The Quest
Governing Attributes
Every skill has a governing attribute. Base skills can't be increased to more than twice the base governing attribute w/ skill points or training. Base skill/attribute means the skill/attribute w/o enchanted gear, potions, or spells. You can still increase the skills more with enchanted gear. Base attributes are signified by white numbers on the info-main screen. Base skills are signified by white numbers on the info-skills screen. If a skill appears in blue numbers take off enchanted gear and go back to skills screen.
Skills governed by attribute
+==============+==============+==============+==============+===============+ | strength | dexterity | endurance | intelligence | personality | +==============+==============+==============+==============+===============+ | heavy weapon | lockpick | heavy armor | heal magic | persuade | | | | | | | +--------------+--------------+--------------+--------------+---------------+ | | stealth | | protection | mercantile | | | | | magic | | +--------------+--------------+--------------+--------------+---------------+ | | dual wield | | attack magic | mind magic | | | | | | | +--------------+--------------+--------------+--------------+---------------+ | | light weapon | | environment | | | | | | magic | | +--------------+--------------+--------------+--------------+---------------+ | | light armor | | undead magic | | | | | | | | +--------------+--------------+--------------+--------------+---------------+ | | repair | | disarm | | +--------------+--------------+--------------+--------------+---------------+ | | block | | alchemy | | +--------------+--------------+--------------+--------------+---------------+ | | accuracy | | | | +--------------+--------------+--------------+--------------+---------------+
Attributes Effects
+==============+==============+==============+==============+===============+ | strength | dexterity | endurance | intelligence | personality | +==============+==============+==============+==============+===============+ | +5 pack | +2 pack | +4 pack | +5 SP | greater | | capacity | capacity | capacity | | paralysis | | | | | | resistance | +--------------+--------------+--------------+--------------+---------------+ | greater | greater | +4 HP | greater | | | damage | damage | | magic | | | | | | resistance | | +--------------+--------------+--------------+--------------+---------------+ | | higher AC | greater | greater | | | | | poison | paralysis | | | | | resistance | resistance | | +--------------+--------------+--------------+--------------+---------------+ | | | greater | greater # of | | | | | paralysis | mark/recall | | | | | resistance | slots | | +--------------+--------------+--------------+--------------+---------------+ | | | greater | | | | | | diseases | | | | | | resistance | | | +--------------+--------------+--------------+--------------+---------------+
Trainers
Get to Mithria Early
For this, all you need is to be able to town teleport.
When you cross the wall from Varstares to Phryn, head north east towards the goblin slavers. From there, the town teleport will take you to Mithria. There you go.
This also works from Silver Peaks
The Noblemans Inheritance
The Witch Queen
Get the quest from the elder in Long Spit Village to kill the Witch Queen.
Then go to the Marsh of Reeyk and get the quest from the girl in the house to poison
the Goblin Chief. Stick the Hammer of Witches in a barrel and talk to the Goblin Chief. Poison him and a witch will take you to the Empire of the Witch Queen.
Kill all the witches. Mark your spot. Leave by the ladder and go to the barrel that you put the Hammer of Witches in. Take it out.
Recall to the Empire of the Witch Queen. Enter the door to the Witch Queen's room. Pwn her with the
hammer. Congratulations! Two quests solved!
Question The Lord of Mithria
The first quest he sends you on is in his basement to question the Lord of Mithria. Easy one to do. Turn on The Center Teleport When you get to the city of Mithria, you will be able to touch the red magical barrier in the southeastern section of Mithria to the teleport. You will be able to teleport to and from Phryn.
The Governer's Necklace
Next, he will send you on a quest for the Governer's Necklace. To get the necklace, you need to start in the port of Mithria. Go to the western side where Captain Hanty is. There will be a Suspicious Man there that you need to ask about the Governer's castle. He will ask for $5000 gold. You can get him to do it for $2500. Be ready because he will send you to the Sunken Island as soon as you pay him.
Sunken Island
When you arrive at the Sunken Island, you will need to kill a bunch of skeleton guards. (pick up any old stale and rotten food you may find- you'll need it later on). You probably will notice a hole in the ground that says, “Strong magic prevents you from entering.” Find Wawirr he lives on the east side of the house that looks like the letter “H” on your map. He wants you to pay to enter the hole. He won't accept gold, you must give up more! You need to give up 2 points of one of your attributes:
- Strength
- dexderity
- Endurance
- Intelligence
- Personality
I haven't found a way around it.
Climb down into the hole. You'll battle some Venom Bats and Bloody Skeletons. After you find your way to the end, go up the ladder and go in. No one is behind any of the doors. (you may want to save your game or mark somewhere inside because if you accidently go out of the castle…) There's some loot around the castle you can pick up on the way. Go up the stairs to the east wing. Make your way to the end where there's a small door with a guard to the south and a large double door to the north with two guards. Talk to the Palace Guard Captain by the small door and he will give you access to the large room (workroom) across the hall. Get the Governer's necklace and bring it back to the Mysterious Man in Phryn.
Kill the Mage Council Leader
Go to Mithria and find the Mage Council building. It's located in the eastern part of Mithria. If you stand in the large gate in the area of the Mayor and Governor and walk east until you are at a door, that's it. Go inside and go upstairs to find the Mage council leader. After you take care of him, go back to the Mysterious Man. Take on your next mission. Join the Thieve's Guild! Before you start, in the dialogue, if you mention to the Mysterious Man about the items he's after are probably under special locks… He'll give you a couple of scrolls- strong disarm and strong unlock (they come in handy later).
Find the Thieve's transport
It's located at the southern shore of Lake Freymore. Also he will tell you that the door to the Thieve's Guild for you right
now, is the inn. Find the transport, talk to the leader and take the goods back to the inn in Vastares' port quarter. -Talk to the innkeeper in Vastares' Port Quarter
Ask him about 'goods' then tell him you will 'stay around until midnight'. Leave. As soon as you step outside, two suspicious men catch you and take you to the Thieve's Guild. Talk to the Guild Leader and he will send you on a mission.
Rob a wealthy family in Mithria
When you are transported out of the guild, remember this spot. Touching the lantern on the wall will get you back into the Thieve's Guild. The house you are looking for in Mithria, is directly south of the Mayor's house. The door will be unlocked (make sure you have a lockpick, unlock spell or scroll to get the jewels out!) You can buy a lockpick from the locksmith or you can use the unlock spell or scroll from a magic shop. You may want to have the disarm ability or spell also. After you get the jewels, take them back to the Leader of the Thieve's Guild. He will then give you a key to the Thieve's Guild. The key works on all of the blue doors in there. When you find the red door, you may need to use the strong unlock scroll on it. (My lockpick ability is 50 and it's not high enough to unlock it with a pick). When you get the red door open, get all of the items inside the room and bring them back to the Mysterious Man in Phryn.
Enter the Undead city
Go to the military encampment outside of the city of Mithria. Go to the door that's in front of the hole there. Talk to the Army Guard inside. You should have gotten the Governer's necklace back from the Mysterious Man. You will need to give the necklace to enter the undead city. Talk to Yuaar, the Mayor of the Undead. He will tell you to help his people. When you leave his house, go to the south where the rope is hanging down, then go west until you see a spider web. Cut it and cross the bridge. Go to the northwest corner and pick up the Dark Maul. Cross back over the bridge and go find Marusyma's house.
Find Marusyma's Sister Eleta
Marusyma's house is just south of the inn, next to a spider web. After you talk to her, head to the soutwest corner to find another bridge. You can't cross it because of rocks blocking it. Smash them with the Dark Maul. Cross and find all of the spoiled food and talk to Eleta, Marusyma's sister. Go back to Marusyma's and talk to her. Now, go to the inn and talk to Rotto. He will take rotten food and water from you. You can sell him the rest. Go back to the Mayor and ask about the Governer. Go back to the Mysterious Man. He will then send you to the north-east island for the”Returning”. You need to be at least level 14 to be taken there.
