== GENERAL TIPS ==
The following sections give general tips to approach the game.
Creating Your Character
You begin the game by creating your character. Name, gender and physical appearance are of no consequence, so choose whatever you want.
ProfessionYou have to pick one profession out of the six available. Your profession is an important decision:
The starting values of your abilities are different. This majorly impacts how you deal with situations in the early game. (As the game goes on, you will need to become good at everything and the professions will start blending together.)
The weapon and combat skills you start with are different. (You will get plenty of chances to pick different weapons and skills during the course of the game.)
Some events are slightly easier or harder.
A few quests have different rewards. (In the books, some quests were only available to a specific profession. This is not the case in the game.)
Your profession determines your character’s overall appearance. (This is purely cosmetic.)
DifficultyFinally, before you start, you need to pick a difficulty.
Classic tries to emulate the original books’ experience. If you long for the learning-through-failure design sensibilities of the early 90s, this is the mode for you. If this is your first time experiencing Fabled Lands, this will probably be a rough, somewhat unpleasant welcome.
Ironman is the same as Classic, but you only have one save and can only use it when you stop playing. If you lose, you have to restart your playthrough. This is the ultimate challenge for experienced players, especially if you try to go for the Iron Adventurer achievement, which challenges you to reach rank 10 in Ironman difficulty.
Explorer is probably the most enjoyable difficulty for most players. It lets you start the game as a more experienced adventurer, with better abilities and a bit of money. It also sands off many of the game’s rougher edges in the early game, while keeping the full breadth of challenges later on.
Here is the full list of differences between Classic and Explorer:
All your starting abilities are 1 point higher in Explorer mode.
You start with 9 stamina and 16 shards in Classic; 15 stamina and 200 shards in Explorer.
You start with a resurrection deal in Explorer mode.
Whenever you resurrect in Classic mode, all the money, equipment and items you were carrying are lost. In Explorer mode, you always keep everything.
A few catastrophic outcomes in the early game (around southern Sokara), such as losing all your money or items during some events, have been made less punishing in Explorer mode.
Some dice rolls that depend purely on chance (i.e. not on your abilities) are easier in Explorer mode.
Quests And Objectives
Fabled Lands does not have a main quest to follow. It’s up to you to decide where to go, and to set your own goals.
Roam the world to find numerous adventures, from brief encounters to multipart questlines. Inns are good places to listen for rumours, while temples often offer tasks and quests – but exploration is the best way to discover things.
The game offers 73 objectives, covering most (but definitely not all!) of the most memorable activities that exist in the world. You can treat those as a list of suggestions for things to do in your playthrough. Each objective unlocks a Steam achievement.
There are three types of objectives:
Character goals are general objectives that can be completed anywhere. Most are basic things that happen naturally as you play the game, but a few are tough challenges that require more dedication.
Quest goals correspond to adventures that appear in your quest log. Once you’ve accepted a quest, the game will generally show you where to go on the map with a golden exclamation mark.
Exploration goals are secrets uncovered while roaming the world. Some are small discoveries, but others, especially in the Great Steppes, are complex unmarked quests that you have to figure out by yourself.Unfortunately, as of version 1.0, objectives are tied to the player rather than the character; this means that, once you complete an objective in one playthrough, it will be marked as complete in every playthrough.
Note that it is not possible to complete every objective in one playthrough, as a few quests are incompatible (e.g. you have to pick a side in the Sokaran civil war). Note also that, while all quests and goals can be completed regardless of your profession (albeit with more or less difficulty sometimes), one objective (Iron Adventurer) is only available when playing in Ironman mode.
While letting the world surprise you is definitely the best way to enjoy the game, feel free to check the Achievement guide if you find yourself struggling to complete a certain objective.
https://steamcommunity.com/sharedfiles/filedetails/?id=2502327003
Preparing For Your Adventures
Essential equipmentAs soon as you have a little bit of money (i.e. by the point you leave the Isle of Druids), you should acquire the three following items: some rope, some climbing gear and a lantern. This is cheap equipment that can be bought everywhere and comes in handy very frequently. These three items can generally be used without losing them.
Always have a couple of potions of healing on you. They are cheap (50 shards) and restore 5 stamina when necessary. (At the very beginning of the game, if you search the beach, you’ll find one potion.)
Once you move into the Great Steppes, make sure to find and equip a wolf pelt to protect you from the cold. Otherwise, you will lose stamina every time you move around.
Preparing for failureFabled Lands has a fairly idiosyncratic approach to failure. The game makes failure likely, but also gives you plenty of tools to recover and keep going.
Resurrection deals are the antidote to death. They are offered at some temples (see Where to Find… for the list) and let you wake up there if you die. You will however lose all the items and money you were carrying, unless you are playing in Explorer mode.
Resurrection deals are expensive, but every resurrection deal gets a large discount if you are an initiate of the corresponding deity. In the early game, if you’re struggling to get the discount at the temples of Tyrnai and Nagil, you can venture briefly into Golnir, take the road from Wishport to Haggart’s Corner, and roll 9-12 to meet knights of Nagil, who will simply make you a follower; you can then immediately set up a resurrection in Metriciens before heading back to Sokara.
Losing all your items and money, either when you resurrect or through some other event, is a problem. Have a stash in various cities (they somehow all connect) and store money and equipment so that you can rebuild if you lose everything. You rarely need to carry more than 300 shards on you. Be particularly careful with quest items; losing one generally means failing the quest.
While behaving like a doomsday prepper might be a fun challenge for some players, others might rather just explore the world without worrying too much. Feel free to ignore all of this and just save your game regularly if that suits you better! (The game doesn’t autosave and doesn’t have a quick-save key.)
Preparing for ability rollsAbility rolls are an essential part of the game. You can check the dedicated section below for the full details, but the long and short of it is: get some ability-boosting equipment, and buy as many blessings as you can. This will greatly help you survive and achieve your goals.
Fabled Lands has plenty of randomness baked-in, but the game also gives you lots of tools to improve your odds. As detailed in the Ability rolls section, with the right strategy, you can easily increase your chance of success on a given roll from a scary 30% to a comfortable 80%.
Ability Rolls
Ability rolls are a pivotal part of the game. Here is how they work:
Example: To make a Scouting roll [14], roll 2d6 and add your Scouting ability, including any boost your equipment might give. Also add any bonus the game may grant you for this specific roll. If the total is strictly greater than 14, the roll is successful; otherwise, it is failed.
Anything that increases your abilities, such as permanent increases and equipment, improves your chances of successful ability rolls. Check Where to Find... for lists of those.
Blessings are an essential tool. They let you reroll an ability roll. This is more powerful than it might seem at first. Imagine you have a 50% chance of failure; if you can reroll, that chance goes down to just 25%. You can get blessings cheaply at temples, and can have up to one of each type at any time
The best blessing is the Luck blessing, which lets you reroll any roll. For ability rolls, if you have both a Luck blessing and a blessing for the ability in question, the game will let you pick which to use. You can also chain both blessings, which dramatically improves your chances. Since Luck blessings are so powerful, you should generally save them for rolls not covered by other blessings, or as an extra chance for important rolls.
Ability potions can be bought in a few locations (Blessed Springs, the Isle of Mystery and Aku), as well as found during your adventures. They temporarily increase an ability by 1. Blessings are cheaper and significantly more effective than potions, as shown on the graph below.
Large potions that temporarily increase an ability by 2 can be found during some events in Golnir (see Where to Find... for locations). As shown on the graph, they are equivalent to blessings for easy rolls, and quite a bit more powerful for hard rolls. However, as of version 1.0, you cannot reliably acquire large potions for half of the abilities.
You can combine a potion and a blessing (the potion will apply to the initial roll and any reroll) – or even a potion, an ability blessing and a Luck blessing! – for situations where you cannot afford to fail.
Ranking Up
Certain specific events make you gain a rank. As of version 1.0, the maximum rank you can reach is 10. See Power Overwhelming in the Achievements guide for a list.
When you rank up, you get the following rewards:
When you reach an even-numbered rank (2, 4, etc.), your maximum Stamina increases by 2 and you get to choose one skill book (out of three offered).
When you reach an odd-numbered rank (3, 5, etc.), your Defence increases by 1 and you get to add 1 to an ability of your choice.Your rank also matters in a few situations, e.g., certain Luck rolls add your rank as a bonus.
If you lose a rank, you lose the max Stamina / Defence bonus, but keep the skill book or ability increase.
Note that learning active combat skills requires the base value of a certain ability to be high enough. For instance, Adrenaline Rush, a rogue skill, requires a base Thievery of 7. This does not prevent you from picking a skill book when ranking up; you can do so and wait until you have the required stats to use it.
Note also that the skills you do not pick when ranking up are not lost forever. All skill books can be purchased in shops.
The skill books you are offered depend on your profession and are listed below. Ability requirements (for the active skills) are indicated in brackets; bear in mind that they refer to the base value of the ability.
Mage Rank 2: Archery, Blizzard’s Bite, Combat Dodge
Rank 4: Animal Companion [6 Scouting], Brawler, Meteor Strike [7 Magic]
Rank 6: Hot Pursuit, Mark as Prey [6 Scouting], Water Spirit [7 Magic]
Rank 8: Crippling Strike, Hunting Trap [8 Scouting], Slippery Oil [8 Thievery]
Rank 10: Adrenaline Rush [7 Thievery], Eagle Eye [7 Scouting], Weapon MasteryPriest Rank 2: Archery, Combat Dodge, Weapon Mastery
Rank 4: Crippling Strike, Illusory Clone [6 Charisma], Raise the Fallen [7 Sanctity]
Rank 6: Hot Pursuit, Invigoration [7 Sanctity], Song of Swiftness [6 Charisma]
Rank 8: Brawler, Mark as Prey [6 Scouting], Sonic Boom [7 Charisma]
Rank 10: Eagle Eye [7 Scouting], Everyone’s a Critic [7 Charisma], Hunting Trap [8 Scouting]Rogue Rank 2: Archery, Combat Dodge, Weapon Mastery
Rank 4: Bad Medicine, Slippery Oil [8 Thievery], Stunning Blow [6 Combat]
Rank 6: Adrenaline Rush [7 Thievery], Hot Pursuit, Tactical Assessment [6 Combat]
Rank 8: Brawler, Illusory Clone [6 Charisma], Whirlwind [7 Combat]Troubadour Rank 2: Archery, Combat Dodge, Weapon Mastery
Rank 4: Brawler, Ice Bolt [6 Magic], Sonic Boom [7 Charisma]
Rank 6: Crippling Strike, Everyone’s a Critic [7 Charisma], Lightning Strike [6 Magic]
Rank 8: Adrenaline Rush [7 Thievery], Blizzard’s Bite, Meteor Strike [7 Magic]
Rank 10: Hot Pursuit, Slippery Oil [8 Thievery], Water Spirit [7 Magic]Warrior Rank 2: Archery, Combat Dodge, Weapon Mastery
Rank 4: Brawler, Cleansing Flame [6 Sanctity], Whirlwind [7 Combat]
Rank 6: Curse [6 Sanctity], Hot Pursuit, Shout [7 Combat]
Rank 8: Crippling Strike, Mark as Prey [6 Scouting], Raise the Fallen [7 Sanctity]
Rank 10: Eagle Eye [7 Scouting], Hunting Trap [8 Scouting], Invigoration [7 Sanctity]Wayfarer Rank 2: Archery, Combat Dodge, Weapon Mastery
Rank 4: Brawler, Hunting Trap [8 Scouting], Shadow Dash [6 Thievery]
Rank 6: Eagle Eye [7 Scouting], Hot Pursuit, Poisonous Vial [6 Thievery]
Rank 8: Bad Medicine, Slippery Oil [8 Thievery], Stunning Blow [6 Combat]
Rank 10: Crippling Strike, Shout [7 Combat], Whirlwind [7 Combat]
Travelling The Fabled Lands
The Fabled Lands are divided into regions. In the original physical incarnation of the game, each region corresponded to a book. Each region has its own overall difficulty level; as a rule of thumb, the region number (see the map below) is the rank you should be when you enter it.
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Currently, four regions are available in the game, covering the entire continent of Harkuna:
Sokara (region 1): A kingdom inspired by the English Civil War, shaken by the conflict between a young king-in-exile and the general who deposed and executed his father.
Golnir (region 2): An agricultural land inspired by English folklore, full of knights in shining armour and magical beings who play tricks on mortals.
The Great Steppes (region 4): A vast expanse inspired by Siberia and central Asia, with nomadic tribes as well as Japanese-inspired Yarimura in the East.
Uttaku (region 5): The pinnacle of civilization on the continent – and also a brutal theocracy where the ruling class uses the religious police to keep everyone else in line.As can be surmised from the numbers, it is advisable to explore Sokara and Golnir thoroughly to find equipment and to level up your abilities before moving on to the Great Steppes and Uttaku.
Travelling by shipWhile most of your adventures take place on the mainland, certain locations and encounters require sailing. You can buy a ship and hire a crew at the following seaside locations:
Sokara: Marlock City, Yellowport
Golnir: Ringhorn, Metriciens, Wishport
The Great Steppes: Yarimura
Uttaku: Aku, KunrirThere are three tiers of ships (barque, brigantine, galleon) and four tiers of crew (poor, average, good, excellent). Better ships and crews increase your odds of surviving hazards at sea such as storms and sea battles. Better ships also transport more cargo, if you want to try your hand at trading (see Making money).
You do not need a ship in the early game; wait until you can afford a galleon and a good crew (or better) before you buy one. (You can only upgrade your crew to excellent in Marlock City, Ringhorn, Aku and Kunrir, or in a handful of one-time events.)
StormsStorms are a constant threat when sailing. When a storm strikes, roll a number of dice equal to your ship’s cargo capacity (barque: 1; brigantine: 2; galleon: 3), then add 1 if you have a good crew or 2 if you have an excellent crew. The outcome depends on the total:
1-3: The ship sinks. You lose it, your crew and your cargo. You must make a Luck roll to avoid dying.
4-5: The mast splits. You lose 1 unit of cargo. You make a Scouting roll; if it fails, you lose some stamina and the quality of your crew decreases. Either way, you can continue your trip, but the storm may have pushed you to a different location.
6+: You weather the storm and can proceed safely.With a galleon and a good crew, your ship can never sink and you have a 98% chance of weathering the storm (this goes up to 99.5% with an excellent crew).
If you absolutely must sail with a worse ship, you may want to get a Safety from Storms blessing at a temple. You can also get a conch that will protect you from storms. Sail to the Sea of whispers off the coast of the Isle of Druids and roll 8-10 to catch a centaur. Spare it to receive the conch.
Fast travelThe game offers a few options to travel quickly between locations. Those can be useful when you need to travel across the continent.
The following map depicts the existing fast travel routes:
Dark blue lines correspond to chartering a boat, usually for a small price. (Travel lines between nearby cities are not depicted to improve legibility.) Light blue lines are for flying. Green lines are for teleporting through a verdigris trapdoor (see below), purple lines are for teleporting using the Vade Mecum (see below), and orange lines are for other means of teleportation. Note that most routes are one-way only.
Notes for the numbered locations This becomes available after rescuing Oliphard the Wizardly, regardless of whether you complete his quest (see Transmutation in the Achievement guide). If you have a verdigris key, you can use the green routes for free; otherwise (or if you don’t want to), you can spend 100 shards to use the orange routes.
When you leave the Isle of Mystery, you are offered the possibility to teleport to Yarimura. If you reached the island by ship, it will remain docked there until you return for it.
After a successful Magic roll [12], meet some goblins and give them some faery mead. (If you fail the roll, just come back and try again later.) Step into the trau hole and explore by making a Scouting roll [14]. If you fail, you will get lost in the tunnels; you can recover by making a successful Luck roll. (Warning: If you fail this roll as well, you will lose all your items and money, and get kicked out.) You arrive at a room with several tunnels (on your first trip, you’ll pass through a treasure room first). If you can make a successful Magic roll [13], you will be able to decipher the signs. Otherwise, you have to pick your destination using just a number: 1 – the Bronze hills in Sokara, 2 – the Pyramid of Xinoc.
This verdigris trapdoor becomes available after the Ruby Citadel has been destroyed (see Dissonant Harmonies in the Achievement guide).
Roll 2-5 and make a successful Sanctity roll [14] to mount the Steed of Tambu. It can take you to various locations across the Great Steppes.
After a random encounter, you can look at the standing stones to reveal a verdigris trapdoor.The verdigris trapdoorsVerdigris trapdoors are teleportation hubs that exist throughout the Fabled Lands. Accessing them requires a verdigris key. Here are the locations that verdigris keys can be found at:
In Yellowport, explore the wealthy area by night. Make a successful Thievery roll [10] to catch a thief. (Warning: If you fail this roll in Classic or Ironman difficulty, you will lose all your money.) Join her and explore the ground floor; make a successful Thievery roll [12] to discover a verdigris key. Then go upstairs and escape while you can.
Go to the Marshland in the central area of the Steppes. Roll 8-12 and make a successful Magic roll [12] to find the hut of Gura Goru. (If you fail the roll, just move on and try again later.) Taunt the crone and use some rope to find a cross-staff and a verdigris key.
Meet the goblins in the Gemstone hills, south-west of Yarimura, by making a Magic roll [12]. If you do not have faery mead with you and then fail a Sanctity roll [13], you lose all your items and money, as well as 1 point of Sanctity, but gain a verdigris key (among other things).
Go to the standing stones in Uttaku (where the verdigris trapdoor is) and roll 8-12 to meet a farmer dealing with spriggans. If you have some faery mead (see Where to Find... for sources), you can capture them and get a verdigris key in return.The Vade MecumIn Uttaku, visit the farmlands west of the Hall of heroes and roll 8-12 to find a wizard’s workshop. The man is looking for selenium ore. If you give him some (see Where to Find... for sources), he tries to murder you. If you choose to defend yourself with a spell and make a successful Magic roll [13], you kill him. (Failing the roll means death.) Among his possessions, you find a book, the Vade Mecum.
The Vade Mecum lets you teleport between the following cities: Yellowport, Ringhorn, Yarimura and Aku. Every time you use it, the book is destroyed unless you make a successful Magic roll [13].
== COMBAT ==
This part deals with the mechanics of combat, and some of the possible strategies that can be used to survive fights.
The first section goes over the maths used to determine how much damage you deal to an opponent when you hit them, and gives a few tips to figure out which weapons are right for your character.
The other sections are devoted to combat skills, which are an important part of Combat. Each profession starts with two active skills and gains a new one when reaching an even-numbered rank. All the skills can also be purchased in shops. You do not lose skills when you resurrect, making them a good investment.
You can collect as many skills as you want, but can only memorize (i.e. make useable in combat) up to 3 active skills and 4 passive skills. You can switch your memorized skills whenever you want (outside of combat) at no cost; feel free to experiment with different combinations to find a build that works for you.
Every active skill is available to every profession, but has restrictions based on the value of your abilities: for example, to use Curse (a priest skill), your base Sanctity needs to be 6 or more. Passive skills have no such restriction. Note that the game checks the base value of your abilities; temporary changes due to equipment or diseases are not taken into account.
A few events can decrease the base value of your abilities; should that happen, you might become unable to use certain skills that you have. However, you will still know them, and will be able to memorize and use them again as soon as you manage to increase the base value of the ability back to the required level.
Choosing Your Weapons
How direct attacks workTo make a direct attack with your equipped weapon, just select a target within range. The game takes care of everything, but here is how the calculations work:
The attacker has a chance to score a critical hit. If this succeeds, skip to step 6; unless blocked, the attack will deal the maximum damage for the equipped weapon.
Otherwise, the attacker’s Offence is calculated by rolling dice: Offence = Combat + 2d6. Certain skills add a bonus to this number.
If you are defending, your Defence is: Defence = Base Combat + Rank + Armour bonus. The Defend action and certain skills add a bonus to this number. When enemies are defending, their Defence is a fixed number.
If the attacker’s Offence is strictly greater than the defender’s Defence, the attack hits. Otherwise, the attack does no damage.
The damage is determined randomly for the equipped weapon. Certain skills can add a bonus to this number.
The defender may have a chance to block; if this succeeds, all damage is negated.Example: You (a rank-2 Wayfarer with base Combat 6) are fighting a manbeast (Combat: 8). The manbeast attacks. If fails to score a critical hit, and rolls 5 for its normal attack. Its Offence is thus 8+5=13. You are wearing some plate armour (Defence +5). Your Defence is thus 6+2+5=13. The manbeast’s Offence is not greater than your Defence: it doesn’t hit you.
Example: On your turn, you (still a rank-2 Wayfarer with base Combat 6) try to hit the manbeast (Defence: 5) using your spear (Combat +1, Damage: 2-5). Your critical chance is 3%; a roll determines that you do not score a critical hit. You roll 7; your Offence is 6+1+7=14. Since 14>5, you attack succeeds. The manbeast cannot block. You roll 1d4+1 to determine the damage; the manbeast loses 4 stamina.
Notes You can check an enemy’s stats by hovering over their portrait (yours as well).
Your Offence takes your equipped weapon’s Combat bonus into account; your Defence does not.
Enemies never seem to use the Defend action.
The game displays Offence as a range, e.g. 9-19. Bear in mind that the probability distribution is not uniform. In this example, 14 is much more likely than 9 or 19.
A few items can grant you a small chance to block. As of version 0.17, all enemies’ chance to block is 0%, apart from two enemies in Golnir.
Your base critical hit chance is 3%. As of version 0.17, there is no way to increase it apart from two passive skills (Archery, Weapon mastery). Most enemies’ critical hit chance is 3%, with a few at 5 or 10%.
Presumably the damage probability distribution is uniform, e.g. if a weapon deals 2-5 damage, each result from 2 to 5 is equally likely. (This is currently unconfirmed.)
Melee weaponsOnce you start exploring Sokara, you have access to a variety of melee weapons with similar Combat bonuses (+1 or +2). Here are some factors to consider when deciding which one to use:
Average damage: On average, the damage dealt by the weapon when it hits (excluding critical hits, which always inflict max damage) is (max+min)/2; obviously, the higher the better.
Max damage: Some combat skills have effects that scale with your weapon’s max damage; in this case, go for weapons with high max damage, such as staffs.
AP cost: Pick a weapon that combines well with the costs of your skills to let you maximize your Action Points use each turn; bear in mind that you sometimes need 1 extra AP to switch from your ranged weapon or to use a potion of healing.
Range: For a few specific strategies, being able to reach 2 tiles away can be important.
Combat bonus: The game doesn’t have many Combat rolls, so this mostly matters if your Offence is too low to reliably hit enemies.Once you gain access to the mythic sword (see High Risk, High Reward in the Achievement guide) or the white sword (see The Right Hand of Death), just use that instead of anything else.
Ranged weaponsRanged weapons have lower damage and Combat bonus than melee weapons. However, since combat movement is slow, being able to hit your enemies while they move toward you is very useful.
Just like for melee weapons, your choice of ranged weapon depends on your skills and overall strategy. There are three basic ranged weapons available everywhere (bow, crossbow, sling); the former two also have a nicer version with Combat +1 that can be found in many shops. A few fancier ranged weapons can be discovered during your adventures; see Where to Find... for details.
The sling is the most flexible weapon (you can choose to use it once or twice per turn, depending on your needs) and does plenty of damage (4 per turn on average if you use it twice, 6 with the Archery skill). However, it has the shortest range, which means it is best if you have a skill to use on turn 1 while the enemies are out-of-range.
Warning: As of version 0.17, the game uses your currently-equipped weapon to determine your bonus for Combat rolls outside of combat. This can make a big difference if your ranged weapon has a lower Combat bonus.
Combat Skills (active, Pt. 1)
Mage skillsIce BoltCost: 6 AP; Cooldown: 7 turns; Range: 5 tiles; Req.: 6 base Magic
Deals 50% max weapon damage (rounded down) to a target tile and all adjacent enemies; all enemies caught in the explosion suffer Frostbite (they lose 1 AP) for 2 turns.
This is a great way to start a fight, especially if your enemies are bunched together and you can hit several at once. Note that this scales with max weapon damage, so make sure you use something that maximizes that, such as a staff or sword (since the skill rounds down, 6 or 7 max damage makes no difference).
The passive skills Blizzard Bite (which increases all damage dealt to frostbitten enemies by 1) and Crippling Strike (which reduces damage from frostbitten enemies) can complement this skill.
Warning: As of version 0.17, if the tile you target is in range, but a contiguous enemy is not, that enemy will not be hit by the bolt. This makes no sense to me, but that’s how the skill works.
Mage starting skill. Can be purchased on the Isle of Mystery for 1440 shards.
Lightning StrikeCost: 4 AP; Cooldown: 3 turns; Range: 5 tiles; Req.: 6 base Magic
Deals 50% max weapon damage (rounded down) to one enemy, who has a 70% chance to be Dazed for 3 turns (they have a 50% chance to miss their attacks).
The mage’s bread and butter. As with Ice Bolt, pick a weapon with a high max damage. Ideally, you’d want something to do with the 2 AP left over, but it’s unclear what that should be.
Mage starting skill. Can be purchased on the Isle of Mystery for 1440 shards.
Meteor StrikeCost: 3 AP; Cooldown: 3 turns; Range: 4 tiles; Req.: 7 base Magic
Deals 50% max weapon damage, and causes 2 burn damage per turn for the next 4 turns.
A nice offensive skill that can be used alternatively with Lightning Strike. The burn effect adds up to 8 damage, which can be welcome against strong enemies.
Can be purchased on the Isle of Mystery for 1440 shards.
Priest skillsCleansing FlameCost: 5 AP; Cooldown: 6 turns; Range: 3 tiles; Req.: 6 base Sanctity
Deals max weapon damage to one enemy; if that enemy is Cursed, deals 120% damage instead.
Make sure you have a weapon with high max damage, such as a staff. Spending a turn using Curse on the enemy beforehand is not necessarily a good idea; check that the extra 20% (always rounded down!) are worth it.
This counts as a signature skill for the passive skill Hot Pursuit.
Priest starting skill. Can be purchased in Marlock City for 1440 shards.
CurseCost: 4 AP; Cooldown: 5 turns; Range: 4 tiles; Req.: 6 base Sanctity
One enemy suffers -3 Offence and -3 Defence for 5 turns.
Useful only against a single, strong enemy. You probably have better ways to use your AP against typical opponents.
Priest starting skill. Can be purchased in Marlock City for 1440 shards.
Raise the FallenCost: 5 AP; Cooldown: 6 turns (2 uses); Range: 2 tiles; Req.: 7 base Sanctity
Summons an undead warrior (Combat: 6; Defence: 7; Stamina: 8; Damage: 2-3) to fight by your side.
This can do a bit of damage and draw some attention away from you.
Can be purchased in Marlock City for 1440 shards.
Rogue skillsPoisonous VialCost: 2 AP; Cooldown: 2 turns (4 uses); Range: 2 tiles; Req.: 6 base Thievery
Poisons one non-adjacent target. The target is poisoned for 3 turns; on its turn, it takes damage equal to the remaining duration, i.e. 3+2+1=6 damage over 3 turns.
The effect stacks, adding 3 to the duration every time you reapply it. So if you poison an enemy on turn 1 and again on turn 3, this will do 3+2+4+3+2+1=15 damage over 6 turns. You can keep stacking poison further, but note that you can only use the skill 4 times per battle.
The strict range requirement (exactly 2 tiles) is a problem. If an enemy gets in melee range, you have to spend your entire turn poisoning them (2 AP to disengage + 2 AP to move one tile away + 2 AP to use the skill).
This skill is poorly-suited to low-level enemies, which are more easily dispatched by hitting them in the face, but tremendously effective against powerful, high-stamina enemies.
The passive skills Crippling Strike (which reduces the damage of poisoned enemies) and Bad Medecine (which increases the duration of the poison) complement this skill nicely.
Rogue starting skill. Can be purchased in Yarimura for 1440 shards.
Shadow DashCost: 3 AP; Cooldown: 4 turns; Range: 4 tiles; Req.: 6 base Thievery
You teleport behind an enemy and hit them for 80% max weapon damage (rounded down).
This is particularly useful with ranged enemies. Make sure to use a weapon with a high max damage. Note that the passive skill Hot Pursuit effectively makes this cost just 1 AP, letting you spend the rest of the turn finishing off the opponent.
Rogue starting skill. Can be purchased in Yarimura for 1440 shards.
Slippery OilCost: 2 AP; Cooldown: 1 turn (8 uses); Range: 3 tiles; Req.: 8 base Thievery
Puts oil on a tile; anyone that steps on it (including yourself!) has a 60% chance to fall and be pushed to an adjacent unoccupied cell, becoming Stunned for 2 turns (they skip those turns).
You need something to do with the remaining 4 AP. Bows may be well-suited to distant enemies. Moving and using the Poisonous Vial skill can be an option against closer opponents.
Can be purchased in Yarimura for 1440 shards.
Combat Skills (active, Pt. 2)
Troubadour skillsIllusory CloneCost: 6 AP; Cooldown: 1 turn (2 uses); Range: 1 tile; Req.: 6 base Charisma
You create an illusory copy of yourself in an unoccupied adjacent tile. The clone has the same stats and equipment as you but only 1 Stamina.
This is probably the most busted skill in the game. Make sure you have a slingshot as your active weapon (do so before combat starts; you don’t want to waste an entire turn swapping weapons!), create two clones and collectively shoot your opponents dead.
Troubadour starting skill. Can be purchased in Metriciens for 1440 shards.
Song of SwiftnessCost: 2 AP; Cooldown: 4 turns; Range: 5 tiles; Req.: 6 base Charisma
Grants you and your clones +3 Defence for 3 turns.
If you and your clones somehow fail to kill your enemies with ranged weapons before they reach you, this can be useful to help your clones survive.
Troubadour starting skill. Can be purchased in Metriciens for 1440 shards.
Sonic BoomCost: 3 AP; Cooldown: 5 turns; Range: 2 tiles; Req.: 7 base Charisma
Hits all enemies within range for min weapon damage; also has a 70% chance to Daze them for 3 turns (they have a 50% chance to miss their attacks).
The use of min weapon damage should nudge you toward maces, which tend to have the highest minimum damage.
The passive skill Brawler (which adds 2 to all damage you deal when surrounded by 2 or more enemies) complements this skill perfectly.
Can be purchased in Metriciens for 1440 shards.
Warrior skillsStunning BlowCost: 4 AP; Cooldown: 6 turns; Range: 4 tiles; Req.: 6 base Combat
You rush forward in a straight line to any enemy within range, hitting them for 50% max weapon damage and pushing them to an adjacent unoccupied tile. The enemy is also Stunned for 1 turn (they skip that turn).
This is particularly good with the Hot Pursuit passive skill, which effectively reduces the cost to 2 AP, letting you chain an attack with certain weapons (as long as they don’t require more than 4 AP to use).
If you jump among a group of enemies, you can choose to chain Whirlwind instead (even without Hot Pursuit, since it only costs 2 AP) to damage several enemies.
Warrior starting skill. Can be purchased in Castle Ravayne for 1440 shards.
Tactical assessmentCost: 3 AP; Cooldown: 4 turns; Range: self; Req.: 6 base Combat
You gain +1 Damage for 4 turns.
There’s really no reason not to use this a lot. Ideally, find something to do with the 3 AP left over, such as attacking with a slingshot or defending.
Warrior starting skill. Can be purchased in Castle Ravayne for 1440 shards.
WhirlwindCost: 2 AP; Cooldown: 4 turns; Range: 1 tile; Req.: 7 base Combat
Hits all adjacent enemies for 60% max weapon damage (rounded down).
This pairs well with Stunning Blow, which lets you jump in the middle of a group of enemies. Both skills can be chained on the same turn.
The passive skill Brawler (which adds 2 to your weapon damage when surrounded by 2 or more enemies) also complements this skill perfectly.
Can be purchased in Castle Ravayne for 1440 shards.
Wayfarer skillsAnimal CompanionCost: 6 AP; Cooldown: 6 turns; Range: 2 tiles; Req.: 6 base Scouting
Summons a bear (Combat: 6; Defence: 7; Stamina: 4; Damage: 2) to fight by your side.
Note that the bear’s stats do not scale with yours; while it’s pretty strong in the early game, it becomes entirely useless later on. The passive skill Resilient Companion lets you boost its stats so that it remains useful.
This counts as a signature skill for the passive skill Hot Pursuit.
Wayfarer starting skill. Can be purchased in the City of Trees for 1440 shards.
Hunting TrapCost: 2 AP; Cooldown: 1 turn (6 uses); Range: 2 tiles; Req.: 8 base Scouting
Sets a trap on a tile. Anyone but you (but including your animal companion!) stepping on it will suffer max weapon damage; they also have a 60% chance to become Crippled for 3 turns (they have -1 AP, -3 Offence, -3 Defence).
You need something to do with the remaining 4 AP. Bows may be well-suited to distant enemies. If you have Hot Pursuit, calling an Animal Companion before you set a trap is also an option.
Can be purchased in the City of Trees for 1440 shards.
Mark as PreyCost: 2 AP; Cooldown: 3 turns; Range: 4 tiles; Req.: 6 base Scouting
Marks a single target as prey. You and any animal companion gain +50% damage against it for 3 turns.
This is good, but only if you have something to do with your remaining AP that turn. Choose your weapon accordingly.
Wayfarer starting skill. Can be purchased in the City of Trees for 1440 shards.
Combat Skills (passive)
ArcheryGrants a bonus based on your ranged weapon type:
Bow: +30% Critical hit chance. This can be a significant increase to your chance to hit (especially if your Combat is low, or your enemy has a high Defence), and increases your average damage by 0.45 per hit for the two existing bows.
Crossbow: +2 Offence. This might interest priests and mages that want to use ranged weapons. They have skills that scale with max weapon damage, and crossbows have the highest max damage of the ranged weapons. And since both professions start with low Combat, they can use the extra Offence.
Sling: +1 Damage. If you can use your sling twice per turn, this increases the average damage to 6 per turn, the highest of all ranged weapons.Can be purchased in Yellowport for 600 shards.
Bad MedicineWhenever you apply Poison to an enemy, this increases the duration by 1. This is an essential upgrade to the rogue skill Poisonous Vial.
If you poison an enemy once, this increases the damage from 6 over 3 turns to 10 over 4 turns. If you poison that enemy twice, on round 1 and on round 3, this increases the damage from 15 over 6 turns to 28 over 8 turns – which should take care of most enemies.
Can be purchased in Yarimura for 500 shards.
Blizzard’s Bite Enemies affected by Frostbite will suffer 1 additional damage from all sources.
The mage skill Ice Bolt currently seems to be the only way to inflict Frostbite. It’s unclear whether this skill is worth it even for mages.
Can be purchased on the Isle of Mystery for 250 shards.
Brawler When there are at least 2 enemies within 2 range, your damage is increased by 2.
This can be good for warriors who use Stunning Blow to jump into a group of enemies and Whirlwind to hit them all at once. This is also quite lethal when combined with the troubadour skill Sonic Boom, which hits all the nearby enemies.
Can be purchased in Caran Baru for 400 shards.
Combat Dodge Gives +1 Defence.
This is always good, especially early in the game where it’s definitely worth the 500 shards. In the late game, once quality armour and a high rank give you a huge Defence stat, you can free up the slot for something else if you want to.
Can be purchased in Yellowport for 500 shards.
Crippling StrikeDamage inflicted by targets affected by Daze, Frostbite, Poison or Curse will be reduced by 2 (minimum 1).
The mage skill Lightning Strike and the troubadour skill Sonic Boom inflict Daze. The mage skill Ice Bolt inflicts Frostbite. The rogue skill Poisonous Vial inflicts Poison. The priest skill Curse inflicts Curse. (duh)
Can be purchased in Ringhorn for 400 shards.
Hot PursuitWhen you cast a Signature spell, you gain 2 Action Points until the end of the turn. The following skills are Signature spells:
Animal Companion (wayfarer skill). This costs 6 AP, leaving you 2 AP to cast Mark as Prey immediately to boost your bear. Perfect combo! (You can also use the 2 AP to set a Hunting Trap somewhere.)
Stunning Blow (warrior skill). This costs 4 AP, leaving you 4 AP to attack the stunned opponent with a sword (but not a spear, staff or trident).
Shadow Dash (rogue skill). This costs 3 AP, leaving you 5 AP to attack and finish off the opponent.
Cleansing Flame (priest skill). This costs 5 AP, leaving you 3 AP – maybe to Defend?Can be purchased in Ringhorn for 500 shards.
Resilient CompanionGreatly improves the stats of the bear created by Animal Companion. It now has: Combat: 10; Defence: 11; Stamina: 8; Damage: 2-4.
If Animal Companion is a playstyle that you enjoy, then you absolutely need this in order to keep up with the enemies you will encounter once you leave Sokara.
Can be purchased in the City of Trees for 800 shards.
Weapon MasteryGrants a bonus based on your melee weapon type:
Sword, dagger: +2 Offence. Useful if your Combat is low and you find yourself missing a lot.
Mace, axe: +40% Critical hit chance. Also useful if your Combat is low and you find yourself missing a lot, and it increases your average damage per hit.
Polearm: +1 Damage. Who doesn't like extra damage? Note that this counts for skills that scale with your max (or min) damage.Can be purchased in Yellowport for 600 shards.
== MAKING MONEY ==
Grinding for money in Fabled Lands is generally unnecessary. Quests and adventures provide a lot of equipment, and plenty of cash to buy more.
However, if you die and resurrect a lot, especially in Classic and Ironman difficulties (in which you lose your money and items when you resurrect), you may need some money to pay for all those resurrections and to re-equip yourself. Here are some tips on the best ways to make money, including several sources of infinite money – provided you are patient enough!
Sokara & Golnir
SokaraAs the starting region, Sokara does not offer lots of opportunities to build a fortune. Still, here are a few ideas if you want more money in the early game:
On the Isle of Druids, go to the Coastal road and roll 2-5 to encounter some bandits. They are fairly easy to defeat even at the start of the game and carry money and equipment worth over 200 shards. Whenever you return to the location later and roll 2-5 again, you find a smoulder fish, which sells for 55 shards at the Lake of the Sea Dragon.
You can fish by rolling 5-6 on the River bank north of Yellowport and then sell your haul at the Lake of the Sea Dragon for 55 shards per fish. [Repeatable]
You can find a lantern by rolling 5-6 at the Shadar Tor between Yellowport and Marlock City. It sells for 90 shards in Yellowport. [Repeatable]
Once you have a ship, you can buy minerals in Yellowport and sell them in Marlock City at a profit (110 shards per unit of cargo). The route is safe, except for storms (which shouldn’t be a problem if you have a galleon with a good crew) and some corrupt soldiers near Yellowport who will fleece you for 60 shards (if you have a galleon with a good crew, you can simply refuse to pay and they will let you go). While you’re at it, you should fill your inventory with stacks of bullets in Yellowport; they sell for twice their price in Marlock City. [Repeatable]
In Yellowport, explore the storehouses at night to be captured by a gang of cannibals. Shout the name of their god and fight two cultists (Combat: 9, Defence: 5, Stamina: 7, Damage: 2-3) to escape. You find some pearls on the body of a cultist, which sell for 100 shards. Afterwards, you can return to the area as many times as you want, each time fighting two cultists and getting another bag of pearls. [Repeatable]
You can climb Devil’s Peak, north of Marlock City, to find enemies and treasure. On your first visit, you encounter two storm demons (Combat: 8, Defence: 6, Stamina: 11, Damage: 1-6) and get 200 shards if you can defeat them. Each time you return afterwards, you have to fight two gryphons (Combat: 6, Defence: 5, Stamina: 11, Damage: 2-5), and receive 10 shards and a bag of pearls (which sells for 100 shards in Yellowport or Caran Baru). (If you have the quest “The Lord of Thunder” active, you have a different encounter instead.) [Repeatable]
In Blessed Springs, explore the area to find a gorlock’s cave. If you can make a successful Magic or Scouting roll [both 11], you can explore its cave while it’s gone and find 500 shards and a silver nugget. You can also fight the beast (Combat: 7, Defence: 6, Stamina: 14, Damage: 3-5) to achieve the same result.
Completing the first part of the civil war questline for either side (see the Achievement guide for details) pays 500 shards.
At the Castle of the Dragon Knights, you can defeat the knights up to three times, each time getting some plate armour (worth 720 shards) as a reward. [Repeatable twice]
GolnirGolnir offers many events that let you earn several hundred shards at once. Furthermore, most of them can be repeated endlessly, meaning you can get as rich as you want in this region.
Explore the fort on the clifftop between Ringhorn and Metriciens. Open the correct door to find 300 shards. A clue can be found by encountering a goblin on the Whistling Heath. Answer: Choose the right door. Warning: Do not open the other doors, and do not open the correct door twice.
Go to the Grimm Riverbank north of the Magwort fens and roll 2-6 to be offered a wager. Accept and make a successful Scouting roll [12] to get 300 shards. Warning: If you fail the roll, you lose all your items. [Repeatable]
In the coastal waters between Ringhorn and Metriciens, roll 9-12 to rescue a shipwrecked mariner. There is a chance that he will give you 300 shards. [Repeatable]
Listen for rumours in Metriciens and roll 2-4 to hear about a gem you might steal. Make a successful Thievery roll [12] to get the gem, worth 400 shards. Warning: If you fail the roll, you die. [Repeatable]
In the Forest of the Forsaken, reach the gibbet then leave the path. Roll 6-9 to be left alone, then fail a Scouting roll [10], then roll 10-12 to encounter a serpent. (Warning: If you get different values for the luck rolls, you might make some unpleasant encounters.) Accept the wager. If you can make a successful Magic roll [14], you know which door to pick; otherwise, you pick one at random and should change your choice when the snake opens all but one unchosen doors. (Read up on the Monty Hall problem if this doesn’t seem like the correct course of action to you.) You end up with 400 shards.
Go to the mountains in north-eastern Golnir and roll 2-6 to encounter a hydra. Defeat it to find 700 shards. Warning: If the hydra hits you in combat and you do not have a blessing of immunity to poison, you die at the end of the fight! [Repeatable]
Go to the hinterlands east of Ringhorn and roll 8-12 to find burial mounds. Enter and fight the barrow wight (Combat: 10, Defence: 9, Stamina: 18, Damage: 3-6) to receive 200-1200 shards. [Repeatable]
Hunt pirates in the coastal waters (see No Guts, No Glory). The pirates with the most money (800 shards + some cargo) can be found off the coast of Ringhorn. [Repeatable]
In Castle Ravayne, you can try to rob the Baroness’s treasury. Make two successful Thievery rolls [15 then 16] to abscond with 900 shards. Warning: If you fail the first roll, you will be sent to jail, losing all your items and money, and possibly your life. If you fail the second roll, you have to abandon 400 shards, and you will forever risk getting arrested by the militia on the coastal road near Ringhorn. [Repeatable]
Find three lucky items and give them to the high priestess in the temple in Goldfall to earn 999 shards (see Make It Rain). [Repeatable]
You can grab several hundred shards from the Tower of Despair (see Bat Market), though doing so is risky.
Listen for rumours in Metriciens and roll 8-9 to hear about an investment opportunity. This is a surprisingly good deal: on average, you can expect your investment to increase by 40%, or even 82% if you use a Luck blessing to reroll bad outcomes. [Repeatable]
The Great Steppes & Uttaku
The Great SteppesYou can find large amounts of money in the Great Steppes if you are willing to undertake some dangerous adventures. Here are the most profitable (refer to the Achievement guide for the specifics):
If you side with General Marlock in the Sokaran civil war (see The New Order), one of the rewards you can choose is a cobalt wand, worth 1600 shards.
Looting Xinoc’s tomb (see Tomb Raider) lets you get some full plate armour (1440 shards) and some more goodies.
Go to the Nomad camp near Yarimura and roll 2-5 to find a prisoner. Try to free the prisoner by sneaking and making a Thievery roll [12]. Free him to learn some information. (You only get the chance to do this the first time you encounter the prisoner.) Then go north to the mountains, investigate the cliff and enter the bronze doors. If you are NOT an initiate of Nagil, you will have to reach 13+ by rolling two dice and adding your rank in order to escape. If you make a successful roll, you will escape the place and get 1500 shards as a bonus. (There’s an even better reward here if you have the title Chosen One of Nagil, see The Right Hand of Death.)
Go to the Northern Plains and roll 8-12 to meet some nomads. Make a successful Charisma roll [15, or 13 if wayfarer] to stay for the night. Visit the shaman and ask him about the song to learn how to defeat a fearsome monster. Then go to the Wastelands west of the Ruby Citadel and roll 2-5 to find a tunnel in the snow. Go down the main tunnel and defeat the monster thanks to your knowledge of its weakness, and retrieve 3000 shards. (Do not open the sarcophagus!)
Completing “The Curse of Bakhan” (see A Helping Hand) rewards you with a selenium wand, worth 3200 shards.
Explore Bazalek Isle (see High Risk, High Reward). Your first trip there will net you 1000-6000 shards (1d6*1000). Return later for a mythic sword, which sells for 3800 shards (though you might want to hold on to it; it’s currently the second-best weapon in the game!).
On each trip to Bazalek Isle, you can fight the knight and get his full plate armour (which sells for 1440 shards). While you should not attempt the fortress more than twice, you can keep fighting the knight (don’t forget to bring some rope each time!) for a virtually-endless source of money. [Repeatable]
The Cave of Bells. (Not possible in version 0.17.)
Trading And Investing
Taking advantage of local pricesSome items have different prices in different locations, letting you make a profit if you make the journey. However, in practice, those situations are few and far between, due to prices being largely homogeneous across the world. Here are the cases that let you turn a (mediocre) profit:
Buy sling bullets in any town for 20 shards per stack, and sell them in Marlock City for twice as much.
Buy silver nuggets at the Lake of the Sea Dragon for 165 shards each, and sell them in Yellowport for 200 shards.
Buy silver holy symbols at the Bazaar of the Golden Ones (see Stairway to Heaven in the Achievement guide) for 400 shards each and sell them for 750 shards in the City of Trees on the Isle of Druids. That’s a nice profit, but it’s a long trip!
Trading by shipOnce you have a ship, you can buy cargo at a harbour and sell it elsewhere hoping to make a profit. The following table displays the most profitable type of cargo for each route and the profit per unit:
In the early game, bringing minerals from Yellowport to nearby Marlock City can be a way to make a bit of money. Later on, bringing minerals from Yellowport to Wishport is the most profitable route; however, going from Yellowport to Ringhorn allows for a more profitable round trip overall.
Warning: The waters south of Golnir are teeming with pirates. At rank 1 with a good crew, you have a 92% chance of successfully escaping them (97% with a Luck blessing), but failing to do so can be catastrophic. (Do not try to fight them until you have an excellent crew and are at least rank 4.)
Guild investmentsGuild investments is an over-designed system that is probably not worth the bother. Let’s look at it in excruciating detail anyway!
In major cities (Yellowport, Marlock City, Conflass, Metriciens, Ringhorn, Wheatfields, Yarimura), you can visit the merchants’ guild and invest some money in hopes of making a profit. (There is a guild in Wishport, but it is too small to deal with investments.) Go there, make an investment (this is different from depositing money), then choose “check on your investments”.
You roll 2d6, add some bonuses you might have, and the result determines what happened to your money. If you have a Luck blessing and are not happy with the outcome, you can use it to reroll. You can check multiple times to keep trying to increase your capital. When you’re ready to withdraw your money, the guild keeps a 10% commission – so make sure you’ve made enough of a profit before you cash out!
Here are the possible bonuses and where they apply:
Being an initiate of the Three Fortunes. (You can join at the temples in Caran Baru, Goldfall, Metriciens, Wishport.) Adds +1 everywhere.
Having some information obtained by exploring the harbour area in Yellowport during the day. Adds +3 in Ringhorn, +2 in Wheatfields and Metriciens, +1 in Yellowport, Marlock City and Yarimura.
Having some information obtained by visiting the merchants’ guild offices in Conflass or Wheatfields. Adds +2 in Yellowport, Marlock City and Sokara, +1 in Metriciens and Ringhorn.
Having some information obtained by visiting the merchants’ guild offices in Metriciens or Ringhorn. Adds +1 in Wheatfields.(The game mentions a +1 bonus in Conflass “if you have information on the best trading routes in Uttaku”; this is not available as of version 0.17.)
Information bonuses expire every time you check your investments! Think of it as your information becoming outdated. You will need to get some new intel by revisiting the locations where you acquired these bonuses.
Here are the numbers for the average change in capital and chances of making a profit:
The best place to invest as of version 0.17 is Ringhorn, where you can reach a +5 bonus by being an initiate of the Three Fortunes (+1) and having information from Yellowport (+3) and Conflass/Wheatfields (+1). This is quite likely to net you a nice profit, especially if you are willing to use a Luck blessing.
All the other locations also offer decent odds of profit (+4 max bonus), except Conflass (+1 bonus), where you should absolutely refrain from investing.
== WHERE TO FIND... ==
The following sections contain exhaustive lists of where to find useful items and boons throughout the game.
Low-level equipment that can be purchased anywhere is not included.
Some events that award items can be repeated, which may be useful if you lose the item (e.g. when you resurrect) or simply want to make money. These events are marked as [Repeatable].
Many things listed here are rewards for quests and adventures; when a description says “See <section>”, refer to the corresponding section in the Achievement guide for details.
Many items can be purchased at the Bazaar of the Golden Ones; see Stairway to Heaven in the Achievement guide to find out how to gain access to it.
Some items can be purchased from the trau at the standing stones in Haggart’s Corner using mithrals rather than shards; see Top Gear in the Achievement guide for details.
https://steamcommunity.com/sharedfiles/filedetails/?id=2502327003
Health And Blessings
Resurrection arrangementsResurrection deals can generally be obtained at temples. They tend to be very expensive (around 800 shards), but initiates get a highly-discounted price (around 200 shards).
Sokara Temple of Nagil (Isle of Druids). To become an initiate: make a successful Sanctity roll [10 on your first attempt, 15 afterwards].
Temple of Tyrnai (Yellowport, Caran Baru). To become an initiate: have a base Combat of 6. Golnir Temple of Nagil (Metriciens, Wheatfields). To become an initiate: roll below your rank on one die; or go to the road between Metriciens and Haggart’s Corner, roll 9-12 to meet some knights and simply agree to become an initiate.
Temple of Tyrnai (Castle Ravayne). To become an initiate: have a base Combat of 6.The Great Steppes Temple of Nisoderu (Yarimura). To become an initiate: pay 50 shards.
Sky Mountain. This costs only 150 shards, but is only available if you’ve befriended the Mannekyn (see One of a Kind).
BlessingsBlessings are purchased at temples for a small fee. You can only have one blessing of each type, and it must be reacquired after use.
Luck: The Three Fortunes (Caran Baru, Goldfall, Metriciens, Wishport).
Charisma: Elnir (Marlock City, Yellowport, Castle Ravayne, Ringhorn); Juntoku (Yarimura).
Combat: Tyrnai (Caran Baru, Yellowport, Castle Ravayne); Nai (Yarimura).
Magic: Molhern (Monastery of Molhern in Golnir, Isle of Mystery).
Sanctity: Nisoderu (Yarimura).
Scouting: Lacuna (Isle of Druids, Caran Baru, Abbey of Lacuna in Golnir, Haggart’s Corner); Tambu (Yarimura).
Thievery: Sig (Marlock City, Ringhorn); Amanushi (Yarimura).
Immunity to Disease and Poison: Maka (Yellowport, Wheatfields).
Safety from Storms: Alvir and Valmir (Marlock City, Yellowport, Metriciens, Ringhorn, Wishport).
Permanent increases to maximum stamina Any rank increase adds 2 to your maximum stamina (see Power Overwhelming); conversely, it goes down by 2 when you lose a rank.
Freeing Sul Veneris from Devil's Peak (see Eucharist) adds 3 to your maximum stamina.
Curing diseases and poisonSokara Temple of Maka (Yellowport).
House of Priests (Marlock City), only if you have completed “The Lord of Thunder” (see Eucharist).
The general’s palace (Marlock City), only if you have completed “Defend the Citadel” (see The New Order).
Healer (Venefax), only sting fever.
The Holy Waters (Blessed Springs).
Using the Moonstone of teleportation (one-time only). To acquire it, the first time you explore the residential quarter in Marlock City, make a successful luck roll. GolnirThere is no way to cure diseases and poison in Golnir, even though there are numerous ways to get poisoned or infected there. Make sure to get a blessing from the temple of Maka in Wishport instead!
The Great Steppes Temple of Nisoderu (Yarimura), only if you have completed “The Mirror of the Sun Goddess” (see Divine Reflections).
Vodhya, only if you have completed “Heart of Darkness” (see Heart of Darkness).
Velis Corin, only if you have completed “The North Remembers” (see The North Remembers).
The Azure sky tribe in the Steppes, only if you have completed “Seek Me Out” (see Northern Hospitality).
The Fane (Strange gully around the central area of the Steppes), only if you are an initiate of Tambu and offer an item with a +2 bonus.
The Arena (Isle of Mystery), only if you are the champion (see Arkane Kombat).
Lifting cursesSokara The Holy Waters (Blessed Springs), only the curse of Tyrnai and only if you have been instructed to go there by the priests of the temple of Sig in Marlock City.GolnirThere is no way to remove curses in Golnir, but also no way to get cursed.
The Great Steppes The Tower of Bakhan (Yarimura).
The Fane (Strange gully around the central area of the Steppes), only if you are an initiate of Tambu and offer an item with a +2 bonus.
The Arena (Isle of Mystery), only if you are the champion (see Arkane Kombat).
Ability Boosts, Pt. 1
All abilitiesPermanent increases to an ability of your choice Throw the yellow powder into the Blessed Springs (see Transmutation).
Complete “Book of the Seven Sages” (see Raider of the Lost Knowledge).
Listen for rumours at the inn on the Isle of Mystery, then travel to the Forest of Larun in Sokara. Use the password and reach the sarcophagus. (Note: The password was found in a different region in the books. Its location might change as more content is added to the game.)
At Castle Ravayne, get a boon from the baroness (by being a Paladin or making a successful Charisma roll [16]), then roll 1-3 (only once).
If you reach the Isle of Mystery without a ship (either by teleporting from the Ruby Citadel or by getting shipwrecked there), and refuse to teleport away from it, you end up building a raft. Roll 5-6 to find a genie; you can ask him to increase one of your abilities. However, you will then have to make a successful Luck roll or die at sea.
Do the task for the merchants’ guild in Marlock City. (Not available in version 0.17.)
CharismaPermanent increases to Charisma Complete “The Greatest Story” if you are not a troubadour (see This One’s a Tribute), or if you visit the hermit without the quest.
Rescue Targdaz from the Ruby Citadel if you are not a troubadour (see Dissonant Harmonies).
Complete “Heart of Darkness” (see Heart of Darkness).
Defeat the storm demon in the Northern plains by making two successful Sanctity rolls (see A Helping Hand; defeating the demon in combat does not award the Charisma boost).
Go to the Nomad camp near Yarimura and roll 2-5 to find a prisoner. Announce your presence and say the word back to the nomad. (This will however prevent you from opening the bronze doors in the northern cliffs, see The Right Hand of Death.) Potion of Comeliness (Charisma +1 for one roll) Purchase: Blessed Springs, Isle of Mystery (all: 50 shards).
On the main road north of Metriciens in Golnir, roll 2-5 to encounter a small stranger and receive the potion. Warning: If you have defeated the dwarf in the Forest of the forsaken, you may meet him here instead, and he will poison you. Unless you have a blessing of immunity to poison, your Charisma is reduced until you get cured. (This unfortunate encounter can only happen once.) [Repeatable] Large potion of Comeliness (Charisma +2 for one roll) On the road north of Haggart’s Corner in Golnir, roll 2-6 to encounter seven fools. The third time you meet them, you receive a large potion of Comeliness.Magic mandolin, Silver flute (Charisma +2) Purchase: Haggart’s Corner Standing Stones (1800 mithrals), Bazaar of the Golden Ones (400 shards).
In the lair of the Sea Dragon, in Sokara (see Transmutation).
Sail to the Sea of whispers off the coast of the Isle of Druids and roll 11-12 to have a strange dream. Make a Charisma roll [11]; if you fail, leave and try again. If you succeed, you have to make a successful Sanctity roll [11] to avoid losing your ship; either way, you end up with a silver flute. [Repeatable]
In the rukh’s nest, in the Great Steppes (see Air Miles).
In the Grasslands (western Steppes), roll 2-5 then fail a Magic roll [18]. You will lose all your money and items, but gain a silver flute, a witch’s hand and some parrot fungus. [Repeatable]Enchanted flute, Centaur flute (Charisma +3) Purchase: Bazaar of the Golden Ones (800 shards).
Possible reward for “Intrigue and Treachery” (see Cluedo).
Possible reward for “Defend the Citadel” (see The New Order).
In the Grasslands (western Steppes), roll 2-5 then make a successful Magic roll [18]. (Warning: You will lose all your money and items if you fail this difficult roll!)
CombatPermanent increases to Combat Complete “The Black Dragon Knight” if you are not a warrior (see Knightfall).
Defeat a pirate off the coast of Golnir (see No Guts, No Glory) if you are not a warrior (only once).
Complete “Damsel in Distress” (see Knight in Beastly Armour).
Explore the open country near Goldfall and roll 2-6 to encounter a bull. Fight and kill it.
Complete “The North Remembers” (see The North Remembers). Potion of Strength (Combat +1 for one roll) Purchase: Blessed Springs, Isle of Mystery (all: 50 shards).
If you’ve completed “King Slayer” (see Usurper!), explore the barracks area in Marlock City.
As long as your base Combat is less than 9, you can practice swordplay at Castle Ravayne. Make a successful Combat roll [10] to receive a potion. [Repeatable](As of version 0.17, there is no way to acquire a large potion of strength.)
(Items that increase Combat are all weapons. They are listed in a separate section.)
Warning: As of version 0.17, the game uses your currently-active weapon to determine your bonus for Combat rolls. This can make a big difference if your ranged weapon has a lower Combat bonus.
Ability Boosts, Pt. 2
MagicPermanent increases to Magic Complete “The Stolen Chest” if you are not a wizard (see Transmutation).
Become the arena champion on the Isle of Mystery if you are not a wizard (see Arkane Kombat).
Put on a manbeast helmet without dying (see Knight in Beastly Armour), but only if you can roll higher than your base Magic on 1d6+2.
In Castle Orlock (see Bookworm), roll 6-8 to read a magician’s grimoire. You have 2 in 3 chances to increase your Magic by 1, and 1 in 3 chances to decrease it by 1. (The game decides by secretly rolling a die; you cannot use a Luck blessing to affect that roll.)
Complete Estragon’s first task (see Am I a Joke to You?).
Complete Estragon’s second task (see Am I a Joke to You?).
Complete “Remnants of the Past” (see See No Evil).
Meet the goblins in the Gemstone hills, south-west of Yarimura, by making a Magic roll [12]. If you do not have faery mead with you and then fail a Sanctity roll [13], you lose all your items and money, as well as 1 point of Sanctity, but gain 1 point of Magic. Potion of Intellect (Magic +1 for one roll) Purchase: Blessed Springs, Isle of Mystery (all: 50 shards).
Visit the monastery of Molhern in Golnir (you need to make a successful Charisma roll [10] to be let in) and study. [Repeatable] Large potion of Intellect (Magic +2 for one roll) In the elf glade in the Forest of the forsaken in Golnir, sit down and eat. If you can make a successful Magic roll [12], you get a large potion. Warning: If you fail the roll, you die. [Repeatable]
Sail to the coastal waters near Ringhorn and roll 8-9 to encounter a ship of wizards. Attack them and make two challenging Magic rolls [16 then 17] to defeat them. (If you fail the first roll, you will lose your ship and risk drowning. If you fail the second one, the encounter will end and you will have to try again.) They will offer you tribute, including a large potion. [Repeatable]Ebony wand (Magic +2) Purchase: City of Trees (Isle of Druids), Metriciens, Isle of Mystery, Bazaar of the Golden Ones (all: 1000 shards).
In the lair of the Sea Dragon, in Sokara (see Transmutation).
Avar Hordeth’s hoard in Yarimura (see A Helping Hand).Cobalt Wand (Magic +3) Purchase: Haggart’s Corner Standing Stones (1800 mithrals), Isle of Mystery, Bazaar of the Golden Ones (all: 2000 shards).
Possible reward for “Intrigue and Treachery” (see Cluedo).
Possible reward for “Defend the Citadel” (see The New Order).Selenium Wand (Magic +4) Purchase: Haggart’s Corner Standing Stones (4000 mithrals), Isle of Mystery, Bazaar of the Golden Ones (all: 4000 shards).
Reward for “The Curse of Bakhan” in the Great Steppes (see A Helping Hand).Celestium Wand (Magic +5) Purchase: Isle of Mystery, Bazaar of the Golden Ones (all: 8000 shards).
SanctityPermanent increases to Sanctity Complete “The Lord of Thunder” if you are not a priest (see Eucharist).
Complete “The Mirror of the Sun Goddess” if you are not a priest (see Divine Reflections).
Complete “An Eye for an Eye” (see No Rest for the Wicked).
Give your lucky items to the gaunt woman in Goldfall (see Make It Rain).
Spend the night with the lepers at the entrance to the Forest of the forsaken. (Warning: Unless you have a blessing of immunity to disease, there is a chance you may contract leprosy.)
Help the shamans at the Pyramid of Xinoc in the Great Steppes (see A Helping Hand). Potion of Godliness (Sanctity +1 for one roll) Purchase: Blessed Springs, Isle of Mystery (all: 50 shards).
On the road between Blessed Springs and Venefax, roll 1-2 to meet mad pilgrims. Defeat them for a potion. [Repeatable]
On the road between Metriciens and Haggart’s Corner, roll 2-6 to meet some priests and get a potion. [Repeatable]
On the old road between Delpton and Wheatfields, roll 10-12 to meet an old woman. Give her water to receive a potion. Warning: Unless you have a blessing of immunity to disease (which you can get in nearby Wheatfields), you will catch the plague. [Repeatable](As of version 0.17, there is no way to acquire a large potion of godliness.)
Silver holy symbol (Sanctity +2) Purchase: City of Trees (800 shards), Haggart’s Corner Standing Stones (1800 mithrals), Bazaar of the Golden Ones (400 shards).
In the lair of the Sea Dragon, in Sokara (see Transmutation).
Avar Hordeth’s hoard in Yarimura (see A Helping Hand).
Great Steppes, Strange gully. Loot the shrine. If you roll 5-6, you will find a silver holy symbol. However, you will also permanently lose 1 point of Scouting. [Repeatable]Gold holy symbol (Sanctity +3) Purchase: Bazaar of the Golden Ones (800 shards).
Possible reward for “Intrigue and Treachery” (see Cluedo).
Possible reward for “Defend the Citadel” (see The New Order).
In the Cave of Bells in the City of Ruins. (The Cave of Bells cannot be explored in version 0.17; it requires information from a region that is not yet available.)
Ability Boosts, Pt. 3
ScoutingPermanent increases to Scouting Complete “In Service of the Druids” if you are not a wayfarer (see Cross-polination).
Reach the Underworld from the Great Steppes if you are not a wayfarer (see Beam Me Up).
Complete “A Sacred Tusk” (see Pig-sticker).
Complete “The Broken Backbone” (see Brokeback Mountain).
Find an explorer’s book in Castle Orlock (see Bookworm).
Start climbing the Northern mountains (see Beam Me Up). Potion of Nature (Scouting +1 for one roll) Purchase: Blessed Springs, Isle of Mystery (all: 50 shards).
Complete “Seek Me Out” (see Northern Hospitality).
Enter the Magwort fens in south-eastern Golnir and make a successful Scouting roll [13]. [Repeatable] Large potion of Nature (Scouting +2 for one roll) At the rainbow river in northern Golnir, roll 9-12 to meet some fishermen and give them a fishing hook in exchange for a potion. You can acquire a fishing hook for 2 shards by rolling 7-12 at the riverbank south of Marmorek. [Repeatable]
In the coastal waters between Ringhorn and Metriciens, roll 9-12 to rescue a shipwrecked mariner. There is a chance that he will give you a potion. [Repeatable]Gold compass, Cross-staff (Scouting +2) Purchase: City of Trees (900 shards), Haggart’s Corner Standing Stones (1800 mithrals), Bazaar of the Golden Ones (800 shards).
In the lair of the Sea Dragon, in Sokara (see Transmutation).
Go to the Marshland in the central area of the Steppes. Roll 8-12 and make a successful Magic roll [12] to find the hut of Gura Goru. (If you fail the roll, just move on and try again later.) Taunt the crone and use some rope to find a cross-staff and a verdigris key.
Sail to Disaster bay near Yarimura; roll 6-9 (or 2-5 and weather the storm). You then have to make a Scouting roll [14]; if you fail it, you run aground and get to explore the sandbar. Roll 3-4 to encounter two sea spiders; defeat them to find a gold compass.Sextant (Scouting +3) Purchase: Bazaar of the Golden Ones (1200 shards).
Possible reward for “Intrigue and Treachery” (see Cluedo).
Possible reward for “Defend the Citadel” (see The New Order).
Sail to Disaster bay near Yarimura; roll 10-12 to notice a beacon; sail toward it (regardless of the Scouting roll) and rally your crew with a Charisma roll [11] to fight the wreckers; you will lose your ship but gain a barque and a sextant.
ThieveryPermanent increases to Thievery Complete “The Golden Chain Mail” if you are not a rogue (see Blasphemous Burglary).
Complete “Masks in the Dark” if you are not a rogue (see Nightstalker!).
Become a Follower of Sig at the temple in Marlock City or Ringhorn (you lose the point if you renounce Sig afterward).
Go to the haunted hills in northern Golnir and roll 8-9 to encounter outlaws. If you can successfully make a Thievery and a Charisma roll [both 13], the outlaws will offer you to join them for a while. Do so. (Warning: If you fail both rolls, they will steal all your items and money. If you only fail one of the rolls they will let you go unharmed.)
Rob Avar Hordeth (see A Helping Hand). Potion of Stealth (Thievery +1 for one roll) Purchase: Blessed Springs, Isle of Mystery (all: 50 shards).
During “Defend the Citadel” (see The New Order), return to the commander before killing Beladai.
On the road between Castle Ravayne and Troilus’ Inn, roll 9-12 to meet a rascal and receive a potion. [Repeatable] Large potion of Stealth (Thievery +2 for one roll)Become an initiate of Sig, then renounce him at the temple in Ringhorn. The temple will send assassins after you. If you make a successful Thievery roll [13], you evade them and get a potion. [Repeatable]Magic lockpicks (Thievery +2) Purchase: Haggart’s Corner Standing Stones (1800 mithrals), Bazaar of the Golden Ones (600 shards).
In the lair of the Sea Dragon, in Sokara (see Transmutation).Gloves of Sig (Thievery +3) Purchase: Bazaar of the Golden Ones (1200 shards).
Possible reward for “Intrigue and Treachery” (see Cluedo).
Possible reward for “Defend the Citadel” (see The New Order).
Weapons
Ranged weapons Purchase: An enchanted crossbow (Combat +3) can be purchased at the Haggart’s Corner standing stones (900 mithrals) and the Bazaar of the Golden Ones (1000 shards).
Sail to the coastal waters near Scorpion Bight in Sokara. Roll of 8-9 to find a bizarre “ship”, in which you discover a weird “magic stick” (Combat +2) that shoots bullets.
Sail to Disaster bay near Yarimura; roll 6-9 (or 2-5 and weather the storm). You then have to make a Scouting roll [14]; if you fail it, you run aground and get to explore the sandbar. Roll 3-4 to encounter two sea spiders; defeat them to find an enchanted crossbow (Combat +3).Swords (Combat +2) Purchase: A knight’s sword can be purchased in Castle Ravayne, Beladai’s camp (near Yarimura, before finishing the civil war questline), the Nomad camp (all: 500 shards).
An enchanted sword is in the lair of the Sea Dragon, in Sokara (see Transmutation).
An enchanted sword is a possible reward for “Intrigue and Treachery” (see Cluedo).
An enchanted sword can be found at the waterfall in Golnir (see Not Today), but you should definitely grab the shield instead.
An enchanted sword is found in the Tower of despair (see Bat Market).
An enchanted sword is a possible reward for “Defend the Citadel” (see The New Order).
A knight’s sword is a reward for defeating the knight on Bazalek Isle (see High Risk, High Reward). [Repeatable]Polearms (Combat +2) Purchase: A coral spear and a diamond lance can be purchased in Castle Ravayne (500 shards each).
Purchase: A shadar spear can be purchased in Beladai’s camp (near Yarimura, before finishing the civil war questline), the Nomad camp and the Bazaar of the Golden Ones (all: 500 shards).
A magic trident is a reward for completing “Sunken City of Ziusudra” (see Retiarius).
Sokara, Curstmoor. On your first visit, you’ll encounter a herd of horses. Mount one to be taken to goblins. A successful Sanctity roll [9] gets you an enchanted spear and some faery mead; however, failing that roll will make you lose all your items and money.
Golnir. Roll 8-12 on the road north of Haggart’s Corner to encounter a damsel in distress. Rescue her or don’t, then go to the main road south of Wheatfields and roll 2-6 to meet a knight. Tell him about the damsel to get his diamond lance.
Solving Dom Daniel’s riddle (see Secrets of the Deep) and choosing the chest rewards you with a coral spear and a pearl breastplate.
Sail to Disaster bay near Yarimura; roll 6-9 (or 2-5 and weather the storm). You then have to make a Scouting roll [14]; if you fail it, you run aground and get to explore the sandbar. Roll 1-2 to meet some fishmen. Do not attack them. If you have a bag of pearls, a silver nugget or a smoulder fish, you can trade it for a magic trident, a mariner’s ruttier or an ink sac. [Repeatable]
Great Steppes, Strange gully. Loot the shrine. If you roll 1-2, you will find a shadar spear. However, you will also permanently lose 1 point of Scouting. [Repeatable]
In the Grasslands (western Steppes), roll 2-5 then fail a Magic roll [18]. You will lose all your money and items, but gain a shadar spear, a silver flute, a witch’s hand and some parrot fungus. [Repeatable]Battle axe (Combat +3) Purchase: Castle Ravayne, Bazaar of the Golden Ones (all: 1000 shards); Haggart’s Corner standing stones (900 mithrals).
Avar Hordeth’s hoard in Yarimura (see A Helping Hand).Sword of the Shadar (Combat +4) In Xinoc’s tomb (see Tomb Raider).
In the Cave of Bells in the City of Ruins. (The Cave of Bells cannot be explored in version 0.17; it requires information from a region that is not yet available.)Unique swords The Mythic sword (Combat +5) is the reward for your second visit to the fortress on Bazalek Isle (see High Risk, High Reward).
Nagil can give you the White sword (Combat +8) (see The Right Hand of Death).
Armour
ArmourSplint Armour (Defence +4) Purchase: Marlock City (420 shards), Caran Baru, Castle Ravayne, Metriciens, Yarimura, Beladai’s Camp (near Yarimura, before finishing the civil war questline), Bazaar of the Golden Ones (all except Marlock City: 400 shards).
Castle Ravayne, get a boon from the baroness by being a Paladin or making a successful Charisma roll [16], and roll 4-5. However, you lose all the other armour equipped and carried. [Repeatable]
Golnir, explore the Magwort fens and make a successful Scouting roll [13], after your initial visit. [Repeatable]Plate Armour (Defence +5) Purchase: Caran Baru, Castle Ravayne, Beladai’s Camp (near Yarimura, before finishing the civil war questline), Bazaar of the Golden Ones (all: 800 shards).
In the lair of the Sea Dragon, in Sokara (see Transmutation).
Reward for defeating the knights at the Castle of the Dragon Knights in Sokara. [Repeatable twice]
Golnir, Molhern’s Smithy (see below). Score 19-21. [Repeatable]
Sail to the coastal waters near Ringhorn and roll 8-9 to encounter a ship of wizards. Attack them and make two challenging Magic rolls [16 then 17] to defeat them. (If you fail the first roll, you will lose your ship and risk drowning. If you fail the second one, the encounter will end and you will have to try again.) They will offer you tribute; there is a chance that this will be some plate armour. (The game picks the tribute by secretly rolling a die; you cannot use a luck blessing to affect that roll.) [Repeatable]
Golnir, Forest of the forsaken. Either defeat the silent knight in combat or know how to deal with him (you need to have listened for rumours at Troilus’ Inn, east of Castle Ravayne).
Great Steppes, Strange gully. Loot the shrine. If you roll 3-4, you will find some plate armour. However, you will also permanently lose 1 point of Scouting. [Repeatable]
In the Cave of Bells in the City of Ruins. (The Cave of Bells cannot be explored in version 0.17; it requires information from a region that is not yet available.)Full Plate Armour, Pearl Breastplate (Defence +6) Purchase: Castle Ravayne, Bazaar of the Golden Ones (all: 1600 shards).
Solve Dom Daniel’s riddle (see Secrets of the Deep) and choose the chest.
Golnir, Molhern’s Smithy (see below). Score 22-24. [Repeatable]
In Xinoc’s tomb (see Tomb Raider).
Reward for defeating the knight on Bazalek Isle (see High Risk, High Reward). [Repeatable]Vulcanium Mail (Defence +7) Purchase: Haggart’s Corner standing stones (1600 mithrals).
Golnir, Molhern’s Smithy (see below). Score 25+. [Repeatable]
Molhern’s SmithyOn the road between Castle Ravayne and Troilus’ Inn, roll 2-4 to find Molhern’s smithy. You can leave a weapon or some armour, as well as a sum of money, overnight, and hope to receive armour in the morning. Choose what item to leave (its quality doesn’t matter, so you should choose cheap leather armour) and how much money, let the smithy work at night without investigating, then roll 3 dice if you are an initiate of Molhern (only 2 otherwise) and add +1 for each 100 shards you left. (If you have a Luck blessing, you can use it to reroll.)
Your total determines what you get. In particular, 22-24 gives you some full plate armour (Defence +6), while 25+ gives you some vulcanium mail (Defence +7). Clearly, if you want those two without paying a fortune, you should become an initiate of Molhern. Unfortunately, for some reason, you cannot do that in the nearby monastery and instead have to travel halfway across the continent to the Isle of Mystery!
Other defensive equipmentShields The Black Dragon shield (Chance to block +15%) is obtained during “The Black Dragon Knight” (see Kinghtfall), but you must give it away to conclude the quest.
A magic shield (Defence +2, Chance to block +20%) can be found in Golnir (see Not Today).Rings A Ring of Defence (Defence +1, Chance to block +5%) is in Xinoc’s Tomb (see Tomb Raider).Helmets A manbeast’s helmet (Chance to block +5%) is found in Nerech (see Knight In Beastly Armour).
Roll 5-6 at Fort Brilon (at the border with Nerech) to find a manbeast’s helmet (Chance to block +5%). [Repeatable]
A regal helm (Defence +1, Sanctity +1) is in the Tower of despair (see Bat Market).
Miscellaneous Items
Faery mead Faery mead is frequently involved in interactions with goblins, trau, elves and other magical creatures. It can be found in the following locations:
Purchase: Haggart’s Corner Standing Stones (1000 mithrals), Bazaar of the Golden Ones (200 shards).
Sokara, Curstmoor. On your first visit, you’ll encounter a herd of horses. Mount one to be taken to goblins. A successful Sanctity roll [9] gets you an enchanted spear and some faery mead; however, failing that roll will make you lose all your items and money.
Golnir, explore the countryside south-east of Castle Ravayne, roll 8-12 to meet a storyteller, then roll 7-12 to hear a folk tale about a pot in a tree stump. Then head towards the eerie woods near Goldfall and roll 9-12. Leave 50 shards in the pot and receive some faerie mead. (Warning: Only do this once! If you try to do it another time, your Charisma will be reduced to 1.)
Golnir, elf glade in the Forest of the Forsaken. Wait and watch; if you can make a successful Thievery roll [12] or if your base Sanctity is 6 or more, you get some faerie mead. (Warning: If you can’t satisfy either condition, you will lose all your items and money.) [Repeatable]
Great Steppes, Eastern plains. If you roll 2-5, you’ll encounter some redcaps. If you can make successful Magic [12] and Sanctity [13] rolls, you will defeat them. Otherwise, you will have to fight them. (They are not particularly tough, but there are four of them!) Either way, you will find some faery mead on them.
Great Steppes, River of destiny. If you roll 8-12 and make a successful Scouting roll [15], you encounter a kelpie. (If you fail the roll, you can leave and try again later. Do not mount the horse.) Attack it and refuse to spare it after the fight to get some faery mead.
Great Steppes, Strange gully. Loot the shrine. If you roll 5-6, you will find some faery mead. However, you will also permanently lose 1 point of Scouting. [Repeatable]
Potion of restorationThis is a special potion that restores all your stamina and cures poison and diseases. It cannot be bought directly: you need to find an alchemist that can prepare it and provide an ink sac (as well as pay a significant amount of money). It is unclear why you would want to use this over the standard healing potions that are cheaper and available everywhere, unless you’re really afraid of getting poisoned or diseased.
Ink sac At the Shadar Tor, between Yellowport and Marlock City, go underwater (see Retiarius in the Achievement guide for details; note that you do not need to have the quest to do this) and fight some creatures to get an ink sac. [Repeatable]
Sail to Disaster bay near Yarimura; roll 6-9 (or 2-5 and weather the storm). You then have to make a Scouting roll [14]; if you fail it, you run aground and get to explore the sandbar. Roll 1-2 to meet some fishmen. Do not attack them. If you have a bag of pearls, a silver nugget or a smoulder fish, you can trade it for a magic trident, a mariner’s ruttier or an ink sac. [Repeatable]Alchemists that can prepare the potion Blessed Springs (250 shards).
Isle of Mystery (150 shards).
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