Do not accept a wand from this man standing in front of the Alchemy Shop
This strategy guide will help players who wish to create and develop a party as well as solve quests while traveling the Path of Light.
Creating A Party
We chose to play the game with the default party. It includes a Knight, Thief, Cleric, and Sorcerer. Your mileage may vary, but this is nonetheless a good group with many valuable skills. Distribute the party's bonus attribute points so that they look something like this:
Statistics
Goblin Knight
Human Thief
Dwarf Cleric
Elf Sorcerer
Might
20
14
14
10
Intellect
7
11
11
20
Personality
7
11
20
11
Endurance
11
10
11
20
Accuracy
16
14
8
16
Speed
16
11
8
16
Luck
9
9
9
9
Each character has the following preset skills:
Goblin Knight
Human Thief
Dwarf Cleric
Elf Sorcerer
Leather
Dagger
Mace
Staff
Sword
Stealing
Body Magic
Fire Magic
Add the following during creation:
Repair Item
Disarm Trap
Merchant
Identify Item
Spear
Perception
Spirit Magic
Air Magic
Click on the white globe to temporarily cast the spell Day of the Gods
Emerald Island
Important safety tip, kiddies: Do Not accept the wand from Mr. Malwick.
After your ship docks, buy the Alchemy skill for your Sorcerer. It's needed to safely combine red and yellow potions to make orange (Cure Disease) potions and to combine red and blue to make purple (Cure Poison) potions. An Alchemist may also combine yellow and blue potions to make green (Awaken) potions.
Boost your stats by clicking on the blue flame
Any non-alchemist may safely combine red, blue or yellow reagents with empty potion bottles to produce red (Cure Wounds), blue (Restore Spell Points), and yellow (Cure Weakness) potions.
Only an Expert Alchemist may create layered potions (adding a combination color to another combination). The most useful of these are:
Yellow + Green
Hardens Item (makes it more resistant to breaking)
Orange + Purple
Removes Fear
Purple + Green
Removes Curse
Orange + Green
Removes Insanity
Only a Master Alchemist may combine multiple basic and layered potions to create white potions that temporarily enhance a statistic. These potions will help you pass the attribute tests.
Purple + Red + Purple
Might (3 times potion strength)
Purple + Blue + Purple
Endurance (3 times potion strength)
Orange + Red + Orange
Speed (3 times potion strength)
Orange + Yellow + Orange
Accuracy (3 times potion strength)
Green + Yellow + Green
Intellect (3 times potion strength)
Green + Blue + Green
Personality (3 times potion strength)
Red + Purple + Blue + Purple
Luck (3 times potion strength)
Right-click on a skill to check on its advancement possibilities
Only a Grand Master may create black potions which permanently increase a statistic, but the default party does not include a class that can reach the Grand Master level. You may, however, find or buy black potions late in the game.
When there is less than 200 gold in your inventory (you also need to buy some empty potion bottles and a reagent or two), have the Knight take three sips from the well that permanently awards two Luck points per sip. Share the remaining ten luck points with the other members of your party. Then check out the well that gives you 1,000 gold.
One's castle is one's home
Boost your party's statistics by touching the Day of Gods Pedestal on top of Dragon Cave Hill, and then sip from both the healing and magic-mana wells beside the healer's tent. This boosted party can easily pick up three skill points per character by having each character touch the blue flame brazier over the crest of Waterfall Hill (the entrance to the Temple of the Moon is through the conduit on Waterfall Hill).
There are other braziers hidden in other regions, usually high on mountaintops. What attribute they test is random:
Name:
Game
Contest
Test
Challenge
Color of Flame:
Blue
Brass
Orange
White
Attribute Points:
25
50
100
200
Skill Points:
3
5
7
10
Barrels of colored liquids permanently change statistics based on color:
Red
Increases Might
Blue
Increases Personality
Yellow
Increases Accuracy
Green
Increases Endurance
Orange
Increases Intellect
Purple
Increases Speed
White
Increases Luck
Harmondale has a multitude of Goblins to obliterate
The Knight needs more Might, Accuracy, and Speed. The Thief needs more Might and Accuracy. The Cleric especially needs Personality, but can also use Might and Accuracy. The Sorcerer needs more Intellect than anything else, but certainly wouldn't sneeze at more Accuracy or Speed.
Skills are taught in the following areas on Emerald Island and throughout the game:
Location
Skills
Weapon Shop
Not all weapon skills are in every shop.
Armor Shop
Not all armor skills are in every shop.
Self Magic Guilds
Spirit, Mind, Body Magic, Learning
Elemental Magic Guilds
Fire, Water, Air, Earth, Meditation
Alchemist
Identify Monster, Alchemy
Magic Shop
Identify Item, Repair Item
Temple
Unarmed, Dodge, Merchant
Tavern
Disarm Traps, Stealing, Perception
Training Hall
Body Building, Armsmaster
You may train four levels on Emerald Isle. Buy more skills and distribute your skill points like this:
Goblin Knight
Human Thief
Dwarf Cleric
Elf Sorcerer
Leather 1
Dagger 1
Mace 2
Staff 1
Sword 2
Stealing 2
Body Magic 2
Fire Magic 2
Repair Item 4
Disarm Trap 4
Merchant 4
Identify Item 4
Spear 2
Perception 2
Spirit Magic 2
Air Magic 3
Shield 1
Shield 1
Shield 1
Leather 2
Bow 2
Leather 1
Leather 1
Alchemy 1
Sword 1
Bow 2
Identify Monster 1
Bow 3
Bow 1
The Earth Guild in Harmondale is just another hole in the wall
Harmondale and Other Environs
Once you leave Emerald Isle you can't go back. Your ship docks at Harmondale, and you get your first look at your new home.
Training: Train in Harmondale through level fifteen, in Erathia through level twenty-five and in Tatalia until you've chosen which path your party will follow. Then you'll either train in Celeste or The Pit.
There's treasure in Harmondale stables. If your Thief can see it, he can open it
Additional Skill Points: Horseshoes are worth two Skill Points each. There are at least three horseshoes in or near every stable in the game (and after you've played for some time, everything regenerates) Inside the stalls of the Harmondale stable there is also a treasure chest on a high shelf in the back and to the left of the wagon. Look up. If you can see it, your Thief can unlock it. Inside are two more horseshoes.
Genie Lamps: They are rare, but worth eight Skill Points each, but only within the first four days of the last week each October.
Ore: Three different shop owners in Erathia can turn the lumps of Ore you find into armor, weapons and other itemsat no charge! The better the Ore, the more valuable the articles.
Type of Ore
Value of Articles
Iron-laced Ore
Cheap stuff
Siertal-laced Ore
Slightly better
Phylt-laced Ore
Better still
Kergar-laced Ore
Good
Erudine-laced Ore
Better
Stalt-laced Ore
Best
There's a deck of ArcoMage cards in Harmondale's White Cliff Caves
Hiring NPCs: Talk to all NPCs for information. When you can afford to hire them, get a Banker and an Instructor. They earn their pay by making you richer and more experienced.
Arbiter: Judge Grey is available for hints and lost quest items. He resides in southeast Harmondale.
Travel: You may rent a carriage to travel between regions (there is a carriage from Harmondale to The Arena on Sundays). You may also book passage on a ship, or, of course, you can just tighten up the medieval Reeboks and walk. (If you do walk, buy at least five days' worth of food from a tavern before setting out.) Town Portal is available when your Sorcerer is a Master in Water Magic and Lloyd's Beacon is available when she is a Grand Master in the skill.
Judge Grey is in the Arbiter's hut in southeast Harmondale
Spells: You must first purchase Guild memberships to enter shops. All Guilds and memberships are available in Harmondale or its southern suburb (just follow the road south).
Not all spells are available in any given shop at any given time. To see what else may be available, save your game, enter the shop for a look, and then reload your game to see additional spells (the same technique works to look at a new group of NPCs).
Shrines: The following shrines permanently change a character's statistics once per character.
Location
Permanent Effect
Erathia, southeast section
+10 Luck
Tularean Forest, south of the village
+10 Fire and Air Resistance
Deyja, southeast section
+10 Mind and Earth Resistance
Barrow Downs, southwest section
+10 Might and Endurance
Evenmorn Island, southern tip main isle
+10 Accuracy and Speed
Nighon, southwest section
+10 Personality and Intellect
Wells: Some wells permanently change a statistic once per character.
Locations
Wells
Erathia
+2 Might
Tatalia
+2 Speed
Avlee
+2 Endurance
Deyja
+2 Intellect
Deyja
+5 Fire Resistance
Nighon
+2 Personality
This is the entrance to the Hall Under the Hill in Avlee
The easiest way of keeping track of whether or not a character can advance a skill to Expert, Master or Grand Master levels is to double click on a character's portrait, select Skills and then right click on the skill in question. White text indicates that the advancement is available. Yellow text indicates that the advancement is not available until after a promotion quest is completed. Red text indicates that advancement to that level is not possible.
Give four points to the skills that can advance to Expert. A character may seek Master training with seven points in the skills and after having completed a promotion quest. It takes a second promotion quest and ten skill points to become a Grand Master.
Expert Skill instructors are in the following locations:
Harmondale
Expert
Withersmythe
Staff, Leather
Krewlen
Identify Item, Repair
Mist Manor
Dodging , Unarmed
Hillsman
Body Magic
Stillwater
Spirit Magic
Skinner
Stealing
Kern
Earth Magic
Weider
Perception
Chadric
Axe
Erathia
Dirthmoore
Mace
Heartsworn
Body Magic
Julian
Mind Magic
Havest
Mace
Ravenhill
Sword
Wolverton
Shield
Tatalia
Riverstone
Spirit
Stormeye
Air
Greydawn
Spear
Redding
Fire Magic
Arin
Sword
Taren
Disarm Trap
Tricia
Chain
Steele
Armsmaster
Weldric
Plate
Tularean Forest
Suretrail
Bow
Bith
Chain
Weatherson
Merchant
Black
Identify Monster
Ottin
Dagger
Willowbark
Alchemy
Fiddlebone
Disarm Trap
Whitecap
Water Magic
Windsong
Air Magic
Treasurestone
Fire Magic
Avlee
Ravenhair
Water Magic
Featherwind
Mind Magic
Deerhunter
Axe, Leather
Swiftfoot
Identify Monster
Holden
Spear, Perception
Bracada Desert
Applebee
Learning
Lightsworn
Light Magic
Hollyfield
Body Building
Stone
Dodging, Unarmed
Watershed
Alchemy
Deyja
Wiseman
Meditation
Nightcrawler
Dark Magic
Putnam
Learning
Botham
Armsmaster
Stone City
Gizmo
Repair Item
Thorinson
Body Building
Thain
Merchant
Welman
Earth Magic
Mount Nighon
Hollis
Identify Item, Identify Monster
Whitesky
Mind Magic, Meditation
Elmo
Stealing
Hawthorne
Staff
Celeste
Sir Caneghem
Blaster
Use your Auto Notes to enter and locate Master and Grand Master teachers |