In this page or section, our objective (following preliminary activities) is to finish the Travelers Faction questline. One of the rewards is a set of armor that will serve us well as we embark on more challenging activities. To rapidly acquire skills, we will visit trainers and acquire skill books. Trainers are special NPCs that increase a specific skill provided certain conditions are met and the price is paid. They are expensive. The lowest level trainer charges over 15,000 gold. To that end, we will concentrate on building up our mercantile skill first. It will not affect the price of the training but it will considerably increase the gold we get from selling the numerous items we pick up through normal game play. Ultimately, our goal following completion of Travelers is to reach level 16. This is the level where we are first allowed to acquire level 10 skills. At this point, we will use a fateweaver to reset our skills. When we rebuild our character, we will allocate skill points to achieve a level 10 detect hidden skill. This allows us to see all chests and lorestones on the map in addition to revealing all hidden areas that would otherwise be denied us. Our reset character will then be optimally configured to tackle the Legend of Dead Kel quest--the next page of the walkthrough.
Continue down the road in roughly a SSE direction. You can speak to NPCs and do some exploring. There’s a drop down point into the water where you can swim to an enclave with some cheispelsts, 2 of which are locked and 1 is protected by a dispel ward. If you are interested in a streamlined completion, ignore them and begin by following the road. Note a green dot, depicting a shrine to your left on the map. Go to it. Press to receive its benefits. This is the Shrine of Mitharu that provides 0.5% health regeneration per second. You can see your positive effects and negative effects by pressing menu -> Status -> Effects. Make a save. From the shrine, hug the wall to your left and proceed.
You hear a cry for help and see a gnome defending himself against a bear. You can get a quick stealth attack with daggers but it won’t kill the bear. Finish the bear off with another weapon. The same tactics used against the slow & powerful Rock Troll will also work against the slow and powerful bear. After you rescue Guran, you will engage in conversation. When the green persuasion option comes up, choose it. If unsuccessful, revert to your save and try again. When successful, you will get quite a bit of gold.
Persuasion Succeeded: 2 of 50
Make a save, proceed towards the objective marker. You will encounter Agarth and have a conversation. During the conversation, you will have another persuasion attempt:
Persuasion Succeeded: 3 of 50
Following the conversation, you will have 2 fights. The first is a conventional one. The second introduces you to reckoning mode. You are instructed to press and simultaneously. You enter a slow motion state where your attacks are more powerful. Defeat the 3 enemies. At the end, you are instructed to fateshift by pressing near a downed enemy. You will receive experience for all enemies defeated during reckoning and will damage nearby enemies that were not defeated. Normally, reckoning mode lasts only until the purple gauge on the top left is depleted. However, for this instructional event, the purple gauge remains full. As with the conclusion of the Rock Troll fight, a button prompt is shown. Pressing it rapidly increases experience earned.
You are introduced to Destinies. At this point, because we are doing a lot of melee fighting, brawler is recommended. Nevertheless, choose what best fits your play-style.
Agarth tells you to meet Arden in Yolvan and the destination appears on the world map. The main story quest is now, "Into the Light." We will postpone that for a while as we pursue other activities and concentrate on side quests and initiating faction quests. Continue a short ways along the road until you see a stone sculpture to your left. Press to activate it for some experience. This is a lorestone. There is an achievement for discovering all 195 of them. When we get the ‘detect hidden’ skill up to level 10, lorestones will appear as bright blue dots on the detailed map. This vastly facilitates discovery and we will defer finding the majority of the lorestones until we reach that point.
You are free to activate lorestones at any time you want and need not wait until you get your detect hidden skill up to 10. You can use the lorestone page to assist you. It is divided into sections based upon region. We are currently in the Odarath West sub-region of the Dalentarth region.
There are reagents on both sides of the road. Harvesting them with low alchemy skill is difficult. So, until we improve alchemy, it is best just to ignore all but Embereyes and Black Cohoshes. Don’t go out of your way, but harvest the Embereyes and Black Cohoshes you come across. Some attempts will fail but they are the easiest reagents to harvest. We’ll use them for an achievement and, more importantly, to craft a curative.
Along the road, most likely just before you activated the lorestone, you receive a notification that there is a package of special items in a chest in Gorhart village. These are items that were available as purchased or special offer DLC in the original 360 game. In Re-Reckoning they are offered to all players and are available as soon as you get to Gorhart.
You reach Gorhart and see a small gathering. Talk to Herc Adwold, the NPC with the exclamation point (quest giver) above his head. Exhaust the blue conversational choices and choose “I’d like to help” when that option is presented. This initiates the Building Bridges side quest.
Now, proceed to the special deliveries chest. It's on the left side of the inn. Make a save before you take anything out. Do NOT take everything. You have limited inventory--at this point, only 70 inventory slots. Select a good set of armor. I recommend the Shepard’s set—cuirass, chausses, helm, gauntlets, & greaves. If you put your first points into might, you meet the prerequisites. Take a good shield. I recommend The Tower.
Weapon choices are up to you and are influenced by your style of play. The walkthrough recommends you rely primarily on the Chakrams. A pair of Chakrams is a mid-range weapon that strikes multiple enemies in your vicinity. You are less vulnerable because of the stand-off distance. The weapon has a curved trajectory that provides you with a zone of protection. The weapon itself is listed as average speed but that is somewhat misleading. Since the Chakaram discs spin, they inflict high damage per second. If a set of daggers or a longsword is used as a secondary weapon, you are able to compensate for its lesser power and lack of piercing damage. Most of your encounters will be groups of enemies of lesser power. A weapon good with crowd control—a set of Chakrams—is advantageous. The Chakram disc may be iron, steel, azurite, sylvanite, or prismere in order of ascending power. The flame Chakrams are always the most powerful within a class of material and are recommended for the walkthrough. Ideally, the flame based Chakrams will also deliver damage in another area--shock, poison, piercing, and so on. At the end of this page, we will acquire a set of armor that provides a 25% flame damage further increasing the lethality of flame-based Chakrams.
The following is an overrview of tactics recommended by the walkthrough. The set of Chakrams is the primary weapon employed from a safe stand-off distance. As enemies approach, evade with to keep out of their range but keep them within the range of your Chakrams. When fighting ranged archers and sorcerers, rush them. The daggers are very fast, close-in weapons. They are precise, targeting a single opponent. They often are the best choice to use against mages. They keep mages off-balance and interrupt their spell-casting. Abilities executed by pressing followed by the button to which the ability is assigned (e.g. storm bolt, ice barrage, etc.) are invaluable in supplementing weapons. Mixing weapon and abilities attacks also has the benefit of recharging your reckoning gauge more rapidly. When you acquire ice bolt as you level up, you have the ideal complement to the flame based Chakrams that ensure you are never at a disadvantage when facing enemies resistant to flame but vulnerable to ice. There are a few missions where a long-range weapon is best. Accordingly, we will cultivate our longbow skills and ensure we have a decent longbow for those occasions.
Again, your personal preferences should be primary. The walkthrough makes the above recommendations only in the interest of providing an expedient approach to combat that minimizes the risks of playing on the higher difficulty. It also ensures you have the right weapons and abilities for all achievements. Nevertheless, there is no one "best" or "optimal" set of weapons, armor, and skills. The most lethal set-ups are the ones that require the most hand and eye coordination and sophisticated tactics. The walkthrough concentrates only on a few weapons and a limited tactical repertoire so that the player may progress rapidly through the game with reduced risk and without having to endure the tedium of blacksmithing and sagecrafting.
Pick up Twinned Souls as your Chakrams. The Chakrams will become our weapon of choice. Pick up Omniblades as your daggers. Pick up The Beast as our longsword. Pick up the Hunter as our longbow. Pick up the Compass of Fate. As long as this device is in your inventory, you will have +1 persuasion which helps towards the achievement. Take the dowsing rod. As long as this item is in your inventory, you will be able to see all alchemical reagents on the detailed map. Take, but do not use, the Elixir of Inspiration. It bestows 500 experience, but we want to keep our level low until we get a level related achievement. Equip the armor, unequip your primary weapon (we'll be punching with our fists), and equip the longsword in the secondary weapon slot.
Behind Bars Side Quest
Make a save because we are going to take some risky actions for 2 achievements. After you have saved, approach the guard standing to the right of the inn door. With primary weapon slot empty, press to enter aggressive mode against friendlies and press until you hit the guard (it may take more than 1 punch). Agree to go to jail. This initiates the Behind Bars side quest. Press when prompted to make it your active quest. Since this is an early quest, a video guide is provided in the Videos Page--Video 2. You may want to watch it in advance so you can anticipate what you need to do. Once in jail, make an insurance save but do NOT overwrite the save made before you punched the guard. . . Approach the door and try to lockpick it.
Lockpicking: There is an achievement for picking 50 locks. It is not challenging. There are quite a few hundred locks in the game. You get credit for picking the lock whether you force it by pressing for a random chance to unlock or whether you use a pick. The percentage probability for a forced open increases as your lockpicking skill increases. However, even very hard locks can be opened with a lock pick at skill level zero. Accordingly, increasing lock picking skill is low priority. It helps to have a system. I start with middle of the left side. If the lock breaks immediately, I go to the middle of the right side. If the pick breaks immediately again, I try middle of the bottom. If the pick vibrates, I know I am close so I adjust in one direction or another. The mechanism shown on the game screen looks complex, but the solution is simple--guess the position of the lock pick with and move the slide left to right with . Carry plenty of picks so, if you fail, try again with another pick. If you barely nudge the slide with , you are less likely to break the pick & can back it to the left. Move the pick to a different position and try again.
Lockpicking is easier than the pictured mechanism would suggest. It is simply a matter of guessing the correct placement of the pick using . When you are in jail, you only have 1 pick. So, if you break it by guessing incorrectly, you have to reload your save. If your guess is right, you can move the slide (with from left to right to open the lock. If it is in the vicinity, but not exact, it will vibrate. Back out. Move the pick slightly in 1 direction or another and try again until you get it right. Opening your cell door unlocks an achievement.
As soon as you open your cell door, crouch () and keep out of sight of the 2 guards patrolling. Your side quest gives you a new task--retrieve equipment. The location of your equipment is shown as an amber circle on the mini-map (and also on your local map if you open it up by pressing ). When the second guard leaves, sneak behind her. A dodge-roll () keeps you in stealth mode and allows you to move more quickly. Go a short distance towards the quest marker and retrieve your equipment by pressing when you reach the chest.
You automatically equip the same armor and weapons you had when you were jailed. You also get a new task--exit the prison--along with a new quest marker on your mini-map. Since your primary weapon was unequipped, open your inventory and equip the Omniblades daggers as your primary weapon. We need the daggers equipped in order to perform a stealth kill.
Make an insurance save but do NOT overwrite the save made before you punched the guard. However, you may overwrite the save made before you picked the locks. Pull the lever to the left of the equipment chest to release the prisoner. Turn back towards the equipment chest and hug the wall to your left towards the prisoner's cell. You will have a split second to execute the stealth kill prompt. However, the "Pickpocket Prisoner" alert will appear on the bottom right of the screen to give you advance warning as shown in the below illustration:
The prisoner is not designated as an enemy, but crouching automatically puts you in aggressive mode. Press when the prompt appears to assassinate. The prisoner is more than 4 levels above you.
We would have gotten the achievement by killing the prisoner conventionally. The longsword would have been very effective against an unarmed & unarmored opponent. Alternatively, if we'd filled our reckoning gauge, we could have gone into reckoning mode. However, our goal was to avoid a commotion that would have alerted the guards.
After the assassination loot the body for coins and a ceremonial dagger. Wait for the guards to return on their rounds. When the guards head back out, crouch and/or dodge-roll behind them. Head towards the objective marker at the exit. Press to leave--the door is not locked. You get 2 notifications--Crimes Cleared and Quest Complete: Behind Bars.
If you do not get both achievements, load up the appropriate insurance save. If you got both achievements but were killed before you exited the prison, load up the save you made before assaulting the guard. You have earned the achievements and there is no need to redo the Behind the Bars side quest. You forfeit a small amount of experience but that is best earned by continuing the game.
Building Bridges Side Quest
Press -> quests -> side quests and make building bridges your active quest. Equip the Twinned Souls Chakrams as your primary weapon and keep The Beast longsword as your secondary weapon.
Open your inventory, go to consumables, and use the Elixir of Inspiration. It adds 500 experience and it is possible you will advance a level.
Leveling up plan, beginning strategy: Put your first 6 skill points in longsword mastery. When you reach level 3, start to apply your points in sorcery. Our goal is to get Chakrams mastery, but we must have 5 sorcery points before we can do so. Accordingly, start out by putting your points in abilities insofar as their are 2 abilities related achievements we will be working on. Once you have 5 points in sorcery, start working on Chakrams until you have Chakrams mastery. At that point, you will work towards putting your skill points in finesse starting with assassination in the bottom right of the skill tree and then working towards dagger mastery. For your skills, when you reach level 5, you will reach a temporary cap in applying points towards mercantile. You will have completed the basic tier. The next tier, advanced, will not become available until you reach level 8. So, at level 5 place 1 point on detect hidden; at level 6, place 1 point on blacksmithing; at level 7 place 1 point on sagecrafting; and resume placing points on mercantile. This detailed guidance on skills is to ensure we don't forfeit any training opportunities. Keep your destiny on Brawler until the finesse/sorcery destinies become available. At that point, switch to Disciple and continue on the finesse/sorcery destiny as upgrades become available--Arcanist, Warlock, Spellcloak, and Shadowcaster. The leveling up plan will be expanded upon as the walkthrough progresses.
Enter the Golden Age Alchemy shop in the southwest corner of Gorhart and go downstairs to the basement. Check the lootable bookshelf by pressing as if to loot it, but do not loot it. Highlight the book and press to inspect it. Then press again to read it. Press to read the entire book. Back out with .
There is an achievement for reading 50 books. You are not required to possess the books. Accordingly, we will read them in the manner described above to avoid cluttering up precious inventory slots. Books are of little to no value so there is no benefit in picking them up.
Books read: 1 of 50
Go to the back room of the basement. Ensure the guard is on the main floor. Loot only the greater healing potion from the desk--the 2 documents are of no value and waste inventory slots. You'll notice there are some crates in the shop. You can break them with impunity--neither of the 2 NPCs will pay it any notice. So, whether indoors or outdoors, slowly make progress towards the achievement that requires you to break 1,000 objects.
Exit the shop and press to view the map. Toggling between local and world maps you see each view has the objective marker telling you to speak to Aery the Fae. Proceed in the direction of the objective marker. Since you now have the dowsing rod in your inventory, you can see alchemical reagents on the local map and on the mini-map. Without going out of your way, harvest Black Cohosh and Embereyes. They will be used for an achievement and to make a useful potion. Ignore other reagents. Your alchemical skill is to low to harvest them. Even the Black Cohosh and Embereyes are uncertain harvests.
When you get to the objective marker, talk to Aery. You learn that the afflicted Fae needs medicine. Deliver the greater healing potion you just looted to Herc Adwold on the second floor of the Gorhart Inn. When talking to him, choose “I’ll go to the House of Ballads” then exhaust blue conversational choices. Other conversational choices are optional.
Read the books in the lootable bookshelves on the first and second floors.
Books read: 3 of 50
The Commendation: Faction Quest
Before you exit the inn, talk to Ost Ordura on the first floor with the quest giver exclamation point above his head. Ask about the Warsworn (blue choice) and say “I’d like to join.”
Make this new quest, “The Commendation” your active quest. If you look at your quests, you’ll see it listed under "Faction." This is the first of the 5 faction questlines. You’ll have 2 objective markers on your world map. Proceed to the one approximately due north.
You'll be getting a number of achievements. They may or may not unlock in the sequence shown here since they are influenced by random events.
You should still have the Twinned Souls as your primary weapon and The Beast longsword as your secondary. You want to engage in fights along the way to fill up your purple reckoning gauge. Do not get too close to the objective marker until this purple gauge is filled so we can use it for an achievement. Get used to the Chakrams. They are a mid-range weapon so you can strike from a short distance away to reduce risk. Dodge-roll () during fights when enemies get too close, then strike with the Chakrams.
If you attack 4 times by pressing X with the Chakrams, you will complete a chain. The fourth attack is the finishing move that is more powerful and knocks back the targeted enemy and enemies near the target. Using this attack sequence, it will not take long to unlock an achievement for landing 100 chains. Many enemies early on in the game require quite a few strikes to defeat. If you concentrate on full chains, you'll be using 2 or more chains per enemy. All weapons have similar chain sequences as you have probably noticed with the longsword and daggers. You, most likely, already have a decent tally of chains landed. When the tally reaches 100, you unlock (Video 3):
Weapons and armor degrade. Keep tabs on the state of your weapons and armor by opening up your inventory ( -> Inventory -> Weapons (primary & secondary)/armor). You will see an anvil icon at the top left of each equipment description followed by a ratio in the form XX/YY. XX is the current state compared against the pristine item value, YY. When a weapon’s durability falls to 0, it will remain equipped until you remove or replace it. However, it will become ineffective. To restore its strength, repair it using a kit or by employing the services of a blacksmith. Generally, it is less expensive to buy repair kits and repair the items yourself. You should have at least a couple of repair kits from chests in the prologue and may have picked up some from bodies of bandits you kill. To repair a piece of equipment, open up your inventory and use a repair kit under items. You'll see a list of equipment in need of repair. Apply it to the piece of equipment of your choice. If you elect to employ the services of a blacksmith, the first blacksmith you come across is in The Corner Shop in Gorhart. The first time you repair a piece of equipment, you unlock (Video 4):
Continue on, but do not approach the objective marker until your purple reckoning gauge is full. Make a save. Approach the objective marker from the south. We want to accost 5 or more human enemies at once for an achievement. You'll see the red enemy indicators on your mini-map. You can deliver some weak attacks, but do not strike in earnest until you have a grouping of at least 5. You do not want to kill any of these enemies until you have assembled a group of 5 or more. Go towards the red indicators. The enemies will notice you and head towards you.
When you have a grouping of at least 5 and preferably more, go into reckoning mode by pressing & simultaneously. An prompt will appear next to each enemy you defeat. Keep count and make sure you have defeated 5 or more. Also keep an eye on the purple gauge because you do not want it to run out. Go up to any one of the defeated enemies and press . You will be given a button prompt that you can press rapidly to get a percentage increase on experience earned. The "essences" of the defeated enemies will flow into you. Provided you have 5 or more of the defeated enemies' essence streams, you will unlock the following achievement (Video 5):
2 achievements are associaed with killing enemies with abilities rather than weapons. Each class has abilities that can be used. Some examples are Sorcery's storm bolt & ice barrage, Might's quake, and Finesse's Shadow Flare. The ability is mapped to a button for quick access during combat. It is activated by pressing and the button to which the ability is mapped. Abilities lack power at low levels but become quite lethal when enhanced. For our purposes, Sorcery's storm bolt & ice barrage work best. It is well worthwhile to invest some points to level up these abilities. Even so, since the achievements tally kills—100 & 500, they can be unlocked using low power abilities by whittling down enemy HP with weapons and administering the coup de grace with the +ability button attack. Even though the majority of the damage was done with the weapon, if the enemy succumbs as a result of a final ability strike, the kill will count towards the 100 and 500 tallies required for the achievements. Alternating between weapon attacks and ability strikes is a good technique. The reckoning gauge recharges faster when alternating between weapons and abilities. Abilities tend to interrupt enemy attacks and/or slow them down. If one gets in the habit of fighting in such a manner, the achievements will be unlocked through normal game play and there will be no need to grind out the achievements.
The Building Bridges objective marker should be just north of you across some waist-high water. Crouch before entering the water, ensuring you have daggers equipped as your secondary weapon (or primary if you prefer). Approach Osgar Krast, the objective marker, from his rear. Execute a stealth kill when the prompt appears (Video 6). Loot his body to get Osgar Krast's daggers, a quest item.
Check to see you have 2 Black Cohoshes and 1 Embereyes. If not, do some harvesting by going to the green icons on the mini/local map. Fast travel back to Gorhart. Enter the Golden Age Alchemy shop. Go to the basement and use the lab. After choosing the experiment option, place a Black Cohosh in 1 slot and an Embereyes in the other. The order in which you place the reagents does not matter. Once you have done so, press . The lab will tell you, "Potion Created" and state it is a minor healing potion. You unlock (Video 7):
You now have the recipe for minor healing potion and can craft it if you have the reagents. Use the alchemical table and choose create. Select minor healing potion--unless you've experimented on your own or bought recipes, it should be the only recipe. Make as many potions as your reagents will allow. We will be using a lot of minor healing potion throughout the game. Continue harvesting Black Cohosh and Embereyes. Every potion you craft is a potion you do not have to spend your gold on to buy.
Tip: You can assign potions for quick use. Press. Press 1 of the 8 circles. You will be prompted to map the slot with . This brings up a list of your consumables. You can then assign that consumable to the slot. Later, when you are in combat, you can press to bring up the quick use wheel--the item radial as it is called--and then use to select the item on the radial that you want to use. Whereas the walkthrough advises frugality in purchases in order to save for skill training, you will be picking up a wide variety of potions as loot. Potions provide a substantial advantage in combat. You will probably find that you do not need them until after the Travelers questline. Beginning with the Legend of Dead Kel, there are encounters where you might find potions a welcome safety net.
Go upstairs and talk to Nanne Hanri, the owner of Golden Age Alchemy. Exhaust the blue conversational options and agree to help her. Other queries are optional. Buy minor healing potion from her. Buy only what you think you need because the price will go down as we increase our mercantile skill and get on her good side by completing this quest. Make her quest active:
Recipe for Trouble: Side Quest
Follow the quest marker and talk to Karth Hilfred. is in the Agnur Farhal mini-dungeon east of town, simply speak with him to expose his treachery, and then destroy all hostiles to destroy Nanne's secret formula. Now, you will have to destroy some crates guarded by more bandits. The quest markers denoting these crates will lead you down the dungeon. Do not double back and go out the way you came in. Instead, go through the dungeon. Make sure you activate the 2 Stones of Autumn lorestones. We do not intend to come back to this dungeon.
When you have cleared the dungeon, leave by the other exit. There are more crates out in the open guarded by bandits. The terrain should be familiar because you are heading back to the bandit camp of the late Osgar Krast. Return to Nanne to complete the mission. She will now offer a permanent discount in case you need to stock up on minor healing potions. Additionally, she will pay a higher price when you sell her your excess inventory.
Go to the inn and speak to the trainer, Arnick Arduna, who you'll see on your mini-map marked with a sword icon. Agree to train in Detect Hidden for 15,120 gold.
Make “The Commendation” your active quest again. You've obtained the dagger of the first brother, Osgar, and you now have to retrieve Megar's brother. Follow the road as much as possible as you head towards the objective marker using both local and world maps. Along the main road, you will likely come across an NPC, Sveri Brond. She tells you about an expedition. This is associated with the Teeth of Naros questline we’ll be doing later. It's of no consequence if you miss her.
When you get through the path into the eastern part of Odarath, take the side road that heads northeast. Although not required, try to discover the Gorguath dungeon. Do not enter it, just get the new location notification as shown in the bottom 2 frames of the picture below. Once you have discovered it, you can use it as a fast travel point. This will save us a decent amount of time especially since it is the site of a future quest.
As you travel, build up your purple reckoning gauge. You'll want to use it in the fight against Medgar. You won't be able to stealth assassinate him.
The 2 quests, Recipe for Trouble and The Commendation, pit us against quite a few bandits. In your travels, you probably had to deal with a number of them as well. When you kill your 50th bandit you will unlock (Video 8):
Approach Medgar resolutely and immediately go into reckoning mode (+). Defeat Medgar first and then defeat as many of his minions as you can before the reckoning gauge runs out. Do your fateshift, remembering to rapidly press the random prompt button for an experience bonus. Clean up whoever is left remaining. Loot the bodies. Medgar's corpse will yield his dagger, a quest item.
About this time, you will reach level 4. If you have been following around, you started building up Sorcery after reaching 6 points in might. At level 4, when you level up, put 1 point in the mercantile skill. This completes the basic tier. The game does not allow us to put any points in advanced, the next tier, until we reach level 10. So, we will start to work on lockpicking next. This is purely provisional. We don't want to increase our skills in more important areas and deny us the use of 0-3 trainers. So, we'll use lockpicking as a temporary holding area and retrieve the skill points when we restructure at level 16.
You will now have 5 points in sorcery so you can start building up Chakram Mastery. When you move on to destiny, because you have at least 6 points in might and 6 points in sorcery, you see you have a new destiny available--Guardian. I recommend you do not equip it but keep the Brawler destiny equipped instead. Whether you equip it or not, the availability of the 2-class hybrid destiny unlocks (Video 9):
Note: When you reach level 5, you will not be able to place points on mercantile. Place a point on detect hidden (when you reach level 6 put a point on blacksmithing and a point on sagecrafting when you reach level 7). Your detect hidden will now give you the capability to find hidden loot denoted by chests on your mini-map and local map. Unearth them whenever you can. Finding 25 hidden items earns you an achievement.
After obtaining Medgar's dagger, fast travel to Gorhart. Return the dagger to Ost Ordura in the inn and exhaust the blue conversational choices. You will receive a new faction quest, The Road Patrol, along with a quest item--Ost Ordura's commendation. Keep Building Bridges as the active quest, though.
Nanne Hanri at the Golden Age Alchemy shop now offers a discount on all services & merchandise which includes a better sell price. Sell all items except for your essential equipment. Do NOT sell any item you removed from the special deliveries chest. If you inadvertently do so, though, you can buy the item(s) back at a discount. If you run low on minor healing potions, you can buy them from her. She is the best source of healing items until the end of the game. Buy 1 or 2 purification poisons. Certain enemies like Boggarts can infect you with a disease and the environment (very seldomly) can afflict you. The purification poison will restore you far more inexpensively, conveniently, and quickly than a healer. The minor healing potion is the only potion we'll need in the entire game for healing. Better ( and far more expensive) healing potions are not necessary. Since healing conveniently and instantaneously occurs by pressing , if you need additional healing, a second left press of the D-pad should suffice.
The Golden Age Alchemy shop is convenient. It is immediately accessible whenever you fast travel to Gorhart. The proprietress is your friend for life. You can craft the minor healing potion downstairs in her alchemical lab and buy additional minor healing potions from her inexpensively when you run out of Embereyes and/or Black Cohosh. She will gladly pay to take any excess inventory out of your hands. The Corner shop across from her sells lockpicks that we will be using in great quantities. If you run out of repair kits, there is also a blacksmith in the Corner Shop. We will soon have access to a merchant who sells kits and they are far cheaper than employing a blacksmith's services.
Inventory Management: I will leave inventory management in your hands. You can sell inventory whenever it is convenient. Inventory slots are limited. You start out with 70. Certain merchants sell backpacks that each increase the number of slots by 10. The first backpack is available in the Corner Shop. However, we should wait until after visiting all the trainers before spending a lot of gold on backpacks.
Fast travel to Gorguath and walk the short distance northwest to the House of Ballads. You are greeted by Galin. Exhaust the blue conversational options. Answer, "We saved her from bandits." Galin gives you a message to deliver back to Herc Adwold.
Do not return yet. Instead, go forward and talk to Hallam the White with the quest giver exclamation point above his head. Answer, "I want to fill the seat." Exhaust the Blue Conversation choices. This provides you with the Song of Sir Sagrell quest initiating the House of Ballads faction questline. Make this the active quest.
Song of Sir Sagrell: Faction Quest
Exit the House of Ballads and fast travel to Gorguath. Upon entering, talk to Pledge Ficon to learn you have to destroy 3 heartvines. Follow the quest markers to do so, fighting Brownies and Boggarts along the way.
Note: Because we are a mid-range fighter and not a close-in melee fighter, we don't have much opportunity to block or parry. A parry occurs when you block () an attack at the exact time of impact and 50 of them are needed for an achievement. All enemies telegraph their attacks with preceding animation. You can time your block based on this into a successful parry. Distinctive audio and video cues tell you when you have executed a parry as opposed to an ordinary block. The Boggarts are good enemies to grind out a few parries when you get the chance. They are plentiful. They have 2 attacks--a jumping attack and a fast side-to-side attack. Both attacks are well telegraphed and can be parried. It is particularly easy when you whittle a group of Boggarts down to a single survivor. Nevertheless, a successful parry not only knocks back the attacker but any other enemies in the immediate vicinity so it can be effectively used against more than 1 opponent at a time.
The path is circular so you can start going either left or right. Press , as prompted, at each quest marker to destroy the heartvine. Pledge Ficon who accompanies you is of some small help mainly by distracting the enemies. There is more than 1 level so the enemies depicted on the mini- and local maps may be a little confusing. Don't worry about exploring the whole dungeon. We won't be able to until our detect hidden skill is at least 5 and will be returning at a later time.
Make sure your purple reckoning gauge is filled. After destroying the third heartvine, you get a new task with quest marker--Defeat the Grave Thresh. You will be fighting some Boggarts and the Grave Thresh at the same time. Activate Reckoning mode. Use Chakrams on the Boggarts for crowd control and the Longsword against the Grave Thresh. The daggers are a little more powerful but your longsword mastery makes it the more effective weapon. Take the Grave Thresh out first and then concentrate on the Boggarts. Press to fateshift before the purple gauge runs out and be prepared for the random button press.
You get a new task, Retrieve Sir Sagrell's Ring. Follow the quest marker to do so. After you retrieve the ring, you'll have to defeat some threshes. They are not as lethal as the Grave Thresh, but be on your toes and evade as you use the longsword to take them out. Use your Chakrams against any Boggarts that try to interfere.
Fast travel back to Gorhart and complete Building Bridges quest by talking to Herc Adwold. Your reward includes a buckler and a longsword. The longsword is a little better than the Beast. Sell 1 and keep 1. The buckler is not as good as The Tower. Sell it along with the rest of the loot you picked up in Gorguath.
Fast travel to House of Ballads and report to Hallam the White. The center door which was locked before now opens with the Signet Ring. Answer, "I'm ready now" and exhaust blue conversational choices. Leave and go next door where you see the sword icon denoting a trainer. Talk to Ellova and train in persuasion for 15,120 gold. You should have more than enough selling the lucrative Gorguath loot with your mercantile proficiency and Nanne Hanri's special bonus.
Make the Road Patrol your active quest. Fast travel to Gorguath to get a head start and make the rest of the way to Shieldring Keep on foot. Take the road heading southeast. At the junction take a right on the main road. Stay on the main road until you see Penri Kell. Exhaust the blue conversational options and answer, "I'll do it." This gives you a task, "Reprisal, Reprised." Do not make it your active quest. Instead, stick with Road Patrol and continue on your way to Shieldring Keep.
Talk to Tine Delfric and exhaust the blue conversational options. Answer, "I'll have it." This updates the quest although we will set it aside for a while.
Take the passage to the southwest section of the Keep. You'll take a right after talking to Tine Delfric. There is a merchant, quartermaster Ochdran Fall, who sells Repair Kits. Buy all 24 he has to sell. To his left is a trainer, Halder Rodric, denoted by the sword icon. Train in Blacksmithing for 15,120 gold. There are lots of crates and urns in the Keep to break. Check the bookcase in the northeast section. Do not loot it, but read the book it contains:
Books read: 4 of 50
Downstairs from the bookshelf is a locked chest. Pick the lock. Picking the lock on an owned chest is not a crime—removing an object from an owned chest is the crime. Crouch near the. Wait till the guard leaves and loot it to acquire a stolen item. This chest often contains a unique weapon of value which you may not want to sell. But it will also contain objects of lesser value. Our objective is to get at least 1 stolen item we can sell later for an achievement.
Make the main quest, Into the Light, the active quest. Exit Shieldring. Follow the road that goes through the pass to the south towards the objective marker. Enter the Arden's Hut. Make an insurance save before talking to Alyn Shir. Talk to Arden after the persuasion check.
Persuasion Succeeded: 4 of 50
Exit Arden's Hut. Travel a short distance southwest to Castle Yolvan. The entrance is inaccessible but you can enter via a jump down point on the left side. We're deferring most of the lorestones until after our detect hidden skill is 10 and they'll be visible on our maps. However, since we're in the vicinity of the Castle Yolvan stones and they are off the beaten track, we'll take advantage of our close proximity to activate them now. Refer to the below map and activate the 5 lorestones in the castle. The rat enemies are very weak.
Into the Light: Main Quest
Exit Castle Yolvan. Press and check your quests. Make sure “Into the Light” is the active quest. Follow the quest marker, hugging the terrain to your right so that you travel west through the path going from the sub-region of Webwood and into the sub-region of Ettinmere. Your path should have you avoid the village of Canneroc. If you see it on your map, you are too far east and should immediately turn west. There’s a very involved questline that we’d like to stay clear of in the interest of saving time.
Once you enter Ettinmere, you can take the circular road around the circumference. The objective marker is on the western side so the clockwise and counterclockwise routes are about the same distance. When you reach the objective marker, kill the enemy Agarth is fighting and enter Dellach.
The combat here is moderately more challenging. However, the game uses this mission in an instructional manner to advance your skills. As such, it is not too difficult. Proceed systematically and loot the chests you come across. You may want to use reckoning mode against the Ettin Warpriest, but it is not necessary.He telegraphs it’s attacks clearly. As long as you make good use of the dodge-roll, you can wear him down systematically. Offensive and defensive potions come in handy. Overall, he fights like a more capable version of the troll you encountered in the prologue.
At the end, you enter The Theater of Fate. Here, you will fight Niskaru Bloodhunters. Killing 25 of any type of Niskaru earns you an achievement. Before long you reach your objective—the Destiny Stone. Interact with it. You receive the Codex of Destiny, a quest item we will use in a future main story quest mission. After the cut scenes, you will fight a large number of enemies. You have help and the Chakrams help with crowd control. After enemies are defeated and the ensuing cut scenes, Into the Light completes.
Reprisal Reprised: Task
Make Reprisal, Reprised your active quest--we'll get back to the main story later on. Fast travel to a location close to the quest marker in order to return to Penri's general location. You don't have to be precise because we have some gathering to do. Hunt antelopes, looting their corpses until you have 4 heads. Return to Penri. She will tell you to mount the trophies in the ruins. Mount 3 of them in accordance with the quest markers and amber arrows. Before you mount the fourth, make a save in case you fail an upcoming persuasion attempt. Mount the fourth head. A high level troll will appear. Go into reckoning mode and defeat it. Loot its corpse to obtain the Maiden's Ring. Penri will run up and ask for the ring. Use your persuasion and answer, "I think I'll hold on to it." (Video 10) The Maiden's Ring is a decent accessory. Equip it for 10% increased health if it is better than your equipped accessories.
Persuasion Succeeded: 5 of 50
In the dialog following a successful persuasion, Penri says you will make a good Traveler and adds Star Camp to your map. It's hard to see. You can place your cursor on the trees between Glendara and Lorca-Rane to make it more visible. Note that asking Penri about Travelers, a white conversational option, will also unlock Star Camp's location.
Once you level up and complete Chakram Mastery, you will have 11 points in sorcery. The next step is finesse. Apply the first points to Assassin's Art in the bottom right of the skill tree. Since you have 2 points or more in each of might, finesse, and sorcery, you will unlock (Video 11):
Tip: For the final destiny achievement, we will be working towards a 55 Finesse-55 Sorcery build. But we’ll be resetting our destinies at level 16 so you can do whatever you want at this stage of the game. I recommend putting points in Sorcery and Finesse and keeping them about equal. A 14 Finesse-14 Sorcery destiny is the Arcanist where the dodge-roll transforms into a short distance teleport. Not only does it look super cool but it helps immensely. As this destiny progresses, you can teleport through enemies damaging them and, at high levels, also inflicting poison.
Fast travel back to Gorhart. Don't forget to keep breaking crates. Note the 2 exclamation points on your mini-map. Speak to Gizela Wulflac. In your looting, you may have found "Death Notice: Camden Wulflac." It's incorrect news. Whether you give it to her or not, it will not affect the quest. She does not believe it. Tell her, "I'll find him." Speak to Father Dynwel and offer to help. Make his side quest the active one. It is closer than Gizela's.
Crisis of Faith: Side Quest
Follow the quest marker to Brother Egan. After you help him defeat some Boggarts, talk to him. Say, "You'll die without me" and follow him to Waterhall Down and get the Selkie Veil. Watch out for traps & heal if necessary. Make an insurance save right after you exit the hollow log and before you speak to anyone. Persuade Finna the Veil is cursed. Follow Egan back to Gorhart. Speak to him and then to Father Dynwel to complete the quest. The Rousing Daggers you receive as the reward are better than the Omniblades. The Selkie Veil is a mediocre piece of head armor. Sell it.
Persuasion Succeeded: 6 of 50
Homecoming: Side Quest
Make Homecoming your active quest and fast travel to Shieldring Keep. No need to go inside just continue east along the road towards the quest marker to Didenhil. When you enter Three Lamps Inn make an insurance save before talking to anyone. Talk to Camden Wulflac. Persuade him by saying, "She's waited long enough."
Persuasion Succeeded: 7 of 50
Fast travel to Gorhart and speak to Gizela to complete the quest. Head to the northwest where you see a jewel icon on your local map denoting a sagecraft altar. Speak to Brother Delf and accept his quest. Make it the active quest. You need to retrieve ceremonial daggers and turn them in to Red Idward so Brother Delf can free himself from his checkered past.
Out of the Past: Side Quest
Follow the quest marker to Ugnar Odgray in the Gorhart Inn. Persuade him to give you his dagger.
Persuasion Succeeded: 8 of 50
It doesn't matter how you deal with Itran the Shade on your next stop. When you have the daggers follow the quest marker to Red Idward. He's in Bloodstone Deep. Refuse his offer & he will attack you. Loot his body and return to Brother Delf to complete the quest. The reward includes a key that unlocks a chest.
Before leaving Gorhart, check the bookcases in St. Odwig's Bunkhouse--1 on the ground floor, 2 downstairs. Check the Reliquary--2 upstairs, 1 downstairs. Do NOT accept Brother Til's task to find his missing books. It's very tedious and you can read his books without tying up the inventory slots the task would use. Finally, read the book in the Corner Shop.
Books read: 11 of 50
Fast travel back to Didenhil and talk to Kester Barclay with the quest giver exclamation point above his head. Accept his quest to deal with the Jottun. If you have been using Boggarts to build up your parry count, there are many Boggarts around Didenhil. When you parry 50 times, you will unlock (Video 12):
The Natural Order: Side Quest
Before leaving the town, check bookcases in the Old Holn Millhouse, the Barclay House, Crafting Hall, and Luminitsa's Cottage (southeast corner of town--2 downstairs, 1 upstairs). Read the books they contain but, as usual, do not loot them. However, if you don't have a stolen object yet, steal something from the Barclay House (it will be empty if the quest giver was outside). The item need not be of any consequence. We will be selling it in Star Camp for an achievement.
Books read: 17 of 50
Go to Coilsbain Ruins and kill the Jottun at the quest markers. They are heavily armored so the lack of piercing damage on the Chakrams make them less effective. Stealth assassinate them to save considerable effort. Even if they spot you, run ahead and crouch to hide. When they lose interest and turn around, sneak behind them and stealth assassinate them. You can dodge-roll to sneak behind them more quickly. With the prior assassinations, the 10 Jottun are likely to bring your backstab kills to 20, unlocking (Video 13):
Continue to follow the quest marker until you reach Balthasar. Persuade him his enemies have joined forces.
Persuasion Succeeded: 9 of 50
Make sure you loot every chest in Coilsbane dungeon. There is a random possibility you will find a skill book in a chest in an open area with 3 Jottun. The skill book can only be found during the side quest. It is random and may not appear at all. You could make a save before entering the caverns and revert to it if you fail to find the skill book but, in my opinion, the extra effort is not worth the rewards. We have a good approach to get all the skills we need for game completion so this skill book is just a nice-to-have if it falls in our lap.
Fast travel back to Didenhil, but do NOT turn in the quest. Look on your local map to find Othel Holn. Hover the cursor over the white dots until his name appears. I usually find him on a pier but he may also be at the Old Holn Millhouse or the Three Lamps Inn. Othel is worried about his bother Thaddeus. Find Thaddeus near the bridge and persuade him to rest. This is timed. You can talk to Othel and Thaddeus before this point, but will not get the persuade option. Moreover, you must persuade before completing Kester's quest otherwise Thaddeus will die.
Persuasion Succeeded: 10 of 50
Return to Kester to complete the quest.
From Didenhil, continue southeast by east to Star Camp. You may want to use a waypoint by pressing when looking at the world map. Note the terrain you have to circumnavigate. First, go south and then follow the road back up. At Star Camp, you'll meet Grim Onwig. Tell him, "I'm interested in joining." Make the faction quest, The Guided Hands, the active quest. Enter Star Camp.
There are 2 trainers here. Talk to Hiroen Karet. Train in stealth for 15,120 gold. Elayen Dark trains in mercantile so we'll come back after we reset our skills at level 16. Go to a merchant and sell 1 or more stolen items. You will unlock:
The Guided Hands: Faction Quest
Make Grim's quest, The Guided Hands, the active quest. Crilgarin, at the quest marker, tasks you to speak to the Hierophant. You are challenged to steal 3 items as a rite of passage. The order is not important and I recommend the following sequence for efficiency. Exit the Star Camp's southeast exit--the one by which you entered. Take a left on the main road going east and your first left into St. Eadric's Mission. Loot St. Eadric's Pall from the sarcophagus. It's easier during the day. To reduce detection, loot only the item you need. From St. Eadric's Mission, travel the short distance southeast by foot to the next quest marker at Vorm Lodge. Read the 2 books--both downstairs.
Books read: 19 of 50
Make an insurance save before talking to Gunnar Frode. Persuade him to sell you his key at half price.
Persuasion Succeeded: 11 of 50
Go upstairs, unlock Gunnar's footlocker, and take the map. Follow the quest marker to find Draug's Toothpicks. Make sure you discover the Arduath cave on the way to the quest marker location. We will be returning there. Fast travel to Didenhil and pickpocket Grilricas's Medallion. It's easier at night. Return to Crilgarin in Star Camp to complete the mission. She gives you the next one, but do NOT make it your active quest.
Fast travel to Arduath and make your way southeast to Ysa. It’s shown as a big forested area on your world map. Look at the local map as you get near to find the road leading there. You cannot get in but encounter Sola who gives you the Old Friends, New Foes main quest. Make it the active quest.
Old Friends, New Foes: Main Quest
Follow the quest marker and talk to Nyralim who tasks you with defeating the Troll Gnarsh. Make sure you are well equipped with curatives because you will fight many trolls. Trolls are resistant to elemental damage and it’s best to use piercing weapons against their tough hides. While Chakrams are less effective against them, there are other smaller enemies where you’ll appreciate their crowd control. If you picked up a good bow and have put some points in bow abilities, that’s a good option. The Hunter longbow you started out with is under powered against the trolls. However, this is the reason we put points against longsword mastery which is a very good option here. Note that poisoned weapons will lessen the power of the trolls’ attacks--make use of them if you have good ones.
Follow the quest marker to enter Haxhi Dam where Sola joins you. She does not do much damage but is very beneficial in distracting the big and slow trolls you come across. Save your reckoning mode until you fight Gnarsh. (Note: If you have advanced the main quest on your own Alyn Shir, a more capable fighter than Sola, is your companion in the labyrinth.)
Just before you reach the far exit to the dungeon, you have a boss fight with Gnarsh. The matriarch troll is very robust and its best to whittle her health down about a third before you invoke reckoning otherwise the gauge might run out before you defeat her.
Talk to Sola (or Alyn Shir if she’s your companion). Then fast travel back to Nyralim. Make a save before talking there’s a persuasion check in the 80% range. You are tasked to meditate in the Sidhe. There is no actual meditation, merely follow the quest maker and return to Ysa—you can now enter the city. After talking to Chancellor Erawn, you are free to roam about the city. Quest complete.
Persuasion Succeeded: 12 of 50
Look at the local map of The Gardens of Ysa. Turn right and take another right. Train with Viscount Setter the Allseer. I'll stop mentioning the 15,120 gold the 0-3 trainers charge. Note that some of the NPCs move. Viscount Setter will be denoted by a the trainer's sword icon so he should be easy to find. If you have trouble spotting him, he might be inside The Font next to The Trellis. We'll come back to him for a side quest. You'll see another sword icon in the southwest corner, but the Delving Hall is locked. Skip it and go to the Scholia Arcana Embassy just below the Delving Hall and to its right. Inside, talk to Docent Augra Tenet to gain admission into the Scholia Arcana. This initiates the Scholia Arcana faction questline with the Trial by Fire quest that we'll be doing later on. She gives you a book, The Scholia Arcana, and an ornate key.
Books read: 20 of 50
Exit the Scholia Arcana Embassy, take a left and go into the Delving Hall. Unlock it with the ornate key you just received. Go down the stairs into a big room and ask Savant Raina Njorn to train you in sagecrafting. Don't proceed because we're not going to do the quest yet.
Exit Delving Hall and enter the door to The Trellis shown in the center of the local map. Once inside, you'll see the trainer's sword icon. Enter Ballads Sanctuary and have Saramer train you in dispelling. Head to the southeast corner of the local map. Inside Lyceum Grove, have Jakasen train you in alchemy. Go to Embassy Hall. Ambassador Odvar will train you in detect hidden. Go to United Merchants Delegation. Holte Frenn will train you in blacksmithing. That's it for training in Ysa. We picked up 6 skill points without have to earn them by leveling. If you have some gold left, talk to Wystran Nol, the weapon merchant and buy the Noxious Longbow if you have not picked up a longbow in the 60-70 weapon range. The Silent Step is much easier with a powerful longbow. YOu may have already picked up a better longbow--there are unique purple weapons in random chests. However, if you've had no such luck, we'll make an exception to our policy of not buying weapons.
Now go to Asker's Alley and speak to Riona Helt. Buy 2 X Greater Phasewalk. This valuable potion makes the user invisible and allows you to steal or pickpocket in areas that would normally have a 100% detection probability. We only have a few trainers left and we should be able to earn their fee pretty quickly so you can afford to splurge. Riona offers a backpack that gives you 10 additional inventory slots. We've been holding off buying them to save cash for the trainers. The Corner Shop in Gorhart also sells 1 and is the only other place we've been so far that does so. There are a handful more in Rathir, Adessa, Mel Senshir, & Idylla. I will point them out as we come to them. Finally, Riona has a bedroll. This can be used to advance time and costs only a few hundred gold. You can advance time by 1 to 24 hours at a time and can use it as many times as you want once you interact with it. When you leave it, the bedroll becomes inert and you will have to pay another fee to use it. For example, if you wanted more than 2 Greater Phasewalks, you could rent the bedroll, sleep for 48-72 hours and pop back over to Riona who would have restocked.
Oh, the Indignitaries: Side Quest
Exit Asker's Alley and check your local map for an exclamation point denoting Squire Brio. Head over to him and accept his quest. Note the quest markers. Return first to Asker's Alley, make an insurance save, and talk to Warlord Whenery. There is a persuasion check in the conversation. Exit Asker's Alley and enter the door to The Trellis. Make an insurance save and talk to Great Huntress Hartwen for another persuasion check. Exit the Trellis and go to our sagecrafting trainer, Viscount Setter, for our final persuasion check. Finally, go to the Hall of Appointments and talk to Grand Faemage Gorrenet. He requires no persuasion check. Return to Brio and give him the order. Great Huntress, Warlord, Viscount, & Grand Faemage to successfully conclude the quest--3 quick persuasions in just a few minutes.
Persuasion Succeeded: 13-15 of 50
If you haven't unlocked it before, the 2 detect hidden trainers will have now raised your skill to the point where you can see hidden things. They are depicted as chests on the local and mini-map. When you get close to the chest icon, your controller vibrates and the hidden item glows. Press to loot it. As with regular chests, you can take all, none, or just the items you select.
Leave Ysa and fast travel to Bloodstone Deep where you fought Red Idward. Follow the road north until you see a well. Check it to find a Sagecraft Skill Book. This is a hidden item your detect hidden skill now allows you to see. Use it to increase your skill by 1 point. Follow the road a little further to St. Hadwyn's Mission. Go inside and read the 2 books in the bookcase.
Books read: 22 of 50
As you travel from now on, reveal all hidden chests you come across. There are very many of them and often contain lucrative loot. It will not be long before you reveal 25 of them and unlock:
The Silent Step: Faction Quest
Go to the Hierophant. Your task is to steal Buru's Boots. Follow the quest marker to Aergase, in The Sidhe. Make sure you 'discover' the Aodh location. You might have to step behind her to get the discovery. Aergase sends you to Arduath. Equip your bow as your secondary weapon and make an insurance save before you speak to Ametair. Use persuasion. He will not give you the boots you need but will give you a valuable accessory--The Hunter's Friend.
Persuasion Succeeded: 16 of 50
Ametair will attack you beginning what, to him, is a hunter's game. Do NOT go into reckoning mode. Ametair retreats after sustaining moderate damage in the first stage of a 4-stage fight. Equip The Hunter's Friend because it will make your bow attacks more powerful. As Ametaire retreats, his new location is indicated with a quest marker. Proceed cautiously, at your leisure, looting chests. Beware of traps—indestructible plants that lash out at you when you get close and inflict substantial damage.
As soon as you can see Ametair, target him with the bow and shoot him as he rushes towards you. Begin evading when he gets close because he will teleport short distances to confuse you. Use your Chakrams at close range while evading. After dealing moderate damage, he will retreat to a new location. Follow him there as before. The fourth stage of the fight is the final one. Go into reckoning mode and finish Ametair off. Loot his body for the boots. Return to Crilgarin in Star Camp to complete the mission. She gives you the next one, Jailbreak, but don't make it the active quest yet.
Jailbreak: Faction Quest
You must find Grim Onwig and release him from imprisonment. Follow the quest marker to Ohn's Stand—a new location on your world map in the Lorca-Rane region. Kill the gnomes acting as sentries and talk to Onwig. You have more than one option. We are simply going to pick the lock on his cell—hence the lockpick requirement. Follow the quest marker. Most, if not all, of the enemies can be backstabbed.
Tip: As you approach enemies to backstab them, the pickpocket option becomes available before the backstab prompt. There is an achievement for successfully pickpocketing 20 times (you must not get caught). To pickpocket, unlike backstabbing, you do not need to have daggers equipped. However, most of our stealth approaches are for the purpose of sneak killing with daggers. (Note that you can stealth kill with Fae Blades as well but we are not emphasizing that weapon in the walkthrough). So, get in the habit of pickpocketing just before a stealth kill.
Ideally, pickpocket Centurion Gastet for the key he carries and then sneak kill him. Alternatively, kill him by stealth or conventionally and loot his body for the key he carries. Use the key to recover the Stealth Kit. Return to Onwig and he'll leave with you. Report to Crilgarin in Star Camp. She'll send you to Moon Camp and initiate your next mission, Something Borrowed. You must report to Moon Camp to get the specifics.
Moon Camp appears on your world map. It is quite a distance away. Begin from Ohn's Stand and proceed north by northeast to discover Warden's Bridge. From there, follow the road east making sure you discover the Brunuath Dungeon on the north edge of the map just before you go through the pass into The Wolds region. Pull up your local map and find the exclamation point just west and a little north of Brunuath. Go there. Make a save before you talk to Osduin. There is a hidden persuasion check. First, you have to select the right dialog option. Second, you have to pass the persuasion check. Talk to Osduin but do not immediately accept the quest. When you get the conversational option, "I will help you," do not choose it. Instead, first ask, "Who is Boderill?" This will provide you with the persuasion check, "Where does Boderill go?" After you pass the persuasion check, choose, "I will help you" to accept Osduin's quest. Make it active.
Persuasion Succeeded: 17 of 50
The Flowering: Side Quest
Follow the quest markers to find the 5 seeds. Then fast travel to Brunuath. Before you talk to Osduin, make an insurance save. You'll have to plant the 5 seeds around him and, immediately, a battle begins with a large number of sprites and sprite champions. Reckoning mode is not required, if you evade to put yourself in advantageous positions, but will give you a large amount of experience. As soon as you defeat the enemies, Osduin will talk to you to conclude the quest. When you pass the persuasion check, he will give you The Gem of Cultivation. This is an epic gem that we will use in a future quest so do NOT sell or use it.
Persuasion Succeeded: 18 of 50
Exit Brunuath. Follow the road east through the pass into The Wolds. Stay on the eastern road a short ways until you come to Ayten. In Ayten, check bookcases in the Thorin's Apothecary and Iver House and read the 2 books.
Books read: 24 of 50
Leave the town, taking the north pass into the Forsaken Plains. Just before you enter a town, speak to Elrod Idman with the quest-giver's exclamation point above his head. Accept his quest and make it active. He suspects 3 people of being spies. We can deal with this in a number of ways. We'll choose to do it by persuasion. Make saves before each of the 3 persuasion checks.
They Walk Among Us: Side Quest
Enter the town of Emaire and follow a quest marker into the Blue Bear Tavern. Make a save before you persuade Anred Amfast. Go upstairs. Talk to Molly Janick who will train you in Alchemy. There are 2 bookcases upstairs--each with a book. Go to the Edmure Home for another book.
Books read: 27 of 50
Return to Elrod. No need to talk to him but note the dirt road next to his location. Take it and go through the pass into the eastern part of the Forsaken Plains region. You can take either of the 2 paths through the pass--they are parallel and connect once you exit. When you emerge, the quest marker for Froma Tonwald is close by. Make a save before you persuade her. Return to the dirt road and follow it north taking a left off of it when you get close to the quest marker. You discover a Regugee Camp. There, make a save before you persuade Nag Fendar. Fast travel back to Emaire and report to Elrod to complete the quest.
Persuasion Succeeded: 19-21 of 50
Fast travel back to the Refugee Camp. Check your world map and continue on taking the pass into Galafor. As you follow the road, it improves just as you enter Tirin's Rest. People move about. The upcoming quest can be completed regardless of time but it's simpler during the day. If it's night-time, you can go to Reedsong Inn and get a bed to advance time to mid-morning. There's a book to read in a bookcase. Go to Gwastel & Cergren, Mercantile and read the 2 books in the bookcase. Make a save before you talk to Gwastl Brad. Persuade him to tell you about the prisoner initiating the Tirin's Secret quest. Make it the active quest.
Books read: 30 of 50
Tirin's Secret: Side Quest
After talking to Gwastl, speak to Priestess Corelon in the center of town (at night, she will be sleeping in the sanctuary). Persuade her, by lying, that you are a follower of the Goddess Lyria. Then, backtrack north a little and go to the quest marker at Burren Cove. Make a save right after you enter. A guard, Freynold Korrast, tries to stop you. Persuade him ("I'd hate to have to use force"). Intimidated the guard lets you through and you meet the prisoner Adar. Volunteer to free him, but do not pick the lock to his cell. Instead, leave Burren Cove by the other exit into the sanctuary. Go through it into the town of Tirin.
Follow the quest marker to Nils Kern, save, and persuade him to give you his key. Talk to Priestess Corelon again telling her you know about Adar. She feigns ignorance but her guilty conscience compels her to put a guard on the sanctuary. Astutely, go there. On the second floor, on the desk, is a spell book. Read it to learn the magic words. This does not count as a book read. However, there are 2 bookcases each with a book nearby.
Books read: 32 of 50
Return to Adar. Unlock his cell with Kern's key. Break the enchantment with the magic words. Speak to Priestess Corelon one last time. Persuade her ("I'll tell everyone") and she'll give you some gold from the collection box. This is the fifth and final persuasion check of the quest.
Persuasion Succeeded: 22-26 of 50
Make a save before talking to Atheof Cergren with the quest giver's exclamation point above his head. His daughter, Anela, is missing and he needs help finding her. Persuade him to pay you in advance.
Persuasion Succeeded: 27 of 50
There's no need to continue his quest, Out of the Ruins, at the moment. Instead, make Something Borrowed the active quest. Leave Tirin's Rest and follow the objective marker to Moon Camp. You'll discover Rathir just before you get there. The roads are a little confusing. Check your local map to make sure you enter Moon Camp and not Rathir by mistake.
There are 2 trainers. Inthaels Scyld will train you in stealth. Eormen Gest, since your mercantile is between 4-6, will train you in that skill. Eormen, being a 4-6 trainer will charge you double and relieve you of 30,240 gold. Regardless of what else you may have purchased, you have now spent more than 200,000 gold on trainers alone. Accordingly, you will unlock the achievement for having spent 200,000 gold.
Speak to Irion Tal (King of Cups). He will direct you to the Hierophant shrine where you are instructed to steal 3 items. Enter Rathir. To make the most efficient use of our time in Rathir, we'll be working on a number of quests and other activities interweaving them to gain some synergy. It sounds more complicated than it will be in practice. Follow the route. The markers will be close by keeping you on track and the tasks you have to perform are straightforward.
Note: We will pickpocket 2 people for the Something Borrowed faction quest. The 2 people you have to pickpocket are easy when they're asleep. But the window is very tight. Rather than try to manipulate the time and pickpocket them around 3 in the morning, we'll use the phasewalk potion to do it effortlessly at any time. That's the reason we picked up the potions in Ysa.
Tip: When you pickpocket with the phasewalk potion, you have plenty of time. Instead of pickpocketing all items at once, back out. Use the pickpocket prompt again to steal a single item. Continue doing so until all you have stolen all items. In this manner, each theft counts as a successful pickpocket towards the "Where's my Wallet" achievement for pickpocketing 20 times.
Talk to Rhiad Guth with the quest giver's exclamation point—she’s just left of where you entered Rathir—check the white NPCs on your local map if you have trouble seeing her. She wants you to deliver 4 conscription notices. Make it the active quest.
Tidings of War: Side Quest
Go west. Note the exclamation point of a quest giver to the right of the Custom House. Accept Raf Klyr’s quest. Continue west and enter the Seafoam Tavern. Deliver the notice to Varen Seawine. Upstairs, pickpocket the Chalice of Forced Vintage from Veinrich the Peddlar using the Greater Phasewalk you bought in Ysa to become invisible. Read the 2 books.
Books read: 34 of 50
Downstairs, in the basement, loot (steal) some Maybryn Wine--we'll use it for a quest later on. Break the boxes to reveal a secret entrance into the lower tunnels. In the tunnels, take a right and make a save before talking to Selni Peliad. Persuade her not to trust the City Watch.
Persuasion Succeeded: 28 of 50
Go through the tunnels. There’s a lot of good loot and crates to break. Watch out for traps. Follow the Tidings of War quest marker and make a save before you persuade Afan Del.
Persuasion Succeeded: 29 of 50
Exit the tunnels and deliver the next notice to Ruhnir Wesnon in the nearby Wending House. Continue and go to the City Watch to continue the Sparrow quest and talk to Captain Eriad Talibor. Read the book in the bookcase. You should see the bookcase as a chest icon on your local map. It’s in the interior.
Books Read: 35 of 50
Return to the main path and take a right going northeast. Enter The Luminary Leaf. 3 of the 4 bookcases contain books. Read them.
Books read: 38 of 50
Go up to the shop owner and buy 12 of his 17 books—all but the 5 most expensive. Read them and sell them back.
Books read: 50 of 50 unlocking the achievement (Video 14):
Note: You should have plenty of money. You could have made a save, bought and read the books for the achievement, and then reverted to the save. However, there is a minute chance that the Perfectionist achievement could be glitched by earning achievements outside the game's main save file so I recommend to do this legit.
Exit the Luminary Leaf and go right up the stairs into Rathir – Upper City. Take a left and talk to Onfei Cather with the quest-giver’s exclamation point above her head. Accept the quest—Bad Blood. Enter the house next to her. Talk to Coriana Anwon. She tells you about an herb that will cure her son.
Cross the courtyard and enter House Wyvyrn-Girfe. Talk to Magessa Ohr, a 0-3 trainer, who will raise your persuasion by a point. Talk to Maiwen Wyvyrn-Gifre to deliver the fourth and final conscription notice. Pickpocket Ebsol Wyvyrn-Gifre’s signet ring. You can use the Greater Phasewalk you bought in Ysa to become invisible. He moves around and may not be in his house. Check the local map or Something Borrowed quest marker to pin-point his location if he’s not home.
If you have pickpocketed all items individually and have been incorporating pickpocketing in your stealth kills, about this time (give or take) you will unlock:
Enter the Temple of Lyria. Talk to Abelyra Seranon and accept the Orison side quest. Make an insurance save before talking to Maire, Queen of Cups. Persuade her in order to obtain the final item in the Something Borrowed faction quest--the Cowl of the Maiden.
Exit the temple and take the southeast path to the Scholia Arcana. Go across into the Main Hall. Savant Itran Sconn is a 4-6 advanced sagecrafting trainer. Savant Red Thombrum is an alchemy 4-6 advanced trainer. Artan Caid is a 4-6 dispelling trainer. We have yet to encounter the second 0-3 dispelling trainer so we'll have to come back to him. If you aren’t level 4 in Alchemy, make a note to upgrade your skill and return. Sagecrafting should be at level 4--our race gives us +1, the 2 trainers gave us +2, and we got another +1 when we read the sagecrafting skill book. Wil Donall sells a backpack that should come in handy now.
Leave the Scholia Arcana, descend to the lower city, leave Rathir, and return to Irion in Moon Camp. Because you persuaded Maire to forgive him, you receive Irion’s Wedding Band as a bonus—sell it. He gives us the next quest, Going Rogue, but we’ll do a couple of things first.
Make Bad Blood the active quest, fast travel to Tirin’s Rest, and go south to the marker to get the Lapidus Root. Make The Orison the active quest and proceed northwest to the closest spring. There’s a quest involving a pet Boggart nearby. Ignore it--it does little for us and there are reported bugs associated with it. Fast travel to the Refugee camp and make your way east to the next spring. Go to the final spring. Return to Seranon in Rathir to get the next part of the quest. Before heading to the lower city, stop by House Anwon and cure the son for Bad Blood. Talk to the mother for the next part in the quest.
In Rathir – Lower City, stop by the Alchemical Specialist. She’ll send the antidote and tells you to go by the City Watch. Go there and report the crime. You’re told to go to Abergast’s House. On your way, deal with Orwin Dunn for the Sparrow’s quest—he’s right outside Abergast’s House. Make a save upon entering—there are 2 persuasion checks coming up. After you succeed and Abergast succumbs, make sure you loot him for a valuable robe to be sold—Death’s Vestments.
Persuasion Succeeded: 30-31 of 50
Enter the nearby Seafoam tavern and use the secret entrance in the basement to enter the Lower Tunnels. Return to Selni to conclude the Sparrow’s quest after a fight. You get the Ragpicker’s Ring as part of your reward. The +1 Detect Hidden will help us find traps in an upcoming mission so don’t sell it.
Go through the tunnels. Make a save before you talk to Nuer Bedlym for the Orison quest. There are 3 consecutive persuasion checks. Fortunately, the final one has the highest probability of success. If you’re having difficulty, turn in the Bad Blood quest. The Orieator’s Shield included in the reward Has a +1 Persuasion and is a very decent shield in its own right.
Persuasion Succeeded: 32-34 of 50
Turn in the Tiding's of War quest to Radhir who will probably be in the Officer's Hall. If not, check the quest marker or your mini-map. In the Officer's Hall, talk to Carasta Arawyn. Accept her quest, Mixing Business. She'll give you a bottle of Maybryn wine. You also have a blue conversational choice telling her you have another bottle--the one you pilfered from the basement of the Seafoam Tavern.
Go to Gwalchmai's Goods and make an insurance save. Tell Galen Gwalchmai you have a gift for him. Before you ask him to look at the contract, offer him another bottle of wine. Ask him if he enjoyed the wine and then ask him to look at the contract. You'll have a persuasion option with a very high chance of success thanks to the 2 bottles of wine. Return to Carasta to complete the quest.
Persuasion Succeeded: 35 of 50
If you did Osduin's The Flowering quest, you will have an epic gem: The Gem of Cultivation. Check to make sure you have at least one epic gem either The Gem of Cultivation or another one. If you do not, unless you have just leveled up, stop by Alabon Llyrgryf's kiosk. He's the merchant who calls out to you whenever you walk by. Buy an epic gem from him. It's expensive--just over 10K gold--but cheaper than either merchant in Gwalchamai's who both sell epic gems. If you have very little experience in your current level, you won't need the gem.
Return to Coriana in the upper city. She rewards you handsomely for the Bad Blood quest—XP, Gold, and the above mentioned Orieator's Shield. Equip it unless you have something substantially better.
Report to Seranon in the Temple of Lyria. She gives you the third and final part of the quest. You must furnish a gift and the choices are not good. One option is to give 90% of the current experience at your level. The text in the game says 10% of your XP but, if you elect this option, you'll lose 90% of the experience earned at your current level. If you just leveled up and have very little XP, this is the best option. You may even decide to wait to report to Seranon after just leveling up. The second gift option is gold. She will take an exorbitant amount. I have not been able to figure out how she assesses the gold she takes. In my test playthrough for this WT, I had just over 100K gold and she would have taken 65K. The third option is to place an epic gem in the statuette she gives you--hence our interest in making sure we had an epic gem before going to the upper city.. Of course, we did this quest for the 3 persuasion checks which are already in the bank. So, you may elect just to forget about the third part of The Orison side quest and leave it unfinished. However, completing the Orison rewards you with a permanent positive status effect: -5% Mana Costs.
Good with Locks: Side Quest
Talk to Wyl Werrenir and accept his quest. You’ll have to lockpick chest in the Customs House to find a Red Ledger. There are 15 chests. You’ll probably need more than the 5 picks Wyl gives you. There are lots of breakable objects. Even if you find the ledger on the first try, open all the chests—they contain lucrative loot and you have a good opportunity to upgrade your weapons—selling the rest for cash. Return to Wyl for an XP reward. This quest boost your lockpick count towards an achievement but its main value is in the the loot it provides.
The Hunters Hunted: Main Quest
Fast travel to Didenhil and talk to Agarth in the Three Lamps Inn. You will receive a random ring. Make sure Make sure the Hunters Hunted is the active quest. Follow Agarth who leads you to and the Hunter's Pit.
In the dialog, choose, “I’ll fight through the front” or, “I’ll sneak in the back.” There’s more fighting through the front and more traps in the back. It’s your choice.
Agarth does the opposite of you, but you start out by following him to the pit. He will stop to fight enemies and wait if you want to loot (enemies and/or chests).
When you reach Hunter’s Pit, you split up after a conversation. Follow the quest marker. You will meet up with Agarth. After a brief fight, you must destroy a nearby mirror. Do so. The quest completes when you talk to Agarth after the cut scenes. You have a new quest, The Coming Storm.
The Coming Storm: Main Quest
Fast travel to the Gardens of Ysa. Follow the quest marker to the Font and enter the Court of Summer. Place the Codex of Destiny on the pedestal marked by the amber quest arrow. After the cut scene, you will unlock (Video 15):
You also receive a fate potion recipe and a twist of fate card for +3% Experience Bonus and +5% Gold. You initiate 2 new main quests—An Old Friend and The Great General. We will be doing those much later.
Going Rogue: Faction Quest
Now go to Moon Camp and speak to the Hierophant to advance the Going Rogue quest. You may have noted the merchants here do not sell the minor healing potion. There's no need to use higher level and more expensive potions. If you need to restock, fast travel to Golden Age Alchemy in Gorhart.
Travel on foot to Rithen. On your way, stop by Culn to advance the Out of Ruins quest. It was here I unlocked the achievement for smashing objects (Video 16):
Enter Rithen. Follow the quest markers. Watch out for traps. Equipping the Ragpicker's Ring (Detect Hidden +1) will help in that regard. Most of the enemies can be stealth killed--pickpocket those that carry loot first. Note that there are 2 seated enemies that cannot be backstabbed but can be pickpocketed.
Follow the instructions as you tag team with your companion, Phasmer Humm. At the objective, you and Phasmer have to unlock a gate by standing on 2 platforms. Phasmer rushes forward and is immobilized by a spell. The quest directs you to return to Irion in Moon Camp. However, before you leave the dungeon, you encounter Grim Onwig who gives you the cure. Return to Phasmer and administer it. Grim joins you and gives you the next quest, Mirror, Mirror.
The reward includes a Detect Hidden Skill Book. Unless your detect hidden skill is 6, read it to increase your skill. If your detect hidden skill is 6, do not read it until after you are trained by a 4-6 detect hidden trainer at a future location--Sun Camp. I’ve been told that some people get the Stealth Skill Book instead of the Detect Hidden Skill Book and get the Detect Hidden book in a future Travelers faction quest. If this is the case, a similar caveat applies. Read the skill book unless you’re at level 6 in stealth. If at level 6, wait until after you receive the services of the 4-6 trainer in Adessa.
Mirror, Mirror: Faction Quest
Travel by foot to Blackened Hall. It is quite close to Rithen. Once there, enter and go straight to find a Stones of Autumn lorestone. We’re waiting until our detect skill is 10 before we get serious about lorestones. However, Autumn lorestones are only found in dungeons and we don’t plan on returning to Blackened Hall.
Pick up Buru's Boots at the quest marker but don't put them on yet. Buru’s boots will magically protect you as you go over traps but they do not last long. Their intent is to protect you until you reach the switch to turn the traps off. But you’ll find this is touch and go. So, if you opt to use them, put them on at the edge of the traps and make a dash to the switch.
An alternative is to go into reckoning mode, with or without the boots, and dash towards the switch. Reckoning mode gives you a little more leeway than Buru’s boots.
I prefer to do it the slow tedious way. By now, with the help of the Ragpicker’s Ring and its +1 Detect Hidden, you can disarm traps. Its easiest if you hug one side or the other to minimize your exposure to traps. Inch forward by nudging . Whenever you see the disarm trap prompt, press . Since many of the traps are adjacent to one another, you might have to press 2 or more times before the prompt disappears. When it does, nudge forward, continuing to disarm traps until you are clear.
When you get clear of the traps, just before you enter an open area, there is a big block in the center of the passageway. This is the Erathi Sigil-Stone. Interact with it to deactivate the traps. If you have not used Buru's Boots, put them on and wait the few seconds it takes for them to wear out. They are a quest item and you don't want them wasting an inventory slot.
The quest updates to say you have to clear the maze. Nevertheless, it is not a true puzzle. Certain paths close and others open but the way is clearly shown on your mini-map. More of a challenge are the Niskaru that patrol. If you have powerful daggers or Fae blades, you can stealth kill them. However, it is more likely that they can survive a sneak attack. If they notice you, 2 other Niskaru come as reinforcements. This is not all bad because there is an achievement for killing 25 of them and we can get a better start on this achievement the more Niskaru we fight here.
The Niskaru are resistant to fire (but not immune). So, ice weapons are best if you have some good ones. Take note of the obstacles and use them to channel the fast-moving Niskaru and avoid being surrounded. If you have opted for the Arcanist Destiny, your newly acquired short teleport comes in very handy. As a last resort, there’s always reckoning mode but, of course, you’ll have to recharge the gauge after you employ it so you’ll have to deal with most of the Niskaru conventionally.
At the end of the dungeon you encounter the guardian. It’s almost anti-climactic after the Niskaru fights. Although big, it is not as fast as the smaller enemies and it is a single opponent that can easily be evaded. You have to deplete the guardian’s health to zero either conventionally or through reckoning mode. You have to apply the amulet immediately when prompted. If you delay, the guardian will recover some health and you’ll have to deplete it to get another chance to apply the amulet.
After applying the amulet, you remove its gem, the Tear of Mitharu which you can sell later on. At the objective marker, pick up the glass of ambient. Exit the dungeon, meeting up with Grim Onwig just before you leave. Grim rewards you and gives you your quest, Outside the Box. You have to go to Sun Camp.
Consult your world map. Sun Camp appears to be due south of Blackened Hall, but you can't go that way directly. Instead, fast travel to Aodh. If you didn't discover it during the Silent Step quest, you can fast travel to Vorm Lodge instead. From Aodh, take a roughly southeastern route through the pass into the Detyre region. As soon as you enter the Alserund subregion, take the first left onto a water-logged side road and follow it until you discover the Caverns of Ingress. Return to the main road and take it southeast through the Alserund subregion and into Menetyre. Cut east across the northern part of Menetyre, staying on the road, until you get to Ironfast Keep.
Enter Ironfast Keep, make and insurance save, and talk to Gavroche Valle. Accept his quest, A Master's Touch. Make it the active quest. There is a blacksmith check highlighted in green. Although you get the blacksmith icon to the left instead of the persuasion option, it still counts as a persuasion check. I verified this by having the achievement tracker on and it advanced after the successful check.
Persuasion succeeded: 36 0f 50
A Master's Touch: Side Quest
Follow the quest marker to Efyr Dynnwel. Make an insurance save. Persuade him to return to Ironfast Keep.
Persuasion succeeded: 37 0f 50
Efyr will send you to get 3 medicinal ingredients to heal his leg. Pay attention to the terrain when going to get the Jottun Grist. The Jottun Grist also requires some moderately challenging combat. When you return with the 3 ingredients, Efyr needs a special item to repair the blade.
The master’s tallow is in a dungeon, Hurvar’s Doorsill, in a warded container. You can dispel the ward normally or through a force dispel. It will probably be a 10% chance at your level. Even if you fail the force dispel, you can still loot the container.
Note that you can either backtrack out of the dungeon without further combat or continue on the roughly circular route continuing to fight including adding 3 Niskaru to your kill total. Thankfully, you don’t have to climb the mountain a third time to return to Efyr. His leg healed, he preceded you to Ironfast Keep. Fast travel there. Efyr is now there. He is available as a 4-6 blacksmithing trainer. Pay him the 30,240 gold for the skill point.
Go through the pass in the southeast corner of Menetyre exiting that region and entering Apotyre. When you exit the camp, go roughly northeast until you discover Whitestone. Talk to Steg Darkvari. He's locked inside a cage in the center of town. Accept his quest and make it active.
Runaways: Side Quest
Make an insurance save before you talk to Beorn and persuade him to give you the cage’s key.
Persuasion succeeded: 38 of 50
After freeing Steg, he asks you to get his "nest egg" hidden in Darkvari Mine. Follow the quest marker. When you loot the chest, you find a mysterious parchment. Exit the mine and make an insurance save. Hrindi Zungar accosts you shortly after you leave the mine and wants the mystery document. Persuade her otherwise.
Persuasion succeeded: 39 of 50
Follow the quest marker to Steg who has moved from his last position. The dialog choices don’t matter. He will give you a treasure map. This has little value to us. We’re very close to restructuring our character and will have a detect hidden skill of 10. This will allow us to see all chests including the one on the treasure map.
Make Outside the Box the active quest and complete your journey to Sun Camp.
In Sun Camp, talk to Argine who sends you to the Hierophant shrine. You must steal the master's pick from Eloren Criet at Adessa Laboratories.
Travel the short distance by foot south to Adessa. When you get there, you are given the key to Sandstone Villa—a safe house. There are other safe houses we could have acquired earlier but they entail quests that do not contribute significantly to 100% game completion. There’s a bed you can use to advance time and a chest where you can stash items for safekeeping to free up inventory slots.
Senecer Macit, a merchant in Domus Politica sells a backpack. The extra 10 inventory slots are welcome as you accumulate more potions. There’s a blacksmith forge near the Domus Politica out in the open.
Be on the lookout for Eric Porthe. He's a 1-3 dispel trainer. He's often in the vicinity of the Sandstone Villa but wanders around in other places as well. Keep checking on your local map until you find him. He'll be depicted with the small white sword trainer icon. If you don't see him in the vicinity of your villa, he may be in the nearby Arcadium where you'll see merchant, sagecrafter, and alchemy lab icons. He might also show up in the Forum which is located in The Adesssa Isles. We'll be going there shortly. When you find him, buy the skill point in dispelling from him. Once you have this second point in dispelling, acquire 2 more points in dispelling when you level up. When you reach level 4 in dispelling, return to Artan Caid at the Scholia Arcana Academy in Rathir. He's a level 4-6 dispel trainer and you can buy yet another point from him.
When you are cash rich—above 150K gold—start salvaging weapons you don’t need rather than selling them. At the end of the Travelers quest, we’ll be crafting a high quality weapon for an achievement. The more components you have the better. Additionally, you might end up making a better weapon than the one you have equipped. It's up to you whether to salvage or not. It's fairly minor because you should already have sufficient components that you have picked up along the way as loot. Of special note, most of the weapons components are for sale, but merchants who sell components gernerally do NOT sell the blade component of weapons. It is possible to obtain them as loot but the primary source is salvaging weapons you don't need. The chakram disc is a special kind of blade. It consists of the base material and an elemental component. So, if you're crafting azurite daggers, there is only one kind of small azurite blade. If you're crafting azurite Chakrams, there are 3 kinds of azurite discs--flame, frost, and shock. Accordingly, it is more difficult to get the exact component you need for crafting. You might even buy an inexpensive set of Chakrams for the purpose of salvaging it for its blade. Salvaging is random. Make a save before you salvage. If you do not get the result you want, reload the save and try again. Naturally, it's a waste of time in most cases but, if you're trying to obtain a quality Chakrams disc, it's well worth spending the time until you get the result you want. Note that flame discs are substantially more powerful than shock or frost discs.
To the southeast, find the Hospitalis Quarters. Borm of Bowstrings is a 4-6 stealth trainer. Pay him the 30,240 gold for a skill point. Look at the bulletin board with the exclamation point. Take Redistributing Wealth to start The Tithes that Bind quest. Make it the active quest.
The Tithes that Bind: Side Quest
Go to the 3 nearby quest markers. Make an insurance save before you talk to each merchant for a high probability persuasion. 2 are outside. Driadore Sele is inside the Arcadium. If you haven’t gotten the Bookworm achievement yet, Arthesa Lille sells 16 books. Return to Abblier the Addled in Hospitalis to complete the quest—the easiest 3 quick persuasions in the game:
Persuasions succeeded: 40-42 of 50
Take one of the 2 entrances to Adessa – The Isles. Go to the Forum. Train with Templar Mountainel—a 4-6 persuasion trainer. If you’re not at persuasion 4 yet, come back later. Note that bonus points from the Compass of Fate and the Orieator’s Shield do not count towards the ability’s formal skill points.
Make Outside the Box the active quest and go to the quest marker. Make a save before talking to Eloren Criet upstairs in the Adessa Laboratories. After passing the persuasion check, you learn you must rob the armory.
Persuasion Succeeded: 43 of 50
Pickpocket the first Praetorian you see for the Master Armory Key. This isn’t necessary but, if you don’t have it, you have to pick the chest’s lock—increasing your exposure time. This is a tricky stealth segment. Check your local and mini-maps to maintain your situational awareness and sneak by the guards when their backs are turned. Alternatively, you could use Greater Phasewalk Potion(s) to make yourself invisible. Return to Argine at Sun Camp once you have the ornate box—the object of your theft. She gives you your next task.
Follow the quest marker to Motus Mining Headquarters where you're faced with another stealth task. There, sneak by Guian Stebic. If you're up to a challenge, pickpocket his lab key and/or his bursar key. You can, if you want, use phasewalk and turn yourself invisible if you picked up some extra potions. Otherwise, rely on your lockpicking ability. Use the machine downstairs to unlock the box. After you have accomplished your mission and don’t mind being seen, you can use Guian's merchant services. Buy all the minor phasewalk he has and save at least one potion for the last quest in the Traveler's faction quest line: Thick as Thieves.
Return to Sun Camp. It was at this point I picked the 50th lock and popped the following achievement (Video 17):
You may have already unlocked it if you have been aggressively opening every locked container. Alternatively, you may have been focusing on quest activities and have bypassed many of the containers. If so, consult the achievement tracker to note your progress. There are hundreds of containers available for the container. It is not missable because it will continue to be valid in post-game play. Provided you did the Rathir side quest Good with Locks, coupled with the required lockpicking during the Travelers questline, you should be fairly close to the goal by now if you haven't already unlocked the achievement.
Report back to Argine to conclude Outside the Box. She gives you the next quest, Classic Misdirection. Make it the active quest.
Classic Misdirection: Faction quest
First, pray at the Hierophant shrine. Maun Cointaker is about to be executed. You are tasked with obtaining a key to his treasure trove. Follow the quest marker the short distance. Enter Convict's Cavern and talk to Maun in his cell. He sends you, with his key, Snaketail Grotto.
There are a lot of enemies but they are preoccupied with fighting amongst themselves and do not present a serious challenge. Go to the 3 quest markers to assemble a device. Use it to gain access to the treasure that is much less than it was rumored to be. As you leave Snaketail Grotto, you run into Grim Onwig. He gives you a rewards of sorts. Talk to him a second time to receive the next quest—The Purloined Letters. Make it the active quest.
The Purloined Letters: Faction quest
Fast travel to Adessa. Follow the quest marker to Adessa - Isles. Enter The Livrarium and talk to Phasmer Humm. He gives you the Shroud of Omission. You are to find the Missives of Sable and cover it with the shroud. When you tell Phasmer you are ready, you can enter the Forbidden Hall through a grate that becomes visible near Phasmer’s feet.
Make your way through the Forbidden Hall stealthily, backstabbing enemy gnomes along the way. If you still have not gotten the “Where’s my Wallet” achievement, pickpocket them first. Otherwise, loot their bodies after backstabbing. You’re looking for keys. Depending on the time of day, some of the keyholders may be asleep. If so, pickpocket them to get their keys. There is more than one "keymaster" with the vault key you are looking for.
You end up in a room with a chest surrounded by eight braziers. You must light all the braziers to unlock the chest in order gain access to the inner sanctum. This is the closest thing to a moderately challenging puzzle in the game. When you interact with a brazier, it’s equivalent to flipping a switch. If it is off, it will turn on and vice versus. Moreover, you will also flip the metaphorical switch on braziers adjacent to it—changing their states. A lit brazier will extinguish and an unlit brazier will light.
The key to solving the puzzle is to end up with only 2 lit braziers diagonally opposite one another. Thus, there are 2 unlit sets of 3. Light the middle unlit braziers in each of these unlit sets of 3. Lighting each of these will also light the unlit braziers on either side. So, each unlit set of 3 will become completely lit and you will end up with eight lit braziers.
You can start with any brazier you want. Sometimes when you press , it will not register so make sure you are getting the effect you want. To simplify, we will only move clockwise. Start with the brazier of your choice and make sure it lights. Go clockwise and light the 4th brazier. Make sure it goes on. Continue and interact with the 5th—making sure it goes out. Then, interact with the 4th—making sure it goes out. Continue and interact with the 5th—making sure it goes out. Continue and interact with the 4th—making sure it goes out. Then, interact with the 5th—making sure it goes on. Finally, interact with the 4th. When it turns on, you’ll get a message saying the wards are released. There's a lever to reset in case you need to start over.
You can now enter the room with the objective marker. Before going to it, loot the valuable contents in the 4 chests. Wrap the book in the shroud as instructed by pressing A. This triggers an alarm and enemies spawn. If you have some phasewalk potion, you can dash by them invisibly. Otherwise, stealth or fight your way past them. Follow the objective marker to exit the Forbidden Hall.
Reminder: When you level up, you should work towards upgrading your dispel skill to 4. Afterwards, train in dispelling with Artan Caid at the Scholia Arcana academy in Rathir, a 4-6 trainer.
Report to Grim Onwig who you’ll find in the Hospitalis Quarters. Grim’s reward includes a Stealth skill book. Read it to gain a skill point. He also gives you your next quest—Thick as Thieves. Make it the active quest.
Note: Some people have reported receiving the stealth skill book in Going Rogue and the detect hidden skill book in Purloined Letters. If you obtained the stealth skill book earlier, you'll receive the detect hidden skill book. Read it for its skill point.
Thick as Thieves: Final Quest in the Travelers Faction Questline
Before you begin this quest, make sure you have a phasewalk potion—minor, greater, or master. We’ve come across 3 vendors who sell it: Gelphyne Nargyfier in Rathir- The Lower Tunnels (Master Phasewalk), Riona Helt in Ysa- Asker's Alley (Greater Phasewalk), and Guian Stebic in Motus Mining Headquaters (Minor Phasewalk). You can also make it at an alchemical lab if you have the ingredients. Choose experiment and add Sky Blossom (2), Star Thistle (2), & Cripplespore Caps (1). Note the lab chooses the quantities. Pick up a few extra for later on in the game.
Exit Adessa, fast travel to Sun Camp, and follow the quest marker to an open grave. Make an insurance save before you enter the grave for 2 reasons. First, there are a couple of bugs. Second, there is a choice. You may want to reconsider or see both options.
The choice does not affect the upcoming achievement nor does it affect 100% completion. This is not the case with some of the other faction quests where the choice might have substantial repercussions. In this case, you must side with either Grim & Phasmer or Argine, Queen of Staves & The Hierophant.
The choice you make is up to you. I prefer siding with Argine & The Hierophant. I found Phasmer very sketchy. Grim might be in the right but he did not make a compelling case. So, Grim’s association with Phasmer is the deal breaker. Although Argine, similarly, did not make a compelling case, neither she nor the Hierophant are creepy like Phasmer. Moreover, I thought reuniting the Moon Camp’s King and Queen of Cups was touching and, therefore, am more inclined to support the established order rather than the insurgents.
From a pragmatic standpoint, there is a slight difference in the rewards. Supporting Grim rewards you with the Chariot card: + 1 to Finesse Abilities & +6% Piercing Damage. You get the Temperance card when you support Argine & The Hierophant. Temperance gives you the same +1 Finesse but instead of increased piercing damage gives you +6% evade.
Our primary weapon is the Chakrams—not a piercing weapon—so the extra piercing damage doesn’t help much. In contrast, our defense relies heavily on evasion. Moreover, increased evasion is of benefit anytime you are under attack. Nevertheless, the main reward is the truly great Shadowskin armor set. We get this armor set regardless of which side we choose. It was to obtain this armor set that we did the Travelers quest line first:
- +10% Experience Bonus
- +10% Gold Bonus
- +1 Stealth
- +25% Fire Damage
- +55% Critical Hit Damage
- +15% Chance to Critical Hit
- +15% Fire Resistance
Before we enter, there are several avoidable bugs you should be aware of.
- Do not attack Crilgarin/The Hierophant prematurely if you side with Grim (or at all if side with Argine & the Hierorphant). That could sabotage the quest.
- When you are making your escape, stay close to and just behind your ally. If not, there is a small chance of the ally getting irretrievably stuck behind an obstacle.
- You don’t need to do the mission stealthily or make use of the bag of winds as a stealth device. Nevertheless, if you do not follow the quest’s tasks in sequence, it could sabotage the quest. All 3 of these bugs can be remedied by loading a save file made before the bug occurred. The following guide to this quest will emphasize how to avoid the potential bugs.
After you make your insurance save, enter the grave. You will encounter Argine. You must agree to help her against Grim. This is not the point where you make your choice and is non-binding. Speak to Crilgarin as well.
Your first task is to obtain the Bag of Wind. Ideally, you proceed stealthily and pickpocket the guard who carries it. She is marked by the quest marker. Afterwards, loot the room she’s in. It’s got some valuable stuff. The quest is scripted from a stealth perspective. However, you can go in guns blazing, kill the guard, and loot the bag of winds off the guard’s corpse. When you obtain the bag of winds, you get a new task—find the court sanctums.
Proceed towards the objective marker. Ideally, you are crouching and remaining out of sight. The short teleport when crouching is an ideal way to traverse gaps. This assumes you are using the Disciple destiny or the more advanced Warlock where blink replaces the dodge-roll. The enemies are not very alert. However, if you are detected you can fight and kill them without jeopardizing the mission.
The key point is that when you descend a flight of stairs going towards the objective marker, you are given a new task—bypass the sentry. You see a new objective marker very close to your position. It is at this objective marker where you are supposed to open up your inventory, select consumables, and use the bag of winds. Refer to the below picture. Note the amber downward arrow depicting where you must use the bag of winds.
If you do not use the bag of winds precisely as the quest dictates, it’s no big deal. You will alert the watcher triggering enemies to appear. Fight them and proceed. The important thing to avoid the bug is that you obtain the bag of winds as instructed and use it before you use the missives to frame one party or the other.
Once you are by the sentry (the watcher), you must choose a side. I chose to go right to support The Hierophant and frame Grim Onwig. If you go left, you frame The Hierophant and support Grim Onwig.
Approach the objective marker while crouching. Make a save before you get there.
Note: The use of the phasewalk potion described below is not a requirement but I recommend it. First, the prompt to frame your target is finicky and does not always activate when pressed. Second, the target is very alert. Third, even when the probability for success is high, there is always the random possibility of failure (as you have probably seen with your persuasion attempts). Accordingly, the use of the phasewalk potion spares you the potential aggravation of reloading save files.
Use a phasewalk potion. While invisible and crouched, plant the missives on your target by pressing when prompted. Stay crouched and jump down at the nearby indicator. If you moved promptly, you should still be invisible even with the minor phasewalk. At any rate, your chance of detection diminishes in the commotion after your target is framed. If you framed Grim, after jumping down take a couple of steps east and then proceed northeast. If you framed the Hierophant, you proceed a short distance southeast and then turn to go northeast.
The escape paths corresponding to the 2 choices converge as you start going northeast. In both cases, you meet up with your allies and must fight. Stay close to and behind your ally with the amber arrow above the head. Having your ally precede you prevents the bug where the ally is irretrievably caught behind an obstacle. The fights are not difficult and your ally contributes significantly. Follow your ally to the exit where you receive your reward and unlock:
Completed the Travelers storyline quests.
Reminder: You should have trained in dispelling with Artan Caid at the Scholia Arcana academy in Rathir, a 4-6 trainer, when you upgraded your dispel skill to 4.
Equip the Shadowskin armor set you receive as a reward. Fast travel to Adessa. Go to your villa and deposit the Shepherd armor set in your stash.
Assuming you have been following the walkthrough, you should be around level 16 give or take--hopefully give. We want to be at level 16 because that's the earliest we can acquire master level skills. We want to end up with detect hidden of 10. Additionally, we have some crafting achievements for gems and equipment that require master level sagecrafting and blacksmithing skills respectively. If you are not at level 16, do some miscellaneous quests. Start with Out of the Ruins that we left unfinished after the persuasion check. It will show in your side quests--just make it active.
Bulleting board quests tend to be quick and easy--Shieldring Keep, Ironfast Keep, Ayten, Hospitalis Quarters in Adessa, etc. You've undoubtedly come across numerous quest givers so you can backtrack and pick and choose the ones you want to do. They're easy to find since they're identified by the telltale exclamation points.
Once you are at level 16, seek out the services of a fateweaver. I suggest Simeon Crowe in Adessa. He moves around a bit but can easily be found on the local map. Adessa is a good place because the city has all the amenities we need. It's not the only one but its the only place we can stash excess items so far.
We're going to fateweave twice. The first time is so we can do some crafting. So, it doesn't matter how you apply your points towards might, finesse, and sorcery. We'll set our sagecrafting and blacksmithing skills to 10 each. The excess points can be used anywhere. I suggest mercantile on the off-hand chance you might want to buy something. You don't need to equip anything. Once you have leveled up, go to the sagecrafting altar. We're going to use one or more of the gems we craft in our blacksmithing project so we need to sagecraft first.
Select strengthen gems from the sagecraft altar's main menu. Whenever you have 2 or more of the same type of cloudy shards, combine them into lambert shards. When you have exhausted the cloudy shards, whenever you have 2 or more of the same type of lambert shards combine them into pristine shards. Do this until you've exhausted your lambert shards. The first time you strengthen 2 lambert shards into a pristine shard, you will unlock (Video 18):
Now, go back to the sagecrafting altar's main menu. Choose to craft an epic gem. We're not going to use it so it's best to use whatever gems you have a surplus of especially if you have leftover single cloudy shards or lambert shards that you were not able to pair up and strengthen. There is a wealth of combinations so use whatever you think you can spare. We're only going to craft one for an achievement. Try not to use physical, protection, or poison shards because we have other uses for them. For example, a Cloudy Fire Shard and a Cloudy Ice Shard combine to form the Epic Gem of Mystic Sonority (+10% Elemental Damage). 2 gems of the same type tend to create epic gems. It's the same process we used when strengthening except we get a different result because we chose to craft epic gems from the main menu. Once you craft your first epic gem, you will unlock:
We need to create gems we can use in weapon crafting. I'd like to craft a set of Chakrams and a pair of daggers. However, you are free to craft any weapon you'd like. You'll need 3 regular components and either a utility gem or weapon gem depending on the item crafted. Chakrams, for example, unlike most weapons, take utility gems when crafting. The best utility gem, in my opinion, is the Gem of Precision. It provides a +7% chance to critically hit. Go to the sagecrafting altar's main menu. Select crafting a utility gem. Use one pristine poison shard and 1 pristine physical shard to give you the Gem of Precision. For the daggers and other conventional weapons, we need a weapon gem. In my opinion, the most valuable weapon gem is the Gem of Rot--48 poison damage over 7 seconds. From the sagecrafting altar's main menu, choose to craft a weapon gem. Use a pristine poison shard and a pristine physical shard to craft the Gem of Rot.
Now, it's time to go to the blacksmith forge. We may or may not craft something useful. We're using the forge primarily to get 2 achievements. So, the weapon choice is completely up to you. If you want to craft Chakrams, you'll have to have acquired a disc. If you don't have one, move directly to daggers or other weapon of your choice. Use the best components you have in each of the category slots beginning with the blade. For chackrams, flame discs do more damage than other discs. Moreover, the armor we just acquired gives us a 25% fire damage. It is unlikely you have a prismere disc, but you might have the next best, a sylvanite disc. If not, azurite discs should be fairly common. The best handles, in my opinion are shock handles because they have a tendency to stun enemies and interrupt their attacks. However, infecting handles and piercing handles also provide substantial benefits. If you have a master piercing handle and only greater shock and infecting handles, pick the higher rated component. If you have both, my preference would be for the infecting handles, but it's a close call. Use the Gem of Precision if you're crafting Chakrams. Use the Gem of Rot if you're crafting daggers.
If you're missing a component, Sari Cemble in Adessa Walls sells a variety (but she doesn't sell discs or other blades--see the salvaging section above). If you're picky, the merchant we've come across so far with the best components is Marisal Cadyr (Pride of Pryderi in Rathir). But she, too, does not sell blades. When you've assembled the components including the Regenerating Gem, craft your Chakrams. The first time you craft any item at a forge you unlock:
Crafted a piece of equipment with Blacksmithing.
Since we have crafted an item with 5 components including a gem, you will unlock:
At this point, we don't have the best components. It will be a while before we start acquiring "flawless" components. Still, without making any particular effort on the playthrough I did to test this walkthrough, I was able to improve on both my Chakrams and daggers. I thought I'd acquired a pretty good set of Chakrams. My daggers were decent but nothing to write home about. In both cases, the crafted item surpassed the acquired one. You might ask, in light of the superiority of crafted weapons, why the walkthrough is glossing over this aspect of the game.
- Crafting is very labor intensive. The primary component of a weapon is the blade. it requires a lot of effort to acquire premium blades.
- The best components do not become available until late in the game. By that point, we're leveled up to the extent where there are diminishing returns in weapon upgrades.
- Crafting weapons better than you can acquire by other means requires high level skill in blacksmithing and sagecrafting. To get the mastercraft blacksmith bonus, a level 10 skill is required. We want to maximize detect hidden which is a true game changer and an order of magnitude better than level 10 blacksmithing (IMHO). We also need points in alchemy and dispelling for achievements. So, at this stage of the game, we cannot afford investing skill points in sagecrafting and blacksmithing--this is the reason why we did a special fateweave to get the crafting achievements.
It's quite possible you don't have the materials to craft weapons better than the ones you have or were extremely fortunate in finding exceptional weapons. Don't be discouraged if your crafted weapons don't measure up to the ones you have. The next stage of the game, The Legend of Dead Kel, is a treasure trove of unique weapons that will quickly replace what you have now--good or bad.
For now, we will reset our points and no longer be a master sagecrafter and a master blacksmith. We will, however, have over-the-top detect hidden skills that vastly simplify obtaining the most arduously obtained achievement in the game. Use the fateweaver's services one more time and reset your points. Don't put any points in might this time. Split them evenly between finesse and sorcery. Make sure you put points against the weapons you use. In sorcery, also put points against your abilities especially ice barrage that becomes available when you have 20 sorcery points. Ice barrage is more lethal than storm bolt and there are achievements for killing enemies with abilities. If you have been alternating weapon and abilities attacks, you have probably already unlocked (Video 19):
If you haven't unlocked it yet, there is plenty of time. You can use the achievement tracker to check your progress. This first achievement unlocks when you have 100 ability kills. Another achievement unlocks when the kill tally reaches 500.
You should have unlocked the Warlock Destiny with 25 points in each of finesse and sorcery. This includes Poison Blink 1: Short-range teleport with Poison Effect that replaces the dodge roll. This means you poison enemies as you teleport through them. A poisoned enemy's offenses are significantly reduced.
For the skills, this time, begin by putting 10 points in detect hidden, 7 points each in alchemy, stealth, and dispelling, and distributing the remainder as you see fit but don't put any in mercantile until we make use of the two 0-3 trainers. Persuasion should be fine. We're almost at 50 persuasion checks. You have 3 points from trainers and bonus points from the compass of fate and Orieator's Shield. The bottom line is we're in fine shape. We have enough points in all the abilities we need so anything else is discretionary and up to your personal preference. I recommend blacksmithing in case you'd like to do some crafting later on in the game.
Dispelling: The high level of dispelling gives you high probability at opening warded chests with the random chance executed when you press . Get in the habit of checking all chests with the level 10 detect hidden skill and opening the warded chests with the random chance feature. There is an achievement for opening 50 warded containers.
Note that we already have 4 points in detect hidden so you only need 6 to reach level 10. You could, if you want, keep the Ragpicker's Ring equipped with its +1 detect hidden. However, you are more likely going to be inclined to replace that ring with a better one so its probably best to bite the bullet and max out detect hidden. We're setting alchemy, dispelling, and stealth at 7 for reasons. First, we'll have need of those skills in our upcoming endeavors. Second, we'll be running across 7-9 trainers and need to be at 7 skill points to retain their services.
Our major objective, though, was to get detect hidden to 10 points. We could not unlock master tier abilities until we reached level 16. Detect hidden is the only ability where there is an order of magnitude difference between 9 points and 10 points. With 10 points in detect hidden, you can see every chest on the map and every lorestone. You must find 195 lorestones for an achievement. This is very tedious if they are not visible on the map. Below, is a view of the map with 10 point detect hidden abilities. Note the 5 brightly colored lorestones:
Equip the Shadowskin set of armor and weapons of your choice. Make sure you equip the accessories you want--necklace and rings. Fast travel to Star Camp. Have Elayen Dark, a 0-3 trainer, give you a mercantile point. Fast travel to Ingress Caverns. Note the nearby green dot on your local map depicting a Mitharu Shrine. Go there and have Anton Damian, a 0-3 trainer, give you another mercantile point. Check to make sure you have at least 2-3 minor, greater, and/or master phasewalk potions. If not, pick them up. The strength of the potion does not matter.
Our new armor is a substantial upgrade both offensively and defensively. Warlock gives us +25% elemental damage. The armor set gives us +25% fire damage. With your set of flame Chakrams, you will be seriously kickass as we embark on the next stage in our journey--The Legend of Dead Kel.