horse (+10 HP, +15 Ini, +2 Att) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Powerful Strike, Defense Stance Passives: Marauder, Ambusher, Ramming Attack ~~~~~~~~~~~~~~~~~~~ ~Toman von Fichten~ ~~~~~~~~~~~~~~~~~~~ Class: Ranged HP: 72 M.Def: 11 Att: 33x2 R.Def: 8 Ini: 30 Will: 1 Items: Bow (+2 Att, +20% Ini), Arrows (+2 Att, +1 Will), Body (-1 Ini, +5 M.Def, +2 R.Def) Can Equip: Bow, Crossbow, M.Armor Abilities: Aimed Shot, Penetrating Shot Passives: Noble, Ambusher, Silver Weapon ~~~~~~~~~~~~~~~~~~~ ~Ullin the Trapper~ ~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 83 M.Def: 34 Att: 63 R.Def: 31 Ini: 8 Will: 5 Items: 2H Sword (-9 Ini, +12 Att, +3% Att), Head (-2 Att, +8 M.Def/R.Def, -20% Ini), Body (-4 Ini, +7 M.Def/R.Def), Accessories (+3 HP, +5% Att, +1 M.Def, +2 Will) Can Equip: Sword/2H Sword, Mace/Hammer, Halberd, Lance, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, God's Warrior, Fearless, Rugged Helmet ~~~~~~~~~~~~~~~~~~~~ ~Ulrich von Fichten~ ~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 80 M.Def: 19 Att: 47x2 R.Def: 15 Ini: 31 Will: 1 Items: Sword (+6 Ini, +5 Att), Dagger (+1 Ini), Body (-3 Ini, +5 M.Def, +4 R.Def), Accessory (+3 M.Def) Can Equip: Sword, Dagger, M.Armor Abilities: Parry, Powerful Strike Passives: Noble, Fearless ~~~~~~~~~~~~~~~~~~ ~Unsleeping Count~ ~~~~~~~~~~~~~~~~~~ HP: 10 M.Def: 30 Att: 150 R.Def: 30 Ini: 115 Will: 30 Items: Horse (+15 Ini) Can Equip: Lance, H.Armor Abilities: N/A Passives: Master Horseman, Disincarnating, Undead, Ghost Form Recruit: N/A XP to Next: 5000 ~~~~~~~~~~~~~~~~~~~~ ~Ursula von Fichten~ ~~~~~~~~~~~~~~~~~~~~ Class: Magic HP: 66 M.Def: 5 SP: 114 R.Def: 2 Ini: 22 Will: 9 Items: Rod (+1 Ini, +5 SP), Head (+15% Ini, +15% SP), Body (+5 SP, +2 Will), Accessories (+5 HP, +3 M.Def, +4 Will, -5% HP, +10% SP) Can Equip: Rod, Cloths Abilities: Meditation Passives: Noble, Fearless, Power Source, Power Replenishing Spells: Fear, Willpower Suppression, Evocation, Damnation of Solomon ~~~~~~~~~~~~~~~ ~Vicar Norbert~ ~~~~~~~~~~~~~~~ Class: Melee HP: 75 M.Def: 18 Att: 54 R.Def: 15 Ini: 8 Will: 11 Items: Hammer (-12 Ini, +14 Att, +2 Will), Head (+5 M.Def, +4 R.Def), Body (-2 Ini, +5 M.Def, +3 R.Def), Accessories (+4 Will) Can Equip: Mace/Hammer, M.Armor, Shield Abilities: Powerful Strike Passives: Preacher, God's Warrior, Fearless, Blessed Weapon ~~~~~~~~ ~Walter~ ~~~~~~~~ HP: 75 M.Def: 16 Att: 38x2 R.Def: 14 Ini: 12 Will: 1 Items: Sword (+6 Ini, +2 Att), Dagger (+1 Ini, +1 M.Att), Head (+15% Ini), Body (+5 M.Def, +2 R.Def), Accessories (+3 M.Def, +5 R.Def, +1 Will) Can Equip: Sword, Dagger, L.Armor Abilities: Parry Passives: Ambusher, Poison Strike, Fearless, Evasive ~~~~~~~~~~~~~~~~~~~~~~~~~ ~Wendel of Schattenforst~ ~~~~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 80 M.Def: 25 Att: 56 R.Def: 25 Ini: 7 Will: 3 Items: 2H Sword (-9 Ini, +11 Att), Head (-1 Ini, +5 M.Def/R.Def), Body (-3 Ini, +5 M.Def/R.Def), Accessory (+5 HP, +2 Will) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, Fearless ~~~~~~~~~~~~~~~~~~~~ ~Wilhelm Grossenhof~ ~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 87 M.Def: 30 Att: 47 R.Def: 31 Ini: 25 Will: 0 Items: Sword (+3 Ini, +1 Att), Shield (-1 Ini, +5 M.Def, +6 R.Def), Head (-1 Ini, +5 M.Def/R.Def), Body (-4 Ini, +7 M.Def/R.Def), Accessory (+3 Ini), Lance (+2 Att), Horse (+15 HP, +10 Ini) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike, Cover Passives: Noble, Ramming Attack ~~~~~~~~~~~~~~~~~ ~Wolfgang Foster~ ~~~~~~~~~~~~~~~~~ Class: Melee HP: 85 M.Def: 26 Att: 49x2 R.Def: 15 Ini: 37 Will: 1 Items: Sword (+4 Ini, +3 Att), Dagger (+1 Ini, +2 M.Def), Head (+5 M.Def, +4 R.Def), Body (+2 Ini, +2 M.Att, +4 M.Def, +1 R.Def), Accessories (+5 HP, +3 Ini, +1 Will) Can Equip: Sword, Dagger, M.Armor Abilities: Parry, Powerful Strike Passives: Noble, Fearless ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~Yeklin Merman von Kleinensee~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Class: Melee HP: 115 M.Def: 42 Att: 71 R.Def: 42 Ini: 25 Will: 2 Items: Sword (+3 Ini, +1 Att), Shield (+4 M.Def/R.Def), Head (+6 M.Def/R.Def, +1 Will, -10% Ini), Body (-5 Ini, +8 M.Def/R.Def), Accessory (+2 M.Att/M.Def/R.Def), Lance (+1 Ini, +6 M.Att), Horse (+30 HP, +10 Ini, +5 M.Att, +5 M.Def/R.Def) Can Equip: All Melee Weapons, H.Armor, L.Shield Abilities: Defense Stance, Powerful Strike Passives: Noble, Ramming Attack, Fearless, Rugged Helmet, Rugged Armor ~~~~~~~~ ~Zmiter~ ~~~~~~~~ Class: Melee HP: 175 M.Def: 37 Att: 96 R.Def: 34 Ini: 7 Will: 9 Items: Hammer (Ini = 3, +20 M.Att, +2 Will), Head (+4 M.Def, +3 R.Def), Body (-1 Ini, +6 M.Def, +4 R.Def), Accessories (+5 HP, +6 Att, +5 Ini, +2 M.Def/R.Def) Can Equip: Hammer, H.Armor Abilities: Powerful Strike Passives: Hercules, Terrifying, Fearless, Blood Rage, Stunning Blow =========== +Equipment+ =========== ---------------------------------- e1x. Weapons ---------------------------------- ~~~~~~ ~Axes~ ~~~~~~ Battleaxe (45g): -3 Ini, +2 M.Att Light Battleaxe (77g): -1 Ini, +2 M.Att Sharp Battleaxe (82g): -3 Ini, +3 M.Att "Bearded" Axe (255g): +5 M.Att, -40% Ini Silver Axe (428g): -2 Ini, +3 M.Att, +1 Will, Silver Weapon Decorated Poleaxe (500g): +6 M.Att, -40% Ini Heavy Poleaxe (950g): +4 M.Att, -50% Ini, Stunning Blow Heavy Axe (1065g): +5 M.Att, -50% Ini, Stunning Blow "Grief" Poleaxe (3700g): +6 M.Att, -20% Ini, Vampiric Blow, Magic Weapon ~~~~~~~~~~~ ~War Picks~ ~~~~~~~~~~~ Rusty Pickaxe (5g): -2 Ini Crowbill (42g): +2 M.Att Pickaxe (80g): +3 M.Att Heavy Pickaxe (170g): -2 Ini, +5 M.Att Silvered Crowbill (388g): +3 M.Att, +1 Will, Silver Weapon Infantry Pickaxe (490g): +6 M.Att "Avenging Hand" Pickaxe (1250g): -1 Ini, +5 M.Att, Stunning Blow "Crow's Beak" Pickaxe (1680g): +6 M.Att, Penetrating Blow ~~~~~~~ ~Maces~ ~~~~~~~ Rusty Mace (5g): -4 Ini, +1 M.Att Blacksmith Hammer (18g): -6 Ini, +2 M.Att Mace (38g): -2 Ini, +2 M.Att Steel Flanged Mace (75g): +3 M.Att, -20% Ini Massive Mace (105g): +4 M.Att, -40% Ini Golden Mace (264g): -3 Ini, +5 M.Att, +1 Will Spiked Mace (378g): -3 Ini, +2 M.Att, Stunning Blow Holy Spirit Mace (940g): -2 Ini, +5 M.Att, +1 Will, Blessed Weapon "Morning Star" Mace (1205g): -3 Ini, +3 M.Att, Penetrating Blow Enchanted Mace (1720g): -3 Ini, +5 M.Att, +1 Will, Magic Weapon ~~~~~~~~ ~Spears~ ~~~~~~~~ Boar Spear (5g): +1 M.Att Forked Spear (26g): +2 M.Att Spear (35g): +3 M.Att Light Spear (76g): +1 Ini, +3 M.Att Infantry Spear (150g): -2 Ini, +5 M.Att Blued Spear (380g): +5 M.Att, +10% Ini Blessed Spear (486g): +4 M.Att, +1 Will, Blessed Weapon "Winged" Spear (680g): +1 Ini, +4 M.Att, Evasive ~~~~~~~~ ~Swords~ ~~~~~~~~ Rusty Sword (5g): +1 Ini Dull Sword (6g): +1 Ini, +1 M.Att Sword (43g): +4 Ini, +1 M.Att Sharp Sword (80g): +3 Ini, +2 M.Att Damask Sword (140g): +4 Ini, +3 M.Att Balanced Sword (170g): +3 M.Att, +30% Ini Damasc Sword (170g): +3 Ini, +4 M.Att Falchion (195g): +1 Ini, +5 M.Att Knight's Sword (352g): +6 Ini, +5 M.Att Assassin's Sword (445g): +3 Ini, +2 M.Att, Poisoned Weapon Fencer's Sword (740g): +6 Ini, +2 M.Att, Evasive Consecrated Sword (1050g): +5 Ini, +4 M.Att, Blessed Weapon Sword Cora (1560g): +3 Ini, +4 M.Att, Penetrating Blow ~~~~~~~~~ ~Daggers~ ~~~~~~~~~ Dagger (55g): +1 Ini, +1 M.Def Sharp Dagger (88g): +1 Ini, +1 M.Att Knife (148g): +1 Ini, +2 M.Def Dagger (195g): +1 Ini, +1 M.Att, +2 M.Def Duel Dagger (210g): +2 Ini, +1 M.Att, +2 M.Def Silver Dagger (365g): +1 Ini, +1 Will, Silver Weapon Poisoned Dagger (592g): +1 Ini, Poisoned Weapon ~~~~~~~~~~ ~Halberds~ ~~~~~~~~~~ Rusty Halberd (12g): -10 Ini, +6 M.Att Halberd (40g): -10 Ini, +8 Att Guisarme-Halberd (92g): -6 Ini, +8 Att Guard Halberd (93g): -9 Ini, +9 M.Att Guisarme (142g): -6 Ini, +9 M.Att Combat Scythe (240g): -8 Ini, +8 M.Att, +3% M.Att Royal Guard Halberd (315g): -10 Ini, +12 M.Att Ceremonial Halberd (720g): -10 Ini, +9 M.Att, +1 Will, Fearless Enchanted Halberd (1065g): -9 Ini, +10 M.Att, Magic Weapon ~~~~~~~~~ ~Hammers~ ~~~~~~~~~ St. Landary's Staff (0g): +150 HP, Stunning Blow Iron Fist (0g): Ini = 3, +20 M.Att, +2 Will, Stunning Blow Rusty Hammer (30g): -12 Ini, +9 M.Att Warhammer (57g): -12 Ini, +13 M.Att Battle Hammer (93g): -12 Ini, +14 M.Att Light Hammer (136g): -8 Ini, +12 M.Att Inquisitors' Hammer (310g): -12 Ini, +14 M.Att, +2 Will Handy Warhammer (325g): -10 Ini, +15 M.Att Handy Battle Hammer (380g): -11 Ini, +16 M.Att "Heaven's Wrath" Hammer (3400g): Ini = 5, +16 M.Att, +1 Will, Blessed Weapon, Stunning Blow ~~~~~~~ ~Pikes~ ~~~~~~~ Pike (30g): -1 Ini, +2 M.Att Heavy Pike (174g): -2 Ini, +4 M.Att Guard's Pike (244g): +4 M.Att, +1 M.Def Guard's Pike (335g): -1 Ini, +5 M.Att, +10% M.Def Silver Pike (350g): +3 M.Att, +1 Will, Silver Weapon Corseque (438g): +2 M.Def, +10% M.Att Pike (1770g): -2 Ini, +5 M.Att, Penetrating Blow ~~~~~~~~~~~~~~~~~~~ ~Two-Handed Swords~ ~~~~~~~~~~~~~~~~~~~ Rusty Two-Handed Sword (25g): -10 Ini, +7 M.Att Rusty Flamberge (30g): -10 Ini, +8 M.Att, +3% M.Att Two-Handed Sword (105g): -10 Ini, +10 M.Att Claymore (150g): -5 Ini, +8 M.Att Damasc Two-Handed Sword (156g): -8 Ini, +11 M.Att Flamberge (385g): -10 Ini, +12 M.Att, +5% M.Att Burkhart's the Fierce Sword (2300g): -10 Ini, +13 M.Att, Magic Weapon ~~~~~~ ~Bows~ ~~~~~~ Short Bow (5g): +1 Ini Bow (26g): +2 Ini Bow with Reinforced Arcs (74g): +1 Ini, +1 R.Att Recurve Bow (120): +3 Ini, +1 R.Att Reinforced Bow (173g): +1 Ini, +2 R.Att Horn Reinforced Bow (270g): +2 Ini, +3 R.Att Horn Composite Bow (290g): +3 Ini, +3 R.Att Splendid Hunting Bow (410g): +2 R.Att, +20% Ini, Ambusher Composite Bow (530g): +4 R.Att "Fail-Not" Bow (2445g): +4 Ini, +4 R.Att, Penetrating Blow ~~~~~~~~~~~ ~Crossbows~ ~~~~~~~~~~~ Crossbow (50g): -12 Ini, +10 R.Att Light Crossbow (118g): -10 Ini, +11 R.Att Reinforced Crossbow (136g): -12 Ini, +13 R.Att Hunter's Crossbow (308g): -10 Ini, +12 R.Att, Ambusher Elegant Crossbow (385g): -10 Ini, +14 R.Att Heavy Crossbow (400g): Ini = 5, +16 R.Att, -10% M.Def "Epiphany" Crossbow (2110g): -11 Ini, +14 R.Att, Magic Weapon ~~~~~~~~ ~Arrows~ ~~~~~~~~ Regular Arrows (5g): +1 R.Att Arrows (42g): +2 R.Att Serrated Arrows (105g): +3 R.Att Consecrated Arrows (628g): +2 R.Att, Blessed Weapon Poisoned Arrows (820g): +1 R.Att, Poisoned Weapon Enchanted Arrows (960g): +1 R.Att, Magic Weapon Armor-Piercing Arrows (1530g): +2 R.Att, Penetrating Blow ~~~~~~~~ ~Staves~ ~~~~~~~~ Oak Staff (5g): +1 M.Def Ash Staff (35g): +1 M.Def, +2 SP Priest's Staff (90g): +1 M.Def, +7 SP Staff with Green Stone (144g): +2 Ini, +10% SP) Witch's Staff (388g): +1 Ini, +1 M.Def, +2 R.Def, +8 SP, Ambusher, Pagan Ritual Staff (408g): +1 M.Def, +8% SP, Power Source Bishop's Staff (1210g): +1 M.Def, +20 SP, +2 Will, Fearless ~~~~~~~ ~Books~ ~~~~~~~ Nature of Magic (26g): +2 SP Old Grimoir (80g): +3 HP, +4 SP Arbatel's Magic (100g): +1 Ini, +5 SP Holy Scripture (105g): +5 SP, +30% Will, Holy Grimoirium Verum (138g): +3 HP, +8 SP, Pagan Heptameron (284g): +5 HP, +10 SP, +1 Will Moriae Encomium (390g): +5 SP, +2 Will, +20% Ini Eternal Gospel (650g): +12 SP, +50% Will, Holy ~~~~~~ ~Rods~ ~~~~~~ Rod with Stone (26g): +2 SP Decorated Rod (85g): +1 Ini, +5 SP Ritual Rod (398g): +8% SP, Power Source Golden Rod (550g): +5 SP, +12% SP Rod with Onyx (760g): +2 SP, +10% SP, Nocturnal Combat Druid's Rod (770g): +5 HP, +1 Will, +8% SP, Regeneration "Beast" Wand (3400g): +5 HP, +15 SP, Regeneration, Evasive ---------------------------------- e2x. Armor ---------------------------------- ~~~~~~~ ~Cloth~ ~~~~~~~ Pole (0g): +5% Will Hat (20g): +5% Ini Scholar's Beret (65g): +2 SP, +5% Ini Fancy Hat (79g): +15% Ini Wiseman's Hat (75g): +5 SP Biretta (145g): +2 HP, +1 Ini, +6 SP, Holy Scientist's Chaperone (258g): +10% Ini, +15% SP Cardinal's Birette (570g): +2 HP, +1 Ini, +10 SP, +1 Will, Holy Silver Crown (715g): +1 Will, +10% Ini, +10% SP, Fearless Cloak (25g): +1 M.Def Scholar's Clothes (90g): +2 Ini, +1 M.Def, +2 SP Splendid Clothes (124g): +2 Ini, +1 M.Def, +1 Will Wiseman's Clothes (133g): +1 M.Def, +6 SP Luxurious Clothes (172g): +3 Ini, +1 M.Def, +1 Will Magician's Cloak (320g): +2 Ini, +1 M.Def, +12% SP Priestly Vestment (484g): +8 SP, +1 Will, Fearless, Holy Ritual Clothes (740g): +5 SP, +2 Will, Power Source Necromancer's Cloak (1570g): +5 HP, +1 M.Def, +15% SP, Regeneration, Fearless Gobniu's Shirt (1980g): +7 M.Def, +5 R.Def, +2 Will, Regeneration ~~~~~~~ ~Light~ ~~~~~~~ Rusty Helm (5): +1 M.Def Noble Hat (27g): +1 M.Def Leather Helm (27g) +1 M.Def/R.Def Chainmail Coif (34g): +2 M.Def Riveted Coif (82g): +3 M.Def, +1 R.Def Kettle Helm (106g): +3 M.Def/R.Def Cabaset (158g): +4 M.Def, +3 R.Def Huntsman's Hat (810g): +1 R.Att, +1 M.Def/R.Def, Ambusher Pestilential Mask (890g): +8 HP, -10% Ini, Regeneration, Unholy Enchanted Kettle Helm (910g): +3 M.Def, +2 R.Def, Nocturnal Combat Thick Jacket (5g): +1 M.Def Old Leather Jacket (15g): +2 M.Def Leather Armor (36g): +2 M.Def, +1 R.Def Padded Jacket (45g): +3 M.Def Leather Jacket with Plates (88g): +3 M.Def, +2 R.Def Leather Brigandine (108g): +3 M.Def, +1 R.Def Leather Gambeson (190g): +5 M.Def, +2 R.Def Duel Jerkin (224g): +1 Ini, +1 M.Att, +4 M.Def, +1 R.Def Dueling Jerkin (410g): +2 Ini, +2 M.Att, +4 M.Def, +1 R.Def Huntsman's Jacket (960g): +2 R.Att, +2 M.Def, +1 R.Def, Ambusher ~~~~~~~~ ~Medium~ ~~~~~~~~ Rusty Salad (5g): +2 M.Def, +1 R.Def Sallet (58g): +4 M.Def, +3 R.Def Salad (96g): +4 M.Def/R.Def Barbute (110g): +5 M.Def, +4 R.Def Ranged Attack Sallet (180g): +1 R.Att, +3 M.Def/R.Def Bascinet (414g): -1 Ini, +5 M.Def, +4 R.Def, Rugged Helmet "Insight" Helmet (1090g): +5 M.Def, +3 R.Def, Nocturnal Combat Rusty Chainmail (9g): -2 Ini, +4 M.Def, +1 R.Def Chainmail (65g): -2 Ini, +5 M.Def, +2 R.Def Riveted Mail (104g): -2 Ini, +5 M.Def, +3 R.Def Light Chainmail (107g): -1 Ini, +5 M.Def, +2 R.Def Brigandine (150g): -3 Ini, +5 M.Def, +4 R.Def Splendid Brigandine (242g): -1 Ini, +6 M.Def, +4 R.Def Brigantine with Plackart (810g): -3 Ini, +5 M.Def, +4 R.Def, Rugged Armor ~~~~~~~ ~Heavy~ ~~~~~~~ Simple Armet (74g): -1 Ini, +5 M.Def/R.Def Armet (212g): +7 M.Def/R.Def, -15% Ini Tournament Helm (-2 M.Att, +8 M.Def/R.Def, -20% Ini, Rugged Helmet Knight's Armet (480g): +6 M.Def/R.Def, +1 Will, -10% Ini, Rugged Helmet Chief's Armet (1170g): +5 HP, +6 M.Def/R.Def, +1 Will, -10% Ini, Ambush Helmet of Horror (1920g): +7 M.Def/R.Def, -10& Ini, Fear Gunther the Proud's Helmet (2420g): +5 HP, +7 M.Def/R.Def, -2 Will, -5% Ini, Rugged Helmet, Unholy Rusty Armor (10g): -5 Ini, +5 M.Def, +4 R.Def Breastplate (50g): -3 Ini, +5 M.Att/R.Att Steel Cuirass (112g): -4 Ini, +6 M.Def/R.Def Cuirass with Gorget (186g): -4 Ini, +7 M.Def/R.Def Tournament Armor (261g): -6 Ini, -2 M.Att, +10 M.Def/R.Def Full Armor (267g): -5 Ini, +8 M.Def/R.Def Paladin's Armor (426g): -4 Ini, +1 M.Att, +7 M.Def/R.Def, +1 Will Solid Armor (1185g): -5 Ini, +8 M.Def/R.Def, Rugged Armor Gunther the Proud's Armor (2230g): -5 Ini, +7 M.Def/R.Def, -2 Will, Regeneration, Unholy "Blank" Helm (2920g): +8 M.Def/R.Def, +1 Will, -15% Ini, Nocturnal Combat, Fearless ~~~~~~~~~ ~Shields~ ~~~~~~~~~ Old Heater Shield (7g): +1 M.Def/R.Def Rusty Rondache (18g): +1 M.Att, +3 M.Def, +1 R.Def Wooden Heater Shield (52g): +3 M.Def/R.Def Rondache (92g): +1 M.Att, +3 M.Def, +1 R.Def Tagged Heater Shield (96g): +4 M.Def/R.Def Steel Heater Shield (115g): -1 Ini, +5 M.Def, +4 R.Def Fortified Heater Shield (392g): +3 M.Def/R.Def, Rugged Armor Paladin's Shield (520g): +4 M.Def/R.Def, +2 Will Dueling Rondache (590g): +1 Ini, +3 M.Att, +3 M.Def, +2 R.Def Duel Rondache (610g): +1 Ini, +2 M.Att, +4 M.Def, +2 R.Def "Goswhit" Shield (1200g): +1 M.Att, +5 M.Def/R.Def, Fearless ~~~~~~~~~~~~~~~ ~Large Shields~ ~~~~~~~~~~~~~~~ Infantry Shield (72g): -3 Ini, +6 M.Def, +7 R.Def Lightweight Infantry Shield (107g): -1 Ini, +5 M.Def, +6 R.Def Spiked Infantry Shield (326g): -4 Ini, +1 M.Att, +7 M.Def, +8 R.Def Steel Shield with Thorn (380g): -4 Ini, +2 M.Att, +7 M.Def, +8 R.Def Steel Infantry Shield (952g): -4 Ini, +7 M.Def, +8 R.def, Rugged Armor Heavy Steel Shield (1115g): Ini = 5, +7 M.Def, +8 R.Def, Stunning Blow ~~~~~~~~~ ~Pavises~ ~~~~~~~~~ Pavise (52g): +1 R.Att, +8 R.Def, -20% Ini Light Pavise (65g): +1 R.Att, +7 R.Def, -5% Ini Solid Pavise (130g): +2 R.Att, +1 M.Def, +10 R.Def, -20% Ini Pavise with Support (254g): +4 R.Att, +10 R.Def, -20% Ini ---------------------------------- e3x. Accessories ---------------------------------- Black Necklace (0g): -5 Will, -20% HP, Regeneration Feline Mirror (0g): +10% Ini, Nocturnal Combat, Silver Weapon Fichtens' Signet (0g): +10% Ini, +10% R.Def, Poisoned Weapon Paladin's Belt (0g): +1 M.Def/R.Def, +3 Will, Fearless Red Wolves' Symbol (0g): +10% M.Att, +10% M.Def St. Kilian's Icon (0g): -5 Will, -25% HP, Power Source St. Kilian's Image (0g): +2 Will, +10% HP, Power Source Charmed Ring (10g): +2 HP Enchanted Ring (20g): +3 HP Rafael's Pentacle (75g): +5 HP, Unholy Ring with Black Agate (700g): -1 Will, -10% HP, Vampiric Blow, Unholy Bear Claw (25g): +1 M.Att, Unholy Picture of St. George the Conqueror (224g): +2 M.Att/R.Att/M.Def/R.Def, Holy Knight's Glove (320g): +1 M.Def, +5% M.Att Robber's Sign (590g): +1 M.Att/R.Att, Ambusher, Unholy Knight's Chain (660g): +2 Ini, +4 M.Att Poisoner Ring (700g): Poisoned Weapon, Unholy Archer's Ring (40g): +1 R.Att Bowman Bracelet (110g): +2 R.Att Copper Pendant (20g): +5% SP Copper Amulet (30g): +1 HP, +5% SP Ring of Merkabah (90g): +5 SP, Unholy Ring (220g): +2 Will, -5% HP, +10% SP, Unholy Magician Star (450g): -5 M.Def/R.Def, +15 SP, Unholy Fox Fang (23g): +1 Ini, Unholy Hawk Ring (85g): +3 Ini "Cat's Eye" Amulet (750g): Nocturnal Combat Rabbit Foot (29g): +1 M.Def/R.Def, Unholy Amulet of Samael (82g): +3 M.Def, Unholy Protection from Arrows (380g): +5 R.Def, Unholy Alchemist Amulet (800g): +6 M.Def/R.Def, +2 Will, -20% HP, Unholy Hallows (2110g): +5 M.Def/R.Def, +3 Will, Blessed Weapon, Saintly Damned Relics (2255g): +5 M.Def/R.Def, -3 Will, Vampiric Blow, Devilish Lazar's Amulet (5g): -1 Will, Unholy Simple Cross (26g): +1 Will, Holy Silver Ring (30g): +1 Will Amulet (30g): +2 SP, Holy Amulet (34g): +1 SP, +1 Will, Holy Holy Picture of Gregory the Wonderworker (80g): +2 Will, Holy Signet of the Traders Guild (220g): +5 HP, +2 Will Censer (250g): -2 Ini, +7 SP, +1 Will, Holy Censer (310g): -2 Ini, +10 SP, +1 Will, Holy Consecrated Ring (388g): +1 Will, Fearless Silver Cross (400g): +2 Will, Blessed Weapon, Holy ---------------------------------- e4x. Equestrian ---------------------------------- ~~~~~~~~ ~Horses~ ~~~~~~~~ Horse (200g): +15 HP, +10 Ini Arabian Horse (260g): +10 HP, +15 Ini, +2 M.Att Battle Horse (320g): +22 HP, +11 Ini, +3 M.Att, +2 M.Def/R.Def Heavy War Steed (450g): +30 HP, +6 Ini, +5 M.Att, +3 M.Def/R.Def Knight's Horse (700g): +30 HP, +10 Ini, +5 M.Att, +5 M.Def/R.Def Chivalrous Steed (725g): +25 HP, +12 Ini, +6 M.Att, +5 D.Def/R.Def Work Horse (1450g): +15 HP/Ini, +3 M.Att, +1 M.Def/R.Def, Master Horseman ~~~~~~~~~~~~~~~~~ ~Horse Equipment~ ~~~~~~~~~~~~~~~~~ Bridle (85g): +2 Ini Heavy Bridle-Strap (89g): +2 M.Def, +1 R.Def Decorated Bridle-Strap (210g): +3 M.Def, +2 R.Def Convenient Saddle (245g): +1 Balance Knight's Saddle (470g): +1 Ini, +5% M.Att, +1 Balance Magic Stirrups (1400g): Master Horseman ~~~~~~~~ ~Lances~ ~~~~~~~~ Rusty Chivalry Lance (8g): +1 M.Att Rusted Knight's Lance (14g): +3 M.Att Chivalry Lance (45g): +2 M.Att Horse Pike (77g): +3 M.Att Balanced Chivalry Lance (95g): +1 Ini, +3 M.Att Steel Chivalry Lance (150g): -2 Ini, +4 M.Att Tournament Pike (280g): +2 Ini, +1 M.Att, Stunning Blow Lance (345g): +1 Ini, +6 M.Att Knight's Pike (440g): +1 Ini, +7 M.Att "God's Will" Lance (980g): +1 Ini, +5 M.Att, Blessed Weapon Moon Lance (1130g): +1 Ini, +6 M.Att, +1 Will, Silver Weapon Lance "Ram" (1610g): +1 M.Att, +5% M.Att, Penetrating Blow ---------------------------------- e5x. Potions ---------------------------------- ~~~~~~~~~~ ~Recovery~ ~~~~~~~~~~ Leech (0g): +5 HP Invigoration Brew (20g): +5 Ini, +10 HP Healing Potion (30g) +25 HP Regenerating Potion (50g): -1 Wound Health Potion (65g): +50 HP Healing Salve (150g): +60 HP, -1 Wound Jorgen's Potion (0g): +110 HP, -2 Wound Spirit Invigoration Potion (15g): +25 SP Potion of Spirit (40g): +50 SP ~~~~~~~~~~~ ~Offensive~ ~~~~~~~~~~~ Vitalization Infusion (25g): +3 M.Att, +5 HP Bull Power Potion (45g): +5 M.Att Samson's Potion (120g): +10 M.Att, +1 Will Eagle's Eye Potion (55g): +4 R.Att Snake Bile (100g): +10 Ini, +2 R.Att, -10 HP Holy Water (20g): +1 Will, Blessed Weapon Owl's Potion (100g): Nocturnal Combat ~~~~~~~~~~~ ~Defensive~ ~~~~~~~~~~~ Body Strengthening Potion (25g): +3 M.Def/R.Def, +5 HP Strengthening Potion (60g): +5 M.Def/R.Def Invigoration Brew (20g): +5 Ini, +10 HP Wine (15g): -1 Ini, +2 Will, +15 HP Heavy Wine (20g): -2 Ini, +5 Will, +15 HP =========== +Abilities+ =========== ---------------------------------- a1x. Active ---------------------------------- __________ |Aimed Shot| Skip turn to increase the next attack's Damage by 150%. Must have a bow equipped. _____________ |Counterattack| Skip turn to increase counterattack damage by 50%. Unlimited counters. Must have a spear or pike equipped. _____ |Cover| Skip turn to increase adjacent allies' Melee Defense by 50% of this unit's current Melee Defense for attacks made by enemies adjacent to this unit. Must have a large shield equipped. ______________ |Defense Stance| Skip turn to get +15 Defense. __________ |Meditation| Skip turn to get +10 Spiritual Power. _____ |Parry| Skip turn to decrease incoming Melee Damage by 50%. Counterattack is disabled. Must have a sword equipped. ________________ |Penetrating Shot| Skip turn to have the next attack ignore Defense and cause Stun. Must have a crossbow equipped. _______________ |Powerful Strike| Skip turn to increase Attack by 100% for the next attack. Physical Defense is reduced by 50% until the next attack. ---------------------------------- a2x. Passive ---------------------------------- ________ |Ambusher| When in forests or swamps, Attack and Initiative are increased by 50% for the first action. _______ |Balance| Unit receives an additional Balance point while mounted. ______________ |Blessed Weapon| Deal 10 additional damage to undead and units with the Possessed effect. This damage ignores Physical Defense. __________ |Blood Rage| This unit gets an extra action if an enemy is killed by an attack. Limit of one extra action per round. ________ |Darkness| Unit's affected by this effect have -60% Initiative and -3 Willpower. Ranged units additionally have their Attack reduced by 30%. Undead and Werewolves are immune. ________ |Devilish| This item can only be used by Impious or nonhuman units. ______________ |Disincarnating| Hp is reduced by 10 each turn. _______ |Evasive| Reduce incoming Melee Damage by 30%. ____ |Fear| Adjacent hostile units become afflicted with the Fear spell effect. ________ |Fearless| Immune to the Fear effect. __________ |Ghost Form| Immune to Physical Damage. ____________ |Ghost Strike| Attacks may cause the target to skip their turn. _____________ |God's Warrior| Willpower value is added to both Attack and Defense. _____ |Guard| Increases Physical Defense by 5 when indoors. Increases Siege Defense when part of a garrison. ________ |Hercules| Physical attacks automatically inflict wounds. ____ |Holy| This item cannot be used by Impious or nonhuman units. _____________ |Ignore Arrows| Damage from incoming ranged attacks is reduced by 50%. _______ |Impious| Friendly units with the Preacher passive have their Willpower reduced by 5. ______________ |Magical Shield| If attacked in melee combat, any attackers take 25 Magic Damage. ________ |Marauder| Battle rewards are reduced by 10%. _______________ |Master Horseman| Can ride horses in swamps and forests. ___ |Mob| When there are 3 or more units with the Mob passive, each such unit receives +1 Attack per unit. ____________ |Night Vision| Immune to the Darkness passive effect. _____ |Noble| Adjacent units with the Mob passive get +10% to Melee Attack and Initiative. ________________ |Nocturnal Combat| Immune to the Darkness passive effect. ________ |Obsessed| Under the effects of the Possession and/or Blood Frenzy spells. __________ |Paw Strike| Make both a preemptive attack and a counterattck, both at 50% Attack value, whenever this unit is attacked in melee. ________________ |Penetrating Blow| This unit's attacks ignore 50% of the target's Defense rating. ________________ |Point-Blank Shot| No damage penalty for attacking adjacent targets with a ranged weapon. _____________ |Poison Strike| Enemies damaged by this unit take 20% of their maximum Health in damage at the end of each action. __________________ |Power Replenishing| Automatically restore 10% of max Spiritual Power each turn during battle. ____________ |Power Source| Automatically restore 10 Spiritual Power each turn during battle. ________ |Preacher| Other friendly units get +2 Willpower. Other friendly units with the Impious passive instead get -2 Willpower. ______________ |Ramming Attack| If an enemy is killed by a mounted attack following a move, this unit gets an extra action. Limit of one extra action per round. ____________ |Regeneration| During battle regain 10% HP at the end of each turn. After battle HP is fully restored. ____________ |Regeneration| Werewolves regain 50% HP at the end of each turn. After battle HP is fully restored. _____________ |Rugged Helmet| Incoming stunning effects are downgraded a level: Light stuns are ignored, medium stuns become light, and hard stuns become medium. ____________ |Rugged Armor| Incoming attacks from axes, war picks, and halberds penetrate 50% less Defense. _______ |Saintly| This item can only be used by units with the Preacher or God's Warrior abilities. _____________ |Silver Weapon| Physical attacks deal +50% Damage against units with Regeneration or Vampiric Blow and prevent regeneration for a turn. _____ |Stone| Immune to Poison, Stun, and magical effects. Incoming attacks made by weapons other than maces or hammers do minimal damage. _____________ |Stunning Blow| Attacks Stun the target, reducing their Attack and Initiative by 30% until the next turn. __________ |Terrifying| Adjacent hostile units become afflicted with the Fear spell effect. ______ |Undead| Immune to life reduction effects, poison, and stun. ______ |Unholy| This item cannot be used by units with the Preacher or God's Warrior abilities. _____________ |Vampiric Blow| Physical attacks made against living targets restore the attacker's HP by 30% of the attack's base Damage. _________ |Vampirism| Physical attacks made against living targets restore the attacker's HP by 30% of the attack's base Damage. ---------------------------------- a3x. Spells ---------------------------------- ________ |Adhesion| Restore Health to a friendly unit. Initiative is reduced and the healing is repeated for the next 3 turns. Amount healed is affected by the target's Willpower. ______ |Albedo| Increase target friendly unit's Willpower and heal it for 40% of its Health for each adjacent friendly unit. The Willpower boost lasts until the unit's next action. ________ |Blessing| Units affected by this spell have their Willpower increased and add an amount of Magic Damage to their attacks equal to their Willpower. Lasts 3 turns. ____________ |Blood Frenzy| Units affected by this spell become Obsessed and will get a free action every time they kill someone. Lasts 2 turns. _________________ |Brigid's Blessing| Restore Health to all friendly units. ________ |Confound| Target hostile unit's Initiative is reduced to 1 and they become unable to move. Lasts 2 turns. ____________________ |Damnation of Solomon| Units affected by this spell are invulnerable and cannot take any actions. Lasts 2 turns. ____________ |Dismount Foe| Dismount target hostile mounted unit. ________ |Evil Eye| Units affected by this spell skip their turn every time they receive healing. Lasts 3 turns. _________ |Evocation| Summons a friendly Spirit unit in target location. ________ |Exorcism| Deals damage to Undead or Possessed units. Removes all Possession-related effects. ____ |Fear| Target hostile unit has its Willpower reduced by 5, and its Initiative, Melee Attack, and Spiritual Power all reduced by 30%. Lasts 3 turns. ______________ |Forest Madness| Target hostile unit will randomly attack its allies. _______________________ |Forest Spirit Evocation| Summons a friendly Forest Spirit unit in target location. _____________ |Gift of Medbh| Units affected by this spell get an extra action every time they are healed with spells or potions. Lasts 3 turns. __________ |God's Will| Increases all friendly units' Willpower for 4 turns and adds their Willpower to their Melee Attack and Melee Defense for 2 turns. _______________ |Ignis Magnesium| Deal Magic Damage to an adjacent hostile unit. ____________ |Invigoration| Grant bonus Health to a fully healed friendly unit. Lasts 3 turns. _______ |Madness| Target hostile unit becomes Obsessed. It loses a percentage of its Defense and will randomly attack any allies. Lasts 2 turns. _______________ |Magical Illness| Units affected by this spell have their maximum Health reduced by 20% of their current HP each turn. Lasts 5 turns. _______ |Nigredo| Units under the effects of this spell have reduced Initiative and suffer additional Magic Damage every time they are physically attacked. Lasts 3 turns. ________________________ |Pentagram of Protection| Units under the effects of this spell are immune to hostile magic. __________ |Possession| Units affected by this spell become Obsessed and receive a percentage boost to both HP and Melee Attack. Melee Defense is reduced by the same percentage. Lasts 3 turns. __________ |Redemption| Remove all negative effects from a friendly unit. That unit is granted the Fearless passive for 3 turns. ___________ |Restoration| Restore Health to a friendly unit. Amount healed is affected by the target's Willpower. ______ |Rubedo| Increase target friendly unit's Melee Damage and deal magic damage to each adjacent hostile unit. The Damage boost lasts until the unit's next action. _______________ |Shield of Faith| Units affected by this spell have their Willpower increased and add their Willpower to their Melee Defense. Lasts 2 turns. ___________________ |Transmutatio Ferrum| Set a target friendly unit's Melee Defense to a static value. Lasts 3 turns. ___________________ |Transmutatio Rubigo| Units affected by this spell lose a percentage of Melee Defense each turn for the next 3 turns. The Defense reduction lasts until the end of battle. _________________ |Unholy Protection| Units affected by this spell become Possessed. Any units dealing melee damage to them take 50% of the damage themselves. Lasts 3 turns. _____ |Vigor| Target friendly unit's Initiative is increased. Lasts 3 turns. _____________________ |Willpower Suppression| Reduce target hostile unit's Willpower by a set amount. If the Willpower value becomes negative, the unit takes damage equal to its Willpower at the end of each turn. Lasts 2 turns. ____________ |Xaphan Purge| Remove all beneficial effects from target hostile unit and deal Magic Damage equal to a percentage of its max HP. ----------------------------------------------------------------------------- ~!~End~!~ -----------------------------------------------------------------------------