Hands of War 3 Walkthrough

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Throughout the guide I will refer to various grids on this map. While the map system has greatly improved since Hands of War 2, some people may still find this useful.

Riddle Answers: Riddle One) E, Riddle Two) 21, Riddle Three) 13,212, and Riddle Four) 14.5 Degrees.

Opening Storyline

The civil war of Tempor has finally reached a close, with the death of Gardius and the Black Council, but in the wake lies the destruction of Tempor. Farms and homes lie in ruinous conditions and the time to rebuild is now. As Tempor tries to regain its power, six factions rise to power, the Warders, Magicians and Blademasters and the Mercenaries, Merchants and Commoners, — each with its own priorities, ideologies of how recover from the war and how to regain their former power. After the war, Triton Steel, a military commander of the Temporian civil war, unites the factions under one rule and brings peace to land for the first time in many years. In the aftermath of the war, a new group is formed called The Alliance. The Alliance is the combined forces of the Phoenix and Guardian factions that were prevalent in the civil war (Hands of War 2).

As time goes on, the fighting of the many factions in Tempor increases and it becomes apparent that Tempor must reach an understanding within its own government and its factions to increase stability and prolong peace. Triton Steel, in attempts to unite Tempor, rendezvous the leaders of each faction and eventually forms the Circle. In the Circle, each member (one member representing their own faction) has a say in how Tempor is to be rebuilt and restored to power and peace. Suddenly, through the doorway enters a figure who none of them know. He claims to be from a far-off land and shares his name, Beldon Ax. Upon the table, shared by the councilmen, he places the Mind Stone. In this act he disturbs the council and gains power in the land of Tempor. In the midst of Tempor’s ruin, it is now inhibited by a strong foreign power who promises to bring power and prosperity back to the land through the wages of war.

Will you restore unity and peace through the fires of war, proposed by the mysterious Beldon Ax, or through the peace and rebuild backed by your loyal countryman Triton Steel? Choose and change the history of Tempor forever!

Picking Your Class

When you first begin your game you will have the options of picking the Blademaster class, the Warder class or the Magician Class. These classes have their own powers and weaknesses. The Warrior will have primarily close-range attacks that will deal large amounts of damage. He will also have more health points and defense than any other class. The Ranger class will use his bow and arrows to inflict damage from across the battlefield. With his speed and quick firing he will be able to avoid most enemies. Finally, the Wizard class is able to cast magical spells that will tear apart your enemies from afar. While their magical attacks are great, their weak defense makes them susceptible to being slashed to pieces upon close-combat. I usually go with the Ranger as he can avoid taking damage in most battles (mainly due to his speed) and can inflict a moderate amount of damage.

The Choice — Peace or War

Stroyline Quest

Now that you have chosen your class, you will find yourself in the Circle. Before you lies Triton Steel, to the left, and Beldon Ax to the right. To your sides lie the other councilmen, representing each of their factions. When talking to either Triton or Beldon they will ask you to convince the other councilmen to join their cause. Triton believes in rebuilding Tempor and rising in power through that method. Beldon, on the otherhand has been raised as a Shadow Runner. If you remember from the original Hands of War, the Shadow Runners were the enemies of the alliance (who Triton represents) and invaded the land of Tempor. Triton’s storyline will bring you to the restoration of Tempor through an idealogical means of peace and stability, while Beldon will encourage war as a means of making profit and gaining the other Stones. The following guide will cover the storyline of Triton Steel. If you choose to follow Beldon Ax, another guide is available here.

Rally Support

Stroyline Quest

If you speak to Triton now, you will be approached with the quest “Rallying Support.” As the Circle is in its infancy it has easily been split between the Temporian Triton Steel and the mysterious foreigner, Beldon Ax. Triton wishes to regain his power as the leader of the Circle and restore order and eventually start to rebuilt Tempor. Beldon wishes to do similarly, but instead use his power to wage war. With the information that Beldon has brought to the Circle, he has convinced some of the council members that this will lead them to riches and power. In this quest, Triton wants you to speak to the other council members to convince them to stay loyal to Tempor and to himself. Accept the quest and begin to talk to the other council members.

Depending upon who you speak to you may or may not be granted bonuses or alliances throughout the game. From the left side, from top to bottom it reads Aryn Gardius (Warders), Axl Torin (Merchant), Malistar Thorn (Blademaster) and from the right side, top to bottom, it reads Aeri Swift (Mercenaries) Serene Cole (Magicians) and Gavin Yuri (Commoners). Once you spoken to four of the council members the quest will be completed. Speak to Triton to claim your rewards. The reward for this quest is five gold pieces, 3 Alliance Emblems and the choice of either eight gold pieces or five Alliance Emblems. Hit the complete quest button after you’ve made your choice and Triton will present you with another issue.

The Makings of a Soldier

Stroyline Quest

Now that you have completed the Rally Support quest, Triton will ask you to report to Protector Leman. He believes that the Heart Stone has lost power because Tempor has lost its unity. If Tempor can be restored to its former power, and revived from the turmoil, then the Heart Stone may be activated again. Trition suggests that you travel to Protector Leman as he continues his work in the circle. He also mentions that the camp where Protector Leman in stationed can be found to the southeast. This is relatively easy to find. The reward for this quest is ten gold pieces, eight Alliance Emblems and the choice of either another ten gold pieces or another eight Alliance Emblems. Once you reported to Leman hit the complete quest button. Like with Triton, Leman will immediately speak to you about a new quest.

Riordan, the Warlord

Stroyline Quest

Now that you’ve reported to Protector Leman, he will speak to you about the Shadow Runners’ camp to the east of the city (I-5). In attempts to bring stability to the region, he suggests that we must kill the Warlord Riordan who is recruiting warriors for the Shadow Runner’s cause. The reward for this quest are ten gold pieces, eight Alliance Emblems and your choice of another ten gold pieces, eight Alliance emblems, or the option of being granted a pair of Soldier Handguards, Wizard Handwraps or Archer Gloves. This is the first storyline quest where you will be able to receive various equipment. Depending upon what class you chose at the start of the game you may want a different item. Take into account the stat aliments the item consists of and what would suit you best.

If you head north of your current position you’ll find yourself at Riordan’s encampment. Unlike the previous Hands of War games, you’ll be stopped in your tracks by him as he questions what you are doing here upon entering the camp. From this point you get to say one of three awesome lines that will immediately provoke a fight. Riordan is extremely easy to kill and the Warlings will have limited health and do small amounts of damage. Once you kill Riordan you will have completed the quest. The Warlings will continuously respond through. The quest, Riordan, the Warlord is good to pair with Riordan’s Warlings from Captain Riley (found in the same location as Protector Leman (J-6)) which tasks you to kill six Warlings.

Now that you have killed Riordan, report back to Protector Leman and claim your rewards. At this point in the game, it is likely that you will have access to these weaker armors at shops. If you want, you can get the different glove types that appear here, but they will also be available at the shops, if you’re interested in just taking the money or Alliance Emblems. Chance are, though, the gloves will be sell-able for more than the coins you can choose to take. Complete the quest and a new one will immediately appear.

Tempor’s Heartbeat

Stroyline Quest

Now that you have killed Riordan, Protector Leman will assign you a new task. It appears that  nearby grain mill has gone out of commission and the local Shadow Runners have taken up base there. By cutting off the town’s food supply the citizens will surely ensue riot. To prevent this, you must recapture and fix the grain mill before it is too late. The rewards for this quest are fifteen gold pieces, ten Alliance Emblems and a Ruby Ring, as well as the choice between another fifteen gold pieces, ten Alliance Emblems, Soldier’s Platewrap, Wizard’s Rope, or an Archer’s Tunic. Optionally, we can also accept the quest, Flickers of War from Captain Lajin to earn a bit more gold and Alliance Emblems during this quick adventure. Accept the quest(s) and head northwest to H-4.

Once you arrive at H-4 there will be many Shadowlings about. These guys are primarily swordsmen and will have around 150 health points. At this time, you can take out a few of them and see how easily you can kill them, but because of their fast respawn time this will have little effect on the outcome of this battle. Once you go near the grain mill and step on the yellow action icon all of the Shadownlings will attack you at once. At this time, it is unlikely that you can do much damage to them and at most you’ll be able to kill one or two before they respawn again. Nonetheless, once you’ve killed a few for the experience points, if you’d like to, you’ll want to return to Protector Leman to finish up the quest.

Now that you’ve completed the quest, return to Leman and he will congratulate you for your victory and remarks that food shouldn’t be an issue in this area any more. Once you’ve collected and picked your reward hit the complete quest button. Continuing the trend, a new quest appears from Protector Leman.

Goblin Pests

Stroyline Quest

After you’ve completed Tempor’s Heartbeat Protector Leman will approach you with another quest. This quest, Goblin Pests, will require you to kill nine Young Goblins. After the invasion of Tempor, a horde of goblins had moved into a blacksmith’s forge to the west. In attempts to get the craftsmen back to business, and the iron supplies increased, the smithy must be recaptured. The reward for this quest is 25 gold pieces, 12 Alliance Emblems and the choice between an extra 15 gold pieces or 10 Alliance Emblems. Accept the quest and begin your journey westward. Optionally, but recommended, this is a good time to also accept the quest, Goblin Blood, from Captain Biasn, in the same area as Protector Leman. The Goblin Blood quest will grant you 25 gold pieces, 12 Alliance Emblems and the option of an additional 15 gold pieces or 10 Alliance Emblems.

The smithy is located at I-2. Once you reach the location, you will be confronted by about seven Young Goblins. The goblins have 150 health points and will do small amounts of damage. Killing them should be very easy, especially if you’re using your abilities. This is the first storyline mission that will require you to kill enemies, so I’ll give a short description on the fighting styles of each class. If you’re using the Blademaster class then you’ll be able to do a good deal of damage even with your auto-attack. At the start of a battle be sure to use your strongest ability, or one that will slow the enemies for the rest of the battle. If you’re using the Magician class then it is best to target the furthest enemies from your position. Use a slowing spell for the first hit to give you more time to attack as the beast charges towards you. Your second spell should be the one that does the most damage. Similar to the Magician, a Warder is best utilized to take down targets from afar. Use similar spells for the first couple of moves (for example, Warders have the Frost Arrow (this slows the target) and Falcon Shot (which deals a high amount of damage)). Later in the game you will have allies, but your strategy will remain much the same unless you plan on being a healer or using many positive status-affecting spells.

Once you’ve killed nine Young Goblins, report back to Leman and claim your gold and emblems.

Flickers of War

Optional Side Quest

As we won’t be returning here any time soon, we should at least complete the remaining side quests in this area. Notably, the side quests of Captain Riley, Captain Lajin and Captain Biasn, as well as our class-specific storyline quests. You may complete these quests in whichever order you wish, but we shall begin with the Flickers of War, as provided by Captain Lajin. Speaking to him, we learn that Triton believes that the Heartstone has little power as Tempor has little power itself; the key to restoring the power to the Heartstone is by reuniting Tempor. He continues that Triton has ordered that anyone who causes chaos or disrupt in the land should have forceful action taken against them. We learn that, recently, the Shadowlings have taken over the grain mill nearby, cutting off a vital food supply to the land. We must eliminate some of Shadowlings there to remove their threat and restore peace to that area. The reward for this quest are 15 gold pieces and 10 Alliance Emblems, with the choice of 15 more gold pieces or 10 more Alliance Emblems.

It goes without saying that you’ll have to head back to the grain mill and kill six more Shadowlings. Much like before, these guys are pretty weak and you should be able to take their hits and simply summon your best abilities at this point. If you’re an archer like me, then there is no real point in running and shooting as you won’t be fast enough to get a single shot off before they catch up to you. For now, we’ll just have to take the hits. Once we return to Captain Lajin, he thanks us and and mentions that, while Tempor shouldn’t be a violent nation, this was something that had to be done. Collect your rewards and prepare for your next quest.

Riordan’s Warlings

Optional Side Quest

The final side quest in this area is Riordan’s Warlings. This quest is easily combined with the first quest we received when coming to the service of Protector Leman. Unlike when we killed Riordan, this quest focuses on his followers. It won’t be long until they find a new warlord to follow. Let’s make sure that they don’t. The reward for this quest is 10 gold pieces and 8 Alliance Emblems. We can recievealso recieve another 10 gold pieces or another 8 Alliance Emblems. The Warlings are found in the same area where we encountered Riordan, directly to the north. Once there, slaughtering six warlings is simple and claiming your reward won’t be too far in the future.

Goblin Blood

Optional Side Quest

At this point, we can also accept the Goblin Blood quest, even if you already completed it earlier, paired with another quest. Once again, the Captain wishes you to go to the smithy and kill some of the Young Goblins there. Specifically, he requests that you collect their goblin blood so that he may further his research. He believes that the goblin blood can be mixed with different metals to create different effects. Regardless of what he wants us to do, he will pay us 25 gold pieces and twelve Alliance Emblems, with the choice of 15 more gold pieces or 10 more Alliance Emblems. With just about every Goblin we kill at the smithy, we’ll be able to harvest a bit of Goblin Blood. This is a short quest and the Goblins shouldn’t provide you wish much trouble. Once you’ve collected six samples, you can return to Captain Biasn for your reward.

A Real Task

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

Now that the goblins have been slain, Protector Leman will share with you that the previous quests he’d given you were only to test your strength. Apparently, earlier, Triton has told Leman that if you were to succeed in these tasks that you shall travel northward to find an isolated hermit and that this person will reward you with knowledge, wisdom, and advise you on what you should do next. The rewards for this quest are 20 gold pieces, 10 Alliance Emblems and an Old War Steed (making its first appearance in Hands of War 3) as well as the decision between another ten gold pieces or ten Alliance Emblems. Accept the quest and begin to travel northward to H-6.

Once you’ve reached H-6, you’ll have stumbled upon Triton Steel and Beldon Ax arguing instead of the hermit. It appears that their heated argument has lead to the proposal of war from Beldon. At this point you’ll be able to interrupt them. No matter what you say a fight will break out. With the help of Triton Steel, the battle will go in your favor and Ax will be defeated. Unlike his comrades, Beldon retreats after being harmed and his final works promise that there will be conflict once again in Tempor. With the battle over, you’ll also be able to approach Triton. He says that he knew that you were a powerful warrior from the beginning and that he would like to join you on your journey to defeat the Shadowrunners who now loam over Tempor. He also mentions that by defending and reuniting Tempor, the Heart Stone will be reactivated.

With the squabble over, you can approach the hermit and he mentions that he will share his knowledge with you. Claim your rewards and accept the next quest, Seeking the Cradle.


Class-Specific Quests

Consider completing some of your class-specific quests at this point. From your class’s faction you will gain some of the best weapons and armors in the game. It is recommended that you complete at least some of these quests before tackling the first boss. Since I’ve chosen the Warder class, this guide will cover the Warder faction quest-line. I may update this guide later to accommodate for the other classes.

Gralok Cloaks

Warder’s Side Quest (Recommended)

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Depending upon what class you chose, you will now have the ability to complete a class-specific storyline quest. The warder class, of course, is allied with the Warder Faction, the Blademaster class is allied the Blademaster faction and the Mage class is allied with the Mage faction. The starting point for all of these factions can be found south of Protector Leman and depending upon which class you are, you will receive different quests from your faction. As I am an archer, I am already aligned with the Warder faction and will be completing Gralok Cloaks quest. Since I am a Warder, I will speak to Warder Hobin to receive Gralok Cloaks quest. Note, that to continue in a faction-specific quest-line, you must complete the prerequisite quests (I would not be able to complete any of the other Warder quests, without first completing Gralok Cloaks).

Hobin will welcome you to the Warders when you speak to him and gives you a few pointers on what is required on a Warder. Hobin mentions that you seem apt with a bow and should be sutable for a quest he has in mind. He continues that you should head to the river to the east and slay several Graloks to collect their hides. He will want five hides, to make a few cloaks, in exchange for 25 gold pieces, 20 Warder Emblems and a Leather Quiver. In addition, he offers you to pick from an extra 20 gold pieces, ten more Warder Emblems, a pair of Archer Gloves, a pair of Archer Treads and Archer’s Headgear.

Graloks will actually provide a decent bit of challenge at this point in the game. In Heroic mode they have around 330 health points and will deal around 20 damage with their surprisingly swift blade attacks. Fortunately, these guys are pretty slow and if you can attacks a single Gralok, you should be able to outrun him with ease. Falcon Shot will severely damage them, but will take at least four summons to kill them. While collecting their hides may be a little challenging, we’ll get access to a couple of good pieces of archer gear that will make these guys seem a bit weaker. Thankfully, the hides will drop with every kill, or at least has a high chance of dropping, and you should be done after five or six kills. Once we’ve collected the hides, we should return to Hobin and collect our rewards. I personally don’t think that the archer gear provided is too great. Definitely consider taking the extra Warder Emblems so you may buy better gear later.

Stolen Buckle

Warder’s Side Quest (Recommended)

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

With Gralok Cloaks complete, Hobin will once again speak to us. This time it appears that a buckle has been stolen by one of the Blademasters to the west. Hobin promises to make some cloaks once you get the buckle back. From this quest we can get 25 gold pieces and 20 Warder Emblems, with the choice between 20 more gold pieces, another 10 Warder Emblems, an Archer’s Tunic, a Healer’s Chestguard and a pair of Archer’s Pants. The Bladelings will be to the west and will be very similar to the Graloks we faced earlier. Both the Bladelings and Graloks have about 330 health points and will deal around 20 damage per hit. Luckily, the buckle can be found quickly and shouldn’t take you more than a couple of kills to find. Once you have it, report back to Hobin, he will thank you and give you a third mission to tackle.

The Sylvan Spirit

Warder’s Side Quest (Recommended)

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Make sure to accept the Seeking the Cradle storyline quest before attempting The Sylvan Spirit)

Once we’ve completed the Stolen Buckle quest, Hobin will immediately grant us the Sylvan Spirit quest. Hobin will usher you to find Aryn Gardius. He mentions that Gardius is the leader of the Warder faction and will give you further orders from this point forward. He grants you one more bit of advance and sends you on your way. He promises that find Aryn Gardius will give you 20 more gold pieces and 25 Warder Emblems. Upon selection, we can also get 20 more gold pieces, or 10 more Warder Emblems. It will be a while until we are able to visit her though (at least if you have only just completed the Protector Lemon quest-line) as she is all the way into the jungle. Regardless, accept the quest and let’s continue northward to continue the main storyline. However, if you have completed the storyline up to gaining Triton Steel on your squad, there is little reason why you shouldn’t visit Aryn at this points. She can be found at E-7, in the jungle. Once there, she will welcome you, introduce herself and mentions that she has quests for you to complete. Select your rewards and complete the quest.

Speed and Accuracy

Optional Side Quest (Recommended)

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Upon completing the quest, she says she has a short test for you. She mentions the Warder’s eternal enemies, the Blademasters and the Magicians, who have been warring among themselves and with the Warders for many years. She mentions that some of this warring has stopped temporarily, as Tempor is brought was brought under the control of the council and Triton Steel, but she fears that this peace will not last and they shall be engage in battle once again. You are then given three options of what to say. I chose the first, “I will help protect what you stand for” and that seemed to work positively, although, I sure that all of the answers will have a similar result. With your input, she continues with saying that the Warders will continue their peaceful traditions and will not interfere with the Blademasters or Magicians unless it is entirely necessary. She also recits a short accounting of how the other two factions came to be. Studying old texts, Aryn believes that the Blademasters were drawn to the power of the Heartstone and the Magicians were drawn to the power of the Mindstone. Thus began a brutal war between the two factions and a distaste for one another that still exists to this day. She promises to share more of the story at a later time. Once again you are granted a few different dialogues to say, but all of them will yield the same end result. As the conversation comes to a close, Aryn will present you with the a quest, Speed and Accuracy. She mentions that you should head to Elysia to test your speed and accuracy. For completing this quest you can get 15 gold pieces and 15 Warder Emblems. As always, you have the choice between an additional 20 gold pieces or 10 Warder Emblems, a Hunter’s Tunic, a Cleric’s Chestguard, or a Hunter’s Helmet.

Surprisingly, Alysia is right next to us (white circle). She already knows why you are here and mentions that this game will be the perfect assessment of how great a Warder you are. She continues by explaining the rules. Each round, there are three targets at varying sizes. The goal of the game is to quickly hit all of the targets, but also be accurate and try to aim for the bulls-eye. She finishes by mentioning that there are five rounds. No matter your score, Aryn will be displeased by your performance, but will still continue to allow you to gain quests from her. At this point you can grab your rewards, complete the quest and see what quests she has to offer next. The next quest, Defilers of Life pits us against a bunch of Liches. At least in Heroic mode, these guys are a bit too much for us right now. Let’s see what we can do in the main storyline first.

Defilers of Life

Optional Side Quest (Recommended)

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: None, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 34, Stamina: 52, Agility: 207, Dexterity: 82, Intellect: 36, Focus: 46, Grace: 74, Speed: 57.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Before beginning this quest, I would recommend that you at least buy a new bow if you haven’t already. From one of the Warder merchants we can get the Striker’s Bow, which will deal a decent amount of damage and will support Triton. From the same merchant, I also bought Serenity Treads which will buff your agility, dexterity and speed. Optionally, but recommended, if you befriend (achieve Friendly status) with the Alliance, you will be able to buy from the best Alliance merchant in the jungle. From him, you can get a pair of Forest Stalker’s Gauntlets which will boost our dexterity by an impressive 52 points. While these couple of armors are nice to acquire, the bow is what ultimately deals the damage. Armors only buff the attacks, but with a bad bow you won’t be able to deal much even with the best of gear. Once you have a few new pieces of armor and a new bow, you should be prepared for the quest.

Now that you’ve proven to be a worthy Warder, or at least worthy enough for a few quests, Aryn will speak to you, briefly, about the philosophy of the Warders. In here speech, she recalls that there are some people who do not believe in their way of life and those people must be punished. She directs your attention west of the Blademaster camp and notes that several Liches can be found there. Aryn, with her Warder beliefs, believes that the Liches must be killed to complete their transition to death, as they are neither alive, nor completely dead. The definite reward for this quest are 25 gold pieces, 25 Warder Emblems and a Reedwood Quiver. You can also pick between 25 more gold pieces or 12 more Warder Emblems. Accept the quest and begin your short journey west.

Liches have over 1000 health points and have a nasty fire-ball attack. Make sure that you only attract the attention of one Lich at a time, or else you’ll be barrage with their spells. Triton can usually hold one of them off with his default gear and will give you a lot of time to take them out from afar. As long as you have decent enough equips, this battle is really quite easy and you will be able to return to Aryn in a short period of time. Once back, Aryn will congratulate you and will offer you your rewards.

Spider Silk

Warder’s Side Quest (Recommended)

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: None, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 34, Stamina: 52, Agility: 207, Dexterity: 82, Intellect: 36, Focus: 46, Grace: 74, Speed: 57.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Aryn will continue the story that she told earlier, of the formation of the Magicians and Blademasters and how the Warders came to be. She accounts that while the mages and blademasters were quarelling, the Warder began to form in the forests of Tempor. She mentions that there may have been another force that drew the Warders together (possibly another Stone, as how the Magicians and Blademasters were formed). As the fighting became more and more widespread, the Warders began to leave Tempor. Once the Alliance had step in, however, they shattered the Heartstone and hid it, and for the Magicians they exiled them with their Mindstone. She continues by saying that we must restore the Heartstone, which must be protected by the Warders. While finding the Heartstone is important, she feels that your trials are more urgent and asks you to collect some silk from the spiders to the east, along the river bank. Doing so will grant you 25 gold pieces, 25 Warder Emblems and the options between one of the following: 25 gold pieces, 12 Warder Emblems, an Ashwood Bow, a Spiritwood Bow or an Emerald Band.

The Giant Spiders are directly to the east and are surprisingly easier to kill than the Liches that we were facing earlier. Because the Giant Spiders are a physical class, Triton will hold them off easily. If you have the equipment that I suggested, you should be able to take each one of before another respawns and you won’t have to worry about isolated a spider. After the short battles, we can report back to Aryn. She says that the spider silk makes the best bow strings. Select your rewards and finish the quest.

You are now a Warder and will have gained 450 Warder faction points. For your service, Aryn will ask if she can accompany you in finding the Heartstone. Any one of the options will grant her membership in your party.

Seeking the Cradle

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

With war declared on Tempor by the Shadowrunners, it becomes apparent that control of the Stone will become important. You and Triton Steel must restore the Heart Stone to ward off Beldon’s army. The Old Hermit recommends that you find yourself more allies and that you first travel to the cradle of Tempor. He explains that in the cradle of Tempor, the jungle, the Heart Stone was forged. The rewards for exploring the jungle are 20 gold pieces, 10 Alliance Emblems and the choice between another 10 gold pieces or another 10 Alliance Emblems. Accept the quest and make your way to the northwest, across the river and to D-4. Once there, speak to Captain Kombat. He will introduce himself and then the quest will be concluded.

Pest Problems

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Now that you’ve reached Captain Kombat he will speak to you about how northwest Tempor is fairing in these trying days. He shares with you the information that the Alliance has recently set up two camps in the nearby and that this is their main camp. In addition, the Shadowrunners have set up several posts throughout the jungle. He mentions that the mission of these camps are to gather intelligence from the Shadowrunners, although, since this jungle is hasn’t been inhabited in many years, the population of various wildlife, including Behemoths, has risen and the camps are constantly under attack. While the men stationed here are strong and brave, these giant beasts are overpowering and tend to wreck the camps. If you could slay some of these beasts, the Alliance would be able to make quicker progress in the jungle. The rewards for this quest are 25 gold pieces and 15 Alliance Emblems. In addition, you have the choice between the following: 20 gold pieces, 12 Alliance Emblems, Knight’s Handguards, Spider Silk Handwraps and Hunter Gloves. Make your way to the south.

These Behemoths will most likely be your real first challenging enemy. They have nearly 500 health points and have a large aggravation range allowing for them to easily attack in packs. Since Triton Steel has joined forces you with, you will now be able to see him in battle. For the most part, he will be able to absorb a lot of the damage and stay alive for a long time even under the attack of several Behemoths. If you are of the Ranger or Wizard classes, his considerably strong defensive and offensive capabilities allow him to protect you from most of the enemies unless they flank or target you. While fighting these beasts you may notice that Triton doesn’t appear to be dealing too much damage in rapid succession. If you wish, you can go to your party menu and change his “Role” from Tank to DPS (Damage Per Second). He may not be as defensive oriented as before, but I found this to be a worthy change at this point in the game.

With eight of the beasts down your quest will be complete and you can report back to Captain Kombat. He will remark about your stench and then grant you your rewards.

Eastern Recon

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

With the Behemoths slain, the Alliance can begin to further advance into the jungle. Captain Kombat would like you to complete some reconnaissance on parts of the jungle to the east. This is a simple travel mission. The rewards for this quest are 25 gold pieces, 15 Alliance Emblems, a pair of Cleric Gloves and the choice between and additional 20 gold pieces or another 12 Alliance Emblems. Accept the quest and make your way eastward to E-8 where the river breaks in two. Along the way you can also complete the additional class clans missions (missions that accompany your class (for example, Rangers have the Warder faction’s support)) that will reward you with new weapons or armors that will aid you in your journey.

Once you’ve reach E-8 and hit the activation icon you can retreat back to the Alliance camp and speak to Captain Kombat. He will notify you that your reconnaissance has given him a general idea of where the other class-related clans are located. Select your reward and complete the quest.

Western Recon

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Immediately after completing the Eastern Recon mission you’ll be tasked with exploring the areas to the west. Captain Kombat informs you that while you were gone, another report came back with activity from the west and he’d like you to check it out. It appears that not only are the Blademasters, Warders and Magicians setting up camp, but also the Merchants and the Mercenaries. Like last time, this is a simple exploration mission. The reward for this quest is 25 gold pieces and 15 Alliance Emblems with the option between several choices: an additional 20 gold pieces or 12 Alliance Emblems, or a pair of Cleric’s Footpads, a pair of Enchanted Iron Footguards and an Emerald Band. Accept the quest and make your way to C-1.

Once you’ve explored the western edge you’ll notice a strange stone beside the marker. It has a note written on it regarding something about a rock that is drawing something or someones power. With this new discovery you’ll want to report it to the Captain. Once back the Captain will be astonished by your find. Grab your rewards and complete the quest.

Find the Forward Camp

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Archer’s Gloves, Legs: None, Main Hands: Vinewood Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Cleric’s Footpads, Off Hand: Leather Quiver Stats – Strength: 30, Stamina: 48, Agility: 93, Dexterity: 55, Intellect: 35, Focus: 40, Grace: 80, Speed: 32.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

Captain Kombat suggest that, while there is a lot of mystery surrounding the origin of the Heart and Mind Stones, the inscription that you found seems to point their origin at a meteor that stuck Tempor. He suggests that you’ll probably be able to learn more about this to the north and then he asks that you report to the Alliance’s forward base to the north and continue your investigation. The captain there may know more about where you’ll find the crater or know more about the story. The rewards for this quest are 25 gold pieces and 15 Alliance Emblems as well as an additional 15 gold pieces or another 8 Alliance Emblems. Accept the quest and make your way to B-3.

Once there, General Stone will welcome you. Now you can complete the quest and gather your rewards.

With your acquaintances made, you tell General Stone of the inscription and the hypothesis of how the Heart and Mind Stones came to be entrusted in the power of man. You also speak to him about the state of Kombat’s encampment and he replies that the most elite soldiers were given to him to command. Depending upon what you say at this point his answer may vary, but nonetheless Stone will issue the quest Prep Work.

Prep Work

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

General Stone seems to agree with the engraving and says that the grove to the north might have something to do with the origin of the Heart Stone. Although, he warns that while finding out more about the Heart Stone is definitely a priority, the Shadowrunners could use this to flank the Alliance. To prevent this, General Stone wants you to eliminate eight Fire Casters in a nearby encampment. He also mentions that while you are slaying some of their elite magicians that he will relay information regarding the inscribed information to an expert. The rewards for this quest is 30 gold pieces, 15 Alliance Emblems and a pair of Enchanted Iron Handguards. Additionally, you have the option between another 20 gold pieces or another 12 Alliance Emblems. Accept the quest and make your way to B-1, just northward of where you found the stone.

Fire Casters are one of the first strong magician enemies that you will come across. They’ll be able to cast some basic fire spells, but as long as you keep Triton Steel in front of you (if you’re a Warder or Magician) then they’ll never get a hit on you. If they do start targeting you, try to take cover behind the building and fire around the corners, while Triton holds them off. Taking cover works extremely well if you are being fired at my multiple enemies. Often, you can fire behind a building at an angle so that only one enemy can hit you. Once you’ve killed eight of them make your way back to General Stone. He will express his thanks and his fears of being trapped in the grove by the Shadownrunners are alleviated. Collect your rewards and he will speak to you once again.

With a portion of the Shadowrunner’s force diminished in the jungle, General Stone will be able to advance his troops into the grove with little chance of a surprise attack. Grab your rewards and complete the mission. Now that the Shadowrunners in the area have been weakened a bit, General Stone mentions that only the expert, Doctor Boykin can open the gate to the grove, but Stone warns you that to get him there you’ll have to transverse the most dangerous parts of the jungle and keep him alive. He also mentions that there may be treasure in the grove – as well as the answer to the Heart Stone origin.

Gate of the Cradle

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

At this point it becomes apparent that you’re going to need to protect Boykin from some monsters in the next quest. General Stone confirms this suspicion and speaks of how a swarm of monsters appear whenever someone nears the gate. As this is exactly what Doctor Boykin will have to achieve you need to hold off a swarm of monsters from him until he has the gates open. This is a simple defense mission that shouldn’t be too challenging. Stone warns you that you’ll need to stock up on potions and find as many allies as you can before attempting this quest. If you wish there may be some allies you can gain through class-specific missions, but I can’t confirm that at this point. The rewards for this quest are 25 gold pieces, 15 Alliance Emblems and the option between an extra 20 gold pieces or another 12 Alliance Emblems.

Luckily for us, finding Doctor Boykin is extremely simple. Once you approach the gate to the west, you’ll notice the doctor standing beside it. If you speak to him, he remarks that you must be the protection that General Stone has sent and that he hopes you know how to handle yourself in combat. Complete the quest and the doctor will speak to you about the ancient stones. With his previous research and the engraving that you found early, Doctor Boykin concludes that the entrance leads to a crater where a meteor once stuck. He references that ancient texts refer to what they found as The Ancient Stones and that it is probably that the Heart and Mind Stones may have been spewed from the meteor. According to Boykin’s hypothesis, there may be even more Stone spread across the land that Tempor is unaware of.

Opening the Gate

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

With the tale of Doctor Boykin complete, he mentions that he is ready to proceed. Once you’ve accepted the quest and he begins to open the gate a horde of monsters will appear. The quest rewards include 35 gold pieces, 20 Alliance Emblems, and the choice between an additional 25 gold pieces, 15 Alliance Emblems, Knight’s Boots, Spider Silk Slippers, or Hunter Treads. Once you begin this quest a few waves of beasts will approach you from different angles. For the most part, Triton Steel will hold at least one of them back while you pick off the other creatures with Aryn, or you can team up to slay them faster. I’d suggest the latter. If you’re having trouble with this quest try completing some of the class-specific quests if you haven’t already (if you’re a Warder then you can go to a Warder camp) to collect strong items from their merchants that will aid you greatly. The final wave includes two flame mages. Take them out first or else they will kill all of your characters with ease. With the beasts killed you can speak to Doctor Boykin once again to complete the mission. With the quest complete the wall will explode into nothingness.


Faction Quests

Consider completing some faction quests at this point. Doing so will give us a bit more experience before fighting the boss and will allow us to get a couple more heroes before we continue. The extra heroes and experience will prepare us for the upcoming boss battle. In terms of what factions to join, I would suggest the Mercenaries, as they provided the best items and hire-able soldiers in Hands of War 2 (although it could be different in this game)

Free Handouts

Mercenary Side-Quest

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

Walking up to Cutthroat Colly, of the Mercenary’s faction, he will welcome us to the camp and tells us a bit about the guild. He mentions that regardless of your preference of weaponry, the Mercenary’s guild is for making money, but he clarifies that mercenaries should use both their muscles and brains. Without striking a balance, you cannot be a proper mercenary. He finishes his welcoming by asking you a simple question of what to do when faced with a new situation. Cutthroat Colly is specifically looking for people that are bold and will take action – and of course, won’t insult the guild – so your best bet is to say that you will give orders and not look for what to do. With the question answered, Colly elaborate on the question. A mercenary must seize every opportunity to make money. He has one such opportunity for you now. The Commoners like to distribute their gold evenly amongst themselves, but the gold can easily be stolen. Let’s that that opportunity now. Completing this quest will reward you with 25 gold pieces and 22 Mercenary Emblem.s You also get to pick one of the following: 25 gold pieces, 12 Mercenary Emblems, a Pillar Shield, a Midnight Orb and a Reedwood Quiver.

To the northeast we can find the Commoner’s Camp. By killing a few of the Common Soldiers, which are quite weak and easily fall to your group, that reside there, we can eventually get the Gold Cache item. This will fulfill the requirements for the quest and we can retreat back to Cutthroat Colly. Upon returning, he will give you a couple of pointers about the faction and will grant you your rewards. Collect your rewards and complete the quest.

No Dice

Mercenary Side-Quest

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

When you complete the Free Handouts quest, Cutthroat Colly will explain why the Mercenaries do not like the Merchants and Commoners. He feels that the Merchants horde the money and charge exorbitant prices for their cheap goods and the Commoners grant everyone equal pay regardless of skill or work. Mercenaries believe that money should be earned and not collected or equally distributed among the people. Later, Colly mentions that he will put in a good word for you to the recruitment officer if you can do a small task for him. It appears that Colly was watching a dice game between some of the soldiers and the Merchants, but the Merchants were winning largely. Colly believes that the merchant must have been using a loaded die to win. He also admits that he was quite intoxicated at the time and doesn’t recall what the man looked like, but continues by saying that you could simply kill a bunch of Merchants until you find the die. The rewards for this quest are 25 gold pieces, 22 Mercenary Emblems and a Trained Palomino (horse). We can also get another 25 gold pieces or 12 more Mercenary Emblems.

To the north we can find the Merchant’s Mage Protectors, Gaurdsmans and Watcher. These enemies are a variety of classes, but shouldn’t provide too much trouble for our party. None of the enemies will have a little more than 1000 health points. After killing a few of them, we find find a pair of loaded dice. Looks like we’ve found the guy. With the dice now found, we can return to Colly and see what he has planned for us next. He will exclaims that those are the dice that he saw and promises to send word to the recruitment officer. Select your rewards and let’s see what we can do next.

To Join Our Ranks

Mercenary Side-Quest

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

Now that we’ve found the loaded dice, Colly will have reported that we may be a suitable candidate for further Mercenary quests. Colly recommends that you find Aeri Swift, one of the leaders of the faction. She can be found in southeast Tempor. Colly finishes by saying that the rewards are great for continuing this quest-line and should be useful. The reward for finding Swift are 25 gold pieces, 20 Mercenary Emblems and the choice between 25 more gold pieces or twelve more Mercenary Emblems. He also recommends that you only go to her after your buisness here in complete. Hinderfiend will still be a little too much for us right now, or at least the last time I check he was still extremely powerful, so let’s see if Aeri Swift will join our ranks. I figure that if we have a attacker, we may just have enough damager-per-second to overwhelm the beast and slay it before it can take down too many of our allies. By heading west, over the bridge and across the river, we’ll quickly find the Mercenary camp. Let’s speak to Aeri Swift and see what quests and great rewards she has to offer.

The Graloks

Mercenary Side-Quest

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

Once we’ve completed the quest, she will introduce herself and announce that she is the champion of the Mercenaries. She also thanks you for your help to Colly in the jungle. She also mentions that she has been doing recruitment for a while, but wishes to be in the battlefield once again, although, she continues by saying that she may sell her bow after your trials are complete. The first trials includes fight a few of the enemies that began our Warder quest-line, the Graloks. Aeri says that these trials will determine if you’re qualified for membership into the Mercenaries. She claims that the Graloks can be found to the southwest, but also mentions that the Commoners have begun to befriend the beasts. Swift believes that if you disguise yourself as a Commoner, and slaughter the camp of Graloks, that the Commoner faction will no longer be able to receive war allegiance from the beasts. The rewards for this quest include 35 gold pieces, 25 Mercenary Emblems and a pair of Earthweave Trousers. We can also collect one of the following: 25 gold pieces or 15 Mercenary Emblems.

Graloks Brutes will have nearly 3000 health points and can deal around 80-90 damage per hit. Luckily, these brutes are slow-moving and with you party, you shouldn’t have a problem taking them out. However, beware of attracting too many of them. A large group of these guys are undoubtedly bad news. All of the Gralok Brutes will be eligible for harvesting their heads and this quest is pretty quick. Once you’ve killed all of them, report back to Aeri Swift and claim your rewards.

Failed Espionage

Mercenary Side-Quest

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

With the Commoners sabotaged, Aeri will want you to do a bit of espionage work against the Merchants. With the Commoners now defenseless against attack, the Merchants have begun to step in and have sold their goods to the peasants. Aeri Swift suggests that you sneak into one of the camps and replace the goods that the Merchants are selling with the Graloks heads that you have collected. In exchange for completing this sneaky move, Swift will grant you 35 gold pieces, 25 Mercenary Emblems and an Exemplar’s Hood. We can also pick from the following: 25 gold pieces, 15 Mercenary Emblems, Exemplar’s Pants, a pair of Reinforced Steel Legguards, or a pair of Pathfinder’s Pants.

Like some of the previous quests, this one simply requires you to hit an activation point in the Merchant’s camp. Once you’ve replaced the items, all of the Merchant warriors in that area will begin to attack you. You can either fight off the attacks or quickly sneak off. Regardless of whether you choose to fight or not, you’ll have to return to Swift and complete the quest.

An Easy Victory

Mercenary Side-Quest

(Main Character) Armor, Weapon and Stats – Armor: Head: Healer’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 35, Stamina: 53, Agility: 258, Dexterity: 105, Intellect: 37, Focus: 47, Grace: 75, Speed: 77.

(Triton Steel) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Short Sword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: Triton’s Shield Stats – Strength: 102, Stamina: 109, Agility: 27, Dexterity: 38, Intellect: 27, Focus: 27, Grace: 27, Speed: 27.

(Aryn Gardius) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Ashwood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 32, Stamina: 32, Agility: 180, Dexterity: 112, Intellect: 32, Focus: 42, Grace: 74, Speed: 71.

Now that it seems that the Commoners and Merchants have commit horrible crimes against the Graloks, it is time to collect our final reward. Aeri selects us as the representatives to speak to the the Graloks to convince them to ally with the Mercenaries. It appears that the deciding faction is who wins that faction battle relies on the allegiance of the Graloks. The reward for this quest are 35 gold pieces, 25 Mercenary Emblems and a Swift Draft Horse. We can also pick between 25 more gold pieces or 15 more Mercenary Emblems.

Upon arrival, the Gralok Warchief will be very displeased to see you and feels rightfully angered by the human interference and deception. He threatens you with death unless you leave. Let’s try to convince them that an alliance with the Mercenaries is in their best interest. Offer them a safe future. The Warchief will still be suspicious of your activities and will ask you to elaborate and your peace offering and what your faction can do to help the Graloks. Once again, do not insult the other guilds, but simply promise a safe-haven. Afterwards, he mentions that your own faction’s distaste for the Commoners and Merchants is relieving and he will consider your offer. He finishes by saying that if they agree to the offer, they will arrive at the Mercenary camp. He then bids you a farewell. Once we return to Aeri Swift, she will thank us for convincing him to consider our proposal. With the quest complete, you will become a member of the Mercenaries.

Now that you have proven yourself to be a worthy warrior, Aeri Swift will remind you of when you first met. She recalls that she said that she was ready to enter the battlefield once again and would prefer to stand by no one else’s side beside our own. She asks if she may join our party. Of course, you must say yes. Now we have yet another soldier on our team. At this point, acquiring any more characters will be difficult as many of the other factions dislike us for our actions in their rival factions. Let’s see if we can’t take on Hinderfiend yet.

Boss Battle: Hinderfiend

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 38, Stamina: 76, Agility: 268, Dexterity: 150, Intellect: 47, Focus: 55, Grace: 99, Speed: 81.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 160, Stamina: 128, Agility: 35, Dexterity: 53, Intellect: 35, Focus: 35, Grace: 35, Speed: 42.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 206, Dexterity: 128, Intellect: 35, Focus: 42, Grace: 77, Speed: 68.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 189, Dexterity: 89, Intellect: 51, Focus: 104, Grace: 196, Speed: 77.

Let’s make our way back to the boss, Hinderfiend. At this point in the game, we should have four total people in our party. If you’ree like me, then you chose Aryn Gardius and Aeri Swift for your non-storyline-quest allies. Before you enter the battle, you should make sure to equip your characters with better weapons. Also, make sure that one of your characters is a healer. I found that Aeri Swift had some nice healing abilities and her Grace level was decent as well. If you don’t know how to change a character’s class, you need to go to the party menu (v) and then under “role,” you can change one of them to “healer.” Also, a neat spell to know before the big battle is Permafrost. You should be able to buy it off one of the local Alliance merchants. This spell will weaken any creature within its reach. Since Hinderfiend won’t move a lot, this spell is great to keep your characters healthy. Refer to the character stat and equip guide above (indented) to see what armors and weapons I chose.

Once we reach the Hinderfiend, we’ll notice that he is a massive hydra-like creature with three equally terrifying heads. Along with its spiked tail this beast looks pretty intimidating. In addition to its monstrous body, the creature also has 15,000 health points that’ll keep you fighting it for quite a while. Make sure that you’re ready for a long fight. It attacks will also deal a decent amount of damage so be prepared with a few health potions for your team. Alternatively, if you have a healer, they are many times better than any collection of potions will do. The best way to prepare for this battle, however, is to get new items, including weapons and armors, from class-specific quests and to level up through various quests. If you can kill the Hinderfiend you’ll be able to progress into the depths of the grove and find more information on the Heart, Mind and other Stones.

If you’ve followed the guide thus far, the battle will be easy. Make sure to take out the weaker enemies as they appear and to cast Permafrost when the Hinderfiend has stopped moving. Once the boss is killed we can collect a few powerful weapons from his corpse. If you completed some of the side-quests mentioned above, then these weapons are fairly weak and are hardly worth picking up, unless you want a pretty bit of gold. Now that the boss is slain, we can head north and find an Ancient Rune. Upon inspecting it, we find out that this is the area where the Stones first landed in Tempor. It seemed that, while powerless, the stones began to draw people to them. The Stones than awoke and began to power the people who then went on to do both great and horrible things with their new-found power. Whoever wrote this upon the stone seemed set to stop the power of the stones and mentions entering a catacomb in the southeast corner of Tempor. He believes that the men who have gained the Stone’s power are now there and have unlocked the power to the Stones. It continues by saying that however the power was unlocked, it can be sealed once again. After reading the story, we have the option to destroy or leave the rune. Destroying the rune will further align us with the Shadowrunners. We should leave the rune.

Now, if we head north, we will find ourselves within the capital city once again and we will see an Alliance Messenger. He will welcome us back from the jungle and he requests that you speak to him about what you saw in the jungle, as so to keep a record of the events. Tell him whatever you wish and your next quest will begin immediately.

To the Tower of Stone

Main StoryLine Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 38, Stamina: 76, Agility: 268, Dexterity: 150, Intellect: 47, Focus: 55, Grace: 99, Speed: 81.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 160, Stamina: 128, Agility: 35, Dexterity: 53, Intellect: 35, Focus: 35, Grace: 35, Speed: 42.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 206, Dexterity: 128, Intellect: 35, Focus: 42, Grace: 77, Speed: 68.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 189, Dexterity: 89, Intellect: 51, Focus: 104, Grace: 196, Speed: 77.

Once we’ve have told the messenger of our adventure in the jungle and the catacombs described in the inscription, he will urge us to go there. He also mentions that you will be able to find an encampment there to keep you safe. The leader of the camp, Captain Jaid will be notified of your impending arrival. Surprisingly, it seems that Captain Jiad may know more about the tower we seek and he will guide us with what to do next. For completing this quest, we will receive 20 gold pieces, 10 Alliance Emblems and a Reinforced Steel Helmet. We can also choose between 20 more gold pieces and 8 more Alliance Emblems. This quest is pretty straight forward and you should be able to get their without any battles. Once there, he will welcome you and notify you that he has been awaiting you.

An Ancient Expert

Main Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 38, Stamina: 76, Agility: 268, Dexterity: 150, Intellect: 47, Focus: 55, Grace: 99, Speed: 81.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 160, Stamina: 128, Agility: 35, Dexterity: 53, Intellect: 35, Focus: 35, Grace: 35, Speed: 42.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 206, Dexterity: 128, Intellect: 35, Focus: 42, Grace: 77, Speed: 68.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 189, Dexterity: 89, Intellect: 51, Focus: 104, Grace: 196, Speed: 77.

Captain Jaid will admit that he knows of the lore concerning the tower, but says that he doesn’t actually know much about it. He notifies you that there is an old hermit nearby, to the east, that had told him the tale about the tower and advises you to seek him out. For completing this quest, we can get 20 gold pieces and 10 Alliance Emblems. We can also pick between 20 more gold pieces or 8 more Alliance Emblems. Once there, the Old Hermit will welcome you and you may complete the quest and collect your rewards.

Goblin Guards

Main Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 38, Stamina: 76, Agility: 268, Dexterity: 150, Intellect: 47, Focus: 55, Grace: 99, Speed: 81.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 160, Stamina: 128, Agility: 35, Dexterity: 53, Intellect: 35, Focus: 35, Grace: 35, Speed: 42.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 206, Dexterity: 128, Intellect: 35, Focus: 42, Grace: 77, Speed: 68.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 189, Dexterity: 89, Intellect: 51, Focus: 104, Grace: 196, Speed: 77.

The Old Hermit will inquire if you seek more information about the tower, or as he refers to it, the Stones Tower. He will continue by confirming the story that you read on the Ancient Rune, the Stones were first activated in the Stones Tower. Apparently, there is more to the story. It appears that the people who activated the Stones in the tower, had locked themselves within it. The Hermit wonders why someone would do something like this. He finishes by saying that he will share more of the story with you soon, but you must do a single task before he elaborates on his story.

After hearing his short story of the stones, the Old Hermit will ask us to kill several Goblin Warriors. He mentions that the Tower has been a life-long fascination of his that has lead him to learn about the Tower. He remarks something rather odd, while the entrance has always been sealed off, a group of Goblin Warriors have begun to guard the Tower. If we wish to gain access to the Tower, we must clear out the Goblin Warriors and then find a way inside. The reward for this quest are 35 gold pieces, 20 Alliance Emblems, an Exemplar’s Hood and the choice between 25 more gold pieces or 15 Alliance Emblems. Let’s accept the quest and make our way downwards.

If we head south, we should find several groups of Goblins surrounding a tower. It looks like these are the same Goblins that the Old Hermit mentioned. The Goblins are rather weak and can easily be killed. The only threat they pose is their teamwork. It will be nearly impossible to isolate one Goblins, so, often, you’ll have to face a group of three at a time. Nonetheless, this battle is very easy and we can return to the Hermit, to the north, and collect our rewards once the enemies have been cleared. He will congratulate you and welcome you to listen to another story.

As promised, he continues his story where he left off and reminds you that when he last spoke, he was wondering why the people who had activated the stone would lock themselves within the tower. He reveals that the people who had found the stones were called the Alphas and began both the Blademaster and Magician factions (this is similar to the story we heard from Aryn Gardius). The two guilds began to wage war with one another and the two people who had unlocked the power of the stones and began their respective faction, lock themselves within the tower. The Old Hermit figures that if you can enter the tower once again, we may be able to find out how the Stones were first activated, but no one knows how to the enter the tower. The Hermit believes that the activators of the Stones must have locked themselves in there for a reason. Regardless, the Hermit believes that you have good intentions and agrees to open the door. Before you enter, he mentions, you should gain as many allies as you can, as the Stones Tower will undoubtedly be very dangerous. I highly recommend that you complete some of the quests in this area if you haven’t already. The Tower is very dangerous and your allies will be torn to shreds if you’re not a high enough level (I’m currently level 17 and this doesn’t appear to be high enough). Let’s complete some of the Warder quests to get some better equipment.


Class-Specific Quests

Consider completing some of your class-specific quests at this point. From your class’s faction you will gain some of the best weapons and armors in the game. It is recommended that you complete at least some of these quests before tackling the first boss. Since I’ve chosen the Warder class, this guide will cover the Warder faction quest-line. I may update this guide later to accommodate for the other classes.

Preparing for Chaos

Warder Side-Quest (Recommended)

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Ruby Ring, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 38, Stamina: 76, Agility: 268, Dexterity: 150, Intellect: 47, Focus: 55, Grace: 99, Speed: 81.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Bronze Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: None, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 160, Stamina: 128, Agility: 35, Dexterity: 53, Intellect: 35, Focus: 35, Grace: 35, Speed: 42.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 206, Dexterity: 128, Intellect: 35, Focus: 42, Grace: 77, Speed: 68.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: None, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 35, Stamina: 40, Agility: 189, Dexterity: 89, Intellect: 51, Focus: 104, Grace: 196, Speed: 77.

Since the Stones Tower will be too challenging for us, at this point, I recommended completing some of the class-specific quests. Doing so will not only allow our character, or any archers you have with you, to get better armor and weapons, but to also level-up your characters. The Warder camp in this area is located near the river bank and at the camp, we can find Warder Lockwin, who will give us our next quest.

Unlike some of the characters that we’ve met before, Lockwin is concerned that the reactivation of the Heartstone and Mindstone will be hazardous to the people of Tempor, regardless of whether you control the stone or an evil power does. While he wishes that the Stones will not be activated once again, he urges that the Warders prepare for the worst. He asks you to activate the Warder call signal, but does elaborate on what this will do, or what your role will be. The reward for this quest are 35 gold pieces, 25 Warder Emblems and a Smokewood Bow. You can also pick from 25 more gold coins, 15 Warder Emblems, a Thornwood Quiver, a Golden Hoop or a Healingwood Bow. Once there, there are several Goblins that will attack you once you activate the signal. Regardless of whether you fight or run, you must return to Lockwin to receive your reward and progress the questline.

Once you return, he will address your questions on this issue. He claims that the Warders will be protected if the Heartstone and Mindstone are ever activated again. Lockwin believes that while the Heartstone was good for Tempor, if both Stones are active, their will be a bloody war for control of both. He then promises to explain more later. Unfortunately, for now, this questline has halted. We should see if the Mercenaries need our help at this point.

The Beginning of the End

Warder Side-Quest (Recommended)

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Golden Hoop, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 59, Stamina: 81, Agility: 309, Dexterity: 156, Intellect: 59, Focus: 53, Grace: 94, Speed: 90.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Captain’s Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: Golden Hoop, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 218, Stamina: 139, Agility: 59, Dexterity: 66, Intellect: 59, Focus: 43, Grace: 59, Speed: 47.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: Golden Hoop, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 59, Stamina: 46, Agility: 236, Dexterity: 137, Intellect: 59, Focus: 47, Grace: 101, Speed: 73.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: Golden Hoop, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 59, Stamina: 46, Agility: 213, Dexterity: 94, Intellect: 75, Focus: 123, Grace: 230, Speed: 82.

We might as well head north at this point and see what the final Warder camp has in store for us. Crossing the river in a northward direction, we can follow it to Warder Emma, who will have another quest for us to complete. Upon arrival, she will remark how far we’ve come to get here and shortly goes over your triumphs throughout the land. At this point the Warder’s faction, she’ll invite you to craft your own master bow. Supposedly, this will be the best bow in the game. She warns that this final quest(s) will be challenging and will take some time. This mini-questline includes collecting materials for your bow. Each quest will collect a different material that you will need to make the master bow. She asks you to find 5 Reaver Essences from the bodies of the Chill Reavers nearby. The reward for this quest includes 50 gold pieces, 15 Warder Emblems and a Fine Leather Quiver. We can also choose between 15 more gold pieces and 7 Warder Emblems.

Collecting the Reaver Essences will be very easy. While these guys can dish out a bit more damage than some of the other enemies that we’ve seen, if you simply focus on the Reavers, they will fall quickly. All of the Chill Reavers are guaranteed to drop a Reaver Essence, making this quest even easier. Let’s return to Warder Emma once we’ve collect the five materials. She mentions that the smell reminds her of when she crafted her master bow.

Arcathread

Warder Side-Quest (Recommended)

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Forest Stalker’s Gauntlets, Legs: Forest Stalker’s Plateskirt, Main Hands: Striker’s Bow, Jewel: Golden Hoop, Chest: Archer’s Tunic, Feet: Serenity Treads, Off Hand: Leather Quiver Stats – Strength: 59, Stamina: 81, Agility: 309, Dexterity: 156, Intellect: 59, Focus: 53, Grace: 94, Speed: 90.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Bronze Helmet, Hands: Captain’s Handguards, Legs: Bronze Plateskirt, Main Hands: Greatsword, Jewel: Golden Hoop, Chest: Triton’s Platewrap, Feet: Bronze Footguards, Off Hand: None Stats – Strength: 218, Stamina: 139, Agility: 59, Dexterity: 66, Intellect: 59, Focus: 43, Grace: 59, Speed: 47.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Hunter’s Helmet, Hands: Hunter’s Gloves, Legs: Hunter’s Pants, Main Hands: Smokewood Bow, Jewel: Golden Hoop, Chest: Hunter’s Tunic, Feet: Hunter’s Treads, Off Hand: Reedwood Quiver Stats – Strength: 59, Stamina: 46, Agility: 236, Dexterity: 137, Intellect: 59, Focus: 47, Grace: 101, Speed: 73.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Exemplar’s Hood, Hands: Cleric’s Gloves, Legs: Pathfinder’s Pants, Main Hands: Smokewood Bow, Jewel: Golden Hoop, Chest: Pathfinder’s Tunic, Feet: Cleric’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 59, Stamina: 46, Agility: 213, Dexterity: 94, Intellect: 75, Focus: 123, Grace: 230, Speed: 82.

While the Warder may have distaste for the Magicians, they do have impressive magical abilities, says Emma, but what she is really interested in are their Arcathread thread, which cannot be found anywhere, but in their fabrics. Emma mentions that there is no better string than this, and that it is the only one that can bend a Heartwood Bow. If we could collect this string, we’d have one less item on our agenda to find. Emma believes that we can find some untampered Arcathread string if we search through enough Magicians bodies. She asks us to travel to the nearby Magician’s camp in hopes of return a bit of this string. The reward for this quest are 50 gold coins, 15 Warder Emblems and a pair of Ranger’s Treads. We can also grab one of the follow: 15 gold pieces, 7 Warder Emblems, a Fine Leather Quiver, an Angerwood Bow or a Lifewood Bow. The gold pieces are worthless, the Warder Emblems are too few, we already have a Fine Leather Quiver and we’ll be replacing any bow with the Master Bow. Consider what your allies may need.

The Channelers in this area are quite powerful and will kill a couple of your allies if you aren’t careful. Try to take cover behind the buildings and fire arrows around the corner. This strategy won’t work well for your allies and some of them will die, but Triton Steel seems rather resiliant against magical attacks. Just make sure you don’t attact too many of them at one time, or else you’ll have to retreat. After kill a few of them, you’ll find the Arcathread and we can return to Warder Emma. She congratulates you on a job well done and you can collect your rewards.

Once the quest is complete, she will say that you have done well to collect the items, but the bow won’t be done for quite some time. She has already put a crafter on the job of creating your bow, but she mentions that you will have more work once the bow is completed. She mentions that the next time you contact the Warder, she’ll send the bow there for further work. At this point, it doesn’t look like we’ll be able to proceed with creating your master bow. Let’s see what we can do at our other fractions.

Benefits of Membership

Mercenary Side Quest (Recommended)

With the Warder questline halted, we should consider seeing what the Mercenaries have for us now. Grimor Halfhand will notify you that he has something for you, but first he’d like you to clear the Commoner’s camp to the south. Apparently, the Commoners are preparing an assault. Let’s take them out before they get that far. For clearing these Commoners we can get 55 gold pieces, 30 Warder Emblems and a pair of Priest’s Footpads. You can also choose between 15 gold pieces, 15 Warder Emblems, a Twisted Blade, a Weighted Clever or an Angerwood Bow. The Equalizers are powerful mages, but as long as your team is able to hit them and you can take cover behind the building, this battle is very easy. Once over, we can collect our reward and see what Grimor Halfhand has for us. Grimor reminds us that we have been used as a weapon against the Merchants and Commoners, but he doesn’t feel that you have been rewarded for helping the Mercenaries in removing socialism and greed. Halfhand believes that you are eligible to receive some special equipment for your service.

Preliminary Test

Mercenary Side-Quest

Hafthand admits, that while he loves to slaughter the enemy, the vision of the Mercenaries, for a world free of socialism and greed is still not out of reach. Adding, he believes that money is power and that if he could counterfeit more money, the Mercenaries would have more power for themselves. Surprisingly, it is possible to counterfeit the money by using Golem Marrow, which can be found nearby. He would like for you to collect 8 Golem Marrows. For your efforts, he will reward you with 55 gold pieces, 30 Mercenary Emblems and a Prized Thoroughbred. You can also choose from an additional 15 gold coins, 15 Mercenary Emblems, a Priest’s Chestguard, a Fine Steel Breastplate and a Silver Ring.

The Frost Golem can be found to the southwest. Much like before, the Golem will have a decent amount of health, but won’t be too dangerous. Your team should be able to pick a couple of them off every minute. Once you’ve slain your eight Frost Golems, you can return to Grimor Halfhand to receive your rewards. He remarks that the smell the marrow produces is aweful, but the thousands of gold coins that this will make is worth the smell. Afterwards, Grimor Halfhand will ask you to find the Giver. Apparently, the Giver will tell you the secrets of the Mercenaries and presumably, give you the equipment that Halfhand promised. Unfortunately, it doesn’t seem like we’ll be seeing him soon, as he mentions that we shouldn’t look for him as we won’t find him, but simply let our journey lead us to him.


Stones Tower

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Serenity Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 102, Agility: 494, Dexterity: 246, Intellect: 96, Focus: 109, Grace: 167, Speed: 139.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Commander’s Boots, Off Hand: None Stats – Strength: 586, Stamina: 203, Agility: 96, Dexterity: 143, Intellect: 96, Focus: 74, Grace: 96, Speed: 56.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 54, Agility: 486, Dexterity: 233, Intellect: 96, Focus: 75, Grace: 167, Speed: 141.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 96, Stamina: 54, Agility: 238, Dexterity: 119, Intellect: 175, Focus: 230, Grace: 603, Speed: 104

Note: All of the new items can be found in the capital city’s gold marketplace (level 5).

While our side-quests may not have achieved much, we should have gained a few levels. I my team is now level 21 and actually fared quite nicely in the Tower. If we head back south, once again, we can find the tower and we may enter. If we head north once inside the Stones Tower, we can find a room with three markings. It seems that the red marking represents the Heartstone, the blue marking represents the Mindstone, but what does the third represent? Possibly, there is a third Stone in this realm. One of your characters, for me, it was Aeri Swift, that their faction could put good use to one of these Stones. Looking northward, we can see a door blocked off by several blocks. It seems that we have to cleared out this tower before we can proceed.

Heading east, to the room nearby the Judgement of Soul stone, we can fight several Bone Soldiers. They guys are weak and shouldn’t be much of a problem. In the center of the room, there is a small turret that will fire, seemingly, electricity, but this attack will also be extremely weak and your healer will patch you up quickly. The next couple of rooms contain the same set-up as the first. At the end of the path, we find a Shadowrunner boss, Sage of Blood. Apparently, some odd secrets of the Shadowrunners are being held here and the Sage of Blood and he says he will die to protect the secrets. This battle is very easy and despite the build-up to the Sage, he only has 2400 health points. We can then hit the activation point to make a green icon appear in the room. By entering the portal, we will be brought back to the main room.

This time, lets make our way west and see what we’ll find there. There will be a few rooms here and a portal in each. If we enter the final portal and the second a couple of times, making our way back to the final again (don’t take my word for it though, I just kept enter portals until something happened and didn’t keep track of which I’d entered and how many times), we can head east to get to our next boss. The boss will taunt our journey to restore the power of the Heartstone. This battle includes another Sage of Blood and a couple of swordmen. After the battle, and activating the blood marker, we can head south and then east to return to the main room.

Now, there is only one main battle left to fight. From the main room, we should head south and then head east, passed the Judgement of Stone. These rooms contains Gravecrawlers, which may be the strongest enemies, compared to the two rooms we’ve been to previously. Continue following the rooms east and then turn northward when no other option is given. This time, we will stumble across the Shadowrunners as they begin to understand the puzzle. Once the leader notices us, he requires us to either surrender or die. This is another easy battle. Afterwards, we can activate the Heartstone icon and return to the main room. Once in the main room, we can finally head north, through the door that was once blocked off.

Inside the once protected room, we can find the Judgement of the Void stone. Whoever had written it congratulates us for completing the trials, but mentions that the secrets of the Stones Tower will not be revealed so simply. Towards the end of the inscription, it mentions that the only way to gain the knowledge of those passed, much complete one final trial. Through the portal, you will fight mind, body and soul.

This boss is called the Voidwielder and will have about 37,000 health point. Along with its monstrous health, the Voidwielder can also deal around 200-300 damage per hit. If you want any chance to survive, make sure you are around level 30 and have most of the items mentioned at the start of this segment. When the new enemies spawn, you should try to take them out as quickly as possible. It is a little daunting to take your eyes off the boss, but the weaker enemies are much worse and deserve our attention. When the small squads of skeletons appear, you should cast Hail Storm, or any other damage-over-area effect ability to cut down their numbers quickly. Triton Steel will also be able to slash them apart in a single hit. By the end of the battle, even with our excessive training, only Triton Steel was left standing out of my other three members, and with his speed, it is difficult for him to catch up to the boss if it is chasing you. I feel that as long as you collect the armor, weapons and other items mentioned earlier, and have similar stats, you will do just fine.

With the battle over, we can head north to the recently opened room. Continuing into the room, we can find a couple of Ancient Runes that describe the beholders of the Heartstone and the Mindstone. Both tell the story of how the two men lived their lives and eventually found one another. Oddly though, we see a man standing where another Ancient Runes may have or will stand. Possibly, his has the Soulstone. If we speak to him, we learn that it was not he who activated the Soulstone, but his grandfather. He claims that, on his grandfather’s deathbed, he told the story of the two Alphas and how they waged a war between the Blademasters and Magicians. Before he died, he revealed the Soulstone and asked them to protect it. Unknowingly, the link of power between the beholder, the grandfather, had passed down to the father and the grandchild. It become apparent that the other Stones will be activated one day by the relatives of those who had once carried the Stones. As his story continues, he mentions that when he arrived at the Stones Tower, he found the other two Alphas close to death. Finally, he urges that you take the Soulstone. He believes that its power is good for the world and wishes that you continue its legacy and continues to bring balance to the world with its presence. Finally, he will give you the stone. We can now leave the Stones Tower.

Upon exiting, we’ll find ourselves inside of the capital city. Triton Steel will wonder why someone would do that; why would the man try to protect and restore the Heartstone so valiantly, and then simply give away a Stone that is just as powerful. Let’s see what the Alliance has next for us.

North to the Mountains

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Serenity Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 102, Agility: 494, Dexterity: 246, Intellect: 96, Focus: 109, Grace: 167, Speed: 139.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Commander’s Boots, Off Hand: None Stats – Strength: 586, Stamina: 203, Agility: 96, Dexterity: 143, Intellect: 96, Focus: 74, Grace: 96, Speed: 56.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 54, Agility: 486, Dexterity: 233, Intellect: 96, Focus: 75, Grace: 167, Speed: 141.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 96, Stamina: 54, Agility: 238, Dexterity: 119, Intellect: 175, Focus: 230, Grace: 603, Speed: 104.

With the Voilwielder slain, we will be back in the capital city. Before us, once again, is the Alliance Messenger. Upon talking to him, we learn that he has been sent here by the Alliance commander to the north. You have been summoned to head north and join the fighting. The reward for reporting for duty includes 25 gold pieces, 7 Alliance Emblems and the choice between 25 more gold pieces or another 8 Alliance Emblems. Accept the quest and head north to Captain Elliard. He will be glad that you received the message and that you are now here.

The Hermit Return

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Serenity Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 102, Agility: 494, Dexterity: 246, Intellect: 96, Focus: 109, Grace: 167, Speed: 139.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Commander’s Boots, Off Hand: None Stats – Strength: 586, Stamina: 203, Agility: 96, Dexterity: 143, Intellect: 96, Focus: 74, Grace: 96, Speed: 56.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 54, Agility: 486, Dexterity: 233, Intellect: 96, Focus: 75, Grace: 167, Speed: 141.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 96, Stamina: 54, Agility: 238, Dexterity: 119, Intellect: 175, Focus: 230, Grace: 603, Speed: 104.

Afterwards, he will inform you that an old hermit appeared some days ago, knowing how to restore the power of the Heartstone. Seeing as how your party is working on a similar quest, Captain Elliard was convinced to send for you in the capital city. He will later inquire about the Stones Tower and if you found what you were looking for and asks if there is a way to return to the Heartstone. Upon answering his question, he will seemingly realize that there may be more to the Old Hermit than previously thought. Finally, he asks that you head north to find the Old Hermit once again and see what he may have for you to do. For doing so, we can get 25 gold coins and 7 Alliance Emblems. We can also choose between 25 more gold coins or 8 more Alliance Emblems. Accept the quest and make your way due north.

A Path to the Top

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Serenity Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 102, Agility: 494, Dexterity: 246, Intellect: 96, Focus: 109, Grace: 167, Speed: 139.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Commander’s Boots, Off Hand: None Stats – Strength: 586, Stamina: 203, Agility: 96, Dexterity: 143, Intellect: 96, Focus: 74, Grace: 96, Speed: 56.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 54, Agility: 486, Dexterity: 233, Intellect: 96, Focus: 75, Grace: 167, Speed: 141.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 96, Stamina: 54, Agility: 238, Dexterity: 119, Intellect: 175, Focus: 230, Grace: 603, Speed: 104.

Once there, he will remark that you’ve gotten stronger. We can finish the quest now. The Hermit will ask what you found in Stones Tower. He will learn of the Soulstone and try to reason as to why it may exist. Finally, he asks if we will continue our quest for the Heartstone. After our response, he will give us our next quest. He believes that he can help you restore the Heartstone, but you must do a favor for him first. It seems that there is something tucked away in the mountains, high above, that is very dear to the old man. Unfortunately, he cannot reach it himself and will need your help. Hde warns you though, in the mountains are ancient and terrifying creatures. Before you attempt this quest, he mentions, you should see if any of the other factions have anything for you to do. Possibly, we will not be returning to this land for some time. The reward for this quest are 25 gold coins, 7 Alliance Emblems, and one of the two items, 25 more gold pieces or 8 Alliance Emblems. If you’ve followed this guide, or have already completed the faction quests in this area, then you won’t have to stick around here for long, but if you haven’t done them yet, then I recommend that you do, as many of them offer great rewards for the next faction camps that we find (which I assume will be soon). Once you are ready, head to the gate and meet the Old Hermit there. He will glad that you have come and announces that he is ready to go.

The First Gate

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Serenity Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 102, Agility: 494, Dexterity: 246, Intellect: 96, Focus: 109, Grace: 167, Speed: 139.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Commander’s Boots, Off Hand: None Stats – Strength: 586, Stamina: 203, Agility: 96, Dexterity: 143, Intellect: 96, Focus: 74, Grace: 96, Speed: 56.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 54, Agility: 486, Dexterity: 233, Intellect: 96, Focus: 75, Grace: 167, Speed: 141.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 96, Stamina: 54, Agility: 238, Dexterity: 119, Intellect: 175, Focus: 230, Grace: 603, Speed: 104.

Now that we’ve met the Old Hermit at the gate, he will give us another assignment. The Old Hermit tells you that this is the area where the Magicians were first exiled. Through the mountain pass, they found their new homeland. The gate before us now was added as a measure to protect Tempor from their return, but as the Magicians began to grow from within Tempor, the threat of more entering from the mountain pass faded. Now, guarding the wall, are ice creatures that will attack anyone on sight. This quest will reward us with 50 gold pieces, 15 Alliance Emblems and a pair of Fine Steel Footguards. We can also pick from 30 gold pieces, 8 Alliance Emblems, a Commander’s Platewrap, a Sapphire Thread Robe and a Ranger’s Tunic. Much like the earlier defense quest, this one sends three or four waves of monsters at you. This battle, like so many others, is really easy. Afterwards, the Old Hermit will compliment you on your strength and will give you your rewards.

To the Top

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: The Soulstone, Chest: Warder’s Tunic, Feet: Serenity Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 102, Agility: 494, Dexterity: 246, Intellect: 96, Focus: 109, Grace: 167, Speed: 139.

(Triton Steel (DPS)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Commander’s Boots, Off Hand: None Stats – Strength: 586, Stamina: 203, Agility: 96, Dexterity: 143, Intellect: 96, Focus: 74, Grace: 96, Speed: 56.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 96, Stamina: 54, Agility: 486, Dexterity: 233, Intellect: 96, Focus: 75, Grace: 167, Speed: 141.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 96, Stamina: 54, Agility: 238, Dexterity: 119, Intellect: 175, Focus: 230, Grace: 603, Speed: 104.

Now that the gate is opened, the Hermit says that we must part ways for a short time. He mentions that there is another gate, but you must open it by yourself. He mentions that when he first traveled to the top of the mountain, he found a spirit – one that you and your allies will have to face now. Now, he says his goodbyes and says that he will see you behind the second gate. If we can get passed this second gate, he will give us 50 gold pieces and 20 Alliance Emblems. We can also get one of the following: 30 gold coins, or 8 Alliance Emblems. Now, let’s enter through the gate.

Once we’ve gone through the gate, and entered the mountains, we will find Brin Gardius. If you remember, in Hands of War 2, he played an important role protecting the Heartstone. He believes only the champions of Tempor can defeat him. It is time to prove to him that you are worthy of this role. This battle, originally, looks quite simple. Brin Guardius only has 30,000 health points. Unfortunately, he comes back to life after you kill him. To be more specific, you have to kill him five times, totaling 150,000 health points. While he may be able to kill a few of your friends, and even our indescructable Triton Steel, your speed and ranged attacks will really help in this battle. I believe, every class should have a ranged attack that they can use. If you simple run away and use a ranged attack, you can outlast Brin Gardius. For me, because all of my allies were dead, and I used this strategy, the boss took about 10 minutes or so, but this is a small price to pay for doing more leveling and quests. After the battle, he will drop a rare item or two and we can head north once again and finish the quest.

If you have Aryn Gardius in your group, she will talk to you about her father. She mentions that even beyond his grave, he is helping Tempor and that he is a true Champion of Tempor.

The Ice Dragon

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: The Soulstone, Chest: Chestguard of Life, Feet: Serenity Treads, Off Hand: Silent Spring Quiver Stats – Strength: 125, Stamina: 106, Agility: 528, Dexterity: 250, Intellect: 146, Focus: 150, Grace: 275, Speed: 159.

(Triton Steel (Tank)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Shadowsteel Boots, Off Hand: None Stats – Strength: 500, Stamina: 214, Agility: 98, Dexterity: 153, Intellect: 98, Focus: 78, Grace: 98, Speed: 58.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 111, Stamina: 55, Agility: 486, Dexterity: 235, Intellect: 111, Focus: 79, Grace: 182, Speed: 140.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 98, Stamina: 56, Agility: 241, Dexterity: 121, Intellect: 178, Focus: 237, Grace: 614, Speed: 106.

When we speak to the Old Hermit, he will tell us that he has been a secret role in your quest. He guided you to the jungle, where you learned of the stones, opened the doors to the Stones Tower where you learned the power of the Stones and now you lie before your last test to recover the power of the Stones. He asks if you have thought of this. He mentions that there were two reasons to do this. The first, your group needed to know the Stones power and secondly, he needed to know how you would react to the power. He reveals that he is a descendant of the man who activated that Heartstone, and, of course, he has the power to reactivate it. He has one last trial for you. Th last test is for you to fight the dragon before you. He believes that Beldon Ax has figured out how the Mindstone is activated. To finish this war before it begins, he says that the passageway behind the dragon leads to the home of the Shadowrunners. If you were to sneak in there, you could end the impending war. For slaying the dragon, the Old Hermit will give us 50 gold pieces, 20 Alliance Emblems and the choice between an additional 30 gold pieces or 8 more Alliance Emblems.

The battle itself is quite difficult, but with some preparation, it will be easy enough to beat. Make sure that you have similar items to what I have equipped. Make sure that Triton Steel has been turned into the Tank class (“v” key) so that he can survive the battle and hold off the dragon from your less defensive allies. Throughout the battle, your healer should be tended to all of your characters, but, unfortunately, your healer will run out of magic points quickly. Make sure that your main character has a healing spell, such as Touch of Life (it can be found in the Warder’s camp nearby). The Ice Dragon will use a multi-targeting spell for the first part of the battle, but will soon resort to only physical attacks. This is why changing Triton Steel to a Tank class is so important – the dragon will attack him for most of the battle. If you’re still having trouble with the battle, try leveling your characters a bit, but, more importantly, you need a healing spell and decent armor.

After the battle, we can collect some rare armors from the beast and speak to the Old Hermit once again. He will congratulate you and offer you rewards for your accomplishment. Afterwards, he will inform you that your duties are not over quite yet. Beldon Ax is still on the loose and he will not stop until some drastic happens. The Old Hermit inform you that you can head to Varz to challenge him to a battle. He closes by asking if he may hold the Heartstone once again, as to give it power and to give you a chance in your battle. He will then restore the Heartstone and usher you forward to speak to the dragon. The Dragon will tell us that he is will take us anywhere in the world. We will now be in Varz and can complete some of the quests here.


Class-Specific Quests

Consider completing some of your class-specific quests at this point. From your class’s faction you will gain some of the best weapons and armors in the game. It is recommended that you complete at least some of these quests before tackling the first boss. Since I’ve chosen the Warder class, this guide will cover the Warder faction quest-line. I may update this guide later to accommodate for the other classes.

Distracting Distractions

Warder’s Side-Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: The Soulstone, Chest: Chestguard of Life, Feet: Serenity Treads, Off Hand: Silent Spring Quiver Stats – Strength: 125, Stamina: 106, Agility: 528, Dexterity: 250, Intellect: 146, Focus: 150, Grace: 275, Speed: 159.

(Triton Steel (Tank)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Shadowsteel Boots, Off Hand: None Stats – Strength: 500, Stamina: 214, Agility: 98, Dexterity: 153, Intellect: 98, Focus: 78, Grace: 98, Speed: 58.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 111, Stamina: 55, Agility: 486, Dexterity: 235, Intellect: 111, Focus: 79, Grace: 182, Speed: 140.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 98, Stamina: 56, Agility: 241, Dexterity: 121, Intellect: 178, Focus: 237, Grace: 614, Speed: 106.

Remember when we completed our last Warder’s quest? Warder Emma told us that in our next camp, we would be rewarded with a master bow. Let’s see what the Warder camp to the south has in store for us. Warder Selice will tell us that he didn’t expect us to arrive so quickly. Because of this, Selice informs you that they have not begun work on your bow, but instead have been fighting off the monsters. Let’s see if we can help them out. Selice tells you that if you can help take out some of the scorpions, he will not only reward you with 75 gold pieces, 25 Warder Emblems and the choice between 15 gold pieces or 7 Warder Emblems, but to also start the work on your bow. Giant Scorpions are weak creatures, but have a good chunk of health. You should have no problem with this battle, and it will seem even easier after having defeated the Dragon. Once over, you can speak to Warder Selice and inquire about the master bow.

A Master Bow

Warder Side-Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Angerwood Bow, Jewel: The Soulstone, Chest: Chestguard of Life, Feet: Serenity Treads, Off Hand: Silent Spring Quiver Stats – Strength: 125, Stamina: 106, Agility: 528, Dexterity: 250, Intellect: 146, Focus: 150, Grace: 275, Speed: 159.

(Triton Steel (Tank)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Bastard Sword, Jewel: Teardrop Necklace, Chest: Blademaster’s Platewrap, Feet: Shadowsteel Boots, Off Hand: None Stats – Strength: 500, Stamina: 214, Agility: 98, Dexterity: 153, Intellect: 98, Focus: 78, Grace: 98, Speed: 58.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Ranger’s Helmet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Perdition’s Bow, Jewel: Teardrop Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Barkskin Quiver Stats – Strength: 111, Stamina: 55, Agility: 486, Dexterity: 235, Intellect: 111, Focus: 79, Grace: 182, Speed: 140.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Medica’s Crown, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Teardrop Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Thornwood Quiver Stats – Strength: 98, Stamina: 56, Agility: 241, Dexterity: 121, Intellect: 178, Focus: 237, Grace: 614, Speed: 106.

As you complete the quest, Selice will inform you that it was not by chance that your last stop for this journey is Varz. The goblins in this land have a special essence, the Varz Essence that will super-charge any bow. For this quest, we can get 75 gold pieces and 25 Warder Emblems. We can also pick from 15 gold pieces, 7 Warder Emblems, Quicksilver, Storms Fury or Heart of the Forest. It goes without saying, pick one of the bows, as this will be your only opportunity to get a master bow. The Varz Essence will take some time to collect, as it is rather rare, but it shouldn’t take more than ten minutes. Afterwards, we can return to Selice to claim our Master Bow. Afterwards, he will tell you that he can teach you no more. You have now completed all of the quests. He warns you that the Warders may require your assistance once again.

Putting on Shadow

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Storms Fury, Jewel: The Soulstone, Chest: Chestguard of Life, Feet: Serenity Treads, Off Hand: Quiver of the Glade Stats – Strength: 126, Stamina: 107, Agility: 588, Dexterity: 282, Intellect: 147, Focus: 156, Grace: 294, Speed: 137.

(Triton Steel (Tank)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Tempor’s Light, Jewel: Heartstone, Chest: Blademaster’s Platewrap, Feet: Shadowsteel Boots, Off Hand: The Shining SunStats – Strength: 582, Stamina: 327, Agility: 126, Dexterity: 154, Intellect: 126, Focus: 84, Grace: 126, Speed: 104.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Marksman’s Circlet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Storms Fury, Jewel: Skull Bead Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Quiver of the Glade Stats – Strength: 123, Stamina: 63, Agility: 621, Dexterity: 270, Intellect: 123, Focus: 100, Grace: 227, Speed: 133.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Hood of Life, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Skull Bead Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Quiver of the Glade Stats – Strength: 123, Stamina: 63, Agility: 326, Dexterity: 145, Intellect: 207, Focus: 235, Grace: 771, Speed: 139.

All of the new items here, can be purchased from the gold merchants in Varz.

If we speak to Captain Pullard, of the Alliance, he will welcome us to Varz. He remarks that this place is quite different from Tempor and tells you that this is the land of the Shadowrunners. Captain Pullard will inform us that the Alliance has begun to do reconnaissance in the area and have discovered that Beldon Ax will be meeting with his father, Shadow Lord Karn later. Pullard informs you that they don’t know where Ax and his father will be, but guesses that they are in the city to the west. He tells you that if you enter the outpost, to the south, you may be able to collect guard uniforms to enter the city with little suspicion. The reward for this quest are 60 gold pieces and 15 Alliance Emblems. You can also choose from 20 gold pieces, 10 Alliance Emblems, a pair of Blademaster’s Handguards, a pair of Magician’s Handwraps or a pair of Warder’s Gloves. Once we’ve completed this short battle, we can return to Pullard and learn of our next mission.

An Inside Agent

Storyline Quest

(Main Character (DPS)) Armor, Weapon and Stats – Armor: Head: Sylvan Helmet, Hands: Forest Stalker’s Gauntlets, Legs: Marksman’s Shinguards, Main Hands: Storms Fury, Jewel: The Soulstone, Chest: Chestguard of Life, Feet: Serenity Treads, Off Hand: Quiver of the Glade Stats – Strength: 126, Stamina: 107, Agility: 588, Dexterity: 282, Intellect: 147, Focus: 156, Grace: 294, Speed: 137.

(Triton Steel (Tank)) Armor, Weapon and Stats – Armor: Head: Captain’s Faceplate, Hands: Shadowsteel Gauntlets, Legs: Dragonbane Legguards, Main Hands: Tempor’s Light, Jewel: Heartstone, Chest: Blademaster’s Platewrap, Feet: Shadowsteel Boots, Off Hand: The Shining SunStats – Strength: 582, Stamina: 327, Agility: 126, Dexterity: 154, Intellect: 126, Focus: 84, Grace: 126, Speed: 104.

(Aryn Gardius (DPS)) Armor, Weapon and Stats – Armor: Head: Marksman’s Circlet, Hands: Ranger’s Gloves, Legs: Marksman’s Shinguards, Main Hands: Storms Fury, Jewel: Skull Bead Necklace, Chest: Warder’s Tunic, Feet: Hunter’s Treads, Off Hand: Quiver of the Glade Stats – Strength: 123, Stamina: 63, Agility: 621, Dexterity: 270, Intellect: 123, Focus: 100, Grace: 227, Speed: 133.

(Aeri Swift (Healer)) Armor, Weapon and Stats – Armor: Head: Hood of Life, Hands: High Priest’s Gauntlets, Legs: Physicar’s Pants, Main Hands: Lifewood Bow, Jewel: Skull Bead Necklace, Chest: Physicar’s Chesguard, Feet: Priest’s Footpads, Off Hand: Quiver of the Glade Stats – Strength: 123, Stamina: 63, Agility: 326, Dexterity: 145, Intellect: 207, Focus: 235, Grace: 771, Speed: 139.

Now that we have gained our guard uniforms, Pullard will tell us that it has been confirmed that Beldon Ax and Shadow Lord Karn are in the city. Before we confront them, however, Pullard recommends that we speak with the agent beforehand, in hopes to gain a bit more information on the situation. The reward for this are are 60 gold pieces, 15 Alliance Emblems and the choice between 20 more gold pieces, 10 more Alliance Emblems, a pair of Blademaster’s Boots, a pair of Magician’s Footwraps or a pair of Warder’s Treads. The agent can be found within the city. Once there, he will immediately allow us to complete the quest and collect our rewards.

The Final Confrontation

Storyline Quest

It appears that this will be our last storyline quest! The Alliance Agent will warn you that you need to find Beldon Ax in the city right now, or else he may be able to assemble a large enough force in the city to evict you and your champions. The reward for this quest are 60 gold pieces and 30 Alliance Emblems. We can also get one of the following: 30 gold pieces, 15 Alliance Emblems, Bloodsteel Platewrap, Grand Arcanist’s Robe and Tunic of the Glade.

If we head north a bit, to the only other reachable part of the city, one of our characters will have something to say. For me, Aeri Swift spoke of seeing the western wall shimmer a bit and she suggests that you take a closer look at it. As she guessed, we can walk straight through the illusion and to Shadow Lord Karn and Beldon Ax. Beldon Ax will recall the first time that he meet you and will remark that you have found powerful allies as well, but it will appear that you aren’t the only one that has grown in power. He finally remarks on your blind bravery and how foolish it was of you to simply walk into the city. Next, he will say that your entire journey has been planned by him and it was simply to acquire the Heartstone for your efforts. He will also mention that the Mindstone has been restored. Unfortunately, your journey was only accepted by the Shadowrunners as you were on the only person who would be able to restore the stones. Soon after this, the battle will begin.

Here is the easier way to beat this battle – leave immediately. If we exit this screen and head pass the “wall,” we can reenter the battle without all of the enemies targeting us. Once we reenter, we should try to take one enemy out at a time and then leave. Surprisingly, if we leave and come back, the enemy will be removed for a few minutes. Alternatively, if you have an oppourtunity to attack Beldon Ax without attracting the Black Hands, this strategy will work equally as well. I found that the Black Hands were the most challenging enemies in this battle. This impressive healing ability makes them an enemy that you don’t want to get involved with. So, while this battle may seem a bit overwhelming, if you can lure Beldon Ax away from his friends, he is only a short 30,000 health points away from death. Just make sure a healer doesn’t come to his aid!

With the battle over, we can report back to the Alliance Agent and see what he has for us next.

Meeting an Old Friend

Storyline Quest

Placeholder.

This guide is a work-in-progress! I will continue to add to it soon.