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