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T H E # O R D E R O F D A W N
----------------- # ---------------------------------------------------------
================================================
Complete Guide to SpellForce - the Order of Dawn
================================================
Version 1.01
by gaoneng
May 09, 2004
Written for the english version of pc game title
SpellForce - the Order of Dawn v1.11
This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site other than GameFAQs
or otherwise distributed publicly without advance written permission. Use of
this guide on any other web site or as a part of any public display or
publication is strictly prohibited, and a violation of copyright.
All other trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
This guide [Complete Guide to Spellforce Subquests] is currently hosted free
and unaltered on and only on:
GameFAQs [
http://www.gamefaqs.com]
If you obtained this guide from anywhere else, or if you were made to pay for
access to this guide, you should know that you are looking at an unauthorized
and illegal copy of the original guide. Contact me if this is the case.
===============================================================================
CONTENTS AT A GLANCE
===============================================================================
[MS01] Introduction
[MS02] Getting Started
[MS03] Avatar
[MS04] Races
[MS05] Campaign Walkthrough
[MS06] Miscellaneous
[MS07] Frequently Asked Questions
[MS08] Acknowledgements
[MS09] Version History
[MS10] Contact
===============================================================================
TABLE OF CONTENTS [home]
===============================================================================
[MS01] INTRODUCTION
[MS02] GETTING STARTED
[0201] > Basic Controls
[0202] > Item Hunt
[0203] > Experience Hunt
[MS03] AVATAR
[0301] > Training Your Alter Ego
[0302] > Combat Arts
[e32a] > Light Combat Arts
[e32b] > Heavy Combat Arts
[e32c] > Range Combat Arts
[0303] > Magic & Spells
[e33a] > White Magic
[e33b] > Black Magic
[e33c] > Elemental Magic
[e33d] > Mind Magic
[0304] > Character Guides
[e34a] > Fighter
[e34b] > Warrior
[e34c] > Ranger
[e34d] > Mentalist
[e34e] > Enchanter
[e34f] > Warlock
[e34h] > Black Mage
[e34i] > Elementalist
[MS04] RACES
[0401] > The Basics
[e41a] > Units
[e41b] > Resources
[0402] > Titans
[0403] > Human
[0404] > Dwarf
[0405] > Elf
[0406] > Orc
[0407] > Troll
[0408] > Dark Elf
[MS05] CAMPAIGN WALKTHROUGH
[0501] > World Map
[0502] > Chapter One - Rohen
[e52a] > Greyfell
[e52b] > Liannon
[e52c] > Eloni
[e52d] > Leafshade
[e52e] > The Shiel
[e52f] > Wildland Pass
[e52g] > End Of Chapter One
[0503] > Chapter Two - Phoenix
[e53a] > Northern Windwalls
[e53b] > Southern Windwalls
[e53c] > Stoneblade Mountain
[e53d] > Greydusk Vale
[e53e] > Howling Mounds
[e53f] > Whisper
[e53g] > Godwall
[e53h] > Mulandir
[e53i] > Farlorn's Hope
[e53j] > The Rift
[e53k] > End Of Chapter Two
[0504] > Chapter Three - Circle
[e54a] > Frost Marsh
[e54b] > Southern Godmark
[e54c] > Nightwhisper Dale
[e54d] > Breathing Forest
[e54e] > Sharrowdale
[e54f] > End Of Chapter Three
[MS06] MISCELLANEOUS
[0600] > Heroes Listing
[0601] > Plans and Runes Locations
[0602] > Fixed Spells Locations
[0603] > Merchant Listing
[0604] > Subquests Listing
[0605] > Main Quests Listing
[0606] > Links
[MS07] FREQUENTLY ASKED QUESTIONS
[MS08] ACKNOWLEDGEMENTS
[MS09] VERSION HISTORY
[MS10] CONTACT
If you are new to GameFAQs FAQs, the gibberish you see before the text are
quick-search codes. You can use the Find function in most internet browsers,
such as Internet Explorer and Mozilla, and plain text editing tools, such as
Metapad and Notepad, to quickly jump to selected sections by entering the
quick-search codes in the Find field and pressing Enter. So for example if you
want to jump to CONTACT, you can press ctrl+F, or go Edit>Find, and enter the
code [MS10] to jump straight to the CONTACT section.
To return to the TABLE OF CONTENTS, use the code [home].
===============================================================================
INTRODUCTION [MS01]
===============================================================================
Why are you reading this guide?
If you have not completed the game, or at least tried playing a bit on your
own, go away. One of the more satisfying part of gaming is finding out the
obscure facts and solving the convulated puzzles on your own. And unless you
are truly stuck somewhere, and have attempted 100 different strategies and
retries to no avail, I do not encourage you to read this, or any other, guides.
So be warned, while I tried my best to avoid including too many give-aways on
the storyline, it is impossible to keep a guide to an epic story such as this
totally spoiler free. Read at your own risk.
I repeat - read at your own risk.
The title "Complete Guide to SpellForce - the Order of Dawn" is probably a
little bit of a misnomer. I had initially planned to include full equipments
listing and character editing guides, but in the end, I realized the former
is too huge (and incomplete) a list and the latter is not really necessary, and
so did not include them in this final release. I also have zero computing
skills, and therefore is not clever enough to peep into the game files for all
the calculations and formulae governing the workings of the game. What you see
in this guide is all base on empirical observations I made while playing the
game and on discussions I had in several gaming forums. I had also intended to
include some data on the multiplayer feature, but could not due to lack of
time. If you are interested in contributing these information or any other
ideas to this guide, mail me and I will gladly include your name here.
The crude ASCII maps you see in the walkthrough were unintentional products, I
had wanted to GIMP a set of color maps to complement this guide, but the
process of getting permissions to use the maps is a big turn-off. You can find
annotated maps on several gaming site (see "Links"), although as of writing
this guide, those maps are still in the "making" process and not totally
complete. So make do with whatever you can get.
This guide is written between patches v1.10 and v1.11, and as I played the game
over and over again using these patches, I noticed several changes in item/NPC/
location names. There are probably a lot more that I overlooked. These name
changes are most likely done for coherence/consistency reasons, and do not
affect the gameplay in any way.
While a lot of effort has been put into gameplaying and researching to ensure
the accuracy of every single bit of information, this guide is still provided
"as is". You agree that you are using information from this guide voluntarily
and that I cannot be held responsible for any errors/advice/suggestions that
may result in time/sleep/social life loss, computer crashes, God's/god's/gods'
wrath and/or anything else.
Well, if that does not scare you off, you may proceed to read the rest of this
guide. Enjoy. :)
gaoneng
[zpmlru etrmvj]
===============================================================================
GETTING STARTED [MS02]
===============================================================================
If you have not already done so, I suggest you read the game manual that comes
with the game first. While not fantastically detailed or informative, it does
provide a good overview of the game. You will also find explanations on the
rather intuitive user interface if you need any at all in the game manual.
This section will explain how the game works, in terms of game control as well
as some technical game dynamics.
-------------------------------------------------------------------------------
Basic Controls [0201]
-------------------------------------------------------------------------------
Playing and controlling the game requires simultaneous use of both mouse and
keyboard. You can play using either, but you can never be as efficient. A
scroll mouse is also highly recommended.
SpellForce employs an innovative and intuitive click-n-fight system. You can
send out most commands using mouse clicks alone, the keyboard is reserved for
special controls.
When you click on anything, everything else will respond by showing a list of
possible actions, which you choose, and the selected action will automatically
be applied to the selected object. For example, if you click on an enemy, your
character and your units will display a list of offensive actions that can be
applied onto the enemy, and say, you click on a spell that your hero lists,
your hero will cast the spell onto the enemy directly. This saves a lot of
trouble on clicking back and forth between the giving and the receiving ends.
List of Controls
-----------------------------------------------------------------------------
Action Keyboard Mouse
-----------------------------------------------------------------------------
[general]
select left
selection frame hold left and drag
auto select monster tab (repeat to cycle)
auto select monument M (repeat to cycle)
auto select units of same type ctrl+left
add/remove units to/from selection shift+left
add unit type to selection shift+ctrl+left
focus on battle alert space
open inventory I
pause game P
rotate building placement ctrl+scroll
[units control]
attack right on target
forced move to destination right
fight while moving to destination ctrl+right
define pathmarks to move along shift+right
follow (group follow chosen unit) shift+right on unit
patrol between defined marks alt+right
define group ctrl+1 to 6
auto select defined group 1 to 6 left on portrait
auto select avatar/hero F1 to F6 left on portrait
focus on group/avatar/hero 2X 1 to 6 or F1 to F6 double left
stop C
hold and attack in hold position H
kill selected unit K
[3rd person view]
move avatar arrow keys, W A S D
switch view PgDn scroll
[topdown view]
scroll map arrow keys hold right,
screen edge
rotate Q E, del end hold right+left
rotate to north T, home
zoom PgUp PgDn scroll
switch view PgUp scroll
(avatar must be on screen)
[system]
quicksave F7
quickload F9
options F12
return to main menu esc
chat in multiplayer enter
chat with team in multiplayer shift+enter
-----------------------------------------------------------------------------
There is also a similar quick reference chart in the last pages of the game
manual. Unlike most other RTS games, the control for SpellForce is rather
intuitive and involves only a few keys. You should be able to remember them
after an hour or two.
The more unusual/useful controls are hold, quicksave, quickload, auto select,
group select, rotate building (for efficient use of land area) and follow (eg.
making your units follow your avatar in 3rd Person View). You will use them
quite often.
Note that the unique click-n-fight system allows you to click different places
to achieve the same effect. For example, you can administer the Follow command
by shift+right clicking directly on the unit, on the mini-potrait or on the
large portrait; or another example, to command an assault on a hostile unit,
you can right click directly on the monster, left click on the monster and left
click on the list of actions, or tab and left click on the list of actions. The
versatile system allows you to use the most convenient method at any situation.
-------------------------------------------------------------------------------
Item Hunt [0202]
-------------------------------------------------------------------------------
Unlike other RPGs where you have endless enemies to fight to get the good loot,
there are only a few places where you can find ultimate items in Spellforce.
Here is a brief explanation on how item randomization works. Note the
difference between spell and spell scroll -
> The items that merchants sell are fixed.
> The spells that merchants sell are randomized and fixed for
the rest of the game the first time you enter a map.
> The items, including spell scrolls, in treasure chests and
special corpses are randomized and fixed for the rest of the
game the first time you enter a map.
> The item drops, including spell scrolls, on monsters are
randomized everytime you kill the monster.
> The spell type on a spell scroll in chests/corpses/dead
monsters is randomized everytime you loot the chests/corpses/
dead monsters.
Read the list again to make sure you understand how item drops work.
Examples -
If you know that the chests on a particular map have high potential to drop
good items, then, in order to "roll" the items, you have to quicksave before
entering the map and quickload everytime the chests do not contain the items
you want.
If you know that the loot on a corpse includes a spell scroll, then, in order
to "roll" the spell type on the scroll, you have to quicksave before looting
the corpse and quickload everytime the spell scroll does not bear the spell you
want. Note that the scroll will always remain at the same level, only the spell
type will vary.
If you know that a unique monster has a chance to drop a certain item, then, in
order to "roll" the item drops, you have to quicksave before killing the
monster and quickload everytime the monster does not drop the item you want.
Obviously it can get way more complicated than these, especially if you are
looking for high level spells. Not only do you have to make sure the loot
contains a spell scroll, you also have to make sure the scroll contains the
spell you want. When this happen, you have to do proper save/loading on top of
quicksave/quickloading everytime to "roll" the items.
You may cry cheat at this method of getting items. If this is your philosophy,
then just ignore this section and take whatever loot that comes your way. I
have several characters that completed the game without uber gear or ultimate
spells, so it is not a necessity to "roll" items.
Maps with high level chests are Mulandir, the Rift, Farlorn's Hope,
Nightwhisper Dale and Sharrowdale. These chests can drop the best gears as well
as lv12 spells.
Best places to get lv12 spells are Merchant Wetzlin Thom in Greyfell and the
Cruel Ones in the mosaic quest in Whisper.
-------------------------------------------------------------------------------
Experience Hunt [0203]
-------------------------------------------------------------------------------
Although it is very possible to complete the game at around lv25, your avatar
needs to attain lv30 to fully realize his potential.
To reach lv30, you need to understand how the experience system in SpellForce
works -
> You get experience for every monster you kill.
> You get more experience for killing high level monsters.
> You get lesser and lesser experience for killing the same
monster type again and again. Diminishing returns.
> Monsters spawn faster in Hard difficulty level.
> You get fixed amounts of experience for every quest you
complete.
What this means is that, you should not waste your time and effort killing low
level monsters. You will most likely encounter higher level ones later on. And
since you want to get the most experience out of killing the high level ones,
you should avoid killing too many of the low level ones to avoid the premature
set in of the diminishing returns. As a bonus, the higher level monsters also
tend to drop better items and more cash.
It is better to simply get the bulk of your experience from questing when you
are low level.
The best places to soak experience are in mid- to late game. The maps include
Wildland Pass, Stoneblade Mountain, Whisper, the Rift, Frost Marsh, Southern
Godmark, Breathing Forest and Sharrowdale. If you do your experience soaking
properly, you can even leave out the last few maps on the list - you can reach
lv30 by Frost Marsh!
The idea is simple, the listed maps above have monsters that are of the highest
level that you will encounter for those monster types. In Wildland Pass, you
will fight humans, goblins and orcs, in Stoneblade Mountain, you will fight
trolls and minotaurs, in Whisper you will fight zombies and wraiths, in the
Rift you will fight demons and succubi, in Frost Marsh you will fight ice elves
and frostgolems, in Southern Godmarks you will fight blades and frostgolems, in
Breathing Forest you will fight Kithar cats and blades, and in Sharrowdale you
will fight blades, soulslaves and fireclaws. With the exception of the blades
and frostgolems, you will notice that you fight different monsters for these
different maps, which means you can get the most out of mass killing them. You
also kill somewhat different types of blades on different maps, which allows
you to soak experience from killing them as well.
To soak experience, there are 2 methods - spawn kill or camp hog. In both
methods, you make use of your defensive structures to do the killing for you.
Good choices are the elven towers and frostbringers, the dark elven towers of
sorcery and mindbreakers, and the trollish stonethrowers. The rest are good
too, but not as devastating. The elven structures do both physical and cold
damage, the frostbringers' cold damage also freezes the monsters momentarily,
which prevents them from nearing your structures and thereby prolonging the
longevity of your structures. The same applies for the dark elven structures,
except the towers cast the spell pain while the mindbreakers cast hypnotize.
The stonethrowers, while lacking protective traits like the mindbreakers and
frostbringers, can do massive damage, which allow them to destroy the monsters
very quickly.
And make sure you change the difficulty level to Hard to boost the monsters
spawning rate.
In spawn skill, you build your defensive structures around the monster spawn
points. To do this, gather your units and clear the camp of all monsters first.
Use the hold command H to prevent your units from destroying the buildings, as
destroying the buildings means destroying the spawn points. Just crowd your
units directly on the spawn points while you command a few workers to build as
many defensive structures as you can around the spawn points. You should have
enough structures to reach an equilibrium where any monster would be killed the
instant it gets spawned.
In camp hog, you build your defensive structures at the choke points leading
directly into your base camp. Most maps have very easy to defend bases for you.
Those maps have large area for you to build your things while having only 2 or
3 openings where monsters can stray into your camp. Build as many defensive
structures as you can at those openings. You should have enough structures to
reach an equilibrium where any oncoming monster mob would be mowed down before
they near your structures.
Both methods work fine, although I personally prefer spawn killing to reduce
the monster concentration. You can gain 2.5 to 4 levels by powerleveling in
each of the aforementioned maps. Simply leave your game on for a good 3 to 4
hours to enjoy the mad experience gain. Some players even leave their games on
overnight, although I discourage that. You get very few experience after the
first few hours (remember diminishing returns?), and there is really no point
in leaving the game on for too long, unless you are that desperate for loot and
cash.
Again, you may cry cheat at this method. If this is your philosophy, then just
ignore this section and simply move on whenever the game permits you to. I have
several characters that completed the game at very low levels, so it is not a
necessity to reach lv30.
===============================================================================
AVATAR [MS03]
===============================================================================
Being an RPG/RTS hybrid, growing and training your avatar (referred to as "you"
from now on) is naturally an important part of SpellForce. Invest in the wrong
skills or outfit in the wrong gear and you will find yourself in hot soup real
soon. This section explains how character building works and lists some sample
builds for the uncreative to follow.
-------------------------------------------------------------------------------
Training Your Alter Ego [0301]
-------------------------------------------------------------------------------
When you start your campaign, you will have the option of choosing a predefined
character or a new custom character. The predefined characters have build in
growth path to follow and you cannot affect any skill or stats points
distribution. On the other hand, a custom character allows you to grow and
change the way you want throughout the game, which is of course, more fun.
Either way, you get to customize how you want to look. There is no difference
in terms of strength or gameplay or advantages between male and female or
beauty and beast. Your sex will only affect the appearance of the equipments.
When you first start, all your stats points will be at the base value of 25.
You will also have no skills trained. You will be given 30 ability points to
distribute and you will have to choose to train in 1 school and 1
specialization under the same school. Do not worry if you want to train in
multiple skills, you can do so when you start gaining levels in the game.
There are 7 stats affecting several aspects of your character.
> Strength physical damage
> Stamina hit points
> Dexterity chance to land physical attack
> Agility chance to evade enemy physical attacks
> Wisdom mana
> Intelligence rate of mana recovery
> Charisma effectiveness of mind spells and white spells.
In addition, you will be able to gain Armorclass, Resists and Speed from the
items you equip.
> Armorclass amount of damage received from physical
attacks and earth spells
chance to resist earth spells
> Resists amount of damage received from fire and ice spells
chance to resist fire, ice, black and mind spells
> Speed walk speed, fight speed and spellcasting speed
You can reach the maximum level of 30 in SpellForce. At lv30, you will have
accumulated a total of 60 skill points and 175 stats points to spend. You can
raise any skill to a maximum of lv12 and any stat to a maximum of 98 base. This
translates roughly to maxed out of 3 stats and 5 skills. Of course, some skills
or stats do not need to be maxed, which means you can train in even more
things.
The following table lists the highest stat and skill level you can attain at
each character level. For example, you strength cannot be raised higher than 78
at lv20 even if you have spare stat points to use. The max skill level is
dependent on the stat value, if you do not meet the stat requirement, you
cannot raise the skill level even if you are at the appropriate level. For
example, you need at least 95 in charisma to train in lv12 mind magic, but as
you cannot raise any stat value to higher than 94 at lv28, you can only train
in lv12 mind magic at lv29.
Avatar Growth
-------------------------------------
Character Maximum Maximum
Level Stats Value Skill Level
-------------------------------------
1 40 1
2 42 2
3 44 2
4 46 2
5 48 3
6 50 3
7 52 4
8 54 4
9 56 4
10 58 5
11 60 5
12 62 6
13 64 6
14 66 6
15 68 7
16 70 7
17 72 8
18 74 8
19 76 8
20 78 9
21 80 9
22 82 10
23 84 10
24 86 10
25 88 11
26 90 11
27 92 11
28 94 12
29 96 12
30 98 12
-------------------------------------
There are 7 schools and 22 specializations for you to train in. The skill
points you use to train in these 29 skills are from the same pool for both
schools and specializations. In addition, you cannot train in specializations
without training in the respective schools first, and your specializations can
never be higher level than your proficiency levels in the respective schools.
COMBAT SKILLS MAGIC SKILLS
Light Combat Arts White Magic
> piercing weapons > life
> light blade weapons > nature
> light blunt weapons > boons
> light armor
Black Magic
Heavy Combat Arts > death
> large blade weapons > necromancy
> large blunt weapons > curses
> heavy armor
> shields Elemental Magic
> fire
Range Combat Arts > ice
> bow > earth
> crossbow
Mind Magic
> enchantment
> offensive
> defensive
The following table lists the stats and character level requirements for all
schools.
Ability Requirements
------------------------------------------------
LIGHT COMBAT ARTS Dexterity Agility Level
------------------------------------------------
level 2 26 26 2
level 3 28 27 5
level 4 30 29 7
level 5 33 31 10
level 6 37 34 12
level 7 40 37 15
level 8 45 41 17
level 9 50 45 20
level 10 56 50 22
level 11 62 55 25
level 12 70 60 28
------------------------------------------------
------------------------------------------------
HEAVY COMBAT ARTS Strength Stamina Level
------------------------------------------------
level 2 26 26 2
level 3 29 29 5
level 4 32 32 7
level 5 35 35 10
level 6 40 40 12
level 7 45 45 15
level 8 51 51 17
level 9 57 57 20
level 10 64 64 22
level 11 72 72 25
level 12 80 80 28
------------------------------------------------
------------------------------------------------
RANGE COMBAT ARTS Strength Dexterity Level
------------------------------------------------
level 2 31 33 2
level 3 32 36 5
level 4 33 39 7
level 5 34 42 10
level 6 36 45 12
level 7 38 48 15
level 8 41 52 17
level 9 44 56 20
level 10 47 60 22
level 11 51 65 25
level 12 55 70 28
------------------------------------------------
------------------------------------------------
WHITE MAGIC Wisdom Charisma Level
------------------------------------------------
level 2 33 26 2
level 3 36 27 5
level 4 39 29 7
level 5 42 31 10
level 6 45 34 12
level 7 48 37 15
level 8 52 41 17
level 9 56 45 20
level 10 60 50 22
level 11 65 55 25
level 12 70 60 28
------------------------------------------------
------------------------------------------------
BLACK MAGIC Intelligence Wisdom Level
------------------------------------------------
level 2 26 26 2
level 3 28 27 5
level 4 31 29 7
level 5 35 31 10
level 6 40 34 12
level 7 46 37 15
level 8 54 41 17
level 9 62 45 20
level 10 72 50 22
level 11 83 55 25
level 12 95 60 28
------------------------------------------------
------------------------------------------------
ELEMENTAL MAGIC Intelligence Wisdom Level
------------------------------------------------
level 2 26 26 2
level 3 29 29 5
level 4 32 32 7
level 5 35 35 10
level 6 40 40 12
level 7 45 45 15
level 8 51 51 17
level 9 57 57 20
level 10 64 64 22
level 11 72 72 25
level 12 80 80 28
------------------------------------------------
------------------------------------------------
MIND MAGIC Intelligence Charisma Level
------------------------------------------------
level 2 26 26 2
level 3 28 28 5
level 4 30 31 7
level 5 33 35 10
level 6 37 40 12
level 7 40 46 15
level 8 45 54 17
level 9 50 62 20
level 10 56 72 22
level 11 62 83 25
level 12 70 95 28
------------------------------------------------
-------------------------------------------------------------------------------
Combat Arts [0302]
-------------------------------------------------------------------------------
If you take up the path of the combat arts, you will have a consistently easy
time throughout the game. You will have enough hit points to absorb massive
damage and enough strength to quickly take down any enemy. Unlike the magic
arts, where you have to learn the spells from scrolls, you gain combat "spells"
automatically as you further train yourself in the combat arts.
=================
light combat arts [e32a]
=================
> piercing weapons
> light blade weapons
> light blunt weapons
> light armor
The 3 weapons specialization under light combat arts allow to wield different
weapon types. Different monsters types take different amount of damage from
different weapon types. Many of the better weapons in game are light blades,
which make piercing and light blunt weapons rather unpopular. You can dual-
wield light weapons for maximum speed and damage.
Light armor allows you to wear light armor. This skill is quite useless, since
the best armors in this game does not list this skill as a requirement.
The combat "spells" you gain automatically by training in light combat arts
are -
> Berserk allows you to do massive damage briefly
> Blessing heals you
> Shelter gives you temporary high magic resistances
> Durability reduce physical damage received AND dealt
=================
heavy combat arts [e32b]
=================
> large blade weapons
> large blunt weapons
> heavy armor
> shields
Large weapons do massive damage, albeit being slightly slower than light
weapons. Most of them are 2-handed, which prevents you from dual-wielding
weapons and carrying a shield. The good news is that all the top end large
blades are 1-handed, so it will still be worthwhile in the end.
Heavy armor and shields allow you to wear the best gear in the game.
The combat "spells" you gain automatically by training in heavy combat arts
are very similar to those in light combat arts, however these "spells" can
affect up to 10 units at once. The "spells" are -
> Warcry allows you and 9 nearby allies to do massive
damage briefly
> Benefactions heals you and 9 nearby allies
> Patronize gives you and 9 nearby allies temporary high
magic resistances
> Endurance reduce physical damage received AND dealt by
you and 9 nearby allies.
=================
range combat arts [e32c]
=================
> bow
> crossbow
There are very few good bows and no good crossbows in the game, which makes
training in range combat arts very unrewarding. While it is still possible to
complete the game, your journey will be way more tedious and tiring than other
characters.
The combat "spells" you gain automatically by training in range combat arts
are -
> Trueshot makes your arrows do massive damage briefly
> Blessing heals you
> Steelskin immunizes you against range attacks
> Salvo lets you shoot multiple targets at the same
time briefly
-------------------------------------------------------------------------------
Magic & Spells [0303]
-------------------------------------------------------------------------------
Typical of all RPGs, a low level mage is very weak but will quickly become more
powerful than melee fighters at higher levels as the better spells become
available. Playing with magic is generally more fun and versatile, you will
have access to a wide array of spells that are useful for different situations.
Some spells occur at fixed locations or as fixed quest rewards. Refer to the
spell locations list included in the Miscellaneous section for details.
There are several more things to note on spells.
> Minions spells such as Summon Wolf and Dominate
provide you with extra allies, however, it
not only costs mana to summon them, extra
mana is required to upkeep them. If you run
out of mana, the minions will either die or
be no longer under your control
> Auras auras in SpellForce work more like rapid-fire
spells, it costs mana for every unit affected
by your aura
> Area of Effect area spells affect all units within the spell
radius. Some area spells will only affect
your allies or your enemies while other area
spells affect everyone
> Direct direct spells affect the selected units only
> Immediate most spells have instant and 1 time effect on
selected units, such as Shockwave and Heal
> DOT short for Damage Over Time. Spells such as
Iceburst and Poison will damage the affected
unit at regular intervals over a period of
time. They may appear to do very little
damage, but in actual fact, they are about as
powerful as any immediate spells if you add
up the total damage over time
Some spells are only available at very high levels and some spells can only be
found at fixed locations. The spells will be listed in the following manner -
Spell Name spell description [ type / lowest available level ]
Lowest available level refers to the lowest level a particular spell start to
appear, so for example, you can only find lv8 and above Aura of Endurance and
there is no such thing as lv3 Aura of Endurance. Type represents the kind of
effect it does - D for direct and immediate, DOT for damage over time, A for
direct area spells, M for minions and O for auras.
===========
white magic [e33a]
===========
> life
> nature
> boons
The efficiency of white magic is dependent on your charisma, so the higher your
charisma, the more you heal and benefit you and your allies. Life and boons are
generally useful while nature only on very rare occasions.
White Spells
-------------------------------------------------------------------------------
Life
-------------------------------------------------------------------------------
Healing heal selected ally [ D / 1 ]
Area Healing heal allies within spell radius [ A + D / 2 ]
Aura of Strength increase strength of nearby allies [ O / 3 ]
Greater Healing greatly heal selected ally [ D / 4 ]
Aura of Healing heal allies within spell radius [ D + O / 6 ]
Aura of Endurance increase hit points of nearby allies [ O / 8 ]
Sentinel Healing heal 4 most injured allies within radius [ A + D / 10 ]
Suicide Heal transfer your hit points to an ally [ D / 12 ]
-------------------------------------------------------------------------------
Nature
-------------------------------------------------------------------------------
Thornshield cause damage to attackers [ D / 1 ]
Cure Disease cure diseases [ D / 2 ]
Summon Wolf summon a wolf as your aide [ M / 3 ]
Aura of Regeneration increase recovery rates on nearby allies [ O / 4 ]
Dominate Animal make an animal fight as your aide [ M / 6 ]
Cure Poison cure poison [ D / 8 ]
Summon Bear summon a bear as your aide [ M / 10 ]
Charm Animal make an animal fight as your aide temporarily [ M / 12 ]
-------------------------------------------------------------------------------
Boons
-------------------------------------------------------------------------------
Aura of Fast Fighting increase fight speed of nearby allies [ O / 1 ]
Hallow massive damage on selected undead unit [ DOT / 2 ]
Aura of Flexibility increase agility of nearby allies [ O / 3 ]
Dispel Black Aura stop an enemy from casting black auras [ D / 4 ]
Aura of Fast Walking increase walk speed of nearby allies [ O / 6 ]
Aura of Light massive damage to nearby undead units [ O + DOT / 8 ]
Aura of Dexterity increase dexterity of nearby allies [ O / 10 ]
Invulnerability enter temporary god mode [ D / 12 ]
-------------------------------------------------------------------------------
===========
black magic [e33b]
===========
> death
> necromancy
> curses
Black spells do exactly the opposite of white spells. The efficiency of black
magic is dependent of the spell level only, so you will always do fixed amount
of damage. All 3 specializations are powerful, especially the death branch.
Several things to note. Extinct will kill all enemy units near you immediately,
provided their hit points are below certain values. The higher level your
extinct, the higher the minimum hit points can be. Raise Dead is not considered
a minion spell, what it does is give you an extra unit which costs no mana to
upkeep. Aura of Lifetap is a little buggy, so stick with Lifetap.
Black Spells
-------------------------------------------------------------------------------
Death
-------------------------------------------------------------------------------
Pain damage single unit [ D / 1 ]
Aura of Weakness decrease strength of nearby foes [ O / 2 ]
Extinct foes with low hit points die instantly [ A + D / 3 ]
Death massive damage to single unit [ D / 4 ]
Pestilence infect single unit with disease [ DOT / 6 ]
Area Pain damage all foes in spell radius [ A + D / 8 ]
Aura of Suffocation decrease max hit points of nearby foes [ O / 10 ]
Suicide Death damage to both you and foe [ D / 12 ]
-------------------------------------------------------------------------------
Necromancy
-------------------------------------------------------------------------------
Summon Skeleton summon a skeleton as your aide [ M / 1 ]
Lifetap transfer hit points from foe to you [ D / 2 ]
Death Grasp give a chance to survive deadly injuries [ D / 3 ]
Summon Undead Goblin summon an undead goblin as your aide [ M / 4 ]
Raise Dead resurrect a dead unit as a weak skeleton [ D / 6 ]
Aura of Lifetap draw hit points from nearby foes [ O + D / 8 ]
Summon Spectre summon a spectre as aide [ M / 10 ]
Feign Death feign death and foes leave you alone [ D / 12 ]
-------------------------------------------------------------------------------
Curses
-------------------------------------------------------------------------------
Aura of Slow Fighting decrease fight speed of nearby foes [ O / 1 ]
Poison poison selected unit [ DOT / 2 ]
Aura of Inflexibility decrease agility of nearby foes [ O / 3 ]
Dispel White Aura stop an enemy from casting white auras [ D / 4 ]
Aura of Slow Walking decrease walk speed of nearby foes [ O / 6 ]
Dark Banishing reduce black resist of selected unit [ D / 8 ]
Aura of Inability decrease dexterity of nearby foes [ O / 10 ]
Remediless prevent a unit from healing [ D / 12 ]
-------------------------------------------------------------------------------
===============
elemental magic [e33c]
===============
> fire
> ice
> earth
The 3 elements are more than just visual differences.
> Fire direct damage AND further burn the affected
target causing some damage over time.
> Ice less damaging than fire spells but ALL ice spells
have the added benefit of FREEZING enemies</pre><pre id="faqspan-2">
momentarily. The freeze spell merely provide
longer freeze duration than other ice spells.
> Earth massive direct damage but no damage over time.
Earth damage is dependent on target's armorclass.
Elemental Spells
-------------------------------------------------------------------------------
Fire
-------------------------------------------------------------------------------
Fireburst damage selected foe [ D + DOT / 1 ]
Fireshield cause fire damage to attackers [ D + DOT / 2 ]
Fireball massive damage selected foe [ D + DOT / 3 ]
Illuminate light up target area [ A / 4 ]
Fire Elemental summon a fire elemental as your aide [ M / 6 ]
Wave of Fire damage nearby foes [ D + DOT + A / 8 ]
Melt Resistance reduce ice resistance of selected foe [ D / 10 ]
Rain of Fire damage all allies and foes in spell radius
[ D + DOT + A / 12 ]
-------------------------------------------------------------------------------
Ice
-------------------------------------------------------------------------------
Iceburst damage selected foe over time [ DOT + D / 1 ]
Iceshield freeze attackers [ D / 2 ]
Freeze freeze selected foe [ D / 3 ]
Fog reduce visibility for foes in target area [ A / 4 ]
Ice Elemental summon an ice elemental as your aide [ M / 6 ]
Wave of Ice damage nearby foes over time [ DOT + D + A / 8 ]
Chill Resistance reduce fire resistance of selected foe [ D / 10 ]
Blizzard damage all allies and foes in spell radius over time
[ DOT + D + A / 12 ]
-------------------------------------------------------------------------------
Earth
-------------------------------------------------------------------------------
Rock Bullet damage selected foe [ D / 1 ]
Conservation protect yourself with damage-absorbing shield [ D / 2 ]
Detect Metal reveal moonsilver and iron locations on map [ A / 3 ]
Decay reduce target's armorclass [ D / 4 ]
Earth Elemental summon an earth elemental as your aide [ M / 6 ]
Wave of Rocks damage nearby foes [ D + A / 8 ]
Petrify turn target foe into stone for a while [ D / 10 ]
Stone Rain damage all allies and foes in spell radius [ D + A / 12 ]
-------------------------------------------------------------------------------
==========
mind magic [e33d]
==========
> enchantment
> offensive
> defensive
The efficiency of enchantment spells is dependent on your charisma, the higher
your charisma, the more likely you can charm a foe. The efficiency of offensive
spells is dependent on the targets' intelligence - the higher intelligence a
foe has, the more damage it takes.
Mind spells can potentially be more powerful than black spells, but they are
also harder to play with. They are a fun change from the normal spells and can
do a wide range of things.
Note that Self Illusion is the only minion spell that does not require mana to
upkeep, the number of illusions you can summon any time is dependent on the
skill level and you will automatically summon the maximum number of illusions
when you cast the spell.
Mind Spells
-------------------------------------------------------------------------------
Enchantment
-------------------------------------------------------------------------------
Self Illusion summon 2 to 6 copies of yourself as aides [ M / 1 ]
Distract foes near you attack other units instead [ D / 2 ]
Dominate make a foe fight as your aide [ M / 3 ]
Invisibility turn invisible as long as you remain still [ D / 4 ]
Charm make a foe fight as your aide temporarily [ M / 6 ]
Befriend hypnotize selected foe [ D / 8 ]
Disenchant undo dominate of a foe's minion [ D / 10 ]
Charisma greatly raise charisma value temporarily [ D / 10 ]
-------------------------------------------------------------------------------
Offensive
-------------------------------------------------------------------------------
Shock damage selected foe [ D / 1 ]
Confuse prevent selected foe from casting spells [ D / 2 ]
Hypnotize hypnotize selected foe as long as unattacked [ D / 3 ]
Amok make selected foe attack any nearby unit [ D / 4 ]
Shockwave damage all foes in spell radius [ A + D / 6 ]
Disrupt stop a foe's spellcasting process [ D / 8 ]
Aura of Hypnotization hypnotize nearby foes [ O / 10 ]
Demoralization cause selected foe and sometimes nearby foes to retreat
[ D + A / 12]
-------------------------------------------------------------------------------
Defensive
-------------------------------------------------------------------------------
Manadrain reduce mana of selected foe [ D / 1 ]
Sacrifice Mana transfer your mana to an ally [ D / 2 ]
Detect Magic reveal lenya and aria locations on map [ A / 3 ]
Manatap transfer mana from selected foe to you [ D / 4 ]
Aura of Brilliance increase maximum mana of nearby allies [ O / 6 ]
Enlightenment greatly increase your wisdom and intelligence [ D / 8 ]
Aura of Manatap transfer mana from nearby foes to you [ O / 10 ]
Meditation full recovery of your mana [ D / 12 ]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Character Guides [0304]
-------------------------------------------------------------------------------
As long as you do not invest and train in everything, it is unlikely that you
will ever screw up your character. There are theoretically countless character
types you can grow into, thanks to the free skill allocation system of the
game. The following list of characters is by no means exhaustive, the
characters are merely suggested builds that I played and experienced. You can
modify any of these builds and invent your own character type.
Note that you do not need to max out combat skills. The amount of damage you do
in melee attacks is dependent on your weapon and strength only. The kind of
weapons you can equip is dependent on your combat skills and there are very few
weapons that require lv12 combat skills.
Magic skills, on the other hand, need to be maxed out if you want to use the
best spells. Magic damage can be dependent on several things, such as charisma
and skill levels.
The recommended items are usually very easy to find. Many of them are available
as quest rewards, standard merchandise, or as normal monster drops. Do a search
in this guide to see where else I mentioned them. Check also the merchant
listing in the end to see what items are purchaseable. The only hard-to-find
items are Helm of True Faith (the Rift), Robe of the Archmages (the Rift,
Nightwhisper Dale), Ceraa's Obsidian Mask (Sharrowdale) and some of the rings
(Nightwhisper Dale, Sharrowdale). Read the "Item Hunt" article in the "Getting
Started" section for instructions on how to roll these items.
=======
fighter [e34a]
=======
Fighters focus on speed and agility. For starters, the fighter character type
is the easiest and safest to play.
primary skills stats
> light combat arts 11 > dexterity 62
> light blade weapons 11 > agility 55
> strength 57
secondary skills > stamina 57
> light blunt weapons 9
> light armor 11
> heavy combat arts 9
points spent 51 131
weapons
> Blade of Master Assassin
> Blade of Light
> Dwarven Wallbreaker
armor
> Amra's Chestplate + Amra's Greaves
> Shadowpulse Armor
> Helmet of the Guard
rings
> Malachy
> Frozen Time
> Ring of Many
> Ring of the Worlds
> Ring of Master Rouges
> Ring of Stealth
You should invest the rest of the stats points in strength for maximum damage.
Fighters should dual-wield to make full use of their speed and compensate for
their moderate damage. Specializing in other weapon types is encouraged for
adaptability when fighting different monster types, such as fighting blade-
resistant skeletons with clubs and so on.
If you do not want to wear Amra's Chestplate, you should still invest in heavy
combat arts for the combat "spells" that comes with heavy combat.
Choose the best of the rings for different situations.
For variety, you can drop heavy combat arts and any other secondary skills and
train in elemental magic instead. Fire and ice complements the fighter nicely.
The downside is that you will have to spread your stats points over 4
attributes and that may compromise your performance in melee attacks.
=======
warrior [e34b]
=======
Warriors focus on damage and durability. The advantage of choosing heavy combat
arts as your main offense is that your stats points will go into strength and
stamina, which is exactly where you want them to be, you will end up with lots
of hit points and doing massive physical damage. The warrior character type is
also excellent for beginners, as the choices to skill and stats investment are
very clear cut and there are less considerations involved.
primary skills stats
> heavy combat arts 12 > strength 80
> heavy blade weapons 10 > stamina 80
> heavy armor 11 > dexterity 37
> shields 12 > agility 34
secondary skills
> light combat arts 6
points spent 51 131
weapon
> Blade of Light
shield
> Stormbreaker
armor
> Amra's Chestplate + Amra's Greaves
> Shadowpulse Armor
> Helmet of the Guard
> Steelclad Warhelm
rings
> Malachy
> Legendary Ring of the Northmen
> Frozen Time
> Ring of the Worlds
Invest the rest of your stats points in strength, stamina and dexterity for
best performance. Due to the nature of warriors, it is not a very good idea to
divert your points to learn magic skills, you will not have enough points to
excel in both fields, so it is still best to just be really good at melee.
There are not many gear you can choose from. Fortunately a few of these items
are quest rewards, which means you will definitely get them, so you do not need
to worry about not finding them. You can choose to use the whole range of
2-handed heavy blades if you want, but the best combination is still Blade of
Light with Stormbreaker.
You should invest in the light combat arts for the combat "spells" associated
with it.
======
ranger [e34c]
======
Rangers are the most versatile among the 3 melee character types. The demand on
skill and stats points is not as tight and you can train in several other magic
schools or combat arts.
primary skills stats
> range combat arts 11 > strength 51
> bows 11 > dexterity 65
> wisdom 70
secondary skills > charisma 60
> white magic 12 > stamina 26
> life 12
> boons 12
> heavy combat arts 2
points spent 58 147
weapons
> Bow of Nobility
> Spirit Strike
> Flaming Wrath
> Dragon Tooth
armor
> Shadowpulse Armor
> Helmet of the Guard
rings
> Malachy
> Frozen Time
> Udwin's Ring
> Ring of the Worlds
> Ring of Dusk and Dawn
The best magic school to couple with range combat is white magic, but you can
other magic schools as well. Training in white magic will leave you with enough
stats points to raise your strength even further. The lack of investment in
stamina for hit points is also offset by white healing spells.
You should use Bow of Nobility for range attacks and Dragon Tooth for hand-to-
hand combat eventually. The other 2 bows are good for early to mid- game but do
not pack enough punch for the final maps.
Investing that 2 points in heavy combat arts will give you warcry and
benefactions; alternatively, you can invest 1 point in light combat arts and
get berserk.
A common tactic to use for rangers is to cast trueshot and salvo before
shooting at the enemies. With these 2 spells in effect, you can do respectable
amount of damage to multiple enemies all at one time. And when the enemies near
you, cast berserk and aura of fast fighting to quicky take them down.
Unlike warriors and fighters, playing as rangers requires a certain amount of
patience. You cannot barge into a large horde just like that. Careful survey of
the landscape for escape routes and clearance is essential for most battles.
=========
mentalist [e34d]
=========
Mentalists specializes in the diverse mind spells and are capable of a wide
array of things.
primary skills stats
> mind magic 12 > intelligence 70
> offensive 12 > charisma 95
> defensive 12 > wisdom 70
secondary skills
> white magic 12
> life 12
points spent 60 160
weapon
> Zarathai's Totem
> Soulstaff
shield
> Cryptshield
armor
> Robe of the Archmagi
> Robe of the Spirit Claw
> Ceraa's Obsidian Mask
> Helm of True Faith
rings
> Udwin's Ring
> Ring of Master Sorcery
> Emerald Ring of Nor
> Ring of Dawn and Dusk
> Ring of Pure Belief
> Ring of the Archmages
> Winterstar
The mentalists' main offense will be Shock and Shockwave. Both are essentially
the same thing, Shockwave being the multi-target version of Shock. The damage
done by Shock spells is dependent on the intelligence of the target, the higher
intelligence it has, the more damage it suffers. This makes the mentalists very
powerful as you progress further into the game, since most monsters have spell-
casting abilities towards the end of the game.
Against stupid monsters, Amok will come in handy. Casting Amok on a target will
make it attack any unit that is nearest to it, regardless of friend or foe. If
you cast cast Amok on several monsters before they manage to approach you, you
will find them fighting and killing off each other for you.
Against aggressive spellcasting monsters, apart from using Shockwave, you drain
them of their mana with Aura of Manatap first to disable them from attacking.
Coupling mind magic with white magic is a good idea. You get to wear gears that
have white magic as requirement. You also get healing spells, which is always
useful. For variety, you can drop white magic and train in black magic instead.
Black magic includes lifetap, which can replace healing spells.
=========
enchanter [e34e]
=========
Enchanters are charisma-based magi, while not particularly devastating in most
cases, they can do a whole plethora of cool and quirky things and are among the
most fun character types to play.
primary skills stats
> mind magic 12 > intelligence 70
> enchantment 12 > charisma 95
> white magic 12 > wisdom 70
> boons 12
> life 12
points spent 60 160
weapons
> Orb of Mastery
> Orb of Mastery (dual wield)
armor
> Robe of the Spirit Claw
> Helm of True Faith
rings
> Udwin's Ring
> Ring of Pure Belief
> Ring of the Archmages
> Ring of Master Sorcery
> Emerald Ring of Nor
> Ring of Dawn and Dusk
> Winterstar
The efficiency of boons, life and enchantment are all dependent on charisma, so
you should naturally max charisma and distribute the rest of the stats points
between intelligence and wisdom. Wearing the Orbs, Robe and Helm will raise
your charisma even further. For general purposes, Udwin's Ring and Ring of Pure
Belief is a good pair rings to wear, and you can swap them with other rings to
adapt to various situations.
There is no one particular main offense for the enchanters, but instead, you
have a wide array to spells to choose from for different situations. I will
just describe how they work together.
Apart from charisma boost you get from gear, you can get even higher charisma
by using the spell Charisma. With Charisma active, your Aura of Fast Walking
and Aura of Fast Fighting can raise your speed way over 200%, your Aura of
Light and Hallow can inflict upon undead with over 170 damage per tick, your
Dominate and Charm can take control on EVERYTHING except for unique monsters,
and your whole selection of Healing spells can recover lost hit points of all
allies in no time.
You can stack multiple auras together for extreme action. Auras work like
rapid-fire spells. Once you turn an aura on, it will shoot off its effect to
all nearby allies, including you. The effect of the aura will stick on the
affected units for sometime, so you can switch to another aura to add another
aura effect. A tactic I use is to summon all my heroes and cast Self Illusion
and Charisma, switch on Aura of Fast Walking and wait for everyone to get
"stickied" with the aura, and then switch to Aura of Fast Fighting and dash off
to destroy the enemies. Very effective against large mobs and camps. One thing
to note about white auras is that they are not meant for large groups, like
your 80-unit army, your mana recovery will never be fast enough to benefit too
many allies at any one time. White auras are good for small strike forces only.
The term "damage per tick" is a common phrase referring to all Damage Over Time
spells. A "tick" refers to the pulse rate of the spell. In the case of Hallow
and Aura of Light, a tick is about 1 second. At 175 damage per tick, most
undead die in 2 to 3 ticks. While having a spell that only affects a certain
monster type may not sound very appealing, you should know that the toughest
monsters in SpellForce are all undead, including wraiths (avengers), skeletons
and blades (and the final boss is a blade, ie. undead). A tactic I use is to
put on Charisma and Aura of Fast Walking, and then switch to Aura of Light and
run around the groups of undead.
Dominate and Charm is useful for fighting the rest of the monsters. Put on
Charisma and dominate several members of a mob. This will result in in-fighting
of the monsters. You can let them all die or you can heal your dominate
minions. With high intelligence, you can have 5 to 6 minions without
experiencing any drain on mana.
Other spells such as Invisibility and Invulnerability have obvious usage, and I
shall not elaborate on those.
=======
warlock [e34f]
=======
Warlocks are adept at fighting and can use undead forces to aide them in
battles.
primary skills stats
> black magic 12 > intelligence 95
> necromancy 12 > wisdom 60
> curses 12 > agility 55
> light combat arts 11 > dexterity 62
> light blade weapons 11
points spent 58 172
weapon
> Blade of Master Assassin
> Blade of Light
> Zarathai's Totem
shield
> Cryptshield
armor
> Shadowpulse Armor
> Helmet of the Guard
> Ceraa's Obsidian Mask
rings
> Ring of the Warlocks
> Malachy
> Frozen Time
> Ring of the Worlds
> Ring of Stealth
> Emerald Ring of Nor
> Ring of Master Sorcery
> Udwin's Ring
Very similar to the fighters, except warlocks rely more on magic. Using a
shield instead of dual-wielding is recommended to get more stats bonus from the
shield to compensate the diluted distribution of points.
Necromancy is not particular strong until you start to get Undead Goblins and
Spectres. But when you do, you will have a very good time playing the game. A
good tactic to use is to summon several Spectres before entering any battle.
Cast Berserk and switch on Aura of Slow Fighting and you can easily solo most
part of the game.
==========
black mage [e34g]
==========
Black Magi uses dark magic to fight against evil, and they are easily the most
powerful magi around.
primary skills stats
> black magic 12 > intelligence 95
> death 12 > charisma 60
> wisdom 70
secondary skills
> curses 12
> white magic 12
> life 12
points spent 60 150
weapon
> Zarathai's Totem
> Soulstaff
shield
> Cryptshield
armor
> Robe of the Archmagi
> Robe of the Spirit Claw
> Ceraa's Obsidian Mask
> Helm of True Faith
rings
> Udwin's Ring
> Ring of Master Sorcery
> Emerald Ring of Nor
> Ring of Dawn and Dusk
> Ring of Pure Belief
> Ring of the Archmages
> Winterstar
You can pretty much complete the game with death spells alone, that is how
powerful the specialization is.`You can replace the secondary skills with
necromancy and some elemental skills.
The most often used spells are Pain, Death, Area Pain, Extinct and Aura of
Suffocation.
Death is more powerful version of Pain and Area Pain is a multiple-target
version of Pain. The reason you want to use all 3 is because of casting delay.
You usually have to wait at least 2 seconds before you can recast a same spell,
so with 3 spells to cycle, you do not need to wait. Against single monsters and
bosses, this technic of spell-cycling becomes very useful. Click on the target
and then click on Dark Banishing and alternate between clicking Pain and Death
using the click-n-fight system.
Extinct is a powerful finishing move that works on all monsters. The way
Extinct works is this: if the monster has hit points below x, it dies. Simple.
The value of x increases with the level of Extinct you use, so the higher level
of your Extinct - the higher the minimum hit points x and the faster you can
kill everything around you. A tactic I use is to turn on Aura of Suffocation to
reduce the enemies' maximum hit points, then cast Area Pain several times until
their hit points are lower than the minimum value x, and cast Extinct to have
everything die together. Very effective, and works extremely well when you have
other heroes or allies to tank for you.
============
elementalist [e34h]
============
Elementalists use natural energies to subdue their enemies. They are the
easiest pure mage character type for beginners to experiment with.
primary skills stats
> elemental magic 12 > intelligence 80
> fire 12 > charisma 34
> ice 12 > wisdom 80
> earth 12
secondary skills
> white magic 6
> life 6
points spent 60 119
weapon
> Zarathai's Totem
> Soulstaff
shield
> Cryptshield
armor
> Robe of the Archmagi
> Ceraa's Obsidian Mask
rings
> Udwin's Ring
> Ring of Master Sorcery
> Emerald Ring of Nor
> Ring of the Archmages
With fire, ice and earth pounding down on the enemies, you will almost expect
Captain Planet to sweep across the screen as a tri-element special. Of course,
that is just a wild fantasy, and you still have only the powerful spells to
play with.
It is unusual to train in all 3 specializations of the same magic school. The
elementalists I designed here is an example of how such a build can be viable.
The efficiency of white magic is dependent on your charisma, so even without
high level white magic, you can still have decent healing spells to use, just
remember to put the rest of your stats points into charisma after you max out
your intelligence and wisdom.
Playing an elementalist can be quite brainless. Just cast Wave of Fire, Wave of
Ice and Wave of Rocks when you are fighting with your units or heroes and cast
Rain of Fire, Blizzard and Stone Rain when you are going solo. Since you have
many spells to cycle through, you do not need to worry about casting delays.
At low levels, you do not have the luxury of these mass spells, and you will
have to depend on the single-target spells. More tactic is required at this
stage. Use Fog and divide-and-conquer wisely. Once you are pass this painful
stage, you can roam the earth with no barriers.
For variety, you can drop white magic and one of the elemental specializations,
and instead train in light combat arts or black magic.
===============================================================================
RACES [MS04]
===============================================================================
The RTS side of SpellForce is nowhere as complicated and complex as most
standard RTS games out in the market. Nevertheless, a sound knowledge of how
certain dynamics work is still essential for a smooth gaming experience. This
section will detail the workings of the 6 races and offer some tips on playing
the races.
Due to limited spaces, the following abbreviations are used for many of the
tables in this section.
w Wood Str strength FireRes fire resistance
s Stone Sta stamina IceRes ice resistance
i Iron Dex dexterity BlackRes black resistance
m Moonsilver Agi agility MindRes mind resistance
a Aria Int intelligence AllRes all resistances
l Lenya Wis wisdom
Cha charisma lv level
-------------------------------------------------------------------------------
The Basics [0401]
-------------------------------------------------------------------------------
There are 6 playable races in SpellForce - the Order of Dawn.
Light Side Dark Side
> human > orc
> dwarf > troll
> elf > dark elf
The light side and the dark side are naturally opposed to each other. You can
mix units of different races as long as they are from the same side. If you mix
units from races of opposing sides, they will fight and kill each other and you
can do nothing to stop them. This generally is not an issue, the only map where
a dark race has to fight alongside a light race is Farlorn's Hope, and even
then, as you will see, it still is not a big issue.
=====
units [e41a]
=====
Your units have levels. Their levels depend on the levels of the runes you use.
The following table lists the basic stats for all units at different levels.
Basic Unit Stats
------------------------------------------------------------------------
Human Dwarf Elf Orc Troll Dark Elf
------------------------------------------------------------------------
strength 25+1/lv 30+1/lv 20+1/lv 35+1/lv 40+2/lv 35+1/lv
stamina 25+1/lv 35+1/lv 15+1/lv 30+1/lv 45+2/lv 25+1/lv
dexterity 25+1/lv 15+1/lv 40+2/lv 20+1/lv 20+1/lv 20+1/lv
agility 25+1/lv 15+1/lv 40+2/lv 20+1/lv 10+1/lv 20+1/lv
intelligence 25+1/lv 20+1/lv 30+1/lv 15+1/lv 10+1/lv 40+2/lv
wisdom 25+1/lv 30+1/lv 40+2/lv 20+1/lv 15+1/lv 30+1/lv
charisma 25+1/lv 15+1/lv 30+2/lv 10+1/3lv 5+1/3lv 30+2/lv
fire resist 20+1/lv 35+1/lv 20+1/lv 40+2/lv 35+1/lv 20+1/lv
ice resist 20+1/lv 35+1/lv 40+2/lv 20+1/lv 35+1/lv 20+1/lv
black resist 30+1/lv 35+1/lv 20+1/lv 30+1/lv 30+1/lv 40+2/lv
mind resist 30+1/lv 20+1/lv 35+1/lv 20+1/lv 20+1/lv 40+2/lv
------------------------------------------------------------------------
You cannot really see the numerical values of these stats in game, so do not
worry too much about them. I just added them for the curious. You might like to
know the resistances of the various races though.
The power of titans and defensive structures, on the other hand, are dependent
on your character level, so the higher level you are, they better they get.
=========
resources [e41b]
=========
There are 7 resource types in SpellForce, but each race needs only a selection
of them for construction of buildings and production of units. Resources
gathered by the different races is universal for all races of the same side,
that is, humans, elves and dwarves can share the resources they gathered, and
orcs, trolls and dark elves can share the resources they gathered. The
following table shows the resource types required by each race.
Resources
-------------------------------------------------------------
Wood Stone Iron Moonsilver Aria Lenya Food
-------------------------------------------------------------
Human X X X X X
Dwarf X X X X
Elf X (X) X X
Orc X X X X
Troll X X (X) X
Dark Elf X X X X X
-------------------------------------------------------------
The elves and trolls do not have their own iron mining buildings, and have to
rely on other races for efficient iron gathering. You can still send the
workers to mine if there are no other races available, they will simply return
the iron to the monuments, which can take very long.
For your resource gatherers to work, you need to place them close to the
source.
Food is available in several forms.
Human game animals, fish, grains *, cattles *
Elf berries, game animals
Dwarf boars *
Orc boars *, game animals, fish
Troll game animals, corpses
Dark Elf fungi *, cattles *
Food sources marked with * belong to the farming type, meaning the farms can
generate food without needing external input. Sources like game animals and
fish can run out very quickly as your hunters hunt them all down. These will
be further explained in the individual race sections.
Like other resources, food is universal for all races of the same side. It does
not matter what the food type is, all forms of food are edible by all races
after they are processed.
Note that unlike food, food stores are NOT universal. You need at least 1 food
store for each race in order for units of that race to recover and rejuvenate.
-------------------------------------------------------------------------------
Titans [0402]
-------------------------------------------------------------------------------
Each race has a "titan" associated with it. A titan is an ultimate unit that
fights alongside your normal units. Titans are considered as upgrades and you
can only get 1 titan for each race. If a titan dies, you cannot summon another
one for that map. Titans can take a lot more damage than the normal units and
they radiate Auras that will help your normal units in battle.
Griffon Rider human aura of fast fighting
Rocksmith dwarf aura of regeneration
Treeant elf aura of endurance
Ragefire orc aura of slow fighting
Cyclops troll aura of weakness
Spiderbrood dark elf aura of inflexibility
You receive titans as upgrades from the large headquarters.
-------------------------------------------------------------------------------
Human [0403]
-------------------------------------------------------------------------------
Although not particularly strong, humans offer flexibility that is unsurpassed
by other races. They can gather and produce food from a wide range of sources;
thus on maps with scarce game, they can grow their own food, and on maps where
plentiful game abounds, they can hunt them down just as quickly. The combat
units are a good mix of melee, range and magic units, allowing adaptability in
various circumstances.
Typically, an army of marksmen, clerics and several recruits is powerful enough.
You only need to build the forge, the temple of light and the shooting range.
Let the recruits stay on the frontline and absorb the attacks while the clerics
heal them from behind. The upgraded marksmen can take down most enemies quickly
while the recruits are tanking. When you get the titan, you can drop the
recruits altogether and let the griffon rider tank all the attacks.
Against spellcasters, add some mentalists, enchanters and paladins into your
mix for the various special effects.
Human Tech Tree
-------------------------------------------------------------------------------
costs no requirements small headquarters medium headquarters
-------------------------------------------------------------------------------
recruit 50i forge
scout 40w 15i forge
marksman 30w 50i forge shooting range
cleric 40i 20a forge temple of light
enchanter 65a temple of light academy
mentalist 100a temple of light academy
armsman 70i forge master armory
paladin 60i 30a forge temple of light master armory
titan 500i 300a large headquarters
wood woodcutter's hut sawmill
stone quarry
iron mine smelting works
aria ariashrine
food hunting lodge grainfarm
fisher's hut food store
fishing guild
cattle breeding
defense crossbow tower white hand
-------------------------------------------------------------------------------
Human Buildings Requirements
-------------------------------------------------------------------------------
costs small headquarters medium headquarters
-------------------------------------------------------------------------------
small headquarters 50w 50i
medium headquarters 100w 100i X
large headquarters 250w 250i X
> Human Titan 500i 300a
forge 40w 30s
shooting range 150w 150s X
> Double Crossbow 300w 600i
temple of light 40w 60s X
> Path of Light 200i 100a
academy 100w 150s 100a X
> Clarity 400a
> Shockwave 600a
master armory 150w 200s X
> Fire Blessing 250i 250a
woodcutter's hut 40w
sawmill 80w 20s X
quarry 30w 20s
mine 50w 20s
smelting works 75w 75s X
ariashrine 20w 60s X
hunting lodge 50w 10s
fisher's hut 40w 20s
fishing guild 90w 60s
cattle breeding 100w 60s
grainfarm 100w 60s X
food store 60w 90s X
crossbow tower 80w 50s
white hand 50s 80a X
-------------------------------------------------------------------------------
Human Unit Stats
-------------------------------------------------------------------------------
armor weapon damage hit% spells extra upgrade bonus
-------------------------------------------------------------------------------
Recruit 140 sword 7-11 110%
Scout 120 crossbow 10-14 75%
Marksman 140 crossbow 12-17 75%
> Double Crossbow 70% 2 bolts/shot
Cleric 100 mace 6-10 90% Healing
> Path of Light 140 Shield, Int+10 Wis+10
Enchanter 70 magestaff 9-14 80% Hypnotize
> Clarity Int+20 Wis+20
Mentalist 80 magestaff 11-19 80% Shock
> Shockwave Shockwave Mana+30
Armsman 160 halbert 13-23 75%
Paladin 180 sword 12-18 100% Hallow, Aura of Dexterity
> Fire Blessing flamberge Fireburst, FireRes+175%
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Dwarf [0404]
-------------------------------------------------------------------------------
The dwarves have no magic units, but their combat units are much stronger than
most. They can absorb more damage than other races and has better melee
abilities.
The dwarves are the only units that level up as they fight. Every time a dwarf
kills something, it levels up and becomes stronger.
Generally, an army of upgraded defenders, elites, several battlepriests and a
few demolishers is powerful enough. The upgraded defenders become range units.
The demolishers can tear down buildings very quickly. The battlepriests can
heal with benefactions.
The bad thing about benefactions is that it is a combat skill and has an
extremely long recast time, which means your units will not be healed in the
meantime. Getting a few clerics or healers to replace the battlepriests
whenever possible is a good idea.
Dwarf Tech Tree
-------------------------------------------------------------------------------
costs no requirements small headquarters medium headquarters
-------------------------------------------------------------------------------
militia 60i forge
watchman 70i forge
btl.priest 80i forge sanctuary
demolisher 100i forge great armory
warrior 25m 50i forge moonsilver hall
defender 30m 60i forge moonsilver hall great armory
elite 110m forge moonsilver hall great armory
elder 120m forge moonsilver hall great armory+sanctuary
titan 500i 300m large headquarters
stone quarry stonemason's hut
iron mine smelting works
moonsilver moonsilver mine
food pigfarm food store
-------------------------------------------------------------------------------
Dwarf Buildings Requirements
-------------------------------------------------------------------------------
costs small headquarters medium headquarters
-------------------------------------------------------------------------------
small headquarters 100s
medium headquarters 250s X
large headquarters 500s X
> Dwarf Titan 500i 300m
forge 80s
> Whirlaxe 100i 100m
moonsilver hall 300s X
> Lightsilver 400m
great armory 350s X
> Throwing Hammer 200i 200m
sanctuary 350s X
> Willpower 200i
quarry 50s
stonemason's hut 130s X
mine 70s
smelting works 140s X
moonsilver mine 150s X
pigfarm 120s
food store 150s X
-------------------------------------------------------------------------------
Dwarf Unit Stats
-------------------------------------------------------------------------------
armor weapon damage hit% spells extra upgrade bonus
-------------------------------------------------------------------------------
Militia 100 doubleaxe 7-13 100%
Watchman 170 flail 5-10 106%
Battlepriest 150 warhammer 4-10 110% Benefactions
> Willpower 200 Shield, AllRes+50%
Demolisher 160 ram 10-17 70%
Warrior 140 battleaxe 10-18 80%
> Whirlaxe doubleaxe attack multiple targets
Defender 200 warhammer 8-15 100%
> Throwing Hammer 150% range attack, AllRes+50%
Elite 220 runeaxe 7-13 100%
> Lightsilver 240 battleaxe 9-17 Shield, BlackRes+150%
Elder 230 warhammer 6-12 100% War Cry
> Lightsilver 250 7-13 Shield, BlackRes+150%
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Elf [0405]
-------------------------------------------------------------------------------
Elves provide the best range units in the game. Both windarchers and wanderers
are extremely powerful when upgraded.
The elves only need wood to build most of their buildings. And they have
endless supply of wood thanks to the ability to replant trees with foresters.
Combine with the speedy master woodcutters and the production enhancing
sawmill, the elves can build up a very strong base in a very short period of
time.
The elves have 2 disadvantages though - they do not have farms or other self-
generating food buildings and have to rely on berries and game animals, which
can come in very limited supply; and the production of the better units
requires iron, which the elves cannot gather themselves effectively, and have
to rely on humans or dwarves.
For almost all circumstances, an army of upgraded windarchers, healers and
several wintermagi is powerful enough. Even at late game, this combination is
still very swift and devastating.
There are few differences between windarchers and wanderers. The wanderers do
slightly more damage, but they also cost more and require iron to be summoned.
The windarchers are less resource demanding, and can be summoned quickly, which
make them a better choice over wanderers in most cases.
Elf Tech Tree
-------------------------------------------------------------------------------
costs no requirements small headquarters medium headquarters
-------------------------------------------------------------------------------
ranger 50w armory
warder 60w armory
protector 80i armory iron armory
wanderer 45w 45i armory archery hall iron armory
windarcher 25w 30l armory ailentery+archery hall
healer 55l ailentery
wintermage 70l ailentery hall of the ancient
druid 100l ailentery hall of the ancient
titan 700w 300l large headquarters
wood woodcutter's hut sawmill master woodcutter
forester
iron *
lenya lenyagatherer
food gathererhut hunters guild
hunting lodge food store
defense archer tower frostbringer
-------------------------------------------------------------------------------
* the elves have no specialized structure for iron mining, but you can still
send your workers to mine, they will simply return the harvested iron back to
the elf monument
Elf Buildings Requirements
-------------------------------------------------------------------------------
costs small headquarters medium headquarters
-------------------------------------------------------------------------------
small headquarters 100w
medium headquarters 250w X
large headquarters 500w X
> Elf Titan 700w 300l
armory 60w
> Shield 300w
ailentery 200w X
archery hall 300w X
> Icestrike 100w 200l
iron armory 400w X
> Frostshield 100i 300l
> Aryn's Wrath 100i 300l
hall of the ancients 250w 100l X
> Elen's Gift 500l
woodcutter's hut 40w
forester 50w X
sawmill 100w X
master woodcutter 150w X
lenya gatherer 50w X
gathererhut 50w
hunting lodge 60w
hunters guild 150w X
food store 150w X
archer tower 120w
frostbringer 20w 100l X
-------------------------------------------------------------------------------
Elf Unit Stats
-------------------------------------------------------------------------------
armor weapon damage hit% spells extra upgrade bonus
-------------------------------------------------------------------------------
Ranger 100 longbow 6-11 100%
Warder 120 staff 5-12 110%
> Shield 150 sword shield
Protector 180 katana 11-18 100%
> Aryn's Wrath icesword Iceburst, IceRes+175%
Wanderer * 180 longbow 10-19 85%
> Frostshield + dagger 5-8 110% Ice Shield Iceburst, IceRes+175%
Windarcher 100 shortbow 6-12 80% Trueshot
> Icestrike masterbow 7-12 Iceburst
Healer 60 magestaff 4-8 110% Healing
> Elen's Gift 5-9 + Cure lower mana cost
Wintermage 70 sceptre 3-7 100% Iceburst
> Elen's Gift lower mana cost
Druid 80 magestaff 4-7 110% Hallow, Aura of Healing
> Elen's Gift + Cure Poison lower mana cost
-------------------------------------------------------------------------------
* upgraded wanderers wield 2 weapons
</pre><pre id="faqspan-3">
-------------------------------------------------------------------------------
Orc [0406]
-------------------------------------------------------------------------------
The orcs are made up of a good mix of spellcasters and hand-to-hand fighters.
They have of healers, but have instead, bards who boost resistances and combat
abilities of their comrades.
The most powerful orcish unit is the totem. Totems are relatively cheap to
summon and they cast the spell Pain, which is a powerful and direct black
magic. Also noteworthy are the spearmen that can be summoned with iron only,
making them extremely useful in resource tight maps.
Generally, an army of upgraded totems and several spearmen as tanks is good
enough. Make sure you have several foodstores built so the totems can
replendish their mana. Against spellcasting enemies, you can throw in several
hornblowers to raise your units resistances.
Orc Tech Tree
-------------------------------------------------------------------------------
costs no requirements small headquarters medium headquarters
-------------------------------------------------------------------------------
thug 40w mace carver
spearman 50i forge
veteran 80i forge dark forge
fighter 30w 30i forge+mace carver
totem 15w 30l mace carver shaman's hut
firemaster 20w 50l mace carver shaman's hut bloodshrine
drummer 40w 15l mace carver shaman's hut+hall of glory
hornblower 50i 40l forge shaman's hut+hall of glory dark forge
titan 400i 400l large headquarters
wood woodcutter's hut
iron mine smelting works
lenya croptent
food boar breeding food store
fisher's hut
hunting lodge
defense firestarter
-------------------------------------------------------------------------------
Orc Buildings Requirements
-------------------------------------------------------------------------------
costs small headquarters medium headquarters
-------------------------------------------------------------------------------
small headquarters 90w
medium headquarters 200w X
large headquarters 450w X
> Orc Titan 400i 400l
mace carver 70w
forge 100w
> Scythspear 200i
shaman's hut 110w X
> Vipershield 100w 250l
hall of glory 350w X
> Glory of the Horde 50w 100l
bloodshrine 200w 100l X
> Firestorm 300l
dark forge 300w X
> Tunderstrike 400i
woodcutter's hut 40w
mine 100w
smelting works 200w X
croptent 70w X
hunting lodge 50w
fisher's hut 50w
boar breeding 150w
food store 140w X
firestarter 80w 60l
-------------------------------------------------------------------------------
Orc Unit Stats
-------------------------------------------------------------------------------
armor weapon damage hit% spells extra upgrade bonus
-------------------------------------------------------------------------------
Thug 100 club 5-10 100%
Spearman 130 spear 7-13 85%
> Scythspear scythe attack 3 targets
Veteran 160 hammer 15-26 60%
> Tunderstrike Spark
Fighter * 100 sabre 6-13 110%
+ greataxe 7-15 85%
Totem 90 staff 2-6 100% Pain
> Vipershield 120 Poison, Int+10 Wis+10
Firemaster 100 staff 3-5 90% Fireburst
> Firestorm + Wave of Fire Int+10 Wis+10
Drummer 120 club 3-6 120% War Cry
> Glory of the Horde War Cry (stronger)
Hornblower 150 fist 2-7 115% Patronize
> Glory of the Horde Patronize (stronger)
-------------------------------------------------------------------------------
* fighters wield 2 weapons
-------------------------------------------------------------------------------
Troll [0407]
-------------------------------------------------------------------------------
The trolls are the fiercest fighters among all races. The range units and the
melee units both do respectable amount of damage. When a troll has low hit
points, it will go into a raging state and do extra damage.
There are three major downsides to using the trolls - one is the lack of food,
one is the very high cost of summoning units, and one is the slow gathering of
resources.
Worse than the elves, the trolls have only one reliable source of food - the
hunting lodge. The corpse collector is a cool concept, but is impractical, as
corpses typically disappears after a short while, and to collect corpses means
putting your workers on the battlefield, which will inevitably result in them
getting killed. When the game animals get hunted dry, the trolls will have to
rely on food from other races.
The trolls have only the basic resource buildings and do not have any
production booster like other races. This makes them very dependent on other
races for resources.
All the disadvantages are neutralized by the very strong battle abilities of
the trolls. Each of the trollish units is very useful and powerful when
upgraded, so you would want a balanced mix of all the unit types in your army.
The hurlers do cold damage while the throwers do fire damage. The devastators
are the trollish equivalent of the dwarven demolishers. Add in some champions,
bouncers and destroyers for their different upgraded effects and you have an
unbeatable army.
Troll Tech Tree
-------------------------------------------------------------------------------
costs no requirements small headquarters medium headquarters
-------------------------------------------------------------------------------
rowdy 90w mace carver
smasher 120w mace carver
thrower 120s mace carver stonecutter
hurler 100s 60i mace carver stonecutter ironhouse
devastator 70w 60s mace carver stonecutter
bouncer 70w 70i mace carver ironhouse
destroyer 80w 100i mace carver blacksmith+ironhouse
champion 50w 150i mace carver blacksmith+ironhouse
titan 700w 300s large headquarters
wood woodcutter's hut
stone quarry
iron *
food hunting lodge food store
corpse collector
defense stone thrower
-------------------------------------------------------------------------------
* the trolls have no specialized structure for iron mining, but you can still
send your workers to mine, they will simply return the harvested iron back to
the elf monument
Troll Buildings Requirements
-------------------------------------------------------------------------------
costs small headquarters medium headquarters
-------------------------------------------------------------------------------
small headquarters 50w 50s
medium headquarters 100w 150s X
large headquarters 250w 250s X
> Troll Titan 700w 300s
mace carver 40w 50s
> Heavy Clubs 300w
stonecutter 150w 200s X
> Hall of Fire 400s
> Thunderstrike 200w 300s
ironhouse 400s X
> Way of the North 300s 400i
blacksmith 400s X
> Chaos Weapon 500i
woodcutter's hut 30w 10s
quarry 30w 20s
hunting lodge 20w 40s
corpse collector 30w 30s
food store 80w 80s X
stone thrower 100w 200s X
-------------------------------------------------------------------------------
Troll Unit Stats
-------------------------------------------------------------------------------
armor weapon damage hit% spells extra upgrade bonus
-------------------------------------------------------------------------------
Rowdy 50 troll mace 8-15 85%
Smasher 100 club 5-12 125%
> Heavy Clubs troll club 6-13
Thrower 80 rocks 9-19 70%
> Hall of Fire Fireburst
Hurler 160 rocks 10-22 75%
> Way of the North Iceburst
Devastator 80 hammer 13-26 65%
> Thunderstrike Spark
Bouncer 140 maul 7-17 100%
> Way of the North Iceburst
Destroyer 150 mace 9-19 100%
+ mace 9-19 100%
> Chaos Weapon Manadrain
Champion 180 hammer 18-35 80%
> Chaos Weapon Amok
-------------------------------------------------------------------------------
* destroyers wield 2 weapons
-------------------------------------------------------------------------------
Dark Elf [0408]
-------------------------------------------------------------------------------
The dark elves are the most devastating spellcasters among all races. The
spells available to the dark elves include summonables, lifetap and pain. These
make the dark elves very strong and they can practically handle anything.
The havocs can summon spectres. The necromancers and the titan can raise dead.
These will increase your army size by a huge amount and act as cannon fodder
for your actual expensive units.
All units receive some form of special abilities when upgraded and like the
trolls, you would want a balanced mix of all the unit types in your army so
you can enjoy the wide array of special effects they have.
Dark Elf Tech Tree
-------------------------------------------------------------------------------
costs no requirements small headquarters medium headquarters
-------------------------------------------------------------------------------
assassin 100i forge
sorcerer 80a onyx tower
necro 110a onyx tower+dark academy
warlock 140a onyx tower+dark academy arkanum
darkblade 70i 20a forge onyx tower
btl.master 50m 80i forge moonsilver armory
dth.knight 80m 40a forge onyx tower shadowforge
havoc 100m 60a forge onyx tower
arkanum+shadowforge+moonsilver armory
titan 300m 300a large headquarters
stone quarry stonemason
iron mine smelting works
moonsilver moonsilver mine
aria onyxshrine
food breeder fungus farm
food store
defense tower of sorcery mindbreaker
-------------------------------------------------------------------------------
Dark Elf Buildings Requirements
-------------------------------------------------------------------------------
costs small headquarters medium headquarters
-------------------------------------------------------------------------------
small headquarters 110s
medium headquarters 300s X
large headquarters 550s X
> Dark Elf Titan 300m 300a
forge 80s
> Dance of Death 300i
onyx tower 140s X
dark academy 250s 100a X
> Redemption 500a
moonsilver armory 350s X
> Sinister Blessings 100i 300m
shadowforge 350s X
> Dark Bond 400m 200a
arkanum 200s 150a X
> Nor's Calling 500a
quarry 50s
stonemason 130s X
mine 80s
smelting works 150s X
moonsilver mine 160s X
onyxshrine 80s X
breeder 150s
fungus farm 120s X
food store 180s X
tower of sorcery 50s 100a
mindbreaker 50s 100a X
-------------------------------------------------------------------------------
Dark Elf Unit Stats
-------------------------------------------------------------------------------
armor weapon damage hit% spells extra upgrade bonus
-------------------------------------------------------------------------------
Assassin 125 katana 7-14 100%
+ katana 7-14 100%
> Dance of Death death blow
Sorcerer 60 staff 4-9 80% Pain
Necromancer 85 scythe 7-15 80% Summon Undead
> Nor's Calling staff auto resurrection at night
Warlock 110 staff 6-13 80% Death
> Redemption auto resurrection as spider, Mana+45
Darkblade 150 hooksword 7-14 90% Lifetap
Battlemaster 160 hammer 14-29 85%
> Sinister Blessings Lifetap, Manadrain, Pain
Deathknight 180 ravenpeck 9-18 90% Aura of Lifetap
> Dark Bond 220 Shield of Pestilence, BlackRes+80%
Havoc 220 sabre 11-25 90% Summon Spectre
> Dark Bond 250 Shield of Pestilence, BlackRes+80%
-------------------------------------------------------------------------------
* assassins wield 2 weapons
===============================================================================
CAMPAIGN WALKTHROUGH [MS05]
===============================================================================
This section will detail the single player campaign, including both the main
quests and the subquests.
The campaign is divided into three arbitrary chapters in accordance with the
storyline. Each chapter is further divided into the individual maps. For each
map, you will find a checklist for plans and runes, an annotated diagram
representing the geography of the map, legend for the diagram, and the actual
walkthrough. The walkthrough is divided into the individual main quests for
clarity, and the subquests are inserted as and when I think is appropriate.
And in case you did not read the introduction -
!!! WARNING: will contain spoilers !!!
-------------------------------------------------------------------------------
World Map [0501]
-------------------------------------------------------------------------------
The world of SpellForce is made up of many floating islands. The islands are
connected via magic portals set up by Rohen. These connections are represented
by the *s and points of connections indicate roughly the actual locations of
the portals.
+------------+ +-------------+ +-------------+ +--------------+
| ******* | | **** | |
| Leafshade | | The Shiel **** | Wildland | * | Frost Marsh |
| | | | * | Pass | * | |
| | **** | **** | **** |
+*-----------+ * +-------------+ +-------------+ +------*-------+
* * *
************ * *
+-----------*+ * +-------------+ +------*-------+
| | * | | | |
| Eloni | * | Sharrowdale | | Southern |
| | * | | | Godmark |
| | * **** | | |
+---------*--+ * * +-------------+ +-------------*+
* * * *
********** * * *************
+*-----------+ * * +-------------+ +-*------------+
| | * * | | | |
| Liannon | * **** Breathing | | Nightwhisper |
| | * | Forest ************* | Dale |
| | * | | ********** |
+--*-------*-+ * +-------------+ +--------------+
* ******
*
********** ******
+-----------*+ +-----------*-+ * +-------------+ +--------------+
| | | * | **** | | |
| GREYFELL | | Farlorn'S | | Mulandir ******* The Rift |
| ******* Hope | | | | |
| | | | | | | |
+----------*-+ +-------------+ +---*---------+ +--------------+
* *
*************** **** ******************
+------------+ +-----*-------+ +------*------+ * +------------*-+
| | | | | | * *** |
| Stoneblade | | Northern | | Godwall | * * | Whisper |
| Mountain | **** Windwalls | | | * * | |
| * | * | | | | * * | |
+-----*------+ * +------*------+ +-------*-----+ * * +--------------+
* * * * * *
* ***** ************ ********* ************
* +*------------+ +-----*-------+ +--------------+ *
* | | | | | | *
* | Southern | | Greydusk **** | Howling ***
* | Windwalls ******* Vale | **** Mounds |
****** | | | | |
+-------------+ +-------------+ +--------------+
-------------------------------------------------------------------------------
Chapter One - Rohen [0502]
-------------------------------------------------------------------------------
In this chapter, you will be following the path of Rohen from Greyfell to
Frost Marsh. If you are new to SpellForce, you might want to go through the
prologue, i.e. the tutorial, before plunging into the world of SpellForce.
The tutorial is thoroughtly guided, and is therefore not included in this
walkthough. There are some reports of bugs related to the tutorial that make it
impossible to complete, so beware, or forget it altogether. The first map
Greyfell is easy enough for you to learn the basics.
========
Greyfell [e52a]
========
[Buildings] [Units] [Runes]
[human] [human] [workers]
Crossbow Tower Recruit Human Worker lv1
Forge Scout
Hunting Lodge
Mine
Quarry
Small Headquarters
Woodcutter's Hut ########
# P1 #
############## #
########################28 29 #
# C # #15 # #
############### # # 30#####
# B m1 ############## # #14 05 #
################## # # # B #
# E1 # C # # # #13 04 07#
#B # # # # # #
# # ### ##### 01 ####### 06 #
# # ############# # ####### E4 17 18 #####
### # E2 #S4 C Ma # 02 ####### 19 20 08# #
### # # # ####### 21 16 09 #
#C # # S3# # 22 23 P3#
# # ###### ############ 03 # 24 # #
### # ###### E3 #27 ########
# ##### #####C Mb Mc Md # 25 # C #
# S1 # S2 ####### # 11 # #
# ### # # # 12 26 10# #
############################################# ####### # #
# # #
##### ###### #
# #
## P2 #########
######
NPCs
01 Peasant Lemuel 11 Castigir 21 Merchant Vilnon
02 Tombard 12 Flink McWinter* 22 Merchant Zorg Zoransen
03 Sick Hermit 13 Adhira 23 Merchant Nedime
04 Sartarius 14 Sandor 24 Merchant Arnar
05 Gabar 15 Tanara 25 Merchant Ulmarra
06 Zarim 16 Sentos the Trader 26 Merchant Ladavius
07 Seno the Dentist 17 Merchant Roban 27 Merchant Soemi Siw
08 Orthanc 18 Merchant Drago 28 Merchant Nurdiana
09 Goran 19 Merchant Wetzlin Thom 29 Merchant Finwie
10 Hinrik Karison 20 Merchant Krag 30 Trader Valdis*
*appear later after triggering specific quests
Events
E1 Game Begins E3 Village Rescue
E2 Betrayal E4 Orc Attack
Others
B Bindstone Mc Goblin Spawn Point S1 Gravestone
C Chest/Corpse Md Orc Spawn Point S2 Gravestone
m1 Human Monument P1 Liannon S3 Gravestone
Ma Cutpurse P2 Northern Windwalls S4 Tomb of Shin Tar Guar
Mb Goblin Spawn Point P3 Farlorn's Hope
-----------
To Greyfell [mq01]
-----------
Your quest to save the world begins at E1. After watching the cutscene,
activate the bindstone and travel down the one way path. Remember to loot all
the chests, they will provide you with some basic gear for now. Along the way
you will fight several lv1 Young Forest Spiders and Young Forest Beetles,
nothing to worry about. Also take note of special locations S1~4, you will
return to these later.
At E2, after the cutscenes, loot the messenger's corpse for a Magically Sealed
Casket and follow Randolf to the human monument. Remember to activate the
bindstone and loot the chest. Activate the human monument and summon all 20
workers. Meanwhile you should move to the narrow spot in the southeast slightly
north of Cutpurse and stay there to kill the occasional goblins that stray up
towards your monument.
Send 10 of your workers to gather wood, 5 to gather stone and 5 to gather iron.
When you have sufficient wood, select 5 of the woodcutting workers and built a
woodcutter's hut, this will speed up the collection of wood. Select the mining
workers and build a mine near the iron. Select the quarrying workers and build
a quarry near the stone. Select the remaining 5 woodcutting workers and build a
small headquarters as soon as possible. Be careful never to select the artisans
when you are selecting workers.
When the small headquarters is up, build a hunting lodge with those 5 free
workers. Summon more workers from human monument. Build at least 2 forges with
your new workers. You can make do with 1, but having more forges will speed up
your summoning time and allow you to quickly replace lost units in the upcoming
battles. Also, build 1 more mine and 1 more woodcutter's hut to speed up
resource gathering if necessary *I recommend this*. And if you still have a
few idle workers lazing around, you might want to build 1 or 2 crossbow
tower(s) at where you are to aid in taking down goblins.
Summon 10 recruits and 10 scouts and send them to where you are, you should
have enough food to upgrade your army size to 20 by now.
Group your troops using ctrl and you are ready to move out. Wait for a new wave
of goblins to come up and finish them. Quickly move south and finish off
Cutpurse lv2 and his miserable hut. Remember to loot the Tanard's Eyeglasses.
Move south. Station your troops near the goblin camp entrance while you run
into the camp to lure out the goblins. Move into the camp and destroy
everything after you and your troops have clear out the goblins.
Replace any lost units, move east, destroy the orc using the same tactic.
There is a cutscene at E3. Quickly move north towards the village and finish
off the orcs, taking down the orc healers first. Be careful not to let Lemuel
die, or you will miss a reward from him. After the orcs are gone, talk to
Lemuel for a Ring of Mages and some experience. Take note of Tombard's and
Sick Hermit's locations, you cannot talk to them now, but you will return for
some quests later on.
There is a chest guarded by several orcs up north, tackle them; otherwise,
follow the path all the way up towards Greyfell town. Station your troops at E4
near the town entrance while you move into town and look for Sartarius.
-----------------------
Attack of the Cave Orcs [mq02]
-----------------------
Look for Sartarius. After the cutscene, quickly select the troops he gave you
and move out towards E4 to fend off the invading orcs. If you have left your
troops there as I suggested, they would have kill several of the orcs already.
The battle is not too hard, take down healers before fighters and you can end
the assault quickly.
Return to Sartarius for a reward - your first rune hero warrior Cord lv1. Talk
to Sartarius about everything to get a basic understand the story. Remember to
activate the bindstone.
Explore the rest of the town in 3rd person mode. The Greyfell town area will be
your headquarters for the rest of the game, so it is good to spend some time
here and familiarize yourself with the geography. The chest in the east is
supposed to be out of reach for now, but if you stand close to the town wall
you can actually open it. Try it. Merchant Finwie sells two rune heroes, you
are too poor to buy them now, but you can come back later. Merchant Ulmarra
sells the best mage shield in the game - Crypt Shield, again, you are too poor
to buy it now, but remember her and come back for it later. The merchants in
the central area sell all sorts of spells at all levels, this is your heaven if
you are a mage.
*This is your first map, so I took the trouble of reminding you to activate the
bindstones and loot the chests. You will not see such reminders from now on.*
!!!Subquests Progress!!!
[ Magical Artefacts ] [sq01]
Talk to Gabar and give him Tanard's Eyeglasses after you activate the quest.
You will collect the rest of the artefacts in upcoming maps.
[ The Tooth Crusher's Pliers ] [sq03]
Chat with Seno to activate the quest
[ Dwarf Services ] [sq02]
Talk to the drunken dwarf Hinrik to activate the quest.
-----------------------
Darius the Cartographer [mq03]
-----------------------
After you update all the subquests, you are ready to move on to Liannon. Talk
to the guard near the portal to Liannon and step into the portal.
=======
Liannon [e52b]
=======
[Buildings] [Units] [Runes]
[heroes]
Warrior Cord lv1
######## ##############
# ## # Mj #
##### #### ####### #
# P2 # # Mi # #
# ############## # #######
# ### #### # ## ##
# # #### ### #
## ## Mf ### ##S1 Mh #
###### Mg ### #### #
## ## ## #
### ########### #
## # # ## #
# # ## 08 ## Mb ##########
# # # ## ##############
# # # ### ################
# # ## ########## #################
####### # ## 10 ## # ############ #
# C #09 m1 ## 05# #04 ###### #
# Mc # 07 B 11 ## Me #
# ######## 06 ### #
# # #########
# ##### ###### #
# ############## 01 03 #
# # # 02 ## #
# # # #### #
# # ########## #
### # ##### ############# #
## # ## ###### #
### ## ### ### # #
### ### ### ### # #
### ## ### Ma ### ######### ######
## Md ### ##C ### # #
### C ## #### # #
############# ## # #
# P1 # ### P3 ###
# # #############
#########################
NPCs
01 Darius 05 Shan Muir 09 Merchant Leleth
02 Bart Boggelsen 06 Lieutenant Celen Fell 10 Merchant Will Boggelsen
03 Brok Dalingar 07 Ortah Gelfbeard 11 Merchant Colan Fell
04 Sunder Blackhand 08 Tyrgar Brannon
Others
B Bindstone Md Bandit Leader Mj Burgle the Ripper
C Chest/Corpse Me Ghosts* P1 Greyfell
m1 Hero Monument Mf Gnaff P2 Eloni
Ma Wartskin Mg Goblin Spawn Point P3 The Shiel
Mb Fishrobber Mh Sento's Thugs* S1 Wartskin's Chest
Mc Snarf Mi Klingzog
*appear later after triggering specific quests
-----------------------------------
Darius the Cartographer [continued] [mq03]
-----------------------------------
You start at P1, from Greyfell. The path leads you to Darius directly, but you
will have to fight several lv1 goblins along the way. If you are strong enough,
i.e. have decent offense, you should kill Wartskin lv3 as well. If not, you can
come back later after summoning Cord. Wartskin carries a Small Rusty Key which
you use to unlock his chest in the northeast.
Talk to Darius to complete this quest. Choose all the options to learn more
about the story.
Talk to Celen.
-----------------
The Path to Eloni [mq04]
-----------------
Celen will ask you to kill Snarf lv2 before agreeing to let you pass. If you
have not already done so, summon Cord at the hero monument now, and make sure
he is properly outfitted.
Move through the gully west of Celen and annihilate the few goblins scattered
about the lake. Then move north and finish off Snarf. The chest beside Snarf
contains several plans. Loot everything.
If you want, you can move south now to remove Bandit Leader lv4. He is not too
tough, but again, it is relative to your character type. He carries a Wanted
Poster for Celen and an Old Dwarven Axe for Sunder, which you can exchange for
some cash, gear and experience with Celen and Sunder respectively. If not, you
can return to Celen now to continue the main quest.
If you need any healing, you can talk to Shan Muir.
Celen will dispatch several units from town. They will move north towards the
portal to Eloni. You should move ahead of them and kill any goblins you
encounter along the way. Kill Gnaff lv2 and all his accomplices. Celen's troop
should arrive in time to help you finish off any remaining goblins and
buildings. If, for some unfathomable reason, all of Celen's troop die, you can
return to her to dispatch a new troop.
Talk to any surviving unit to open the gate, but before moving on, you should
tackle the subquests and familiarise yourself with the geography. Like
Greyfell, Liannon is your second headquarter and you will return here many many
times later for one quest or another.
!!!Subquests Progress!!!
[ Small Fish ] [sq11]
Talk to Tyrgar to activate the quest. Kill Fishrobber lv2 at the opposite
bank and return the Bag of Fish to Tyrgar. Tyrgar will make you deliver the
Fish to Sunder - do it, get humiliated and complete this quest. You get
some experience out of this quest.
[ The Ghost of the Mine ] [sq12]
Talk to Brok and he will warn you of the ghost. You should be able to kill
the ghost if you are lv4. Kill the ghost Terror of the Deep lv5 and return
the Old Sword to Brok. You get some experience out of this quest. If you
find the battle too tough, leave it and come back later when you are higher
level and have better heroes.
[ From the Deep ] [sq13]
If you managed to kill Terror of the Deep, you will also get a Ring of the
Warrior. Show this Ring to Brok and then to Ortah. Ghost of the Scribe lv10
will appear back at the mine. This is probably as far as you can go for now,
as it is unlikely that you can kill the Ghost to continue the quest. You do
get some experience for bringing the Ring to Ortah nevertheless.
[ The Tooth Crusher's Pliers ] [sq03]
Kill Wartskin if you have not already done so, open his chest at the
northeast to get the Tools of a Dentist. You can return the Tools to Seno in
Greyfell to complete the quest now, but I suggest you hold on to it until
later when you can go back to do several quests at the same time. You get 1
Mist Crystal and some experience from this quest. You will also find Liannon
Brandy and Eyeglasses of a Dwarf in the chest, these are related to the
Dwarf Services subquest, but have no use for now.
The areas in the northeast and southeast are currently sealed off, you will be
able to access them later. When you have finish updating all the subquests, you
can move on to Eloni.
=====
Eloni [e52c]
=====
[Buildings] [Units] [Runes]
[human] [human] [workers]
Crossbow Tower Recruit Human Worker lv2
Forge Scout
Hunting Lodge Cleric
Mine Marksman
Quarry
Small Headquarters
Woodcutter's Hut
Ariashrine
Fisher's Hut
Food Store
Shooting Range
Temple of Light ############
## #### ###########
# ## ######## ##C P2#
# Mm ####### ##### #Mk #Ml B #
##### ############## S3 # ## #
### #################### # Mj ## ##
### C ### Mh C ### ## #######
### ######## Mi ## # ####
# 06 ### ## ####
## 05 ## # #########
## 07 04 #############
### ### #################
## # Mc Me #Mf C ##
### # Md C # #Mg S2 #
# ######## # #
#11 # 02 #m2 # ##
######## # # ############
## # # # # S1 ##
# Mp ############ ### ####### ##
## # # #### # ##
# C# # #####03####### ###########
### # # #C Mb# m1 B #
# # #Ma # #
#########Mo Mn ## # ## #
# 08 ### ## ## 01 #
#09 10##### ## ## #
########## # ## #####
# ## #
# # ###
############ ###
### ##
### P1 ##
## ##
####
NPCs
01 Sidahan* 05 Sidahan* 09 Istur Ash
02 Sindare 06 Ashawe 10 Merchant Ishtar
03 Jenquai Sundancer 07 Swerdis 11 Merchant Mark Shamir
04 Lycande 08 Shadira Sundancer
*Sidahan moves from 01 to 05 after you free the settlement
Others
B Bindstone Mf Ruff Mo Beastman Spawn Point
C Chest/Corpse Mg Goblin Spawn Point Mp Sharknar
m1 Human Monument Mh Orc Spawn Point P1 Liannon
m2 Human Monument Mi Orc Spawn Point P2 Leafshade
Ma Goblin Spawn Point Mj Goblin Spawn Point S1 Eloni Ranger
Mb Zarn the Traitor Mk Goblin Spawn Point S2 Eloni Ranger
Mc Urshuk Ml Orc Spawn Point S3 Eloni Ranger
Md Goblin Spawn Point Mm Fafna
Me Goblin Spawn Point Mn Ogre Spawn Point
-------------------
Drums in the Forest [mq05]
-------------------
You start at P1. Move north to talk to Sidahan. You have to kill a few goblins
along the way. Follow Sidahan to the monument, claim it and summon all 20
workers. Kill any stray spiders you find in the area and then move west and
stay guard at the mouth of the valley, a few goblins may stray up from there
every once in a while.
Like in Greyfell, send 10 workers to gather wood, 5 to mine and 5 to quarry.
Build a woodcutter's hut near the edge of the forest as soon as you can. Build
also a mine and a quarry. Select the remaining workers and build a small
headquarters, follow by a hunting lodge. Summon another 10 workers when the
small headquarters is up. Build a food store near the hunting lodge
immediately - this is to offset the somewhat lack in game in the area. Forget
about the fisher's hut for now, build 2 forges, 2 shooting ranges and 1 temple
of light. Upgrade your marksmen from the shooting range as well as your troop
size limit to 15 or 20 from the small headquarter.
Summon 5 recruits and as many marksmen as you can. Meanwhile, you should build
1 more woodcutter's hut, 1 more mine and 1 or more food store(s) with whatever
remaining workers you have.
Group your units and move down the valley to finish off Zarn and the goblin
camp. The upgraded marksmen can take down any target quickly if you help them
lock onto one. Use the recruits and yourself to tank. Loot everything and move
back towards the stone gate, but DO NOT open it yet unless you want to be
swarmed by goblins.
Free up 5 workers from whichever resource gatherer that you feel you have the
excess resource of. Typically, this would be the quarry, since you only need
stone to build and not to summon troops, but you can also free up some from
the woodcutter's hut or mine. Send the workers off to build an ariashrine.
Upgrade your clerics from the temple of light before summoning them. By now,
you should have enough food to up the troop limit to 30, if not, free up more
workers and build the fisher's hut and extra food store. The more food stores
you have, the faster your units will heal themselves.
You should have 5 upgraded clerics, 5 recruits and 20 upgraded marksmen before
moving out. The formation throughout the game is simple, tanks in front,
healers behind and shooters somewhere in the middle.
Open the gate and move up the valley. Pause at the first junction to take down
the oncoming waves of goblins, then move west and quickly finish off any loose
monsters there.
After the valley is clear, move north but do not claim the monument yet. Move
further north to clear the goblin camp Mc-e, then east to clear the other
goblin camp Mf-g. If you were systematic, there should not be any escapers, but
if you were not, you will find them moving towards your defenseless base. You
can rectify this by sending back your marksmen.
Station your units before the bridge connecting Me and Mh. The marksmen will
take down any orcs that attempt to cross the river. Consider this a rest period
for your units to recuperate. Replace any lost units. Meanwhile, you should go
talk to Jenquai, Sindare, Lycande and the Eloni Rangers at S1 and S2. You will
receive some elven units from Sindare and Lycande. You will also get some plans
from Lycande. Free up more workers to build the newly acquired medium
headquarters. If you are lacking food, the area around the second human
monument has many animals, so you can build a hunting lodge there if you want,
remember to accompany it with a food store.
Up your troop size some more, summon 5 more clerics and as many marksmen as you
can. Group them properly and cross the river to take down the orcs. Nothing can
match the power of 30+ marksmen. Move all the way east to take down the
remaining two camps. Always remember not to just barge into a camp, but instead
station your shooters outside the camp while your tanks go lure out the enemies
in the camp. This will ensure it is the enemies that get bottlenecked at the
camp entrance and not your units.
You can enter the portal to Leafshade to continue the main story if you want,
but it would be better to take your time to explore the rest of the map and
clear the subquests with your units. Your troops will disappear once you leave
the map, so you will have to build up everything again if you are to explore
the map at any other time.
Kill Fafna lv8 to get Ariafrost and a Stone of Eternal Fire while you are
still at the north.
!!!Subquests Progress!!!
[ The Last of the Archers ] [sq15]
You automatically get this quest from Sidahan at the beginning of the map.
Talk to all the Eloni Rangers if you have not already done so. Talk to them
again when they are safely in town. You get some mediocre gear and
experience out of this quest.
[ The Free Traders ] [sq16]
Talk to Jenquai and ask for the White Stone Key to the gate from Lycande if
you have not already done so. Open the gate and move south to destroy the
ogre camp. Piece of cake with the marksmen. Talk to Shadira to complete the
quest. You get experience out of this quest. Although the quest is mark as
completed when you rescued Shadira, you can actually get more reward if you
return to Jenquai. Talk to him and choose one from Ring of the Seven Winds,
Simple Ring of Sorcery or Wyrm Eye as your reward.
[ Stardust ] [sq17]
After rescuing Shadira, talk to her again to activate this quest. Give her
the Ariafrost you got from Fafna. You get different rewards depending on how
generous you are. Choosing [1] from the start nets you 2 silver and
experience; choosing [2] then [1] nets you 4 silver but less experience;
choosing [2][2][1] nets you 6 silver but even lesser experience; choosing
[2][2][2][2] nets you a Star Ring or a Ring of Thieves, both are junk.
[ The Dream Snatcher ] [sq18]
Talk to Istur Ash after you destroy the beastman camp. Kill Sharknar lv5 and
the subsequent Dream Snatcher lv6 that appears to get the Humming Obsidian.
Return the Obsidian to Istur to get some experience.
[ The Wound Tincture ] [sq19]
Talk to Swerdis to activate this quest. You can return to Greyfell to look
for Valdis now if you want, but talking to Valdis is as far as you can go
for now, and I suggest that you put this quest on hold first, you can go
back later to do several quests all at the same time.
Ashawe will pay you 1 silver for the Beastman Manes you picked up from fighting
the beastmen, you will also get some experience, so do not miss it. The
merchant Mark sells several plans for human as well as 3 rune heroes. You
should consider buying the plans. He also sells all kinds of gems, which you
may need for future subquests in case you do not have spare ones. When you have
finish updating all the subquests, you can move on to Leafshade.
=========
Leafshade [e52d]
=========
[Buildings] [Units] [Runes]
[human] [human] [workers]
Crossbow Tower Recruit Human Worker lv3
Forge Scout
Hunting Lodge Cleric [heroes]
Mine Marksman Warrior Cord lv1
Quarry Enchanter Priest Thalia lv3
Small Headquarters Mentalist Archer Caitlyn lv5
Woodcutter's Hut Fighter Istvan lv6
Ariashrine
Fisher's Hut
Food Store
Shooting Range
Temple of Light
Academy
Cattle Breeding
Fishing Guild
Grain Farm
Medium Headquarters ################
Sawmill # #
Smelting Works # # C Mv ##########
White Hand # # # ###
# ########## #
# m3 B #
# 02 #C # Mw#
################ # C#C #
# Mh Mg E2 ########## #C # C #
##### ##### #####################
# ## C C # ############## ##</pre><pre id="faqspan-4">
# Mf ## #### ######## ##
# ## Me ##### ######## ## Ml ##
# #### Mi Mj ## ##
## ###### ### ####### ## #
##### C Md # # ######## ### #########
# # My# ###### # ## Mm Mn #
## ####### ######## ##### # # C Mo C########
# # Mc ######## Mk ### ### ## Mp #
# # ######## ## ### # Mq #
# #A ######## ## ## Ms Mr C #
# # ######## #### ## Mt 03 ####
# # ######## ##### C # C #
####### Mx # ######## ###### S1 # #C P2#
### # C # ## # ############# ###############
# Ma ######E1## Mb # ##
#A ################# Mu ######
# m2 # ##
############### # #
# ##### B #
# #######
# ### #
# # ######01 m1#
# P1 # ###### B #
# # C###### #########
############### #
###################
NPCs
01 Sergeant Einar* 02 Sinwen Whiteleaf 03 Sergeant Einar*
*Einar starts at 01, follows you throughout the map and ends at 03
Events
E1 Scouts E2 Sneak Attack
Others
B Bindstone Mh Darmor Twonk* Mt Orc Spawn Point
C Chest/Corpse Mi Sirgil Twonk* Mu Gukar
m1 Hero Monument Mj Elijah Twonk* Mv Fire Skeleton
m2 Human Monument Mk Ragnar Twonk* Mw Scythecrawler
m3 Human Monument Ml Obak Mx Tronk
Ma Bandit Spawn Point Mm Goblin Spawn Point My Fayt*
Mb Goblin Spawn Point Mn Goblin Spawn Point A Aria Fountain
Mc Brandel Twonk* Mo Goblin Spawn Point P1 Eloni
Md Goblin Spawn Point Mp Orc Spawn Point P2 The Shiel
Me Barbarian Spawn Point Mq Orc Spawn Point S1 Hostages
Mf Goblin Spawn Point Mr Umuruk
Mg Orc Spawn Point Ms Orc Spawn Point
*the Twonks do not stay at fixed places, but wander about a lot instead
*Fayt appears after certain event in the Trickster subquest
-----------------------------
Through the Forest of Shadows [mq06]
-----------------------------
Enough of warm-ups, this is the first map that requires really careful resource
management and group control. You will no longer have the luxury of idle
workers and infinite summoning. Suggested heroes are Thalia and Istvan for non-
white mage avatar and Istvan and Caitlyn for white mage avatar. Best is all 3
of them naturally. Throughout this map you will get several more rune heroes,
you should swap the low level ones to the higher level ones whenever possible.
You start at P1. Go talk to Einar, he will join forces with you from then on.
His troop casts all sorts of elemental spells and can be very helpful, that is,
before they suicide themselves by running into enemy camps. After you spoke to
Einar, go southeast. Kill the hordes of forest spiders and beetles in the area.
Claim the hero monument and summon your heroes. Then go northwest and claim the
human monument, make sure you clear the area of all spiders and beetles before
summoning any workers. You would not want them dying.
Send 5 of your workers to quarry and the rest to woodcut. Do not start mining
yet, the iron resource is quite scarce and you should have a smelting works
before you start mining. When you have enough wood and stone, build the
woodcutter's hut, quarry, small headquarters, smelting works, mine and medium
headquarters in that order, summoning more workers as soon as possible.
Meanwhile you, your heroes and Einar should go clear the bandits at Ma and
claim the aria fountain. Send 1 worker there to build an ariashrine and start
collecting aria. No use sending more, as there is only 1 aria basin (you can
tell by looking at the fountain), which means only 1 artisan can collect aria
at any one time.
While resource gathering is still going on, you should go stand guard at the
mouth of the narrow pass, but be careful not to go too far up and trigger the
scouts event. Nothing will happen if you do, but it would mean you are too far
away from your base for safety.
Build 1 forge, 1 shooting range and 1 temple of light. Do not waste resources
by building more. Forget the academy, there is not enough aria on this map to
support the mentalists and enchanters, you should reserve the aria for clerics.
Build also 1 hunting lodge, 2 or 3 grain farms and several food stores to
accompany them. You will need a lot of food to maximise your troop size later
on. If you can spare the workers, you can build a fishing guide and an extra
woodcutter's hut.
Upgrade everything. When you have about 5 recruits, 5 clerics and 20 marksmen,
you can start to move north. Ignore Mb first, move all the way north and clear
Md. Grab the chest in the west for a few plans. Retreat and clear Mb. You do
not have enough strength to clear the 3 camps up north yet. Return to where Mc
was and stay guard there with your troops. You may not be strong enough to
attack, but you do have sufficient strength to defend.
Free up 3 workers and build another ariashrine at the second aria fountain.
Free up more workers and build the newly acquired large headquarters and master
armory. If you can afford the resources, build 1 more of each unit buildings.
Use the extra workers to build more farms and food stores and hunting lodges.
You should end up with 10 to 15 armsmen, 5 recruits (if they are still alive),
20 clerics and the rest marksmen, totalling 80 units, before moving on. The
clerics will keep the armsmen alive when they are tanking while the marksmen
mow down the enemies. If you decide to try out to academy anyway, you can get
5 mentalists OR 5 enchanters, and never more, as they cost a lot.
It will be havoc when you attack the 3 camps Me-g, try as best as you can to
take down one camp before moving on to another, although you will most likely
find your troops all over the place. When all 3 camps are gone, go to E2 and
stay guard, give some time for your troops to recover before moving on to claim
the second human monument.
Move your troops to Mi and stay guard, replace any lost units by summoning from
the second monument. Destroy the 2 fire towers on your side of the bridge and
mow down the neverending waves of enemies that will come over. Do not cross the
bridge yet. Most, if not all, of Einar's units will die here.
Compose yourself, summon any new heroes that you acquired, check your troop and
cross the bridge. You are supposed to sneak your marksmen up onto the two sides
of the gully, but chances are, ALL the orcs will rush out to attack you the
moment to reach their side. Let your troops fight it out while you and your
heroes tear down the fire towers. After the battle has more or less subsided,
park your units at the mouth of the gully while you replace any casualties,
keep in mind that there will be an endless stream of goblins and orcs coming
out from the inner camps - there are many many spawn points inside.
When you are ready, move in to clear the goblin base, using the same tactic.
Repeat for the orc base. When you finally destroy everything, Einar will leave
you and stand at the gate. Talk to him to get some experience and a Ring of
Utran.
!!!Subquests Progress!!!
[ Head Hunt ] [sq20]
You get this quest automatically when you kill and loot any of the Twonks.
When you have collected all 5 heads, show them to Einar and you will get 8
silver and some experience.
[ The Hostages ] [sq21]
Talking to Sinwen will get you this and the next subquests. Rescue the
hostages by killing off the guards. You get 1 Mist Chrystal and some
experience for each survivor, the survivors will ally with you and you get
experience for completing the quest.
[ Spellwork ] [sq22]
All the items required for the Nightglow and Spellmask are located in this
map, take your time to explore around and return the raw materials to
Sinwen. For Nightglow, you need to kill Tronk, Elijah Twonk and Ragnar
Twonk to get Dark Quartz, Silvermoon and Starfire respectively. For
Spellmask, you need to kill Umuruk, Scythecrawler and Fire Skeleton (or
Fafna from Eloni) to get Troll Skull, Blood of the Crawler and Stone of
Eternal Fire respectively. You get the Nightglow ring, Spellmask and some
experience for completing the quest.
Make sure you fully explore the map before moving on. There are several runes
and special items, such as Invocation Chalk from Gukar and Orc Tooth from Obak,
on this map. When you are ready, step into the portal to the Shiel to complete
this part of the main quest.
=========
The Shiel [e52e]
=========
[Buildings] [Units] [Runes]
[human] *everything* [human] *everything* [workers]
Crossbow Tower Recruit Human Worker lv4
Forge Scout Elf Worker lv4
Hunting Lodge Cleric
Mine Marksman [heroes]
Quarry Enchanter Warrior Cord lv1
Small Headquarters Mentalist Priest Thalia lv3
Woodcutter's Hut Armsman Archer Caitlyn lv5
Ariashrine Paladin Fighter Istvan lv6
Fisher's Hut Priest Marticus lv6
Food Store Warlock Tonya lv7
Shooting Range Mentalist Iolan lv8
Temple of Light
Academy
Cattle Breeding
Fishing Guild
Grain Farm
Medium Headquarters
Sawmill
Smelting Works
White Hand
Large Headquarters
Master Armory
[elf] [elf]
Archer Tower Ranger
Armory Warder
Food Store
Gatherer's Hut
Hunting Lodge
Small Headquarters
Woodcutter's Hut
##################
# P1#############
##### ########## m2 ### ########################
##03 ### Md ########## # Ml Mm Mp# ##
## 07 02# ###### Mc ########### ## # ##
## B 01 E1 ## m1 ####### #Mn Mo ##
# # ## ### ## ## ### # #B # ##
### ##### ### ##### # ########### ####### #S1 #E2 #
# ### ### ### # #S2 # #####
# ###### #### ###### Mk ### ## ##### # ##
# # ## ###### ### ####### Mq# C #
## Ma ## Me # #### ### ### Mr P3#
## ## #### Mf ## m3 ## L### # #
# P2# C# #####Mj # ############ ######
# ####### ## Mh ### ## ## Mt ######## #
# Mb ## ### ###### Mi ###### ## ######## ##
###### ### # # ### #### L # ## C #
# L ###### ### ### Ms ###### ## C #
# ##### ## ## C# ######
# # #### ########## ## ####
# ######## #### ### L # ##### ### ##
# Mg #### ## ## ###
# L ####### ## ### ###
################### #### 05 08 # ##
### Mu 06 04 ##
### ### B # ###
#############################
NPCs
01 Captain Bahir* 04 Captain Bahir* 07 Illirias
02 Sergeant Einar* 05 Sergeant Einar* 08 Merchant Ragna Roch*
03 Lord Commander Tynar* 06 Lord Commander Tynar* 09 Merchant Ragna Roch*
*move from camp to fortress after you reclaim the fortress
Events
E1 Alert Post E2 Dryads
Others
B Bindstone Mg Brigand Spawn Point Mr Brigand Spawn Point
C Chest/Corpse Mh Brigand Spawn Point Ms Orc Spawn Point
m1 Hero Monument Mi Goblin Spawn Point Mt Goblin Spawn Point
m2 Elf Monument Mj Kargan Skorn Mu Brigand Spawn Point
m3 Human Monument Mk Goblin Spawn Point L Lenya Patch
Ma Minatour Spawn Point Ml Orc Spawn Point P1 Leafshade
Mb Minatour Spawn Point Mm Orc Spawn Point P2 Liannon
Mc Minatour Spawn Point Mn Orc Spawn Point P3 Wildland Pass
Md Minatour Spawn Point Mo Goblin Spawn Point S1 Flann Gondersen's Chest
Me Barbarian Spawn Point Mp Korn
Mf Brigand Spawn Point Mq Botar Hammerfall
---------------------------
The Liberation of the Shiel [mq07]
---------------------------
The listed runes are those you acquired from chests, monsters and quests. I did
not include runes purchaseable from merchants. You should not waste your money
on buying low level runes, spend them on plans, spells and equipments instead.
Pick a selection of heroes that best complement your skills, such as including
a priest if you do not have healing spells or a warrior if you cannot tank.
You start at P1 with a cutscene, follow Einar to the camp and talk to Bahir.
Bahir will tell you to go Liannon. Teleport to Liannon using the bindstone.
At Liannon, summon your heroes while you talk to Shan Muir and then to the
bridge guard for a Red Stone Key to open up the northeast area.
Move north when all your heroes are ready. Kill Burgle the Ripper lv5 and loot
everything for the Alfalas Herb and some other stuff. Kill Klingzog lv5 to get
Klingzog's Leggin. Bring the Alfalas Herb to Shan Muir and get Alfalas Potion
in return.
You can go back to the Shiel now, but now is a good time to catch up on several
subquests and I suggest you do them.
!!!Subquests Progress!!!
[ From the Deep ] [sq13]
If you are around lv9 right now, you are ready to tackle the next 2 ghosts.
Kill Ghost of the Scribe lv10 to get Udwin's Rune Book, Ring of the Scribe
and Glowing Quill. Show the Ring and the Book to Ortah, then the Book to
Darius. Talk to Shan Muir if you need any healing, if not, go kill the Ghost
of the Scout lv15 to get Ring of the Scout and Broken Blackyewbow. Show the
Ring to Ortah. This is probably as far as you can go for now - Udwin is lv20
and has fast health regeneration, you need to be more powerful to be able to
scratch him. But for your effort so far, you will receive a Lavastone
Mageshield, a Ravencap, a Ring of Dawn and Dusk and some experience.
[ Klingzog's Leggins ] [sq14]
Kill Klingzog if you have not already done so, bring the Klingzog's Leggins
to Tanara in Greyfell. She will mend them into a pair of Magic Pants for
you. You will probably find the Magic Pants useful for the rest of the game.
[ Magical Artefacts ] [sq01]
While you are still in Greyfell, give the Glowing Quill you got from Ghost
of the Scribe in Liannon and the Invocation Chalk you got from Gukar in
Leafshade to Gabar. He still needs help with for 1 more artefact. Bring
Tanard's Robe to Tanara and she will tell you she need some Rockspider Silk.
This is as far as you can go for this quest now, but you will get experience
for your effort.
[ The Tooth Crusher's Pliers ] [sq03]
If you have not already done so, you can return the Pliers to Seno in
Greyfell now. You will get 1 Mist Crystal and some experience. If you have
picked up an Orc Tooth from Obak while you were in Leafshade, you can sell
it to Seno for some cash and experience.
[ The Wound Tincture ] [sq19]
One more thing to do in Greyfell. Talk to Valdis. You will be asked to look
for Flann Gondersen, who is in Wildland Pass. This is as far as you can go
now.
Teleport back to the Shiel and give the Alfalas Potion to Bahir. Talk to Tynar
when he fully recovers. Those two healers beside Tynar will actually heal you
and your troops, so if you need healing early game you can go near them for
healing. Merchant Ragna sells plans for elf forester and sawmill - buy them,
you will need them.
Pay close attention to the cutscene, Tynar will describe a strategy for you to
claim the monuments. He will also give you some scouts and armsmen. Group them
accordingly and move up the ramp in between the two pillars at E1. You will see
the Alert Posts lit up on your minimap, those are the things you are suppose to
kill. Move along the ramp, killing all the goblins, the ramp will bring you
directly to the first Alert Post. Kill it, as well as the rest. Make sure you
do not let them escape, or the orcs will flood your camp in no time.
Move back to kill the minotaurs after the Alert Posts are gone. Stick to the
southern edge, as you would want to claim the hero monument first. If you
cannot handle tanking the minotaurs all at once, use the divide and conquer
method. Run close to the minotaurs and lead them up the ramp. You will find
that some of them will turn back, but a few will continue to pursue you. Kill
those that are foolish enough to leave the pack. Repeat the process until you
claim both the hero and elf monument.
Station you, your heroes and the Utran units at the land bridge on the river.
Summon all 20 elf workers and send them to harvest wood. Elves are heavy
consumer of wood and this is where the forester and sawmill come into play.
Build a woodcutter's hut as soon as you can, follow by the small headquarters,
forester, sawmill, and another woodcutter's hut. As a general rule of thumb,
you accompany a forester with two woodcutter's hut and a sawmill. Later on when
you get the master woodcutter, you can accompany two foresters with three
master woodcutters and one sawmill.
Summon more workers and build 1 or 2 forges, a gatherer hut and a food store.
You should have between 6 to 9 spare workers. Build at least 12 archer towers
in the area immediately after the land bridge, on the bank opposite from your
camp. You will find yourself a big fan of the towers very soon, so you can go
maniac mode and build as many as you want. Meanwhile, summon 20 rangers and
station them among the towers. These will be more than enough to mow down the
waves of orcs and goblins coming from the east.
When you have sufficient defense from the towers, you and your heroes can back
track can destroy the other enemy camps. Go from Ma to Mb to Me and all the way
to Mk, in alphabetically order. You will end up east of the human monument.
Send your elven workers over and clog the openings near Mk and Mh with towers.
Claim the human monument and start quarrying right away. There are two stone
fields in the area, one right next to the monument and one near Mi. Build the
quarries, mine, smelting works and small to large headquarters as soon as you
can. Then squeeze in as many grain farms and food stores as you can. You can
also build a hunting lodge and a food store in the elf area. There is no aria
on this map, so you do not need to build the ariashrine. Build the forge,
shooting range, temple of light and master armory, 2 to 3 each if you can
afford the resources. No academy.
You should have enough food to upsize you troop to 80 units in no time with
those grain farms. Summon 35 upgraded marksmen and 15 armsmen. Group your units
properly and move out Ml to Mt, in alphabetical order. There will be Brigand
soldiers and goblins coming up towards your human base from the south side, but
the towers will take care of them easily. For safety, you can take the time now
to clog up the rest of the openings, although it is very very unlikely that the
enemies will come from any other side.
Clearing Ml to Mt takes a bit more skill than the earlier camps. At Ml to Mp,
move in systematically, and always divert some of your units to destroy the
fire towers first. Use divide and conquer, and use both your elven and human
units.
Activate the bindstone at the Dryad Cove and move south to destroy Botar and
the camp. Be careful not to get too close to the fire devils behind the
garrison, or they will all rush out and annihilate your troop.
Move southwest down the valley and destroy Ms and Mt. Then go up the ramp
behind the fortress. Station your troop right outside the walls. Send one or
two of your heroes into the town and lure out the monsters inside. When this
first wave is gone, move in to destroy the rest of the monsters.
Once you clear the town of all monsters, you will see a cutscene telling you
how to deal with those fire devils in the east. Tynar and gang will start
migrating towards the town and Illirias will give you a plan for lenya
gatherer and some aria.
Burn down some of your unneeded elven buildings, such as woodcutter's hut and
gatherer hut, to free up some workers. Send them to the lenya patches all over
the map and build the lenya gatherers to start collecting lenya.
Meanwhile, move out your troops to destroy the last camp Mu west of town. When
you are done, move all your units and heroes back to the dryad cove in the
northeast. Make sure you select a path for your units to follow, they have an
annoying habit of running straight into the fire devils. Use the aria from
Illirias to upgrade your clerics and summon as many of them as you can. Replace
any unit lost to previous battles. Send them all to the dryad cove and wait
till you get 1000 lenya.
!!!Subquests Progress!!!
[ The Purple Banner ] [sq23]
Preparing for the final battle may take some time. Take this time to talk to
Tynar. You would have gotten this quest from Tynar if you had asked him how
he got wounded. If not, you can ask him now, when he is in town. Show him
the Goldweaver's Chain you got from Korn. You will volunteer to retrieve the
banner for Tynar after hearing his story. The banner is on the next map, so
this is as far as you can go for now.
Use the bindstone to teleport to the dryad cove. Sacrifice the 1000 lenya at
night. You can tell it is night time when you see the moon on the time bar.
Several dryads will appear, but you can only select one of them, the one in the
middle. The rest of the dryads will follow this dryad.
Group the dryad with your heroes and you are ready for the final battle. Sneak
into the enemy camp using the narrow pass E3 in the east. Make sure the dryads
are somewhere in front. They will cast extinct and all the fire devils and orcs
will be gone in no time.
As an alternative, you can kill the fire devils on your own. Do this by
clogging the area Mr before the garrison with lots of towers and bait the fire
devils out using divide and conquer. You waste a lot of time and do not
necessarily gain more experience, so do it only if you want some challenge.
Step into the portal to Wildland Pass after you adjust your runes and gear.
=============
Wildland Pass [e52f]
=============
[Buildings] [Units] [Runes]
[elf] [elf] [workers]
Archer Tower Ranger Elf Worker lv5
Armory Warder
Food Store Healer
Gatherer's Hut Windarcher
Hunting Lodge
Small Headquarters
Woodcutter's Hut
Ailantery
Archery Hall
Forester
Lenya Gatherer
Medium Headquarter
Sawmill ######################
########## #### ##
### ### ###
################ ### B ##
### B m1# ######## ###### P2 #
### ###07 # ############# # C########
###08 ####### ########## B m3# #Mr Mq Mp###
## 05 ## ## Ma ###m2 # #Mo Mn Mm ##
##02 04 ### ## C## # # Ml ##
# 03### 06 #### ######### Md ### ### Mk Mj #
# ## ## ##L # # ##### Me ## # #
# ## # # # ## ### #
### ## ## ### #### ##### #
### 01 # ## ## ### ######### ## ####
# P1 ####### ### ## Mg #
########## # ## ## #####S Mf E1 Mi C#
### Mb Mc ##### I ####### ### Mh ##
############################### A ##### ###
##################
NPCs
01 Knight Bryar Defor 04 Master Swansong 07 Sentos*
02 Calina Twiddle 05 Flann Gondersen 08 Merchant Karel Borgson
03 Markwart Storme 06 Spider Master
*appear after certain event in Amra and Lea subquest
Events
E1 Orc Rush
Others
B Bindstone Mf Orc Spawn Point Mp Brannigan
C Chest/Corpse Mg Orc Spawn Point Mq Wildling
m1 Elf Monument Mh Orc Spawn Point Mr Calira Winterwhite
m2 Elf Monument Mi Orc Spawn Point A Aria
m3 Human Monument Mj Orc Spawn Point I Iron Ore
Ma Bandit Spawn Point Mk Orc Spawn Point L Lenya Patch
Mb Bandit Spawn Point Ml Halgard Arvig S Stone Field
Mc Bandit Spawn Point Mm Orc Spawn Point P1 The Shiel
Md Orc Spawn Point Mn Orc Spawn Point P2 Frost Marsh
Me Warg Mo Shirkar
--------------------
At the Wildland Pass [mq08]
--------------------
This map is quite straightforward. I can write the walkthrough in 1 sentence -
go from P1 to P2.
But I guess a little detail will not hurt. Talk to Bryar if you want, if not go
look for Swansong rightaway. Be careful not to select "start your attack" until
you are ready. Buy the master woodcutter and hunters' guild plans from merchant
Karel. Do not talk to the rest of the NPCs just yet.
Tell Swansong to send out his men and follow them to the elf monument. Do not
claim it yet. Clear the bandit camp Ma in southeast of the monument as well as
the few stray bandits in the enclosed area in the northeast.
Return to claim the monument. Summon your workers and build 1 small
headquarters, 1 medium headquarters, 2 gatherer huts, 2 food stores, 1
woodcutter's hut, 1 master woodcutter, 1 sawmill, 2 foresters, 2 armories, 2
archery halls and 2 ailanteries; basically everything.
While your base is still building up, go clear the other 2 bandit camps in the
south and station yourself at the area before the orc camps. Be careful not to
go too near, or the orcs will all swarm you.
Build the lenya gatherer when you have secured the area. Upgrade your units and
summon 20 windarchers and 10 healers. If you cannot tank, you should summon a
few warders as well. Send them all to where you are.
If you think you need help, you can ask for help from the Spider Master, but I
suggest you not, I will tell you why later. Inch yourself towards the orcs and
kill them all. It will help if you target for you windarchers, meaning you
click on 1 monster and command all the windarchers to shoot at it.
Move in, claim the 2 monuments, clear the orc camp hogging the stone field and
iron ore and station all of your units at E1. You will see a cutscene and
experience an endless stream of orcs from the east. In the first wave, there
are 2 blade soldiers, which at the current level, is considered deadly. Watch
out for them and take them down first. Expect to lose a lot of your units.
Replace your lost units and remain stationed at E1. Build everything for human
excluding woodcutter's hut and including as many grain farms and food stores as
you can. You can free up the elf workers from the gatherer huts and build many
towers at the narrow area at E1. Do not tear down the food stores! Your elven
units will need those to heal themselves.
If you have sufficient towers to take down the continuous waves of orcs, you
can leave your computer on and go do something else for now while you soak up
all the experience. If not, you should have 10 clerics, 15 healers, 1 human
titan, 30 paladins and 25 windarchers before moving on. Make sure you upgrade
everything first.
Move east into the orc camp and tear down everything, fire towers first. Expect
to lose some units. Control is the keyword here, or you will find your units
moving up north on their own accord to get killed by the fire towers.
Replace any lost unit, let your clerics and healers heal and recover their mana
before you move north.
Move north, again, taking down the fire towers first. It will be one hell of a
messy battle, but since this is the last battle, you do not have to worry about
losing your units or anything. Make sure you check the battlefield for loot
after the battle. There are 5 unique monsters in this area.
Gather your troops and move up the path to kill the few blades there. Move all
your units to where Spider Master is while you teleport back to Skye Village
using the bindstone.
!!!Subquests Progress!!!
[ The Old Man and the Music ] [sq24]
Talk to the Spider Master, tell him to uprise and send out his spiders. He
will tell you about his missing flute. Give the Flute of the Spider King you
got from killing Warg lv6 earlier on. In return, you will gain a Red Mask
and some experience. If you spoke to Markwart before this, avoid talking
about the girl until you finish this quest.
[ Master of the Spiders ] [sq25]
Go talk to Markwart, and then back to Spider Master. Your troop should have
arrived by now. Confront the Spider Master lv13 about the girl. Choose to
kill him and you will get Silk of the Spider Master and Torn Child Dress.
The spiders he send out earlier on will turn back and attack you, but your
troop can handle it. Bring the Dress to Markwart and he will reward you with
2 opals, 10 silver and some experience.
[ Delicate Fabric ] [sq26]
Show the Silk you got from killing Spider Master to Calina. She will refer
you to Tanara. This is as far as you can go for now.
[ The Wound Tincture ] [sq19]
Talk to Flann and ask for the box sequence. He will demand a Malachite, you
would have gotten one from killing Brannigan, so give it to him. Ask for the
sequence and in the end select "there is something else I need to know", he
will give you a Grey Key. Teleport using the bindstone to the Shiel dryad
cove and open the box with this sequence - right left middle left middle.
You will get a Shipment for Valdis.
[ The Purple Banner ] [sq23]
While you are still in the Shiel, return the Crimson Banner you got from
Killing Halgard at Wildland Pass to Tynar. You will get an Ornate Battle
Staff, an Obsidian mask of the Mages and some experience.
When you have done all of the above, teleport back to northeast Wildland Pass
and step into the portal to Frost Marsh.
==================
End Of Chapter One [e52g]
==================
------------------
Return to Greyfell [mq09]
------------------
Upon entering Frost Marsh, you will be shown a long cutscene. After Rohen dies,
activate the bindstone and teleport back to Greyfell. If you look at the
northern area you will see a lot of blades, there is no way you can kill them
now, and they will still be incredibly difficult later.
Talk to Sartarius at Greyfell to conclude this chapter and begin the next one.
A lot of new subquests will be available now, so spend some time doing them.
You can gain 2 levels worth of experience from doing these quest alone if you
are lucky. All of the following take place in Greyfell unless stated otherwise.
!!!Subquests Progress!!!
[ Black Yew Tree ] [sq04]
Talk to Zarim and give him the Broken Blackyewbow you got from killing Ghost
of the Scout in Liannon previously. You will get some experience.
[ Echoes ] [sq05]
Talk to Sandor and teleport to the human monument. Build up some basic units
like 10 armsmen and 20 marksmen. Meanwhile, go investigate the three
gravestones, killing the lv5 Skeleton Cutthroats that appear. You can handle
them solo. Refer to the diagrammatic map for Greyfell if you cannot remember
where the gravestones are. Return to Sandor after you killed all 3
skeletons. Talk to Goran for the meaning of life, the universe and
everything, and return to Sandor with it. Teleport back to the human
monument and direct all your units to Shin Tar Guar's tomb. Investigate the
tomb when Sandor is near, it will take him some time to walk from the town.
Shin Tar Guar lv23 will appear. Swarm him with your arsmen and sting him
with you marksmen. Be careful not to let Sandor die, although it does not
really matter if he does, but you will get one less decorative NPC. Pick up
the Sapphire and Book of Shin Tar Guar. Hold on to the Sapphire, you will
need it for a quest later and this is the only fixed Sapphire drop in the
game. Show the Book to Goran and he will realize he is not wise enough. He
will refer you to Darius, but do not go look for him yet, there are still a
few subquests you need to clear here.
[ The Sick Hermit ] [sq07]
While you are still grave hunting for the echoes, talk to the Sick Hermit to
activate this quest.
[ Shadow World ] [sq06]
Talk to Castigir to activate this quest.
[ Amra and Lea ] [sq08]
Talk to Orthanc to activate this quest.
[ Soulstones ] [sq09]
Talk to Orthanc to activate this quest.
[ The Wound Tincture ] [sq19]
Pass the Shipment for Valdis to Valdis for the Wound Tincture.
[ Delicate Fabric ] [sq26]
Show the Silk of Spider Master to Tanara.
When you are done with the above business in Greyfell, teleport to Liannon,
your second headquarters. All of the following take place in Liannon unless
stated as otherwise. Summon your heroes before going into any battle.
!!!Subquests Progress!!!
[ Echoes ] [sq05]
Show the Book of Shin Tar Guar to Darius. He will realize he is not wise
enough too, but he hides it by pretending it is too difficult for normal
folks and tries to buy your silence with a Silversnake and some experience.
[ From the Deep ] [sq13]
If you are around lv13 you can try killing Udwin lv 20 now. It will still be
a tough challenge, but at least you now have better heroes and equipments.
Kill him to get Udwin's Ring and some experience and to conclude the quest.
[ Amra and Lea ] [sq08]
Say "hi" to Sunder and then to Shan Muir. Go kill the Sentos's Thugs that
appear in the northeast. Loot the leader's corpse for Letter from Sentos and
hold on to it for now.
[ The Sick Hermit ] [sq07]
Ask for the Zirfar Potion from Shan Muir. She will refuse and offer you a
Pain-easing Potion instead. You can choose from 2 paths from here. If you
demand the Zirfar Potion, Shan will refer you to Illirias instead. Teleport
to the Shiel Utran Fortress and talk to Illirias. He will ask you to do him
a favor first. Kill the Marauder - he can be anywhere on the map, you can
use the dryads to comb the map if you want. Return the Purse to Illirias to
get the Zirfar Potion. Deliver the Potion to the Sick Hermit in Greyfell and
kill him. This is the first path, and as you can see, not a very beautiful
picture. I suggest the second path instead. Agree to take the Pain-easing
Potion from Shan Muir and hold on to it.
Return to Greyfell. All of the following take place in Greyfell unless stated
as otherwise.
!!!Subquests Progress!!!
[ The Sick Hermit ] [sq07]
Deliver the Pain-easing Potion to the Sick Hermit. He will tell you of a
dryad curse.
[ Amra and Lea ] [sq08]
Confront Sentos with the Letter you got his thugs in Liannon. He will tell
you to meet him in Wildland Pass. Teleport to Wildland Pass. In Wildland
Pass, you may want to summon a few windarchers and warders before talking to
him. 3 thugs will appear. Kill them and talk to him again. This is as far as
you can go for this quest now.
Teleport to Eloni.
!!!Subquests Progress!!!
[ The Wound Tincture ] [sq19]
Give the Wound Tincture to Swerdis to conclude this quest. You get a cool
Ice Staff and some experience.
[ The Sick Hermit ] [sq07]
Teleport to the dryad lake bindstone. You will see Evil Dryad lv15 and Evil
Nymphet lv10 at the lakeside. They are quite easy, but you should save
before confronting them nonetheless. If you encounter any difficulties,
summon a few quick warders and windarchers before confronting them again.
Loot the Evil Dryad for the Lock of the Hermit.
Return to Greyfell.
!!!Subquests Progress!!!
[ The Sick Hermit ] [sq07]
Return the Lock to the Sick Hermit to conclude this quest. You get the same
amount of experience no matter which path you choose, but this path gives a
better conclusion to this story.
Those are all for now. You have concluded chapter one of the game, from going
after Rohen till witnessing his death, destroying Brannigan's forces in the
process. Step into the portal to Northen Windwalls when you are ready and have
updated all your quests and equipments.
Here is a quick checklist for the main quests and subquests that you have
completed so far.
[Main Quests] [Subquests]
To Greyfell The Tooth Crusher's Pliers
Attack of the Cave Orcs Black Yew Tree
Darius the Cartographer Echoes
The Path to Eloni The Sick Hermit
Drums in the Forest Small Fish
Through the Forest of Shadows The Ghost of the Mine
The Liberation of the Shiel From the Deep
At the Wildland Pass Klingzog's Leggings
Return to Greyfell The Last of the Archers
The Free Traders
Stardust
The Dream Snatcher
The Wound Tincture
Head Hunt
The Hostages
Spellwork
The Purple Banner
The Old Man and the Music
Master of the Spiders
Here is a quick checklist for the active main quests and subquests that you
should have now.
[Main Quests] [Subquests]
Marcia Magical Artefacts
Dwarf Services
Shadow World
Amra and Lea
Soulstones
Delicate Fabric
Here is a checklist for the plans and runes that you should have now. The list
excludes purchaseable runes and lower level worker runes.
[Buildings] [Units] [Runes]
[human] *everything* [human] *everything* [workers]
Crossbow Tower Recruit Human Worker lv5
Forge Scout Elf Worker lv5
Hunting Lodge Cleric
Mine Marksman [heroes]
Quarry Enchanter Warrior Cord lv1
Small Headquarters Mentalist Priest Thalia lv3
Woodcutter's Hut Armsman Archer Caitlyn lv5
Ariashrine Paladin Fighter Istvan lv6
Fisher's Hut Priest Marticus lv6
Food Store Warlock Tonya lv7
Shooting Range Mentalist Iolan lv8
Temple of Light Fighter Malvaren lv9
Academy Warrior Rodgar lv11
Cattle Breeding
Fishing Guild
Grain Farm
Medium Headquarters
Sawmill
Smelting Works
White Hand
Large Headquarters
Master Armory
[elf] [elf]
Archer Tower Ranger
Armory Warder
Food Store Healer
Gatherer's Hut Windarcher
Hunting Lodge Protector
Small Headquarters
Woodcutter's Hut
Ailantery
Archery Hall
Forester
Lenya Gatherer
Medium Headquarter
Sawmill
Hunters' Guild
Iron Armory
Large Headquarter
Master Woodcutter
-------------------------------------------------------------------------------
Chapter Two - Phoenix [0503]
-------------------------------------------------------------------------------
In this chapter, you will set off on a journey into the Darklands to retrieve
the Phoenix Stone. Finding the Phoenix Stone is your only chance to stop the
dark mage from carrying out his evil plans.
==================
Northern Windwalls [e53a]
==================
[Buildings] [Units] [Runes]
[elf] [elf] [workers]
Archer Tower Ranger Elf Worker lv5
Armory Warder
Food Store Healer
Gatherer's Hut Windarcher
Hunting Lodge Protector
Small Headquarters
Woodcutter's Hut
Ailantery
Archery Hall
Forester
Lenya Gatherer
Medium Headquarter
Sawmill
Hunters¡¦ Guild
Iron Armory
Large Headquarter
Master Woodcutter
################################
##### P1 # m1 ####
######### # ####
######## #### ## #####
######### ##### ######## ##
# ### ### ### ## #
# I I ## ## ###B #### ## #
## Md ## # # #
### ### #01 05# ##### ##
## ### # 06# ## ########
# ####### ### # 02 # ### #
# # Mc ### # # ### Ma I#
# # I ### ### #### Mb #
# # ### ##C C### # ###########
# # #### ###### ## m2######
## #### ######### I # ##
######### ### ######## #
## # ########### # ### #
# # B 03 # ## ## ## #
# P2 # # ## #### #### #
# # ## ### ### ## #### #
## ### ## ### Me#### ### Mf ## ## #
########### ## I ### ### Mg ## #
# #### ###### ### #### ## #
# Mn## ### ###### # #
# ## ### ###### # #
# # #### # # #
# ### ### B # Mh #
# #### # ## Mi #
# #### ####### ### ### I #
############## ##### ##### ## #
# ## # #### ###
# ###
# Mm # ######### ###
# #### C ########### ##
## #####04 Mk####################
################# Mj Ml#
#C P3 #
#########
NPCs
01 Marcia 03 Gunthar Gunham* 05 Merchant Flam Ferindur
02 Lord Jonir Hallit 04 Gunthar Gunham* 06 Merchant Tom Stompard
*moves from 03 to 04 after you reclaim the portal
Others
B Bindstone Me Undead Spawn Point Mm Rockweaver
C Chest/Corpse Mf Undead Spawn Point Mn Shadows*
m1 Elf Monument Mg The Shadow I Iron Cart
m2 Elf Monument Mh Undead Spawn Point P1 Greyfell
Ma Undead Spawn Point Mi Bonelurker P2 Southern Windwalls
Mb Angstling Mj Undead Spawn Point P3 Greydusk Vale
Mc Undead Spawn Point Mk Ashdigger
Md Undead Spawn Point Ml Kishan
*appear after triggering certain event in Shadow World subquest
------
Marcia [mq10]
------
Walk into town, you will be treated to a cutscene. You will be introduced to
Marcia and Jonir.
-----------------------
The Battle of Stonewell [mq11]
-----------------------
The first part of this map requires a bit of rushing, so make sure you do not
waste time doing unnecessary things. After the cutscene with Jonir, go claim
the elf monument in the northeast.
Summon your workers and build 1 woodcutter's hut, 1 small headquarters, 1
sawmill, 2 lenya gatherers at the 2 separated lenya patches, 1 medium
headquarters, 1 master woodcutter, 1 sawmill, 1 food store, 1 gatherer's hut,
1 hunters' guild, 2 armories, 2 archery halls and 2 ailanteries, in that order.
You can forget about the forester for now, there are two large forested areas
in the vicinity that can last you for a while. Remember you are supposed to
rush now.
If you can, go take down Angstling and its camp while all the building up are
still taking place. Or if you are too weak, you can wait till you get your
windarchers, but you would be wasting a little time.
Upgrade your windarchers. Upsize your troop to at least 20 units. Summon 15
windarchers and 5 healers. Summon the titan if you can spare the resource.
Build the foresters when the everything is done. Build a few more hunters'
guilds and food stores at the areas where there is game. Burn down the
woodcutter's hut and replace it with a master woodcutter as soon as you can.
Split your units into 2 roughly equal groups and position them on the cliffs on
both side of the pass where Gunthar is. You would have seen this place from the
previous cutscene. Stick your windarchers as close to the edge as possible.
Station all your units using the hold command - this is to keep them in place
so they do not run down the cliffs and go into close combat with the attacking
undead. While you are still setting up for the battle, keep on upsizing your
army and summoning windarchers and healers. Keep the ratio of healers to
windarchers at roughly 1 to 2, so you should have 10 healers for every 20
windarchers. You do not need the warders or protectors if you have the titan.
</pre><pre id="faqspan-5">
Gunthar will announce the arrival of the first undead wave very soon, your
windarchers will take them down while Gunthar's men tank. Your healers will
heal whichever unit that needs healing. After the third wave, talk to Gunthar
to check if the attack is over.
Free up a few workers and clog the pass and cliffs with several towers. If you
had set up for the undead waves correctly, most of Gunthar's would still be
alive and can defend against the next few waves of attack with help from the
towers while you go clear the undead camps in the northwest.
Look out for the carts of iron. These are meant for you to summon the
protectors, but as it is, you do not really want to waste your unit space with
protectors. Summon more windarchers and healers instead. The titan can tank
very well with constant healing from your healers. But you should keep a look
out for the iron carts anyway, as you get some experience for each cart you
find.
There are some deers in the northwest, so if food is depleting back at the elf
base, you should free up some of the artisans from the hunters' guilds and
gatherer hut and build a new hunters' guild and food store in the northwestern
area. You would want at least 60 units to have an easy time clearing the undead
camps in the south and east.
Move your units through the pass and destroy the first camp Me you see in the
east. Clog that area with lots of towers so you have defense for attacks from
either side of the junction.
Take the northeast path and destroy the pair of bone towers on the northwest
peripheral of the central undead camp Mf. Do not go into the camp yet, there
are 4 pairs of bone towers with 1 pair on each of the openings. You would want
to destroy them all first before entering the camp to avoid getting fry by 8
towers all at once.
Claim the second monument and replace any lost units. Move around the
peripheral of the undead camp in a clockwise manner to destroy all 8 bone
towers. Enter the camp from the southwest and destroy everything. Watch out for
the shadow, take it down first to reduce damage from its area pain spell.
Replace your lost units and leave the camp from the northeast. Move along the
outer edge of the map towards the camp Mh in the southeast and destroy it.
Continue moving along the outer edge and destroy the final camp at the Greydusk
Vale portal. Gunthar will appear and remind you not to enter the portal.
Kill Rockweaver in the southwest to get Rockspider Silk. Make sure you kill and
loot the rest of the unique monsters on this map, they hold some quest items on
them. Hold on to those items first, I will remind you to use them later.
Return to Jonir to get some item rewards and experience.
------------------
Marcia [continued] [mq10]
------------------
Talk to Marcia after you complete the Battle of Stonewell. She will give you a
Key to Dwarf Gate. Open the gate in the west and step into the portal to
Southern Windwalls.
==================
Southern Windwalls [e53b]
==================
[Buildings] [Units] [Runes]
[heroes]
Warrior Cord lv1
Priest Thalia lv3
Archer Caitlyn lv5
Fighter Istvan lv6
Priest Marticus lv6
Warlock Tonya lv7
Mentalist Iolan lv8
Fighter Malvaren lv9
Warrior Rodgar lv11
########## Priest Noemi lv9
##### P1 #
####### #
######m1 Ma # ###################
## 01 ### ### # Mh##
###02 ## ### ###### C###
##### ## ######### ## ## ### ###
# 03 #### ############### #B # ######## #### ##
# # # ##### ## ## ##### ### #
#C ### ####### ## ## #### ## Mi ## C#
## ##13 04 05### # ## C# ## # ##### #####
### # 07#### # ## m2# #Mg# ######## C## ##
#### 08 #B 14 06 #### ### ## B# #### ## #Mf B ### #
## # 09 ############### ## #### ### #Me C##B P3#
###12 # ##10# ## ## ####### # ### #
# # ## 11 C#### # # # ####### ####
### #B ### ## ################### #
# ## ##C Mb Md# ## # C# # #
# # ### Mc C##### ## C ## # ##########
#P2 # Mj ######### ###################
#################
NPCs
01 Tanar 06 Cronvig Gimlison 11 The Guardian
02 Tinara 07 Thane Skeld Sjalfson 12 Tinara's Cub
03 Ragnar Thorginson 08 Miria Thalindar 13 Merchant Sam Talindar
04 Skarvig Ironbeard 09 Bron Gonnar 14 Merchant Vilhemsson
05 Lorderic Svartlar 10 Joshua Hallit
Others
B Bindstone Mc Beastman Spawn Point Mi Zyrafyr
C Chest/Corpse Md The Ripper Mj Horgr
m1 Hero Monument Me Ghost Spawn Point P1 Northern Windwalls
m2 Hero Monument Mf Argard Skjalfson P2 Stoneblade Mountain
Ma Fulgrot Mg Troll Spawn Point P3 Greydusk Vale
Mb Beastman Spawn Point Mh Kirsh
----------------------
Into the Greydusk Vale [mq12]
----------------------
This is your second heroes-only map. Take your pick and equip them properly.
This map also feels the most RPG, with a lot of talking and adventuring
involved.
Once you are out of the portal, claim the monument and summon your heroes while
you tackle Fulgrot.
Go into town, talk to Skarvig, then to Thane. Talk to the rest of the NPCs to
activate several subquests. I will detail those in a while.
Go south, avoid Horgr for now, go destroy the beastman camp instead.
Talk to Joshua, then to the Guardian to open the gate to Coldmark, and back to
Joshua again to make him follow you.
There are packs of night elves within Coldmark, always take down the sorcerers
first, follow by the necromancers and the nightblades. You can leave the
skeletons summoned by the necromancers alone, they will die when the
necromancers die, so no point wasting your time on them. This applies to all
summoners in the game as well.
Claim the second monument, as well as the bindstone. Go south, then southeast
to destroy the ghost camp.
Backtrack, destroy the troll camp, and then Kirsh.
Remember to loot all the chests, some of them contain quest items.
Kill Zyrafyr, loot everything, then go southeast towards the portal to take
down the last pack of night elves.
Talk to Joshua, it does not matter which one you choose, you get the same
reward for returning Herger's Helm to Thane.
Teleport back to town and you can start subquesting. Remember to send your
heroes back too, they will have to go on foot.
!!!Subquests Progress!!!
[ Dragon Armor ] [sq31]
You will get a piece of Young Drakeling Scales when you killed Zyrafyr.
Hold on to it first, you will show it to Orthanc later on.
[ Dwarf Services ] [sq02]
Talk to Cronvig and give him the Eyeglasses of a Dwarf you obtained from
Wartskin's chest in Liannon long ago. You will receive Dwarven Brandy in
return. Hold on to it first, you will give it Hinrik later on.
[ The Bigger They Are ] [sq28]
Talk to Lorderic if you have not already done so - talk about everything.
You will have to find 5 ingredients to make the Green Sleep potion to
weaken Horgr. The 5 ingredients are all on these map, you should have found
them all while you were adventuring - Bitefern in a chest in the beastman
camp, Weavergreen in a chest in southwest Coldmark, Shadowstalk in a chest
by the ruin bindstone, Shadowcrawler Poison on Kirsh and Silverwind in a
chest near Kirsh. Return all the ingredients to Lorderic, talk to Bron for
a piece of Beef, investigate the sleeping Horgr lv16 at night, and kill him
when he wakes. You will receive the Key to Stoneblade Mountain and some
experience.
[ White Shadow ] [sq30]
Talk to Tinara's Cub, talk to Bron for another piece of Beef, return with
the Beef to Tinara's Cub, and follow it back to Tanar. Talk to Tanar and
bring him with you. You receive rune archer Jawhel lv11 and some experience
for completing this quest.
[ Predator's Fur ] [sq29]
You would have found Predator's Fur when you killed the Ripper. Show it to
Miria if you have not already done so. Give her 3 pieces of Beastman Manes.
You find plenty of those when you kill the clawrippers as well as the
weak beastmen back in Eloni. You will receive a Fur Jacket and a little
experience for completing this quest.
[ Earthblade ] [sq27]
Ask Skarvig to forge a weapon for you if you have not already done so. This
will activate the Earthblade subquest. This is all you can do now.
You can choose to go back to Greyfell now to continue and complete several of
the subquests, but I suggest putting them on hold first, you can go back later
and do a whole bunch of them all at once.
Step into the portal to Stoneblade Mountain when you are ready.
===================
Stoneblade Mountain [e53c]
===================
[Buildings] [Units] [Runes]
[elf] *everything* [elf] [workers]
Archer Tower Ranger Elf Worker lv7
Armory Warder Dwarf Worker lv7
Food Store Healer
Gatherer's Hut Windarcher [heroes]
Hunting Lodge Protector Warrior Cord lv1
Small Headquarters Wanderer Priest Thalia lv3
Woodcutter's Hut Wintermage Archer Caitlyn lv5
Ailantery Fighter Istvan lv6
Archery Hall Priest Marticus lv6
Forester Warlock Tonya lv7
Lenya Gatherer Mentalist Iolan lv8
Medium Headquarter Fighter Malvaren lv9
Sawmill Warrior Rodgar lv11
Hunters¡¦ Guild Priest Noemi lv9
Iron Armory Archer Jahwel lv11
Large Headquarter
Master Woodcutter
Frostbringer
Hall of the Ancients
[dwarf] [dwarf]
Forge Militia
Mine Watchman
Quarry
################################
### # S4 ### ###########
### ##### ### ##S6 # B ##C C##
#### S3#### # ## ## ### C ###
### # ##### # # ## # ## ### ##
# S5# ### ### # # ## 04#######
# ## ## #### #### Mh#
# # # ## ## ## #
# # # ###### ###S7 ## ######
## ## C # ## # # ## # #
## ##### ## 03 ## # Mf #### Mg C#
# ## C ######### ## # #
##### S8 ######m3 ######### # ###
### # #### ## ###########
## # ### #####S2# Ma # S9 ## E3 #
########## ## # # # # # Mi #
#C Me # ## # ####### ## #
# ## ## ##### ### ## ## #
## ### # # ### # #
## Md C## Mb ### ## ########
## ### S1 ############## ####### #### # #
# # ########## ###### ####### # # #
#### ## # ##### ####### 05 # ## #
## ##Mc ### # # E1 m1########### ### #
## ### 02 # ##m2 E2 #
## #### # ## ### #
# ## B ## # ##### ### $#
# #### # ##### ##### ###
################# # #####################
## # # B# # ####
##### #01 P1# ######
## # ##
###############
NPCs
01 Gorin Gundarson 03 Braga 05 Tworsnik
02 Servant of the Deep 04 Kraga
Events
E1 Minotaur Stream E2 Troll Stream E3 Stoneling Stream
Others
B Bindstone Md Minotaur Spawn Point S2 Tworsnik's Chest
C Chest/Corpse Me Minotaur Spawn Point S3 Menhir's Chest
m1 Elf Monument Mf Troll Spawn Point S4 Pillar of Menhir
m2 Elf Monument Mg Troll Spawn Point S5 Stone Guardian*
m3 Human Monument Mh Troll Spawn Point S6 Stone Guardian*
Ma Minotaur Spawn Point Mi Golem Spawn Point S7 Stone Guardian*
Mb Minotaur Spawn Point P1 Southern Windwalls S8 Stone Guardian*
Mc Minotaur Spawn Point S1 Poisoned Minotaur S9 Stone Guardian*
*appear after certain event in Earthblade subquest
This map is not part of the main storyline. For that reason, there is no main
quest heading for this map. Everything on this map is related to one subquest
or another, and you will get a lot of experience from this map, so it is still
worthwhile to devote some time, or a lot of time as you will see, to this map.
You start at P1. Talk to Gorin for a brief introduction to the map. You will
see the locations of several NPCs, enemy camps and monuments lit up for you.
Make sure your plans and runes are all in proper order.
Do not claim the monument yet. Clear the area of south of E1 as well as the
rest of the enclose area in the west. Do not venture up north beyond the narrow
pass E1 yet, there are a lot of minotaurs up there. Do not venture down the
path leading to the east and dwarf monument either, if you do, you will attract
a lot of trolls up towards your elf camp.
When you are sure you have cleared the area of all bugs, claim the elf monument
and start harvesting wood. Pretty much the standard build up. Try to squeeze
all your buildings as far south as possible, cramping them all near the portal.
You can press and hold the ctrl key and use your mouse wheel to rotate the
buildings for optimal placement. Reserve the wide open space for the foresters.
You will want to end up with small to large headquarters, 2 lenya gatherers, 2
foresters, 2 master woodcutters, 2 sawmills, 2 gatherer huts, 2 hunting lodges,
4 food stores, 2 to 3 armories, 2 archery halls, 1 or 2 ailenteries and 1 hall
of the ancients. There are 2 lenya patches in the area - one south of the elf
monument and one in the valley behind Gorin. While it may be tempting to try
out the protectors or wanderers, but let it be known that they are nothing
compare to windarchers, so forget about building the iron armory. For the
gatherer huts and hunting lodges, you do not need to fill up all the slots with
workers, just 2 or 3 will do. The reason you should build hunting lodge and not
hunters' guild is that the lodge takes up far less space and the hunting
process is slower so you will not run out of game too quickly.
While the building up is still taking place, you should patrol between the 2
openings and kill the occasional minotaur or troll that might come up. They
will start flooding your camp very soon, but not yet.
You should have about 9 to 15 spare workers eventually. Use them to build
towers and frostbringers in the area immediately before the mountain pass at
E1. You should have 2 archer towers for every frostbringers. Build as many as
you want, the minimum being 20 towers.
Summon 10 windarchers, 5 healers and 5 wintermages and station them among the
towers you build. Use the hold command to fix them in place. These units,
together with the towers, are good enough to mow down the initial waves of
minotaurs from the north.
While the summoning of units is still taking place, you can start exploring the
eastern area. Kill all the bugs and creeps in the area, but do not cross the
river or claim the dwarf monument yet. Bring your workers over and start to
build the towers and frostbringers on your side of the banks. The trolls are
much tougher than the minotaurs and you really would want a lot more towers and
frostbringers - 50 is a safe bet. You have endless supply of wood and the lenya
on this map is plentiful, so you can afford to be extravagant. If you managed
to build a lot of towers and frostbringers, you can actually mow down the troll
stream using the towers alone. The trolls have range units, so even if you put
your units among the towers, they can still damage and kill your units. Keep on
building with your workers, it is never too many. You might want to chop down
the few trees with a temporary master woodcutter. You can also claim the dwarf
monument and build a quarry and a mine or two. You need some iron for a quest
later.
You will eventually reach an equilibrium where the trolls and minotaurs will
all die no matter how big the wave before they reach your towers. When that
happens, you can leave your computer on and go do something else for a while.
You can gain at least 3 full levels by leaving your computer on for 2 hours or
so, depending on the difficulty level you are playing on. Some players even
leave their game on the whole night, although with diminishing returns of
experience, you stop gaining significant experience after a while, but you will
still get a lot of money and loot to sell.
Summon more windarchers, healers and wintermages, as well as the titan. Food is
scarce on this map, so it will take a while before you actually get 80 units.
Keep adding them to those stationed at E1. You will want 40 windarchers, 30
healers and 10 wintermages eventually.
Move out when you decide you have enough of the experience soaking, it does not
really matter when.
Move up north on the minotaur side. Ignore Tworsnik for now, clearing the
minotaurs is the priority. Move all the way up and destroy the first minotaur
camp Ma in the northeast.
Go west, killing the clawrippers on your way. Do not claim the hero monument
yet. Go clear the minotaur camps in the west. There is a bottleneck at Mb,
which is excellent. Clog it with your units and the minotaurs will have to come
out one by one, making them easy prey no matter how large the swarm is.
When you are done, move southwest and clear the rest of the minotaur camps. You
can go activate the bindstone while all these are still going on.
Move north, talk to Braga on the way and kill the golems at S4. The golems have
wave of rocks spell, which is devastating, so prepare to lose some units. When
you manage to kill them all, investigate the pillar and enter eye-blood-hand-
hand-blood-eye to solve the riddle of Menhir. The clues to this puzzle are
etched on the gravestones around the pillar. Kill Enri lv15 and Ghost of a
Warrior lv10 that appears. Loot Enri for a Star Shape Amulet and go open the
Menhir's Chest with it.
You can also go south on the central path to claim the hero monument now.
After your troop fully recovers, move east along the northern perimeter and
then go down south and destroy the 3 troll camps and 1 golem camp to finish
clearing the map.
!!!Subquests Progress!!!
[ Big Trouble ] [sq33]
Go talk to Braga if you have not already done so. Go talk to Kraga and offer
to stand guard for him. Make sure your units are with you. Some trolls will
appear to rob the treasure. Kill them all. Talk to Kraga again when he
returns from killing Kraga. You will get a Ring of Acolyte and some
experience from Kraga. Surround Kraga will all your units while you move in
towards the treasure cave. Kill Kraga when he turns hostile. Loot
everything. You get some random high level drop from the chests and the
Gemstone ring from Kraga.
[ A Poison Dwarf ] [sq32]
Talk to Tworsnik while you surround the Tworsnik's Chest with your troop.
Tworsnik will ask you to find several type of mushrooms. You would have
found 3 of them as normal monster or chest drop on this map. The Red
Woodling is on the poisoned minotaur in the west. Ask for help from Tworsnik
when you have those four, he will tell you he already has the Stomach
Cramping. Open his chest with the key he gave you, kill the minotaur Gromm
that appears and loot everything. Return to Tworsnik with all the mushrooms
and get the Tworsnik's Shield in exchange.
[ Earthblade ] [sq27]
Before you begin, you might want to start building towers at S5 to S9, as
well as E3. Look for strange-looking stone circles made up of round smooth
rocks, those are the areas where some golems will appear later. Talk to
Servant of the Deep, give it 300 iron and tell him to start. If you had
build the towers, then they will automatically destroy the 5 groups of
Stone Guardian. If not, pay close attention to the cutscene, their
locations will be revealed on the minimap, go kill them all with your
troop. Talk to the Servant again to receive the unprocessed Earthblade.
Remember to loot all the chests for Adamantinum, you need them for several
quests later.
Teleport back to the eastern bindstone in South Windwalls and step into the
portal leading to Greydusk Vale.
=============
Greydusk Vale [e53d]
=============
[Buildings] [Units] [Runes]
[elf] *everything* [elf] *everything* [workers]
Ranger Elf Worker lv7
Warder Dwarf Worker lv7
Healer
Windarcher [heroes]
Protector Warrior Cord lv1
Wanderer Priest Thalia lv3
Wintermage Archer Caitlyn lv5
Druid Fighter Istvan lv6
Priest Marticus lv6
[dwarf] [dwarf] Warlock Tonya lv7
Forge Militia Mentalist Iolan lv8
Mine Watchman Fighter Malvaren lv9
Quarry Warrior Warrior Rodgar lv11
Priest Noemi lv9
Archer Jahwel lv11
Fighter Tilleth lv12
##############
########## Mg ##
################S5 ##
##### P2##### # ###
###### #### ### ## ##########
###m3 ######### Me## ### S4####
##m2 Mb ##### ### ### ## C##
# Mc ##### ###C ######
# Ma ##### ## ###### #
# ##### ####### ## # # ### ### ######
# ######## # #C ###############B 07#
# ##### ###### ############ #### ## ##### Mh#
# ####### #m5#08 03 C C# # # # #####
## # ######## # #02 09 06 #### Mf # #### # C####
### # ### # 01 10 05 ### ### # ## P3#
## # #### #11 12 B #### # # ## ## ## ########
## ### #m4#04 13 S1 # # ### ### ## #Mi #
# ### ### # ############ ## ## # #########
# ##### ### # # ### ##
# ##### ## ###### #######
# #### # # # ##
## #B # # ## ## ## ###
## m1### ## ## # S3 ##
###P1 ### ##### ## S2 ###
### ## ### # ### Md## ####
####### ### C## ## ### ###
## ####C ## ######## ####
################### ####### ###
# ###### #
## # #
## ## #
### #
### #
####### ###
## ##
# #
#######
NPCs
01 Jon Greywind 06 Morton Tharne 11 Merchant Ambros
02 Tana Songblade 07 Malicor Serpentes* 12 Merchant Tom Jule
03 Thurgon 08 Malicor Serpentes* 13 Merchant B Jarny
04 Flink McWinter 09 Merchant Alba
05 Urias 10 Merchant Ulyas Farian
*moves from 07 to 08 after you rescue him
Others
B Bindstone Mb Troll Spawn Point P1 Southern Windwalls
C Chest/Corpse Mc Troll Spawn Point P2 Northern Windwalls
m1 Elf Monument Md Undead Spawn Point P3 Howling Mounds
m2 Dwarf Monument Me Undead Spawn Point S1 Malicor's Chest
m3 Hero Monument Mf Nightblade S2 Cave
m4 Elf Monument Mg Soulthief Spawn Point S3 Cave
m5 Dwarf Monument Mh Zihar S4 Cave
Ma Troll Spawn Point Mi Skeleton Spawn Point S5 Cave
--------------
Border warfare [mq13]
--------------
This map is easy if you play it right. You start at P1. Claim the elf monument
and start building right away. There are no creeps in the area. Station
yourself at the only opening at the ramp in the north. The hero and dwarf
monuments are guarded by trolls. You will get a few trolls from there and a few
skeletons from the east coming down every once in a while.
The starting area is very fertile. There is 1 huge lenya field in the south and
1 at the north, a third one exist in the northeast but it does not hold as much
lenya as the former 2, so you should just leave it alone. There are also a lot
of buffaloes and boars on the plains and plenty of trees to kickstart with.
Build up the standard things, such as foresters and hunters' guilds. You can
clear the map without the protectors or wanderers, so you can leave building
the iron armory out.
You can go clear the troll camps when you have a sizeable army of about 30
units with 15 windarchers, 5 wintermages, 5 healers and 5 druids. Be fast, as
there will still be skeletons coming down from the east. Quickly clear the camp
and leave the area from the southeast. Station your troop on the mountain path
while you claim the monuments and summon your heroes. The dwarves cannot really
do anything now, since you have no small headquarters yet, but if you want to
try out the wanderers or protectors, you can start building a quarry and a mine
to gather those resources. There are plenty of bears in the area, so you can
built yet another hunters' guild and food store here.
Move all the way up the mountain path and station your troop in the area
between the 2 monuments. Claim the monuments.
Leaving your units where they are, take your heroes and go clear the camps in
the south and north with your heroes. If you have the spell hallow, now is a
good time to put it to use.
Move all your units into town, upsize your army to 80 units, with a good mix of
healers and archers and whatever you fancy. You should have really a lot of
range units however, as you need to move through some very narrow valleys later
on, and the melee units will have problem fighting in those area. There are
plans for dwarf in the chests beside Urias, so you can try out some dwarf units
too if you want. You should also free up between 9 to 15 elf workers and send
them into the fortress.
!!!Subquests Progress!!!
[ Trickster ] [sq34]
Talk to Flink to activate this quest. He will go to Greyfell after you leave
this map.
[ Traitors ] [sq35]
Talk to Thurgon to get Thurgon's Letter for Tanara, and then to Morton to
activate this quest. Do not deliver the Letter yet!
When you are ready, talk to Urias and tell him to open the gate. Move your all
your units out and stick them as close to the fortress wall as possible. The
gates are narrow and it will take some time for your units to come out. You do
not want to be attacked when you are not ready.
Move east down the ramp and kill Nightblade and the few zombies beside him.
Move south and clear all the creeps. There are 2 caves in the south. Build a
good mix of archer towers and frostbringers around them with your workers.
About 9 towers is good enough. The reason you want to shut of these caves is
that if some undead enter them, they will come out from caves in the narrow
valleys in the east as stronger foes. They can be very hard to kill in those
tight spots.
Move north and do the same with the 2 caves up there. Remember to loot all the
chests. Clear the camp in the northeast as well as the horde of undead guarding
the portal to Northern Windwalls in the northwest.
You can move into the narrow mountain pass in the east when you have fully
secured the 4 caves. Move in slowly, use your heroes or tank units to lure the
undead out. Take down the sorcerers first, they cast pain, which can be very
devastating.
Move all the way through the winding mountain pass and kill Zihar and gang.
------------------
The Mask of Belial [mq14]
------------------
Talk to Malicor. Teleport back to town and talk to Tana Songblade. Open
Malicor's chest and retrieve the first half of the Mask of Belial.
!!!Subquests Progress!!!
[ Traitors ] [sq35]
You would have found a Map of the Secret Caves in the chest beside S4. Show
it to Morton, and if you still have Thurgon's Letter for Tanara, you will
recognize the handwriting on the Map to be Thurgon's. Confront Thurgon when
Morton is near you and kill him. Talk to Morton again to conclude the quest.
You get a Steelclad Armor and some experience.
Step into the portal to Howling Mounds when you are ready.
==============
Howling Mounds [e53e]
==============
[Buildings] [Units] [Runes]
[dwarf] [dwarf] [workers]
Forge Militia Dwarf Worker lv8
Mine Watchman
Quarry Warrior [heroes]
Food Store Defender Warrior Cord lv1
Great Armory Demolisher Priest Thalia lv3
Medium Headquarter Archer Caitlyn lv5
Moonsilver Hall Fighter Istvan lv6
Moonsilver Mine Priest Marticus lv6
Pigfarm Warlock Tonya lv7
Small Headquarter Mentalist Iolan lv8
Smelting Works Fighter Malvaren lv9
Stonemason's Hut Warrior Rodgar lv11
Priest Noemi lv9
Archer Jahwel lv11
Fighter Tilleth lv12
Mentalist Selthas lv12
##########
################# #######
#### ###### I ##### I S1###
### S2 ### ##
## #### #########
## ######## ##Me## ################ ##########
## #Mj# Mk# ##### Md Mf# ## C C###################
### # Ml# # #### ###### #############################
#### # ##### ###C # ####### ###########
### # # Mb Ma ## ### Mo # # #### ###### #S4####
# Mh ## Mc # m2##S3 C### # # # Mr C######m3 ## #Mu ###
# Mi # ## # ### # # # Ms C#####B ## ## P4##
# ### # ### Mg # # #Mt P2####P3 ## ## C###
##### # #### # # ### # # ############### ## ####
## # ###Mn# ###C Mp# #C Mq ##### ## #####
# ## # # ### ## ### B # ###### ###### ## ######
# # Mm ## ######### ### C C # ####### #######
## ######## ######## ##### ##################
## ## ## I########## #C ################
### ### ########################C ### ######
############ m1 B # ############
# ###
#P1 #### ###
####### #######
Others
B Bindstone Mh Undead Spawn Point Mt The Unforgiven
C Chest/Corpse Mi Commander of Koshar Mu Koshar
m1 Dawrf Monument Mj Graverobber I Iron Field
m2 Dwarf Monument Mk Undead Spawn Point P1 Greydusk Vale
m3 Hero Monument Ml Commander of Koshar P2 Inner Fortress
Ma Undead Spawn Point Mm Undead Spawn Point P3 Old Fortress
Mb Undead Spawn Point Mn Commander of Koshar P4 Whisper
Mc Commander of Koshar Mo Undead Spawn Point S1 Sleeping Figure
Md Crypt Stalker Mp Undead Spawn Point S2 Cassius Demer
Me Undead Spawn Point Mq Undead Spawn Point S3 Amra's Grave
Mf Commander of Koshar Mr Undead Spawn Point S4 Shadow Crystal
Mg Undead Spawn Point Ms Undead Spawn Point
------------------
The Howling Mounds [mq15]
------------------
This map can be very easy or very frustrating depending on what character type
you are playing. The dwarves do not have any defensive buildings, which forces
you to divide your forces to leave some to guard the base and some to clear the
map. However, everything on this map is undead, so if you have the spell hallow
or aura of light, or have good combat skills, you can pretty much solo this map
while leaving your units to guard the map if you are careful. If not, you
should guard the camp while your units clear the rest of the map. The route to
follow is the same either way.
Clear the area around the monument of the few undeads, summon the workers while
you station yourself at the mouth of the plains. The good thing about dwarven
buildings is that they are usually small, so you can cramp them up in one
corner. Build everything that you can, including the moonsilver mine. Build as
many food stores and pigfarms as you can in the wide open area. You will notice
that you need iron to summon the better units. You will find an iron field if
you turn east after leaving your base. You can go clear the few undead there
when there is no undead coming towards your base. Send your workers over to
build the smelting works and mine. Although it feels dangerous, but from my
experience, the undead never go through that area, so you can leave your mine
unguarded. Return to stand guard at the opening to your base.
Upgrade the defenders and warriors as soon as you can. Upsize your troop limit
as well. You want a good mix of demolishers, warriors and defenders, and as
usual, more range units than close combat units.
When you have about 20 units, you can start clearing the map. Decide how you
want to go about doing it - you guard the base while your units clear the map,
you clear the map while your units guard the base, or split your units and
send some to clear the map and some to guard the base.
Go north from your base, clear the first undead camp beside the second dwarf
monument and claim it.
Turn west and kill the first commander and destroy the camp.
Turn back towards the second monument and go southeast from there to clear the
undead guarding the fortress gate. Loot the chest for some plans and set your
workers to start building them. Summon the newly acquired battlepriest.
Go north from there, kill the second commander as well as the crypt stalker.
Go west all the way, then down south to clear the remaining three commanders.
You should do it in alphabetical order. The last commander Mn in the southern
mounds is separated from the camp, and that is not without a reason. Clear
everything and leave that last commander alone.
Move all your units to the fortress gate and stick them as close to the gate as
possible. You can actually kill the few grave lurkers on the otherside with
your defenders, even though the gate is still up. You have to click on the
lurkers one by one and command your defenders to shoot at them. Kill as many as
you can before opening the gate, then rearrange your units such that the
warriors are nearest to the gate and the defenders are behind.
!!!Subquests Progress!!!
[ Trickster ] [sq34]
Investigate Cassius's body in the northwest for Fragment from Cassius.
[ Homunculus ] [sq36]
Investigate the Sleeping Figure in the north near the iron mine. You would
have found a glowing octagon when you killed the Graverobber in mid-
northwest near one of the commanders. Insert the Octagon into the Sleeping
Figure. Talk to him again to bring him with you. You will gain experience
and the alliance of the Sleeping Figure.
You can go kill the last commander now, make sure your units are at the
fortress gate. The moment you kill the commander, the gate will open and all
those undead you see on the other side will rush out, but since you had clog
up the entrance, you will only come into close combat with a few of them at a
time. The defenders will take care of them from behind.
Move into the fortress and destroy both camps on either side. Activate the
bindstone and replace any lost units. Divert some of your forces to the
northeast to get the 2 chests while your army is still recuperating.
Move east from the bindstone and attack all the way in. Watch out for the
Unforgiven, it casts pain and has some quest items.
Prepare your rune heroes and step into the portal.
Once inside, summon your heroes and simply move along the one-line path towards
Koshar. The battle with Koshar can be difficult. Use divide and conquer if you
have difficulty taking everything down all at once.
Take note of the Shadow Crystal in one of the diagonal walls near the portal to
Whisper. You cannot do anything about it now, but you will return to it later.
------------------------------
The Mask of Belial [continued] [mq14]
------------------------------
Loot Koshar's body for the second half of the Mask of Belial and step into the
portal.
=======
Whisper [e53f]
=======
[Buildings] [Units] [Runes]
[elf] *everything* [elf] *everything* [workers]
Elf Worker lv9
[dwarf] *everything* [dwarf] Dwarf Worker lv9
Forge Militia
Mine Watchman [heroes]
Quarry Warrior Warrior Cord lv1
Food Store Defender Priest Thalia lv3
Great Armory Demolisher Archer Caitlyn lv5
Medium Headquarter Battlepriest Fighter Istvan lv6
Moonsilver Hall Elite Priest Marticus lv6
Moonsilver Mine Warlock Tonya lv7
Pigfarm Mentalist Iolan lv8
Small Headquarter Fighter Malvaren lv9
Smelting Works Warrior Rodgar lv11
Stonemason's Hut Priest Noemi lv9
Large Headquarter Archer Jahwel lv11
Sanctuary Fighter Tilleth lv12
Warrior Karia lv14
####### #####
## ## #### P2###
#Mn## # #### # B C####
#Mo# # ########## Mp## ##
#### ## ### S1 # #####E1 ###
# ## ## # # C #
# ######## ## ## ####
# ### ############# ##
# #### # M## #
## ### # ####### ########
############ #### ## ## ### C C #
###P1 ###### ##### ###### ### # Mm #
#### ###### ##### ## ### # #
#### ###### ###### ####### ## M## ## Mq#
#### # 01 # ###m2 # Ms## ## ## #C Ml ##
##### # # #### ## # Mr ##S2# ##
##########C # # # # #### ##
### ### ## L# ## ##
### #### ##### # #B # ### ######
## ##C ##### ##### ##m1## Mj #
# ## ### ### ############ Mk #
# # ##### # # ## # # #
# # # ## L## # # #
# ## Me ## # ##### #M Ma # #
# ###C ## #### ### ### ## #
## ### ####m3 ####### ## #### #
### Mg ###S3# ######## # ###### ########
### # Mf# #### ## # #### ###
### # # ## ## # # ###
## # ## Md## # # C #
## # ## ### # # Mh #
## ##### #### # # #
## # ## Mb ###### Mi C ##
## ####### ##
####### Mc ###################
# #########
###############
NPCs
01 Uthar Griffonsteel
Events
E1 Hokan's Grave
Others
B Bindstone Mg Phantom Spider Mr Keeper*
C Chest/Corpse Mh Undead Spawn Point Ms Keeper*
m1 Elf Monument Mi Undead Spawn Point L Lenya Patch
m2 Dwarf Monument Mj Man. of Trepidation M Moonsilver
m3 Hero Monument Mk Undead Spawn Point P1 Howling Mounds
Ma Undead Spawn Point Ml Undead Spawn Point P2 Godwall
Mb Undead Spawn Point Mm Undead Spawn Point S1 Mosaic
Mc Undead Spawn Point Mn Undead Spawn Point S2 Lea's Grave
Md Undead Spawn Point Mo Manifest of Terror S3 Griffon
Me Undead Spawn Point Mp Ismail
Mf Manifest of Fear Mq Keeper*
*appear after certain events
-------------------
The Whispering City [mq16]
-------------------
You will watch a cutscene the moment you step into Whisper.
Go southwest and activate the bindstone. Do not talk to Uthar yet. Now is a
good time to catch up on several subquests, particularly the Soulstones since
you have collected all 5 soulstones now.
Teleport back to Greyfell. All the following take place in Greyfell unless
stated as otherwise.
!!!Subquests Progress!!!
[ Soulstones ] [sq09]
You should have found 5 soulstones from Angstling and Bonelurker in Nothern
Windwalls, Nightblade in Greydusk Vale, and Crypt Stalker and the Unforgiven
in Howling Mounds. If you are missing any, go back and check if you have
loot their corpses or not. Give the 5 soulstones to Orthanc in Greyfell and
pick your weapon reward - Soulaxe, Soulstaff or Soulblade. All of them have
the same stats, just different weapon type. You also get some experience.
[ Dragon Armor ] [sq31]
Show the Young Drakeling Scales you found on Zyrafyr in Southern Windwalls
to Orthanc to get more information on this quest.
[ Magical Artefacts ] [sq01]
Give the Rockspider Silk you got from killing Rockweaver in Northern
Windwalls to Tanara. She will mend Tanard's Robe for you. You can also pass
Thurgon's Letter to her now, she will reward you with some cash. Return the
Robe to Gabar to conclude this quest. You will gain some experience.
[ Shadow World ] [sq06]
Show the Ring of the Shadow you got from killing the Shadow in Northern
Windwalls to Castigir. He will tell you to show it to Rigour, who is in
Farlorn's Hope. You have yet to have access to Farlorn's Hope, so this is as
far as you can go for now.
[ Dwarf Services ] [sq02]
Give the Dwarven Brandy you got from Cronvig to Hinrik. You will get a
Bronze Statuette in return. Hold on to it first.
[ Trickster ] [sq34]
Pass the Fragment from Cassius you found in Howling Mounds to Flink. He will
tell you about Fayt. Teleport to Leafshade. Build up a huge army and kill
Fayt lv20 to get the Fragment from Fayt. You will fight lv17 apostates that
cast shockwave before reaching Fayt, so do not expect to have an easy time.
You can beat them by draining their mana first by sending in a few
sacrificial workers and then move in with your combat units when they are
dry. If you have difficulty kllling them, skip this quest and return to it
later.
Teleport to Windholme, Southern Windwalls. All of the following take place in
Southern Windwalls.
!!!Subquests Progress!!!
[ Dwarf Services ] [sq02]
Give the Statuette to Cronvig to conclude this quest. You earn some cash and
experience for completing this quest.
[ Earthblade ] [sq27]
Show the Earthblade to Skarvig, then talk to Urak for the handle. You can
choose to get the rune and end the quest now, or you can choose to find the
ingredients required for the handle and continue this quest. You get more
experience overall if you choose the latter. And besides, the runes are not
really all that great. So consider your options carefully. If you choose to
take the rune option, you get either Mentalist Silas lv13 or Warlock
Ralthska lv13.
Teleport back to Greyfell.
!!!Subquests Progress!!!
</pre><pre id="faqspan-6">
[ Trickster ] [sq34]
Give the Fragment from Fayt to Flink to conclude this quest. You get some
experience and the Malachy Ring - one of the best rings in game. The ring
you get appears to random, so if you get anything else, you should
seriously consider reloading.
Now that the few subquests that you have been holding on to are out of the way,
teleport back to Whisper and talk to Uthar. You will be required to find this
equipments and griffon.
Activate the elf monument start building up the standard things. Do not claim
the dwarf monument yet. It is good practice to build up one base before moving
on to anothere rather than building up many bases all at once. If you do, you
will notice your rune power getting drain and you get very few workers of each
type as a result.
Survey the landscape while your elves are still building the base. Again, you
can clear the map with windarchers, healers, druids and wintermagi alone, but
you can try out other units just for fun and variety.
You will notice that, unlike previous maps, your base is in a very open area.
You will get undead coming into your base from 5 directions - one from the
south near the elf monument, one from the ramp in the west near the dwarf
monument, one from the northeast near the iron field, and 2 from the east on
both sides of the mound. The undead rarely comes from the west and northeast,
most of them come from the east or the south. What you want to do is to clog up
all these openings with towers soon. Do not build the frostbringers, as the
lenya resource is quite scarce. You do not need as many towers as you did back
in stoneblade, between 6 to 9 towers per entrance is good enough, and a few
more for the south and east. You may need 2 foresters and 3 master woodcutters
to upkeep this demand on wood.
Claim the dwarf monument when the openings are more or less secured. You should
get some dwarves even if you plan to use an all-elf army. The elves have no
food generating buildings and you need the dwarven pigfarms to get the food.
Summon some windarchers, wintermagi and healers and station them at the lower
entrance in the east. If you want to get dwarven units, you should go clear the
camp southeast from there to claim the moonsilver.
Build up your army. It does not really matter how you go about clearing the
map. The griffon is on a ramp in the southwest, the armor is on the manifest of
trepidation in the southeast, and the sword is on the manifest of Terror in the
northwest. Do not go near to Ismail on your own, you need Uthar's help. If you
are curious and want to see what Ismail can do, quicksave and go attack him
with all your units. Watchout for Lea's Avengers on a cliff in the east too,
they cast shockwave and area pain and can remove your army as fast as Ismail
can. The envoys of death and the soulthieves drop some interesting lv6~7 spells
and mid-level mage gears. If you want to get as many spells as you can out of
them, you can hog their spawn points with lots of towers and leave the game on
for a while. Just make sure you do not destroy the buildings as that will
remove the spawn points as well.
Return to Uthar when you have found all 3 things. Follow him to Ismail, but do
not get too close. Just stand somewhere faraway and wait for him to kill
Ismail.
------------------------------
The Mask of Belial [continued] [mq14]
------------------------------
Move east from where Ismail was after he is dead to trigger a cutscene with
Hokan. Move north and activate the bindstone.
!!!Subquests Progress!!!
[ Amra and Lea ] [sq08]
If you have been following the Amra and Lea subquest so far, you will Lea's
Avengers near her grave on a cliff in the east. To kill them, send in a few
sacrificial workers to drain them of their mana, and then move in with your
main army. When they are all dead, investigate Lea's Grave at the edge of
the cliff and kill the Ghost of Lea lv15 that appears. You will find Lea's
Letter for Shan and Lea's Trinket for Shan off her. Hold on to them first.
There is also an unlisted subquest on this map. If you had talked to Jon in
Greydusk Vale to get the First Fragment of the Mosaic, you can insert it into
the mosaic altar in the north. The Keeper of the Second Fragment will appear in
the east. Kill it to get the Second Fragment and insert it into the altar.
Repeat for the next 2 Keepers that appear. Their locations will be revealed on
the minimap so you will not miss them. Insert the Last Fragment and finish the
final battle at the altar. The monsters you kill from this quest drop very high
level items and spells. This is almost the only chance where you can get the
lv12 spells you want, so make good use of the quicksave and quickload trick.
-----------
The Phoenix [mq17]
-----------
You will find out about the Phoenix Stone after talking with Hokan. Step into
the portal to Godwall to pursue the Phoenix when you are ready.
=======
Godwall [e53g]
=======
[Buildings] [Units] [Runes]
[elf] *everything* [elf] *everything* [workers]
Elf Worker lv9
[dwarf] *everything* [dwarf] *everything* Dwarf Worker lv9
Militia
Watchman
Warrior
Defender
Demolisher
Battlepriest
Elite
Elder
#################
###################C P2 # #######
#####################C Mi # ######
######################C 08 ## #####
########################## # #######
######################################### # 07 ##
############ #################### # ##
## m3 # # C C # # ###
# Mg# # # # ####
## B# # # Mh ####
## #06 Mf# ####
# m4##C # ####
### ### ##################### ####
#C## ### ############ ######
# ##################### #####################
# ### ####################
# ############# ### #########
#C # m2 ## ############# #
## # ##C # #
## # ## # ############### #
## #S1## B C # ### Me #
# 04 # #### ####################### ### 05 ##
# # C## 03 Mc #######
########################## ########## C ##
############### # # Md ##
############# # ############# Mb # ##
############ ##############
########## Ma ####################################
######## 02 ###########
######C ################### ##########
######### 01 B m1 ##
########P1 ##
#######################
NPCs
01 Kerwen Twinblades 04 Margay Lannard 07 Cord Dunnahan
02 Bren Fallwind 05 Sunder Dundrew 08 Vintus Lannard
03 John Goddard 06 Tamira Hai
Others
B Bindstone Ma Wolf Spawn Point Mg Wolf Spawn Point
C Chest/Corpse Mb Wolf Spawn Point Mh Wolf Spawn Point
m1 Elf Monument Mc Wolf Spawn Point Mi Captain Kiar
m2 Dwarf Monument Md Wolf Spawn Point P1 Whisper
m3 Dwarf Monument Me Wolf Spawn Point P2 Mulandir
m4 Elf Monument Mf Wolf Spawn Point S1 Shard of Spring Dance
--------------
On the Godwall [mq18]
--------------
This is a relatively fast map. After the cutscene, talk to Kerwen for some
updates.
There are no creeps in the area, so you can claim the monument and start
building right away. Build all the standard things. There are no food in the
area, so you have to make do with 10 units first. There are also very few
trees, so having 2 foresters is quite justified.
Summon 10 upgraded windarchers as soon as you can if you want to reach your
food source sooner.
Move up the Godwall with your 10 windarchers and destroy the first Briar Wolf
camp. Station your units at the northern entrance of that village. Talk to Bren
to learn a bit of history and to get a bit of resources. There are several
buffaloes here, so you can build a food store and a one-man hunting lodge here.
The food sources for this map are all in packets of small quantity, so you will
have to build many food gatherers and food stores on the way up the Godwall.
Upsize your troop limit and summon some wintermagi and healers. Use a few idle
workers to build 5 or 6 towers right outside the northern entrance of the
village. This is so that you can go east to tackle the second Wolf camp without
worrying about Wolves from the north for a while.
Destroy the second Wolf camp. There are several berry bushes and black wolves
here, so you can build a gatherer hut, a hunting lodge and a food store here as
well, but be careful not to build too close to the northern wall, or your
workers will get fry by the enchanters and scouts up the Godwall directly on
top.
Upsize your troop to about 25 or 30 before moving on. Summon the titan as well.
Move up to the T-junction, where west leads to the third Wolf camp and east to
the fourth. Use your idle workers to build several towers at this junction.
Again, this is to tank for a while so you can safely go off-track to destroy
the third camp.
If it had taken you too long to reach the third camp, you may find it too
crowded with Wolves to risk a head-on clash. If that is the case, lure them
back towards the towers at the junction and take them wolves down with your
archers and towers.
Talk to John after destroying the camp to get a Dwarf Key. Station all your
units back at the junction amongst the towers while you explore the dwarven
town. Open the gate beside John and enter the to claim the monument. All those
buildings will become yours after you claim the monument, so all you have to do
is fill them with the workers. Take note of the path in the west side of the
town, you will come back here later to retrieve a quest item.
Lenya is quite scarce on this map, so you will need to mix your troop with some
dwarven units. Get the titan, 5 demolishers, some elites, plenty of defenders
and a little of whatever pleases you. You might also want to build a few more
pigfarms and food stores to get more food.
When you have some 30 to 40 units you can move all the way east to destroy the
fourth camp. Loot the chest there for a quest item Gwen's Medicine.
Move north up the Godwall all the way to the crystal pillar. Station your units
on the east side of it to defend against Wolves coming from the east while you
go talk Margay in the west. That whole area has no creeps so no worries. Keep
upsizing your troop all these while.
When you have about 60 to 70 units, move east to destroy the fifth camp.
!!!Subquests Progress!!!
[ Gwen's Medicine ] [sq37]
Talk to Sunder after you destroyed the fifth camp to get this quest. Give
the Medicine you found in a chest earlier on to him to conclude this quest.
You get some experience.
Do not bother with replacing your dead units for now, you will reach a second
set of monument real soon. Move up the Godwall to the west, fight the fierce
but survivable battle and destroy the two spawn points.
Station your troop among the four Wolf crossbow towers northeast of the
village. Let your units destroy the towers and make them stay there while you
go west into the plains and claim the 2 monuments. There is a rich lenya patch
here, as well as plenty of buffaloes and some moonsilver. Build the appropriate
structures if you need those resources.
Build up your forces again. The battles from now onwards will be slightly
harder.
Move east and destroy everything in your path. Take down the griffonriders with
all your range units and titans first. Send your demolishers to destroy the
towers and white hands while your main units are still battling. You would not
want the white hands to keep healing the Wolves when you are fighting them.
Move all the way east and destroy the final camp. Do not go up north yet.
!!!Subquests Progress!!!
[ Wolfsign ] [sq38]
Talk to Cord Dunnahan after you rescue him from the final camp. If you have
some Wolfsigns on you, you will have the option to ask him about them. The
Wolfsigns are common monster drop on the tougher Wolves. Cord will tell you
to sell them to Halicos in Farlorn's Hope.
If you suffered great lost on the way to the east here, you might want to
summon more units, if not, you can move up north and finish off the map. It is
not particularly tough up there, just a griffonrider and some enchanters, which
your units can take down easily.
Move all the way northwest but do not go through the gate yet. Station your
units outside and lure Kiar and gang out. Kill and loot everything and then
talk to Vintus. He will tell you the location of the Shard of Spring Dance.
Teleport back to the old dwarven town and go down the cobwebby path in the
west. Look out for a fallen tree and rock formation halfway down the path and
investigate it to get the Shard.
Teleport back to the top of the Godwall. Prepare your rune heroes and step into
the portal to Mulandir.
========
Mulandir [e53h]
========
[Buildings] [Units] [Runes]
[heroes]
Warrior Cord lv1
Priest Thalia lv3
Archer Caitlyn lv5
Fighter Istvan lv6
Priest Marticus lv6
Warlock Tonya lv7
Mentalist Iolan lv8
Fighter Malvaren lv9
Warrior Rodgar lv11
Priest Noemi lv9
Archer Jahwel lv11
Fighter Tilleth lv12
Mentalist Selthas lv12
Warrior Karia lv14
Priest Tehr lv14
Fight Ivor lv15
Warlock Severus lv15
##################
############# ### ## ##
####################### 02##
######################### B ##
########### C#################### ## C ###
### C ################# ## #####
## Md ################### ############
# ######### ### C # ############
##C ########### ## B 01 #### #############
########## Mc# ## m3 ######## B C C##
#####P2 # ## # C# # ### ######## C P3##
### C C# # #### ## C## ###### ########
## # #C # ##### ### ###### ########
## # # ### "## ### ######### #### #
## # # #C "#### #### #####"" # # ##
## # #######""##### ## #### "" # C # #
## ""#### # ###### " # Ma# # #
##B C ######## ""### ## ###"""" # ## #
#### #C Mb#####"" """""""##"" ### C #
###### ### ## ##### ########## ####### C #
######## # " # ######### #############
####### #### ##"""# # m2########
####### ###""#"# ###### # C ######
####### """##"# """""""""C ########
######## ##" ## C"""####""" # #########
####### ##" ########## ## C ##########
###### # ## # ########
####### # ########## " C######
###### ## ###C ### #" ######
#### C ### ## ## ##" ######
##### C## ##### ##""########
####### ## m1 ### " """#########
############## B ## """""##########
############ ###############
########## ###########
########### P1 ############
########################
#################
NPCs
01 The Guardian 02 Mechlan
Others
B Bindstone Ma Blutstein P2 Farlorn's Hope
C Chest/Corpse Mb Phantom Spider P3 The Rift
m1 Hero Monument Mc Arz'ach " Cursed Guardian
m2 Hero Monument Md Plexor Mim Thar
m3 Hero Monument P1 Godwall
-----------------------
The Phoenix [continued] [mq17]
-----------------------
This is a very challenging map. You may have notice the apparent messiness of
the map above. The actual map is just as messy. The paths and barriers are very
unclear and there are some areas around the border that look explorable but are
really not. There are many chests, mostly containing mid level items, except
for the one near a unique gargoyle Blutstein in the mid-east, which can
potentially drop several high level items.
But the most difficult part is the medusas Cursed Guardians that lurks in
several areas on the map. When you first enter the map, you will watch a
cutscene explaining how this map works. There are 6 Cursed Guardians patrolling
the map. Their paths are marked by " in the diagram above, with 1 in the
southeast, 2 mid-north and 3 in the central area. The fixed paths those Cursed
Guardians move along usually have 3 nodal points, which mean they will move to
1 point, pause for a while, move to the next point, pause, then the next,
pause, and reverse the path. When you are spotted by any one of the Cursed
Guardians, it will cast petrify on you and wake all the gargoyles. This is
usually deadly, the awaken gargoyles Eternal Guardians will flock towards you
and attack you while the medusa will fire arrows that do some 50+ damage and
continue to cast petrify on you and your heroes.
There are 2 approaches to this map - observe the Cursed Guardians and avoid
them, or, kill off the gargoyles and take down the medusas. The first approach
is naturally safer. The second approach depends heavily on your character type.
You should not attempt to kill the medusas unless you around lv22 and above.
You can always come back later to finish them when you are higher level.
This paragraph will outline a method to kill the Cursed Guardians. Remember
that whenever ANY of the Cursed Guardians spots you, ALL the gargoyles on the
map will be waken up. Now, decide which one of your heroes is the most
dispensable, you will use him as a sacrificial bait. Station you and your
heroes NEAR a group of gargoyles while you send that bait hero towards any of
the medusas. He will die almost immediately, but not before all the gargoyles
are awaken. After he dies, all the gargoyles will return to their dormant
state in a very short while, except for those that left their initial
positions, which is why initially you should station yourself NEAR the
gargoyles but not right beside them. With the right mix of heroes, you can
probably handle between 4 to 6 gargoyles at any one time, if by some freak
accident you attracted more than you can handle, run away. While your group is
messing with the gargoyles, summon that dead hero and send him to the medusas
again, you should be ready to handle the next group of gargoyles by the time he
gets summoned and reaches the medusas. The gargoyles are deadly in numbers but
usually easy in singles. You will get a good amount of experience just by
finishing off all the gargoyles on the map. When the gargoyles are gone, the
Cursed Guardians become easier too. They are still tough and you would not want
to handle more than 1 of them at any time. Surround a medusa with all your
heroes and summonables, you will do miserable damage, but with time, you will
still be able to kill it. Try to use offensive spells if you have any, and try
to have as many auras of healing active as you can when fighting them.
Whichever approach you choose to take, the recommended path is about the same.
You start at P1 in the south. Activate the bindstone and summon your heroes.
Move north and then northwest to clear the western part of the map and to claim
the bindstone there. Watch out for the medusas!
Kill the Phantom Spider for a piece of light silk. Go east on the path north of
the spider. Watch out for another medusa that patrols there. Kill Arz'ach and
Thar, and talk to the Guardian in the north.
----------------
Four Time Shards [mq19]
----------------
The Guardian will give you the Four Time Shards quest and open the gate to the
rift. Note that there are 2 gates on this map. The gate behind the Guardian will
only open much later. The gate to the rift is in the east, do not get confused.
Give the Shard of Spring Dance you found in Godwall to the Guardian for some
experience.
Move back down the plateau to the central area. Move east. Watch out for the
medusa, this one is particularly hard to avoid. Kill Blutstein, loot the chest,
and move northeast towards the portal to the Rift. Do not go into the Rift yet,
it is recommended that you go to Farlorn's Hope first, so just loot the chests
there for some plans there and turn back.
Move down south along the eastern side. The chest protected by the fire
drakelings in the east contain the orc worker rune, which you will need if you
did not buy one in Greyfell.
Move south, claim the hero monument and bindstone. Go further south for the
chests there if you want, if not, teleport back to the bindstone near the
portal to Farlorn's Hope and step into it.
Several subquests can be completed now, but I suggest you put them on hold
first.
==============
Farlorn's Hope [e53i]
==============
[Buildings] [Units] [Runes]
[orc] [orc] [workers]
Boar Breeding Spearman Orc Worker lv10
Croptent Thug
Firestarter Totem
Fisher's Hut Drummer
Food Store Firemaster
Forge
Mace Carver
Mine
Shaman's Hut
Small Headquarters
Woodcutter's Hut
Blood Shrine
Hall of Glory
Hunting Lodge
Medium Headquarter
Smelting Works
###########
################## C##
# Mn# # C##
######### Mo # # Ms #
######## Mp # # #
######## # # #
############### # # #
# C C## Mm ## ## ######
# B 07 08 ## ## ## #P1 ###
# Ml Mi ## ## C### # ####
# Mk Mj ## ## ### ### ##
#C ## ## ## Mr ## ####### ##
######## # # ## ##C ### 01 ####
## ## # # ## #### ##### ###### C#####
## E2 # ## Mq ## # # ## #
## ## # ## # ##### Na ##### ###########
## # ## ## ########## ## ##
## ### E1 ## ## ## ###
##C # # ## #### ###### 04 05###
##C C## # ## #03# ##### B ##
## P2 ## # ## #02# Md ### Nb #
####### # ## # # ### #
# ## ### ## ### ### #
## ### # S1 ##### ##### ############ ######
## ### # ### Ma #### ####### #### #
## ### ## Nd## Mb S2 Me # #
## ## ## #### ## Nc #
## Mg ###### # # ### ## # #
### C Mh## #### # # ### ##
### ### ###### ############## ### #
### #### ### Mf #### ## #
########## ######## ############# #####
# # B ############ ###
# #06 Mc ##############
# ######## ########## Ne ##########
# # ## ##
################## ############
NPCs
01 Flint Mortaine 04 Commander Halicos 07 Brok Gorinson
02 Jon Farlorn 05 Thom Laire 08 Elwen Winterwind
03 Rigour Mortis 06 Seth Dundred
Events
E1 Elite Rush E2 Ka-boom!!!
Others
B Bindstone Mi Wolf Spawn Point Na Legion Spawn Point
C Chest/Corpse Mj Wolf Spawn Point Nb Legion Spawn Point
m1 Elf Monument Mk Wolf Spawn Point Nc Legion Spawn Point
Ma Wolf Spawn Point Ml Commander Briar Nd Legion Spawn Point
Mb Wolf Spawn Point Mm Drakeling Spawn Point Ne Legion Spawn Point
Mc Wolf Spawn Point Mn Drakeling Spawn Point P1 Mulandir
Md Wolf Spawn Point Mo Drakeling Spawn Point P2 Greyfell
Me Wolf Spawn Point Mp Faurung S1 Dagger of the Red Legion
Mf Wolf Spawn Point Mq Wolf Spawn Point S2 Shard of Autumn Twilight
Mg Captain Ultar Mr Wolf Spawn Point
Mh Wolf Spawn Point Ms Fyrmir
---------------
Wolf and Dragon [mq21]
---------------
This map requires the most stringent resource management yet. Build a wrong
thing and you may end up having to replay the map. This is also the first map
with spawn points for neutral allies.
You start at P1. Move down and talk to Flint. Do not mess with Fyrmir yet.
Go southwest to the trade post, talk to Jon Farlorn for some information on the
Shards, and start building right away. Talk to Halicos too if you can run.
Summon all the workers you can and send them to harvest wood. There are very
few trees on this map, so watch what you build closely.
Build the structures in this order - woodcutter's hut, small headquarters,
smelting works, mine, croptent, boar breeding, food store, boar breeding, food
store, fisher's hut or hunting lodge, forge, mace carver, shaman hut. Note that
you do not need to build everything, you only need the buildings for totems and
spearmen. Make sure you do not deplete your wood resource, you should keep some
to build new woodcutter's huts later.
There are 2 entrances to your base - one in the northeast and one in the south.
It is unlikely that there will be Wolves coming from the northeast; they will
eventually, but not anytime soon. So you should guard the southern exit.
If you have the appropriate skills you can try to solo destroy the few Wolf
camps immediately beside your base. If not, wait till you get your totems and
spearmen. The spearmen, while not particularly great, requires only iron to be
summoned, so they play an important part in the initial stage of this resource
tight map. The totems cast pain and will be your main offense.
You can start thrashing the Wolves when you have about 40 units. Leave 10
totems to guard the southern exit. Group the rest of your units and destroy the
the camp in the southwest. Look out for the special corpse tbat holds the Dagger
of the Red Legion at the west end of the camp.
Move south but do not go up the ramp. Send 1 or 2 units up to lure the Elites
down and kill them first. When the Wolves forces are considerably reduced, you
can move up and destroy the camp.
Talk to Seth and free him. You have to look for a dagger, which you just found,
and an armor. There are more trees in the area, so dispatch a few workers to
build a woodcutter's hut here. You might also want to build 1 or 2 firestarters
to protect your workers from the occasional Legion units from the east.
Go back down the slope and destroy the camps Md~f east and southeast of your
base. There are a few trees there too, so if you are really desperate for wood
you can build another woodcutter's hut there, if not, the trees in the
southwest is good enough.
Go back down south to where Seth is and move east to destroy the next Wolves
camp. Captain Ultar holds the Wolf Elite Armor, but do not go return it to Seth
yet!
Continue north and station your units far far away from the big Wolves camp in
the northwest. Return the Dagger and the Armor to Seth, what happens next is
that Seth will assassinate Briar, and the Elites in the camp will rush out to
destroy the Red Legion via the gate at E1. Make sure your units are not near
enough to attract their attention when they are moving out! It will take a
while before all of them move out.
Move in the destroy the camp. Although the majority of the Elites have move
out, there are still a few lingering in the camp, so be careful. Destroy
everything and talk to Elwen for some information on the Shard and Brok for a
subquest.
Back out of the camp and destroy Faurung in the upper northwest for a Vulcan
Glass Phial.
Now that the gate is opened, you can move out from there to finish off the last
2 Wolves camps Mq~r. If you are too slow, they may already have break through
the 2 Legion camps protecting your base, if that is the case, build a few
firestarters at the entrances of your base for protection.
Talk to Halicos to complete this main quest and for some reward.
----------------------------
Four Time Shards [continued] [mq19]
----------------------------
Now comes the interesting part. You can destroy the Red Legion camps. You
cannot command your units to attack them directly, but if you move your orcs
into the Legion camps, they will attack each other automatically. This is the
build-in opposing nature of the dark and light side in action.
Move north up the mountains near where you begun the map to kill Fyrmir. Fyrmir
is very easy, it is located on an island unreachable by melee units, so you
have to rely on your totems to kill it. Once it is dead, loot everything to get
several quest items including the Shard of Summer Wind and Stone of Eternal
Fire.
Move to the south of your base to retrieve the Shard of Autumn Light. It is
located in a rock right in the middle of a circle of dead trees. Kill the Ice
Thing that appears - it will take a while.
If you are feeling sadistic, you can kill the rest of the Red Legion on the
map, including Halicos. You will find a Goldwheel and a Ring of the Red Horde
on him. You do not have to worry about killing Thom or Flint or the rest of the
NPCs. They are protected by some weird mechanics and will not die.
And now is a good time to catch up on the subquests.
!!!Subquests Progress!!!
[ Wolfsign ] [sq38]
Talk to Halicos and ask for the reward for your Wolfsigns. You will get some
cash and experience for each Wolfsign you bring him. Note that this quest is
bugged and does not close. It might have a chance of disappearing from your
quest log if you kill Halicos though.
[ The Cataract ] [sq40]
Talk to Thom to activate this quest.
[ Stonecrusher ] [sq41]
You would have received this quest when you talked to Brok. Talk to Jon
Farlorn for the materials he needs - Sulphur Binder for 1 gold, Burning Salt
from 1 Demon Blood from Arz'ach in Mulandir, Vulcan Glass Phial from Faurung
in the northwest, and Fire Powder from 3 Stones of Eternal Fire. If you had
listened to my advice and had put other quests on hold, you should have
enough Stones of Eternal Fire right now - 1 from Zyrafyr in Southern
Windwalls, 1 from Fire Skeleton in Leafshade, 1 from Fyrmir in the north,
and 1 from Faurung in the northwest. Return everything to Brok and follow
him to the landslide blocking the portal to Greyfell. He will blow up some
rocks and open the way for you. You also get access to 2 high levels chests
near the portal.
[ Thar ] [sq39]
Talk to Rigour and hear his complaint about Thar. You killed Thar back in
north Mulandir, so give Thar's Head to Rigour and get 50 gold and experience
in return.
[ Shadow World ] [sq06]
Show the Shadow Ring to Rigour. He will tell you about the Shadows.
Teleport to Liannon.
!!!Subquests Progress!!!
[ Amra and Lea ] [sq08]
Give the Letter and Trinket you found from Lea back in Whisper to Shan Muir.
She will direct you to Tyrgar, so go talk to Tyrgar. This is as far as you
can go for now.
Teleport to Northern Windwalls
!!!Subquests Progress!!!
[ Shadow World ] [sq06]
Rigour commanded you to kill the Shadows. There are 4 groups of Shadows, 1
each in Northern Windwalls, Howling Mounds, Stoneblade Mountain and Greydusk
Vale. You only need to kill the ones in Northern Windwalls, you can kill the
rest for experience if you want. The Shadows cast a plethora spells
including Shock and Pain. You might need to build up an army depending on
your skills. You will get a book Shadow Manifest from the group of Shadows
in Northern Windwalls. Teleport back to Farlorn's Hope and give the book to
Rigour. He will tell you of the Shadow Crystal. Teleport to Howling Mounds
inner fortress and retrieve the Crystal from a section of the slanted wall
north of the portal to Whisper. You do not have to fight anything, so it is
an easy task. Teleport back to Farlorn's Hope and show the Crystal to
Rigour, he will direct you back to Castigir in Greyfell. Teleport back to
Greyfell and show the Crystal to Castigir. Your quest will end here, but if
you return to Castigir after half a day, he will give you the Shadowpulse
Armor, which is easily the best and coolest looking armor in the game. You
can go do other quests and some shopping while waiting for this half a day
to pass.
While in Greyfell... All of the following take place in Greyfell unless stated
as otherwise.
!!!Subquests Progress!!!
[ Dragon Armor ] [sq31]
Give the Dragon Scales you found on Fyrmir in Farlorn's Hope to Orthanc to
receive the Dragonscale Armor and the Dragonscale Greaves. You also get some
experience.
[ Blood ] [sq10]
Talk to Adhira to activate this quest.
[ Delicate Fabric ] [sq26]
You should have found 1 Dark Silk from Kirsh in Southern Windwalls and 2
Light Silks from Phantom Spiders in Whisper and Mulandir. Give the Silks to
Tanara to exchange for an Everwhite Silk Robe and some experience.
[ The Cataract ] [sq40]
Ask for help from Seno. He will give you a needle. Teleport back to
Farlorn's Hope and give the needle to Thom, you will receive an Ancient
Stone Tablet. Teleport back to Greyfell and show the Tablet to Goran. He
will demand a sapphire from you. You would have found 1 sapphire from the
Echoes subquest long long ago. If you give the sapphire to Goran you will
receive a spell scroll with Greater Healing lv12. If you have no use for the
spell, and do not mind having an incomplete quest in your quest log, you
should sell the sapphire for lots of cash and buy stuff that you really need
instead.
Remember to claim your Shadowpulse Armor from Castigir! Teleport back to the
palace area in Mulandir and give the 2 pieces of Time Shards you found to the
Guardian. It is not imperative that you do so now, but you will get some decent
amount of experience by doing it, so no harm.
Teleport to the portal to the Rift and step into the portal after you equip you
runes, plans and heroes.
========
The Rift [e53j]
========
[Buildings] [Units] [Runes]
[orc] [orc] [workers]
Boar Breeding Spearman Orc Worker lv10
Croptent Thug Troll Worker lv11
Firestarter Totem
Fisher's Hut Drummer [heroes]
Food Store Firemaster Warrior Cord lv1
Forge Fighter Priest Thalia lv3
Mace Carver Archer Caitlyn lv5
Mine Fighter Istvan lv6
Shaman's Hut Priest Marticus lv6
Small Headquarters Warlock Tonya lv7
Woodcutter's Hut Mentalist Iolan lv8
Blood Shrine Fighter Malvaren lv9
Hall of Glory Warrior Rodgar lv11
Hunting Lodge Priest Noemi lv9
Medium Headquarter Archer Jahwel lv11
Smelting Works Fighter Tilleth lv12
Mentalist Selthas lv12
[troll] [troll] Warrior Karia lv14
Hunting Lodge Devastator Priest Tehr lv14
Mace Carver Rowdy Fight Ivor lv15
Quarry Smasher Warlock Severus lv15
Small Headquarter Thrower Archer Shalir lv16
Stone Cutter Fighter Alrius lv17
Woodcutter's Hut
###################
### Mb #
############# #### ####### #######################
# # ########### ########## ######### # ##
# # # ####Mc########## ### #### ## # ##
# #### ##### ### ########## ####### ### ## # ##
# B # ###### ### ########## ## ## ## ##
# m1#### #### ###### ############### ## ##### ## ##
# ### # # # ################## # ####### # m3###
# ## # # # ##### # ### # ########## ### m2###
# # # ### ## ## # ##### # ######
# ####### ## ## ## ### # ### ##### ####
# ######## ## # ##### #### #### 01 Ma ##
# S2 S1##Mf #### ############## # # # # ##
# S3 P1## ##### #################### #### # ### ###
############### ### Md C ###### #B ########
## Me C ##################################
#################################
NPCs
01 Talia Storm
Others
B Bindstone Ma Ulather Mf Demon Spawn Point
C Chest/Corpse Mb Demon Spawn Point P1 Mulandir
m1 Orc Monument Mc Demon Spawn Point S1 Ulather's Chest
m2 Troll Monument Md Demon Spawn Point S2 Ulather's Chest
m3 Hero Monument Me Demon Spawn Point S3 Ulather's Chest
----------------
Through the Rift [mq20]
----------------
There are several ways to approach this map, and I shall name them Zoom, Hard
Slog and Easy Slog.
You start at P1, and after the cutscene, Talia will move east to the other side
of the Rift.
There are several kinds of demons in the Rift. The fire-spitting demons,
including Demons and Slaves of Fire, you can kill easily, and the hardy
Basilisks that do decent damage, which you should be able to kill too. They can
still be deadly though, especially when they typically come in large groups.
The Masters of Fire will summon hordes of fire elementals before fighting you,
which you can take down if you target the Masters of Fire and ignore the fire
elementals. The Mistress of Zanzarrah has aura of lifetap, which you can try
using dispel black aura to suppress for a while. The Red Deaths and Blinders
cast extinct, which can be countered by having multiple auras of healing on.
And in case you still do not get the idea, YOU WILL HAVE A HARD TIME.
The 2 chests up among the demon camps on the south side can potentially drop up
to 5 godly items each, so you have a chance to get the best items in the game
on this map.
And now, on to how to deal with this map.
Zoom - To complete this main quest, you only need to go east, and come back.
The Zoom approach focuses on speed. When you first start, do not activate
anything. Put on your Magic Pants, Ring of Master Rogues, Aura of Fast Walking,
and whatever other walk/run speed boosters you have. Run across the rift, and
NEVER stop to fight anything, or you risk being swarmed by the demons. When you
reach the other side, activate the bindstone, talk to Talia and fight Ulather
after the cutscene. Do not activate anything after this. You will see lots of
demons rush into the west side of the Rift. Wait for them to retreat. And then
run all the way back to the west. Talia will follow you closely, do not worry
if she stops to fight anything, she is protected by some anti-death mechanics,
and she will most likely quit fighting and go after you when you are too far
away. Talk to her when both of you are back in the west side. She will give you
the Shard of Winter Silence. Quest completed. Loot the Ulather's Chests and you
are ready to move on. Choose this approach if you are too low level or have
difficulty fighting the demons. You do not fight the demons at all using this
approach. You can kill them easily later on when you are much higher level.
Hard Slog - Hard Slog involves the typical build up of army. After you start
the map, claim the orc monument and start building your stuff while you stay
guard at the top of the ramp. When you have a sizeable force of totems you can
start to move east. If you feel brave you can try to destroy the spawn points
on both side of the Rift on your way. It will not be easy though, use divide
and conquer strategically. When you reach the east side, talk to Talia and
fight Ulather. What happens next is that a lot of demons will swarm into your
orc base and destroy everything, including the bindstone and orc monument. All
your units will die the moment you lose the orc monument. Note that this is a
game feature and is inevitable. Claim the troll and hero monuments on the east
side and repeat the building up process. Move back to the west with your new
troll units. The demons would have retreated back to both side of the Rift, so
you would want to go up the sides again to destroy them. The advantage of the
Hard Slog is that you would already have some resources from the orcs when you
start building your trolls on the east side. You will also have Talia fight at
your side with her useful freeze spells. This is also how the map is intended
to be played. It is however very time consuming and can be very difficult since
you activated the spawn points early in game.
Easy Slog - Easy Slog is basically Zoom + modified Hard Slog. When you first
start the map, run to the east, kill Ulather and run back as you would in Zoom.
Loot Ulather's Chests for more orc and troll plans and start building up your
orcish army. The orcs will give you lots of food and resources. When you have
about 20 to 30 totems, station them at the top of the ramp to protect your orc
base. Teleport using the bindstone back to the east side and start building up
your trolls. The troll units are extremely costly, but they are hardy and the
upgraded hurlers do ice damage, which can be useful in fighting the demons.
When you have about the same army strength on either side, you can start to
move into the Rift to clear the spawn points. Leave your orcs alone first, you
need them to defend the orc base. Move your trolls down into the east side of
the valley and stay guard there. Using your heroes, move up the north side of
the rift and clear the northern region. After that, you can move both your orcs
and trolls to the center of the Rift and prepare to clear the southern side. It
will still be very hard, but the advantage of the Easy Slog method is that you
get better runes and units before you start fighting the demons, which means
your units will last longer and you will have a slightly easier time.
Whichever approach you choose, teleport back to the palace area of Mulandir
when your are done with the map and have received the last piece of the Time
Shards from Talia.
==================
End Of Chapter Two [e53k]
==================
----------------------------
Four Time Shards [continued] [mq19]
----------------------------
Once you are in Mulandir, summon your heroes and any other summonables before
you talk to the Guardian.
Give the last piece of the Time Shard to the Guardian to conclude this quest.
You will watch a cutscene where the Guardian gives you a fake Phoenix Stone and
reveals his true identity.
-----------------------
The Phoenix [continued] [mq17]
-----------------------
Kill the Wolves and fake Mechlans and move to the northeast to confront
Mechlan. He will give you the real Phoenix Stone. You can choose to leave him
alone or to kill him after this, it will be of no consequences whatever you
choose. If you kill him, you get a Staff of the Circle Mages and a spell scroll
with lv12 Meditation.
The quest log will prompt you to return to Greyfell after you receive the
Phoenix Stone, but if you have good cold resist, good offensive mass spells,
and/or good melee skills, you might want to go to Frost Marsh to kill the
blades for some experience first. If you remember, there are lots of blades
there.
The blades are undead, so having aura of light will make your time killing them
very easy. If not, you can try using good old physical attack or spells like
shockwave, area pain and extinct. You have to use divide and conquer wisely,
and never barge into large groups unless you feel suicidal. The smaller blades
are not particularly tough, but the large blade defenders will cast freeze on
you repeatedly, so that if you do not have good cold resist you will be frozen
while they slice you to death. This is why having aura of light is an
advantage, auras will still be active when you are frozen, which means you will
still be damaging them. You will meet many monsters with the freeze spell from
now till the end of the game, so you should have some cold resist gear ready.
If you want to kill the blades, teleport to the Frost Marsh using the
bindstone. If you had forgotten to activate the bindstone last you were there,</pre><pre id="faqspan-7">
you will have to travel through Wildland Pass again. When you are done with
killing the blades, DO NOT talk to Urias at the south of Frost Marsh or even go
near him, turn back and teleport to Greyfell.
If you decide to forgo the experience, or do not have adequate skills, you can
continue the story the intended and proper way, that is, after getting the
Phoenix Stone from Mechlan, teleport to Greyfell directly.
--------------
Counter-attack [mq22]
--------------
Upon entering Greyfell, you will be treated to another cutscene. Gabar will
inform you that Sartarius had already left for Frost Marsh to clear the way for
you, and fearing for Sartarius's safety, you decide to go after him to the
Frost Marsh.
But before plunging into Frost Marsh, you might want to finish the Earthblade
subquest as well as to do some trading to organize your inventory.
!!!Subquests Progress!!!
[ Earthblade ] [sq27]
You should have 1 Stone of Eternal Fire from killing Fyrmir and another from
Ulather's chests in the Rift. Teleport to Windholme Southern Windwalls and
give them to Urak to complete the Earthblade. It will take some time for him
to forge the blade, so just hang around or simply teleport to some other map
and teleport back again. The Earthblade cast decay and has low requirements,
which makes it great for your heroes even to end game.
Teleport to Frost Marsh - Rohen's End to conclude chapter two of the game. In
this chapter, you searched for the artefact Phoenix Stone, which is supposed to
possess powers comparable to the Circle Magi, and in the process, liberated
Northern Windwalls, Greydusk Vale, Godwall and Farlorn's Hope, and destroyed
Ismail's undead forces and Briar's bandit Wolves.
Here is a quick checklist for the main quests and subquests that you have
completed in this chapter.
[Main Quests] [Subquests]
Marcia Magical Artefacts
The battle of Stonewell Dwarf Services
Into the Greydusk Vale Shadow World
Border Warfare Soulstones
The Mask of Belial Delicate Fabric
The Howling Mounds Earthblade
The Whispering City The Bigger They Are
The Phoenix Predator's Fur
On the Godwall White Shadow
Four Time Shards Dragon Armor
Wolf and Dragon A Poison Dwarf
Through the Rift Big Trouble
Counter-attack Trickster
Traitors
Homunculus
Gwen's Medicine
Wolfsign*
Thar
The Cataract
Stonecrusher
*Wolfsign is bugged and does not close even after completion
Here is a quick checklist for the active main quests and subquests that you
should have now.
[Main Quests] [Subquests]
The End of the Order Amra and Lea
Blood
Here is a checklist for the plans and runes that you should have now. The list
excludes purchaseable runes and lower level worker runes.
[Buildings] [Units] [Runes]
[human] *everything* [human] *everything* [workers]
Crossbow Tower Recruit Human Worker lv9
Forge Scout Elf Worker lv9
Hunting Lodge Cleric Dwarf Worker lv9
Mine Marksman Orc Worker lv12
Quarry Enchanter Troll Worker lv12
Small Headquarters Mentalist
Woodcutter's Hut Armsman [heroes]
Ariashrine Paladin Warrior Cord lv1
Fisher's Hut Priest Thalia lv3
Food Store Archer Caitlyn lv5
Shooting Range Fighter Istvan lv6
Temple of Light Priest Marticus lv6
Academy Warlock Tonya lv7
Cattle Breeding Mentalist Iolan lv8
Fishing Guild Fighter Malvaren lv9
Grain Farm Warrior Rodgar lv11
Medium Headquarters Priest Noemi lv9
Sawmill Archer Jahwel lv11
Smelting Works Fighter Tilleth lv12
White Hand Mentalist Selthas lv12
Large Headquarters Warrior Karia lv14
Master Armory Priest Tehr lv14
Fight Ivor lv15
[elf] *everything* [elf] *everything* Warlock Severus lv15
Archer Tower Ranger Archer Shalir lv16
Armory Warder Fighter Alrius lv17
Food Store Healer Warlock Antius 18
Gatherer's Hut Windarcher
Hunting Lodge Protector
Small Headquarters Wanderer
Woodcutter's Hut Wintermage
Ailantery Druid
Archery Hall
Forester
Lenya Gatherer
Medium Headquarter
Sawmill
Hunters' Guild
Iron Armory
Large Headquarter
Master Woodcutter
Frostbringer
Hall of the Ancients
[dwarf] *everything* [dwarf] *everything*
Forge Militia
Mine Watchman
Quarry Warrior
Food Store Defender
Great Armory Demolisher
Medium Headquarter Battlepriest
Moonsilver Hall Elite
Moonsilver Mine Elder
Pigfarm
Small Headquarter
Smelting Works
Stonemason's Hut
Large Headquarter
Sanctuary
[orc] *everything* [orc] *everything*
Boar Breeding Spearman
Croptent Thug
Firestarter Totem
Fisher's Hut Drummer
Food Store Firemaster
Forge Fighter
Mace Carver Hornblower
Mine Veteran
Shaman's Hut
Small Headquarters
Woodcutter's Hut
Blood Shrine
Hall of Glory
Hunting Lodge
Medium Headquarter
Smelting Works
Dark Forge
Large Headquarter
[troll] [troll]
Hunting Lodge Devastator
Mace Carver Rowdy
Quarry Smasher
Small Headquarter Thrower
Stone Cutter Bouncer
Woodcutter's Hut Hurler
Corpse Collector
Food Store
Ironhouse
Medium Headquarter
Stone Thrower
-------------------------------------------------------------------------------
Chapter Three - Circle [0504]
-------------------------------------------------------------------------------
Having found the Phoenix Stone, you will now hunt down the Soulforger and the
dark circle mage, and stop their evil scheme once and for all!
===========
Frost Marsh [e54a]
===========
[Buildings] [Units] [Runes]
[orc] *everything* [orc] *everything* [workers]
Orc Worker lv12
[troll] [troll] Troll Worker lv12
Hunting Lodge Devastator
Mace Carver Rowdy [heroes]
Quarry Smasher Warrior Cord lv1
Small Headquarter Thrower Priest Thalia lv3
Stone Cutter Bouncer Archer Caitlyn lv5
Woodcutter's Hut Hurler Fighter Istvan lv6
Corpse Collector Priest Marticus lv6
Food Store Warlock Tonya lv7
Ironhouse Mentalist Iolan lv8
Medium Headquarter Fighter Malvaren lv9
Stone Thrower Warrior Rodgar lv11
Priest Noemi lv9
Archer Jahwel lv11
Fighter Tilleth lv12
Mentalist Selthas lv12
Warrior Karia lv14
Priest Tehr lv14
Fight Ivor lv15
Warlock Severus lv15
Archer Shalir lv16
Fighter Alrius lv17
Warlock Antius 18
#####################
##C Mh ### B ##
## Mi ##
########### C ##
# ## ###### ###
#C ########## C ## ###
# # Md Mc ### ###
######## # ###### # ## C ##
# # # C ## ## ## ##
# ### Me ## ## ### ####
#Mj ###### ## # ## ######
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########## ### ##########
#### # B ## ######
## #m3 # ## ####
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# # ## #
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## # ###### Mg ##
####################### ### ################C ##
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## ## #### ##
# # ## ##### ###
# m1 ### ## # Mb ##### ####
# ####### ### ### #### ####
# ### #### #C ### ####
# ### ## ##### #####
# #### ### #### ## #
# ##### ## ### ## m2 #
# ######## ### ### B#
# ######### ### ### #
# ######### ## #
# ######### ## #
# ######### Ma ## ############
# B ####### # ###
## ######## ##
## P1 #####01 02 ###
## ####### P2 ###
######### ######
NPCs
01 Urias* 02 Craig Un'Shallach*
*Craig and Urias migrate to Southern Godmark after certain event
Others
B Bindstone Mb Drakeling Spawn Point Mh Ice Elf Spawn Point
C Chest/Corpse Mc Windwielder Mi Ice Elf Spawn Point
m1 Hero Monument Md Destroyer Mj Ice Thing Spawn Point
m2 Orc Monument Me Stormfist P1 Wildland Pass
m3 Troll Monument Mf Golem Spawn Point P2 Southern Godmark
Ma Blade Spawn Point Mg Golem Spawn Point
--------------------
The End of the Order [mq23]
--------------------
This map marks the beginning of the end. You start at P1. Move up north to
claim the hero monument and summon your heroes. If you had cleared the blades
beforehand, there will be no blades left; if you had not, there will be several
stray blades here and there, there will not be any of those powerful blade
defenders, but you should still be careful.
u-turn at north and go south to talk to Urias. Do not destroy the blade towers
yet. Urias will update you on the situation. Talk to Craig for more
information. Also, talk to Craig for some information on Amra.
Go northeast and activate the bindstone beside the orc monument. DO NOT
activate the orc monument yet, you only need the bindstone. There will be
several forest drakelings in the area, which are non-fire-breathing versions of
the fire drakelings, and are very easy to kill compare to the blades.
!!!Subquests Progress!!!
[ Amra and Lea ] [sq08]
If you had been following the Amra and Lea subquest so far, talk to Craig
for more information on Amra's whereabouts. Craig will drone on and on on
the story of Amra and Lea, when he is done, teleport using the bindstone at
the orc monument to Howling Mounds, where Amra's Grave is. You will see a
lot of Amra's Avengers in the central area of the Howling Mounds. They are
very easy to kill and no where as deadly as Lea's Avengers. If you have aura
of light or area pain and extinct or shockwave, now is a good time to wreak
havoc. If not, you may need to build up an army of defenders and elites.
When you have clear the map of the avengers, investigate Amra's grave at the
edge of the water on the other side of the dwarf monument right in the
middle of the avengers. More avengers, and also 1 of the toughest foe in
game that goes by the name of End of All Hope will appear. Kill them all.
The End of All Hope may be difficult depending on your skills. It is an
undead, so if you have hallow and aura of light, it will drop dead in 10
seconds. But if you have low black magic resistance, you will be fry by its
pain spell, so use you defenders if you need to. When everything is dead,
the Ghost of Amra will appear. It is easier to kill than the avengers, so
charge in and kill it. Loot its body for Amra's Chestplate and Amra's
Greaves, these are one of the best armors in game, and are excellent for
both you or your heroes. This marks the end of this epic subquest, so
teleport back to Frost Marsh when you are done admring the armor.
Back at Frost Marsh, reclaim the hero monument and summon your heroes. DO NOT
activate the orc monument. This is important, as all spawn points on the map
are tied to that monument, and you do not want to be caught unprepared by the
very powerful monsters on this map. What you want to do is to clear the map of
all monsters and build lots of towers around the spawn points before
activating them. So make sure you only kill the monsters and destroy the
frostbringers, and leave the main monster buildings alone.
Go northeast up the mountains. Kill all the giants and loot everything,
including some cool gear, a dark elf plan, and a higher level rune priest. You
might want to kill your one of your heroes and replace him with this new
priest. You need all the extra healing you can get.
Move on to kill the frostgolems in the southeastern part of the mountain
region. You will never be able to kill them all all at once. They have some
mysterious ability to cast freeze continuously and do massive physical damage.
It is almost a goner if you attract the attention of more than 2 at one time.
Use divide and conquer to remove them. If you have great difficulty handling
them, leave them alone. They are difficult. The chest they are guarding
contains the dark elf worker rune, so you should really try hard to beat them.
If you do succeed in clearing the golems, remember to leave the buildings in
tact.
Claim the troll monument up in the mountain region. This will do not activate
any spawn points, so you can safely build up your trolls first. There are 3
stone fields near the monument, as well as trees all over the map. Summon as
many trolls as you can and send them all to gather resources. You only need to
build the small headquarters, medium headquarters, woodcutter's huts, quarries
and 1 food store. No need for units generator buildings and no need for food
gatherers.
Keep some 10 to 15 workers free and build 3 to 4 stone throwers each around
the blade, drakeling and golem spawn points. You will not be able to see the
spawn points yet, because you have not activate the orc monument, but as a
general rule the spawn points are always near the centre of the cluster monster
buildings, so just build the stone throwers around those region. If you are
really worried, just do a quicksave and activate the orc monument to see where
the spawn points are exactly, and quickload back to build your stone throwers,
but it really is not necessary.
While your trolls are doing their stuff, you and your heroes should push
further north up into the mountains.
The ice elves are an interesting preview to what to expect in the expansion
pack. You will fight ice shapers that cast iceburst, ice guardians that cast
freeze and ice conjurers that summon ice elementals, and all these in midst of
frostbringers. They are more difficult than the fire demons in the Rift, the
fire spells do not immobolize you, but the ice spells will. Use divide and
conquer throughout. You can safely demolish all the frostbringers. You can also
destroy some of the buildings, just make sure you do not destroy all.
After clearing the ice elves, move west to kill the ice things. The ice things
will cast wave of ice. The trick to kill them is this - send only 1 hero near
them at any time, and they will cast iceburst instead of wave of ice. Typically
you should send Fighter Alrius to fight them. Equip him with decent ice
protection and 2 weapons. Your priest can heal Alrius from far away while he is
fighting the ice things. If you use this method, you can finish off the ice
things in no time. If you and all of your heroes charge towards them at the
same time, you will find all of them dead in no time.
The chest in west is guarded by another high level ice monster, leave it alone
first, as it is unlikely that you can kill it. You can kill it later on by
luring it towards your firestarters and stone throwers.
Get your trolls to build stone throwers around the rest of the spawn points. Do
not worry if you deplete your stone resource, you do not need to summon any
units on this map.
When all the spawn points are secured with 3 or 4 stonethrowers, you can claim
the orc monument and summon your orc workers. There are 2 lenya patches on the
map, 1 beside the hero monument and the other beside the drakeling spawn point.
Build your headquarters, lenya gatherers, woodcutter's hut, food stores, boar
breeders, hunting lodges and fisher's huts.
Keep some 10 to 15 orc workers free. Use them to build firestarters around the
spawn points to further secure them.
When resource gathering is more or less stable, use your troll and orc workers
to build even more towers around the towers just in case.
You have basically cleared the map, so just leave your game on for a couple of
hours and soak up the experience. The ice elves and ice hurlers can drop very
good items, so expect for loads of goodies.
This may feel like cheating, but is in fact, how the rest of the game is
played, whether intended or not. If you are curious, you can try activating the
orc monument right from the start and see what happens. The monsters up the
mountain spawn so fast, you will have no chance of going up. The RTS element of
the game is not as important as it was before anymore from this point onwards.
When you decide you have enough of the experience soaking, destroy the
buildings, loot all the chests for the dark elf plans and go back down the
mountain to talk to Craig.
Step into the portal to Southern Godmark when you are ready.
================
Southern Godmark [e54b]
================
[Buildings] [Units] [Runes]
[orc] *everything* [orc] *everything* [workers]
Orc Worker lv12
[dark elf] Dark Elf Worker lv12
Mindbreaker
Onyxshrine [heroes]
Quarry Warrior Cord lv1
Small Headquarter Priest Thalia lv3
Tower of Sorcery Archer Caitlyn lv5
Fighter Istvan lv6
Priest Marticus lv6
Warlock Tonya lv7
Mentalist Iolan lv8
Fighter Malvaren lv9
Warrior Rodgar lv11
Priest Noemi lv9
Archer Jahwel lv11
Fighter Tilleth lv12
Mentalist Selthas lv12
Warrior Karia lv14
Priest Tehr lv14
Fight Ivor lv15
Warlock Severus lv15
Archer Shalir lv16
Fighter Alrius lv17
Warlock Antius lv18
Priest Adhira lv18
######################################
#m1 P1### # m2##
################# B## # B#
##Me Mb ### ## ### #### # ## #### #
# ## ## ##### # ## ### ##### #
# #### ## ### ####### ### ## #####
## ### ## Mc Ma # # ## ##
## ### ## ############# ##### C#
###C Mf ######### ###### ## ### ##
#m3 ################ #### #### ##
### B ######### ### ## #
#### ###### Md ##### ##C ## #
###C ## ####### ## ### ######### C ##
## ## ############# #######################
# # ############### ####################
# Mg # ################## #####################
#C ###################E1 #####################
## ##### ################### ######## ####
### ###### ################### S1###### #######C ##
######## ################## #### 02 C C## ##
##### ########## ##### 03 01 C# ##
#### ######## ####### E2 ## #
##### #####C S2 ############### # #
###### Mh Mj ######### ## P2## # #
######## Mi # C## # # ##
########## ###### Mk Ml# # # ##
############# # ## # ##
########## m4 ############### ## B # # #
################################ ## # # C#
########### C # # P3#P4##
###### ######### ##########
##### Mm ## ### ##
##### ## ###
###############
NPCs
01 Sartarius 02 Urias 03 Craig Un'Shallach
Events
E1 Blade Storm E2 Saving Sartarius
Others
B Bindstone Md Blades Mm Blade Spawn Point
C Chest/Corpse Me Golem Spawn Point P1 Frost Marsh
m1 Dark Elf Monument Mf Golem Spawn Point P2 The Ruins
m2 Orc Monument Mg Ice Elementals P3 Old Dwarf Town
m3 Hero Monument Mh Blade Spawn Point P4 Nightwhisper Dale
m4 Dark Elf Monument Mi Blade Spawn Point S1 Black Tower
Ma Blades Mj Blade Spawn Point S2 Eye of the Blade Storm
Mb Blades Mk Blade Spawn Point
Mc Blades Ml Princeps
-----------
Blade Storm [mq24]
-----------
There are 2 ways to approach this map. The fast way and the experience way.
If you are around lv28, choose the fast way. If not, choose the experience way.
You start at P1. You may wonder what good the dark elves can do without any
unit plans, well actually for this map, you only need the dark elf workers to
build some defensive structures. Your quest log will prompt you to build a
defensive base, but do not do that! Do not even activate the bindstones.
Instead, follow on of the 2 ways described below.
Fast - Kill the group of blades Ma in the east. Doing so will complete the
first part of your main quest. You should be able to kill them using any type
of character if you use divide and conquer. Run eastward and claim the orc
monument to complete the second part of the main quest, you will get some
experience. Run all the way west to where the frostgolems are. Destroy the
blades, and if you can, the frostgolems. If you manage to kill the golems, you
can activate the hero monument and summon your heroes; if not, just quickly
sneak past them and move down south along the snowy mountain path towards the
three blade camps. There are some special ice elementals on the west side, they
do not do anything special, just kill them for experience and for the chests.
Destroy all the blade camps in the south, loot all the chests, and step into
the portal to the ruins in the southeast. Note that you should avoid the
central region of the map where the Black Tower is, you do not need or want to
go there.
Experience - This method involves the typical hard slog. Do not claim the dark
elf monument. Go solo first and destroy the blades Ma in the east and build up
your orc base first. Once you activated the orc base, the frostgolems from the
west will start to move into the central plains area, so you should stand guard
at the narrow path that leads into your orc base at Ma. Build anything that you
fancy, there are plenty of resources for anything on this map. Eventually you
should have several firestarters at the few openings around the area where the
dark elf monument is, as well as several at the sole opening that leads to the
orc base at Ma. When you have those, you can activate the dark elf monument.
Note that by activating the dark elf monument you are also activating all the
spawn points on the map. Use your dark elf workers to build as many towers of
sorcery and mindbreakers at the few aforementioned choke points as you can. You
would have also triggered the Blade Storm event by activating the monuments.
The large group of blades in the central area with move north towards your
bases. Note that these blades cannot be destroyed, they have a special spawn
point at S2 beyond the black tower that will simply resummon new blades when
you kill the old ones. To protect yourself against this, use your workers and
build as many firestarters, towers of sorcery and mindbreakers as you can at
the narrow choke point slightly north of those blades. When you do that, the
towers will simply take down the continuous stream of blades and give you lots
of experience. When you have enough defense against the Blade Storm from the
south, build up a sizeable army of totems and firemasters and some veterans.
Move west, follow the path that you would take as in the Fast approach, but you
can destroy everything with your army. Step into the portal to the ruins when
you are done destroying the camps. If you want to gain more experience from
this map, simply leave your computer on and let your towers do their business
as you would in other experience soaking map.
Either way, you should avoid the black tower. The black tower cast irresistible
high level extinct that will kill anything near it. Prior to v1.10, you can
resist the extinct with high amount of black magic resistance, but that is a
bug and is not intended by the game designers, and has since been corrected in
v1.10. You can still destroy the black tower with some skill. If you stand
close to the black tower, it will respond by flashing its extinct. If you time
the pulse correctly, you can run in immediately after a flash and land a few
hits on the tower. You will die immediately at the next flash, but if you
repeat this process a few times you can destroy the tower. You can employ your
heroes to do this if you do not want to lose experience. Or if you have the
spell invulnerability, you can put that on and destroy the black tower safely.
There is another approach to this map, but it is highly adopted for the white/
mind mage character type only. Do not even bother trying if you do not have the
appropriate skills. This is my favorite approach to this map. What I did was,
put on the charisma spell and switch on aura of light and walk into the group
of blades near the black tower. With these two spells in action, one can do
some 150+ damage per tick to the blades. When the blades are temporary gone,
cast charisma again and turn on aura of fast walking. Stay close to the black
tower and one can actually be fast enough to run past it between 2 consecutive
pulses. This method of charisma+boons can also be applied to the next few maps
where important portals are guarded by black towers and you can bypass doing
the quests that will get you past them.
Once you step into the portal to the ruins and appear on the other side, move
north and kill the sole blade that is guarding Sartarius. When the blade is
dead, you will watch a cutscene introducing a twist. You have to kill some
blades after the cutscene, Craig and Urias will help you so just stay far away
if you have problem handling multiple blades.
Talk to Urias and Craig, loot all the chests, and step into the portal to
Nightwhisper Dale. Make sure you loot all the chests for the many plans.
=================
Nightwhisper Dale [e54c]
=================
[Buildings] [Units] [Runes]
[troll] *everything* [troll] *everything* [workers]
Hunting Lodge Devastator Troll Worker lv12
Mace Carver Rowdy Dark Elf Worker lv13
Quarry Smasher
Small Headquarter Thrower [heroes]
Stone Cutter Bouncer Warrior Cord lv1
Woodcutter's Hut Hurler Priest Thalia lv3
Corpse Collector Champion Archer Caitlyn lv5
Food Store Destroyer Fighter Istvan lv6
Ironhouse Priest Marticus lv6
Medium Headquarter Warlock Tonya lv7
Stone Thrower Mentalist Iolan lv8
Blacksmith Fighter Malvaren lv9
Large Headquarters Warrior Rodgar lv11
Priest Noemi lv9
[dark elf] [dark elf] Archer Jahwel lv11
Mindbreaker Assassin Fighter Tilleth lv12
Onyxshrine Darkblade Mentalist Selthas lv12
Quarry Necromancer Warrior Karia lv14
Small Headquarter Sorcerer Priest Tehr lv14
Tower of Sorcery Fight Ivor lv15
Breeder Warlock Severus lv15
Dark Academy Archer Shalir lv16
Food Store Fighter Alrius lv17
Forge Warlock Antius lv18
Mine Priest Adhira lv18
Onyx Tower Mage Shindar lv19
###############
#### P1# ;;#
#C B## ## ###
### ###;# # C#
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#;# ## #C#;# ###
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## ####### ### Mi## 02 ###
### # ### Mh ### Mk ##
###### B ### ##Mg ## #
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######### # # ################ ## #
####### # ## ## # P2 S2 ### ### Md #
### # # ## ### S1 #C## #####
#### ### # ###### ### #####
######## # Ma #### C####### # Mc #####
############ # ###### # B #
### ## ### ##### m3###
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#04 ## ##### # ###### Mb ##
# 01 ## # m2#
# B ## ## ##
## 06## #### ######## ###############
##05 ## ## C## m1####
### ## ##Ml ############
###### ## ##
# ###
#########
NPCs
01 Dracon Shain Tal'Ach 03 Merchant of Ele. Mag. 05 White Magic Merchant
02 High Archon 04 Merchant of Black Art 06 Merchant of Mind Magic
Others
B Bindstone Md Kithar Spawn Point Ml Zalaga
C Chest/Corpse Me Sokaresh P1 Southern Godmark
m1 Hero Monument Mf Kithar Spawn Point P2 Breathing Forest
m2 Dark Elf Monument Mg Kzin S1 Black Tower
m3 Troll Monument Mh Kithar Spawn Point S2 Black Tower
Ma Kithar Spawn Point Mi Horshak ; Carnivorous Plant
Mb Blade Spawn Point Mj Kithar Spawn Point
Mc Blade Spawn Point Mk Razaar
---------
To Urgath [mq25]
---------
You start at the northwest P1. Before you start to move out, put on your best
cold resist gear. You will face several freeze casting blade defenders
throughout the map.
Move through the mountain region. Avoid the carnivorous plants, they will spew
out poisonous gas when you are near them. If you touch the gas, you die. You
can run pass them if you are fast enough, but better to play safe. The blade
defenders in the mountain region moves in cyclical patterns. If you can kill
them, then you do not have to bother much about observing them; but if you
cannot, what you should do is to wait for them to move around the little mounds
and quickly sneak pass them when they are on the other side. There are 5 blade
defenders up in the mountain, and they can walk pass the carnivorous plants
without problem. The chests/corpses are hidden among bushes so look closely.
Once you are out of the northwestern region, run down the mountain path and
activate the second bindstone. There are 2 paths that lead to the dark elf
settlement. The one on southwest side is full blades, and the other one at true
south has a Kithar camp right in the middle. Take your pick. The Kithar cats
can do very serious damage, but they do not have the cheapo freeze spells like
the blades do, so if you are fast you can run pass them. Of course, if you have
good skills you can destroy them too.
Once you are in the dark elf settlement, talk to Dracon and ask for help. He
will demand 7 aria crystals. You can find those by killing the dragons irvishes
in the area north of the settlement. The irvishes automatically respawn after
you kill them, which means you will not be able to remove them permanently.
Give the aria to Dracon and get some dark elf units in return. With these
units, clear the way east to claim the hero monument.
Summon your heroes and together with the dark elves, you can destroy the blades
in the region, as well as the Kithar camp Ma.
Decide which race you want to use - either dark elf or troll, but not both. You
should conserve your rune power. There are plenty of resources for anything.
Build up your army while you and your heroes guard the area in the east that
leads directly into the final few Kithar camps. If you choose dark elf, just
get a little bit of everything, they are seriously overpowered. If you choose
troll, get a good mix of hurlers and throwers, some champions and destroyer,
and also the titan.
Clearing the Kithar camps is easy. Leave Razaar last. Destroy everything and
talk to High Archon in the northeast. He will bless you with the Cloak of Nor,
which temporarily protects you from the magic of the black towers. This will
enable you to run pass the black towers to reach the portal beyond.
But before you move on to the Breathing Forest, you might want to finish the
final subquest now.
!!!Subquests Progress!!!
[ Blood ] [sq10]
Move all your units back towards to the dark elf settlement. There is a
small path right beside the settlement. Move in and kill all the spiders,
including Zalaga. You will find Spider Blood on Zalaga. Teleport back to
Greyfell and give all the three bloods to Adhira - Spider Blood from Zalaga,
Dragon Blood from Fyrmir in Farlorn's Hope and Demon Blood from either
Ulather in the Rift or Arz'ach in Mulandir. Adhira will tell you she needs
an Adamantinum Vessel. Teleport to Windholme Southern Windwalls and ask for
one from Skarvig. You will need several Adamantinum Shards, which you should
have, from your adventures in Stoneblade Mountain. Teleport back to Greyfell
and give the Vessel to Adhira to receive Hero Potion. Give the Potion to
Tombard in the village in the central area of Greyfell. Tombard will turn
violent after drinking the potion, so kill him and loot his body for a Blade
of Light to conclude the quest.
Teleport back to Nightwhisper Dale. The merchants here sell spells at high
levels if you need any. The corpses in the swamp region as well as the one in
Zalaga's lair can drop very high level items, so do not miss them.
Put on your walk speed boosters and talk to the High Archon to receive the
blessing. Right click on the portal to Breathing Forest and you will
automatically choose the shortest route.
The Cloak of Nor is not intended to last long enough for you to destroy the
black towers. If you are really fast, with over 210% walk speed, and with over
210% fight speed, you can destroy the towers. If not, just run past them and
step into the portal to the Breathing Forest.
================
Breathing Forest [e54d]
================
[Buildings] [Units] [Runes]
[dark elf] [dark elf] [workers]
Mindbreaker Assassin Dark Elf Worker lv14
Onyxshrine Darkblade
Quarry Necromancer
Small Headquarter Sorcerer
Tower of Sorcery
Breeder
Dark Academy
Food Store
Forge
Mine
Onyx Tower
Fungus Farm
Medium Headquarter
Moonsilver Armory
Moonsilver Mine
Shadowforge
Stonemason
Battlemaster
Deathknight
################## ##################
### ######## m1###
##### Mv#### B ###
##Mu ####### C Mw #
##Mt C ############ #### #
# ### ######### #### ############# #
# ###### ### ######Mx My C######### MA #
# ######## ####### Mz ######## C #
# ######## ######## ########## #
# Ms ###### ###### ######## ### #
# Mr ##### # # MB####
# Mq ##### ### #### C####
### ############## ## #################
## ############# # ### P1#
## ##### P2 ##### # #S1 01 S2 #
## #### C ## # ### ###########B #####
# #### S7 ## # # C Ma ########
# S6 Mp Mo#### ###### Mb #
# Mn ## #
## ###### Ml Mm### ##### ### #
############ S5 ### ######## ########### ##
########### ### ####### ####### Mc##
######### ### Me # C Md #
###### ###### ## ### Mf ####### #
#### Mj ########## ########## #
####### S4 Mi ####### ############ #
####### Mk ##### ##
###### ######## Mh S3 Mg ###
####### ## ################### #######
########## #########
NPCs
01 Bloodash
Others
B Bindstone Ml Blade Spawn Point Mz Kithar Spawn Point
C Chest/Corpse Mm Blade Spawn Point MA Kithar Spawn Point
m1 Dark Elf Monument Mn Blade Spawn Point MB Kithar Spawn Point
Ma Kithar Spawn Point Mo Blade Spawn Point P1 Nightwhisper Dale
Mb Kithar Spawn Point Mp Blade Spawn Point P2 Sharrowdale
Mc Kithar Spawn Point Mq Kithar Spawn Point S1 Heart of the Forest
Md Sharkan Mr Kithar Spawn Point S2 Damaged Black Tower
Me Kithar Spawn Point Ms Zirrkah S3 Black Tower
Mf Reznor Mt Kithar Spawn Point S4 Black Tower
Mg Blade Spawn Point Mu Kithar Spawn Point S5 3X Black Tower
Mh Blade Spawn Point Mv Kithar Spawn Point S6 3X Black Tower
Mi Blade Spawn Point Mw Kithar Spawn Point S7 3X Black Tower
Mj Blade Spawn Point Mx Kithar Spawn Point
Mk Blade Spawn Point My Kithar Spawn Point
------------------
The Breathing Wood [mq26]
------------------
You start at P1. Go west to trigger a cutscene with Bloodash.
Take the Heart of the Forest from the forest shrine. This will turn Bloodash
hostile, and he will follow you wherever you will go. What you want to do is to
make use of him to destroy the blade camps and black towers for you.
Run southwest and then east to the blade camp in the southeast. Do not go too
near the camp yet. Wait for Bloodash to come near you. When he is very near
you, run close to the camp to lure out the blades. Bring the blades close to
Bloodash and run away to somewhere near the black tower. What will happen is
that Bloodash will abandon you and destroy the blades. When the blades are all
dead, he will move close to you again, but when he gets flashes by the black
tower, he will abandon you and destroy the black tower and the rest of the
buildings.
Run west to the next blade camp in the southwest while Bloodash is still busy
destroy the camp. Use the same technic to trick Bloodash into destroying the
camp for you.
Finally, go north from there and destroy the last blade camp the same way. The
last camp is slightly trickier, as there are 9 black towers in there. You can
slip into the inner parts of the camp if you time the pulses correctly and
stick close to the edges. You can also try going a big round and approach the
camp from the westside, which is slightly easier, but will take a long time
due to Bloodash's sluggish nature.
Once Bloodash destroy everything, loot the chest near the portal to complete
your dark elf plans, and run to put the Heart of the Forest back into the
forest shrine. Once the Heart of the Forest is back in place, Bloodash will
return to its neutral state again.
From here, you have 2 options - soak experience or move on.
If you choose to move on, simply solo and destroy all the Kithar camps. At this
stage, you should have no problem destroying any camps when the spawn points
are off. Loot all the chests and kill all the uniques for lv15 worker runes for
all races, and semi-fixed item drops, and several best spells including
invulnerability and summon spectre.
If you are still around lv25, you may want to soak experience instead. From the
forest shrine, go northeast and destroy the Kithar camps MA and MB. All the
major resources on this map is guarded by Kithar camps, so while on one hand
you want to keep as many spawn points around as possible, on the other hand you
want to destroy a few to gain access to resources.
If you can run, you might want to loot all the chests on the map before
activating the dark elf monument to get the lv15 dark elf worker rune. The
Kithar cats are very sensitive to enemy presence and can be lured out of their
camps easily. You can lure them far away from their camps and quickly run in to
loot the chest before they return.
Activate the dark elf monument and summon your workers. Build everything,
including the newly acquired plans. You should have several mindbreakers and
towers of sorcery protecting your base camp.
Build up your army, with a good mix of everything. As mentioned previously, the
dark elves are overpowered, especially when upgraded, so it does not really
matter what you have.
What you want eventually is to have towers and mindbreakers around every spawn
points. This will give you more control over the map as well as reduce swarming
to your base camp. To do this, split your army into half and leave one half to
guard your base camp. Using the other half, move out to a Kithar camp and
destroy the Kithars and some of the buildings. Make sure you do not destroy all
the buildings, always leave at least 1 around to keep the spawn point active.
Use the hold command H to stop your units from destroying the rest of the
buildings. Bring in as many workers as you can spare and build a good mix of
mindbreakers and towers around each spawn point. The mindbreakers do no damage,
but their hypnotizing powers will protect your fragile towers from being
attacked by the Kithars.
Repeat the process and build towers all over the map. You gain more access to
resources as you secure each camp. You can safely leave your workers to collect
resources among the towers and spawn points.
Just for fun, you can try to kill Bloodash. Take the Heart of the Forest out
from the shrine again to make him hostile. He is the toughest monster in the
game, and when he dies, a new one will appear, so you cannot really remove him
permanently. You do not get anything from killing him, not even experience,
just fun.
Once you gain a good few levels, you are ready to move on. If you want to buy
runes and equipments off merchants from previous maps, you can do so now. If
not, equip your runes and plans, but do not bother with your heroes yet, and
step into the portal to Sharrowdale.
===========
Sharrowdale [e54e]
===========
[Buildings] [Units] [Runes]
[human] *everything* [human] *everything* [workers]
Human Worker lv15
[elf] *everything* [elf] *everything* Elf Worker lv15
Dwarf Worker lv15
[dwarf] *everything* [dwarf] *everything* Orc Worker lv15
Troll Worker lv15</pre><pre id="faqspan-8">
[orc] *everything* [orc] *everything* Dark Elf Worker lv15
[troll] *everything* [troll] *everything* [heroes]
Warrior Cord lv1
[dark elf] *everything* [dark elf] *everything* Priest Thalia lv3
Mindbreaker Assassin Archer Caitlyn lv5
Onyxshrine Darkblade Fighter Istvan lv6
Quarry Necromancer Priest Marticus lv6
Small Headquarter Sorcerer Warlock Tonya lv7
Tower of Sorcery Havoc Mentalist Iolan lv8
Breeder Warlock Fighter Malvaren lv9
Dark Academy Warrior Rodgar lv11
Food Store Priest Noemi lv9
Forge Archer Jahwel lv11
Mine Fighter Tilleth lv12
Onyx Tower Mentalist Selthas lv12
Arkanum Warrior Karia lv14
Large Headquarter Priest Tehr lv14
Smelting Works Fight Ivor lv15
Warlock Severus lv15
Archer Shalir lv16
Fighter Alrius lv17
Warlock Antius lv18
Priest Adhira lv18
Mage Shindar lv19
Fighter Gareth lv20
Warrior Ishtar lv21
##############
## C###### ##################
# ## ################## E1 #
## ##### ### ######### #
## ### # ####### ##
# # Mp C##### B### ##### ###
# ####### ## ### S3 #####
### ## Mq C## Ms ###m8##
# #### ### ##C Mr S2## S4### ##
# # ########### ####
############ S1 ######## C#####
# Mn C###################
## ######## Mo ####################
### ### C ######## ###############
## ## Ml ######## ####m6 ##
#m7 ## Mm Mk ## #
#P5 ### ### #
##### B### ### ### ##
### ########### # ### #####
##### #########P4 ######m5 B######
### ## ### ### # ## ## P3#
##m1 m2## ####### C######### ####
# #### ##Md #### ########## m4#
# ### ## Mc ### ######## ##
## ## ### ### ###### #
##B ### #### P2## ##
## ### ###### ### ##
#P1 ####### ##### ###### ##
## ######### ######## ##### ### ##
####m3 ###### ## ###### ## ### Mh ##
###### ### ### ## ## ## Mi##
######## C## #### ### ###Mj ##
######## ### Ma ################C Me Mg### C## ##
###### ### Mb # #### Mf ###
#### ### ##C #######
################# ##############
Events
E1 The Circle Closes
Others
B Bindstone Md Blade Spawn Point Mq Third Triumvir
C Chest/Corpse Me First Princeps Mr Blade Spawn Point
m1 Dark Elf Monument Mf Blade Spawn Point Ms Soulforger
m2 Troll Monument Mg Blade Spawn Point P1 Breathing Forest
m3 Orc Monument Mh Master of Souls P2 Plain
m4 Human Monument Mi Soulslave Spawn Point P3 Swamp
m5 Elf Monument Mj Soulslave Spawn Point P4 Obsidian Mountain
m6 Dwarf Monument Mk Third Princeps P5 Plains
m7 Hero Monument Ml Blade Spawn Point S1 Stormtrooper
m8 Hero Monument Mm Blade Spawn Point S2 Stormtrooper
Ma Drakeling Spawn Point Mn First Triumvir S3 Dark Crystal
Mb Pyrotwar Mo Blade Spawn Point S4 Dark Crystal
Mc Second Princeps Mp Second Triumvir
-----------------
The Circle Closes [mq27]
-----------------
The easiest way to approach this map is to go solo. Do not activate anything,
but go thrash the camps yourself instead. If a particular monster prove to be
too tough for your character type to handle, then you can activate 1 or 2
monuments. While it may be tempting to activate all the monuments at the same
time, bear in mind that doing so will drain your rune power very quickly. It is
best to pick your favorite races.
You start at P1. Move southeast and destroy Pyrotwar and camp. If it is too
difficult, retreat quickly. You can come back later.
Move east and destroy the blade camps. Again, if it is too difficult, retreat.
To open the gate to the portal to the Plains, you need to find 3 pieces of the
key - they are on Pyrotwar, First Princeps of the Hand and Second Princep of
the Hand.
If you did not manage to destroy the camps solo, return to the starting point
and claim the monument of the race you are most proficient in and build up your
forces.
You can claim the 2nd and 3rd monument when your rune power has more or less
recovered.
Destroy the camps, loot for the 3 pieces of the key, open the gate and step
into the portal to the Plains. If you had claim any monument, you should
release them to free up your rune power. If you had build any defensive towers
or titans, they will remain active even after you release your monuments.
Once on the plains, move south to destroy the soulslaves. They are undead, so
aura of light and hallow can be used on them. Retreat if too difficult.
Move north and west and destroy the blade camp. Retreat if too difficult.
To open the gate to the portal to Obsidian Mountain, you need to find 2 halves
of an Octogonal Key - 1 each on Third Princeps of the Hand and Master of Souls.
If you did not manage to destroy the camps solo, return to the central area and
build up your forces, much like in the lower swamp area. The resources
harvested by the dark races do not transfer to the light races, so you will
have to repeat the entire resource gathering process again.
Destroy the camps, loot for the 2 halves of the key, open the gate and step
into the portal to the Obsidian Mountain.
Once on the Mountain, summon your favorite heroes and equip them properly.
The mountain road leads all the way up, so just follow it and destroy
everything in your path.
To open the gate to Soulforger, you need to find 3 Wedges - 1 each on the
First, Second and Third Triumvir.
On your way up the mountain, you will be attacked by some Stormtroopers. They
will only attack you, not your heroes. To stop them from spawning, simply
destroy the respective camps.
Destroy everything, loot for the 3 wedges and open the gate to Soulforger.
Brace yourself for the mass of blades on the other side.
Once you annihilate the blades, move southeast and secure the 2nd hero monument
first.
To defeat Soulforger, you need to demolish the dark crystals first. The 2
spinning crystals on either side of him will heal him rapidly, so you need to
destroy them first.
A stronger version of Soulforger will appear after the original one dies. Kill
him.
After the battle, the gate behind him should open. Move in and talk to the dark
mage if the computer does not do it automatically for you.
====================
End Of Chapter Three [e54f]
====================
The conversation with the dark mage will reveal a lot of things.
Once the conversation is over, you will be shown a 40-second pre-rendered
video, after which you will say "Double-U Tee Ef!" and be returned to the main
menu.
This marks the end of the single player campaign for Spellforce - the Order of
Dawn. Take a little time to think about the story again, if you still have
trouble comprehending what truly happened in the end, read the next few
paragraphs.
* WARNING: MAJOR SPOILER ALERT *
The story of Spellforce - the Order of Dawn is based on the age old concept of
time travel. At the start of the game, you saw a video explaining the events
that lead to the breaking apart of the world. The 2 characters in the tower are
the young Rohen and the old Rohen. Both of them survived the tower crash
obviously.
A few years later, the old Rohen summoned you and you went on to do the things
you did, closing the circle.
Now, it does not matter what the old Rohen's intention was when he summoned
you. He already knew he is going to be killed by his younger self, he also knew
what will happened after his death, since his younger self already experienced
the events succeeding his death. It may be that the old Rohen wanted to fulfil
the circle, and therefore had to summon you. Or that, despite knowing the odds,
he still wanted to try changing history by summoning you for your service.
Either way, what happened in the end was - you finally destroyed the blades and
met up with the young Rohen. The young Rohen travelled back to the time before
the convocation. He may have had tried to gain power the way he planned, but he
also got hold of the Book of Convocation, which provided him with knowledge he
never had before. He also realized that he killed his old self, and will in
turn be killed by his younger self. He knew what will happen and decided to not
conquer the world for his selfish ideals after all. By the time he grew old,
a younger Rohen would already have come into existence, and he knew he has to
stop him, hence "I have to stop him, he doesn't know what he's doing. I was a
fool".
A common misconception is that the young Rohen became old immediately after
going through the time portal. This is definitely untrue. The ending video
showing young Rohen turning into an old person is merely a method of narrative.
The quick drifting clouds and rapid changing skylight in the background
represents the passing of time, not a day, but as a metaphor for many many
years, during which he grew old and wise.
After the ending, the story immediately loops back to the beginning again,
where the Rohens fought and the world broke apart and you got summoned.
If you are still unsure, talking to Darius in Liannon is moderately
enlightening.
And in case you have not already figured it out, the Pledge of the Gods ring
you found in a chest near the end of the game is there to tell you that Rohen
is Lea's husband, the mage who tore Amra and Lea apart in the subquest Amra and
Lea.
If you are interested in the history of the lands, talking to Jon Greywind in
Greydusk Vale and Bren Fallwind in Godwall will give you some good background.
Of course, the best way to understand the story more is to play the game again
and pay closer attention to the dialogues with all NPCs.
* END OF SPOILER *
This is also the end of the walkthrough for the single player campaign.
===============================================================================
MISCELLANEOUS [MS06]
===============================================================================
This section contains several lists of useful data. Equipments (i.e. weapons,
armors) listing is not included in this guide, and there are no plans to
include them in future updates. There are simply too many items, and I cannot
be sure which are the legitimate ones and which are the hacked ones. If you
really want to see a list of items, you can visit the SpellForce Companion site
for it. The URL is included in the links section.
-------------------------------------------------------------------------------
Heroes Listing [0600]
-------------------------------------------------------------------------------
List of all legitimate rune heroes in order of level.
Warrior Cord lv1
Heavy Combat Arts 1
Large Blade Weapons 1
Str 45 Fire Magic 30
Sta 37 Ice Magic 30
Agi 34 Black Magic 30
Dex 34 Mind Magic 30
Int 30 Run 100%
Wis 30 Fight 110%
Cha 30 Cast 100%
Priest Thalia lv3
White Magic 2
Life 2
Nature2
Str 30 Fire Magic 30
Sta 30 Ice Magic 30
Agi 32 Black Magic 35
Dex 32 Mind Magic 30
Int 49 Run 100%
Wis 48 Fight 100%
Cha 30 Cast 100%
Archer Caitlyn lv5
Light Combat Arts 1
Light Blunt Weapons 1
Light Armor 1
Range Combat Arts 3
Bow 3
Crossbow 3
Str 34 Fire Magic 30
Sta 32 Ice Magic 30
Agi 48 Black Magic 30
Dex 48 Mind Magic 30
Int 30 Run 100%
Wis 30 Fight 100%
Cha 30 Cast 100%
Fighter Istvan lv6
Light Combat Arts 3
Piercing Weapons 2
Light Blade Weapons 3
Light Armor 2
Str 35 Fire Magic 30
Sta 35 Ice Magic 30
Agi 42 Black Magic 30
Dex 45 Mind Magic 30
Int 30 Run 100%
Wis 30 Fight 100%
Cha 30 Cast 100%
Mage Antarus lv6
Light Combat Arts 1
Piercing Weapons 1
Elemental Magic 3
Fire 2
Ice 3
Earth 3
Str 30 Fire Magic 36
Sta 30 Ice Magic 36
Agi 30 Black Magic 30
Dex 32 Mind Magic 30
Int 49 Run 100%
Wis 54 Fight 100%
Cha 30 Cast 100%
Pries Marticus lv6
White Magic 3
Life 3
Nature 3
Boons 3
Str 30 Fire Magic 30
Sta 31 Ice Magic 30
Agi 33 Black Magic 30
Dex 30 Mind Magic 30
Int 45 Run 100%
Wis 48 Fight 100%
Cha 33 Cast 100%
Warlock Tonya lv7
Light Combat Arts 3
Light Armor 3
Black Magic 4
Death 4
Str 30 Fire Magic 30
Sta 32 Ice Magic 30
Agi 32 Black Magic 40
Dex 32 Mind Magic 30
Int 50 Run 100%
Wis 55 Fight 100%
Cha 30 Cast 100%
Mentalist Iolan lv8
Light Combat Arts 2
Light Blade Weapons 2
White Magic 4
Boons 4
Mind Magic 4
Offensive 4
Str 34 Fire Magic 30
Sta 35 Ice Magic 30
Agi 36 Black Magic 30
Dex 33 Mind Magic 30
Int 44 Run 100%
Wis 42 Fight 100%
Cha 30 Cast 100%
Warrior Rahira lv8
Heavy Combat Arts 3
Large Blade Weapons 3
Large Blunt Weapons 3
Heavy Armor 3
Shields 3
Str 53 Fire Magic 32
Sta 36 Ice Magic 32
Agi 33 Black Magic 30
Dex 33 Mind Magic 30
Int 30 Run 105%
Wis 30 Fight 100%
Cha 30 Cast 100%
Fighter Malvaren lv9
Light Combat Arts 5
Piercing Weapons 5
Light Blade Weapons 5
Light Armor 5
Str 36 Fire Magic 30
Sta 32 Ice Magic 30
Agi 40 Black Magic 35
Dex 44 Mind Magic 30
Int 39 Run 100%
Wis 35 Fight 110%
Cha 30 Cast 100%
Priest Noemi lv9
Range Combat Arts 4
Crossbow 4
White Magic 5
Life 5
Str 34 Fire Magic 30
Sta 35 Ice Magic 30
Agi 36 Black Magic 30
Dex 38 Mind Magic 30
Int 44 Run 100%
Wis 42 Fight 100%
Cha 30 Cast 100%
Archer Jawhel lv11
Light Combat Arts 1
Piercing Weapons 1
Range Combat Arts 5
Bows 5
Elemental Magic 5
Ice 5
Str 40 Fire Magic 30
Sta 28 Ice Magic 30
Agi 50 Black Magic 30
Dex 40 Mind Magic 30
Int 35 Run 100%
Wis 37 Fight 100%
Cha 25 Cast 100%
Warrior Rodgar lv11
Heavy Combat Arts 5
Large Blade Weapons 4
Heavy Armor 5
Shields 5
Range Combat Arts 1
Bows 1
Str 45 Fire Magic 30
Sta 45 Ice Magic 30
Agi 40 Black Magic 30
Dex 45 Mind Magic 30
Int 25 Run 100%
Wis 25 Fight 100%
Cha 25 Cast 100%
Mentalist Selthas lv12
Mind Magic 6
Enchantment 6
Offensive 6
Defensive 6
Str 30 Fire Magic 30
Sta 35 Ice Magic 30
Agi 33 Black Magic 30
Dex 45 Mind Magic 30
Int 46 Run 100%
Wis 46 Fight 100%
Cha 25 Cast 100%
Mage Silas lv13
Light Combat Arts 4
Light Blunt Weapons 4
Elemental Magic 6
Fire 6
Ice 6
Str 35 Fire Magic 30
Sta 40 Ice Magic 30
Agi 52 Black Magic 30
Dex 52 Mind Magic 30
Int 42 Run 100%
Wis 45 Fight 100%
Cha 25 Cast 100%
Warlock Raithska lv13
Heavy Combat Arts 4
Large Blunt Weapons 4
Heavy Armor 3
Black Magic 5
Death 5
Necromancy 5
Str 35 Fire Magic 30
Sta 40 Ice Magic 30
Agi 52 Black Magic 30
Dex 52 Mind Magic 30
Int 42 Run 100%
Wis 45 Fight 100%
Cha 25 Cast 100%
Mentalist Zoe lv14
Light Combat Arts 5
Piercing Weapons 5
Mind Magic 6
Enchantment 6
Defensive 6
Str 25 Fire Magic 30
Sta 35 Ice Magic 30
Agi 27 Black Magic 30
Dex 35 Mind Magic 30
Int 62 Run 100%
Wis 46 Fight 100%
Cha 40 Cast 100%
Priest Tehr lv14
White Magic 6
Life 6
White Magic 6
Enchantment 5
Defensive 5
Str 25 Fire Magic 30
Sta 35 Ice Magic 30
Agi 27 Black Magic 30
Dex 35 Mind Magic 30
Int 62 Run 100%
Wis 46 Fight 100%
Cha 40 Cast 100%
Warrior Karia lv14
Heavy Combat Arts 6
Large Blunt Weapons 6
Heavy Armor 5
Elemental Magic 6
Earth 5
Str 45 Fire Magic 30
Sta 45 Ice Magic 30
Agi 57 Black Magic 30
Dex 48 Mind Magic 30
Int 25 Run 100%
Wis 25 Fight 100%
Cha 25 Cast 100%
Fighter Ivor lv15
Light Combat Arts 7
Piercing Weapons 5
Light Blade Weapons 7
Light Armor 7
Str 30 Fire Magic 30
Sta 40 Ice Magic 30
Agi 60 Black Magic 30
Dex 60 Mind Magic 30
Int 25 Run 100%
Wis 25 Fight 100%
Cha 25 Cast 100%
Warlock Severus lv15
Light Combat Arts 7
Piercing Weapons 7
Light Blade Weapons 1
Light Blunt Weapons 2
Black Magic 7
Curse 7
Str 30 Fire Magic 30
Sta 34 Ice Magic 30
Agi 43 Black Magic 30
Dex 48 Mind Magic 30
Int 54 Run 100%
Wis 41 Fight 100%
Cha 25 Cast 100%
Warrior Bael lv15
Heavy Combat Arts 6
Large Blade Weapons 6
Large Blunt Weapons 6
Heavy Armor 6
Shields 6
Str 45 Fire Magic 30
Sta 45 Ice Magic 30
Agi 55 Black Magic 30
Dex 55 Mind Magic 30
Int 25 Run 100%
Wis 25 Fight 100%
Cha 25 Cast 100%
Archer Shalir lv16
Light Combat Arts 6
Light Armor 5
Range Combat Arts
Bows 7
Crossbow 7
Str 62 Fire Magic 30
Sta 35 Ice Magic 30
Agi 25 Black Magic 30
Dex 50 Mind Magic 30
Int 46 Run 100%
Wis 37 Fight 100%
Cha 25 Cast 100%
Priest Snezana lv16
Light Combat Arts 3
Piercing Weapons 3
White Magic 7
Life 7
Nature 7
Boons 7
Str 25 Fire Magic 30
Sta 38 Ice Magic 30
Agi 27 Black Magic 30
Dex 35 Mind Magic 30
Int 62 Run 100%
Wis 50 Fight 100%
Cha 45 Cast 100%
Fighter Alrius lv17
Light Combat Arts 8
Light Blade Weapons 8
Light Armor 8
Range Combat Arts 5
Bows 5
Str 50 Fire Magic 40
Sta 50 Ice Magic 30
Agi 55 Black Magic 30
Dex 55 Mind Magic 42
Int 25 Run 110%
Wis 25 Fight 110%
Cha 25 Cast 100%
Mentalist Faerin lv17
Heavy Combat Arts 4
Large Blade Weapons 4
Large Blunt Weapons 4
Mind Magic 8
Enchantment 7
Offensive 7
Str 38 Fire Magic 30
Sta 42 Ice Magic 30
Agi 30 Black Magic 30
Dex 35 Mind Magic 30
Int 45 Run 100%
Wis 41 Fight 100%
Cha 54 Cast 100%
Priest Adhira lv18
Light Combat Arts 5
Light Blade Weapons 5
Light Armor 4
White Magic 9
Life 8
Nature 5
Str 36 Fire Magic 30
Sta 45 Ice Magic 30
Agi 37 Black Magic 30
Dex 40 Mind Magic 30
Int 25 Run 100%
Wis 62 Fight 100%
Cha 45 Cast 110%
Warlock Antius lv18
Light Combat Arts 4
Light Blunt Weapons 4
Light Armor 4
Black Magic 8
Necromancy 8
Curse 8
Str 35 Fire Magic 30
Sta 32 Ice Magic 30
Agi 45 Black Magic 30
Dex 45 Mind Magic 30
Int 63 Run 100%
Wis 45 Fight 100%
Cha 25 Cast 100%
Mage Shindar lv19
Light Combat Arts 4
Light Armor 4
Range Combat Arts 6
Crossbow 6
Elemental Magic 9
Earth 9
Str 37 Fire Magic 30
Sta 40 Ice Magic 30
Agi 39 Black Magic 30
Dex 40 Mind Magic 30
Int 57 Run 100%
Wis 57 Fight 100%
Cha 25 Cast 100%
Fight Gareth lv20
Light Combat Arts 8
Light Blade Weapons 8
Light Armor 8
Heavy Combat Arts 5
Shields 5
Str 55 Fire Magic 30
Sta 65 Ice Magic 30
Agi 51 Black Magic 30
Dex 54 Mind Magic 30
Int 25 Run 100%
Wis 25 Fight 100%
Cha 25 Cast 100%
Mentalist Lyenn lv21
Light Combat Arts 6
Light Blade Weapons 6
Elemental Magic 7
Earth 7
Mind Magic 8
Offensive 8
Str 25 Fire Magic 30
Sta 40 Ice Magic 30
Agi 45 Black Magic 30
Dex 45 Mind Magic 30
Int 45 Run 100%
Wis 50 Fight 100%
Cha 55 Cast 100%
Warrior Ishtar lv21
Light Combat Arts 8
Piercing Weapons 7
Heavy Combat Arts 9
Large Blade Weapons 9
Heavy Armor 9
Str 64 Fire Magic 30
Sta 64 Ice Magic 30
Agi 38 Black Magic 30
Dex 40 Mind Magic 30
Int 40 Run 100%
Wis 34 Fight 100%
Cha 25 Cast 100%
Mage Shaidar lv22
Light Combat Arts 3
Light Piercing Weapons 3
Light Armor 3
White Magic 5
Life 5
Elemental Magic 9
Ice 9
Str 25 Fire Magic 30
Sta 38 Ice Magic 30
Agi 32 Black Magic 30
Dex 33 Mind Magic 30
Int 80 Run 100%
Wis 61 Fight 100%
Cha 31 Cast 100%
-------------------------------------------------------------------------------
Plans and Runes Locations [0601]
-------------------------------------------------------------------------------
In case you missed any plans or runes along the way, here is a list for you to
locate them
--------
Greyfell
--------
[human]
Begin with
Crossbow Tower
Forge
Human Worker lv1
Hunting Lodge
Mine
Quarry
Recruit
Scout
Small Headquarters
Woodcutter's Hut
Merchant Finwie
Human Worker lv5
[hero]
Merchant Finwie
Mentalist Faerin lv17
Mentalist Lyenn lv21
Warrior Bael lv15
Warrior Rahira lv8
Sartarius after completion of Attack Of the Cave Orcs quest
Warrior Cord lv1
-------
Liannon
-------
[human]
Chest near Snarf
Fisher's Hut
Food Store
Marksman
Shooting Range
Gnaff
Ariashrine
Cleric
Human Worker lv2
Temple of Light
[hero]
Gnaff
Priest Thalia lv3
-----
Eloni
-----
[human]
Lycande after liberation of the elf settlement
Academy
Enchanter
Human Worker lv3
Medium Headquarters
Mentalist
Smelting Works
White Hand
Merchant Ishtar Sundancer
Fishing Guild
Grainfarm
Sawmill
Merchant Mark Shamir
Ariashrine
Cattle Breeding
Fishing Guild
Grainfarm
Sawmill
[hero]
Merchant Mark Shamir
Mage Antarus lv6
Mentalist Zoe lv14
Priest Snezana lv16
Ruff
Fighter Istvan lv6
Urshuk
Archer Caitlyn lv5
---------
Leafshade
---------
[human]
Chest in the west before the three camps
Armsman
Large Headquarters
Master Armory
Paladin
Chest near portal to the Shiel 2
Human Worker lv4
[elf]
Chest near portal to the Shiel 1
Armory
Gathererhut
Ranger
Small Headquarters
Warder
Woodcutter's Hut
Chest near portal to the Shiel 2
Archer Tower
Elf Worker lv4
Food Store
Hunting Lodge
[hero]
Darmor Twonk
Pries Marticus lv6
Scythecrawler
Mentalist Iolan lv8
Umuruk
Warlock Tonya lv7
---------
The Shiel
---------
[human]
Chest near Elf Monument
Human Worker lv5
Merchant Ragna Roch
Human Worker lv5
[elf]
Chest south of Dryad Cove
Ailentery
Archery Hall
Elf Worker lv5
Healer
Medium Headquarters
Windarcher
Illirias after liberation of Utran
Lenya Gatherer
Merchant Ragna Roch
Forester
Sawmill
[hero]
Kargan Skom
Fighter Malvaren lv9
-------------
Wildland Pass
-------------
[elf]
Chest near Brannigan
Iron Armory
Large Headquarters
Protector
Merchant Karel Borgson
Hunter's Guild
Master Woodcutter
[hero]
Calina Winterwhite
Warrior Rodgar lv11
------------------
Northern Windwalls
------------------
[elf]
Chest near portal to Greydusk Vale 1
Frostbringer
Hall of the Ancients
Wanderer
Wintermage
Kishan
Elf Worker lv6
Merchant Tom Stompard
Archer Tower
Hunters Guild
[dwarf]
Ashdigger
Dwarf Worker lv7
Chest near portal to Greydusk Vale 2
Forge
Militia
Mine
Quarry
Watchman
[hero]
Ashdigger
Priest Noemi lv9
------------------
Southern Windwalls
------------------
[elf]
Argard Skjalfson
Elf Worker lv7
Merchant Sam Thalindar
Forester
[dwarf]
Thane Skeld Sjalfson after completion of killing Zyrafyr
Forge
Mine
Militia
[hero]
Tanar after completion of White Shadow subquest
Archer Jawhel lv11
Urak Gursam
Mage Silas lv13
Warlock Raithska lv13
-------------------
Stoneblade Mountain
-------------------
[elf]
Chest in a Troll Camp in the east
Druid
[dwarf]
Chest in a Troll Camp in the east
Warrior
-------------
Greydusk Vale
-------------
[dwarf]
Chest near portal to Howling Mounds
Demolisher
Smelting Works
Stonemason's Hut
Chest behind some ruins north of the fort
Dwarf Worker lv8
Chest near Urias 1
Food Store
Moonsilver Hall
Moonsilver Mine
Pigfarm
Small Headquarters
Chest near Urias 2
Defender
Great Armory
Medium Headquarters
[hero]
Zihar
Mentalist Selthas lv12
--------------
Howling Mounds
--------------
[elf]
Crypt Stalker
Elf Worker lv9
[dwarf]
Chest near gate in middle of map
Battlepriest
Sanctuary
Chest near portal to Whisper
Elite
Large Headquarters
Korshar
Dwarf Worker lv9
[hero]
The Unforgiven
Warrior Karia lv14
-------
Whisper
-------
[human]
Manifest Of Fear
Human Worker lv9
[dwarf]
Chest near portal to Godwall
Elder
[hero]
Manifest of Trepidation
Priest Tehr lv14
-------
Godwall
-------
[orc]
Chest near portal to Mulandir 1
Boar Breeding
Fisher's Hut
Food Store
Mine
Small Headquarters
Woodcutter'S Hut
Chest near portal to Mulandir 2
Croptent
Firestarter
Forge
Mace Carver
Shaman's Hut
Chest near portal to Mulandir 3
Totem
Thug
Spearman
[hero]
Captain Kiar
Warlock Severus lv15
Chest in Briar Wolves Camp on Godwall
Fighter Ivor lv15
--------
Mulandir
--------
[orc]
Chest in the west in the valley
Orc Worker lv10
Chest near portal to the Rift 1
Blood Shrine
Hall Of Glory
Hunting Lodge
Medium Headquarters
Smelting Works
Chest near portal to the Rift 2
Drummer
Firemaster
[troll]
Chest near portal to the Rift 2
Devastator
Rowdy
Smasher
Thrower
Chest near portal to the Rift 3
Hunting Lodge
Mace Carver
Quarry
Small Headquarters
Stonecutter
Woodcutter's Hut
[hero]
Arz'Ach
Archer Shalir lv16
--------------
Farlorn's Hope
--------------
[orc]
Captain Halicos after completion of Farlorn's Hope's main quest
Drummer
Food Store
Medium Headquarters
Chest in southwestern Briar Wolves Camp
Fighter
[troll]
Chest northeast of Fyrmir 1
Troll Worker lv11
[hero]
Chest northeast of Fyrmir 2
Fighter Alrius lv17
--------
The Rift
--------
[orc]
Ulather
Orc Worker lv12
Chest near portal to Mulandir 3
Dark Forge
Hornblower
Large Headquarters
Veteran
[troll]
Chest near portal to Mulandir 1
Corpse Collector
Food Store
Ironhouse
Medium Headquarters
Stone Thrower
Chest near portal to Mulandir 2
Bouncer
Hurler
Troll Worker lv12
[hero]
Ulather
Warlock Antius lv18
-----------
Frost Marsh
-----------
[dark elf]
Chest before Ice Elves base
Mindbreaker
Chest in Ice Elves base
Tower of Sorcery
Chest in Frost Golem Camp
Onyxshrine
Chest near Frostbringers leading to Ice Elves base
Quarry
Chest near Frozen One west of Frost Things Camp
Dark Elf Worker lv12
Chest near Windwielder
Small Headquarters
[hero]
Windwielder
Priest Adhira lv18
----------------
Southern Godmark
----------------
[troll]
Chest near Sartarius 3
Blacksmith
Champion
Destroyer
Large Headquarters
[dark elf]
Chest near Blade Camp on the snowy region
Onyx Tower
Sorcerer
Chest near portal to Nightwhisper Dale
Dark Elf Workers lv13
Chest near Sartarius 1
Assassin
Darkblade
Necromancer
Chest near Sartarius 2
Breeder
Dark Academy
Food Store
Forge
Mine
[hero]
Princeps of the First Order
Mage Shindar lv19
-----------------
Nightwhisper Dale
-----------------
[dark elf]
Chest near High Archon 1
Battlemaster
Deathknight
Chest near High Archon 2
Fungus Farm
Medium Headquarters
Moonsilver Armory
Moonsilver Mine
Shadowforge
Stonemason
Sokaresh
Dark Elf Worker lv14
[hero]
Kzin
Fight Gareth lv20
----------------
Breathing Forest
----------------
[human]
Chest in Kithar Camp Ma
Human Worker lv15
[elf]
Chest Near Sharkan
Elf Worker lv15
[dwarf]
Chest Near Reznor
Dwarf Worker lv15
[orc]
Chest In Kithar Camp MB
Orc Worker lv15
[troll]
Chest in Kithar Camp MA
Troll Worker lv15
[dark elf]
Chest In Kithar Camp Mv
Dark Elf Worker lv15
Chest near portal to Sharrowdale
Arkanum
Havoc
Large Headquarters
Smelting Works
Warlock
[hero]
Chest in Kithar Camp Mt
Warrior Ishtar lv21
-----------
Sharrowdale
-----------
[hero]
Chest near Blade Camp Md
Mage Shaidar lv22
-------------------------------------------------------------------------------
Fixed Spells Locations [0602]
-------------------------------------------------------------------------------
Some spells have fixed locations and these spells will never appear as normal
monster drops or as merchandise. This list is by no means definitive, as there
is no way I can really tell. All these are gathered from my gameplay experience
only. I am very sure of the lv12 spells locations though.
Sentinel Healing lv10 chest after Sartarius on the way to Nightwhisper Dale
Sentinel Healing lv12 High Archon in Nightwhisper Dale
Summon Bear lv10 chest on mountain path in Nightwhisper Dale
Summon Bear lv12 Talia Storm after completion of the Rift's main quest
Invulnerability lv12 chest in Kithar Camp My in Breathing Forest
Suicide Death lv12 High Archon in Nightwhisper Dale
Summon Spectre lv12 chest in Kithar Camp My in Breathing Forest
Dark Banishing lv8 Plexor Mim Thar in Mulandir
Dark Banishing lv10 chest after Sartarius on the way to Nightwhisper Dale
Dark Banishing lv12 Sharkan in Breathing Forest
Rain of Fire lv12 Faurung in Farlorn's Hope
Blizzard lv12 Talia Storm after completion of the Rift's main quest
Petrify lv10 Plexor Mim Thar in Mulandir
Petrify lv12 chest in Kithar Camp My in Breathing Forest
Befriend lv8 chest in Forest Drakeling Camp in Frost Marsh
Befriend lv10 Razaar in Nightwhisper Dale
Befriend lv12 Talia Storm after completion of the Rift's main quest
Disrupt lv10 Faurung in Farlorn's Hope
Meditation lv12 Mechlan after completion of the Phoenix Stone quest
You will have to kill Mechlan to get Meditation.
Befriend lv12 will appear in your spellbook automatically. No scroll.
You will always get Greater Healing lv12 from the Cataract subquest, but this
particular spell also occurs as random item drop or merchandise, and so I did
not include it in the list above.
-------------------------------------------------------------------------------
Merchant Listing [0603]
-------------------------------------------------------------------------------
Here is the merchant list. Correct as of v1.11.
Take special note of Trader Valdis and Merchant Wetzlin Thom. Thom sells lots
of lv12 spells. Valdis offers the highest buying price for your items, so do
not sell your junk to other merchants. Valdis will start buying/selling things
only if you deliver the Shipment to her in the Wound Tincture subquest.
Other noteworthy merchants include Nedime (Blade of Master Assassin), Ulmarra
(Cryptshield), Mark Shamir (gems), Vilhemsson (Zarathai's Totem), Bjamy (Robe
of Spirit Claw), those who sell plans and runes, and the spells merchants in
Nightwhisper Dale.
[Greyfell]
Merchant Finwie - Human Worker lv3, Mentalist Lyenn lv21, Mentalist Faerin lv17
Warrior Bael lv15, Warrior Rahira lv8
Merchant Nurdiana - random spells Lv7-10
Merchant Nedime - Blade Of Master Assassin, mid lv weapons
Merchant Arnar - Stormrunner, Shadowy Greaves, Imperial Armor
Shing Noble Armor, mid-high lv armor
Merchant Vilnon Gediminus - random elemental spells lv1-5
Merchant Zorg Zoransen - random mind spells lv1-5
Merchant Drago Blackhead - random black spells lv1-5
Merchant Krag Haukursson - low lv weapons and shields
Merchant Wetzlin Thom - random spells lv12
Merchant Roban - random white spells lv1-5, Lightbringer, Sceptre of Light
Merchant Soemi Siw - low lv armor and rings
Merchant Ulmarra - Cryptshield, Obsidian Mask of the Archmage
mid-high lv (mostly mage) armor, high lv shields
Merchant Ladavius - Orb of Mastery, mid-high lv weapons
Trader Valdis - best buying price! white spells lv3-12, Winterstar,
Ring Of Pure Belief, Lightbringer, mage gear
[Liannon]
Merchant Colan Fell - low lv weapons and shields
Merchant Will Boggelsen - low lv armor and rings
Merchant Leleth - random spells lv2
[Eloni]
Merchant Ishtar Sundancer - Human Grainfarm, Human Fishing Guild, Human Sawmill
random spells lv3
Merchant Mark Shamir - Human Grainfarm, Human Fishing Guild, Human Sawmill
Human Cattle Breeding, Human Ariashrine
Mage Antarus lv6, Mentalist Zoe lv14
Priest Snezana lv16, assorted gems, random spells lv5
[The Shiel]
Merchant Ragna Roch - Elf Forester, Elf Sawmill, Human Worker lv5
[Wildland Pass]
Merchant Karel Borgson - Elf Master Woodcutter, Elf Hunter's Guild
Ring of Master Rouges, Lightbringer, mage gear
[Northern Windwalls]
Merchant Flam Ferindur - random spells lv3-7
Merchant Tom Stompard - Elf Hunters Guild, Elf Archer Tower, low lv gear
[Southern Windwalls]
Merchant Sam Thalindar - Elf Forester, random spells lv2-7
Merchant Vilhelmsson - Zarathai's Totem, Bataya, mid lv gear
[Greydusk Vale]
Merchant Tom Jule - random mind spells lv6-8
Merchant Bjamy - Robe of Spirit Claw, Shining Noble Armor
Obsidian Mask of the Archmage, high end gear
Merchant Ambros - random black spells lv6-8
Merchant Ulyas Farian - random elemental spells lv6-8
Merchant Alba - random white spells lv6-8
[Nightwhisper Dale]
Merchant of Elemental Magic - random elemental spells lv9-11
Merchant of Black Arts - random black spells lv9-11
White Magic Merchant - random white spells lv9-11
Merchant of Mind Magic - random mind spells lv9-11
-------------------------------------------------------------------------------
Subquests Listing [0604]
-------------------------------------------------------------------------------
As of v1.11, there are 41 subquests in SpellForce - the Order of Dawn. Here,
they are grouped according to where they first get activated. The methods to
solving these quests are included in the walkthrough, so I will simply list
them with some quick-search codes for you to follow these quests individually.
If you are looking for a more comprehensive and detailed subquests-only guide,
check out my other guide "Complete Guide to SpellForce Subquests" hosted on
GameFAQs.
Greyfell Southern Windwalls
[sq01] Magical Artefacts [sq27] Earthblade
[sq02] Dwarf Services [sq28] The Bigger They Are
[sq03] The Tooth Crusher's Pliers [sq29] Predator's Fur
[sq04] Black Yew Tree [sq30] White Shadow
[sq05] Echoes [sq31] Dragon Armor
[sq06] Shadow World
[sq07] The Sick Hermit Stoneblade Mountain
[sq08] Amra and Lea
[sq09] Soulstones [sq32] A Poison Dwarf
[sq10] Blood [sq33] Big Trouble
Liannon Greydusk Vale
[sq11] Small Fish [sq34] Trickster
[sq12] The Ghost of the Mine [sq35] Traitors
[sq13] From the Deep
[sq14] Klingzog's Leggins Howling Mounds
Eloni [sq36] Homunculus
[sq15] The Last of the Archers Whisper
[sq16] The Free Traders
[sq17] Stardust [sq37] Gwen's Medicine
[sq18] The Dream Snatcher [sq38] Wolfsign
[sq19] The Wound Tincture
Godwall
Leafshade
Mulandir
[sq20] Head Hunt
[sq21] The Hostages Farlorn's Hope
[sq22] Spellwork
[sq39] Thar
The Shiel [sq40] The Cataract
[sq41] Stonecrusher
[sq23] The Purple Banner
The Rift
Wildland Pass
Southern Godmark
[sq24] The Old Man and the Music
[sq25] Master of the Spiders Nightwhisper Dale
[sq26] Delicate Fabric
Breathing Forest
Frost Marsh
Sharrowdale
Northern Windwalls
-------------------------------------------------------------------------------
Main Quests Listing [0605]
-------------------------------------------------------------------------------
The main quests generally follow the maps closely, i.e. one map/quest, but
nonetheless, they are listed here for some quick referencing.
[mq01] To Greyfell
[mq02] Attack of the Orcs Cave
[mq03] Darius the Cartographer
[mq04] The Path to Eloni
[mq05] Drums in the Forest
[mq06] Through the Forest of Shadows
[mq07] The Liberation of the Shiel
[mq08] At the Wildland Pass
[mq09] Return to Greyfell
[mq10] Marcia
[mq11] The Battle of Stonewell
[mq12] Into the Greydusk Vale
[mq13] Border Warfare
[mq14] The Mask of Belial
[mq15] The Howling Mounds
[mq16] The Whispering City
[mq17] The Phoenix
[mq18] On the Godwall
[mq19] Four Time Shards
[mq20] Through the Rift
[mq21] Wolf and Dragon
[mq22] Counter Attack
[mq23] The End of the Order
[mq24] Blade Storm
[mq25] To Urgath
[mq26] The Breathing Wood
[mq27] The Circle Closes
-------------------------------------------------------------------------------
Links [0606]
-------------------------------------------------------------------------------
Here are several useful links that you should visit.
SpellForce Character Planner
http://membres.lycos.fr/comixbattle/SFCP/
This is not a trainer or editor. This is a planner to, well, plan your skill
and attributes allocations.
SpellForce - Official Board - Technical Support
http://spellforce.jowood.com/forum/forumdisplay.php?s=&forumid=12
The official tech support forum. Answers many many frequently encountered
technical issues.
SpellForce Companion
http://www.planetspellforce.com/
Download the latest patches, discuss your problems in the forums, browse the
colorful pages, peruse the annotated color maps. Fansites are usually better
than official sites for no other reason than that they are maintained by
dedicated fans, and this is one of them. I also post in the site's forum under
a different pseudonym, so if you want fast response to anything, you can post
your queries there. Folks down there will be more than glad to help.
===============================================================================
FREQUENTLY ASKED QUESTIONS [MS07]
===============================================================================
This FAQ covers questions that are not answered directly or clearly in the
walkthrough, and some questions that are asked way too frequently. If you are
looking for help on a particular quest, search for it in the walkthrough.
Why is my CD-Key not working?
Why is my patch not working?
Why does my game keep crashing?
Why is the multiplayer not working?
Why can't I raise my skills to level 12?
Why is my experience not increasing?
Where are the Stones of Eternal Fire?
How do I open the clicking combination Dryad chest in the Shiel?
What do I do with these junk?
What does that pillar in Stoneblade Mountain do?
Where is the Griffin?
Where is Tombard?
Where is Flink McWinter?
How do I get to the Rift? The gate is locked.
Where is Frost Marsh?
Why is my CD-Key not working?
The CD-Keys from some early release are printed in hard-to-read fonts. Make
sure you did not mixed up the 0's,O's, B's and 8's, and the I's, l's and 1's.
If you really have difficulty deciphering your CD-Key, you can ask for a new
one from the official site.
Why is my patch not working?
Make sure you used the correct patch. There is one patch for v1.10 to v1.11 and
there is another patch for anything to v1.11. These are two different patches.
If your problem is related to the CD-Key, refer to the CD-Key question above.
The patches only work with legitimate copies of the game.
Why does my game keep crashing?
Well if that is not a good excuse for you to get a better computer, you can try
updating all your drivers via Windows Update, switching off or lowering the
graphics specs in the game options menu, reinstalling the game, and/or patching
the game. If your problem is specific, you can try asking for help in the
official tech forum. The tech guys in JoWood are very quick to respond.
Why is the multiplayer not working?
Hm yeah it is not working very well at the moment. A better multiplayer system
and a skirmish mode are expected in the Breath of Winter expansion.
Why can't I raise my skills to level 12?
First make sure you meet the stats requirements. Second, make sure you are
using the latest patch.
Why is my experience not increasing?
Read the article "Experience Hunt" in the "Getting Started" section. If you are
sure you are not experiencing the diminishing returns, you are probably right.
But it is more of a display bug than a real bug, you are still gaining
experience, it is just not reflected in your experience bar. Go somewhere else,
talk to someone else. whatever, it should correct itself eventually. If not,
there is always the tech forum.
Where are the Stones of Eternal Fire?
Fafna in Eloni, Fire Skeleton in Leafshade, Zyrafyr in Southern Windwalls,
Fyrmir and Faurung in Farlorn's Hope, and Ulather's chest in the Rift.
How do I open the clicking combination Dryad chest in the Shiel?
It is part of the Wound Tincture subquest. Patience has its virtue. Or you can
read more from the walkthrough.
What do I do with these junk?
Sell them. If you have solved all 41 subquests and completed all the main
quests, you should have no important items left. Things like basilisk skins,
shoulderplates of the Princeps, coins, broken dwarven items ... are probably
meant for quests that were not not implemented. You can safely sell them all.
What does that pillar in Stoneblade Mountain do?
For you to open a locked chest. The code is eye-blood-hand-hand-blood-eye. Read
the walkthrough for more information.
Where is the Griffin?
Where I marked it. Make sure you explore the southwest area fully, the fog of
war does not clear fully until you go very near its edge.
Where is Tombard?
In the middle of the Greyfell map, the first village where Peasant Lemuel is.
Where is Flink McWinter?
Flink migrates from Greydusk Vale to Greyfell after you talk to him. He is near
Castigir in the south of the Greyfell town.
How do I get to the Rift? The gate is locked.
Yeah right... You are at the wrong gate. The gate to the Rift is below the
mounds and in the east. It will open once you speak to the Guardian.
Where is Frost Marsh?
Go check the World Map. You have already been there. It is after Wildland Pass.
===============================================================================
ACKNOWLEDGEMENTS [MS08]
===============================================================================
The following websites provided a lot of references and confirmations as I was
comparing empirical data and writing the guide. Thanks.
the Official SpellForce site
http://www.spellforce.com/
all numerical unit stats are taken from the stats tables in the official site.
the SpellForce Companion
http://www.planetspellforce.com/
very comprehensive and complete information for items, walkthroughs, and many
many more.
Alles zu Spellforce
http://spellforceworld.ngz-network.de/
detailed numerical data on spells and avatar development.
The following tools were indispensable when writing the guide. Thanks to the
creators for keeping them free and available to all.
Metapad
http://www.liquidninja.com/metapad/
excellent text editing tool, I use it for everything from scripting to memo
to drafting.
The GIMP
http://www.gimp.org/
image editing software, the next big thing after Photoshop.
ASCGEN
http://go.to/ascgen/
ASCII art generator. Ok fine there isn't a lot of "art" in this guide, but I
used it to generate rough outlines for the maps.
FIGlet
http://www.figlet.org/
the title art is modified from something generated by this ASCII text
generator.
The following persons/people were helpful in many ways, even if I do not have
direct contact with many of them. Thank you all.
folks at the SpellForce Companion and forum
folks at the official SpellForce forum
mom and dad
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VERSION HISTORY [MS09]
===============================================================================
Version 1.01
May 09, 2004
~ added missing "aura of healing" spell to the white magic section
~ grammar grammar grammar
Version 1.00
May 07, 2004
~ finalized and uploaded
===============================================================================
CONTACT [MS10]
===============================================================================
Fan mails, hate mails, praises, critiques, suggestions, corrections, error
reports, typo reports, improvements, expansions, missing info, extra info and
general queries can be directed to
[email protected]
Put [spellforce] in your email title so I know I am not looking at spam.
Due to several unpleasant experiences dealing with other gaming sites, I have
decided to not allow this guide to be hosted on any other sites other than
GameFAQs. DO NOT email me asking for permissions, the answer will be "no".
So this is it, the end of the guide. I was on and off this project for a couple
of months for various reasons. The motivation to complete this guide came after
experiencing an epiphany, and I had to finish this thing before I go after the
calling.
So yeah. Peace. Good luck. Have fun. And see you on the other side.
Copyright 2004 Leong Yiam Tat aka gaoneng