Tales of Illyria Guide

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Tales of Illyria: General Guide
Terminology:
Row = The front character and the back character
Column = The entire front or the entire back
General Tips:
If you lose a battle and you retry it, it gets easier. Do not worry about losing XP since there are
enough random encounters to max out your level (20).
Random encounters make it almost impossible to replay a scene twice. It means that if you want
to make a guide for quests, playing the game once or twice is not enough. I have played each
game about 2-3 times.
In TOI 2 and TOI 3, heading to Vasena during winter will reduce travel costs. Furs are not
needed in Vasena. Just be sure to bring a lot of water!
TOI 1 is geared towards being good or neutral. You are role playing as Elric.
TOI 2 is geared towards making hard decisions with regards to saving your nation as Vasena’s
priestess. You are sometimes required to punt a dog to prevent having a broken hand.
TOI 3 is basically free play. The main quest is determined by your nation of origin. There is at
least one origin-based random encounter.
If you would like to have all companions available in TOI 3, it is best to make your character a
neutral karma character.
In current game system, furs and food will rot. The chances of rotting are much greater when
having over 100 of the item. You also have a chance of items falling to the ground as well as
canteens breaking. However, an event in which canteens break is rare.
Camping-based random encounters occur only at midnight, when any wine you have is
consumed.
You can only camp when you are injured or if you have easily curable sicknesses such as
concussion or diarrhea (usually heals after 2 consecutive nights of camping).
Due to camping-based random encounters, I would highly recommend camping rather than
sleeping in the tavern. In many of my games, I slept in taverns instead and ended up missing
much game content.
Noncombat skills are especially important in TOI 2 and TOI 3 for certain quests.
Due to remodeling of the system after TOI 3, TOI 1 and TOI 2 may now have a maximum gold
of 99,999. Previously, the maximum was 9,999. In TOI 3, you may store all that gold into your
house and continue earning more gold.
Gear and sell loot are no longer the same price as described in this guide:
http://www.indiegameguides.com/tales-of-illyria/character-creation
I have previously used the exploit to avoid losing gold when traveling. Selling price is based on
your persuasion skill. The maximum skill of 60 (10 for each party member) gives you a 90%
selling price.
Stallions and Arabians are the best horses. If you like to travel quickly, buy saddles for all your
party members. At 25% comfort level (the highest), you can travel as quickly as you would like
without a moral decrease for pushing your party so hard. Otherwise, the maximum speed is 50%.
In TOI 2, make as much money as you can before leaving Vasena. There is a good chance you
will come across Candyman when going into Illyria.
Before meeting Candyman, get as many Stallions/Arabians. When meeting Candyman, always
buy furs. 999 is the maximum number of furs you can buy. Be cautious since the game does not
tell you when you reached your maximum.
If you get a random encounter or an outcome from the random encounter that you don’t like,
reload and try again. You will get this random encounter much later in the game.
Reading the codex helps in answering riddles!
*Spoilers*
In TOI 2, there is a quest to end the war between the two lamia tribes. I recommend acting as a
nice person. When getting the quest to examine the path between Gath and Akstet, go to Illyria
first and get your sixth party member. Five party members (including your main character) are
obtained before leaving Vasena. After training most of your noncombat skills, come back and do
the quest. Discernment and sneak are highly recommended for this quest.
In TOI 2 and TOI 3, there is a way to re-spec your characters. All gold put into their training
goes down the drain. So, if there is a particular skill you wish to eliminate, do not train that skill.
However, all party members must have a ranged-based fighting attack (ie, steady) and a closequarters fighting attack (ie, counter).
*End of Spoilers*
Character Stats:
You gain 2 stat points per level until you get to level 11. Past level 11, you gain 1 stat point per
level.
I highly recommend having at least three points in each of strength, agility, and intellect.
Strength: Increases HP, carrying capacity, disease resistance, and physical damage.
Agility: Increases the rate at which you act. May increase ability to avoid attacks.
Intellect: Increases magic resistance, damage and duration of spells, and number of combat skills
learned. Unfortunately, with the latest update, maximum magic resistance is now 75% instead of
100%. Thus, I highly recommend wearing enchanted armor. Prioritize fire resistance since many
mages and creatures will use fire-based attacks.
Weapon/Armor Stats:
Damage: How much base damage you will do.
Weight: How much room the item is going to take in your load.
Armor Rating: Seems to be equal to the percent damage reduction.
Block: How frequently you will use your shield for blocking purposes.
Quality: Magic/Epic is the best quality. It is Damaged < Rough < Good < Fine < Exquisite <
Legendary < Epic
Finesse: Accuracy of the weapon.
Parry: How often you may block with your weapon.
Hack: Percent cause of causing bleeding.
Piercing: Percent chance of a critical hit.
Smash: Percent armor piercing.
Maximum values for hack, piercing, and smash are 90% based on what I have seen.
By clicking on Magic, you can see what effects it has.
Currently, any magic damage of a weapon does not scale based on weapon quality or intellect.
Thus, best weapons are poison, leech (if you have high agility and counter, it acts as a heal skill),
water (does 1 damage but may stun an enemy in the row), curse, ice (slows enemy), slow,
weakness, and sleep. I mainly look out for weapons that do leech, water, ice, weakness, and sleep
damage for my fighters.
For armor, I look for ones with fire resistance, water resistance, poison resistance, ice resistance,
slow resistance, stun resistance, curse resistance, and bleed resistance. Many mages use fire.
Lightning does a small amount of damage to anyone with 75% magic resistance, water is
troublesome because it stuns, poison can do a ton of damage to the unwary, ice can slow your
characters to the point where you may lose, and curse resistance just prevents having to use both
bless and curse. The armor with bleed resistance is hard to find. These armors can be mainly
obtained via Candyman in later parts of the game.
Noncombat Skills:
Stealth: Not highly important in TOI 1. Becomes much more important for getting additional
encounters or passing quests in TOI 2 and TOI 3.
Discernment: Good for detecting any possible enemies, traps, or ambushes. Helps you in fighting
as well as preventing bad encounters.
Persuasion: Increases selling price and allows you to talk your way out of trouble.
Scouting: Can give additional resources or avoid any bad encounters. May be involved in some
quests, especially in TOI 3.
Alchemy: While needed for only a few quests, it is highly recommended. You may use alchemy
to treat wounds in random encounters as well as obtain food while traveling. I earn about 20 gold
via alchemy and hunting every time I travel.
Engineering: Needed to construct or destroy things. Useful in some quests.
Hunting: Rarely used for quests but allows you to save money in travel expenses.
Combat Skills:
The AI does not seem to use any once-per-fight skills, giving you a good advantage. If you are
teaching a character skills from each department, the AI’s priority goes to Spell Buff, Heal
(when below 60% health), and then each automatic skill listed. If the Counter skill was learned
before Guard (You can check this by looking at the list of your skills. Counter skill will be listed
first.), then Counter will be used instead of Guard. You can turn off the Counter skill so that it
will not be automatically used. Then, Guard is used instead of Counter. Thus, I would
recommend the following order of skills learned: Head Shot (and any other once-per-fight
ranged skills), a ranged skill (ie, Frenzy), Coup De Grace (and any other once-per-fight melee
skills), a melee skill or two (ie, Counter), heal, any store-bought once-per-use magic skills (so
you don’t have to scroll down every time), magic attacks in order of importance (ie, If the Fire
ball skill is listed before ice, the AI will choose the Fire ball skill unless the enemy is immune to
fire.), and buff skills.
Melee:
Coup De Grace: A very high damage attack. Can be clicked on once per fight. Once you instruct
a character to use the attack, they cannot use it again, even if the attack was cancelled due to the
target dying.
Counter: Slow attacking style that, if you parry or block the attack, attacks the attacker. I
recommend using this skill with a weapon with high parry and finesse. High finesse means the
attack will not be blocked as much.
Guard: Appears to make the enemy focus their attacks on the skill user.
Heavy: Slow attacking style that can stun an enemy. Many wolves use this attack. Stun
resistance is recommended to counter this effect.
Targeted: Increased accuracy for decreased speed. Due to attacks being blocked by characters
with high block, this skill is only good against archers and mages in the late game.
Berserk: Decreases ability to block attacks but increases speed. Highly recommend having a twohanded weapon with this skill to maximize damage. This skill is bad in prolonged fights. Highly
recommend using shield on the character using this skill in prolonged fights.
Balanced: A regular attack.
Ranged:
Head Shot: A very high damage attack. Can be clicked on once per fight. Once you instruct a
character to use the attack, they cannot use it again, even if the attack was cancelled due to the
target dying.
Harass: Decreased damage for both the user and the target. An archer is automatically harassed
when a melee opponent is in the column directly in front of it.
Frenzy: Decreased accuracy for increased damage. I recommend a weapon with high finesse and
a character with high agility. Due to archers’ higher likelihood of dodging attacks, this skill is
good against fighters and mages.
Precision: Increased accuracy for decreased damage. Due to shots being blocked by characters
with block, this skill is only good against archers and mages.
Steady: A regular attack.
Magic Skills:
Ice: May damage many targets. Does somewhat low damage but slows any target it hits as long
as the target does not have slow resistance.
Water: Hits the entire row as long as the spell was cast on an enemy in the front of the row. May
stun enemies that it hits. This spell is great against fighters since stunned fighters cannot block
your attacks.
Poison: Does damage over time. Many enemies (especially undead) are resistant to poison
damage. In early to mid game, poison is great. It’s not so great at level 20 when your enemies are
resistant to it. If an enemy heals their health, poison does not affect this healed health.
Fire Ball: Spell does fire damage to many targets. Appears to give the highest damage output to
most enemies. Unfortunately, creatures such as hellspawns, dragons, and wyverns are unaffected.
Lightning: Very low damage but may hit many targets. Enemies usually do not have any
resistance to this spell.
Heal: Provides additional health for the duration of the fight. Gives this additional health only
when you are injured. If you are poisoned, use this skill. It will prevent your actual hp (that is the
hp after the fight) from decreasing due to bleed or poisoned conditions.
Haste: Makes your characters act faster.
Shield: Reduces damage. Basically, gives you an armor.
Strength: Increases physical damage output.
Dispel: Dispels any negative condition for one character. Ie, curse, weakness, slow, stun, sleep,
bleed, and poison.
Silence: Prevents the casting of any spells. Because this spell is used by mages in mid to late
game, I have my mage/archer aim for archer/mages. Archers in this game are usually spell buff
casters as well (ie, dispel, heal, haste, strength, bless, and silence).
Bless: Increases stats (strength, agility, and intellect) for the fight. (Does not increase health
available.)
Sleep: Has a small chance to put opponents to sleep and make them easier to hit. Great in early
game. This spell can be replaced with an enchanted bow/sword late game. The sleep spell
succeeds too infrequently to spend skill points in the late game.
Slow: Significantly slows a single target.
Weakness: Decreases physical damage dealt.
Curse: Decreases the damage output (physical, magical, and attack speed) of the opposing team.
Store-bought Skills:
Store bought skills do not seem to be used by AI. Demons appear to have a different Meteor
Strike spell that only hits one target.
Meteor Strike: Once per combat use skill that attacks all enemies. Can stun enemies. Damage
increases slightly with intellect. While this skill does low damage, I highly recommend this skill
if you are looking to get through fights quickly. My party usually consisted of one half
mage/archer, two mages, and three fighters. I had every character on my team learn this skill.
You can kill almost any enemy by using this skill for all six party members. It does not appear
that dragons and hellspawns are immune to this attack. However, any enemies with stun
resistance do not get stunned. The enemies that are not immune to stun usually survive the attack
from all six party members.
Resurrect: If you would like to avoid characters having injury upon revival, cast this spell before
the fight ends. With Resurrect level, five, you can get characters to be in full health upon revival.
It is used once per level.
Rally Cry: It’s a heal skill for fighters. The skill heals the entire party.
Triple Shot. Hits every enemy in a single column. It’s a great skill to have with an enchanted
bow.
Ice Spike: A once per fight spell. It appears that the spell continues to hit one enemy with ice
damage. It may be fixed to hit only twice. However, the updates may not affect my save game.
Based on the description, however, it seems that it is supposed to hit all enemies.
Empower: A lower-leveled haste, bless, strength, and shield spell cast at once. It is used once per
level on a single character.
Death Touch: An enemy has a lower-level curse, silence, weaken, and slow cast at once. It is
used once per level. I am not sure if it was fixed, but it also appears to damage the enemy.
Store-bought Equipment:
Stats of the store-bought equipment are available in the online store. However, except for the
Ring of Three and the Doom Amulet, I find that I can replace any armor with a better one from
Candyman. Unfortunately, in TOI 2, the Vasenians complain too frequently about Candyman
weapons.
While much of the store-bought equipment give a lot of stat boosts, for prolonged fights, these
stat boosts are not as important as resistances. The Metallurgist, Ebon Mirror, and Jester provide
the much needed resistance. But, the Metallurgist is not resistant to stun, slow, and bleeding. The
Ebon Mirror is not resistant to stun. The Jester is not resistant to slow and stun. Stun and slow
resistances are much more important in the late game. Thus, Candyman equipment is the best for
late game. If there is an enemy that you cannot beat, buy Shrapnel bombs. Make sure to use it
before the enemy casts shield. If it is an extremely high HP enemy, there is a chance that the
enemy may survive (just barely). I have not used poison or flash bombs so I do not know much
about them. Based on the description, poison bombs induce heavy poison to all foes and flash
bombs slow all enemies.
Seasons:
Spring: Animals and plants are abundant in Illyria. Rain is frequent, meaning that water
consumption is decreased. Heavy rain decreases moral.
Summer: Animals, plants, and birds are abundant in Illyria. There is a much greater chance of
sweltering weather, which increases the need for drinking water. Do not travel in Vasena if you
have a few canteens. Sandstorms appear to be frequent in desert areas of Vasena. Sandstorms in
Vasena decrease moral.
Fall: Animals, plants, and birds are abundant.
Winter: Uses fur unless in Vasena. While animals still spawn, it is very hard to see them. Hunted
a few boars by occasionally tapping at random places.
Character Builds:
For TOI 1 character builds, see http://www.indiegameguides.com/tales-of-illyria/charactercreation.
UnderABleedingSun has some good builds you could try.
For front line fighters, I usually give them coup de grace, haste, heal, and counter/balance.
Meteor is optional. Main stats are agility and strength. If you are using a light weapon, I would
recommend investing 1:1 on agility and strength. If using a heavy weapon, you may want to
invest more in strength.
For the back archer(s), frenzy, heal, and head shot are good skills. I invest in intelligence so that
the archer can act as my spell buff caster (ie, bless, curse, shield, haste) since the strength of the
spell buff does not seem to depend on intelligence.
For the back mage(s), fire ball, heal, poison/water, ice, and dispel are good skills. It is
recommended to invest in both agility and intelligence since it is better to attack with greater
frequency, especially at higher levels.
Equipment:
The quickest way to get good equipment in TOI 1 is to make as much money as you can and buy
from Candyman (typically seen as you travel along the shores of Hysperia).
The quickest way to get good equipment in TOI 2 is to make as much money as you can and buy
from the magic shop. The items there are sometimes of legendary quality for swords. When you
visit Candyman later on, Candyman has a greater variety of items to choose from.
The quickest way to get good equipment in TOI 3 is to get to the region between Vodeed and
Sullande. There, if you successfully answer a riddle, you get a good bow. The best equipment in
the game is obtained from Candyman. The best Candyman equipment is randomized per
encounter.
Combat Strategies:
Wolves and werewolves are immune to stun and are somewhat immune to water damage. Slow
them with ice before burning them up. They are best killed by bow and arrow or with a sword.
Making the wolves weak works as well. The wolves and werewolves do a lot of bleeding
damage. Werewolves may cause an infected wound.
Oversized bugs and infected people may be dealt easily by fire or ice. The oversized bugs (as
long as they are not fire/ice attuned) can be easily killed with magic. The infected people are
killed more easily by bows. The humongous flesh monster is easily killed with arrows and fire. (I
think this monster has high armor.) Poison is convenient since the bugs do not seem to be attuned
to poison in most instances. The infected people may give you brainworms. They give the front
line fighters a lot of negative debuffs when they die. It pays to be immune to curse and slow
when dealing with infected people.
Undead are somewhat resistant to ice. They are easily dealt with by fire. They are all immune to
poison. Unfortunately, wraiths are not so easy to deal with. Wraiths are resistant to stun. They do
much damage by throwing their weapon (like Darth Vader). They do not seem to block arrows.
Have your healer heal when your group member is slightly damaged. By the time your healer
heals the character, the group member may be severely damaged. The wraiths’ swing attack
damages all your front line characters and may stun them. If they are accompanied by undead,
kill the undead first. If the wraith(s) are alone, focus on one wraith and have one mage and archer
work their way. It is best to use Counter on fighters, but you may also use Guard. Use Head Shot
and Coup de Grace with two archers/fighters. If you cause enough damage to defeat the wraith,
use the same skills with the other archers/fighters. Remember, if you target one wraith with those
skills, you have wasted the skills once you kill one wraith. With wraiths, survival is better than
quickly killing them.
Demons are resistant to stun and fire. Freezing them works best. It is best to avoid their meteor
strike. So, target the demon who does meteor strike first. If the demon has used the meteor strike
already, avoid targeting that particular demon unless it decides to use meteor strike again. It
seems that demons usually use meteor strikes every 2-3 turns.
Angels are resistant to stun. I am not sure if they are resistant to poison or lightning. I usually kill
them by the time I finish spell buffing all my characters. My mages are too focused on healing
the party to cast spells. They usually use melee attacks and attack one character at a time.
Trolls are resistant to stun. They can kill your party quickly since they can stun any party
member. They also attack the entire column per attack. (It is why I highly recommend having
stun resistance.) It is best to have dispel so that you can keep your front line going. Attack with
fire and arrows. Your fighters should have Counter or Guard. Focus on your fighters’ survival. If
all your fighters die, it means your party is dead. Use Head Shot and Coup de Grace with two
archers/fighters. If you cause enough damage to defeat the troll, use the same skills with the
other archers/fighters. Remember, if you target one troll with those skills, you have wasted the
skills once you kill one troll.
Goblins are by far the easiest to kill. They usually have counter and do bleeding damage. Poison
or Fire ball takes care of them quickly. I usually have my archer(s)/mage(s) take out the back
row while my fighters work to kill the front line. Focus on one goblin each. They do not have
much health.
Wyverns and dragons are fairly hard to kill if you are not immune to fire. Dragons do a firebased attack that attacks the entire party. Use similar strategies as with trolls and wraiths.
Dragons are immune to fire. Attack them with ice, arrows, and melee. They appear to have high
agility and may avoid damage.
Genies are highly capable of using Evade (which increases their chance to avoid damage) or
area-based attacks such as Sandstorm and Magma (attacks all characters). Their resistance is
based mainly on their elemental-attunement. Attack with everything except what they are attuned
to. I think sand-based genies are resistant to either poison or water. I have not tested either spells
on them.
Anthra appear to be resistant to physical damage. They are immune to stun. Kill them with fire
or with fighters. Anthra may do a poison-based attack that attacks the entire row. Poison
immunity prevents damage from this attack.
Worms are easiest to kill with fire or ice. I am not sure if they are immune to poison and water
but they are immune to stun. Focus on one worm each.
Vultures appear to be resistant to physical damage. I do not think they stun. Kill them with fire
and poison. The vultures do a heavy poison-based attack that covers the entire column. Poison
resistance solves this problem.
Quests and Random Encounters *Spoilers*
TOI 1:
The quest is very linear. If you decide to skip quest markers, there may be empty portraits during
quest-related dialogues. Wrong decisions may result in killing a possible companion. Before
getting your first companion, I would recommend getting gold to invest in two horses, 40 food,
and 50 water canteens. Do not be too hasty in getting companions. While having more
companions mean more damage against enemies, it is at first difficult coping with increased food
and water consumption. More information about the characters is in UnderABleedingSun.
There is an encounter during which a man offers you gold in exchange for your soul. The
decision is a role playing decision. If you do decide to sell your soul, you get gold and, later,
your party is attacked by a demon collecting your soul.
There are several encounters, in which you explore dungeons. Despite the danger, do your best to
get through them. You may die several times, but even with the decreased experience gain, you
get great items! These dungeon encounters usually occur in Narcenia.
There are different encounters with the army, especially in Tortha. You may gain provisions or
have opportunities to train scouting with them.
There are occasional encounters in Illyria where you pick up an Old Nag.
Unfortunately, I have not played TOI 1 as of late and have not recorded the various random
encounters.
TOI 2:
The game expands on TOI 1. Later, you have a chance at meeting all of the former TOI 1
characters. They mercenary in TOI 1 is met in Narcenia, Jon in Illyriam, and Elric in Eriez. I do
not know where to find Gilana or Jysel. Your first goal in the game is to survive (you are taken
to Ashban, Pria, Al-Murrat, and Ber-Kamal before going back to Pria). I highly recommend
making a couple detours to raise the amount of money you have. If you like to be a good person,
I still recommend raiding and killing caravan owners for their gold. Remember, your goal is
survival. You may gain a companion in Pria. You can pray in the temple 1000 times later to
mend your karma. Your second goal is to meet the god-king in Meshom. Make sure to get
enough gold to buy a couple legendary items. I managed to raid enough caravans (took me a
couple seasons) to get a bow and three of the top swords available in Vasena. Before leaving
Meshom, you will gain your second companion. Next goal is to ready yourself to take back the
shielded wall. You will meet your third companion in Akstet. He will join you as a mercenary.
Your next task will be an assassination in Ber-Ismah. You may choose to let the victim live or
die. You will go to Vaiunaptra to try to protect an artifact before meeting your fourth companion
in Ber-Ismah. I highly recommend getting these last two companions by level 7 since your
battles become really difficult without them. Your last companion is obtained in Illyria. After
traveling to Vetalan and back to Hakeshet, you will encounter your fifth companion when
traveling back to Vetalan.
The Temple of Forgetting: There is an encounter between Ber-Ismah and Ber-Kamal (closer to
Ber-Kamal) that allows you to re-spec your characters.
In the path between Ber-Ismah and Ber-Kamal, you may get the random encounter in which you
explore a tower of houses. The best options for each path are to fight in the first level (you get
more experience and possible loot) and pass the checks for all other levels. (In the bridge scene,
you may break your bone.) Thus, I highly advise investing in noncombat skills before traveling.
In the encounter with the genie and the genie’s owner, choose not to fight (if you choose to fight,
you get the Fiendhunter). If you choose to own the genie afterwards, the genie will give you a
different sword instead. If you choose to free the people, he will give you the Fiendhunter as well
as restore all the houses. (The genie will not restore people’s houses with any other choice.)
There are several random encounters in Vasena that require you to have one open character slot.
Take advantage of these situations. Have the temporary companions take damage for you.
The Tomb of Nhali-Ra: Along with several dungeon encounters, there is an encounter that (in the
end) provides you with an Ankh. It is an amulet that gives you a +1 to all stats. I think this
dungeon encounter requires you to overhear about a tomb in a tavern. After hearing it in a tavern,
I had a journal entry. In the end, you find out that the tomb is very hard to find since it actually
moves.
There is a frequent encounter in towns/cities with a mutt that appears to be begging for food.
Please kick this mutt. Otherwise, it will leave you with a broken hand. If you do kick this dog, it
will turn into a genie that gives you wine as a reward. Do not confuse this encounter with a
random dog encounter. Feeding the dog results in a moral boost.
Another random encounter is the music in the air. You lose moral if you pursue it.
Among the Thubani encounters, there is one in particular where you will be ambushed and
captured. You will find out that these Thubani have killed your best friend at the Iron Wall.
Butcher them as you wish. If you allow your companion to deal with them as she wishes, you
will lose karma.
Before the assault on Hakeshet, if you approach the city, you will have to deal with numerous
thubani. Eventually, you will have to turn back.
While traveling, you will meet a salamander with a broken tail. If you decide to treat it despite it
not looking any better, you will result in a moral loss for your party. However, the salamander
does get better. Later, you will have an encounter seeing it sunbathe.
While traveling, you may meet an injured deer or dog. Treating an injured deer requires a
noncombat skill check but results in a karma boost while butchering it gives you meat and a
negative karma. If you treat a dog, the dog may give you food.
There is a random encounter with four genies, the Circle of Elements. They give you good items
if you beat them. Do not attempt to do so until you obtain at least three companions. Since they
are genies, you may still die.
Cave of Wonders: There is a random encounter in a city (ie, Meshom or Al-Murrat) during
which a former thief (Jalal) asks you for money in exchange of information about where a
bandits’ treasure cache is. Hear him out. If you really treasure every last coin, beat up the former
thief and take it back. Regardless, this information grants you access to a thief’s cave between
Ber-Ismah and Meshom.
Between Vajunaptra and Ber-Ismah, you will meet a Tarzan-like character who will come to
Kepri’s rescue. You may meet this boy’s father in a tavern (ie, in Ber-Ismah).
There are traveling and camping encounters with angels and demons. Depending on your karma,
you may be attacked by these creatures or rewarded.
In Vasena, there is a traveling encounter that allows you to capture horses. Passing all
noncombat checks grants you either the War Horse or the Arabian.
There are occasional encounters in Illyria where you pick up an Old Nag.
Lamia War: One of the more prominent quests in Vasena is the Lamia War. You must have one
of the two encounters during which you gain the trust of one of the tribes. Nar Agaani are located
between Ashbah and Pria Fortress. Leyl Agaani are located between Vajunaptra and Ber-Ismah.
Provided you have enough health and horses, there is a way to make a ton of gold. You can buy
the best, non-magical spears from Nar Agaani. Solve situations in both camps. Be interested in
history. You will find out more about trolls that way. After solving both situations, you will be
confronted by some assassins to stay out of this war. For the best rewards, push for peace. I am
not sure what happens if you accept their offer of gold. When you get to the hideout for assassins
between Ber-Ismah and Gath, you will be barraged with attacks. I highly recommend coming
here after obtaining your sixth person. By having perfect noncombat skills, you will be able to
find Sadiya’s notebook. Only the delivery of goods to Gathenport (below) seems time sensitive.
Other quests are not time sensitive. After reporting your task, you will broker peace between the
two parties. With good noncombat skills, you can persuade both parties to compromise and
obtain Sunder as your reward. With peace at last, visit both camps. You will be rewarded with an
increase in strength, agility, or intelligence if you continue to be curious about the trolls. I was
unable to find any relevant encounters regarding the journal entries Sadiya’s Notebook and
Whispers in the Dark.
Quests on the Illyrian Road: Two of the random encounters in Illyria are focused on collecting
items. You do get a reward for collecting all these items so take the time to explore. You can also
upgrade nonmagical items at least once through one of these collectors (Tarsinyon). If you
collect everything for Tani, you become a friend of the gypsies. There is an encounter in Koumar
regarding Dorothy’s Shoes. Gaining these shoes results in your teleportation elsewhere.
Thieves Guild: You get a letter from Sparrow and are accepted into the Thieves Guild. The best
thing about the Thieves Guild is the access to a fence.
A prominent encounter in Illyria is with the red and blue mages. Earn the trust of one. Visit
towns (ie, Vetalan) to encounter their stores. These items may provide boosts for noncombat
skills or may be lower quality weapons. I think I sided with the blue mages before backstabbing
them and joining the red ones. There are plenty of encounters with these mages in Narcenia
(from my experience).
Green Gale Rangers: Another encounter in Illyria is the Green Gale Rangers’s tower. For best
results (from a good character’s standpoint), invest in your noncombat skills.
There are some encounters with trainers who offer training at a reduced cost.
Coming out of Vasena to Koumar, you may get an encounter with a wyvern/dragon. It is highly
recommended to wear flame resistant armor. Using the best armor available in Vasena, I took
minimal damage from the wyvern.
There is an encounter in which you will see a large amount of wreckage. A scholar comes to see
you and explains that this was the genie who was responsible for holding up the Iron Wall. If you
pass noncombat checks, you will gain an un-enchanted shield. I do not think you gain anything if
you decide to free the genie by killing its physical body.
In Illyria, you will meet some patrols. Depending on your decision of how to treat Illyria, killing
these patrols may net you negative karma.
As priestess of Illyria, you may get an encounter during which you can cure the infectious
disease caused by the oversized bugs. The men will be grateful. You gain karma.
There is a tavern encounter in Vasena, during which a man will ask you if you have seen dragons.
I answered yes. Of course, no one believes him. Later, you have a tavern encounter with his
friend. The man had apparently sought and found a dragon and was eaten. The friend’s village
and family were destroyed by the said dragon.
Gathenport Delivery: There are some encounters based on your decision of how Vasena reacts to
Illyria. For instance, you may be tasked to deliver goods to Gathenport.
From finishing the game, the special items you can obtain are: Ankh (amulet from the Tomb of
Nhali-Ra), Tectonic (shield from Circle of Elements), Soulkeeper (amulet from a dungeon (I
think)), Fiendhunter (a sword from a dungeon), Windrider (cloth-based armor from Circle of
Elements), Sunder (2-H weapon from Lamia War), Frozen (amulet from Circle of Elements),
Eternal (2-H weapon from Circle of Elements), and KingMaker (helmet from a dungeon (I
think)).
Ankh: +1 to all stats
Tectonic: +1 to Strength and Lightning damage added (low blocking skill)
Soulkeeper: +1 to Intellect and Immunity to Curse
FiendHunter: Curse Damage
Windrider: No magical effects
Sunder: +1 to Strength
Frozen: Resistance to Water
Eternal: +1 to Strength and Agility and Fire damage
KingMaker: 50% resistance to curse, fire, lightning, and poison.
TOI 3:
Main quest is highly dependent on the country of origin. For all quests noncombat skills are
highly important in ensuring success of your missions. So far, I have played Nycenia and Tortha.
Tortha:
Locations of the objectives are given in the game. You do not remember who you are. For the
main quest to proceed, you will need to camp a lot. Eventually, you will encounter a couple foes
that attempt to slay you. You will, no doubt, need to kill them. You are nearly half way through
the main quest when you are sent to Lulln or Illviriam. I chose the path of discovering who I was
first before going to Illviriam. I have tried different choices, but going to Illviriam first seemed to
eliminate the choice of curing your condition. This game was played in a very early version so
the choices may have changed. You will be sent to Gathenport from Lulln to undertake an
initiation test of sorts. Explore each region completely before moving on in this initiation test.
You will not be given a choice to come back. Afterwards, go back to Lulln. You may need to
prevent an assassination attempt each time you visit him. If you choose the way of your kin, you
will still experience black outs but will gain +1 to strength and agility and -2 to intelligence. If
you choose to cure yourself, you will gain +2 intelligence and -1 to strength and agility and the
end of blackouts. If you choose to not decide on either, there is no stat change. Perks of leaving
this apothecary alive are that the guy treats your injuries for free (once every visit to the town).
When he initially offered to treat me for wine, I refused. I do not know if this has any bearing on
whether or not the injury treatment is free. Next you will be sent to Dalgarby or Illviriam. I have
tried different branches. I found the most satisfying one to be heading to Illviriam, having the
fighters’ guild call my kins’ murderer for examination, passing a check (I think it was the
attempted assassination of the fighters’ guild leader), which results in the murderer fighting me.
One of the possible rewards are that the leader of the guild reinstates my kin into the guild. You
can ask for gold instead. The most profitable option is to head to Dalgarby. If you head to
Dalgarby from Illviriam to investigate the murderers’ activities, almost all evidence is gone. You
will need to prevent an assassination attempt on the fighters’ guild leader as well. By heading to
Dalgarby right away, you can find the murderers. You are given an option to rescue some of
your surviving kin. By all means rescue them so that they can give you a reward. Afterwards,
slaughter everyone else there. You may gain some negative karma for stealing out of a pantry.
However, I obtained so much food by repeatedly stealing. My regret was that I had too few
horses to carry all that food. Much of it spoiled before I sold it since I was overburdened by food.
You are not given an option to go to Illviriam, especially since you just committed murder
instead of bringing it to justice. Perks of the Torthan main quest is that you can now convince
some of your kin to not attack you. This is great news since your kin can do a whole lot of
damage to your party per fight. At level 20, it also appears that they have about 240 health as
well.
Nycenia:
You are about to be sacrificed when an assassin comes to your rescue. All other potential
sacrifices have been killed. The assassin asks you if you can be a source of help later on. Since
this is your main quest, accept. I have not accepted before so I do not know what happens. The
location of your next encounter is not shown. From my memory, it was in Chransos. I just kept
visiting the town in an attempt to get a city-based encounter. The game appears to go through all
potential encounters before getting to the main quest-based one. Read the note. Meet the assassin
in Fithry. The assassin wants your help in the assassination of someone in the Thieves guild.
Meet the thieves’ guild’s recruiter via a town encounter. Unfortunately, I do not have my notes
about the main quest anymore so I am not 100% sure if I was visited in Fithrity, Blitegan,
Sullande, Vodeed, Monchiard or Narcena. I think I met my recruiter in Fithrity. The initiation
task cocured in Chransos. After completing the initiation task, you will need to meet the recruiter
via a town encounter again. The same city (ie, Vodeed) should do. Since the quest proceeds by
random encounters, it may take multiple tries to get through the quest. You will be sent to
Narcena to meet with the guild leader. After the assassination, the friendly assassin will join as
your companion.
Random encounters and short subquests:
There are at least one origin-based tavern encounter. In Tortha origins, you overhear that Elric
(from TOI 1) is dying. Eventually, you will hear an insult in a Hysperian tavern regarding Elric
and Torthans. I, of course, reacted quickly, saying that I was a Torthan. The result was a decrease
in reputation. After playing TOI 1, I thought it was worth it, putting those Hysperians back in
their place. In Nycenia origins, someone (I think in Feylandor) will claim that you are part of the
thieves guild. Of course, this is disadvantageous to your reputation. With a noncombat skill
check, you can avoid the confrontation.
Camping is highly recommended in this game. While you may end up fighting demons, wraiths,
angels, undead, and wolves during the night, there is an encounter in which you may have
opportunities to dig up treasure or read melodies sung by your party members. There are also a
ton of companion-based encounters that require camping. Use taverns only for drinking. To get
encounters, I usually saved before I camped. I reloaded if I did not get an encounter. If I reloaded
several times in that pathway, I reload and camp elsewhere.
There are traveling encounters involving plants. Some of these plants can be used to lure horses,
some can be gathered as food/gold, and some may attract enemies. You will need to pass an
alchemy check. Another encounter involves passing an alchemy check and using some water to
make an herb tea that rids of your wounds.
There are traveling and camping encounters with angels and demons. Depending on your karma,
you may be attacked by these creatures or rewarded.
In Vasena, there is a traveling encounter that allows you to capture horses. Passing all
noncombat checks grants you either the War Horse or the Arabian.
There are occasional encounters in Illyria where you pick up an Old Nag or a Draft Horse.
Possible animal encounters in this game: three-legged dog, begging dogs, injured deer, and many
cats. Just give food to dogs/cats for positive karma/moral boost. The three-legged dog is a unique
encounter. You will need to care for it (random travel encounter). Later on, you will need to
camp to see it again. (I think you get to name it.) The last encounter with the dog is in a town
(happened in Nycenia for me in Vodeed). There is a town/travel encounter with a cat. If you do
not own one, you have an opportunity to get a cat and name it. The cat may occasionally barf in
your bag, spoil your furs, bring you a mouse (unfortunately, the event does not give you +1 food),
bring you a trinket (worth several gold), and give you a moral boost (in events where you play
with the cat).
A Special Shop in Nycenia: Longway home is located between Sullande and Vodeed. It is a
lower quality/cheaper version of Candyman and a good way to get enchanted items quickly.
(Best equipment is Legendary quality instead of Epic.) Save before you go there. If you manage
to answer three riddles correctly, you get a bow The Terrible Trio that does (I think) weakness,
sleep, and curse damage. The bow is of Legendary quality.
The Temple of Forgetting: You can re-spec your characters between Ber-Ismah and Ber-Kamal.
The location of the Temple of Forgetting is closer to Ber-Kamal than to Ber-Ismah.
In Vasena, you will encounter various Thubani ambushes. You may also get a travel encounter,
during which you smell food. With good noncombat skill, you can ambush the Thubani and take
their food.
Dungeons are somewhat generic in TOI 3, but much more frequent than in TOI 1 or TOI 2. In
Vasena, the dungeons are much more dangerous but more rewarding than ones in Illyria. In a
tomb, you will (towards the end) have a chance to get a stat increase. At the end, if you choose to
take the crown off of a mummy, you will be exposed to black death. However, even if all party
members get black death, the crown is worth 1000 gold. The gain is worth it. You will need to
defeat the mummy. In dungeons in Illyria your last encounter is a bunch of cultists who spawn a
wraith, demon, or genie.
There is one unique dungeon in Illyria at the end of which you go to the plane of hell and fight a
demon. You will gain a Hellfork (a legendary trident that does fire damage).
The Age of Mythic Beasts: In Koumar, you may overhear in a tavern (ie, Setatch) that there is a
bounty for a dragon. After accepting the bounty in Niskelmast, visit the dragon’s home in
Foreldstem and Korvas. There are three options here. One is to slay the dragon as intended. It
nets you the reward as intended. I think there is also a sword you can get from the dragon’s
treasure horde. However, the more rewarding option is to accept the dragon’s challenge (if you
beat it than it will give you a scale (as proof of the deed) and will pretend to be dead). You get an
exquisite 2-H Fire Sword for beating the dragon. Of course, the third option is to suggest that the
dragon merely needs to change its hunting grounds since its current hunting grounds interfere
with the Niskelmast noble’s building plans. This option avoids the fight with the dragon but
requires a noncombat skill check. You will get a 2-H Fire Sword as well as a scale. Go back to
Niskelmast for your reward.
Suspiciously Familiar: In one of the taverns, you will overhear about Erica Forestall (I think I
overheard the story in Hysperia). You can meet her in Mintak. It turns out her popularity has
turned her into a self-righteous, pompous fool. You may attack her and bring her to senses, insult
her and allow her to attack to bring her to senses, or persuade her otherwise. High noncombat
skills are recommended. At the end of this encounter, you may kill her off for negative karma (I
do not remember getting any special loot from killing her.) If you choose to spare her and leave
cordially, you will see her once more in a random encounter with a troll. You will injure the troll
upon successfully defeating it. Erica will then come to your rescue and fight the troll before
leaving you.
There are various travel encounters that break the 4th wall. For instance, some of the travelers
refer to different strategies that your main character has no idea what they are talking about. One
particular encounter is with some travelers. When you encounter them, they have finished
packing up loot. Unfortunately, the best you can do is let them go off with the loot. Even at lvl
20 with six party members, when I tried to kill these adventurers, they knocked my entire party
down (via strong story magic). I ended up having to go to a chapel to heal my character and a
tavern to heal my character’s broken pride.
There is a travel encounter in Vasena. I most often see it in the path between Ber-Ismah and BerKamal. A person who mutters blood begets blood and dies. If you bury the person, you will have
another encounter. With a sufficient noncombat skill check and choosing the latter option nets
you a good scimitar.
The Blood Worm: One of the random encounters possible is with an encounter with the blood
worm. You will first see a random encounter with a huge region of disturbed ground and blood
everywhere. Then, you will see a random encounter during which your main character narrowly
misses getting harmed by the blood worm. (I triggered the quest while traveling between Keshva
and Narkum.) You will gain a journal entry to gather more information in Meshom. After asking
about it, it turns out that no one knows anything about how to get rid of the bloodworm. Later,
you will encounter the bloodworm again. If your character decides to rush at the bloodworm,
your character will find that there is no way to injure the bloodworm. You will get eaten.
Fortunately, you are not killed right away. With some noncombat skills, you can destroy the
heart of the bloodworm from the inside. Unfortunately, this results in the bloodworm exploding
to billions of tiny bloodworms. You just doomed Vasena. You can still report to Meshom and
persuade for some gold reward. Unfortunately, I do not know how to kill the bloodworm without
dooming Vasena. There may be an encounter to get specialized bombs to injure the bloodworm.
There is a frequent encounter where a person asks to kill the undead and save his family. It yields
minimal reward.
There is an encounter with peasants (who at first look like a raggedy group of trouble-makers). If
you help them, you get a reputation boost and a large amount of provisions. If you steal from
them, you lose reputation.
If you encounter unknown travelers, it may be a diseased person, skill trainer, or a bandit/thubani
waiting for ambush. Not killing the diseased person will give you positive karma. You are likely
to have the disease once you meet the diseased person. The skill trainer may provide you an
opportunity to train skills at a reduced cost.
There is a travel encounter early on with a bomb shop. The shop keeper will try to convince
everyone to buy bombs. Unfortunately, he gets injured by trolls. Fortunately for you, he gives
you access to his supplies. You gain 3 Shrapnel bombs, 2 poison bombs, and 2 flash bombs. I
highly recommend using the shrapnel bombs against the trolls. They die in one hit. I have tried to
conserve the bombs, but the trolls are just way too high level. They will kill you quickly.
Unfortunately, it seems there is only one such encounter with the bomb shop. If you do not plan
on buying bombs from the online store, save it for boss battles (ie, boss battle in your main quest
or in some of the store-bought quest, especially the Trow Treasure Hunt quest (see below)).
Otherwise, use it in tough battles with trolls and wraiths.
In (I think) Runturille, you may have an encounter during which the villagers are trying to kill an
infected villager (infected by the oversized bugs). The father is trying to protect his son. You can
convince the father to stand down. Unfortunately, you can only kill the son. The son is too
heavily infected and is about to turn.
There are many riddle encounters. If you solve them correctly, you get more provisions. If you
do not, your moral decreases. I have answered almost all of them wrong in the Tortha
playthrough and answered every one of them correctly (so far) in the Nycenia playthrough, but
there does not seem to be a special reward for either choice.
There is a shore/town encounter in which a somewhat dishonest-looking man asks you to take
back a ship for him. There is a companion (see below) Cenna that is yet to be implemented. If
you get the companion, accepting this quest results in Cenna leaving your party. If you accept the
quest, it will result in a massacre of the ship’s crew. If you stop this massacre and ask the captain
about it, he will forgive you enough to not turn you over to the authorities. I have not seen what
happens if you slay the captain.
There is a town encounter during which an evil clown burns your face. This is a repeatable
encounter. If you really dislike the clown, you can kill the clown for a reputation decrease and
negative karma. In my Nycenia play through, I prefer getting a moral boost by kicking the clown
in an improper place every single time. Most likely, the clown will not be able to have kids.
There is a repeatable travel encounter during which a bounty hunter takes a look at you and
insults you. If you kick him off his horse, you will have a moral boost and negative karma. If you
leave him alone, your moral will decrease. If you kill him, you get negative karma and decrease
in reputation. After encountering him many times, he does get annoying.
There is a repeatable quest during which a peasant threatens you to get money. You can warn
him the first time and give him money/food. Next time, you can give him money/food, kill him
or ignore him. If you kill him, his wife starts begging for money/food instead. The wife is
carrying a baby and explains that someone killed her husband. You can give her food/money or
ignore her. The most profitable option is to ignore them every single time. Even if you give then
food/money for multiple encounters, the family never does honest work for a living.
In Koumar, you may meet Fey bandits. They may give you an option to pay the toll unless you
have a positive reputation in Koumar.
Some WIP encounters are the Gullack Egg (I am not sure where I can get a second opinion, but I
am hoping to have another pet other than my cat.) and the Giant Purple Spider. I bought the
spider and lemon juice, but I have not had the encounter yet to use the lemon juice on the spider.
I am kind of hoping that it is a type of unique mount. (It would be really nice to ride on a giant
purple spider.) But, it is most likely a trinket.
House quests and reputation:
The house quests are similarly formatted. It is recommended to get a party of 6. You gain
maximum gold rewards when reporting finished jobs with 6-membered parties at level 20 (1500
gold, I think). You initially gain reputation by doing Mages’ guild and Fighters’ guild quests. Go
to the capital only when you have a ‘liked’ or ‘well-known’ reputation. Narcenia and Vasena are
rivals, Tortha and Hysperia are rivals, and Koumar and Feylandor are rivals. In your first quest,
you are assigned to spy for the nation. You will gain negative reputation for almost each quest.
To avoid severe negative reputation (With a negative reputation, encounters such as wyverns
landing near townspeople or wyverns/undead attacking towns appear to cease. Encounters such
as people throwing insults/rocks at you and people trying to take your bounty become frequent.),
I recommend that you do at least one or two guild quest(s) for the opposing nation. Your next
several quests comprise of stealing something from the opposing nation,
killing/apprehending/bribing/tricking guards to let traders from your nation through, and
defending a fortress. Noncombat skills are required to succeed in defending a fortress. Along the
way, you will gain a title for the nation upon visiting the throne room. I am not sure what the title
does. Your last quest is going to the opposing nation’s capital and assassinating a prominent
citizen. After this quest, visit the throne room. You have permission to buy a house there. If you
have saved every bit of coin from your house quest, you should now be able to buy an estate in
the capital. The benefits of the capital are that you can automatically fill your canteens til they
are full, you have unlimited storage of provisions, horses, saddles, equipment, and gold. You can
also fast travel (without any time cost) to any other estates you own via a portal. Thus, having
many estates are highly recommended. Highest reputation is esteemed.
The order in which you should do quests for the estates are as follows: Narcena, Feylandor, and
Hysperia. The capitals of the three nations lie in close proximity to one another. So, you should
be able to finish the quests for one or two of the nations by the end of one year. I finished those
of Narcena and Feylandor first. During late fall, I headed to Koumar and improved my reputation
to liked (Keep refusing guild quests until you get both a mages’ guild quest and fighters’ guild
quest in the same location. For best results, make sure the location of the quests is located before
arriving to the next guild location.) In Koumar, I also meet slave traders carrying Vasena citizens.
Freeing them improves my reputation with Vasena as well. During winter, I headed to Vasena
(to avoid using furs). I improved my reputation with Vasena and started doing quests for Vasena
late winter/early spring. In late winter, I can avoid use of furs by going on ships (and getting
lucky). After finishing these quests, I moved to Hysperia and Tortha.
Store-bought quests:
There are four quest bundles as of v6.02.
The Thieves Guild quest provides additional opportunities to gain money. The best thing about
the Thieves Guild is their fence. I do not know what the guild looks like or if the guild is
available without buying the quest expansion since I bought the mega bundle before ever
entering the Thieves Guild. It is one of the few ways to train sneak and scouting (other than
occasional trainers, a traveling encounter in Koumar with a rogue, or a town encounter with a
thief). Failing some of the Thieves Guild quest results in a decrease in reputation..
The Hunters Guild quest gives you several hunting quests to kill nonhumans. You are sometimes
faced with difficult decisions. Locations for the Hunters Guild quest are shown. In some of the
encounters, you may find that you are given an option to let the monster go. This results in the
failure of the quest. This is a role-playing decision. Save before each encounter. You will find
that monsters sometimes betray your trust. I have yet to encounter those monsters again. (Based
on the journal entry, it seemed like I may encounter them again.) At the end, you will need to
prove your guild master’s innocence. You will need high noncombat skills. Otherwise, you will
have a reputation decrease or will be required to keep quiet about what happened to your master.
After freeing the guild master and letting him recover, you will see him in another town. He will
give you an item. (I do not remember which item. I think it was an exquisite bow. It may be one
of the items I have listed in the ‘Items that I have not recorded in my notes’ section. I have yet to
come across it in the Nycenia playthrough.)
The Hero Worship quest gives you an opportunity to be a hero… sort of. Basically, you visit
taverns and buy drinks to trigger the encounter. You hear about a relic of power in Higdngard.
Unfortunately, there is a line of ‘heroes’. The dungeon guardian throws people around and sends
them back outside. After you are told to go to Vajunaptra, you get hurled outside as well. If you
have good noncombat skills, you will eventually find out via rat spawner in Narkum and the
actors in a cavern that your skills are put to test by actors. After a while, you get a medal in
Illviriam. Eventually, you get an assignment from Agmar, an old retired hero. His estate is
located between Menelen and Alevet. After your first visit there, you will have the option to
come back again. On your first time visiting again, Agmar gives you an exquisite, un-enchanted
2-H sword.
The Trow’s Terrific Treasure Hunt is a quest filled with riddles. You are required to find the
location yourself. The riddles may be a bit difficult. If you do not want to figure out what the
riddle means yourself, read on. The first location is between Al-Murrat and Ber-Kamal. The
second path is between Foreldstem to Korvas. I have not yet gotten to the other pathways in my
current play through. The next paths are in Nycenia, Tortha, Hysperia, and last one in Feylandor
(between Kathgathe and Janchley). Be prepared when you come to Feylandor. There are 14
events total, including the initial encounter with Toadmoon. I will be updating the guide as I play
through. In the meanwhile, you can take a look at the guide provided by JP. I have copied a
portion of JP’s guide below. I recommend high noncombat skills before proceeding with most of
the quests. You have an opportunity to be involved in Toadmoon’s personal affairs. If you give
him good advice, he eventually becomes your friend. With all trows against you, I recommend
obtaining Toadmoon’s friendship. I have not treated him poorly so I do not know what the
outcome is. There is a surprise battle at the end. Your final enemies are yourself with the exact
same equipment. If you were like me, most likely your party was at its final stage with multiple
magic resistances. It meant that I was completely immune to magic except for the store-bought
meteor skill (and a few debuff resistances). During my Tortha run through, I did not have Head
Shot or Coup De Grace to help me in my fight. Since my mages were extremely fast, they were
capable of spell buffing and healing very quickly. I was using three mages and three fighters
during this encounter. So, I managed to finish off two enemies by myself, but needed to use
shrapnel bombs since my mages and my main character (melee) were virtually invulnerable.
Possible rewards are Beef (ring that gives +5 Strength), a shield (gives immunity to Stun and
Curse), Eyeball (bow that gives +3 agility and high damage), increase in stats, and more gold.
You can also obtain treasure from Toadmoon. You may gain two personal treasures from
Toadmoon but you will lose Toadmoon’s friendship. I have yet to encounter Toadmoon again
(most likely a random encounter; possibly a camping encounter). I am told you will have this
encounter if you helped Toadmoon on his marriage quest. So, I do not know what effect
demanding two personal treasures will have. Additional perks to this quest are that you get to be
a romance adviser to Toadmoon and you get to name a cow (provided you do not turn her into
food out of annoyance/pity). I have yet to encounter the cow again after naming it. The naming
encounter occurred while I was camping. Other cow encounters occurred while I was traveling.
JP’s FAQs to The Trow’s Terrific Treasure Hunt
How do I start the Trow IAP questline?
Just wander around in any forest to trigger the starting event. You must have at least one other party member. You
must have also purchased the Trow IAP questline, either individually or as part of the Quest or Megabundle ;)
What level must I be to start the questline?
You can be any level. This questline is designed to focus more on puzzles, and less on combat.
Help! I don't understand this clue. What does it all mean? (non-spoiler)
The clues usually refer to a kingdom's flag, and will mention something about the description of a certain village,
town or city. The next event will trigger on the trail to the left or right of the settlement described.
Spoilers
I give up. What is the location mentioned in the First Clue?
Look on the trail near al-Murrat in Vasena.
What is the location referred in the Second Clue?
Halfway between Foreldstem to Korvas in Kourmar.
Third Clue?
On the trail near Castle Blitegan in Nycenia.
Fourth Clue?
On the trail near Dalgarby in Tortha.
Fifth Clue?
On the trail near Hiven in Hysperia.
Sixth and last Clue?
Near Castle Kathgate in Feylanor
I can't solve the door puzzle quest. Help!
Every playthrough, you will be randomly assigned one random path through the Door Puzzle Stage. You must
discover the one right path before you can proceed to the next stage. You can either blunder through with blind luck,
or pay attention to the audio and visual clues. If you pick the wrong door or option, you will hear a sinister snigger
and see a black screen. This will thrown you into a brief random Purgatory scenario, before the puzzle resets and
you are brought back to the room of five doors where you must try again. If you picked the right door, you will hear
a chiming sound before you are taken to the next stage. Pay attention to that chiming sound, because this will tell
you that you picked the right option. If you are wrong, the screen will go black and there will be that snigger before
you are sent to Purgatory and back to the beginning. Try again! Memorize which is the right door and choice as you
progress further and further, and then you will reach the end of this Door Puzzle.
How do I solve the Riddle of the Statues?
Remember the spirit's clues and you cannot go wrong. Some statues are trickier than others. For instance, some
weapons look like swords, but they are actually daggers. Some statues look like they're wearing helms, but they're
not.
What kind of treasure can I get from Toadmoon in the final treasure room? (Spoiler!)
You can easily get 3,000 to 8,000 gold depending on your choices. Or, if you prefer to choice a special magic item,
there are items tailored for warriors, mages and archers.
What happens if I demand two personal treasures from Toadmoon?
Then you can get two treasures, but you might lose his favor.
Will I see Toadmoon again after I beat his treasure hunt?
It depends if you helped him with his trow bride quest!
Companion Quests:
See below under the section of ‘List of companions’. Each companion quest is unlocked after an
initial talk with the companion. They are concluded after having a “What now?” discussion with
them. The “What now?” discussions usually result in moral boost for the specific
companion/main character and may result in positive/negative karma.
Items that I have not recorded in my notes:
Items that you may gain are the Water Trident (water damage) and Artemis (legendary club that
gives +3 to strength and +1 to agility). I do have an item Frailty in one of my saves from (I think)
Candyman that gives 82 resistance to weakness and slow, sleep, and weakness damage.
List of companions as of v6.02
Note: All companions are level 1 and have Stats of 1 in Strength, Agility, and Intelligence.
Conditions for obtaining each companion are listed in the table below. The companions’ initial
skills correspond to their personality. For more information about the companions’ recruitment
and quests, see the tables below. The following list summarizes each companions’ character and
their quest. It is possible to lose companions (and the items they are equipped with) during their
quest if you do not act in their favor.
Aome – A vengeful assassin. To recruit her, do the Nycenia main quest or find her in a town
encounter. If you played before the v6.02 update, you will not be able to get Aome’s personal
quest when playing Narcenia origins. Aome will also not have options to throw bombs or to
change the AI mid-battle. So, you cannot ever turn off or change her AI. Aome’s quest is
triggered by traveling on a trail. You will be sent to Runturille.
Busarba – A being from the heavens with neutral karma. He takes the form of a talking wolf.
Since you cannot change his armor/weapons, I would recommend making him a mage in late
game.
Frank – A sentient undead who does not know why he came back alive. To recruit Frank, listen
to what he has to say. Do not attack him. I had his quest trigger in a camp between Meydatha and
Ethyl. I was sent to an area between Latchil and Hiven. His last quest before the “What now?”
talk is in Alenedy. You may choose to abandon Frank’s quest but will lose him as a companion.
By the end, you will find out how Frank came to life and what resulted from the sacrifice of his
life as a soldier.
Gallea – A knight bent on ending the patriarchal society. Her quest was triggered in a camp
between Jerich and Pria. I ended up killing merchants while traveling from Akstet to Meshom.
There is a noncombat check before killing your opponents to reduce the number of opponents.
My last talk was triggered in a camp between Biladeld and Kathgathe.
Grimm – A wanderer capable of raising the dead. He has been interested in raising the dead ever
since his family was killed. His quests are triggered via random encounters only. To trigger his
first encounter, camp. I camped between Korvas and Keshva. I had a talk with him in Akstet
(which proceeded his quest). He may attempt to revive a child in Monchiard. Unfortunately,
things do not go well.
Hazura – An evil demon/god-like being. She describes herself as an agent of chaos. She is
recruited by camping in Vasena. You have a dreamless sleep before you are dragged from your
bed into the air in front of a Vasenian woman. I recruited her in a camp between Ashbah and
Narkum. To trigger her quest, I talked to her in camp between Akstet and Meshom. I have also
triggered it while camping between Ashbah and Narkum. I triggered her next quest while
traveling between Meshom to Akstet. I destroyed a fortress on the path between Akstet and Gath.
My last talk was in a camp between Pria and Jerich. You will get karma gain/loss in the last talk.
Kromgar – A neutral karma berserker bent on killing anyone that insults him. He is focused on
being the only powerful being (besides his allies like your main character). To recruit him, travel
in Koumar on any trail. Once you see a lone figure surrounded by dozens of dead people,
approach him and fight him. Once you defeat him, he will join you. I triggered his quest in a
camp between Ashbah and Narkum. You will need to travel to Blitegan and then to Rudil. In
Rudil, you may feel some remorse for Kromgar’s victims when you see why he killed them. To
keep Kromgar, stick by his side. Should you side against Kromgar, you will kill Kromgar. You
also see that his opponent is ill-mannered and ungrateful.
Lydia – A fey thief who takes a chance on joining a company in hopes of obtaining better loot.
To recruit Lydia, convince the fey thief to stand down. Do not kill her. You will trigger her quest
in a tavern. I usually triggered it in a Torthan tavern in Hysperia’s mainland. You will ambush a
caravan between Narkum and either Dalgarby and Illviriam. If you wish to travel to Vasena
without triggering her quest, travel by the path in Koumar, the ship, or the portals.
Odyssey – A rich, pampered man who lives only for self-pleasure. He is not opposed to frivolous
spending. He is recruited from a tavern. I triggered his quest in a tavern (Fithry). I was sent to
Narcena. His last talk is in a tavern.
Orai – Does not have much knowledge of what a normal human male does. He initially sucks at
whistling. He wants to mend the relation between the humans and the fish people. His first chat
occurred in a path between Terranel and Algat. His quest is located in Runturille. Noncombat
skill checks are required to pass this quest completely successfully. I have only tried the options
of splitting ways between Orai and my party. I also tried going with Orai. These two ways result
in success. If you are not able to pass the noncombat skill check in persuading the human leader
to stop the bombardment, you will end up killing him. If you go with Orai, you will battle a genie.
Shamina – A magic-wielding bounty hunter who intends to get as rich as possible. Her primary
target is a master thief. To trigger her quest, I camped between Gath and Ber-Ismah. I have also
triggered it when I camped between Gath and Akstet. You are sent to a place between Algat and
Terranel to kill for a bounty. I had her last talk while traveling between Dalgavus and Vetalan.
Stuert – A bookworm who initially did research on a flame spell with his master. Unfortunately,
his master was murdered. He is encountered in a tavern. Do not let people bully him. You will
need to camp to trigger his quest. Afterwards, he will have a town encounter. You will be sent to
Ber-Kamal and Keshva. Depending on what you let Stuert do in dealing with his master’s
murderer, Stuert may change his alignment from good to neutral.
Werdna – A crazy, evil man with a dagger. He is somewhat like Cicero in Skyrim. To get him,
get a town encounter. When he asks about the proving grounds, ask about the proving grounds.
You will see him killing cats. Select the option that suggests you like how he slaughters cats.
(Fortunately, he does not kill your cat.) I triggered his quest in a town encounter in Akstet as well
as Keshva. His next quest was triggered in the path between Hiven and Latchil.
Kronga – WIP (not released)
Cenna – WIP (not released)
Recruitment and Quest Conditions:
Recruitment
Trigger
Location
Conditions
Initial Meeting Text
Aome
Town in
Nycenia
As long as
you are not
from Nycenia
or you
complete the
Nycenia
Origins quest.
Busarba
Any Trail
Name
Quest
Trigger
Location
Initial Journal Entry Text
Someone grabs your arm
and pulls you into a side
alley. They're wearing all
black and their head is
hidden behind a dark
hood. You can only make
out their eyes, shining
brilliantly even while cast
in shadow.
Any
Trail
While traveling, you happen to glance
over at Aome. You remember the way
she first appeared, dressed in those
form-fitting leathers, and how she
carried herself in a way that would trick
most into believing they were dealing
with a man. Disguise was probably a
critical part of her work.
Hey. Hey, you!
Any
Town
not in
You're about to move, but you can't.
The world feels... slow, somehow. You
look toward the man and his coins and
Cenna
Frank
Gallea
Hazura
Kromgar
Lydia
Odyssey
Orai
FarSea
You wake in the middle of
the night to spy a dark
form slipping into your
tent. Feigning sleep, you
peer from beneath your
eyelids until you
determine that the intruder
is a woman.
The journey is quiet
enough that you hear the
soft crushing of leaves in
the near distance. When
you inspect, you see an
undead wandering the
wilderness.
You're stopped mid-step
by a woman dressed in the
armor of a knight. Her
rough manner puts you on
edge at once.
Camp in Any
Trail not in
Vasena
Any Trail in
Feylandor
Any Town in
Tortha
Vasena
stand amazed at what you see.
Camp on
Any
Trail
You warm your hands over the soft, red
glow of coals. Frank does the same,
careful not to let his dried flesh catch
alight. Suddenly, his eyes dart up behind
you.
Camp on
Any
Trail
Camp in Any
Trail in
Vasena
Restful sleep is hard to
come by on the hard
ground of the Vasenian
trail. You're grateful for
how quickly you passed
out tonight. It's dreamless,
for a moment.
Any
Trail in
Vasena
Any Trail in
Kourmar
A sound in the distance
has been growing louder
and louder, and when you
finally find the source of
the noise, it surprises you.
Camp on
Any
Trail
Any Forest
Trail
You're moving along
when a figure seems to
drop out of nowhere.
Before you can blink, a
bow is pointed at your
face from a few inches
away.
Any
Tavern
in Tortha
Any Tavern
in Nycenia
Any Coastal
Cliffs Trail
Must have 4
other party
members
The tavern around you is
explosively loud. You've
never seen people
celebrating quite like this
in one small room. You
find the source of the
noise soon after.
You're eyeing a pair of
seagulls swooping
particularly low when you
notice someone further
down the coastal road. A
man in blue robes stands
with his back towards you.
Next to you beside the fire, Gallea
shuffles her foot roughly in the dirt. Her
hand is shaking. Her face twists into a
snarl. She shoots from her seat and
shouts.
While meandering along the path,
kicking a pebble down the road, you see
something in the far distance ahead.
Priests, as it were. From Meshom, by
the embroidery on the fringes of their
robes. When you hear a scratching
sound, you turn to see Hazura. Her eye
twitches. A long nail works in rhythm
down her cheek.
The night is quiet, the camp, peaceful.
You sip away at Vasenian coffee.
Suddenly, Kromgar rises and goes off
toward some trees to take care of things.
While he's gone, a group of strangers
approaches the camp, asking if they can
settle in with you for a short moment.
Counter-corner from you at the table,
Lydia swirls a fingertip in her drink. Her
eyes are focused on a pair of muttering
men across the room. She raises the cup
to her mouth and whispers to you from
behind it.
I heard the words 'big prize' in the
middle of their blathering. We should
make ourselves privy to the rest of it.
Any
Tavern
In the middle of your meal, Odyssey
gives you a light elbow. He points a
pinkie toward two clergymen talking to
a ruffian. The lout smiles and leads the
other two upstairs. Odyssey opens a
toothy grin.
Any
Coastal
Cliffs
Trail
You've just finished a snack
overlooking a picturesque stretch of a
beach when you notice that Orai is
missing.
You look all around and spot the mage
near the water, where a single ocean
dweller stands. They appear to be
Judging by his stillness,
he's either deep in thought
or waiting for someone.
Shamina
Stubert
Werdna
Grimm
Any Trail
While passing a ruined
windmill on a hillside,
you're approached by a
bedraggled woman
carrying an assassin's
blade.
Any Tavern
not in Vasena
In the corner of the tavern,
you see a number of
ruffians poking fun at a
young man who seems to
be trying to read.
Any Town
Any Camp
Apart from the crowd in
the street, a robed man
shakes like no illness
you've ever seen. When he
nears, he all but throws
himself at you. His voice
is loud and shrill.
Shortly after you've turned
in for the night, you hear
screams outside your tent.
You rush out to find the
camp completely
surrounded by undead.
They close in slowly, as if
the world is moving at a
snail's pace.
Game Category:
Fantasy, RPG
Additional Category for TOI 3:
Open World
Links:
Play the TOI series through your Android.
TOI 1:
having a serious conversation.
After half a minute, you carefully
approach. Seeing you, the ocean dweller
scrutinizes your manner before turning
back to Orai.
Any
Camp
You awake with a start from your short
rest feeling uneasy. With a body full of
water, you walk out to the edge of the
camp for relief.
Any
Camp
Beside you, Stubert seems lost in
thought. The fire reflects brightly in his
eyes.
It takes a few nudges to draw him from
his daydream. He shuffles to allow
room between the two of you to talk.
Any
Town
not in
Hysperia
Before you can take another step,
Werdna puts an arm up to bar your path.
He's pointing straight at a handful of
robed men, academics, talking near a
lamppost. He seems stricken with both
anger and fear.
Any
Trail
You notice Grimm lagging behind the
group, quietly mulling something over.
Now might be a good time to get to
know him a little better and learn about
some of his personal troubles.
https://play.google.com/store/apps/details?id=com.littlekillerz.ringstrail&hl=en
TOI 2:
https://play.google.com/store/apps/details?id=ep2.littlekillerz.ringstrail&hl=en
TOI 3:
https://play.google.com/store/apps/details?id=ep3.littlekillerz.ringstrail&hl=en
About the Author:
Dansaske is an avid player of RPG and strategy games. This is his first guide. Feel free to
provide constructive feedback.
Updated 1/20/16
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