Within these pages you read a great deal about the properties of workable metals and various alloys. While you find most of the text interesting, the section that seems most useful to you is a list of various metals used in armor and weapon smithing, from softest to hardest:  <pb>- Copper <cr>- Bronze <cr>- Iron <cr>- Steel <cr>- Tempered Steel <cr>- Dwarven Steel <cr>- Tungsten <cr>- Mithril <cr>- Adamantium <cr>- Epic Ore <pb>When it comes to weapons and armor, the harder the metal used in crafting the item, the more durable and better performing it will be.
Zulben's Guide to Light Armor Materials <pb>This book examines the woven materials, hides and pelts used in the creation of flexible, lightweight armor. While it is an interesting read, what you find most helpful is a list of materials commonly used in the creation of Light Armor, sorted from least durable to most: <pb>- Hemp <cr>- Hide <cr>- Leather <cr>- Boiled Leather <cr>- Studded Leather <cr>- Reptile Hide <cr>- Studded Reptile Hide <cr>- Dragon Skin <cr>- Spun Adamantium <cr>- Ancient Dragon Skin
<pn>, <pb>I hope this letter finds you well. Let me quickly fill you in on the details of what I now know. Six months ago, you were sent to Talushorn with the Crux of Fire in order to destroy it by uniting it with the Crux of Ages. The creature we've called 'The One' appeared unexpectedly with the intention of killing you and taking the Crux of Fire. However upon being struck by a beam of energy, you were inadvertently teleported to Wylderan. <pb>I saw this event happen. I was able to witness the encounter through the Scrying Glasses both you and Korren possessed. After much research I was able to conclude with relative certainty where you would arrive. <pb>Much more information has come to light in these past six months. I believe that the creatures we've called the Orakur are not from this world. What I mean is, they are not part of our normal world as we know it now, in this present day. Whether they have come from Eschalon's past or its future, I cannot be sure of. They seem to have knowledge of an exceptional form of magick, and with it they have been able to bend time. They can see into the minds of others and influence them. <pb>I have learned that the Orakur we've called 'The One' has a name that the other Orakur refer to him by: Malkur. Malkur desires to bring the four Crux together to use them for some purpose that is against the will of the other Orakur. To add to this, I believe the Dwarves are involved in some way, but I have not yet figured out what role they play in this matter. <pb>We need more information before we can advance, and it is imperative that we locate the other Crux stones. You have the Crux of Fire; Malkur has the Crux of Ages. The other two gemstones are still undiscovered, and I believe you were drawn to that region because one, or both, are near. Securing these other two Crux stones is our only chance for preventing their misuse. <pb>We must apply wisdom to this matter. There exists a very old friend of mine named Karamiklan the Silver, whom I have not talked with in many, many years. If he still lives, he would be the oldest living being in all of Eschalon, and his wisdom far exceeds that of anyone I have ever known. I need you to make contact with him and ask him for guidance. <pb>Herein lies the problem: Karamiklan is imprisoned by a Barrean warlord named Alundar, who keeps him locked away in a dungeon deep in the Astral Range. There is no way Alundar will allow you speak with Karamiklan, and it would take an army to free him; an army which we do not have. <pb>In contemplating this situation, I've crafted an idea. You may be able to buy the warlord's grace by bringing him a gift, something he truly desires, and with that he may grant you a short visit with Karamiklan. I do not know what this gift would be, but it would have to be magnificent. Go to Moonrise and speak with the owner of the Blackened Bone Tavern. She has ties to the warlord Alundar and might be able to suggest an appropriate gift. <pb>Although you may think you are fierce or elusive enough to make your way in to see Karamiklan without help, I strongly advise against such an attempt. You are too valuable to lose to a foolish act of bravery or heroism. <pb>I will make an attempt to contact you soon. Until we meet, press on with courage and wisdom. <pb>Your good friend, <cr>Erubor Stonebeard [quest 7 1 ; cond_quest 1 1 ; quest 1 -2]
This sailor's journal is weathered and faded, though you can still make out the most recent entries which appear to be a week old. <pb>DAY 32: The captain has gone mad! He runs the ship too close to the shoreline and makes wild changes in direction without reason. The crew no longer trusts his judgment, and we have grown suspicious of the secret cargo we are carrying. <pb>DAY 33: It happened! Unable to maintain a course so close to the shore, we have run aground. The crash threw me overboard and it was easier for me to make it to shore than return to the ship. As I rested on the beach, I witnessed an outfit of marauders emerge from the swamps and set upon the ship. They killed everyone aboard and raided the cargo hold. Whatever it was that we carried, it is certainly gone now. I do not know what happened to the captain. <pb>DAY 34: The map shows a small settlement to the east called Rockhammer, which I will attempt to reach. I spent the night in a nearby abandoned house which proved to be a mistake. The insects fed upon me with unbridled ferocity, leaving me weak and anemic. I am unable to travel today; perhaps tomorrow.
The captain's logbook is heavily damaged, and on the few pages that are still in it appear mostly illegible scribbles, perhaps shorthand or encoded writing. Towards the end, you can make out a few words: <pb>"...have barricaded door from the crew. They are becoming mutinous... ...I cannot ignore his demands! I will run the ship aground near the old Seawarden's Guild, just as he has commanded. He will send others to offload the cargo and take it back to the guild hall, and then I will be rid of it! The crew can not be allowed to leave this ship alive... ...that voice! That damned voice! I would cut off my own ears if only to make it stop..." <pb>There is nothing else that is legible.
Healer Yohan's Guide for Healing: Instructions for crafting Healing Elixirs <pb>One part Willow Bark + one part Sulfur. <pb>Follow the standard Alchemy procedures of rendering and binding until the components react and dissolve to make a sweet, rosy-red fluid. The more skill you possess in the alchemy arts, the more potent of Healing Elixir you'll be able to craft.
 <pb>Ranimer: <pb>If the seal on this letter was broken or altered in any way, kill the person who delivers it to you. <pb>-Shelta
Contained within the yellowed pages of this tome is the text of one of the many religious faiths. The first pages describe the process of creation, as most holy books often do: <pb>"Long ago, there were only the great ones- the Darkness, named Onos, and the Light, named Rai. They fought for control of the sky, but it was Onos who dominated and kept Rai away, exiled far beyond the most distant stars. In this time, Darkness reigned supreme." <pb>"But Rai schemed to dethrone Onos and so gathered an army of burning comets for which to attack the darkness. From the black abyss of the most distant realm, Rai moved with his army and surprised Onos, driving back darkness and bringing light to the sky." <pb>"Onos, in all his wickedness, retaliated with great vengeance! In an act of madness, he punched a hole in the sky to consume all of the comets, but their numbers were too great. As all of the cosmos began falling into this hole, the comets came crashing together and formed a single brilliant gem, too large to be pulled through the opening. The gem became known as Eschalon, and its greatness alone was enough to seal the hole formed by Onos." <pb>"With the immense pull created by Eschalon and the remnant hole, Onos and Rai were dragged into an endless spiral from which they could not escape. Ever spinning around Eschalon, they gave the land its first day and night, which has continued for endless millennia since. Their imprisonment became the gift of all the creatures of Eschalon."
The Orakur are watching! - A collection of scary stories for children. <pb>This appears to be a children's book about Orakur. It is arranged in short chapters that tell tales of Orakur coming up from wells and caves to snatch naughty children away in their sleep. It is accompanied by woodcut images of Orakur, of which no two images appear to match. Some of the images of the Orakur appear small and sneaking, others appear large and menacing. <pb>Although you find the stories amusing, the book contains no relevant information regarding the legitimacy of the Orakur, whether they are real or just a product of fables.
"A Mischief of Rats" <pb>A mischief of rats have come out to play; <cr>Up, up on the table without delay! <cr>They chew on the wood, they gnaw on the stone; <cr>They've eaten my fingers right down to the bone!
Making the most gold possible from a sale, or buying an item for less than its worth, is referred to as the War of Mercantilism. As a participant, you must always be ready to fight tooth and nail to save or earn each coin. <pb>Knowing who you are dealing with is vital. Greet your opponent, and engage them in idle conversation. Find out what they like or dislike. This will afford you the opportunity to befriend them and take advantage of that friendship during your transactions. <pb>Never let yourself come across as being well-to-do, even if you are!  Give people the impression that you are struggling, but trying to cover it up. Wear very clean, but perhaps slightly torn clothing; this will lend to the appearance of a poor, but hard working individual. Being pitied might hurt your pride, but pride doesn't line your gold pouch. This works equally if you are a buyer or a seller. <pb>Buying or selling an item isn't just about knowing its value; it is much more important to understand how to pitch that value. If you are selling an old, damaged sword refer to it as having nostalgic or collectible value. Let the potential buyer know how that sword slew the great were-fiend of Fellpine Forest! If you are buying a sword, don't let the seller's story behind it blind you to its true value. Point out all the flaws you see, and stay focused on your goal price. <pb> Practice these basic maneuvers during your transactions abroad until they become second nature. Once you master these essential skills, you will be well on your way to becoming a general of the bartering battlefield! Go forth and earn much gold, soldier!
This appears to be a field training guide for sword wielding soldiers of the realm. Glancing through the guide, several paragraphs stand out: <pb>The standard classification of swords encompasses a great range of cutting blades.  They generally use a combination of cutting and thrusting techniques to accomplish their goal: the defeat of an opponent. Common sword designs are: the short and long sword, the "hand-and-a-half" or bastard sword, and the two-handed sword. Great Swords and Claymores are used by only the most experienced and strongest of soldiers. <pb>These different types of swords come with their own unique styles of combat, but they almost all utilize the same basic forms in training from six fundamental forms of attack, and three fundamental forms of parrying. (Several woodcut illustrations show these fundamental moves.) <pb>You must treat the sword as an extension of your arm if you are to wield it properly.  Anything less and it becomes merely a tool which will eventually lead to your defeat. Practice the basic forms until they become motions that are as natural as running, walking, or jumping. A true master of the sword is able to hit a target in front of him while blindfolded; he can feel the presence of the object even if it moves and still strike true.
This book seems to be the definitive codex of locks. The chapters are divided to sections dealing with analysis of lock features, lock craftsmanship, historical lock designs and lock picking theory. There are detailed schematics of locks from every corner of Eschalon. From the simplest lock, (commonly labeled the "Bow-Tie Lock", being so trivial that one might as well use a pretty bow-tie in place of the lock) to the "Maiden's Guard" (an extremely difficult lock fit for a chastity belt), there is little about locks and how to circumvent them that is not covered. The tips and techniques contained within are sufficient to increase your own knowledge of opening locks with just a light read-through.
<c>Welcome to Atrox Deep <pb>Atrox Deep, known by inmates as Contrition Hollow, has never experienced a successful escape in its 108 year existence. It is a place where the unpleasant members of society can be put and never feared again. If you are visiting an inmate, please follow all rules carefully for your own safety. If you are bringing in a new inmate, you must file paperwork with Warden Druston and make the appropriate deposits. A guard will then escort your prisoner for you. <pb>The entry code is 7611. Continue at your own risk.
<c>The Gildedmoon Repository <pb>Welcome to the Gildedmoon Repository. We strive to be the premiere repository for all of your valuables and commodities. Our security staff is second to none, and unlike other repositories which have been compromised, we will never allow your possessions to fall into the hands of marauders. In the event of unauthorized access, the contents of the cells can be portaled to another dimension until it is secure enough to return them. <pb>We thank you for putting your trust in the Repository more dignitaries use than any other: Gildedmoon.
Hiding is not just about finding a shadow in which to conceal yourself. Indeed, true masters of the art are able to hide in virtual broad daylight simply because they wish not to be found. It is an ability that will become almost supernatural, should you be persistent in its development. <pb>Where there is light, there is shadow. You need merely to find that shadow and utilize it to its fullest extent. If engaging in a planned activity, be sure to scout the area ahead of time. Remember that the sun moves across the sky; it doesn't merely sit still. Know when and where shadows are going to occur, and adjust your path accordingly. Be mindful of the clothing that you wear. Pick easily blending colors for the situation at hand; hiding doesn't necessarily mean garbing yourself completely in black. <pb>Additionally, while a true master of stealth has little need, beginning shadow-goers often seek out certain magical accouterments to increase their chances of success. There is no shame in remaining hidden, nor in avoiding being caught. Indeed, being caught generally has far greater consequences. Always remember: the darkness is your friend, your companion, and your ally.
You turn over the small, leather-bound booklet titled "Experimental Magicka Tutorial." There are intricate symbols tattooed into the entire surface of the booklet, none of which you recognize. Opening the booklet, you flip through the pages. Not only are there very few of them, but they are all blank. Disappointed, you move to close the booklet and toss it aside. <pb>Except that you don't close the booklet, for you are unable to move. You hear a disembodied voice speaking, "We will now begin the process of Elemental knowledge imprinting." <pb>Frozen in place, you are helpless to act as the pages begin to glow, and text begins to appear. A flash of light engulfs your vision, and suddenly a combination of text and symbols seem to fly out of the booklet and sear themselves into your mind. You begin to hear voices as well, speaking from all directions. Your brain is saturated with information related to Elemental Magick, and somehow you are able to absorb it all. <pb>Things you thought you knew about Elemental Magick are corrected, and new information added to expand on your knowledge. You better understand the relationship between the elements, their strengths, and weaknesses. Spell forms are taught, so that you are better prepared to learn any new spells you should discover. Years of study have been condensed and conveyed in a matter of moments. <pb>As the light begins to fade and you begin to regain control of your senses, you hear one last voice: "Please report any side effects from this lesson to the Commonwealth Center of Magick."
As you are rifling through this book of Divination Magick, a single page falls out. You pick up the fallen parchment and begin reading the passage written upon it. That single passage has a profound effect upon your being, rendering the remainder of the book unnecessary: <pb>"There is one major component that makes the practice of Divination Magick possible. Do you know what that is? It is the glue that holds together every healing spell. It is the steel that bolsters every protective chant. It is the fire that boils the flesh from your enemies. That component is Faith. <pb>Were it not for faith, there would be no Divination. If you had doubt in your gods, then the magick would not spring forth from your fingers. If you were unsure about yourself, there would be no healing, no protecting, no smiting.  Pure faith is all you need to make miracles. <pb>And what of the atheist, who rejects the notion of a god while still practicing the art of Divination Magick? Their faith must then lie in that of the living world around them- the tree that sways, the deer that jumps, the sun that shines- all things that contribute to the life energy that binds us together. It is faith in this energy that gives the atheist practitioner of Divination magick his abilities."
Contained within the leather-bound pages of this book are the swash-buckling adventures of Captain Hale, Eschalon's most famous explorer. You read accounts of him and his crew aboard his enormous ship, the "Mist Cutter", as they sailed the oceans and mapped the unknown world. <pb>One story depicts the ship being swallowed by a Kraken; the crew reportedly used cannons to blow a hole in the side of the beast and sailed to freedom. <pb>Although the accuracy of the stories is questionable, there is valuable information within the pages. You learn how Captain Hale created the first full map of Eschalon by navigating the coastlines and pinpointing landmarks using a constellation chart, compass, and a sextant.
You are unable to understand the book's text as it appears to be written in an ancient, forgotten language. Luckily, the text is sparse as it seems to be mainly a picture book of sorts. The first several pages you turn over are just simple drawings of shapes and animals. There are several images on a page that match, with one that doesn't belong mixed in. After flipping a few pages you surmise that this may have been some sort of children's educational book. Despite your disappointment with this discovery, you find yourself unable to simply stop turning the pages. <pb>As you slowly leaf through the tome, a gradual understanding permeates your being.  The images are starting to become more and more complex, to the point where you doubt this is any ordinary educational tool. One page is full of cryptic symbols you have never seen before, yet after a short time you are able to pick out the rogue character. Another page contains a very detailed scene in which you finally notice a single blade of grass drawn out of place. On yet another page of strange writing you are able to find a symbol that is hidden amongst the text. <pb>One thing that you are not aware of is the passage of time. Before you realize, you have turned the last page and find yourself closing the book. Looking around you, you begin to see the world in a different way. A small mouse that was hiding nearby scurries away under your gaze. A speck of dust floats by on a current of air. Details that you would not have noticed before become glaringly evident.  You finally conclude that your ability to discern things normally hidden from plain view has been increased greatly.
This book is well worn and appears to have done quite a bit of traveling. You flip open the cover and read the first page: <pb>Soldiers recruited for scouting duties value mobility above all else. For this reason, one should focus on lightweight, flexible armors. Standard issue for new recruits is a hide jerkin and leggings, with additional/higher quality pieces left to the wearer to purchase. Try to stay away from armors crafted from metals, as they tend to be heavier and noisier, affecting both speed and the ability to remain silent when attempting to sneak through hostile territories. The first half of this manual will instruct in correct equipping and combat strategies for light armors. <pb>Proper care for armor is also essential; one must keep leathers oiled and inspect the stitching on a regular basis. This will help them remain flexible and avoid degradation over time. Failure to do so can lead to early fatalities. Refer to later chapters for proper techniques. <pb>While it's obviously meant for a soldier of the Commonwealth, you do find some good points worth committing to memory.
Soldiers of the Commonwealth Guard are required to be proficient in armor types that are capable of absorbing considerable damage.  Examples of these armors include, but are not limited to: Chainmail, Scalemail, Platemail, etc. The Commonwealth will provide a soldier with armors based on position and rank. The metal types will range from bronze to more durable alloys such as steel. If a soldier wishes for armor to be crafted from exotic alloys, this will be allowed, but the expense will be that soldiers own responsibility. Additionally, any custom armor will need to meet the Commonwealths strict design specifications. For more information, see the book titled "Commonwealth Guide to Weapons and Armor Design Specifications and Commonwealth Approved Magickal Enhancements". <pb>The following chapters in this guide will outline proper armor use, as well as basic maintenance to extend the life of armor in the field. This should increase the soldiers survivability and reduce the amount of necessary repairs (which are also the financial responsibility of the soldier). <pb>Although it makes for extremely dry reading, you are able to glean enough information to increase your own skill with handling heavier armors.
The cover and spine of this book are constructed of a lightweight metal with hinges riveted to the seams. There is an intricate looking latch holding it closed; it takes you a few moments of fumbling with some tiny gears and switches to get it open. Once you are finally successful and open the book to examine its contents, a small needle shoots out of the latch and embeds itself in the strap of your backpack! Extracting the needle, you note that it is coated with a dark purple substance. <pb>"If you are reading this, then you have survived the first lesson: If it moves, it might be a trap. I shall now impart to you the knowledge I have gathered on the manufacturing, installation, and removal of traps as a fifty year member of the Brotherhood of Skullduggerists. You'll not find a more complete guide to traps in all of Eschalon. Along with that first, most valuable lesson, I shall teach you many others, such as: If it's stationary, it might be a trap, and: If it looks perfectly safe, it's probably a trap, etc. <pb>No matter what your skill level is, you will learn something new; I'll stake my remaining arm on it. Whether it be methods for disabling a trap integrated into a lock, or even just identifying the type of trap so that you might be better informed as how you will die should you fail in disarming it, there's something for everyone in this tome."
A note from the author: <pb>As a master alchemist of over twenty years, this author recognizes the fact that some alchemists cannot always be cooped up in a laboratory for proper brewing of alchemical recipes. In addition, it is not exactly practical to be wandering around with all of your tools of the trade haphazardly stuffed into your backpack. When traveling abroad and an emergency situations arises that requires the creation of a mixture, one must be prepared to improvise. Therefore you will find contained herein information dedicated to brewing potions and other alchemical substances "in the field." <pb>Examples of methods that are included, but not limited to: The best types of rocks to use for grinding materials down (not just the shape); when it is ok to chew a substance being prepared (and when it is absolutely NOT); how to use a helmet over a campfire as a crucible (metal only, please); ways to create an alembic using two potion bottles and a vial (careful, broken glass is sharp). <pb>Hopefully you will find something useful within to aid you in your travels; a true master of alchemy can create a potion or enchantment in any environment. As always, it is not recommended to attempt a recipe above your skill level - this is especially true outside of a controlled environment, where innocent bystanders might be affected by your ignorance. <pb>- Keldar, Master Alchemist
Maggot: <pb>You've done a good job! Getting the machine parts from the ship's hull was no easy task, but you managed to get it done. Our Master will be arriving soon and he will want to inspect the cargo. You must also give him the code for the Mirkland Pass gate. It is 8723. Continue to do well and all of us will be rewarded. Change is coming, brother. The ground shakes and the skies are darkening. When this new world comes to pass, we will be kings! <pb>= Griff =
This is easily one of the heaviest, and thickest of books you have ever seen. From its size and heft, you surmise that it could easily serve as the anchor to a large ship, or perhaps as the cornerstone of a castle.  The cover could likely take a blow from an axe and survive, and even the pages seem unnaturally thick and sturdy.  It is a book that could last through the toughest of ages; from the numerous adorning bloodstains, it has certainly seen a fair amount of use. Appearances aside, however, it is a book that any practitioner of almost any form of medicine would be burdened to be without. <pb>Hundreds, even thousands of medical terms are listed in this massive tome, each with definitions as complete as could possibly be. Several comprehensive sketches likely obtained from dissected cadavers have been dutifully cataloged; organs, veins, nerves and bones were painstakingly isolated and illustrated. The mere thought of the process required to create such meticulous visuals is enough to give the most hardened adventurer a slight case of nausea. <pb>Every conceivable ailment that can afflict a person is discussed, as is a full regiment of treatments from blood-letting to skull-tapping to exotic herbal elixirs. While some treatments are likely to cause more harm than good, there are numerous remedies that have been passed down for centuries proven to work small miracles. You also take note of a chapter dedicated to improving the body's regenerative properties and resistances to poisons and disease; your willingness to consume such items as a salamander's intestines or maintain a steady diet of insects is questionable at best. <pb>Never before have you seen such a wealth of health and treatment information in a single location. Even the small amount of time you spend reading it serves to significantly increase your own personal knowledge of medicine.  In addition, you are able to memorize a number of helpful remedies and herbal concoctions that will surely be invaluable to you during your adventures.
The figure was garbed in all black, face covered with both hood and mask. Armed with just a short, very thin blade, he paused. The closest of us - Lieutenant Baird - had already drawn his sword and was advancing. He opened his mouth to order the figure to halt, but never had a chance to utter the command. In a blur the intruder stepped forward past his defense and made a quick stab to the side of his neck, dropping him like a heavy iron gate. <pb>Sweeping through the room like a ghostly incarnation of death, his attacks were fatally efficient. Not a single move was wasted, and very little energy expended. The heavier weapons that each guard carried were easily turned aside, and they were no match for the smaller weapon's speed and ability to strike. He ducked beneath a swing and stabbed under an arm, hitting a vital point. Spinning and deflecting an axe, he thrust into the spine, instantly paralyzing the recipient. <pb>In a brief moment, there were no more guards remaining, save one. The attacker wasted no time and came straight at me. To both of our amazement, I parried his strike and counter-attacked. Glad was I for spending a year's salary on the enchantment I had placed on my sword the week prior, though it was just barely enough for me to keep pace. I leaned back as a quick swipe scored a hit across my left cheek; my own weapon caught the edge of a hood, tearing it back. A tumble of brown locks was released... it was a woman! <pb>That moment of hesitation nearly cost me my life. I felt the small blade as it slid into my chest and pierced my lung. As I slowly crumpled to the floor she followed me down, hand steady on the hilt of her weapon. My last thought as the darkness began to consume me was this: eight guards had been felled by a single woman who was exceedingly skilled with the usage of a small piercing weapon. How strange I felt respect for this assassin who was now delivering me to death...
First, sit or lie as comfortable as possible. Remember that bad posture inhibits your ability to breathe properly. Begin by taking deep breaths, inhaling through the mouth, and exhaling through the nose. <pb>Begin to visualize the Magick flowing throughout your body. This energy permeates your entire being, and the world around you. Feel it course through your veins and then imagine it entering you from the outside. You can draw upon the Magick from the rocks, the plants, even the air itself. Use this energy to replenish that which you have expended during your spellcasting. Feel those reserves being filled until the mana nearly overflows back out of your body. Be careful though, for an actual overflow of mana can be quite deadly. <pb>Excellent! Once you have mastered these basic tasks, your ability to regenerate mana will be greatly increased. To truly excel at this regeneration, however, you must learn to utilize these exercises while under duress. The next lesson will be to apply these methods as you run through a burning building while dodging poisonous arrows. Only then can you truly master the art of meditation.
"Have you ever been in the middle of a battlefield and had the straps securing your chestplate fail?  Has the handle of your Great Shield ever snapped off under the blow from a mire troll's fist?  When parrying the blow from a Great Axe, has the blade or handle of your own weapon ever snapped? If you can say 'yes' to any of these questions, then clearly you are a very lucky person to be reading these words now. There is an old saying: 'A warrior who does not tend his weapons and armor is like a farmer who does not tend his fields; they will both perish prematurely.'" <pb>"By picking up this book, you have taken the intelligent first step to survival.  Contained within these pages is an invaluable amount of wisdom that I have gathered from countless sources throughout the lands. I have talked with the experts in every field of combat, and sought the advice of the greatest smiths the kingdom has to offer. As a former adventurer, I can assure you that this is the only guide you will need to care for all of your adventuring equipment." <pb>Despite the sales-pitch nature of the introduction, you do find this book to contain a plethora of useful information. There are chapters on working the dents out of metal-based armors, replacing broken links in mail, leather treatment and repair, replacing split handles on maces and axes, and the correct method for sharpening bladed weapons depending on the alloy used. You even notice a chapter dedicated to properly securing your gear to prevent abnormal wear. There is easily enough information in this book to increase your knowledge of repairing and maintaining your equipment.
Herein lies a detailed explanation of the creation of Detox Serums, useful in purging the body of toxins, poisons and infection. <pb>Careful handling of these components are required, for Belladonna can be highly toxic by itself. However, when combined with Spider Silk the reaction will create a serum capable of removing toxins from the blood of the drinker. Note that an alchemy skill of the fourth level or better is required to mix this serum properly.
"Stumpy's Guide to making Demon Oil" <pb>Not having any luck with Three-Fingered Sam's recipe for makin' Demon Oil? That's because he's doing it all wrong! First, you need to be well learned in Alchemy because individuals with sloppy mixing techniques often end up losing parts of their bodies they may be fond of. I recommend nothing less than five levels of Alchemy study to create even the most basic Demon Oil, ten for a more potent version, and fifteen for the strongest version. *Now for Stumpy's secret recipe: you need a dash of Corpse Ash ground up with some Brimstone. Mix carefully in an empty flask and notice the natural tars within the Brimstone turn into an amber fuel which is highly combustive. There you go: pure-grade Demon Oil.
Constable Loren bent down to examine the dead man's body. A sword was embedded in his chest, and a small, empty bottle lay near outstretched hand. The second hand was actually encircled around the hilt of the sword, in a manner that suggested suicide. <pb>"He was murdered." <pb>"Are you certain?" The escorting guard looked dubious. "Looks like he stabbed himself to me." <pb>"He didn't stab himself. He was holding onto the sword to keep his assailant from finishing the job." The Inspector picked up the potion bottle, swirled around the few drops of red liquid that were left, and took a sniff. "Besides, the sword missed any vital organs. This was what killed him," he remarked nonchalantly, placing the bottle on a nearby table. <pb>"Excuse me?" <pb>Loren sighed. "It's quite simple. What this guard mistook for a healing draught was clearly laced with poison, judging from the faint scent of Hemlock. Most likely this was done by someone he thought he knew." He gestured at the sword. "We'll need to find out if this was purchased from a local blacksmith, or perhaps a traveling artifact vendor - actually add any wealthy residents that might have private collections to that list." <pb>"Why would we do that? It looks like a normal sword to me." This remark elicited an irritated twitch. <pb>"That, my good friend is why you are a 'normal' soldier. Looking at the shape of the guard and the width of the fuller, you can see that it is of dwarven origin. From that crest on the pommel I would say that it is very, very old; likely from before the colonization of Eastern Thaermore. The way the torchlight reflecting off the blade gives a greenish hue suggests a mithril alloy, and the fact that the blood on it still has yet to congeal tells you that it is enchanted to prevent the healing of wounds. That marks it as being non-Commonwealth approved; it is unlikely the sword belongs to this dead guard. Personally, I would hardly be surprised if this was an act by the Order, given the rarity of this 'normal' blade and the scope of the theft. Anyone with a little common sense could figure it out. Are there any more 'normal' questions?" <pb>This time the reply came through gritted teeth, with the escort's hand on the pommel of his own weapon. "Sorry I asked."
The worshipers of Luna tell a tale of when she had an argument with her brother Solaris over the creation of man.Frustrated, she promptly ended the argument by knocking him out with a fallen tree branch, bringing about the first ever period of nightfall.What they fail to tell you about that divine fable is that it was also the creation of the first and ultimate weapon - the club. <pb>You cannot get any simpler than a bludgeoning weapon; just pick up the nearest blunt object and slam your opponent, preferably in the head where it will cause the most damage.If the head is well protected, then aim for a limb. Breaking an arm or leg will help slow your enemy so that you might finish the job - or get away, if outnumbered.As an added bonus, you will get the satisfaction of hearing the sounds of crunching bone, provided the screams don't drown them out. <pb>Some believe that a weapon such as a club or hammer is barbaric and far too primitive to be used effectively in combat, and that it is easily countered by heavy armors. It is a baseless argument; morning stars, maces, and picks can easily breach or cave plate armor with a true strike. And while quality chain mail may deny a blade's bite, it does nothing to stop the thunderous force of a hammer. After all, an internal injury is far more difficult to heal with a potion than a mere slice or stab wound. <pb>In the end, bludgeoning weapons are about getting the job done.If you want to flourish your weapon around on the battlefield and make yourself look like a fool, go somewhere else.But if you would like to quickly and effectively crush your enemies, then by all means, grab a mace and bring on the pain.
You have discovered the biography of woodsman-turned-warrior Richard Redbeard. Richard was a fairly simple man of great character whose life was irrevocably altered the day his wife and young son were brutally murdered during a Goblin raid in the year 710. Currently, he serves the Commonwealth as an instructor for soldiers who wish to master the use of an axe. <pb>This book serves to tell Richard's story, from his early years as a woodsman to the decade he spent consumed with the need to avenge his family, and finally as an instructor to soldiers of the realm.  Along the way he offers some unique insight of what it is like to be the master of the greatest of cleaving weapons known to mankind. Leafing through the biography, you find a particular passage that leaves the greatest impression: <pb>"See, the axe, or any cleaving weapon for th'matter, is based on the simplest o' principles... it's a wedge that reduces yer effort in splitting the desired object." (He picks up another hatchet, walks over to a chopping block, and splits a small piece of wood) "The longer the handle, the more force ye can apply." (This time he hefts a long-handled wood axe and chops a thick log.) "Obviously the larger the axe head, the more potential damage, but ye want to try to keep it as balanced as possible." (He motions to a nearby soldier acting as his assistant. The soldier wheels over a large cart that is piled over with medium sized hatchets.) <pb>"Okay then, everyone grab an axe!" (There is an excited buzz of commotion from the students, who clearly were not expecting combat practice on the first day of training.) "Once yer all equipped, ye can come with me out back and we'll get started choppin' some wood.  It's goin' t'be a cold winter this year, and I'll need all I can spare t'keep my home warm an' toasty." (The excited chatter dies down immediately, replaced by expressions of puzzlement.) "Yes, ye heard me right. It be the most basic of trainin' if yer going to master the axe. If ye can't properly chop through a motionless limb th'size of a man's arm, do ye really expect to do the same to a fully armored limb that's constantly movin' around?  Right then, let's get a move on... chop, chop! The firewood isn't goin' t'cut itself!"
Managing your Mana reserves is a hard-learned lesson for the aspiring Mage, because nothing ruins your day quicker than being Mana-drained in front of an angry Troll. There are two potions that can help you manage and maintain your Mana levels: one is the standard Mana Potion, which can quickly restore your spent Mana in times of need. This potion can be bought at any magick shop, but if you want to make one yourself you'll need a bit of Ambergris and Mandrake Root. Mix well until the potion attains a deep sky-blue color. <pb>If you want to use less Mana when casting spells, you need a buff potion called "Fortify Mana". This concoction makes you become highly efficient at casting, using only half the normal Mana needed for each spell. To make this potion you'll need Dried Brainstem and Raven's Heart.
The young footpad froze; a grizzled looking guard stood up from his post and began walking toward the bushes. Fear gripped the boy, for he knew that his first night on the prowl was about to end in a most dreadful manner. While he made peace with his short future, memories of his training began to filter through his mind: <pb>"Hiding in the darkness is only half of being stealthy. It wouldn't matter if t'were darker than the depths of hell, should you be prattling around like a tinker hauling his pots and pans. A true master of quiet can walk over a mountain of bells without so-much as a single chime." The guildmaster paced constantly around the room, not a single whisper of clothing belying his presence. <pb>"Remember to match your breathing with your movements. Any weapons or metal armor should be covered with a soft cloth to prevent any accidental announcements of your position. Be mindful of the noises around you; try to move in sync with the wind, the rustling leaves, or the surrounding animals. Walk on the balls of your feet, and for the sake of whatever gods you happen to worship, watch where you're walking!" <pb>A large rat suddenly burst forth from the bushes, scuttling off into the distance. Startled, the guard jumped back. After a moment he returned to his post, shoulders slumped seemingly in disappointment. "Never get any excitement around here..." <pb>The thief sighed inwardly in relief, slowly lifting his foot from its place atop a broken branch.
This book chronicles the adventures of Stroud Selton as he willingly puts himself in harm's way to prove man's ability to survive the harshest of conditions. It was written quite recently, and appears to almost be some sort of propaganda to combat the continual decline in public opinion following the fall of Thaermore. With each tale, the human race is painted to be the ultimate species in all of Eschalon, with the ability to adapt to any climate and situation. While the underlying motive of the text is clear, it still makes for a compelling and entertaining read. <pb>In addition to being enjoyable, you find the book to be a treasure trove of information for finding food and water in hostile and unfamiliar environments. For example, in the chapter "Stranded in the Sands", Selton describes how he used a metal buckler to capture the morning dew and found some hardy but very nutritious plants that thrived in the desert heat. <pb>Another chapter details how to identify various plant-life in the forest; you learn how to properly identify berries that are edible versus those that are poisonous. You even discover that certain mushrooms you would normally steer clear of are actually quite nutritious! There's also brief mention of some herbs that would be useful in alchemy or medicine. <pb>In the final chapter - simply titled, "Frozen" - he tells of trekking through The Great Northland Expanse. In that bitterly cold, desolate tundra, he details methods for trapping small game and scraping back snow to find vegetation. Selton then describes ways for properly melting snow into drinkable water, and strongly cautions against actually eating the snow.
"We shall begin your combat training now." The wizened dwarf ran a chubby hand through his gray beard.  He lead the human teenager Danel outside to a large pit with a thin board running across it. "Come," he gestured, and walked onto the small plank. <pb>Danel followed eagerly, ready to finally engage in some real fighting. The skinny piece of wood was quite difficult to traverse, requiring most of his attention to maintain balance. In contrast, the dwarf - with his lower center of gravity - had no problems remaining upright. A fly buzzed around, and the boy nearly fell into the pit swatting at it. <pb>"See how that fly moves?" The dwarf asked with a grin. <pb>"Master, you're not going to make me catch flies again, are you?" Danel looked a bit crestfallen. <pb>"Not at all." The dwarf suddenly darted toward the young human and shoved him off the board. Danel landed flat on his back, the breath knocked out of him. "You will now learn to be quick like the fly!" A low chuckle escaped the elder's lips. <pb>From a large hole in the side of the pit strode a giant - huge even for a giant - carrying a tree for a club. <pb>"The first rule of combat: don't get hit, and you won't get hurt!" The dwarf cackled with glee.
When receiving conventional instruction in the field of archery, you'll often hear mention of advanced mental techniques such as "drawing the target toward yourself." Masters of the bow often use this example, and will drone on about how they can hit a hundred targets on horseback, or shoot an apple off the head of a bystander while blindfolded. While often exaggerated, there is much truth to these claims; however, there are many basics that need to be adhered to before one can be truly ready to "shoot the flea from a horse's hindquarters at a thousand yards." <pb>One of the simplest and overlooked skills is being in tune with your surroundings. The majority of bow use takes place outdoors, and that is where you'll find most of your time well spent. Being familiar with the casting of shadows to judge distance and the effect of wind currents to adjust your shooting angles will aid greatly in developing your long-range delivery. Do try to spend at least a portion of your training indoors without either of these factors; short-range combat with a bow is not something to be taken for granted if you are pursuing a military career. <pb>A second, and arguably the most important habit to nurture is proper bow care. If a Taurax is barreling toward you at full speed, the last thing you should be worrying about is a snapped bowstring. Making sure that you properly coat the string with beeswax, and unstringing the bow when not in use or storing will not only allow the bow to last longer, but can affect the accuracy and impact of your shots. <pb>In short, you should focus on learning the minor, unexciting, but extremely important nuances of archery before planning any great feats that you might end up regretting.
Orakur - Of Fact and Fiction - by Ruel Middelle <pb>A note from the author: <pb>The goal of this book is to once and for all establish the truth behind the existence of the Orakur. Are they real beings living deep underground, or are they mythical creatures of fantasy? Are they malevolent demons seeking to destroy the race of Men, or are they timid creatures hiding in shadow, ever fearful of us. These are the answers I hope to provide through my many years of research. <pb>--- <pb>The next 890 pages cover all aspects of the Orakur- myths and stories collected from hundreds of people, illustrations and woodcuts of Orakur from the past 300 years, and even the data gathered from field research by Mr. Middelle himself into the legitimacy of the Orakur. It would take you weeks to digest all of this information, so you briefly leaf through the pages to pick up what you can. <pb>One conclusion the author seems to make is that there is more evidence for the existence of the Orakur than against it. After hundreds of historical accounts were compiled, there emerged a number of collaborating facts the author has drawn: <pb>The reports describe a race of beings, slight of build, living deep underground. Vigilant and timid, they avoid contact with outsiders. They seem to be very intelligent and possess a profound understanding of metals and ceramics, allowing for weapons far more keen and precise than anything made by the hand of Man or Dwarf. Yet accounts of warfare with the Orakur are sparse and generally chronicle their unfailing tactic of retreating when confronted. However if forced into combat, it seems an Orakur cannot be defeated. Their weapons cut through steel plate like wind through fog. Their armor is unbreakable. As such, no Orakur has ever been killed or taken prisoner by act of combat with man. This, it seems, is what has given rise to the conception that the Orakur are simply myth.
Greetings to you. <pb>This is your lucky day. Rarely in life are we given the opportunity to undo a grave mistake. This is yours. <pb>If you have come upon this curious place by chance, turn around and leave now. Forget that you ever discovered it. Continuing past this point without the proper credentials will result in your certain and absolute death.
This is a bit of an odd book; it is leather-bound and the cover has a miniature bronze buckler somehow glued to its surface. The back of the book even has small straps similar to those used for attaching a shield to ones arm.  While perusing its contents, a particular passage catches your eye: <pb>A common mistake made by novice and expert shield-bearers alike is to block arrows by simply raising the shield to meet the incoming barrage. The problem with this is that simply raising the shield generally involves holding it perpendicular to an arrow, giving the arrow its greatest area of impact and the best chance to pierce the shield. This practice gives the bearer a greater chance of injury than avoiding the attempt altogether. <pb>The proper method for blocking arrows is to not block them at all. Deflecting an arrow is the mentality that should be used. Based on the flight path of the arrow, your shield needs to be properly angled to reduce the area of impact and increase the chance of deflection. See the diagrams on the following page for examples of the most common flight paths and deflection angles. Memorizing these images will greatly increase your chances of survival when caught in a ranged battle.
Full of grime and smelling of cheap ale, this book certainly appears to have spent most of its time in a local tavern. It is not particularly well penned, but it does contain some useful information pertaining to weaponless combat. <pb>"While some might give it a fancy name, such as 'Unarmed Combat', at the end of the day it's still just a good ol' round of fisticuffs. Well, unless of course yer using yer feet, then I suppose it would be better labeled 'brawling'. <pb>This 'ere book will teach you the ins and outs of using yer hands, feet, and whatever other parts of the body y'might be willing to throw into a fight. You'll learn where to hit, how hard, and what to hit with. And keep in mind, improvising is all well and good, but if y'pick up a broken chair leg to beat yer opponent senseless with, it's no longer 'unarmed', now, is it?"
Salutations, rogue! You've made it past our simple puzzle, but are you a true marauder or just a vagabond cutpurse? We only allow the finest scoundrels to enjoy the sanctuary of "Thieves' Arcadia", our hallowed lair. Let's see if you have what it takes...
To be a Champion, one must possess dexterity and strength. These attributes are not easy to develop, but there are ways to give yourself these advantages without hours of training. <pb>The first is a potion of Ogre Strength- with just a bit of Anise and Spider Silk, you can craft a potion that will significantly boost your physical power. And to increase your Dexterity, a potion of Nimbleness can be made with Stinkroot and Mercury.
On the table there are various notes regarding mixtures and reagents. This one bit catches your eye: <pb>"I have finally achieved the invisibility potion! How I could have overlooked these obvious reagents for so long, I do not know. The mixture is composed of Ectoplasm and Noximander Venom! My hope is to make the effect permanent, though for now I am simply happy to have found the base formula for temporary invisibility."
When presented with injuries that go beyond the bumps, bruises and blood loss that a simple Health Elixir can fix, one must look into an elixir of Cure Ailments. Such ailments may include diseases that ravage the body, broken bones, or insanity of the mind. The elixir itself is rather simple: Wormleaf and Willowbark. Blended together they will make a concoction that will cleanse the body and mend that which is broken or unbalanced.
Cloud-based defensive and offensive potions are in their infancy of alchemistical research. To date, only two known reactionary fluids exist: the Charm Cloud and the Toxic Aura. <pb>The Charm Cloud mixture explodes when the flask is broken, charming a sizable group of creatures at once. Dwarvish Mellowleaf and Ambergris are combined to form this reaction. However, for a more offensive mixture, Toxic Aura can be used to poison entire groups of creatures with just some Sulfur and Black-spotted Shrooms.
Few battle-hardened people will argue that by magickally hardening your flesh, you can be better protected in combat. The best potions for this effect are Leather Skin and Stone Skin. Leather Skin is the minor reaction, formed by mixing Brimstone with Raven's Heart. The major version, Stone Skin, is a brew made of Black-spotted Shrooms with essence of Stinkroot.
The Direlynx- if ever there was a perfect predator, this was it. A giant beast of the cat family, it hunted at night with ruthless efficiency because of its eyes: the left could see in the darkest of conditions, while the right could see the electromagnetic energy given off by other creatures. Today we can simulate this effect with two potions- the Cat's Eyes Brew made from Noximander Venom and Brimstone, and the potion of Predator Sight made from Stink Root and Corpse Ash.
To protect yourself from both fire and frost, you need a Potion of Greater Protection. You may be surprised to learn that it is simply Anise and Wormleaf, mixed well and allowed to age. The Anise helps keep the blood flowing in the coldest of conditions, while Wormleaf soothes against heat.
Doubling your speed in battle is certainly one of the best ways to ensure victory over your enemy. Thus, the Potion of Haste was developed! Mix Dried Brainstem with Mercury, and then drink the tingly tonic with vigor!
Do you want to strike your enemy with relentless precision? Well then, you may be looking to make a potion of Keensight. It takes just a few leaves of Dwarvish Mellowleaf and the pulp of a Mandrake Root, and the resulting concoction will allow you to see with greater precision than ever!
<c>"Snows of May" and other short poems <c>by Emily Brownbow <cr> <c>"Snows of May" <cr> <c>Snows of May upon the trees, <c>a curse delays the spring; <c>The bite of cold, a chilling breeze <c>relentless winter's sting. <cr><c>Twilight creeps upon the frost <c>and ends another day; <c>spirits wander with the lost <c>when sunlight fades away.
This note was found on the floor of a cabin in northwest Elderoak Forest. On the single page is a hand-written poem: <pb><c>When comes the Snows of May, <c>darkness springs anew. <c>Seek what comes after day, <c>and the trees shall see you through.
<c>OTTOMAN'S CASTLE <pb>Ottoman's Castle, now in ruin, was once the greatest structure in all of West Eschalon. A bastion for weary sea travelers, its lights guided vessels around the rocks of Deadman's Strand. After Master Ottoman's death in 622, the castle quickly fell into disrepair and was ultimately abandoned, left to the sea to reclaim. <pb>This geomarker was placed by the members of the Seawarden's Guild, dedicated in 707.
<c>MACROSS POINT <pb>In 702, this beach head was discovered to be the shortest distance between Wylderan and the Great Mainland. <pb>Named Macross Point after explorer Lewis Macross, this beach quickly became the preferred entry port to Eschalon's western continent, shortening the travel time by ten days over the previous established sea routes from Kuudad to Moonrise.
<c>ULGOLEK <pb>Here stands the Grandfather Tree, Ulgolek of Wylderan. He is the oldest known tree in all of Eschalon, taking root long before the recorded start of the second age. He has sired many other trees, including the great Oolaseph of Thaermore, and Amasha, Empress Tree of Barrea. <pb>It is believed that more than half of all trees on the face of Eschalon have come from the seed of Ulgolek or one of his offspring.
<c>MOONRISE <pb>Moonrise is the premiere port city of Wylderan and largest established city in all of the Western Continent. With its dark history long behind it, this beautiful port has once again become a shining bastion of civilization and culture in the wilds of Wylderan. <pb>We welcome your visit and encourage you to shop with our fine merchants while you stay in our "Gem by the Sea".
<c>OLD MOONRISE <pb>This area marks the original established port of Moonrise. Originally founded as a slave trading center and black market, Old Moonrise is in the process of rebuilding itself. <pb>The Merchant Council of Moonrise asks that visitors and residents of Old Moonrise work together to help reestablish this borough as a safe and prosperous area of the greater city.
<c>MIRKLAND <pb>This geomarker was placed here by the Seawarden's Guild to mark the sinking of the spice ship "Mudskipper" in 711, whose hull ran upon these very rocks. The ship belonged to the infamous Barrean warlord Alundar of the Westlands.<pb>It is in dispute whether the ship had been attacked by Akadai, or the Akadai were merely defending themselves against marauders from Barrea. This incident claimed the lives of 17 seamen and sent an estimated 100,000 gold worth of spice into the sea.
<c>ROCKHAMMER <pb>This spot marks the claim of Lord Haggus Dagonboom for the exclusive mineral rights to Weeping Mountain and all surrounding peaks and hills. <pb>Please see General Manager Morwen Dagonboom if you are inquiring about work.
<c>ELDEROAK FOREST <pb>This ancient oak forest was first charted by early explorers while it was still the sacred homeland of the Akadai. As part of the greater Elderoak sanctuary, these woods are now protected by the Shadowgrove Rangers of West Eschalon.
<pn>, <pb>I have sent this letter to Lilith with the hope that it would reach you. I will be brief, but trust that my words carry great weight. The Goblins that have come to Wylderan are looking for something in Mirkland. Whatever it is they seek, it must be very important for Malkur to send so many. I urge you go there now and investigate- try to locate the artifact the Goblins are looking for. I have my suspicions, but it would be wise of me to not reveal them in this letter. The only way we may halt this war is to acquire what the enemy seeks before they do. All my faith rests in you, good friend.<pb>Erubor
<c>ALUNDAR'S PASS <pb>This pass belongs to Alundar the Supreme, Sovereign Ruler of the Astral Range and the entirety of the Realm of Fandugan.
Magpie, <pb>My love, how I have missed you since your last visit. I have wonderful news to share with you! Shepherd Nickolas at the Temple of Rai said he will marry us as soon as you arrive. I will be waiting for you at the Merryweather Inn. <pb>Yours forever and ever, <cr>Ora
Dear Sir, <pb>I don't know you at all. I am not going to marry you. I regret that I allowed you to buy me a drink that night at the Merryweather. This will be the last time I am nice about it: stop stalking me or else! <pb>Magpie
<c>THE SEAWARDEN'S GUILD <pb>Founded in 657 in the heart of the Wylderan Boglands, the purpose of the Seawarden's Guild is to maintain a light to guide ships through Strait of Gales, to offer a place of rest to weary sea travelers far from home, and to maintain memorial sites in honor of lost sailors.
<c>An Alchemist's Guide to Improving Weapons <pb>The finest weapons in the world are those which have been "treated" after the forging process is complete. An untreated steel sword is considered naked until it has been properly imbued with alchemical components to sharpen its edges. A hammer is worthless until its surface has been hardened, and a bow becomes much more deadly when stiffened through alchemy. <pb>Auricflax and Mercury will increase a weapon's ToHit by increasing its hardness. Auricflax and Ambergris will increase a weapon's Damage by coating it with a frictionless protectant, allowing it to cut into bone and flesh like a hot knife into butter.
<c>A Vile Weapon Indeed <pb>This is a short recipe guide on how to imbue additional damage into weapons. These recipes are considered "Dark Alchemy" and are rarely taught to students of the craft. Imbuing weapons with poison or additional fire or cold damage violates most treaties on warfare, and these weapons are usually considered wicked or cursed. Still, they can fetch a high price at market and the extra damage can certainly be helpful when you are surrounded by Goblins. <pb>Imbuing a weapon with Fire takes Ectoplasm and Sulfur. Imbuing it with Cold requires Ectoplasm and Corpse Ash. If you want to imbue Poison into your weapon, use Black-spotted Shrooms and Noximander Venom.
<c>A Mastercraft Guide to Hardening Armor <pb>Let's cut to the chase: you want better armor, right? Well you need to harden it with an alchemical mixture which will add significant strength to your armor. It's pretty simple, really: Ectoplasm and Ambergris. Smear this concoction on your armor and marvel at how much more protection it gives you!