******************************************************************************* Guild Wars Pre-Searing FAQ/Walkthrough Copyright 2005, Apathetic Aardvark Email: sinenomine@gmail.com All rights reserved Version 1.0 I am also known as SineNomine 08/19/05 ******************************************************************************* Index/Table of Contents ******************************************************************************* Disclaimer.........................................................i Version History....................................................ii Quests.............................................................iii Characters.........................................................iv Collectors.........................................................v Frequently Asked Questions.........................................vi Credits............................................................vii ******************************************************************************* i) Disclaimer (Legal stuff) ******************************************************************************* Copyright 2005, Apathetic Aardvark All rights reserved. The following sites have my permission to post this; www.gamefaqs.com www.neoseeker.com www.ign.com Any site, magazine, or other form of media, that is not included on this list caught hosting this guide without my written consent is in violation of copyright laws and will be prosecuted to the full extent of the laws. In addition, a terrible curse will be placed upon you and any subsequent generations of your family. ******************************************************************************* ii) Version History ******************************************************************************* 5-25-05 - Started the guide from my notebook of notes. All quests and pre- searing skill are entered in, collectors still very limited. 5-26-05 - Greatly expanded the collectors, only missing a few class specific items now, which will be updated as soon as I can be tempted to make another character and spend twenty minutes running to all the collectors again. 06-01-05 - Added a few things from emails as well as another playthrough. 06-06-05 - should have all of the items now. Will refine guide as needed. 06-19-05 - updated Hatcher the collector, as he has been updated in one of the recent patches 08-19-05 - Updated the collectors using Hahnsoo's information, updated the price of dye to appease people. As I've received 22 different suggestions on what triggers Charr in the Catacombs, that still remains in question. ******************************************************************************* iii) Quests ******************************************************************************* 1. Normal Quests 2. "Sample" Trainer Quests 3. Primary/Secondary Trainer Quests 4. Quests Which Are Not Really Quests ------------------------------------------------------------------------------- 1. Normal Quests ------------------------------------------------------------------------------- Normal quests are quests which all character classes get the exact same quest for. The first few are set in the particular order they must be done. Almost all of the quests in this category are available to try once you have completed the quest "further adventures". I will make a note of any quest in this section which has a different requirement. *Note = In the June 8th patch, all of the items received as rewards from many pre-searing quests, as well as many post searing ones, now have magical properties to prevent them from all being the same. This listing does not yet reflect these changes, hopefully it will soon. ---- Message From a Friend ---- Quest Starter: Town Crier [Ascalon City] Objective: Talk to Sir Tydus Reward: 100 experience, 10 gold Reward Giver: Sir Tydus Difficulty and Comments: Easiest quest ever. Talk to the Town Crier right where your character appears after the opening movie. Sir Tydus is located near by across a bridge. Talk to him to receive your reward and again to activate the next quest. ---- War Preparations ---- Quest Starter: Sir Tydus [Ascalon City] Objective: Talk to your primary skill trainer. The trainer's name is different depending on which class your character is. The trainer is located directly outside of Ascalon City. Reward: 250 experience. Reward Giver: Primary Skill Trainer. Difficulty and Comments: Again, no difficulty what so ever. Talk to the Skill Trainer again to get the next quest. ---- [Your Class Here] Test ---- Quest Starter: Primary Skill Trainer [Lake Side County, right outside of Ascalon City] Objective: *Varies. This quest is slightly different based on your class. It will involve either killing a few river skales or getting some shimmering scales, which are obtained from killing river skales. Reward: 500 experience + skills for your primary class. - Elementalist - Flare, Aura of Restoration - Ranger - Power Shot, Troll Unguent - Warrior - Frenzy, Healing Signet - Necromancer - Vampiric Gaze, Deathly Swarm - Mesmer - Empathy, Ether Feast - Monk - Healing Breeze, Banish Reward Giver: Primary Skill Trainer Difficulty and Comments: Very little difficulty. Do this quest at the same time as the next quest, Gwen's Flute. ---- Gwen's Flute ---- Quest Starter: Gwen Objective: Find Gwen's Missing flute. It is in fact broken and just south of where she is standing across the nearby river. Reward: 250 experience Reward Giver: Gwen Difficulty and Comments: Alright. Gwen is a somewhat broken aspect of Pre- Searing. She is sad that her flute is broken, but will offer to follow you around anytime you leave Ascalon City on foot. You can make her happy by giving her flowers, a fixed flute or a cape. She will eventually give you a Tapestry Shred, which does not seem to have any use in the game presently. ---- Further Adventures ---- Quest Starter: Haversdan [Lakeside County] Objective: Haversdan walks out of Ascalon City the moment you complete the Primary Skill Trainers first Test. He will speak of Devona, a warrior residing in Lake Side Village. Run to her for the reward. Reward: 250 experience. Reward Giver: Devona Difficulty and Comments: Another simple quest. You may notice most of the monsters do not attack you on your way there. This is common in Pre-Searing, though there are some which will. Once you complete this quest, almost every other quest becomes available to start, so your order from here on out will certainly be different from my own. I will attempt to hint at which quests are done near each other, to help reduce your time spent running back and forth. ---- Unsettling Rumors ---- Quest Starter: Devona [Lakeside County/Village] Objective: Speak to Meerak the Scribe regarding the Charr Threat. Once spoken too, speak to Armin Saberlin in Ascalon City. Reward: 250 experience, Tall Shield [Armor 4] Reward Giver: Armin Saberlin Difficulty and Comments: This mission is designed to teach a player how to use the "M" button for quick travel. Any town, outpost, or area labeled on the map with a symbol can be instantly traveled to. If you are in a party when you do this, the party is disbanded. Talk to Armin again to start his next quest. Also, as you are back in Ascalon City and all of the Ascalon City quests are now open, run around and activate them all. ---- Adventure with an Ally ---- Quest Starter: Lina [Lakeside County, just outside of Ascalon City] Objective: Party up with another player and return to her. Reward: 100 experience and a resurrection signet. Reward Giver: Lina Difficulty and Comments: One of two quests pre-searing which must be done with another player. Make sure to get the signet from her, it is quite useful. ---- Second Profession ---- Quest Starter: Armin Saberlin [Ascalon City] Objective: Learn a second profession. Reward: 250 experience Reward Giver: Armin Saberlin Difficulty and Comments: I would suggest not doing this quest immediately if you are unsure of which second profession you want. Once you decide on one, return to Armin for the reward. ---- Bandit Raid ---- Quest Starter: Baron Egan [Ascalon City] Objective: Get the Ashford Strongbox which has been taken by bandits and return it to Devona. Reward: 250 experience, +3 energy Focus Reward Giver: Devona Difficulty and Comments: A fairly simple quest. Kill the bandits around the strongbox first. Once the area is secure, grab the box and run to Devona with it. You will run much slower with the box in hand, and will be unable to attack with a weapon, though you may still cast spells. The bandit camp is located just a bit northeast of Ashford Abbey. ---- The Poisonous Devourer ---- Quest Starter: Baron Egan [Ascalon City] Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo. Reward: 250 experience, +3 energy Focus Reward Giver: Brother Mhenlo Difficulty and Comments: Do this quest while you do the first part of Pitney's Worm Problem quest, as well as the same time you do the Egg Hunter Quest. In the cave where you do all of these, this devourer will pop out as you approach it. When it dies, it will drop a stinger. ---- Charr in the Catacombs ---- Quest Starter: Prince Rurik [Ascalon City] Objective: Find out if there have been any Charr sightings in the Catacombs area. Reward: 250 experience, 100 gold. Reward Giver: Prince Rurik Difficulty and Comments: You will first need to speak to Brother Mhenlo in Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the Reviled [Catacombs, closest to Greenhills County Entrance]. Return to the Prince for your reward. This quest represents the largest amount of gold you can easily obtain in Pre-Searing. ---- Charr at the Gate ---- Quest Starter: Prince Rurik Objective: Kill the small Charr group near the northern gate. Reward: 200 experience, Long Sword [5-7 damage] Reward Giver: Prince Rurik Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince Rurik and a few guards will be waiting. Before long, they will run west to the northern gate. The Charr there are fairly difficult, but the Prince and his men will probably be able to complete the mission even if you do nothing but sit back and watch. ---- The Wayward Wizard ---- Quest Starter: Sandre Elek [Ascalon City] Objective: Find Orion Elek. Relena Stormbringer in Foible's Fair knows where he is. Talk to her first. Once you have done this, run to Orion in Wizard's Folly. Reward: 250 experience, Smiting Staff [2-4 lightning damage, +3 energy] Reward Giver: Sandre Elek Difficulty and Comments: Make sure Orion does not get killed by anything chasing you. It is a rather long walk, you would not want to do it twice. *Note: after talking to Relena, it would be faster to leave from Barradin's estate and warp into the Wizard's Folley from there. Orion is very near the entrance. ---- Poor Tenet ---- Quest Starter: Namar [Ascalon City] Objective: Namar can not pay his rent. His friend, Miller Upton, might give him some money though. Tell Miller of Namar's woes. Reward: 500 experience, Focus [+3 Energy] Reward Giver: Miller Upton [Lakeside County/Village] Difficulty and Comments: Miller Upton can not concentrate with the bees flying around him. You will need to grab the nearby honeycomb and step near the swarms of bees. Once you have all three swarms [the last is near the river], run with the honeycomb across the nearby bridge. Once across, drop the honeycomb and return to Miller Upton. Quest Complete. ---- Trouble in the Woods ---- Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County] Objective: Help Devona clear the Grawl who are threatening to attack Lakeside Village. Reward: 500 experience, War Hammer [6-9 Damage] Reward Giver: Devona Difficulty and Comments: This one can be a bit hard. Clear the nearby river skales and anything else along the path to the Regent Valley [from Lakeside Village] before consulting Devona. This will keep her from running off and getting killed. If you have a healing spell, sit back and heal her, she does a ton of damage. If not, try to kill what you can. ---- A New [Your Class] Skill Trainer ---- Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City] Objective: Find the Primary Skill trainer for your class. The one you want to find is the "Sample" skill trainer, as I have labeled them, of your class. Reward: 250 experience Reward Giver: Skill Trainer of your Class Difficulty and Comments: The Hardest part of this quest is remembering to activate it. ---- A Gift for Althea ---- Quest Starter: Captain Osric Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's Girlfriend. Reward: 250 experience, Focus [+3 energy] Reward Giver: Captain Osric Difficulty and Comments: This quest can not be done if Charr at the Gates is an active quest in your quest log. You must also have completed your skill trainer test. Walk outside of Ascalon City. Just to the West, Prince Rurik and Captain Osric are talking. When they are done talking, speak with the captain. He will give you this quest. You will need to get three items for this gift. The beautiful feather is located in the middle of Lakeside Village. The beautiful pearl is located inside of a beautiful shell, which is right next to Miller Upton's home. The final object, the beautiful pendant, is in a chest slightly northeast of where the Bandit Camp is. Return all three items to Captain Osric for the reward. Note: This quest is rather buggy if done in a party. Just do it alone. Alternate Method: [I would like to thank "Greg" for this method] Once you have any one of the three pieces, take that piece to Lady Althea. She will be annoyed that Rurik is unable to get her a gift on his own and someone else is doing it. She will give you the same quest reward as Osric does for doing this. ---- Rites of Remembrance ---- Quest Starter: Necromancer Munne [Catacombs] Objective: Light four remembrance braziers with the magical candles she gives you. Reward: 250 experience, focus [+3 energy] Reward Giver: Necromancer Munne Difficulty and Comments: This quest takes you along the exact same path as Brother Mhenlo's "A Monk's Mission". Do them together. All you need to do is touch the brazier. This quest is sometimes glitched and she only gives three candles. Make sure you have four before starting. ---- Little Thom's Big Cloak ---- Quest Starter: Allison the Tanner [Lakeside County/Village] Objective: Find a bear pelt from a black bear. Return the pelt to her. She will make it into a cloak. Give the cloak to Little Thom in Barradin's Estate. Reward: 250 experience, Battle Axe [4-8 damage], Smiting Rod [2-4 lightning damage] Reward Giver: Little Thom Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt from the Regent Valley. It is both more likely, and closer, to get one from the Wizard's Folly. Once you have it, bring it to her. Then just teleport [or walk] to Barradin's Estate and give the cloak to Little Thom. ---- The Hunter's Horn ---- Quest Starter: Chantalle the Troubadour [Lakeside County/Village] Objective: Cleanse the Hunter's Horn and give it to Aidan Reward: 500 experience, Long Bow [7-10] Reward Giver: Aidan Difficulty and Comments: The healing spring to clean the horn is deep into the Regent Valley. About the point at which you get to the Melandru Stalker Shrine, enemies will be aggressive with you. You can do this first half of the quest with the Sample Ranger Skill Trainer quest. Once you have cleaned the horn, you need to give it to Aidan. Aidan is in Wizard's Folly in about the furthest place from anywhere. Luckily, the healing spring you cleansed the horn in is very nearby. Simply follow the river a bit further, and you'll enter the Wizard's Folly ---- The Worm Problem ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Give a devourer Egg to Pitney so that he may be able to lure the Worm Queen to surface. Kill the Worm Queen. Reward: 250 experience, Smiting Rod [2-4 lightning damage] Reward Giver: Pitney [who will be standing in the field where you kill the Worm Queen] Difficulty and Comments: Easy enough. You can either trade an egg off of a collector or use one from a cave. If you snag them from the cave, make sure to do the poisonous stinger quest at the same time. Doing the cave will also let you do the Egg Hunter quest. ---- Tithe for Ashford Abbey ---- Quest Starter: Devona [Lakeside County/Village] Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green Hills County. Reward: 250 experience, 1 SKILL point Reward Giver: Devona Difficulty and Comments: If you only do one quest you do not have to in pre- searing, make in this one. Once you have done all the missions in post- searing, getting skill points takes some time [by leveling up, even when you level beyond 20]. This is such an easy point to get. Also, while you do this quest, do the Opposition to the King quest with the three nearby NPCs. Just a note, make sure you have a free square in your inventory. ---- Opposition to the King ---- Quest Starter: Devona [Lakeside County/Village] Objective: Talk to three people in Green Hills County [Not Warmaster Garst], concerning their feelings about the King. Reward: 500 experience Reward Giver: Devona Difficulty and Comments: Do this with the above quest. You might actually want to read what the NPC's reply with. Some of it explains why they and others do particular things later in the game. ---- The True King ---- Quest Starter: Duke Barradin [Barradin's Estate] Objective: Take a message to Lord Darrin in Fort Ranik Reward: 750 experience, Focus [+3 energy], War Hammer [6-9 Damage] Reward Giver: Lord Darrin Difficulty and Comments: This quest opens up after the Opposition to the King quest is done. It is the biggest reward for a quest in pre-searing in terms of experience. This mission can be done in about ten seconds if you use the "M" map feature travel button, provided you have both towns. Otherwise it is a reasonably long walk. ---- The Orchard ---- Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik] Objective: Find her basket of missing apples and return them to her. Reward: 250 experience, Battle Axe [4-8 damage], Focus [+3] Reward Giver: Mary Malone Difficulty and Comments: Spiders here do only a few damage to you. However, kill as many as you can before grabbing the basket, because two damage does add up after a while. The basket of apples will cause you to run extremely slow on the way back to her, as well. ---- The Prize Moa Bird ---- Quest Starter: Pitney [Lakeside County/Village] Objective: Find out what happened to Pitney's Prized Moa Bird. Last he heard it was taken into the catacombs Reward: 250 experience, Long Sword [5-7 Damage], Smiting Staff [2-4 Light Damage, +3 energy] Reward Giver: Pitney Difficulty and Comments: This quest can only be activated after completing the Worm Problem. It takes place near the Necromancer's Novice quest which Munne gives you. When you enter the big room just before the first flame geyser, instead of taking the first right [which goes to the geysers], head to the back of the room, then take a right. Make a left at your first opportunity. You can kill all the spiders in the area if you want, but they only do two or three damage. Just run around them for a while. You will have to make a left turn, eventually, which is a very sharp left and almost a complete 180 to do. Run straight down this path and you will see a staircase. Take the staircase up and run down its match on the other side. There you will see the Moa Bird. Fight the monsters, if you wish, or just return to Pitney for your reward. ---- The Egg Hunter ---- Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave] Objective: Escort Fadden so he can get some devourer eggs. Reward: 150 experience, 2 Devourer Eggs. Reward Giver: Duke Gaban Difficulty and Comments: This quest is sometimes very glitched. What you need to do is clear the cave of most devourers so that Fadden can make it to the eggs and extract them [you are too clumsy to do this]. There are three eggs to grab. Once you have them all, wait for him to start walking back to the Duke. When he does, run to the Duke for your reward. You should do this quest at the same time you do the Poisonous stinger one. If you get glitched out and do not want to waste your time again. Just buy the devourer eggs from Collectors [see the collector section of this guide] and eat up the 150 experience. ---- The Rogue's Replacement ---- Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City] Objective: Give Old Mack a devourer egg. Reward: 250 experience, Smiting Staff [2-4 lightning damage, +3 energy] Reward Giver: Old Mack Difficulty and Comments: This is quite easy. This quest is only activated after you do the Mesmer's Burden quest. The next time you come out of Ascalon City, wait for Old Mack to Run up a hill and argue with Lady Althea. After a bit, talk to him. If you do not have a devourer egg, either do the Egg Hunter quest or buy one from the collector right next to Old Mack [who will eventually stand next to Lina]. ---- Across the Wall ---- Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you fight Charr] Objective: Find his friend, Ben Wolfson in the northlands. Reward: 250 experience, Long Sword [7-10 damage], Smiting Rod [2-4 Light Damage] Reward Giver: Gate Guard Torin Difficulty and Comments: First of all, this quest is rather hard now. It used to be very simple. You need a PARTNER for this one. One of you must open the gate lever above Torin, the other must run through the gates to the next area. Once there, be aware, most of the monsters are level 5 to 8. When you find Ben, kill the Grawl troops and walk him back that way. You could try to kill the four Charr, but unless you are very good or way over leveled, you will probably die, or even worse, Ben might die trying to save you. When you walk him back, walk all the way back to the gate but DO NOT GO THROUGH until the quest updates in your log, or you will have to do it all over again. Killing the Charr, if you are able, in this area can level you up in a big hurry. You can not activate this quest if you have not been back into any other area since you did Charr at the Gates. ---- Path To Glory ---- Quest Starter: Armin Saberlin Objective: Talk to Sir Tydus Reward: 100 experience Reward Giver: Sir Tydus Difficulty and Comments: OMG THIS IS HARD. First, you must be level 3, and you must have a second profession. Now, walk to Sir Tydus. Quest done! This will allow you to do the following mission. Be CERTAIN you have done everything you want before accepting the mission. The game will warn you as well. ---- Ascalon Academy [Mission] ---- Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second profession] Objective: Kill Vatlaaw Doomtooth Reward: None, except for getting to Post-Searing Reward Giver: None Difficulty and Comments: This is not the name of the quest until half way through it. This mission is started when you tell Sir Tydus you are ready to leave everything behind. DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE EVERYTHING YOU FEEL YOU NEED TO DO. First, you will fight another team of humans in an arena. If you win, you can get a small amount of experience for the kills you made. If you lose, no loss. Afterwards, your team will be transported to a meeting between Sir Tydus and Prince Rurik. You need to kill Vatlaaw Doomtooth shortly ahead. You do not really have to do anything, Rurik will kill it all if you let him. When it is over, a movie will start. Enjoy the Post Searing! ------------------------------------------------------------------------------- 2. Sample Trainer Quests ------------------------------------------------------------------------------- These are technically primary trainers, but I call them sample trainers. The reason is because you get to sample the skills of that class without agreeing to take any. I suggest you do them all, it gives 1500 experience total as well as a nice opportunity to see what class may be able to aid you as a secondary. If you elect to make a class your secondary, you will earn the sampler skills you tested permanently. Also, if you sample your main profession, any skill you learn from it, you keep. ---- Grawl Invasion [Warrior Sampler] ---- Quest Starter: Warmaster Garst Objective: Kill Grawl Invaders nearby. Reward: 250 Experience, sampling of Gash, Sever Artery and Healing signet. Starter Sword Reward Giver: Warmaster Garst Difficulty and Comments: The hardest of these types of quests, which does not say much. Take them one at a time and you will have no problems, even if you do not use the warrior skills. These skills are based on adrenaline and require a sword to perform. ---- A Mesmer's Burden ---- Quest Starter: Lady Althea Objective: Kill the Rogue Bull Reward: 250 experience, sampling of Conjure Phantasm, Imagined Burden and Ether Feast Reward Giver: Lady Althea Difficulty and Comments: Use Conjure Phantasm. It is about the only skill which as effective at all. If you are a necro, life siphon works, sever artery also works. You need to do this to activate the Rogue's replacement. ---- The Ranger's Companion ---- Quest Starter: Master Ranger Nente Objective: Charm a Melandru's Stalker Reward: 250 experience, sampling of Charm Animal, Comfort Animal and Troll Unguent Reward Giver: Master Ranger Nente Difficulty and Comments: nothing on the way to the Melandru stalker will attack you. When you start charming, the process takes ten seconds or so, in which time the stalker will attack you. Other than that, this is easy. ---- Elementalist Experiment ---- Quest Starter: Elementalist Aziure Objective: Kill 12 Ice Elemental Shards which come in waves of 4. Reward: 250 Experience, Firestorm, Glyph of Lesser Energy and Aura of Restoration Reward Giver: Elementalist Aziure Difficulty and Comments: Firestorm will cream them. Try to wait so you can pound two waves at a time with it. If your primary class is Elementalist, you can do this at the same time as Supremacy of air. ---- A Monk's Mission ---- Quest Starter: Brother Mhenlo Objective: Keep the Abbot Paulus alive Reward: 250 experience, sampling of Bane Signet and Orison of Healing Reward Giver: Brother Mhenlo Difficulty and Comments: Do this while you do the Rites of remembrance. Paulus will have to run across poison [so will you]. He likely will not die on the way there. When you get out of the poison, heal him and heal yourself. You will now have to run back. Paulus is carrying something now and runs slower, thus, you need to heal him this time. Walk slowly with him back to the entrance to Ashford Abbey. When the quest updates, talk to Mhenlo. ---- The Necromancer's Novice ---- Quest Starter: Necromancer Munne Objective: Kill the Nightmare Reward: 250 experience, sampling of Life Siphon, Deathly Swarm, and Animate Bone Horror Reward Giver: Necromancer Munne Difficulty and Comments: Follow Munne to the hallway in a large room. You will see a carrion devourer run across a flame geyser and be blown up. This is a hint [Well, actually, the hint is in the mission summary now]. Try to avoid killing anything. Just before [but not too close!] the next geyser, summon a bone horror. The body across the geyser will cause it to explode when animated. Do the same thing for the next and final one. To kill the nightmare, the fastest way is to cast deathly swarm, which will probably do in excess of 60 damage. Once you complete this, you are in the area of the Prize Moa Bird, so do that one too. ------------------------------------------------------------------------------- 3. Primary & Secondary Profession Trainer Quests ------------------------------------------------------------------------------- These are skill trainers who can only teach you skills from your primary and secondary classes. There is no sampling these. Elementalist ------- ---- Supremacy of Air ---- Quest Starter: Relena Stormbringer Objective: Kill the Tower Golem Reward: 250 experience, Permanent use of Blinding Flash, Lightning Javelin Reward Giver: Elementalist Aziure Difficulty and Comments: use lightning javelin to cream the golem. If you are a primary Elementalist, have this quest activated when you go to do the Elementalist experiment. Mesmer ------- ---- Domination Magic ---- Quest Starter: Vassar [Foible's Fair] Objective: Kill the Skale Brood Reward: 250 experience, permanent use of Backfire and Shatter Delusions Reward Giver: Vassar Difficulty and Comments: Use backfire on him or you are likely to get creamed. Combine it with whatever form of damage you desire. Monk ------- ---- Blessings of Balthazar ---- Quest Starter: Brother Mhenlo Objective: Kill the undead invading the farms north of Ashford Abbey. Reward: 250 experience, permanent use of Retribution, Symbol of Wrath Reward Giver: Brother Mhenlo Difficulty and Comments: If you can get in close, smash the undead with Symbol of wrath. Otherwise, use your Bane Signet [and Banish if you are a primary monk] ---- Protection Prayers ---- Quest Starter: Garzden the Protector Objective: Protect Farrah while she hunts down the bandit Alain. Reward: 250 experience, permanent use of Shielding Hands and Reversal of Fortune Reward Giver: Garzden the Protector Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or use protection prayers]. She will be able to kill most of it in a hurry, so do not feel the need to speed up the process of killing. Necromancer ------- ---- The Accursed Path ---- Quest Starter: Oberan the Reviled [Catacombs] Objective: Kill 5 Crypt Fiends Reward: 250 experience, permanent use of Soul Barbs and Faintheartedness Reward Giver: Oberan the Reviled Difficulty and Comments: hardest part is getting to Oberan deep in the catacombs. ---- Power of Blood ---- Quest Starter: Kasha Blackblood [Green Hills County] Objective: Kill 3 Blood Fanatics Reward: 250 experience, permanent use of Vampiric Touch and Blood Renewal Reward Giver: Kasha Blackblood Difficulty and Comments: Easy quest. They will run from you until they have a great strength in numbers. If you are a Mesmer as a second or first class, try to slow them down as they run so you can pick them off one at a time. You only need to kill three of the five. Ranger ------- ---- Test of Marksmanship ---- Quest Starter: Ivor Trueshot [Regent Valley] Objective: Kill the five nearby plague worms Reward: 250 experience, permanent use of point blank shot and Read the Wind Reward Giver: Ivor Trueshot Difficulty and Comments: Somewhat hard if you are still level one. If you are level two, this is easy. Just gun them down with special shots. Helps to have a pet to do the few extra damage. ---- Unnatural Growth ---- Quest Starter: Aidan [Wizard's Folly Fishing Village] Objective: Get an Aloe Root from a large aloe seed. Reward: 250 experience, permanent use of Ignite Arrows and Dual Shot. Reward Giver: Aidan Difficulty and Comments: This one is actually quite hard. First, it is way out of the way as you will be able to see on your map. Second, these things just swarm at you. Chances are, you will only need to kill one. Ignite arrows works wonders if you can cluster them, so does any other area of effect spell your other class may have. Warrior ------- ---- Warrior's Challenge ---- Quest Starter: Duke Barradin [Barradin Estate] Objective: Kill Agnar the Foot Reward: 250 experience, permanent use of Hammer Bash and Frenzy Reward Giver: Duke Barradin Difficulty and Comments: The trick is to knock him down with a hammer blow just before he uses a healing spell. It might be easier to have a Mesmer in the party to just empathy and conjure phantasm him. ---- The Vineyard Problem ---- Quest Starter: Little Thom [Barradin Estate] Objective: Kill the 4 Large Aloe Seeds Reward: 250 experience, permanent use of Cyclone axe and Executioners strike Reward Giver: Little Thom Difficulty and Comments: Get in-between them and use cyclone axe, which will kill all of the little ones and build up your adrenaline. Smash the first Big seed with executioners strike. Should be easy enough to hack 'n' slash from here. ------------------------------------------------------------------------------- 4. Quests Which Are Not Really Quests ------------------------------------------------------------------------------- The Bear Hunters The Bear Hunters are in the Regent Valley. They are a big bunch of drinkers who like to hunt bears. When you get to them, try to have not killed the two nearby bears. Talk to them all, stand there for a minute and eventually a timer will activate. You have that long to kill a bear and return to the hunters. Every time you succeed, you will get a Hunter's Ale. It does not seem to have a purpose, but if you drink it, it will make your screen blur, trying to simulate being drunk! Farmer Dirk's Prize Winning Hogs They have all escaped their pen. You need to chase them all back in! This is rather difficult. Basically, when you charge up to a hog, it will run in the direction it was facing... usually. Once you get all seven or eight back in, talk to farmer dirk and he will give you 70 gold or so [Haven't done it in ages]. Dress up Gwen! Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give her flowers. She'll give you her Tapestry shred. It does not seem to have an use yet. Save your money and do not even bother to do this. ******************************************************************************* iv) Characters ******************************************************************************* There are six classes your character can choose from. The class you choose gives you access to all of their attributes and skills. Later, you will get to choose a secondary class. You still get access to all of the skills, but can not use the primary attribute of that class. Much, much later in the game you can change your second class, but never your primary class, so choose wisely. In this section, I will explain the characters and focus on their pre-searing abilities. I presume level 6 to be the highest attribute level someone will have in pre-searing. I know you can have more, but I feel that is reasonable to base this off of. Elementalist --- Elementalist are well known for deal wide area of effect damage, as well as some potent damage over time spells. The primary stat of an Elementalist is energy storage, which gives 3 extra maximum energy per level of it. This allows Elementalist with their rather expensive spells to cast longer than characters which use Elementalist skills as a second class. Elementalist are quite fragile though, with a very low armor class. Aura of Restoration --- Energy Cost: 10 Casting Time: 1/4 Recharge Time: 20 Effect: Whenever you cast a spell, you gain a % of that in life. It starts around 152%, maxes at 350+%. This is a cheap way to heal yourself, it lasts an entire minute. Use it! Blinding Flash --- Energy Cost: 15 Casting Time: 1/4 Recharge Time: 4 Effect: Target is blinded for a small amount of time. While blinding opponents is nice, this is way too expensive and lasts barely five seconds if you put your points into air magic. Firestorm --- Energy Cost: 15 Casting Time: 4 Recharge Time: 30 Effect: Deals damage over a very large area for several seconds. This is the best area of effect spell open to an Elementalist for a significant portion of the game. Flare --- Energy Cost: 5 Casting Time: 1 Recharge Time: 0 Effect: Sends a projectile of fire out at target enemy. The damage is minor, but having no recharge is very nice. Glyph of Lesser Energy --- Energy Cost: 5 Casting Time: 1 Recharge Time: 30 Effect: Your next spell costs 15 less energy to cast. This makes firestorm much cheaper to cast. Lightning Javelin --- Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Deals a decent amount of projectile damage to one target. This spell, like almost all air spells, has 25% armor penetration. It will also interrupt an enemy attacking. If you are an aeromentalist, this will be your bread and butter for a while. It does about the same damage as flare in pre-searing though, so I suggest sticking with flare until Post-searing, as it is cheaper and faster. Mesmer ---- Mesmer's are by far and away the most unique class. They deal little damage and have even worse armor. They are not great characters to lead a party, but make phenomenal supporters. Because of this, in pre-searing, they will have some difficulty. I would suggest making use of Domination and Illusion magic here to deal damage... or to just party with someone who can. Mesmers have fast casting as a primary stat. Most of their spells already have low cast times, but this makes them even lower. Also, it can be highly effective to fast cast spells of your second class [such as monk or Elementalist skills]. Mesmers are masters of interrupting actions and damage over time spells. In my opinion, this is the class which requires the most skill, not recommended for your first character. Backfire --- Energy Cost: 15 Casting Time: 3 Recharge Time: 20 Effect: Deals a great deal of damage to target if it tries to cast a spell in the next ten seconds. This spell is highly potent. Conjure Phantasm --- Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Target suffers health degeneration of 5 for the next x seconds. Very good for killing monsters quickly. Effects are less noticeable in post searing when enemies have much more life. Empathy --- Energy Cost: 10 Casting Time: 2 Recharge Time: 10 Effect: Target takes a small amount of damage every time it attacks for the next several seconds. Decent way to get an enemy to kill itself, but the damage is not that substantial. Still, it's a nice add on against bosses. Ether Feast --- Energy Cost: 5 Casting Time: 2 Recharge Time: 8 Effect: Target loses 5 energy. You gain 8+ life for each point of energy it loses. This spell is useful for self healing, but becomes useless quickly in post searing. Use it as a last restore. Imagined Burden --- Energy Cost: 15 Casting Time: 1 Recharge Time: 30 Effect: Target moves at 50% speed for the next several seconds. This spell is nice, but it does not last long enough for its price. There is a similar and better spell later. Still, this does have its uses if you can support its price. Shatter Delusions --- Energy Cost: 5 Casting Time: 1/4 Recharge Time: 10 Effect: Target takes moderate damage and one hex spell on it is removed. Does no damage if target is not hexed. Use this when your hex is about a second from expiring to get some additional damage from it. Monk ---- Monks are the backbone of almost any party, provided they are healing or protecting monks. Monks are the only class with the ability to use resurrection spells [all classes may use the once per mission signet though]. They are also able to heal other characters in large quantities. Their protection skills can reduce, reverse, prevent and re-direct damage. They are rather fragile though, so keep them protected from enemy melee. Smiting monks are another story. They are masters of dealing holy damage and reflecting damage back at sources. Monks get divine favor as their primary attribute. It adds 3.2 extra points of healing to a friendly target of any of their spells [as long as it targets one person]. This can compliment their healing abilities, or make them able to heal ever so slightly when using protection spells. Bane Signet --- Energy Cost: 0 Casting Time: 2 Recharge Time: 25 Effect: Does holy damage to one target, if attacking, that target is knocked down. Banish --- Energy Cost: 5 Casting Time: 1 Recharge Time: 10 Effect: Does holy damage to one target. Weaker than Bane Signet, but recharges much faster. Healing Breeze --- Energy Cost: 10 Casting Time: 1 Recharge Time: 2 Effect: Gives target health regeneration. This is one of the better ways to heal pre-searing and even for a long time into post-searing. Eventually, enchantment busters and the short duration [10 seconds] will catch up with this spell though. Orison of Healing --- Energy Cost: 5 Casting Time: 1 Recharge Time: 2 Effect: The most basic healing spell. It heals minimally, but has some nice perks. With good divine favor, the spell can heal for nearly 100 points and it recharges very quickly and can be cast for nearly nothing. It is also able to target yourself, something the more potent healing spells can not always do without downfalls. Retribution --- Energy Cost: 10 [upkeep of -1 energy regeneration] Casting Time: 2 Recharge Time: 0 Effect: Attacker takes 33% damage back when it hits. The higher your smiting prayers are, the more damage which is reflected back. I should note, this spell does not PREVENT damage, it only deals it. Reversal of Fortune --- Energy Cost: 5 Casting Time: 1/4 Recharge Time: 2 Effect: Next time you take damage, you gain life equal to that damage instead. This spell costs the same as Orison of healing, but can be more potent. First, the enemy basically loses two attacks, because the first one will heal the target, and the second one would put them back to where they are. The problems with healing this way are as follows: 1. You may heal a three damage attack, and then suffer a twenty damage one. 2. There is a maximum to how much life can be reversed. Still, this is a great spell which should be in any protection monk's arsenal. Shielding Hands --- Energy Cost: 5 Casting Time: 3/4 Recharge Time: 25 Effect: All damage sustained by target for the next 10 seconds is reduced by x. This is useful in the mid game, but near the end, 15 damage per hit reduced does not make a big deal of difference. Still, if you have high protection prayers, this spell can be very useful for five energy, easily preventing more damage than orison of healing could heal for. Symbol of Wrath --- Energy Cost: 5 Casting Time: 2 Recharge Time: 30 Effect: For 5 seconds, enemies which are very nearby suffer holy damage each second. This spell can deal some decent damage, especially to the undead. If a nearby foe is knocked down, you can almost certainly get a free hit or two in. This can also make some melee attackers run away. An enemy which is running away is generally not hurting you. Necromancer ---- To be honest, I have spent very little time with this class, thus, anything I say about it should be taken with a pillar of salt. Necros make great support characters, with their abilities of self sacrifice to cause various conditions on opponents. Necros gain energy back with their primary attribute, soul reaping, which regenerates their energy when foes fall nearby in battle. Animate Bone Horror --- Energy Cost: 15 Casting Time: 3 Recharge Time: 5 Effect: Summons one Bone Horror. I am not big on summons, there are better summoning skills. Still, having an ally from an enemy's corpse can only help you. Blood Renewal --- Energy Cost: 5 Casting Time: 1 Recharge Time: 10 Effect: You lose 33% of your maximum health. For 10 seconds, you gain health regeneration of 3. When the 10 seconds are up, you gain a good chunk of life. I am not a big fan of blood magic, but in theory this could heal you quick I guess. Deathly Swarm --- Energy Cost: 10 Casting Time: 3 Recharge Time: 3 Effect: Deals cold damage on up to three targets. Best used on a cluster of enemies. Faintheartedness --- Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: For a short [to long, at high levels] while, target has its attack speed slowed down and suffers a small health degeneration. This spell is annoyingly good at higher levels against a single foe. Life Siphon --- Energy Cost: 10 Casting Time: 2 Recharge Time: 2 Effect: Target suffers health degeneration for a long period of time, you gain health regeneration of equal quantity for that same amount of time. This spell is a nice way to slowly heal yourself while slowly hurting a foe. Soul Barbs --- Energy Cost: 10 Casting Time: 2 Recharge Time: 20 Effect: Target takes damage when it is hit with an enchantment or a hex for the next thirty seconds. This works great with Mesmers in your party, as the hex can then be shattered for even more damage. Same is true with a later necromancer spell of strip enchantment. Vampiric Gaze --- Energy Cost: 10 Casting Time: 1 Recharge Time: 5 Effect: Steal a small amount of health from one foe. A nice early healing spell. Does a decent amount of taking at any point in the game, plus it has range. Vampiric Touch --- Energy Cost: 15 Casting Time: 3/4 Recharge Time: 5 Effect: Steal a moderate amount of health from target touched foe. You need to be in real close for this one, which can be death to a necromancer in the late game. But in the early game it is a decent way to heal and hurt at once. Ranger ---- Rangers are long ranger attackers who use bows for the most part. Rangers can have animal companions and set traps as well. Rangers are far better in pvp than pve, but they can still be of great use. Rangers make great "pullers" of crowds. While this is a relative non-factor in pre-searing, it is still something to be aware of. Rangers in pre-searing are honestly not that good. They deal very little damage and will spend a great deal of time running if they do not have something blocking melee attackers. Luckily, pets are able to take most of the melee fire at this point of the game. I would not recommend going beastmaster for the long haul, but it works in this area. Expertise is the primary attribute of the ranger, it reduces the cost of ranger spells, which is quite handy. It does not effect the cost of spells from the second profession. Like Necros and Mesmers, Rangers are probably best defined as support characters. Charm Animal --- Energy Cost: 10 Casting Time: 10 Recharge Time: 0 Effect: Take control of an animal. In pre-searing, your choices are melandru's stalkers and Wolves. Other animals have break charm. More on this in the FAQ section. You need this skill in your bar for a pet to leave town with you. Comfort Animal --- Energy Cost: 10 Casting Time: 1 Recharge Time: 1 Effect: Heals animal slightly or brings it back to life if dead. Your skills are all disabled for 8 seconds if you revive it. Dual Shot --- Energy Cost: 10 Casting Time: 0 Recharge Time: 5 Effect: Shoot two arrows instead of one. Each one does 25% less damage than normal. Use this in tandem with ignite arrows on clustered enemies for extra crowd damage. Ignite Arrows --- Energy Cost: 10 Casting Time: 2 Recharge Time: 12 Effect: For 24 seconds, your arrows do extra fire damage to all enemies near the target, including the target. This is a decent skill early and potent against ice creatures. It's reasonably long duration makes it one of the better preparation skills. Point Blank Shot --- Energy Cost: 10 Casting Time: 0 Recharge Time: 3 Effect: Shoot an arrow at half range but for much extra damage. This skill does not have many practical uses, as the damage bonus is not great enough. Read the Wind --- Energy Cost: 5 Casting Time: 2 Recharge Time: 12 Effect: For 12 seconds arrows move twice as fast and deal extra damage. This applies only to your arrows. Troll Unguent --- Energy Cost: 5 Casting Time: 3 Recharge Time: 10 Effect: Gives yourself health regeneration. This skill can be quite useful, but takes an excessively long time to cast. Still, it is your only early game healing, make use of it. Warrior ---- Warriors are the front line of any party. They are the best armored class in the game, which makes them the most able to take a lot of punishment. The pre- searing warrior skills are rather limited. For pre-searing I would suggest an axe for crowds or a sword for one on one combat. They both attack at the same rate and allow for the use of a shield. Hammers take up both hands and attack much slower, making them somewhat useless. Their biggest advantage is being able to knock things down. The primary attribute of a warrior is strength, which allows them to do more damage. Some shields are also based on the strength stat, which only a warrior has. The one bit of advice for a warrior... you are not indestructible, do not lure as many things on to yourself as you can, you will die at some point. Cyclone Axe --- Energy Cost: 5 Casting Time: 0 Recharge Time: 4 Effect: Does an axe slash in a circle. All enemies hit for additional damage. This is a great way to build up adrenaline if you are in a crowd, but not a great way to do damage once you hit post searing. Executioners Strike --- Energy Cost: none, 8 Adrenaline Casting Time: 0 Recharge Time: 0 Effect: Solid blow for a good deal extra damage to one target. Now that penetrating blow has been nerfed, this is nearly as effective. Frenzy --- Energy Cost: 5 Casting Time: 0 Recharge Time: 4 Effect: For 8 seconds you attack 33% faster and take double damage. This is not too useful unless you are not being hit, or attacking from long range. Does help build up adrenaline though. Gash ------- Energy Cost: none, 7 Adrenaline Casting Time: 0 Recharge Time: 0 Effect: Sword attack, does some extra damage if the target is bleeding when you hit it and also lowers their maximum health by 20% with a deep wound for a short while. This and sever artery are supposedly some godly combo [as sever artery makes one bleed], but it seems overrated in my experience. Hammer Bash --- Energy Cost: none, 6 Adrenaline Casting Time: 0 Recharge Time: 0 Effect: Lose all of your adrenaline. Your hit with a hammer knocks one target down. It has its uses, interrupting long casting spells, keeping someone on the ground for a couple of seconds. Sadly, it requires a hammer which no one in their right mind uses due to its poor attack speed. Healing Signet --- Energy Cost: 0 Casting Time: 2 Recharge Time: 4 Effect: You gain some life back, but take double damage while the spell casts. This works well if you are not getting hit, but can be quite deadly to use if warrior is your second class, as you have 40 less armor and double damage is often more than how much you can be healed for. Sever Artery --- Energy Cost: none, 4 Adrenaline Casting Time: 0 Recharge Time: 0 Effect: This attack causes the target to bleed for a few seconds. Bleeding gives the enemy a health degeneration of -4, which can be extremely helpful against bosses or players which like to healing wind/troll unguent themselves. ******************************************************************************* v) Collectors ******************************************************************************* Collectors are the primary way to get most weapons and armor throughout the entire game. In Pre-Searing, they are somewhat useless. You can get armor which is two defense better than what you start with. It is not much at all, and you will get armor 25 defense or so better in post searing in the first town. But, when obtained from collectors, there is no material or gold cost. They are scattered all over the place. I'm using Hahnsoo's collector data, is it is far more recent than my own With the exception of the very final entry in this section, all data here is his. The Catacombs ============= Karleen ------- Location: At the entrance of The Catacombs Collects: 5 Gargoyle Skulls * Armor - Footgear * Elementalist - Elementalist's Shoes (AL 7) * Mesmer - Stylish Footwear (AL 7) * Monk - Monk Sandals (AL 7) * Necromancer - Necromancer Boots (AL 7) * Ranger - Leather Boots (AL 12) * Warrior - Ringmail Boots (AL 27) Gwynn ----- Location: At the entrance of The Catacombs Collects: 3 Skeletal Limbs * Cane, Chaos Dmg: 2-4 * Frost Artifact, Energy +3 * Holy Staff, Energy +3, Fire Dmg: 2-4 * War Hammer, Blunt Dmg: 6-9 Lakeside County =============== Brownlow -------- Location: Just outside Ascalon City Collects: 5 Skale Fins * Belt Pouch * Devourer Egg Jacobs ------ Location: Outside of the Ashford Village near the Ashford Abbey Collects: 3 Baked Husks * Idol, Energy +3 * Flame Artifact, Energy +3 * Healing Ankh, Energy +3 * Armor - Footgear * Elementalist - Elementalist's Shoes (AL 7) * Mesmer - Stylish Footwear (AL 7) * Monk - Monk Sandals (AL 7) * Necromancer - Necromancer Boots (AL 7) * Ranger - Leather Boots (AL 12) * Warrior - Ringmail Boots (AL 27) Kaylee ------ Location: Near the entrance to Regent Valley Collects: 3 Grawl Necklaces * Armor - Chest * Elementalist - Elementalist's Robes (AL 7) * Mesmer - Stylish Attire (AL 7) * Monk - Monk Raiment (AL 7) * Necromancer - Necromancer Tunic (AL 7) * Ranger - Leather Vest (AL 12) * Warrior - Ringmail Hauberk (AL 27) Humphreys --------- Location: Ashford Village Collects: 5 Worn Belts * Belt Pouch * Inscribed Staff, Energy +3, Chaos Dmg: 2-4 * Battle Axe, Slashing Dmg: 4-8 * Holy Rod, Fire Dmg: 2-4 * Crimson Carapace Shield, AL: 4 * Fire Wand, Fire Dmg: 2-4 Walden ------ Location: Ashford Village Collects: 3 Unnatural Seeds * Bone Staff, Energy: +3, Cold Dmg: 2-4 * Truncheon, Dark Dmg: 2-4 * Scroll, Energy +3 * Water Staff, Cold Dmg: 2-4 * Battle Axe, Slashing Dmg: 4-8 * Ascalon Bow, Piercing Dmg: 7-10 Fort Ranik ========== Hatcher ------- Collects: 3 Unnatural Seeds * Armor - Chest * Elementalist - Elementalist's Robes (AL 7) * Mesmer - Stylish Attire (AL 7) * Monk - Monk Raiment (AL 7) * Necromancer - Necromancer Tunic (AL 7) * Ranger - Leather Vest (AL 12) * Warrior - Ringmail Hauberk (AL 27) Varis ----- Collects: 3 Spider Legs * Water Staff, Energy +3, Cold Dmg: 2-4 * Smiting Staff, Energy +3, Light Dmg: 2-4 * Earth Wand, Earth Dmg: 2-4 * Fire Wand, Fire Dmg: 2-4 * Armor - Legs * Elementalist - Elementalist's Leggings (AL 7) * Mesmer - Stylish Hose (AL 7) * Monk - Monk Pants (AL 7) * Necromancer - Necromancer Leggings (AL 7) * Ranger - Leather Leggings (AL 12) * Warrior - Ringmail Leggings (AL 27) Regent Valley ============= Hatcher ------- Collects: 3 Unnatural Seeds * Armor - Chest * Elementalist - Elementalist's Robes (AL 7) * Mesmer - Stylish Attire (AL 7) * Monk - Monk Raiment (AL 7) * Necromancer - Necromancer Tunic (AL 7) * Ranger - Leather Vest (AL 12) * Warrior - Ringmail Hauberk (AL 27) Rownan ------ Location: South of the Lakeside County exit Collects: 3 Dull Carapaces * Devourer Egg * Grim Cesta, Energy +3 * Storm Artifact, Energy +3 * Smiting Staff, Energy +3, Light Dmg: 2-4 * Earth Wand, Earth Dmg: 2-4 * Ascalon Bow, Piercing Dmg: 7-10 Varis ----- Location: Southeast of the Lakeside County exit; Fort Ranik Collects: 3 Spider Legs * Water Staff, Energy +3, Cold Dmg: 2-4 * Smiting Staff, Energy +3, Light Dmg: 2-4 * Earth Wand, Earth Dmg: 2-4 * Fire Wand, Fire Dmg: 2-4 * Armor - Legs * Elementalist - Elementalist's Leggings (AL 7) * Mesmer - Stylish Hose (AL 7) * Monk - Monk Pants (AL 7) * Necromancer - Necromancer Leggings (AL 7) * Ranger - Leather Leggings (AL 12) * Warrior - Ringmail Leggings (AL 27) Wizard's Folly ============== Mindle ------ Location: Fishing Village in Wizard's Folly Collects: 3 Enchanted Lodestones * Cane, Chaos Dmg: 2-4 * Grim Cesta, Energy +3 * War Hammer, Blunt Dmg: 6-9 * Ascalon Bow, Piercing Dmg: 7-10 * Armor - Gloves * Elementalist - Elementalist's Gloves (AL 7) * Mesmer - Stylish Gloves (AL 7) * Monk - Monk Handwraps (AL 7) * Necromancer - Necromancer Gloves (AL 7) * Ranger - Leather Gloves (AL 12) * Warrior - Ringmail Gauntlets (AL 27) Savich (INCOMPLETE) ------ Location: Just outside Foible's Fair Collects: 3 Icy Lodestones * Ascalon Bow, Piercing Dmg: 7-10 My Old data on this one, for completeness. Savich - Wizards Folly, just outside of Foible's Fair Wants: 3 Icy Lodestones Has: Bone Staff [2-4 Cold Damage, +3 energy], Battle Axe [4-8 damage], Ascalon Bow [7-10 damage], Elementalist Leggings [armor 7, energy recovery +1], Stylish Attire [Mesmer Armor, armor 7, energy +5], Monk's Sandals [armor 7, energy recovery +1] ******************************************************************************* vi) Frequently Asked Questions ******************************************************************************* 1) What exactly is the searing? -The searing is the events of the Charr Army blowing their way through the defenses of Ascalon and ravaging the land. As the Charr are fire based, they more or less burned everything turning Ascalon into a waste land. 2) What does Dyes do? Vendor's only give me one gold, should I trade them for a hundred? -Dye colors your armor or weapons. If you sell it to dye traders post- searing, you can get a substantial amount of money for it. To players, Black and Silver dyes sell for a lot of money [Black 8000+, silver 1000+]. Other colors are not in huge demand, but should still be sold between 100 and 300 gold. PLEASE NOTE: These are the values of dye on August 19th, 2005. The price may fluctuate, the point is that these are the most valuable items in the entire world of pre-searing. 3) What does the favor of the gods do? -in pre-searing, nothing. For post searing, it determines which area [Korea, Europe, America], the Gods will appear in the Temple of the Ages. The Gods allow for access to the Underworld and the Fissure of Woe. 4) How do I identify an item? -You may purchase a kit of identification [25 uses] from any "Merchant". It costs 100 gold, which is quite a lot for this time in the game. You will make it up though, selling items, especially if they have the precious mod. 5) Why the hell did you write a guide about something so useless? -While I do agree that in the long run pre-searing is totally useless, there are a few quests which do give solid rewards. In addition, Charr Hides can be obtained in the northern frontier, dye seems to fall more frequently, and it is a good way to get acquainted with the game. ******************************************************************************* vii) Credits ******************************************************************************* CJayC - Founder of GameFAQs.com for hosting a wonderful website. Greg - Alternate Method of A Gift for Althea Quest Jonathan Swenson - Location or Ranger Legging's Dhruel - Location of Mesmer Hose James DeBlanc, Jason Bearden, Louis De Angelo and Raimund Hook - information about the collector Hatcher being updated. Hahnsoo - Collector data in the current version of the guide. _____________________________________ Copyright, 2005 Apathetic Aardvark | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ