Lords of Xulima

Lords of Xulima

74 ratings
Tips, Class Evaulations, Party Makeup, and Walkthru
By Supervegita
Lots of basic tips and help, secrets and opinions on Lords of Xulima.
   
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Introduction
I have beaten the game on Max difficulty Ironman mode. So most of my advice assumes you are also playing on the hardest difficulty. If you aren't, some of this may not apply or may not be needed as the game is just so much easier at lower difficulties. These are my findings. There is a suggested order at the end in which to do what zone or area.

This game is interesting. There are no real farmable areas, so you must make the best use out of what is available. If your group is too weak or you doesn't have enough gold, generally speaking, there isn't a way to make it up if you can't progress into the next area. So you need to have an efficiency about you as you play through the game. Limit waste, maximize gains, and such. That is what i will focus on in this guide.
General gameplay tips
So to sum things up from all the sections, and a few other tips.

How easy the game is has alot to do with your party, but it also majorly correlates with how much "King" gear i have. They less i had in a play through, the tougher it was. Its very powerful.

Pressing 'R' gives you a menu to rest. You burn food while resting, but resting for 8 hours removes injuries, and for 24 hours - lethal wounds. Rather than paying for potions or inns, just use this. It also makes farming money with the cereal faster. If you have PP users that are low on PP, make sure to rest a lot in the early game especially. If you run low on food you can always head to town and do a food loop.

Anytime i go anywhere, i keep a Town Teleport Crystal on me at all times. Never know when it will save your ass. Princes palaces have caused me to use it more than once, a few times in the desert, a few mausoleums, and so on. Never go anywhere without them.

Since there is a food loop, almost never buy food. The wild berry bushes respawn every 3 days and there is enough for more than 3 days out there. Also moving in towns cost no food, yet time still passes, you can use this to your advantage with regrowing foods.

There are a few skills with benefits beyond what is listed. Perception, Hunting, and Knowledge of Herbs. I don't know the chances, but it seems like the perception chances go up the higher it is. The other 2 just increase the amounts you get from the random events.
- Perception gives a chance to find random bags of gold on the ground. Generally no more than 200 gold, but still with 2 dudes at max perception i sure seem to find a lot of them. Besides you need at least 1 person with perception imo.
- Hunting is my new favorite passive. It not only does what it says converting a % of beasts you kill into food, it constantly has pop ups saying Gaulen went hunting and found XX hours of food strores.
- Knowledge of Herbs does really proc very often compared to the other 2, but it does give herbs that will eventually add to a permanent stat increase, and its 100% a must in every game anyways.

Use the cereal trick in the money section to buy at least 1-2 extra training sessions each level up. It is also a nice way to get money for gearing up early. The number of days that pass also give you plenty of merchant inventories to change over. If there is King items, check back every 2 days to buy the item again if you need it. Great way to get multiple King items.

Generally in the early game, i run from the Cursed Hounds. You lose out on some good exp, but the cost of removing curses is stupid stupid stupid high. Later as your resists and group power rises, start killing them. Hold off on the quest to kill off these dogs near the end of the game. The longer you wait the more exp they will give you throughout the game. I usually start killing them around level 30. The new purple eyed dog has started showing up in the pack.

Don't cleanse the Temple of Febret. You can go back later and kill the Guardian of the Grove. You will feel like a badass and get some bonus herbs.

Kill guards as early as you can. You will feel a lot better once you do.

Dead party members don't get all the exp for that battle. Try not to let any die often enough that they fall behind.

When unlocking doors or chests, move around a bit first, as the more you move the more chances to detect traps. Also, if a lock seems overly complicated, close it out and open it again. This will give you a fresh puzzle that may be easier to accomplish.

When attempting to undo a trap with multiple gears, start with the slowest ones. After each one you do, it slows the rest.

If you are being wiped out in a fight, have someone escape. If they do, you don't lose the game, you just have a bunch of dead folks in your group. This works for all but a few fights, where running isn't an option, like the 4 sisters.

There are times that going over a characters weight limit on equipped gear isn't that big an issue. Its kinda easy to do, and the 10% speed penalty isn't that big for some classes. Just keep that in mind.

Early on, its sometimes better to ask your amulet for gold instead of 1 skill point. Before training gets expensive, the amulet will give enough money for 2 training sessions.

Make sure to complete areas that have random encounters. The encounters are limited in number, and once all have been defeated you receive a nice big Exp bonus. Temple random encounters are rarely completed by the time you are, stick around and keep killing. Zone like the desert, Venomous Lake, Muddy Lake, Geldra Glacier are all places i had to stick around after i was done with them to get the bonus, but its always worth it.
Food
Food is one of the biggest pains in this game. Without food you could beat the game in 1/3 the time. Not only will it take up alot of your time but if done wrongly can drain some of your limited resources as well.
I have seen so many guides saying to just buy food from the vendor, keeping your food stocked at 2 days. This is a HUGE waste of money. Money is quite precious as there is no real way to fight stuff to farm it. Eventually you will clear areas, and that's all you get. Use it wisely. Luckily, there are quite a few things that can help with food generation and thus save money for the stuff you really need.

1.) All the bushes and weird purple trees that give food respawn every 3 days.

2.) If you are moving, time is passing. If you are moving in non-town areas, moving drains food at different rates based on the terrain and Galen's terrain ability. In town, food is not used. The exception to this is if you are completely out of food, you will still take damage even in town if you are moving around. Therefore, early on in the game you can move in town without wasting food while it respawns outside town. This way you don't waste money on food.

3.) There is a farm in Velegarn town at the very center. It gives cereal and respawns on a 2 day timer. This should be stored up to 80 which gives you 2 days of emergency food stores, and all extra sold. The farmer above the farm will give you 50g per 20.

4.) Early in the game, food is more of an immediate issue rather than just a nuisance. There are several bushes that are available on the 3 day respawn and early it might require a bit of town walking to fill in the holes if you don't have the path to them cleared.

5.) There is an effective circular route you can take that will provide more than 3 days worth of food in the Velegarn area. This can be helpful when trying to earn money with the cereal farm. Excess food is effected by how much you use walking around though, so Galen is important. You can make 3 separate loops until you kill the ogre on the roadway and clear a path through Sporia Plain, but its obviously less effective. This is the route and bush locations i used:


-- Head out the northwest town exit, there is a bush right outside of it. If it has fruit on it, you can start the food cycle again.
-- Continue north along the road and head into the beach on the west side of the road, 2 bushes there.
-- Exit the beach and head north again past the ogre campfire. There will be a bush on your right.
-- Travel east from that bush through the Sporia plains. If you keep traveling due east you should run into the next bush. Head south and a little west from that bush to find the 2nd bush in that area.
-- At that bush head east to find the last bush on the roadway back to town.
-- Grab the 2 bushes in the starting beach area.

Money
Money is very limted in this game. The main way to obtain money is from looting all the caches and items that you run across, killing monsters, completing quests, or asking your amulet to make you money. These things however are all finite and will eventually exhaust. There is, however, an infinite supply of money, but at an extreme cost of time. It is by farming cereal in Velegarn. This is extremely helpful early game to get those extra skill point training sessions and gear.

The Trick:
If you read the food section, you saw i listed a 9 point food run around Velegarn. Using this food run you get more than 3 days worth of food (Depending on Galen's Terrain Skill), which as you know is how long it takes the bushes to respawn, thus a limitless food circuit. That is handy for making time pass so you can farm Cereal, and sell it to the farmer at 50g per 20 cereal. The cereal respawns every 2 days instead of 3 like the food, so you need to split up the timing a bit.

Gather 3 days worth of food.
Gather the cereal on the farm.
Rest for 47 hours. Move around a bit the last hour till cereal respawns.
Rest for 24 hours. Gather 3 days of food.
Rest ~10 hours till cereal spawn time comes up. Farm Cereal.
Rest for 47 hours. Farm Cereal.
Repeat.

This is quite tedious after awhile, but this will earn you some much needed money for early game. The price of training escalate very quickly, and soon its taking an hour of this to do much of anything. Still, it is the only renewable money source i've found.

Money only really serves 2 purposes. To buy gear, and to buy training sessions. 90% of the gold i earned went into training sessions. They get expensive super quick, but are HIGHLY effective at making your characters stronger faster, and since you can't really farm experience it helps... A LOT.

Shops and Gearing
Shop Info:
So each of the Towns has a shop in it. The shops provide a different level of quality of items.

Velegarn < Cunvarn < Varaskel < Rasmuaa < Devonia

From least to greatest items sold.

Each shop is on the same 7 day timer. At the end of the 7 days contents of the shop change. Every 2 days time the store will refresh its goods if you have bought any. This is useful info because if a shop sells an Emerald King Ring, that adds +2 to all stats, you can buy 1 on that first day, and one each 2 days after for a total of 4 before the shopkeepers inventory changes. This works with shurikens and potions as well, but those are always available.


Character Gearing:

There are only 3 types of gear you want. Prophet, King, and Absolute Protection.

Early game, always try to pick up 2-3 Prophet pieces for each guy. Each Prophet piece adds +5% to exp gained. Early game its huge. Once you start getting your +Learning skill up on each character, its still useful just less so and the need for stats and resists start to get higher.

King items are the best by far. Based on the Quality of the item, they add +to all stats. By the time you kill the 2nd Prince you should really have full gear sets of +2 stat King gear. Later in the game, have +4 king pieces is pretty crazy on how much you can boost your stats.

Lastly is Absolute Protection. Absolute protection adds resists to all resistances, but at a lesser rate than a piece with a single resist. This doesn't have that huge an impact on the early game. Most of the damage is just trading melee. If you want to see how much resists help though, load up on organic resists and head into the Sporia Plains. You will resist poison and being slept like crazy. Resists max out at 90, so going higher isn't needed, and since most characters will max Immunity, and you should have +15 res all from the Goddess Blessing, that means you need to come up with at most 45 on your gear. I can't stress enough how much maxed out resists helps. Early to mid game, King is still much more useful, but once u start seeing 15-20 resist all on pieces, its time to max them out.

For weapons, i chose one of two things. If it was a stun or bleed weapon, i would get a weapon that added a few more points of each. If it was a barbarian's weapon, i'd go for +5% crit too. Early game, Lethal (+damage to humans) is really good, mid game Opressive weapons ( + damage to ogre types), and late game Demonslaying weapons. The +50% damage to types helped out quite a bit for archers and hybrid classes for damage boosts. Generally speaking it wasn't hard to tell what type of mob you were going to be fighting in an area and those weapons helped alot.
Herbs
Herbs:
All over there are herbs on the ground. Picking up these herbs will let you combine 10 to boost a stat. Later in the game, at like 28ish usually you will have Gaulen max out his Knowledge of Herbs. At max level each herb you pick gives a 5 stack. At max level it gives so many more herbs that you lose out on about 250 stat upgrades, if you were picking them up from the start. In the score screen my total herb count when i didn't realize this was 2399, when i waited i got 4988. That is a huge difference and it shows between the games for my characters as well. Its 100% worth doing.
Party formation
So, OBVIOUSLY, the party you make has a big impact on how easy your game is, almost more so that picking the difficulty at the beginning of the game haha. That being said, most every class is viable in some makeup, but if you don't combine them in the right way, you could bone yourself. My advice...

Utility:
Pick at least 1 Thief. Shurikens are OP. While the whole group works on taking out a big guy, a rogue can take one down by himself by pumping a few shurikens in another. The damage on the shuriken is high, and the stacking bleed is even crazier. They also provide a lot of utility at a very cheap skill cost, and though Galen can do most of that utility too its more expensive for him. Depending on if you have a Bard or not, Gaulen might need his points elsewhere.

4- man Front Line:
The way the game works, you must have a unit in front to have a unit behind, or the unit behind is moved forward. So at the very least you must pick up 3 front line classes. In my opinion though, going with a front line of 4 is stronger than 3 by a good margin. First off, most of the front line classes have consistent non-power point based damage. Secondly, the enemy can field a lot more units that you can, and they can position them at the extreme edges of the combat field. The side of your formation with the empty spot will be getting hammered. This lowers the burst a character will take. Though, you could design a group to abuse that, it is not my preference.

Healer:
So, healing in this game is pretty strong. Late game group heals are pretty amazing and make alot of fights a joke. That being said, you don't HAVE to have a healer in the group. I recommend one, but they aren't a must. You can go all damage and just use pots and scrolls to heal and make it through the game, but that gets very expensive. Whatever a healer can do, generally potions can do it better, but as i said....expensive. That does not make it a bad option though if you don't mind farming Cereal or training a few less times. A properly put together offensive group can be incredibly strong and will destroy most of the game. That being said, there are some fights where the AOE damage is INSANE and its hard to make those short, but thats like.....3 fights and 1 you can avoid by answering questions instead.

Specializing:
Specializing can make your group very strong. By this i mean having your group focus on a certain status ailment such as stuns, wounds, or bleeding. Stacking those on enemies with your whole group can be pretty debilitating and incredibly strong. Right up until its not because the enemy is immune. Stuns, bleeding and wounds all have their downsides, but i generally like the idea of stacking. Just instead of stacking just one, try to split your group up into 2 types. That way there is some diversity for immune cases. So far i have run a pure stun group, a stun/bleed group, and a bleed/wounds group. As long as the group is built around making the most of whatever ailment is chosen, it can be strong. Having a little of all of them works out less so. Try to focus.

AoE and Crowd Control:
This is where i feel most players fail in this game. There are 2 classes that fit this, and at least 1 should be in EVERY group. A mage, or a bard. You will never need more than 1 bard, but 2 mages would be ok, depending. I've seen a lot of people say that the damage is lacking in these classes, either early or late game. I agree for the most part, because that is not their primary role in the group. These 2 classes are not here to drop huge damage, they are here to Crowd Control. With Bards people seem to get that, but mages people don't. People see mage and think offensive powerhouse i guess. Mages damage isn't bad early game, but its still on par with the strong frontliners. Where the mage excels is the Area of Effect spells and Crowd control abilities. I've seen so many dismiss freezing/shocking touch as bad, but i used the crap out of shocking touch in my stun group. It was huge. There really aren't any backline stunning or bleeding weapons, so you can use a mages spells to complement your party in that manner. That is their purpose imo.

Extra training
In every town there is someone that gives quests. That guy can also train your characters for extra skill points. This will be your main gold drop for almost the entire game. The extra points curve your character progression above its norm. As you can only add 1 to any skill each level and some have 30 levels, its important to make sure you are getting points in everything you NEED each level. If that means holding a level up until you can afford training, it would probably be worth it to make sure you have to points to get the extra skills you need. Also unlocking a skill initially costs 1 more than it normally will each level after that.

Suggested Part Formations:
Barb, Cleric, Barb, Thief
Gaulen, Mage
This is a pretty high damage comp. Mage spams the CC, barbs use maces to help the CC. Gaulen handles perception and Herbs. Thief handles Locks, Traps, and Merch. Cleric gets most of the +stat pools.

Thief, Barb, Barb, Cleric
Gaulen, Bard
Bard does Merch, and focuses more on Str than normal for added backline damage. Gaulen does perception and Herbs. Thief Locks and traps. Again most +stats go to cleric.

Gaulen, Barb, Paly, Thief
Mage, Bard
This is a great CC comp, like super high CC. Everyone but the Thief will CC alot. And it has to be because paly is your only healer. You will need to invest in consumables for big fights.

Barb, Barb, Paly
Mage, Bard, Gaulen
This was my very first setup and i don't remember it well. It was rough, but that could be because i sucked at the game. Paly wants to be on the side that is short a person so he takes the most damage.

Barb, Barb, Gaulen, Thief
Bard, Mage
Bleed group. Had a few fairly rough patches. Recommend Katana for Thief. Just a few places bleeds do nothing and was tough. But your mage and Bard help with CC cover while stuff bleeds to death. Usual break down of non-combat skills.

Barb, Barb, Barb, Barb :)
Cleric, Gaulen
I went maces, and made Gaulen a gimp pure skills character with zero weapon skills. I did still invest in envemon. This started the game very strong and ended just as strong.
Class Breakdowns: Melee
This is my evaluation of each class. In this game, speed is king in my experience. So with very few exeption, Taliet will be the Deity of choice. This will make the start of some games harder, where Valvet might be better, but long term, Taliet is better.

Barbarian:
Disciple of: Taliet
Rating: 5/5
Level up Stat Priority: Speed > Strength > Agility > Constitution

This in my opinion is the strongest class this game offers. They really don't have any skills to speak of, just a bunch of really good passives. They get a huge amount of HP every level up, and end the game as a monster. By 50 you should have almost 40% crit with a 2-hand weapon, be unstunnable, have max resistances, and huge HP and Evasion. Since all crits double the status effect of the weapon, this makes mace barbs pretty crazy. Constitution is last on the priority because they get so much hp per level it isn't needed. King gear and body building give enough. Speed and Strength are the main stats.

For the first ~29 levels, each level up will be +Weapon Skill, +Rage. Store any points from training till level 8. At level 8, start adding to Learning. Stop adding points to Learning once the hero reaches around level 30. At that point i start adding to Steadiness with my spare points. Once Weapon Skill and Rage are at level 30, i start +Immunity, +Fast Reflexes, +Body Building.


Soldier:
Disciple of: Taliet
Rating: 2/5
Level up Stat Priority: Speed > Strength = Constitution > Agility

These guys aren't bad really, but to me they just feel like a watered down Barb. They get active skills to use, but i don't feel that makes up for the loss of passives for not picking a Barb. They could be fairly decent, but it would mean getting to a point of nearly constant skill use, and that would generally mean herbs going to him where a barb requires none.


Thief:
Disciple of: Taliet
Rating: 5/5
Level up Stat Priority:
------ Daggers: Speed > Agility = Constitution > Strength
------ Katanas: Speed > Strength = Constitution > Agility

Easily the 2nd best class in the game. The shuriken damage output is higher than anything else in the game, provided the target bleeds. Very cheap utility skill cost for traps and lockpicking also add to this classes value. This class is a bit fragile on the front line, but if built right should be fine. There are 2 options as far as weapon choice as a thief, swords or daggers.
- If you go swords then you use a Katana. High damage but slow. If you go daggers they are fast and low damage. The difference boils down to turn speed. Using Katana, you won't attack anymore than anyone else, but if the target is immune to bleeds it still hits decently hard and its slow speed gives a higher benefit to Quick Strike skill.
- Daggers however are fast and you seem to take 2 turns to every 1 of most the other members, but you do small damage and really only end up stacking really high bleeds which is quite effective late game where most things have 3k+ hp. Your faster turn timer also means more support for the group in terms of Shurikens and item healing. In the temples, only 1 undead bleeds, so the rogue is largely useless in these with daggers, but those temples are easy anyways so its up to your play style.

The first 30 levels should mostly be +Weapon Skill, +Shurikens, +Learning. Here and there instead of Learning, add to Lockpicking/Trap Disarm. Later as points become more plentiful start Bodybuilding and Immunity.

Class Breakdown: Hybrid
Paladin:
Disciple of: Taliet
Rating: 3/5
Level up Stat Priority: Speed > Strength = Constitution > Agility

These guys are fairly lackluster until mid to late game. Late game, they are pretty beast. Divine Prayer at 16 makes them pretty tanky and gives them much needed pp replenishment, Aura of Protection makes the group a lot tankier, and mass heal is always awesum when its needed. Put them in the middle of your line have them buff everyone and go to town. When heals are needed they can throw out a quick mass or spot heal and keep swinging. A great support class that can also dish out some damage. These are best in a group that is looking to stun. Though these guys can be the sole healer, i wouldn't recommend it. The best heal in the game is Mass Regeneration, and these guys don't get it.

Leveling up was kinda haphazard when i did it. I added to +Weapon skill every level, and at 8 started adding to Learning like all other chars, but beyond that, i hit up Aura of Protection, Regen, Light Heal, Cure Wounds, Mend Bleeding, Greater Heal, and Mass Heal as i needed. I tried to get Aura of Protection every level but it didn't happen. I gave this guy most if not all of the Drinking Fountains that gave skill ups.


Arcane Soldier:
Disciple of: Taliet
Rating: 0/5
Level up Stat Priority: Speed

I really couldn't figure a use for this guy. Its like a watered down version of a soldier, which is a watered down version of a barb. Instead of getting semi useful skills though, Arcane Soldier gets skills that are pretty useful, but he gets them 15 levels after they would have been useful and his mana pool doesn't really help with being able to use them much either. So its like a melee with no great melee skills or passives, and its like a mage that's only granted spells once they will no longer be helpful. This class should only really be taken if you want to try playing through the game with 5 characters, and leaving him dead. Its needs a serious re tuning.


Explorer:
Disciple of: Golot
Rating: 2/5
Level up Stat Priority: Speed > Strength = Constitution = Agility

Gaulen can frontline or backline, but i perfer him in the back line. Frontline Gaulen died alot. He's pretty much a crapper until you get Envenomed Strike. Even then, he won't be able to cast it much till later in the game, and most enemies will have decent resists against it. Even so, its a decent stacking damage over time. Combining his DoT with thief bleeds on a back row target is pretty great.
Also a total must is his Knowledge of Herbs. Every level this needs to be leveled up. At level 30 going around herbing will make your group crazy strong for a bit, and a properly made group will never look back.
Frontline Gaulen has to focus alot of his points on staying alive, which makes his leveling up less consistent, compared to ranged Gaulen. Both can work in different group comps.

Also note that he can be quite useful not being useful in combat, but purely for skills.
Also also note that one game i got 2 books of hunting, so i put a point in it and then boosted it to 3. Hunting is rather awesum at 3. The amount of food it gave me had me putting 5 points in Hunting every game after that. Its just so good for not needing to go looping for food nearly as often.
Class Breakdown: Caster/Support
Cleric:
Disciple of: Taliet
Rating: 4/5
Level up Stat Priority: Speed > Constitution > Strength > Agility = Energy

Clerics are pretty good depending on the group. They can be a backline or a front-line fighter all while pumping out some crazy heals. If they are front-line, don't expect them to be attacking that much. Instead just expect them to soak up damage, which is good because they self heal with Divine Prayer that they will be using all the time to get PP back. They stay back-line till around 15-20. They are too low on HP before that. After that they become a damage soaking heal machine. Near the end of the game when fighting group after group of demons, i would cast mass regen then Divine Prayer till i regained the PP. Generally hoped they would keep hitting him as he would heal it all back in the coarse of his actions. Was pretty awesum. Mass Regeneration is AMAZING. Start a fight casting that and you almost cast lose.

Cleric like Paladin was fairly haphazard with skill points as well. I def felt that Paladin was a lot more points hungry, as most of the early game i just seemed to save points on this guy. Weapon skills were pretty expensive though, so a fighter cleric will require a bit more skill pointage than a pure healer would.

Mage:
Disciple of: Taliet
Rating: 4/5
Level up Stat Priority: Speed > Constitution > Energy

This is a great AoE and CC class, and should be used as such. If you go wounds, stuns, or bleeds you should try to choose your spells based on synergizing with your group. That being said, there are still some must takes imo. Blizzard carries the early game. Flames is also pretty good spell early on. Later Energy Absorption, is a must. Other than that, try to sync with what your group needs, just don't expect a mage to put out more damage than your barb or Thief. They are more a damage/support class. I take a mage or Bard in every group because they provide much needed CC. Both in the same game gets crazy.

Bard:
Disciple of: Golot or Taliet
Rating: 4/5
Level up Stat Priority: Speed > Strength = Constitution > Agility

So bard is fairly useful, but also kinda luck based. It really only has 3 songs worth training at all. Song of Stunning, Requiem, and Song of Victory. Those 3 skills though are well worth it. Also should be noted that it seemed the skills success rate is based on your level vs their level. Because of this, instead of the ~10-15 points in Learning i put on all the other classes, i take this one a bit higher, like 20-30. Song of Stunning can be spammed in the early game for a chance to stun any and all enemies. Casting it over and over is quite awesum and stacks. If used in conjunction with a bunch of mace users you can lock an enemy team down quite well. Requiem is great late game for big groups of demons, and Cursed Hound attacks. Random enemies just die. Like i said though, its a bit luck/level based with how many it kills.
Level up was Largely dominated with + Learning and + Bow Skill and + Mercantilism. Each time one of the 3 useful skills popped up, you max it and move on. One of the reasons i love Bard is the 1 point skill cost of +Merch on the bard. At level 30, it is a huge increase in money earned by selling the random items you find, and all the items you buy will be hardly more expensive than when you sell them back. Its a pretty huge boon when all the items you find late in the game sell for thousands of gold more than they normally would.

Summoner:

I have never used a summoner, so i can offer no opinion.
Suggested Area Walkthrough
Mostly spoiler free "walk through" This is just a list in the order i did the areas. If you are stuck you might not have completed some of the prior areas.


Starting Beach.
Loot 6 chests hidden in town and 200 gold under tree near inn.
Rat Cave.
Clear Roads then to Askary Beach.
Sporia Forest.
Find Safe non-combat path through Sporia Plains. Go to next zone.
Find path to house in Golden Forest.
Kill Velegarn Guards.
Tower of Melancholy.
Kill all Random fights in Nabros Woods. (1 right of Velegarn)
Travel by Gateway to Sorrentia, go North and Kill guards. Bring consumables.
Fight random Battles in Hardios. (1 up and 1 left from Velegarn)
Velegarn Mausoleum.
Return to Nabros and kill all guards on the roads Except royal Guards blocking Rasmura.
Enter Nabros Castle. Make sure to fight all random battles inside before killing prince.
Temple of Febret, Kill Herald but don't cleanse and don't kill all random battles.
Clear Sporia Plains
Clear Ogre blocking road near Velegarn.
Sorentia Mausoleum of King Uvatha
Travel to Hadrios, kill first witch, return to farm.
Fight random Battles in Valley of Whispering Rocks - Solve Statue Riddle. SSLRHV
Go to Sorrentia, travel north to Cunavarn. Northwest of Town is the Gateway.
Clear Living Forest
Clear Tower of Resilience
Travel Northwest to Karraga, try to stay out of the snowy region. Its dangerous.
Fight random battles in eastern woods. The Gateway is located mid east side near the castle..
Travel to the West side of the map, Ulrog Forest, Kill things.
Go to Nagira (1 right of Culaven) and Clear the town and all random battles. Don't go near castle.
Enter the 2nd prince palace in southern Ulrog Forest
If you have a particularly strong group, kill the groups of gate guards from Korhil and ones inside the palace. if not, avoid them. They are 5000 exp for the big groups, like 3000 for small.
Kill all random fights before killing prince.
Kill 2nd Witch in Ulrog Forest.
Clear Mausoleum King Thondraw Mausoleum. Heavily trapped even first step.
Clear Temple of Alnaet, make sure to clear random battles.
Fight Random Battles on the snow before leaving.
Clear Mausoleum of Queen Lyriden in Culaven.
Go South of Nabros and Kill metal giant.
Kill random battles the gorge, read papers there head west to town.
Kill random battles in desert south of Varaskel city
Clear The Gorge Mausoleums for King Mergante
Solve Hall of Heroes Puzzle, enter and clear tower of time.
Clear Garden of Hamalath to east
Head east of Nabros to Rasmura.
Clear muddy Lake, kill Ancient Tree on the west side
Clear emerald lake
Clear Vemon Lake, then Kill 3rd witch
Head north to Devonia. Follow Road to Gateway. Follow road further to underground passage.
Kill all random encounters, then 3rd Prince.
Clear Devonia Mausoleum of King Kariham.
Head back to emerald lake and clear Temple of Raznet. Remember to kill all random Encoutners.
Clear Tower of Rage
Head to last Castle wear lightning resist if needed. Clear castle.
Head east of castle to Gateway, then south to vilak. Head west in vilak then north. Kill last witch.
Go to Devonia, clear ruins. Read engraved pedestals. Use those directions to set sail from city.
Set Sail get Special item, clear Mausoleum. Kill water titan.
Clear Temple of Nalet. Find Special Item
Kill Ice Titan in Geldra Glacier. Find Special item in Glacier
Clear Temple of Taliet
Kill Desert Titan
Clear Temple of Kersket
Kill Fire Titan, Kill Cursed Hound Leader, Kill Demonlord north of the pool of fire.
Clear Temple of Velvet

[Spoilers] Tower of Resilience
This is a spoiler section. Don't go further if you don't want that.















This is a simple picture of the Tower. Each number represents a teleporter. That number teleports you to the circled number of the same type.

Teleporter 4 and 9 are treasure rooms.

The answer to the riddle is Zanceh

[Spoilers] Puzzles, Orbs, And Special Items
Spoilers Beyond Again.


Necklace Energy Orbs:

Velegarn:
Temple of Febret Garden
East road going north behind goblin group before temple
Rat Cave
In forest west of Ogre blocking the road
Tower of Melancholy

Sorrentia:
Very top mid of the map in the woods
Golden Forest

Hadrios:
Near first witch Cabin
In 1st witchs cabin

Nabros:
Northeast of Castle in woods
East through the trees from the Shrine of Nalaet
1st Princes Castle

Kagara:
Near 2nd Witch Cabin
West Mid Follow Mountain Range
In witches room
Kings Chamber left side
Temple of Taliet

Culaven:
Temple of Alnaet Right side
Tower of Resilience
Woods south of Teleport Stone
West-south area of the Living Forest

Hamaleth:
Temple of Nalaet
Northeast most part of the Garden

Nagira:
Woods above north most house in first town
Princes Castle northwest of entrance, lightning room
Temple of Golot
East of 4th Witches House
4th Witches room

Varaskel:
Southwest of Temple, which is just west of town
Tower of time - top leftish
West-mid of map
Temple of Kersket, hidden room northwest ish

Rasmura:
Emerald Lake
Venomous Lake
3rd Witch room
Temple Raznet East side

Geldra:
East side middle of map
West side of map

Devonia:
East of south entrance...maze starting a little up the path
Path of the beast cave, a little below the castle entrance
Tower of Rage, right portal room
Island with Earth Guardian
Island with Chest right side
South into the trees from the Vilak Entrance
Temple of Valvet east side

Pernita Desert:
Mid South
Northwest corner, not quite all the way

Vilak:
Cursed Hound Lair
In woods east side more northish
Island north of the temple in the lava




Specials Items (in order i was able to turn them in)

Sorrentia:
Alnaet - Book of Life - +10 PP (Save boy witch #1)
Varaskel:
Kersket - Daimond - +5 Con (Statue Riddle)
Velegarn:
Febret - Golden Acron - 15 res all (Defeat Tree in Muddy Lake)
Rasmura:
Raznet - Golden Wyvren Egg - 5 Defense and Evasion (Islands)
Kagarra:
Taliet - Owl - +5 Speed (Geldran)
Nabros:
Nalaet - Blessed Water - +5 Agility (Temple of Nalaet Fountain)
Vilak:
Valvet - Horn of Xab - +5 Str (North side of lava pool)


Hall of Heroes:
4 Kings with red crowns
4 Captains with no weapons and green banners
2 Monks/priests with red robes
4 Heroes with 2-h Weapons and green armor
6 Formidible Warriors Unstained golden armor
Ogres Fled into the Stone Giant covering it in blood

Red:
Kronate - Titan
Lord Douglass - King
Kariham - King
Arkay Elispas - King
Daniel - King
Cadfeal - Priest
Felicitas - Priest

Green:
Kaiser Allentis - Captain
Julien - Captain
Kino - Captain
Neyla - Captain
Ritechezfire - Hero
Un-named - Hero
George - Hero
Zaruk - Hero

Orange:
Paxvari
Karaine
Dommaiser
Kibula
Nargok
Forwok



Temple of Golot Puzzle:
Power:
Red = 1 (17)
Blue = 2 (14)
Green = 3 (5)
Total = 60

Height:
Small = 1 (23)
Medium = 2 (7)
Big = 3 (6)
Total = 55
28 Comments
justus_cap 19 May, 2022 @ 8:35am 
Yes or just saving the prophet gear to swap out just for the turn in and going back to your preferred gear right after... another great idea from you!
Supervegita  [author] 30 Apr, 2022 @ 6:17am 
Any extra exp you can eek out is worth. Saving things for that boost is probably worth it as this game is all about gold and exp, once u figure out a good line up. Makes me wonder if picking up prophet gear just for that is worth it.
justus_cap 18 Mar, 2022 @ 10:48am 
Hey Supervegita, great guide... thank you. You saved me a lot of frustration.

I came across something while playing and I don't know if someone else suggested it or not, wouldn't mind hearing your thoughts and if it was a good idea.

I hadn't turned in the orc quest when I went to go kill the first witch. I thought, what the hell... let's visit shrine to Golat for an exp boost. After beating the witch and turning in, I went back to town to turn in the quest. I think I got the Golat bonus for turning in the Ogre and Witch quests, plus my prophet gear. Would you say that bonus is worth the time or not really significant?
Grecolas 19 Oct, 2021 @ 11:45am 
Nice guide, thank for the effort. To answer the question, why not to clear Febret early on, you mentioned it above: "Don't cleanse the Temple of Febret. You can go back later and kill the Guardian of the Grove. You will feel like a badass and get some bonus herbs." Should it be still of relevance... ;)
alation13 18 Mar, 2021 @ 4:10am 
It is good to see another person who likes the 4/2 formation, Though my favourite party is Gaulen, barb, barb, thief in the front and mage, cleric at the back.
Supervegita  [author] 27 Mar, 2020 @ 6:34am 
Whew i'm honestly not sure anymore. It's been soooo long since i played this now. I think its because you can get some herbs or something. There was a reason tho. I just really can't remember. I did go back later, and it was a decent amount later is all i can recall.
Malkavian_Delinquent 9 Mar, 2020 @ 1:22pm 
I have just recently come back to this game, having not finished it when it was released. Your Guide is very informative, thank you. I do have a question, in your walk thru you say to " Temple of Febret, Kill Herald but don't cleanse and don't kill all random battles" and you never seem to go back to do it? May I ask why? Is there a benefit from not cleansing the temple? Not clearing the random encounters, or the gaurdian in the middle? Thanks again..

P.s. is there a way to get more shurikens than buying 3 every 2 days?
Supervegita  [author] 26 Sep, 2018 @ 1:11pm 
Ahhh I was more saying u probably could have done skills different or better on ur rogue or use more shurikens than u we're cause rogues can def pump more damage than pretty much anyone.
If I was thinking anything was "wrong" it was using AS. I don't think they are good and I think there are much better choices. Even so that is not wrong. Backline mage and bard are better Imo and it's a good place to throw Galen the worthless. Frontline Barb's and rogues and clerics/ paladin's are better. But to each his own.
Scathe 25 Sep, 2018 @ 4:31am 
you said "I think u are doing something wrong if your theif is that low". and flame strike is available at level one, so noone gets a fire damage skill with such good damage potential at an earlier level than that. in terms of single target damage that can hit the enemies back line, only shurikens can compare at all to a bow AS using flame strike, and while one shuriken does hit slightly harder than one flame strike, they compliment each other well. I often kill the back line faster than the front line with this setup. also the DoT on flame strike is nice and having both bleeds and burns makes DoTs better cause some enemies are immune to one but not the other. and flame stike lvl 1 is more spammable than shurikens.
Supervegita  [author] 24 Sep, 2018 @ 1:25pm 
To be fair i never said it was wrong. Arcane soldier does get good things, but everything he gets someone else gets same or better and at an eariler level. To me, who try to optimize everything i do, its hard to rationalize a spot when something does it better. Its not wrong, and maybe what you figured out works well, but i had huge issues with my group with the arcane soldier, especially in the Forest of sleepy mushrooms, and alot of the early large guard packs, because they are not very useful early on for sure.
As to your rogue, the game i used the rogue like u are, i focused almost mainly on shurikens and merch and ya he did throw pots and scrolls around, but if you made the rogue pure dps and not massive utility, he's crazy damage. Still good with just Shurikens tho. After that i started incorperating Bards if i could. Haha