Limona Razvan limona_razvan@yahoo.com Legal note This faq/walkthrough belong to me. Feel free to use it,except one situation. If you obtain money from him,send some to a humanitarian foundation(Children Care, Green Peace, fight against antipersonnel mines,etc.).If posted, mail me to keep track on him. Of Orcs and Men walkthrough, PC Version 1 1. Introduction 2. Races 3. Controls 4. Strategy tips 5. Heroes 6. Skills 7. Builds 8. Main missions 9. Side missions 10. Merchants and gear 11. The Universe of OOMA 12. Credits 1. Introduction In a brutal world at war, where the Empire of Men’s oppressive threat looms over the territories of the Orcs and the Goblins. Goblins are systematically persecuted and slaughtered, while Orcs not killed in battle are captured and enslaved. Of Orcs and Men first puts you into the role of an elite Orc soldier from the legendary legion of Bloodjaws, a league of warriors deeply involved in the war opposing the Orcs and Goblins on one side to their persecutors, Humankind. As a veteran warrior who has seen the most brutal of battles,you are appointed by the Orc commander to complete a mission that could change the course of the war: kill the one man responsible for all of this bloodshed, the one who has, for years, exhorted the human masses to loath and fight the green-skinned people: the Emperor himself. A Goblin will soon join you to aid you in your mission … he is everything the Orc is not. But you find that this works to your advantage as you fight on the battleground and off.Making advantage of their natural traits, they have their own skill trees you will develop. While the Orc focuses on power, reflecting his incredible strength, the Goblin will benefit from darker powers and stealth abilities, making him the perfect assassin. From the filthy alleys at the foot of the Great Wall, to the depths of the Empire of Men, your two infiltrated heroes will face the greatest dangers through their epic quest. They will commune with the Wizards, fight the assassins and soldiers of the Empire of Men, and oppose the powerful Sisters of Laments. As the world falls into chaos and you face a cruel and merciless humanity bent on eternal persecution of Orcs and Goblins, your unlikely duo will have one last chance to change the course of History and, hopefully, bringing peace between your peoples. 2. Races Goblins surged 100 years ago to the surface, without anyone knowing why, but they are nothing more than mindless animals. One exception is Styx, the only goblin capable to reason and speak. Humans, lead by the Emperor, are the evil doers of this world, bent to destroy anyone who opose them, in this case the orc tribes. Orcs live in tribes scattered south of the empire, proud of their traditions and beliefs, ready to fight the humans who want to make them more ``civilized``. 3. Controls - W,A,S,D = foward, backward, left, right - Tactics = Space\Delete - Previous Target = Q - Next target = E - Switch active character = Tab\Ctrl - Stealth (Styx) = Shift - Pause = Esc - In game menu = F1 - Atributtes = C - Inventory = I - Skills = K - Map = M - Log quest = J - Selection = Enter - Back\Cancel = Backspace - Quick save = F5 - Quick load = F8 - Interact\Select\Confirm = Left mouse button - Back\Cancel = Right mouse button - Camera = Mouse The keys can`t be changed and will take some minutes to get used. 4. Strategy tips OOAM doesn`t have the same feeling like your run-of-the-mill RPG. Since the devs belong to rather small companies, they got to make some tough decisions about gameplay and the result is quite entertaining if you stick to some rules : Combat - The strategy of going unscathed from battle involve 4 steps : # First send Styx in stealth mode to scout ahead. Usually some people stand near fires, wood or stones, sometimes carriages, packed together or separated. Another group is patroling from point A to point B. Check their positions and note who is out of sight of others, keeping his back to you, sleeping (yes, people on guard duty always take a nap, especially spearmens),looking in the general directions of others, but not exactly at them or slacking on patrol (staying behind actually, spearmens again!). # Pick the stragglers in stealth kill, thining their numbers. # If possible snuck behind bossess and kill them. Orcs berserk, Grand Inquisitors\Inquisitor Archivists or Great Sister make a priority because of their abilities. If not possible, pick those in the number three tip. # When facing more than 3 enemies start with AoE from Arkail, while Styx use Stunning Bomb and Rain of blades to stun and create vulnerability. In the beginning, when Styx doesn`t get AoE yet, use low blow and accurate throw to keep enemies away and put them in Arkail damage area. In offensive stance Arkail will get in rage mod pretty fast so is good to stay out of the way and kill those behind thim. - Whenever possible attract enemies in tight spaces to fight only 2 at the time. - In theory light\medium attacks should be used on light armored enemies and heavy on knights, orcs and sword and shield NPC. In reality heavy impact blows work against everyone, except Monkey and Fox in Black Hand hideout. - Stealth kill is possible only from behind\sideways and it doesn`t work on dogs and most goblins who like to move around like crazy. To enhance the chance of succes keep close to the walls and wait for a opening. In the same time keep Arkail as far back possible, out of sight. - Always stealth kill Bosses first, followed by heavy armoured foes (orc, knights, sword and shield soldiers), spearmens and crossbow users. - Upgrade revive skills first chance you get - Use Arkail in a tank role and move Styx around out of the harm`s way. The controls are a bit strange,so it`s best to hit space and s,instead of w key. - If Arkail is hit to many times, he will enter a bloody rage and smash everything around, out of player control. Get Styx out of range and use ranged combat. - Mobs are, usually, more dangerous than bosses and their small teams because they come in with 6-18 members who like to surround your party. Start with AoE from both Arkail and Styx, involving debilitating effects like stunning, vulnerability, bleeding and mop them fast.Still, AoE come to play around level 10 in Defensive tree, compared to level two in Offensive tree, so is best to follow tips 1 and 2 `till then. - Orcs, grace to their huge size, strength and regeneration ability, make dire enemies. Expect to die, especially against bersekrs. - Sometimes the skills will not work properly and their damage look, at least to me, inferior to the number in description. Adapt and compensate by changing fast tactics. Trade - Trade points can be obtain by selling weapons\equipments, performing deeds who please the merchants or opening sacks around the game. - Merchants can upgrade your gear for 1 trade point each piece, but this upgrade will affect only the first ``enchantment`` that piece have. Equipment - Use items who boost strength and stamina for Arkail, stamina and agility for Styx. - Items with 2-3 bonuses are the best choice - Gear obtained in the first chapter is better than anything else you get all along to chapter 5 !!? Levelling - Keep in reserve 6 points (levels 14-19) for special skills in the specialization obtained in Arkence. Invest only in one skill tree for Arkail,plus special skills like revive Styx and regenerate kit, while Styx should always have Stunning Bomb, no matter what tree you want. 5. Heroes ARKAIL was born in Red Breath tribe and it is one of the Bloodjaws legion, an elite group of warriors feared across the whole Empire, known for their ferocity and efficacy in battle. Nicknamed the "Butcher of Bay Harbor", Arkail is an Orc tougher than most of his brothers. His nickname comes from the battle of Bay Arbor, where the proud Orc warriors, outnumbered 4 to 1, faced the imperial army. The Orcs won the battle, but at a cost: letting his rage take over, Arkail went berserk... indiscriminately slaughtering Humans and Orcs. His feat caught the attention of the Bloodjaws, of which he is now one of the most respected - and feared - member. The mission that has been given to him today might be his chance at redemption, and to finally control the rage that floods his mind in battle. Arkail is a fearsome melee warrior. In offensive stance, he will disregard his own safety to generously distribute punches and slashes. However, the more he is hit, and the more his takes over... he will lose control of himself and attack enemies and allies without discrimination. In defensive stance, on the contrary, Arkail will be able to manage his rage more effectively, and will have the time to appreciate the strengths and weaknesses of his opponents. This will allow him to exploit their weak points easily. Note : Concentrate on strength and stamina for attributes, stun\AoE inducing skills in defensive combat and heavy blows\AoE in offensive combat. He is powerful, but his low agility and mind need to be compensate by employing Styx`s skills al the time, keeping enemies out of his back. Background : He is the son of Marhlock and Issa from Red Breath tribe, a tribe his father ordered to surrender in a losing battle against an human army. This decision has given Arkail much shame and grief, making him to blame his father a long time, since no honorable orc will simply give in. In the same time he is fighting his own blind, murderous rage, until he will get a chance to choose between embracing or controlling it. Starting attributes, derivatives and gear Strength 14 (Damage, Striking Force), Agility 6 (Chance critical hit, Deflection), Stamina 15 (Stability, Life Points), Mind 5 (Deflection, Rage Points). Gear : Slicer (sword, dmg + 5), Gladiator`s greaves(dmg reduction +5%, stability + 3) STYX is a Goblin and, for all we know, the only one of his race to wear clothes, to be able to speak, and to make out the difference between a pile of junk and a well-filled purse. Styx has an incredible instinct of survival, which made him form a large network of more-or-less disreputable characters.If you are looking for something around the Wall, be sure Styx will know where to find it... or at least, he'll know who can find it for you. While Styx isn't the toughest or most resilient of warriors that ever walked this earth- hey, he's a goblin after all - he is most certainly one of the sneakiest and trickiest. Excelling in the art of assassination, dirty tricks and usage of poison, he has no equals when it comes to exploiting his enemies' weaknesses... or even creating holes in their defense! Styx's stature allows him to reach places that would be otherwise inaccessible to an Orc, and will be a great ally for Arkail in his mission. Note : He shines after AoE skills become available in Hand to Hand stance or Ranged Combat. Still, it`s best to move him around, avoiding hits from heavy enemies or low level mobs. Keep his Life Points above 300 and dump the rest in Agility and Mind. Background : He is, after a fashion, the ``father`` of goblins. He was a powerful orc shaman, corupted by the Amber substance, who created the goblins more than one hundred years ago. Starting attributes, derivatives and gear Strength 5 (Damage, Striking Force), Agility 15 (Chance critical hit, Dodge), Stamina 8 (Stability, Life Points), Mind (Dodge, Concentration per second). Gear : Throat slitters (dmg + 3, dodge + 5%), Survivor`s leather (dmg reduction + 6%, Life regeneration\sec + 1.00, stamina +2), Survivor`s gloves (dmg reduction + 2%, striking force + 3), Survivor`s Leggins (dmg reduction +2%, stability +3) Note : Atributtes have direct influence about derivatives like : - Damage reduction = damage absorbed by current gear - Damage = base physical damage of each succesful attack - Striking Force = base power of each blow made with the equipped weapon - Chance of critical hit = multiplied by equipment - Stability = resistence to enemies strike power - Life points = health - Deflection = average ratio of physical attacks succesfuly deflected, preventing the damage - Rage points = rage quantity that Arkail can accumulate before going berserkr. 6. Skills There are 5 skill tree - Offensive Stance, Defensive Stance, Ranged Combat, Hand to Hand Combat and Special. After Arkence`s dream they get 3 more special skills in Bersekr\Master and Assassin\Shadowgoblin specializations. Only one upgrade can be taken for each skill. ARKAIL OFFENSIVE STANCE (damage +50%, damage reduction - 50%,deflection - 50%) Upgrade (level 3) : - Every critical hit stun the target - Each succesful attack has a 25% chance to cause bleeding Note : I like the first one because it doesn`t involve any percentage. Offensive fits better Arkail because he is not a real tank, able to whitstand huge amounts of punishments and rage give him the edge. 1. Fast Attack (automatic) = Damage + 100%, Medium impact. Upgrade (level 3) : - Inflict bleeding to any enemy affected by a vulnerability - Increase stability to 100% during the attack Note : Basic attack and the only one Arkail use in his rage. Pick second upgrade for increase protection. 2. Powerfull Blow = Damage 125%, 3 blows, Enemy parry - 50%, Enemy dodge + 50%, Heavy Impact Upgrade (level 5) : - Impossible to interrupt - Damage increased by 50% Note : Best choice against orcs and heavy armoured foes, especially with the first upgrade. 3. Feint = Damage 150%, 2 blows, Enemy parry + 50%, Enemy dodge - 75%, Medium Impact Upgrade (level 5) : - 100% chance of destabilizing the target - Damage increased by 50% Note : THE attack against Inquisitors, Sisters of Lament and spearmens, because of his high dmg output and chance to destabilize (interrupt) their attacks, followed by Powerfull Blow to destroy them. 4. Round Attack (level 2) = Area 4 m, Damage 100%, 2 blows, Enemy parry + 50%, Enemy dodge + 50%, Medium Impact Upgrade (level 6) : - Impossible to interrupt - Takes away the enemy bonus to parry and dodge Note : AoE at level 2!!! Take the first upgrade and use it always with Stunning Bomb from Styx`s Ranged Combat. 5. Sworn Enemy (level 2) : blows who generate threat for the target = Damage 125%, Threat + 100, 2 blows, Heavy Impact Upgrade (level 6) : - Restore 30 life points - Incresease Rage by 20 points Note : I don`t like this skill because, once I shoot AoE and heavy blows, everyone will be on Arkail beard, so to speak, already. The upgrades are bad, also, so I skip this and keep the point. 6. Offensive Charge (level 6) : charge to a distant enemy = damage 200%, Heavy Impact Upgrade (level 9) : - 50% chance to stun the target - Damage increased by 10% Note : It doesn`t work all the time and the damage is pitiful. Skip this in favor of stunning punch to add some control of battlefield. 7. Murderous Rage (level 10) = 30 sec duration, Damage + 50%, Damage reduction - 100%, Deflection - 100% Upgrade (level 13) : - Chance of critical hit increase by 10% - Armor and deflection get to 0% Note : The only real pre battle buff, good with second upgrade against anyone. DEFENSIVE STANCE (Rage\sec - 2, Deflection +25%, counterattack 35%) Upgrade (level 3) - 10% chance of deflection - Arkail`s rage increases even more slowly Note : Second upgrade will keep him at bay, capable to get a lot of hits before rage settle in. Defensive is the safer route, but he will kick more time than in offensive stance to get someone killed. 1. Quick attack = damage 100%, Medium Impact Upgrade (level 3) : - 25% chance of stun on target - target chances of parry\dodge reduced by 25% Note : The only attack ``light`` enough to get always past nimble opponents like sisters of laments, inquisitors and spearmens, but at the cost of low damage. 2. Stunning Punch = Damage 150%, Chance of Stunning 75%, Enemy parry +50%, Enemy Dodge +50% Upgrade (level 5) : - target parry/dodge reduced by 50% - damage increased by 50% Note : First choice against orcs, bosses and heavy enemies, especially with the upgrade who take away their bonuses to parry/dodge. It`s interesting to note that 75% chance of stun hit more often than 100% in number 5 skill. 3. Rage release = 3 sec, rage per sec - 5 Upgrade (level 5) : - decrease of rage amplified by 100% - converses 100% of supressed rage into life points Note : Useful on paper, restore way to less LP and it`s not a good idea to use it in a battle where everyone is around. Just a way to keep Arkail fighting a bit longer, while Styx try to stun or run around. 4. Taunt = Area 8 m, Threat + 100. Upgrade (level 6) : - 25% chance of destabilizing the enemies - area increase by 100% Note : See Sworn enemy. Ignore it. 5. Back and force (level 2) = damage +50%, 3 blows, striking force 500%, Heavy Impact Upgrade (level 6) : - 100% chance to stun - damage increased by 100% Note : Solid choice after Stunning punch, I usually go with SP, BaF, BaF, SP and repeat. Bosses and orcs dislike it and it`s better to pick the second upgrade since the first one almost never trigger. 6. Disengagement (level 10) = Area 4 m, damage 75%, 4 blows, striking force 150% Upgrade (level 13) : - impossible to interrupt - increase striking force by 100% Note : Far better, in my opinion, than Round Attack because enemies don`t get bonuses to parry/dodge and Arkail get 4 blows. Coupled with first upgrade and Stunning Bomb from Styx will keep enemies at bay. 7. Carapace (level 6) = Duration 15 sec, damage reduction +25%, deflection 15%, damage - 75%, critical hits - 75% Upgrade (level 9) : - 35% increase chance to counterattack - increase health regeneration by 50% Note : Bad. Bonuses are to weak to survive in a mob fight and even in defensive stance Arkail should concentrate on killing.I skipped it, because at medium difficulty bosses are not that tough. If you choose other difficulty it`s worth come only in boss fights and with equipment that increase deflection. Still, I prefer to kill them. SPECIAL SKILLS (always in use) Default skills (received in the beginning) 1. Throw Goblin = damage 500%, 100% chance to stun, Heavy Impact Upgrade (level 5) : - 50% chance to destabilize every enemy in a 5 m area - 25% chance to stun in 5 m area Note : Great fun throwing Styx on enemies from distance. In the same time mobs will chew the same goblin faster. Great open move against a boss without his minions. Do not upgrade. 2. Raise Ally = raise Styx with 15% Life points Upgrade (level 5) : - more 50 LP - chance of deflection increase by 50% Note : First upgrade. Skill useful on tough fights where Arkail and Styx get the other back to life to keep the pressure on. 3. Small pick-me-up (level 6) - Styx throw a med kit to speed up regeneration = duration 15 sec, life points/sec 5 Upgrade (level 9) : - rage increase by 5 points/sec - life regeneration increases by 100% per second Note : good with second upgrade in the beginning, but the animation will take a couple of seconds, time used by enemies to hit Arkail. Specialization skills (received in Arkence dream, choose between 2 tree, rather disapointing since you can`t really control them) Path of Berserk (Offensive Stance) = 2 strength points, skills automatic used in Rage mode 1. Animal Cry - howl that increase rage = chance of launching 15%, rage + 50 Upgrade : - restore 50 more rage points - restore 100 life points Note : Second upgrade, just to keep the fun rolling!. It`s great seeing him breaking the spine of his enemies! 2. Berserk Attack = damage 100%, critical hit - 50%, Medium Impact Upgrade : - every successful hit has a 20% chance of causing bleeding - every successful hit has a 20% chance of destabilizing the targer Note : I prefer destabilizing because I do not know how bleeding is supose to work 3. Hurricane of Rage = chance of launching 15%, 6 blows, area 4 m, Enemy dodge + 50%, damage 100%, Heavy Impact Upgrade : - the attack become impossible to interrupt - the combo restore 100 LP and 50 rage points Note : First upgrade sit well with berserk specialization, while the second give an extra boost to survival. I suggest first for low/ medium difficulty and second for harder gameplay. Pathe of the Master (Defensive Stance) = 2 mind and 1 stamina points, buffing skills in combat (not a good choice when surrounded by enemies, keep it for bossess or small mobs while Styx stun them). 1. Battlement = rage cost 35, duration 30 sec, deflection + 20% Upgrade : - duration 60 seconds - deflection bonus + 30% Note : good with deflection gear and weapons, useless without. Second upgrade for better survival. 2. Rage to win = rage cost 35, duration 30 sec, damage + 20% Upgrade : - duration 60 sec - damage bonus + 30% Note : damage hands on! 3. Rage to live = duration 3 sec, life per sec 20, rage/sec - 10 Upgrade : - action cannot be interrupted - restore 10 more LP for the same amount of rage Note : First upgrade to not lose precious time in fights STYX HAND TO HAND STANCE Upgrade (level 3) : - every critical hit has a 50% chance of causing vulnerability - increase concentration regeneration by 50% Note : Concentration is a must, especially later with Assassin path who require huge amounts to kick in. Still, I believe this is weaker than ranged stance because Styx is fragile close by. 1. Quick Attack = damage 75%, Light Impact Upgrade (level 3) : - every critical hit has a 25% chance to extend target`s vulnerability - every critical hit has a 50% chance of causing bleeding Note : Ignore this skill. 2. Flying Daggers = concentration cost 40, damage 50%, 6 blows, Enemy parry + 50%, Enemy dodge - 50%, Medium Impact Upgrade (level 5) : - 20% damage increase - every hit has a 10% chance of stun Note : Prohibitive concentration cost and can be interrupted, leaving Styx open to retaliation. 3. Armor Piercing = damage 150%, duration 20 sec, Enemy armor - 75%, Medium Impact Upgrades (level 5) : - if the blow is parried, the target has a 100% chance of being destabilized - 50% chance of causing bleeding Note : First upgrade and Poferfull Blow/Stunning Punch from Arkail will pulverize any boss or heavy foe. 4. Destabilizing Attack (level 2) = concentration 15, damage 100%, duration 10 sec, Enemy parry - 100 %, Enemy dodge - 100%, Light Impact Upgrade (level 6) : - damage increase by 100% - target chances of parry/dodge are reduced by 80% Note : Best choice against Inquisitors and orcs with stunning punch, capable to interrupt their attack. Follow with armor piercing and stunning punch/AoE from Arkail. The first upgrade make sense, since the second look like overkill to me. 5. Conversion (level 2) = duration 3 sec, life/sec 10, concentration/sec - 20 Upgrade (level 6) : - concentration cost decrease by 50% - life regeneration increase by 100% Note : Bad skill. The amount of life is nothing compared to the hit Styx is going to get if to close, reason enough to keep him away while his health regenerate. This skill is just the last straw, but by the time you`ll need it, Styx will be dead anyway. 6. Poisoned daggers (level 6) = 3 charges, duration 15 sec,damage/sec 6 Upgrade (level 9) : - 3 extra points of damage/sec - poison add vulnerability to damage Note : Better than quick attack, no concentration cost, got vulnerability on top of poison damage to let Arkail deal more damage.High Inquisitors, Great Sisters and orcs, damaged by Destabilizing, Armor and Poison will barely hit Arkail, including Zealot, the head of Inquisition, who`s mad skills make him look like a Dark Jedi. 7. Focus (level 10) = concentration cost 20, duration 30 sec,critical hits + 50% Upgrade (level 13) : - dodge chances increase by 50% - 60 sec duration Note : Styx`s pre battle buff. Very good against bosses and in one-to-one battles with first upgrade and Fury from assassin specialization. RANGED COMBAT STANCE (Throw daggers and bombs) Upgrade (level 3) : - increase dodge by 15% - increase health regeneration by 50% Note : More suited to Styx than hand to hand because he get stun, destabilizing and vulnerability for more than one enemy, making Arkail`s job effective. I prefer the second upgrade, because some enemies will divert to Styx when bombs and rains of daggers hit them. 1. Throw knife = damage 75%, Light Attack Upgrade (level 3) : - 20% chance of every attack to cause a vulnerability - every critical hit increase concentration by 10 Note : I use it only to give concentation time to regenerate, usually two attacks, no upgrade. 2. Accurate Throw = concentration 30, damage 225%, striking force 200%, Light Impact Upgrade (level 5) : - each critical hit has a 50% chance of stunning the target - the attack has 25% chance to create a vulnerability Note : With stunning this skill will interrupt and push back slightly anyone. 3. Low Blow = concentration cost 15, damage 75%, striking force 500%, push back 2 m, Medium Impact Upgrade (level 5) : - 50% chance to stun - push back 4 m Note : Very few enemies can resist this push and not two times in a row. I pick the second upgrade because the hit will send them back in Arkail`s AoE range or as far away to let stunning bomb, accurate throw or running came to play. 4. Sharpshooter (level 2) = concentration cost 50, duration 20 sec, damage 50%, critical hit + 50%, dodge - 100% Upgrade (level 6) : - no decrease for dodge - every critical hit has a 50% chance to stun Note : The cost is to much to make him worthwhile 5. Beard Trim (level 2) = threat to the target + 100, threat to others - 50 Upgrade (level 6) : - threat 100 for all - 75% chance to destabilize the target Note : I don`t like this skill on Arkail, why should I pick it on Styx 6. Stunning Bomb (level 10) = concentration cost 35, damage 150%, 100% stun, Medium Impact Upgrade (level 13) : - 100% chance to create a vulnerability on target - 50% chance to stun every enemy in 5 m radius Note : Stun groups plus Arkail`s AoE and you can keep them in check long enough to win a battle. True, some bosses do resist 2 from 3 throws, but that is where Low Blow come to play. 7. Rain of Arrows (level 6) = concentration cost 35, area 8 m, damage 200%, Light Impact Upgrade (level 9) : - 35% chance that hits will provoke bleeding to each enemy in the area - 35% chance that hits will provoke vulnerability to each enemy in the area Note : Perfect with vulnerability to stage huge damage from Arkail`s AoE. SPECIAL SKILLS (default) 1. Throw Goblin = damage 500%, 100% chance to stun, Heavy Impact Upgrade (level 5) : - 50% chance to destabilize every enemy in a 5 m area - 25% chance to stun in 5 m area Note : Great fun throwing Styx on enemies from distance. In the same time mobs will chew the same goblin faster. Great open move against a boss without his minions. Do not upgrade. 2. Raise Ally = raise Arkail with 15% Life points Upgrade (level 5) : - more 100 LP - chance of dodge increase by 50% Note : First upgrade. Skill useful on tough fights where Arkail and Styx get the other back to life to keep the pressure on. 3. Stealth Stance = invisible Upgrade : - move faster in stealth mode - get closer to enemies before they spot you Note : Moving faster is better because keeping close to walls will get you close to everyone possible. SPECIAL SKILLS (Specialization level 19) PATH OF ASSASSIN (akin to Hand to Hand Stance, 2 agility points) 1. Fury = concentration cost 50, damage 50%, 8 blows, Enemy Parry - 25%, Enemy Dodge - 25%, Light Impact Upgrade : - damage increased by 50% - every hit have a 50% chance of causing a vulnerability Note : High cost, but worth it against bossess with the vulnerability upgrade and Powerful Blow\Stunning Punch from Arkail. 2. Laceration = damage 100%, Light Impact Upgrade : - damage increased by 50% - the target chances to dodge\parry are reduced by 50% Note : Basic attack and no cost. 3. Subterfuge - Styx dissapear in a cloud of smoke, nullifying the threat generated on enemy = concentration cost 80, area 10 m, threat - 100% Upgrade : - concentration cost decreased by 30% - restore 30 life points Note : If you play carefully, there is no need for this. Anyway, you`ll not have the concentration points most of the time. PATH OF SHADOWGOBLIN (akin to Ranged Stance, 2 mind and 1 stamina points) 1. Shadow Combustion = magical damage 200, duration 5 sec, damage\sec 6 Upgrade : - damage\sec increase by 100% - combustion spreads and injures foes within 2 m radius Note : Perfect AoE (second upgrade) especially for those pesky Inquisitors and their heavy soldiers. 2. Explosion = concentration cost 65, Area 8 m, magical damage 200 Upgrade : - 50% increase in damage - the explosion has a 50% to destabilize the enemies Note : Great follow up after Shadow Combustion 3. Life Drain = concentration cost 35, duration 2 sec, life steal per sec 10, damage per sec 20 Upgrade : - damage\sec increases by 100% - life regeneration\sec increase by 100% Note : Not the best skill, I suggest to ignore him 7. Builds ARKAIL is, in his heart, a berserker. He shines in Offensive Combat and deal huge amount of damages. As such : Level 2 = Round Attack, lvl 3 = Offensive Stance, Lvl 4 = save point, Lvl 5 = Powerful Blow upgrade, Feint upgrade, Lvl 6 = Round Attack upgrade, Lvl 7 = Small pick me up, Lvl 8 = Raise Ally, Lvl 9 = Stunning Punch upgrade, Lvl 10 : Murderous Rage, Lvl 11 = Fast Attack upgrade, Lvl 12 = save point, Lvl 13 = Murderous Rage upgrade, Lvl 14-18 = save point, Lvl 19 = Path of Berserker all 3 skills and upgrades, Lvl 20 and up = whatever you want Atributtes : 2 points of strength, 1 point of stamina, repeat. Styx is a rogue at heart, ready to kill from stealth and distance. His skills in Ranged Combat outshine those in Hand to Hand Stance : Level 2 = Stealth upgrade, Lvl 3 = Ranged Combat upgrade, Lvl 4 = save points, Lvl 5 = Low blow upgrade, Raise Ally upgrade, Lvl 6 = Accurate throw upgrade, Lvl 7 = Rain of blades, Lvl 8 = Throw Goblin upgrade, Lvl 9 = Rain of Blades upgrade, Lvl 10 = Stunning Bomb, Lvl 11 = Destabilizing Attack, Lvl 12 = Destabilizing Attack upgrade, Lvl 13 = Stunning Bomb upgrade, Level 14 = Armor piercing upgrade, Lvl 15 = Poisoned Daggers, Lvl 16-19 = Shadow Combustion and upgrade, Explosion and upgrade, Level 20 and up = whatever you want Atributtes : 1 point of agility, 2 points of mind, 1-2 points of stamina until you reach 300 LP with gear, then repeat agility and mind. 8. Main missions NOTE : I`m not going to suggest tactics for every fight in this game, only how many groups you`ll face and their numbers. Use instead the tips in combat area to assess the situation yourself. The only exceptions will regard some potentially tough battles. Note : Legend - sp = spearmen, c = crossbowmen, s = swordmen, s\s = sword and shield user, ob = orc berserk, hi = high inquisitor, ia = inquisitor archivist, hs = heavy soldier, k = knight, sg = sergeant, g = goblin, d = dog, o = orc CHAPTER I 1. The mission - find Arkem on the map, fight him and 3 soldiers following a scout and watch a cutscene with Arkail speaking to Djarhail, leader of Bloodjaw legion. Your mission is to kill the emperor and in order to do it you`ll need a guide. 2. The guide - cutscene with Arkail heading to the wall and finding Styx. Speak with him, then use Styx to get through a small tunnel and open the gate.Head to Black Hand hideout. Next corner a cutscene with a Inquisitor barking orders to patrolmen (not that they will move after the rage shower!). On the way you`ll met 3 groups, 2 stationary (3 guards, 4 guards) and 1 patrol (3-4). In the first open place there is an Orc called Sork, 4 spearmens and a seargent. I choose to boo the orc traitor and fought all 5 humans, while Sork hit the road. Go left, in the area where the patrol was chastised by the inquisitor, for 5 guards (2 spearmens, 2 shield\sword and one with a sword). Loot the sack, go back, enter the gate and move through the tunnel. At crossroads a 5 man patrol and a group of 5 near by. Pick Styx, move forward in stealth mode through a log, loot the sack, come back, stealth kill some of those stationary and bring Arkail fast to finish the others fast. Then concentrate on the patrol and move to a place with 2 guards and a 4 men patroling in the area. Forward - 2 X 4 men patrol near the houses and at the exit Sork,1 spearmen, 2 archers, 1 s\s. Kill first the orc, then mop the grunts, loot him and a chest near by, exit the area. 3. Meet Sarkyss - get around Black Hand hideout, speak with people and with Spearhed (merchant) who will give you a charm called Seawater Crystal. Speak with Fox to end up in Gem District. Move to the market to find 5 guards (2 spearmens, 2 sword users, 1 crossbow men) and 3 bystanders. After you defeat them, Oboth, a local mercenary leader, want to have a little tet-a-tet with Arkail. Move up, on the right and find out he want another leader, a traitor caled Jared, need to be wasted. You can accept his task or simply attack for more XP. His gang have 7 people (3 swordmen, 1 spearmen, 3 crossbowmen) and it`s difficult to defeat without an AoE skill. Loot and move to a crossroads patroled by a dog between some hay and a group of 6 (1 sp, 1 c and 4 s). I suggest to follow the dog at 2-3 m distance and stealth kill those a little bit away on the right side. Next turn 5 (3 c, 2 s) and one patrol (2 s, 1 dog), followed by 2 sleeping spearmens and, on the left, boss battle with Jared. He has 2 melee fighters (1 sp, 1 s) and 2 c on a ledger up. Take the melee fighters fast, because an enraged Arkail will star chasing Styx if nobody is left alive down and use throw goblin to reach the crossbowmen. Exit, speak with Oboth, if you didn`t kill him, to receive a pair of daggers (Troubleshooters) and a warning about Inquisitors patrol. Next open place, a market full of carriages and wood, you`ll have to face 6 soldiers (2 sp, 4 c, 2 s) and a patrol (1 s\s, 3 sp). Loot the chest for a champion gauntlet and go up to the right where, under an arch, there are 2 c and 3 s next to a sack with scarlet boots. Follow the road, past the houses, until you see a swordmen on the left facing 3 more (1 sp, 2 s) with 2 c above. NW on map 6 soldiers (4 s, 1 sp, 1c) and 2 bystanders (They have this pleasure to throw normal people inside enemy camps!!), while near Sarkyss place Inquisition soldiers kill orcs and goblin. There are 2 inquisition soldiers, 1 sp, 2 c, 3 s and one knight, but not packed together. First make Styx ``kiss`` the right wall to get behind the soldier up front, then retrace your step and stay near the left wall until you get on those near Sarkyss door. Inside Sarkyss, quite the ``nutty professor``, ask for a service in exchange for his help. 4. Burn the chapel of inquisitor - talk with Raven. The place is crawling with humans and dogs. First encounter is with 2 sp on the right and 1 s\s, 1 sp and 1 dog on the right. Loot the sack for champion`s greave and move to the square building, protected by 5 sp, 3 sg, 2 c and 2 small patrols of 2 s each. My sugestion is to take all straglers first, because when somebody yell alert everyone will be on your team. Loot the the chest for the scarlet greaves, up\down the stairs to meet 2 sp, 3 s, 1 dog near the swordmen and one in patrol, plus 3 hs. The only danger came from the walking dog, so keep away from him, move N to loot trade points from 2 sacks, then backtrap and follow the dog road to kill everyone not in the line of sight for others. In front of the chapel 2 Inquisitor heavy spearmens chat happily. Finish them and watch the cutscene with Styx burning down the chapel and the High Inquisitor with minions stepping in. The HI will go inside, leaving you to fight 2 hs and 2 inquisitors. Target first the inquisitors, capable to inflict paralyze and curse and finish the soldiers, using low blow to avoid their tactics of mobing one of you. Back to hideout, shop, do some sidequest, back to Raven. 5. On our own - Raven leave your team in a trap, forced to fight 1 Inquisitor disciple, 2 sp, 1 s and 3 c above. Mop all and move `till they get past a bridge. While Styx open the door, Arkail need to face, using Round Attack\Disengagement, 5 soldiers (3 s, 2 s\s). Move forward for another cutscene near a huge gap and end up in the Bowels, infested by goblins and mutts. The chainsaw looking tunnel is filled with 18 goblins, coming in two waves and in the square area 3 dogs (2 in patrol), 4 goblins down, 3 more and a sack in the left wing and 2 goblins on the stairs N of your point of entrance. Take the stairs and follow the path to a crossroad . Get right for 8 goblins and 2 dogs, bactrack to go left where lie 7 gobllins (2 in patrol) and 1 dog. Up to fight 2 dogs and 4 goblins. In those 4 small square next on the path wait 19 goblins and 3 dogs. Since the fight can be hard, use Styx in stealth mode and put Arkail in the tight tunnels. Kill in stealth, then move back to Arkail, using the tunnel to keep them to surround your team. Another 9 square shaped place with 16 g + 1 d. SE on map 3 g + 1 d and finally you reach the exit guarded by 2 orcs, 2 d and 5 g who work for a crazy shaman who killed Arkem, the orc in the beginning. This is a boss battle - put Arkail`s AoE on the goblins, while Styx throw a stunning bomb against the orcs and dogs and retreat behind the goblins. Repeat same tactic. Cutscene. Up the stairs, read the books for 1 mind point (Styx) and enter Sarkyss lair, full of cages and tables where he vivisect goblins. Sarkyss betrayed your team for the reward the HI put on. Ask about his experiments and leave him to be eaten by the goblins. Back to catacombs. In the first H looking place there are 3 soldiers and 4 g + one sack, the second contain 6 g and 2 mercenaries and on the way 9 g. Turn left for two options : right side 1 mercenary and 2 g in patrol, left side 4 g. Back to sewers (S on map) to fight 4 dogs on the left and 2 c + 5 g forward. Moving N - 1 g in patrol and two direction. On the right there is a sewer only Styx can acces with 4 g (pay attention to their movements in stealth kill because Arkail can`t help). On the left is a crossroad with 4 g, 1 s, 1 c and 1 d patrolling. Away to the square looking place to find 2 s, 2 c and a dog up front, 2 g left side and 2 g right side. Finnaly the exit! As usual a new boss fight (In OOAM mobs are boss fights!) with 3 g, 1 dog, 2 c, 1 sp, 1 s\s, 1 s. Cling near the left wall, get behind the heavy armored swordmen and stealth kill him. Run back to Arkail and start the usual drill. Leave. Cutscene with Arkail put on a prison carriage headed to Mire CHAPTER II 1. The Mire After a cutscene will start the gladiator fight in the streets of Mire. Arkail will be paired with a ill looking orc, dead after 2 encounters, to fight 7 waves of enemies (6 g, 7 g, 2 o, 9 g and 1 orc, 7 g, 7 g and 3 ob). The berserker are really dangerous for a boss battle. Keep one stunned and hit all time by Arkail, while Styx throw stunning bomb against the other two and run around. Repeat. The head foreman will throw some condescending remarks about your hard won victory and future, then Adek introduce your team to The Resistance. Ask about the resistance, weapons, head foreman, coruption, Arkail`s father (Marhlock) and trade. 2. Meet Barimen - speak with Adek who mention Arkence, a High Mage and the only way to reach Island of Laments, the place where the emperor will meet the ambasadors from dwarven and elven races to help him fight the greenskins. You`ll need to take first care of the Head Foremen. 3. Kill the Head Foremen - after you`ve dealt with the human watchmens (Infiltration sidequest) a cutscene will let the team in the foremen area. At first corner 2 orcs in patrol, at some distance from eachother and 2 near a fire. Next corner 4 o in patrol and one near a fire. At crossroad 2 o in patrol coming your way plus 3 looking at eachother. Get left and left for 5 orcs near a big fire a one, then go back and up, on the left side of H looking place, to stealth kill 3 orcs standing plus 2 in patrol. Go right and down - 1 o in patrol and down 3 near some logs. Sneak behind that covered by logs, taking care the one in patrol doesn`t see Styx and finish it one by one. Back and up - in a pillar covered area 2 o in patrol, 1 o facing a wall and 3 more near some wood walls and a chest. Follow the road, save and watch a cutscene with Arkail shoving the Head Foremen in a deep pit. His bodyguards (1 heavy warden, 2 miners and Brutus, former winner in the Mire pits fights) will simply charge. Focus Arkail on the orcs without names, while Styx use bombs and low blow against Brutus `till they are dead and move Arkail on the Brutus.Back to hideout to find that Arkail`s father is the leader of resistance. 4. The Uprising - Talk to Ruggar, Braggart, Drakane, Garok and Adek, get the 2 sidequests, then move to main mission. Cutscene with the war council who suggest picking a raiding party. Speak with Marhlock to choose a strategist (Drakane), a warrior (Garok) and a scout (Ruggar), essential to launch the mission. 4.1. Enter the stronghold - Lower the drawbridge for the raiding party. S on map and down on stairs 4 men patrol, 1 o, 1 c, 1 s, 1 s\s and a sack. E on map - 2 c and 1 s\s above, 3 men patrol (1 s, 2 c) and 1 orc down. N on map - 1 s\s, 1 sp, and a group of 3 (1 s, 2 c) up and 1sp, 1 o and 3 sp in patrol down the stairs. W on map - 2 c in patrol above, while down a bigger party composed by 2 men (1 s, 1 s\s) in patrol and 3 s\s, 2 o and 2 sp standing (Well, one sp is sleeping on his spear!). Near the exit a rather small team (1 o, 2 sp, 1 s\s), but after you finish them start appearing from thin air 3 sg and 8 c, four crossbowmen on each ledge on the side. Cutscene. 4.2.Enter the pillar and find Arkence - The cutscene drop your team in the middle of 1 HI, 4 s and 1 c (!). After dealing with them, take left from the point of entrance and enter a place with 7 rooms. First room shelter 1 s\s in patrol, 1 s\s near the exit and 2 s along a table in the middle. Next 2 rooms have 1 s\s patrolling through them, 1 s\s staying in nr.3, while the second one has 1 inquisitor in patrol, 2 sp, 3 s\s, 2 I and 1 HI standing. It looks tricky, but the point is to waste the one in the third room first, then the patrols and 2 sp and finally kiss the wall to get behind the HI. Those 5 left are no match for your upgraded team. Take the tunnels until you hear another HI torturing a beggar. Save. Let Arkail behind the door, kiss the right wall and note a platform with 1 HI, 2 I and 2 c, guarded in each side by 3 sp and a s\s at some distance. Pick the sp on the platform`s right, then go behind the crossbowmen slow, advancing near the HI. Take him and run back to Arkail for the usual drill. Get down to another map with the prisoner`s cells. In the main chamber 3 patrols (1 s, 1 sp, 1 sp) and 2 s\s standing. In the next open place (S on map) 3 inquisitors run in circles. Get first the left upper corner guy, followed by the one in the center and last the guy dressed in black. It is tricky, but is easy if your time it right. Next chamber 2 s and a patrol. Take right to find 1 s in patrol and 2 I standing, plus a 1 c to the left again. Loot the chest. The final map have no enemies on the way. Save before Arkence`s cell, watch the cutscene and engage 1 HI, 1 Inquisitor Archivist, 1 heavy spearmen and 1 orc executioner (more like torturer to me!). Destroy the HI first, followed by IA and the rest, while Styx stun\low blow the orc. CHAPTER III The monastery of the Mages Arkence`s mind is broken and Sarenthe, another mage, want to subject her to a mind rape ritual to force her to came back from the catatonic state she choosed as selfprotection in the tower cells. 1. Mind Rape - first objective is to deal with Styx`s past. Follow the road untill Styx`s etherial twin show up. Put Arkail to dust 10 goblins in 2 groups and learn that Styx was a powerfull orc mage who got gready and corupt because of the amber substance, giving life to the first goblins. Two choices for another specialization - Assassin (Hand to hand combat) or Shadowgoblin (Ranged combat). Second objective relate to Arkail`s past. Arkail from the past, a crazed berserk in the Bay Harbour battle, fight 5 s and Styx have to help him. Use first accurate throw and low blow to dust one, then move to bombs, low blow and rain of blades. Third objective is to find Arkence and watch the cutscene. 2. Escape the monastery - while the dream was on the way, mercenaries led by Inquisitors attack the monastery. Follow the tunnel, loot 2 trade points on a room right side, then engage in the garden 1 sp, 1 s, 2 s\s. After the battle cutscene with Zealot, THE HI, a crazy, Dark Jedi looking NPC, your team end up on the snowy mountain outside. 3. Find the boat - Go down to the elevator and stop the first team. made of 1 orc, 2 sp, 1 c and 1 s. Take the elevator and send Styx in stealth mode to find 2 c standing and 3 people (1 s\s, 2 sp) in patrol. They are easy in a frontal attack, but if you want some fun take the first crossbowmen and pick those in patrol when they turn their back on Styx and go down. Again near the elevator. Face 2 s\s, 3 s, 1 o and 2 c, get down, watch the cutscene with Sarenthe being killed by Zealot. 4. Reach the Islands of Lament - move down on left to fight the toughest mercenary team (1 o, 2 c, 2 sp, 1 s\s). Cutscene with the island and a short presentation with the Sisters of Lament, a fanatical and professional mercenary band CHAPTER 4 The Island of Laments Get to the meeting before the dwarf and elven emissary got there. NOTE : Sisters may look powerfull in the description, but, at this level, they aren`t capable to do much damage, except one fight later. Move along, go through a cave to face 2 sisters and 2 dogs. Take left to face a patrol (1 dog, 2 sisters) and, near a wood tower, 3 patrols (1 s, 1 s, 1 s and 1 dog) and 3 standing. It`s not necessary to use stealth kill, they aren`t to dangerous. Move up for 2 more sisters. SE on map 2 standing sisters and 1 patrol ( 2 d, 3 s) and N from that 2 patrol (1 s, 1 d and 1 s), 3 standing sisters and a leader. Up on map 5 sisters (2 sp, 3 s) and the stairs to the temple`s entrance. Now is time for stealth because you`ll face 1 Great Sister, 6 normal sisters (four moving in X pattern in the temple yard) and 3 dogs (2 same X pattern trajectory). The point is to kiss the right wall and go behind the spear users, then go left side, near the entrance and kill whoever Styx can, with GS as main target for assassionation. 1. Enter the temple 4 patrols (1 s, 1 s, 1 s. 1 d) in a square, a group (2 s, 1 d) standing in the middle and 1 sp in the left side of entrance. Kiss the right wall to take care of the sp, then whatever else you can. Cutscene with Styx taking a side path and Arkail going by himself. 2. Find the Emperor Move with Styx on top and watch a cutscene with 2 sp talking about Arkail and their bet on how long will keep going. Move to exit and the game will change to Arkail meet a patrol ( 2 s\s, 1 s) and hitting hard 5 s in front of emperor door. Back to Styx and then Arkail who get 2 choices - kill the emperor or smell something funny and stop (even that a HI will paralyze and use Arkail to kill eventually the emperor). Cutscene with Barimen, who enginereed all this from beginning to rid himself of the emperor and mages to gain the throne. After the cutscene will be Styx against a heavy soldier and a Inquisitor Archivist. Ranged Combat is far better than Hand to Hand because you don`t want to get close to them. Use low blow against the soldier, who resist 3 of 4 stunning bombs, to keep him away and bombs plus accurate throw against the inquisitor. Try to run around to get them close to enhance the chances for bombs.When those two die, Arkail and Styx are pit against 1 HI and 5 hs. Cutscene. CHAPTER 5 Time to settle scores With the help of mages and orcs use amber kegs to destroy the Tower and kill Barimen. Inside the first room 4 bystanders. Go left and left again for 2 patrols ( 1 soldier, 1 Inquisitor), 2 s\s near the stairs, 1 sp behind the stairs and 2 c on stairs. Kiss the right wall, take out the sp, s\s and patrol first in stealth mode, then the crossbowmen. N on map a long tunnel with 2 sides. In first place 1 c in patrol and 1 s\s standing. Second side 2 s\s on the left, 1 c and 2 sp behind the door.Up on stairs to a big chamber 3 o, 1 sp, 1 s\s looking at each others. Next the mission kegs and 1 I, 1 s\s, 1 sp. Load the kegs and get to the throne room. Save. After the cutscene new enemies show up (1 HI, 1 orc, 2 sp, 2 s\s) with the inquisitor as prime target.Cutscene with Arkail and Styx going with the elevator and the kegs ... to have more fun, I believe! Fight 2 s\s, then enter the throne room to fight his guards - 2 sp, 1 c, 2 s\s in the first wave and 4 orcs second. The emperor gets out and Arkail take him by the throat. The Zealot make his entrance and spun Barimen`s plead for help because he despise him for his greed. Arkail drop the emperor outside and the fight begins, not before the kegs explode. The Zealot and 2 orcs berserk, wounded by the explosions, join the fray. Keep the Zealot away from Arkail with low blow and stunning bombs, while the big orcs slash the orcs. When they are dead, another orc join in. This time concentrate on the Zealot. Cutscene with Arkail headbutting the High Inquisitors. The orcs from Mire are free, but the human-dwarf-elven alliance will be a new threat in the future (OOAM 2 hint!). Styx still didn`t like the job, but he was in charge of keeping Arkail safe. THE END 9. Side missions CHAPTER I Black Hand Hideout 1. The Black Hand challenge The quest is available after speaking with Spearhed the smith and merchant. Spearhed and The Last need heavy blows only, while Fox and Monkey light\medium attacks, giving rewards in exchange. Still, Fox and The Last can`t be challenged right away and you`ll need to complete some main or side quests. 2. The Last`s past Speak first with Spearhed and ask about Last. Leave for a main quest and, on return, find out his family was killed by a dog trainer The Master. Speak with Fox and reach a new map. Move and see 1 patrol of 2 dogs and 1 crossbowmen and in the market 3 groups of 2 dog, 2 s\s and 4 c. Up to find 3 guards (2 sp, 1 s) and 2 bystanders near a dog pit, then to The Master place. Face him and 5 dogs. Use Low Blow to keep them in Arkail`s AoE range, stunning bombs and rain of blades. Back to camp to get a fight with The Last and 1 - 2 trade points from Spearhed. In the end The Last will welcome Arkail in Turquoise Clan as his brother. 3. The Scourge Monkey ask for your help against crazed goblins running amok on the streets.Intercept first wave - 5 goblins. Run and fight around some hay and houses 10-15 g with AoE and bombs if available. Intercept the second wave - 6-7 g in a street. Intercept the third wave - this is a big fight with 6-7 goblins on the street and 3 above, while further away there are 6-10 more and 4 c on the first floor of houses near by. 4. The Bloodjaw After burning the chapel Fox mention one of Arkail`s buddies escape. Choose to go after him. N on map 2 s in patrol, spliting at some point, 3 c on the right wall and 3 people in the center ( 1sp, 1 s\s, 1 s). NE on map - 2 sp talking, 1 sp in patrol and further on the right 3 more ( 1c, 2 s\s). At the end you`ll meet Brune, one of Styx` friend,surrounded by 2 sp, 2 s, 1 s\s and 2 Inquisitor disciple. After the fight Brune mention she lost Arkem in the catacombs. 5. The shaman of the Bowels After you exit the catacombs get 2 choices - save Arkem or go for Sarkyss. At first corner 4 g, center room 6 g ( 2 in patrol, 4 standing). Move along to NE corner (H shaped room) there are 2 o, 1 g moving and 2 standing on the first arm, while the other arm have 2 g. Next the shaman place - him, 2 orc faithful, 5 g. Put Arkail on the goblins, while Styx stun the others non stop, then concentrate on the orcs. CHAPTER 2 The Mire - Resistance Hideout 1. The miner`s revolt Find and calm down the miners. Go past a wooden bridge and in the middle of the map 3 orcs (1 in patrol) and 2 Inquisitor s/s. Take the orc with his back on you with Styx when the patrol is not looking, then the patrol and the last orc, face the s/s wih Arkail in the end. Reach the destination to find some orc miners trapped in a tunnel by 2 sp, 2 s/s, 1 I and 1 o, separated and easy to thin. Go back to meet Barimen in the main quest. 2. Infiltration Eliminate Empire`s watchmen. Styx get dumped at entrance with 2 sp, one sleeping!. Enter the keep - on left another sp sleeping, while on 2 floors 5 men (3 in patrol) who can be stealth killed as long the others don`t look in your victim direction. In the square 1 standing near the entrance and 3 patrols (1 s, 1 s, 2 s/s),circling the place at some distance. Take the standing sp and use the hay and stones to hide and get behind the patrols, leaving just one to fight one-to-one. Reach the captain`s room, kiss the left wall, go behind, kill it and watch the cutscene. 3. The Rain of Fearless Quest given by Drakane after The Head Foremen main quest. Your task is to get a drop of pure water from the Swamp, a place full of goblins from the Depth, eager to kill. I suggest to skip stealth kill all together because they move around like crazy and team level is sufficient for a direct fight. The first wave is near a river with 6 g(one is reading a book!), second wave through a tunnel with 4 g, third wave up a hill with 8 g (3 moving, scratch that, twitching around!) and the final battle with 10-12 g raging and attacking when your team is in sight. 4. The Foremen Quest given by Adek after The Head Foremen main quest. Some of his men hide in Mire` s tunnels, afraid of the other orcs retaliation. In the first open place 1 o in patrol and 2 standing on the right, near a fire. N on map - 2 orcs face eachother and around corner 3 more just waiting to jump at the first Alert signal!! Down on map 5 orcs. Stealth kill one and attract the others in the tunnels to keep only 2 facing Arkail. Cutscene with a orc who didn`t join the fight and a choice - kill him (he will welcome his honorable death) or not. 10. Merchants and gear MERCHANTS 1. Spearhed (Black Hand Hideout) Weapons * War Axe, axe (damage + 7, critical hit + 5%) * Shadow Blades, daggers (damage + 5, dodge + 10%) Armor * Studded Leather Gloves (damage reduction + 4%, agility + 2) * Light Armor (damage reduction + 8%, stamina + 4) Charms * Arms of Mother Earth (agility + 4) * Breath of Mother Earth (stamina + 4) * Wormwood Stick (strength + 4) * Phial of ... (Life regeneration + 1) 2. Adek (Mire, Resistance Hideout) Weapons * Skullbreaker, hammer (damage + 7) * Thousand Sufferings, axe (damage + 8, striking force + 3) * Disembowelers, daggers (damage + 6, dodge + 5%) Charms * Rain of the fearless crystal (+ 10% deflection) * Small Amber Charm (Mind + 4) * Fermented barley ear (striking force + 8) 3. Ered (Mage`s Monastery) Weapons * Flotsam and Jetsam (damage + 4, striking force + 3) * Punishment (damage + 8, striking force + 5, critical hit + 2) Armor * Sacred relic gauntlets (damage reduction + 3%, strength + 2) * Ritual trousers (damage reduction + 3%, dodge + 5%, stability + 3) Charms * Regeneration Talisman (life regeneration\s + 1) * Meditation Skone (concentration regeneration + 1) GEAR This items can be found while playing the game : WEAPONS * Slicer, greatsword (damage +5) = starting weapon for Arkail * Throat slitters, daggers (dmg + 3, dodge + 5%) = starting weapon for Styx * Blood Splatterer (damage + 5, striking force + 3, deflect + 5) * Sacrificial daggers (damage +3, convert 10% of inflicted damage in life points) * Troubleshooters (damage + 6, concentration regeneration\sec + 1) * Double Pain (damage + 8, critical hit + 3%) * Shears (damage + 5, critical hit + 3%) * Flanged Mace (damage + 7, striking force + 5) * Executioner (damage + 12) * Bloodjaw blade (damage + 6, deflect + 10%) * Bear Claw (striking force + 5) * Slice and Dice (damage + 5, striking force + 5) * Ritual Khopeth (damage + 9) * Bone Stripper (damage + 7, deflection + 5%) * Vampire fangs (damage + 7, converts 5% of inflicted damage into life points, critical hit + 3%) ARMOR * Gladiator`s greaves (damage reduction + 3%, stability +3) = starting weapon for Arkail * Gladiator`s breastplate (dmg reduction + 8%, strength + 4) * Gladiator`s gauntlets (dmg reduction + 3%, critical hit + 3%) * Survivor`s leather (dmg reduction + 6%, Life regeneration\sec + 1.00, stamina +2) = starting armor for Styx * Survivor`s gloves (dmg reduction + 2%, striking force + 3) = starting armor for Styx * Survivor`s Leggins (dmg reduction + 2%, stability +3) = starting armor for Styx * Champion`s gauntlets (dmg reduction + 4%, stamina + 2) * Champion`s greaves (dmg reduction + 6%, stability + 5) * Champion`s breastplate (dmg reduction + 10%, deflection + 5%, stability + 5) * Scarlet boots (dmg reduction + 3%, dodge + 10%) * Scarlet gloves (dmg reduction + 3%, striking force + 5) * Scarlet tunic (dmg reduction + 4%, dodge + 10%, concentration regeneration\sec + 1) * Assassin`s gloves (dmg reduction + 3%, strength + 2) * Assassin`s jerkins (dmg reduction + 8%, critical hit + 5%, concentration regeneration\sec + 1) * Assassin`s boots (dmg reduction + 3%, agility + 2) * Sacred relic greaves (dmg reduction + 3%, mind + 2) * Sacred relic belt (dmg reduction + 8%, life regeneration\sec + 0.5, rage reduction\sec + 0.5%) * Berserk carapace (dmg reduction + 2%, damage + 3) * Berserk straps (dmg reduction + 6%, deflects 20% of damage taken, stability + 2) * Ritual trousers (dmg reduction + 2%, dodge + 5%, stability + 3 * Ritual gloves (dmg reduction + 4%, mind + 2) * Studded Leather Armor (dmg reduction + 10%, stability + 5, strength + 4) CHARMS * Ihimbe bark (stamina + 4) * Seawater crystal (stability + 5) * Blinding Stone (dodge + 10%) * Small Bag of Holy Soil (dmg reduction + 10%) * Ginger root (critical hit + 5%) * Pain relief (stability + 5) * Lion`s fang (damage + 8) * Phial of Human Blood (damage + 5) 11. The Universe of OOMA The Wall Through the years of wars opposing the Humans to the Orcs, the Empire erected this immense wall to protect its people and territories from the "Orc threat". Built on the lives of countless Orc slaves, the menacing Wall looms over a network of dirty streets and slums, inhabited by the poor, the bandits, the killers and hordes of savage Goblins that infest the sewers. And don't forget the corrupted local militia, a zealous inquisition that is more likely to burn you on a stake rather than help you out... The Inquisitors The Inquisition has been formed to protect the heart of the Empire from its enemies, purge the infidels and hunt down the "Greenskins" accused of threatening the tranquility of the Empire.Real fanatics, the Inquisitors are as much fearsome fencers as powerful magicians. If you happen to cross paths with one, prepare for a rude battle... The Southern Lands Covered by jungle and largely uncharted,the Southern Lands are the territory of the Orc tribes. A few dozens of years ago, the Empire of Men tried to extend its influence there, meeting a violent resistance from the Orcs. Culminating at the battle of Bay Arbor, the war came to a critical point and the Empire retreated behind the colossal Wall, on which construction had just been completed. Though once temporarily saved, the independence of the Orcs and the Southern Lands are now again at stake, with the threat of an alliance between the Empire and the Elfs and Dwarves. The Bloodjaws Orcs are by nature powerful and fearsome warriors, and the Bloodjaws count as the toughest of them all. As elite group often sent on the most dangerous missions, the Bloodjaws are feared by all and are often thought to be suicidal.They are easily recognized by their jaw-shaped mark, tattooed on their chest. You, Arkail, bear this mark... and, feared even by other Bloodjaws, you are the most dangerous of them all. The Chamber of the Mages top the Serene Mountains lies the Chamber of the Mages, a large monastery where the council of the mages, an ancient religious order, meet. Mages are powerful, and wise. Contrary to the Inquisitors who leech their powers from countless praying devotees, Mages gain their powers from long and hard mental and physical training. Following the rise of the new religion imposed by the Empire, mages are getting rarer by the day... only a handful remain. Hunted down by the Inquisition, the Order could very well disappear very soon. Arkence Arkence is one of the last high-mages in existence. She is also one of the rare people who is able to guide you to the mysterious Isle of Laments, where the Emperor is about to meet the Elf and Dwarf ambassadors. She will be of precious help for your mission. The only problem, is that she is actually a convict of the Inquisition... and very few have ever been freed from them alive. The Isle of Laments Somewhere far ashore, is hidden the Isle of Laments. Bordered by sharp reef, this luxuriant land, covered by dense forest and steep mountains, is a real haven... but is also the territory of the Sisters of Laments, a fearsome band of mercenaries. Few know of the existence of this island, and even fewer know its exact location. Anyone who has tried to reach it without a guide has never returned, which is why the Isle of Laments has been chosen as the meeting ground for the Emperor and the Elf and Dwarf diplomats. The Sisters of Laments The Sisters of Laments are a group of mercenaries, known across the entire continent as the most efficient. Accepting all kind of contracts ranging from personal protection to assassination, the Sisters are nimble and surprisingly powerful, able to fight as easily at range as in close combat. Their latest contract is certainly the most important of their career: protect, on their own territory, the Emperor and the Elf and Dwarf dignitaries meeting to sign a historic treaty that could very well mean the end for the Orcs. 12. Credits All credits go to Cyanide Studio, Focus Home Interactive and Spiders. Copyright 2012 Limona Razvan