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===============================================================================
=                                                                             =
=                                 CALL OF DUTY 2                              =
=                               ------------------                            =
=                                 Weapons Guide                               =
=                                        ~                                    =
=            Written by Scottie_theNerd (scottie_thenerd@yahoo.com)           =
=                          Copyright (c) 2005 Scott Lee                       =
=                                                                             =
===============================================================================


*******************************************************************************
				LEGAL DISCLAIMER
*******************************************************************************

This guide is written by Scott Lee, who also goes under the names of David
Nguyen and Scottie_theNerd. Should this FAQ be hosted on any site other than
GameFAQs (www.gamefaqs.com), permission is required from me before hosting.
Distributing this guide without prior permission is a direct violation of
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The following sites have permission to host this guide:
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-GamerHelp (www.gamerhelp.com)
-AbsolutCheats (www.absolutcheats.com)
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-The Black Watch Army (http://www.freewebs.com/bwaclan/)
-GameFCR (http://www.freewebs.com/gamefcr/)

===============================================================================
				Recent Changes
===============================================================================

Version 1.14 (Jan 15 2005)	- Corrected Bren name

Version 1.13 (Jan 1 2005)	- Webley revolver is not the one from CODUO
				- Correct entry to Panzerschreck
				- Added more details to MG-42

Version 1.12 (Nov 19 2005)	- Added some info to Springfield


---------
Contents
---------

1.0 - Introduction
   1.1 - Changes from COD
   1.2 - Aiming
   1.3 - Health
   1.4 - Damage

2.0 - Pistols
   2.1 - Colt .45
   2.2 - Luger
   2.3 - Webley
   2.4 - TT-33
   2.5 - General Pistol Tactics

3.0 - Rifles
   3.1 - M1A1 Carbine
   3.2 - M1 Garand
   3.3 - Kar98k
   3.4 - Gewehr 43
   3.5 - Lee-Enfield
   3.6 - Mosin-Nagant
   3.7 - Tokarev SVT-40
   3.8 - General Rifle Tactics

4.0 - Submachine Guns
   4.1 - Thompson
   4.2 - Grease Gun
   4.3 - MP40
   4.4 - Sten
   4.5 - PPSh
   4.6 - PPS-42
   4.7 - General Submachine Gun Tactics

5.0 - Support Weapons
   5.1 - BAR
   5.2 - MP44
   5.3 - Bren
   5.4 - General Support Tactics

6.0 - Sniper Rifles
   6.1 - Springfield
   6.2 - Scoped Kar98k
   6.3 - Scoped Gewehr 43
   6.4 - Scoped Lee-Enfield
   6.5 - Scoped Mosin-Nagant
   6.6 - General Sniper Tactics

7.0 - Grenades
   7.1 - M2 Frag Grenade
   7.2 - Stielhandgranate
   7.3 - MK1 Frag Grenade
   7.4 - RGD-33
   7.5 - AN-M8 Smoke Grenade
   7.6 - General Grenade Tactics

8.0 - Miscellaneous Weapons
   8.1 - M1897 Trench Gun
   8.2 - MG42
   8.3 - .30 cal
   8.4 - Panzerschreck
   8.5 - Flak 88
   8.6 - Flak AA Gun
   8.7 - Crusader



*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 1.0 - INTRODUCTION
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

After a long wait by fans of Call of Duty, Infinity Ward returns with a 
spectacular sequel. With missions spanning from North Africa to Moscow to 
Pointe Du Hoc, Call of Duty 2 presents an even bigger hit than the original 
COD, an amazing feat in itself. The old Quake 3 engine has been discarded and 
replaced with a new proprietary engine developed specifically for COD2, 
enabling a battle chatter system in Single Player, a robust particle system to 
portray vivid weather effects and giving players the ability to use portable 
concealment in Single Player. Infinity Ward also added several weapons, changed 
many of the models and skins to make them easier to use and changed the weapon 
sounds to be more realistic, as well as revamping the visual aspect of the game 
to an astounding degree of detail.

Yet, some players were disappointed in the almost blatant disregard of all the 
changes made by Gray Matter in the COD expansion, United Offensive. Gone are 
vehicles, grenade cooking and sprint function, and so the multiplayer side of 
COD2 is much more akin to COD1's multiplayer rather than UO's multiplayer, 
which pleases many players but does leave something to be desired after the UO 
experience.

The focus of this guide, however, is the weaponry aspect of COD2. Like COD1, 
COD2 features an extensive array of weapons, and this guide is designed to 
cover the historical background of these weapons and their in-game 
characteristics.

As many of the weapons are retained from COD1, most of the entries in this 
guide are direct ports from my CODUO Weapons Guide, although changes have been 
made where appropriate.


===============================================================================
 1.1 - Changes from COD
===============================================================================

While the weapons and gameplay of COD2 are essentially the same as COD1, there 
are quite a few changes that should be noted. Most changes are cosmetic, 
although some are major introductions or alterations. Note that this list 
outlines changes from COD: United Offensive rather than COD, even though they 
were developed by different companies.


-------------
 NEW WEAPONS
-------------

-M3 Grease Gun
-M1897 Trench Gun
-Scoped Lee-Enfield
-Scoped Gewehr 43
-PPS-42
-.30 cal


----------------
 WEAPON CHANGES
----------------

-All weapons are remodelled
-Most weapon sounds have been changed
-Players can only carry two firearms, including the pistol
-Scoped weapons can now be held steady by "holding" breath
-Grenades can no longer be cooked
-Crosshairs disappear while running
-Crosshairs turn red when placed over an enemy
-Crosshairs now have a hit indicator
-Grenades are not selectable; they are thrown with a specific button
-Thompson now uses a 20-round magazine instead of 30 rounds
-Weapons no longer have select-fire modes
-M1A1 Carbine replaced by M1 Carbine (although name hasn't changed)
-Scoped Mosin-Nagant now reloads with individual rounds
-Iron sights have been generally enlarged
-Binoculars are standard-issue
-M18 Smoke Grenade replaced with AN-M8 Smoke Grenade (no gameplay changes)
-Deployable MGs have been removed
-Screen now changes angle and shakes while reloading or bashing
-Melee attacks supposedly connect easier

-----------------
 General Changes
-----------------

Compared to COD1, COD2 seems to have reduced its "action" side and given it 
a shot of tactical gameplay. While not the one-shot kill tactical gameplay of 
the Tom Clancy series, all weapons are now substantially more powerful and 
easier to handle, with easier-to-use sights and less recoil. This makes the 
multiplayer aspect less about spamming and more about precision, although 
players can still use saturation methods. However, as it is now easier to kill 
and be killed, players should consider the weapons they use and adopt the right 
tactics to prolong survival in the face of much more potent weaponry.

Because of the more tactical nature of the game, COD2 blurs the distinction 
between different weapons. A semi-automatic rifle can now be handled just as 
effectively as a bolt-action rifle at long range, and the MP44 can pick off 
targets just as good as a semi-automatic rifle, and rub shoulders with 
submachine guns. While each weapon still has their unique characteristics, 
there is no longer the feel of each weapon dominating a certain aspect of the 
game, which encourages players to use different types of weapons rather than 
sticking with only one.


===============================================================================
 1.2 - Aiming
===============================================================================

As in Call of Duty, Call of Duty 2 makes extensive use of iron sights in the 
system known as ADS (Aiming Down the Sight, appropriately enough). By default, 
the iron sights are toggled using the right mouse button, although this can be 
changed to a different key or changed to manual control instead of toggle.

The major change from COD1 is the size of the iron sights. The iron sights are 
now much larger, especially for rifles. Most notable is the Lee-Enfield's 
pillar sights, which were very small and hard to use in COD1 but now facilitate 
easier aim for players.

All hand-held weapons have iron sights, except sniper rifles, which have a 
telescopic sight instead. The scopes are raised using the same button, which 
brings up a solid aiming reticule. Scoped weapons are generally very unstable 
to aim, although they can be held steady by COD2's breath-holding feature.

While in aiming mode, weapons are much more accurate than firing from the hip, 
although it requires manual control to manage weapon recoil. Most weapons have 
a zoom effect when aiming down the sight, the magnification being greatest on 
scoped weapons and rifles and non-existent on pistols. Movement speed is also 
reduced to walking pace when aiming down the sight, which may be a liability 
when speed is crucial in a given scenario.

COD2, like its predecessor, does not model wind and bullet drop, so all bullets 
travel in a straight line from the iron sight to the point of impact.

With the new disappearing crosshairs while running, the use of iron sights is 
encouraged over random spraying, although many players disregard the need and 
continue to run and gun.

In regards to crosshairs: COD2 has tried to nerf firing from the hip by 
improving handling while aiming down the sight, and by making the crosshairs 
disappear while running, making it more difficult for spamming techniques. 
However, the crosshair has two new features: it goes red when pointed at an 
enemy target, and it features a hit indicator in the form of diagonal lines 
that appear when a target is struck by your attacks.


===============================================================================
 1.3 - Health
===============================================================================

One of the early controversies of COD2 is its new health system. Unlike the 
health bar system of COD1, COD2 features a 'regenerating' health system, where 
players can regenerate all their health when not taking any damage for a few 
seconds.

When the demo was released, many players were shocked at the Halo-like health 
system and complained that it would be impossible to die, and that implementing 
such a system in multiplayer would mean that players could run around freely 
without getting killed.

The reality is that the system doesn't change much from the original gameplay. 
The specifics are as follows:

-Players have a "virtual" health bar that regenerates over time

-When players take a certain amount of damage in a short period of time, 
players "go critical". This is equivalent to a conventional health bar going 
red. Players will experience dulled senses and a red tinge around the screen. 
Further damage will kill the player. In multiplayer, players in critical mode 
have their names in red, while non-critical players have green names.

-If players are not killed during "critical", players will recover and 
regenerate their health back to full.

Consequently, the health system reflects more of a "shock" system rather than a 
true damage system, even though the underlining mechanics are essentially that 
of a health bar. Players can shrug off light wounds, but sustaining lots of 
damage will kill a player.

The new health system removes the gameplay element of hunting around for health 
packs, as players no longer sustain permanent damage. It also prevents players 
from getting killed when struck by the occasional SMG round one too many times. 
Players can still be killed with single shots from a powerful weapon.

The new health system does not result in impossible-to-kill players, despite 
what skeptics may think, as most multiplayer engagements end in either player 
getting killed. Because of the increased damage in each weapon, a single burst 
is enough to bring a player down, and regenerating health only kicks in when a 
player successfully disengages and takes time to catch some breath before re-
engaging.

In short, the regenerating health does not kick in for the vast majority of 
multiplayer firefights.


===============================================================================
 1.4 - Damage
===============================================================================

This is slightly mentioned in the Changes and Health sections, but it deserves 
its own section. As you probably know by now, the weapon damage in COD2 has 
been greatly increased over COD1. Weapon damage is no longer arcade-like, and 
bringing down players has become very easy. Every weapon can kill a player in 
2-4 shots, if not less. A Sten can take on an MP44 toe-to-toe with a fair 
chance of survival, and an MP44 can take on a rifle with a fair chance of 
survival.

It's anyone's guess as to why Infinity Ward changed the damage system, but 
working with what we've got, let's look at some scenarios that would change 
between the games.

Let's say I'm using a Gewehr 43, the German semi-automatic rifle, and I run 
around the corner and see five Russians spawn in front of me, looking the other 
way. In CODUO, I could theoretically kill each of them with two shots, thereby 
killing all five Russians with one magazine. In practice, I'd barely be able to 
kill one before they turn their PPSh's onto me and turn me into Swiss cheese.

If the same scenario was played in COD2, because I can use the weapon to easily 
inflict headshots and quick double-taps, I am more likely to take out all five 
Russians with LESS than 10 rounds.

Take another scenario: I'm running around with an MP44, and I stumble across 
the enemy flank, with most of their team respawning there. In COD1, I would 
most likely be able to take out two or three enemies before I run out of 
ammunition or I get killed. In COD2, I ran into that scenario in one of my 
early games, and I killed EIGHT players in a row with less than 30 rounds, and 
lived long enough to reload.

If a player using a Garand is able to flank an enemy line and find a good 
vantage point in CODUO, they would have hard time capitalising on their 
advantage because the kill speed in CODUO is quite long, especially for a semi-
automatic rifle. In COD2, the rifleman can immediately dispatch several targets 
upon making the successful flanking move.

Basically, it requires less ammunition expenditure to "guarantee" a kill. In 
COD1, it would take 10+ SMG rounds to make sure that the target was dead. In 
COD2, it now takes under 5 SMG rounds to make sure that the target stays dead. 
This is a huge tactical change from COD1.

From the above scenarios, the following can be concluded regarding the new 
weapon damage and its impact on Multiplayer battles:

1)In COD1 and CODUO, engagements are decided primarily by INDIVIDUAL SKILL. 
This factors in weapon familiarity, specific weapon advantages, player reflex 
and kill speed. A "good" player in COD is someone who could "rambo" through a 
dozen players with a PPSh and kill 6 before getting killed, or being able to 
hold a position with a rifle against numerous enemies who are dispatched with 
single shots. Essentially, "skill" in COD1 was defined by how good you were 
with a specific weapon.

2)COD2's damage system places less emphasis on individual skill, but instead 
rewards GOOD TACTICS. As everyone is now on equal footing with similar damage 
properties with all weapons, the only way to maintain superiority is to improve 
player tactics. A player who successfully flanks an enemy line, for example, is 
rewarded by being able to take out a fair portion of the team. Reflex and skill 
are still important, but tactical movement is what defines a "good" COD2 
player.

This is not an argument as to which system is better. Rather, this is purely to 
show the remarkably different pace of multiplayer action in COD2 in contrast to 
what COD veterans grew up with.


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 2.0 - PISTOLS
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

A soldier wouldn't be complete without a trusty sidearm to fall back on, and 
for some it is a badge of honor or power. Call of Duty disregards all that and 
gives players pistols for exactly what they're meant for: a secondary weapon.

While all players in multiplayer are given pistols as standard sidearms, 
pistols no longer have their own slot. Instead, the weapon slots consider the 
pistol as taking up the same space as a regular rifle or submachine gun, which 
means that players can only carry one weapon in addition to their pistol.

Each team has their own unique pistol. They all have the same general 
characteristics, so there isn't much point in trading pistols, but they are 
good weapons to fall back on if you don't have a better secondary weapon.


===============================================================================
 2.1 - Colt .45
===============================================================================

Name:                    	M1911A1 Colt Automatic Pistol
Country of origin:       	USA
Available for:           	American
Calibre:                 	.45 ACP
Magazine capacity:       	7 rounds
Firing mechanism:        	Single-action, recoil-operated
Weight:				1.08kg

-----------------------
 Historical Background
-----------------------

Designed by John Browning in 1900 and based off a previous civilian design, the
Colt M1911A1 was adopted by the US Army in 1911 after winning competitive
shooting trials in 1907. Various refinements were made after experience in the
First World War. When fired, the pistol recoils, allowing the barrel to move
downwards and back, ejecting the spent case and loading the next bullet. The
Colt also features a manual catch and external hammer, as well as a safety grip
that prevents the gun being fired unless held properly.

Initially, M1911A1's were not issued as a standard sidearm to American troops, 
and was given only to officers and NCOs. However, many enlisted soldiers 
acquired their own M1911A1's, and they were later issued as a standard weapon 
for all troops.

The M1911A1 has remained the standard sidearm of the US Army until late in the
20th Century without any modifications; it needs none. A solid weapon and one
of the finest pistols ever made, the M1911A1 packs a fierce punch and was a
trusty companion for the American soldier.


----------------------
 Call of Duty 2 notes
----------------------

The Colt .45 is pretty much the same in COD2 as it was in COD1. The weapon is 
light to run with, and takes 3-4 torso hits to dispatch a target. While aiming 
down the sight, the weapon kicks back quite a bit, making it hard to fire off 
multiple rounds accurately, reducing its effectiveness as a close-quarters 
weapon.

The iron sights consist of a rear notch and front blade, and while the sights 
are large enough for you to see the front pin this time, the notch continues to 
serve as the primary focus point.


===============================================================================
 2.2 - Luger
===============================================================================

Name:                    	Pistole '08 'Luger'
Country of origin:       	Germany
Available for:           	German, Russian
Calibre:                 	9 x 19mm Parabellum
Magazine capacity:       	8 rounds
Firing mechanism:       	Single-action, recoil-operated
Weight:				0.877kg

-----------------------
 Historical Background
-----------------------

Developed by George Luger and adopted by the Swiss army in 1900, the German
Army adopted the pistol in 1908, designating it as the 'Pistole '08'. The main
feature of the Luger was its toggle-joint breech lock, a fancy novelty that
made the Luger stand out from other pistols. The catch was that it required
precise manufacturing and perfect ammunition, both of which the German
manufacturing force was more than capable of. However, once the war was in full
stride, the difficulties of manufacturing the Luger became apparent, and the
German Army discarded the weapon in favour of the Walter P-38, which was much
simpler and achieved the same results. Despite this, the Luger remained a
popular weapon and continued to be produced to make up for the shortage of
P-38's. A variation of the Luger, the "Artillery Model", featured a longer
barrel, long-distance sights, wooden butt and 32-round drum magazine, allowing
the Luger to be used as a machine carbine, although the chances at hitting
something at those sorts of ranges were remote.

Even after the adoption of the P-38, the Luger remained in production until
1944, and there were enough spare parts left over to continue production. A
good-looking, distinctive weapon, it was a comfort to fire and was a prized
trophy for Allied soldiers.


----------------------
 Call of Duty 2 notes
----------------------

As in COD1, there isn't a significant difference between the Luger and the Colt 
.45. Visually, the Luger looks through it's been left out in the sun for too 
long, but the weapon handles quite similarly to its COD1 counterpart.

The iron sight consists of a wide rear notch with a small front blade, which 
designates the approximate point of impact. As with all pistols, the Luger 
isn't very accurate, and the modified crosshair system makes the pistol harder 
to use in close quarters than in COD1.

The weapon does not have as much recoil as the other pistols. However, the 
knee-joint mechanism kicks up between each shot, making it impossible to aim 
for successive shots. In COD1, this action took a split second, but now it 
takes just under a second to pop up and down, substantially impairing vision. 
This seems to balance out with the other pistols' muzzles kicking up.


===============================================================================
 2.3 - Webley
===============================================================================

Name:				Webley revolver, .455, Mark VI
Country of origin:		Great Britain
Available for:			British
Calibre:			.455in
Magazine capacity:		6 rounds
Firing mechanism:		Double-action, revolver
Weight:				0.995kg

-----------------------
 Historical Background
-----------------------

Designed by famed firearms developer Webley & Son Co., the Webley revolver was 
among the first revolvers to feature the 'top-break' hinge, allowing the frame 
to be released and the chamber to be reloaded quickly.

When the chamber is broken, the ejector rod is automatically activated, 
removing all bullets from the chambers, allowing individual rounds to be 
inserted. The original .455 Webley models used "half-moon" clips of three 
rounds each, requiring the firer to insert two clips to fully reload the 
weapon.

The military version used by Britain in the Second World War was the Webley Mk 
IV .38 revolver, which was more or less a step down from the previous .455 
calibre revolver, and used six-round speedloaders instead of half-moon clips. 
The Webley remained in service with the British troops until the end of the 
war, although it was supplemented by another revolver, the Enfield No. 2 Mk 1, 
as well as the American Colt M1911A1.


----------------------
 Call of Duty 2 notes
----------------------

The Webley in COD2 is technically a different gun to the Webley in CODUO, as 
seen by the longer barrel (Thanks to Peter Banki <lordbanki[at]hotmail.com> for 
that correction). The result is that the Webley looks more proportional and 
less "goofy" than its CODUO counterpart, but gameplay-wise the weapon is still 
the same.

The iron sight consists of a simple front blade, which marks the approximate 
point of impact. The Webley fires slowly and has substantial recoil, and has 
the least amount of ammunition in its clip. It also has the longest reload 
time, as the player must empty the chambers and insert a speedloader before 
snapping the weapon back into firing position. Thankfully, the slow reload 
speed is compensated for by being the most powerful handgun out of the four, 
but this is not as great as it sounds due to impracticality of using pistols as 
a primary weapon.


===============================================================================
 2.4 - TT-33
===============================================================================

Name:				Tula/Tokarev model of 1933
Country of origin:		Russia
Available for:			Russian
Calibre:			7.62 x 25mm TT
Magazine capacity:		8 rounds
Firing mechanism:		Single-action, short-recoil
Weight:				0.84kg

-----------------------
 Historical Background
-----------------------

Prior to the adoption of the TT-33, the Red Army used the Nagant revolver. 
Simple and reliable, the Nagant was liked by the troops, but it was clear that 
a new pistol was needed for better performance.

Arms designer Fedor Tokarev based his design on the successful Browning design, 
the Colt M1911 pistol, using the sliding breech and swinging link system. The 
ammunition was picked based on previous experience with the German C96 pistol, 
which was used by the Russians previously and whose 7.63mm rounds were greatly 
liked for its performance. The design was complete in 1930, and after extensive 
field-testing and improvements, the weapon was adopted in 1933. Post-war 
versions had several external refinements, and was distributed to Eastern Bloc 
countries. Production was ceased in 1952, although the TT-33 was still in use 
by Russian police forces until the 1960's.

While based on good concepts, the TT-33 had several prominent flaws. Most 
notable would be the lack of a manual safety, which meant that the weapon could 
be accidentally discharged when being carried, and the only way of carrying the 
weapon safely was to have an empty chamber. The design was also not very 
ergonomic, and the grip turned out to be quite uncomfortable.

Furthermore, while a good weapon, it was more complex than the previous Nagant 
revolvers, and the conscript forces preferred the simple Nagant. Consequently, 
both pistols served in the Red Army throughout the war.

Overall, the TT-33 had good penetration at decent ranges, and was easy to 
maintain. After the war, the TT-33 was replaced by the Makarov PM due to its 
lighter weight and smaller size.


----------------------
 Call of Duty 2 notes
----------------------

The TT-33 is pretty much the same as the Colt .45. Like the Colt, the TT-33 has 
a larger iron sight which allows you the see both the rear notch and the front 
blade, and the weapon recoils in the same manner as the Colt, making it 
difficult to fire multiple shots in quick succession.


===============================================================================
 2.5 - General Pistol Tactics
===============================================================================

Apart from being easier to aim and taking up one weapon slot, pistols haven't 
changed much from their COD1 incarnation, even retaining some weapon sounds. 
Pistols are still the same standard sidearm that are often overlooked in favour 
of rapid-firing submachine guns. However, with the new disappearing crosshair 
system, pistols have become harder to use as a personal defense weapon, and the 
increased recoil while aiming down the sight makes using the pistol less 
effective than it would be in COD1's gameplay.

One thing has been substantially changed in COD2, however. In COD1, pistols and 
grenades had the fastest running speed, although there wasn't much difference 
between them and the rifles and submachine guns. In COD2, grenades are no 
longer selectable, and all primary weapons have taken a substantial drop in 
running speed. This makes the pistol a viable weapon to have in the second slot 
instead of the submachine gun, as players can revert to the pistol for quick 
movement through safe areas, since even the bolt-action rifles carry a 
noticeable amount of weight. Plus, player models look pretty cool while running 
with a pistol, as it looks like they're doing bullet-time moves WWII-style.

Of course, for its speed, the pistol still has the shortcomings of being a 
sidearm. Their damage is generally unimpressive, their ammunition capacity is 
low and they are quite inaccurate beyond 20m or so. However, the pistol is one 
of the fastest weapons to pull out, and is an important weapon for riflemen who 
lack an automatic alternative until they pick one up.

Many players are still ready to discard the pistol the moment they run across 
another weapon, and that's an understandable choice. However, remember that you 
need to change to your pistol and hold it to swap it with another weapon, and 
that can take some time and leave you vulnerable to being picked off. Some 
players prefer to stick with their primary weapon and not swap their pistol for 
that reason.

Although the pistol does take up a full slot, it should be used not as a 
primary weapon by itself. It compares unfavourably to every other weapon, and 
should only be used as a desperate measure. Standard operational procedure is 
to expend primary weapon ammunition, then switch to the pistol instead of 
reloading. Bolt-action riflemen should fire off one round before switching to 
their sidearm. This removes the vulnerability of reloading in the middle of a 
firefight while allowing you to finish off a wounded opponent.

Getting killed while using a pistol also prevents the enemy from picking up 
your main weapon, leaving them instead with a rather crappy sidearm.


*SUMMARY*
-Short range only
-Takes up one weapon slot
-Fastest movement speed
-Good for finish off targets
-Best fired without aiming
-Low ammunition capacity, difficult to aim


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 3.0 - RIFLES
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

All rifles from Call of Duty are back with better-looking models, more 
realistic sounds and, most importantly, a huge revamp of their iron sights. 
While still laser accurate in COD2, rifles are now generally much easier to use 
than their COD1 counterparts.

COD2 retains all of the rifles from United Offensive, including both bolt-
action and semi-automatic rifles. The Russians and Germans retain their bolt-
action and semi-automatic options, while the Americans have heavy and light 
semi-automatic rifles to compensate for its lack of a non-scoped bolt-action 
rifle. The British, on the short end of the weaponry stick in COD1, are now 
given the American Garand to supplement its Lee-Enfield.



===============================================================================
 3.1 - M1A1 Carbine
===============================================================================

Name:                     	M1 Carbine
Country of origin:        	USA
Avaiable for:             	American
Calibre:                  	.30in (7.62 x 33mm)
Magazine capacity:        	15 rounds
Firing mechanism:         	Semi-automatic, gas-operated
Weight:				2.36kg without magazine

-----------------------
 Historical Background
-----------------------

The First World War brought forward the need to equip rear units and auxillary
forces with an effective weapon. This group basically involved anyone whose
primary purpose was not to fire a rifle. A rifle, such as the M1 Garand, was
too large and too powerful, while a pistol required too much training and was
too ineffective. After the German war machine kicked into action, the project
was quickly implemented. Starting on June 15 1940, various rifles were tested
without success. In August, Winchester submitted a simple model, and it was
accepted on September 30 and was immediately put into production.

Despite the remarkable speed in which the design went through, the M1 Carbine
was an excellent weapon that not only equipped supporting arms, but also
front line troops, becoming almost as widespread as the M1 Garand. The firing
mechanism is different from the Garand. The gas piston is curved under the
barrel and becomes a flat extension with a slot cut in, which rotates the bolt
and opens it, ejecting the spent case and loading the next round. A short
handle allows the firer to clear jams and manually load rounds.

The M1 Carbine was modified for paratroopers by replacing the stock with an
iron folding stock and pistol grip, as well as providing a socket to attach a
bayonet and designated the M1A1. However, despite its ideal design, the M1A1 
was not manufactured in the same numbers as the M1 model.

A generally good weapon, it is important to note that the M1 Carbine was a 
close range weapon and not a full rifle. At short distances it was a solid and 
effective weapon, but at longer ranges it was extremely poor due to the low 
muzzle velocity. The bullet begins to lose accuracy and power at around 300m, 
and there have been reports of M1 Carbine rounds being deflected by a mere 
jacket. As long as the weapon is used in its optimum range, it was effective 
enough to be preferred by troops from all arms.

Production was cut after the war, and the M1 Carbine was rendered obsolete by 
the introduction of the M14 Rifle. However, many weapons were distributed 
amongst friendly countries and were still used in the Korean and Vietnam Wars,
the latter in particular due to the close ranges and rough jungle terrain 
typical of the war.

A brief variation of the M1 Carbine was the M2, which was the same weapon 
combined with a select-fire feature and 30-round magazine. A further variant 
was the M3, which was the M2 designed for night sights, and was used in Okinawa 
and later in the Korean War.


----------------------
 Call of Duty 2 notes
----------------------

Dubbed the "peashooter" in COD1 due to its poor damage and pathetic firing 
sound, the Carbine is back with a vengeance. The weapon is now comparable to 
the Garand and the other semi-automatic rifles, and handles almost the same 
way. The key difference between the Carbine and other rifles is that the 
Carbine is substantially lighter, making it more suitable for close-quarters 
combat than the Garand, and its 15-round magazine allows for more sustained 
fire and suppression.

The iron sights are now a LOT larger than they were in COD1. The sights consist 
of a rear aperture sight and three forward pins, with the prominent centre pin 
marking the point of impact. While the Carbine is statistically less accurate 
than the Garand according to the weapon menu, the Carbine has the same first-
shot accuracy as the Garand. The weapon can kill in one headshot and 3-4 torso 
shots.

Like the COD1 version, the Carbine reloads much quicker from a partially full 
magazine rather than an empty one, in which case the player has to pull the 
bolt handle back, which takes additional time to the already sluggish act of 
slamming in the magazine.

Curiously, the Carbine seems to have slightly more recoil than the Garand, 
unlike the almost recoilless COD1 version. This may have been done to balance 
the Carbine with the Garand, but the Garand's lower recoil may render the 
Carbine redundant when combined with the Garand's superior damage.

On a historical note, surprisingly Infinity Ward has given the Carbine the 
wrong designation. The Carbine in COD2 is the M1 Carbine, not the M1A1 Carbine. 
The M1A1 Carbine was the paratrooper model with skeleton folding stock, while 
the M1 was the original model with wooden stock. The M1A1 Carbine was featured 
in COD1.


===============================================================================
 3.2 - M1 Garand
===============================================================================

Name:                     	M1 Garand
Country of origin:        	USA
Available for:            	American, British
Calibre:                  	.30-06 (7.62 x 63mm)
Magazine capacity:       	8 rounds
Firing mechanism:        	Semi-automatic, gas-operated
Weight:				4.32kg

-----------------------
 Historical Background
-----------------------

After the First World War, America realised the need to provide an automatic
weapon as a standard weapon for their troops. The M1903 Springfield, despite
its power, accuracy and reliability, did not provide a large volume of fire.
This was the requirement under which John C. Garand designed the Garand rifle.
Operated by a gas piston underneath the barrel, which rotated the bolt after
each shot, the Garand was able to fire as fast as the soldier could pull the
trigger. The only flaw in the design came with the fact that the Garand could
only be loaded with a full clip, preventing the firer from topping up.

Also as a result of en-bloc clip, the rifle made a characteristic "ping" sound 
when the final round in a clip was fired. Japanese soldiers used this to time 
their charges, and later the Chinese and North Koreans did the same in the 
Korean War.

Officially adopted by the American army in 1932, America started the war as the
only country with a semi-automatic weapon as a standard-issue weapon. Despite
a shortage in M1 Garands, the weapon was issued to all frontline riflemen,
proving to be an effective weapon by providing fast and accurate fire, giving 
Americans the firepower advantage over German riflemen. Indeed, the M1 Garand 
is one of the best battle rifles ever designed, and remained in use in the 
Korean and Vietnam Wars in both its original and its M1C/M1D sharpshooter 
variants.

The Garand was eventually replaced by the M14 rifle, which was heavily based on 
the Garand design; its prototypes being little more than a Garand with a box 
magazine.


----------------------
 Call of Duty 2 notes
----------------------

While powerful and accurate in COD1, the M1 Garand was the underdog rifle due 
to many players finding it difficult to master and preferring the one-shot-kill 
bolt-action rifles instead. COD2's changes to semi-automatic rifles have made 
the Garand a very potent weapon, now with larger iron sights and almost no 
recoil, allowing players to place numerous shots into a point target much 
easier than in COD1.

The Garand's ghost ring sight is now slightly raised above the rear block, and 
the forward pins are now much larger and clearer. The centre pin, used to 
designate the point of impact, is a very clear and obvious marker. The low 
recoil and low muzzle flash means that the sights won't shake much after each 
shot, allowing very precise fire from the semi-automatic rifle.

As in COD1, the Garand cannot be reloaded in the middle of a clip. Reload time 
is very quick, so players might want to fire off one or two loose rounds to 
force the reload rather than running around with a near-empty clip.

As mentioned in the M1A1 Carbine section, the M1 Garand seems to have less 
recoil than the Carbine, making it a more potent weapon for both long range and 
short range.


===============================================================================
 3.3 - Kar98k
===============================================================================

Name:                     	Mauser Karabiner 1898 Kurz
Country of origin:        	Germany
Available for:            	German
Calibre:                  	7.92 x 57mm Mauser
Magazine capacity:        	5 rounds
Firing mechanism:        	Bolt-action
Weight:				3.92kg

-----------------------
 Historical Background
-----------------------

A household name in arms production, Mauser's success began with the German 
adoption of a Mauser rifle in 1871, which eventually culminated in the Gewehr 
98. The Gewehr 98 proved to be the most powerful yet safest bolt-action rifle 
of its time, and was used for civilian purposes such as sport. One of its 
features was the inclusion of a fully internal magazine, which held 5 rounds 
and was contained perfectly in the wooden furniture, making it comfortable to 
sling. This later proved to be quite restrictive due to the low amount of 
ammunition, but was welcome nonetheless. The Gewehr 98 was also manufactured 
from the finest materials with precision gunmaking techniques, setting it apart 
from other weapons of its kind. It was during this time that military 
enthusiasts did away with the separate long rifles and carbines and used a 
medium-length rifle for all units. This led to the shorter Karabiner 98 model, 
and it was gradually refined to the standard-issue Kar98k model. Due to its 
exceptional accuracy, many Kar98k's were issued with scopes as a standard 
sniper's weapon.

The Kar98k's power and accuracy came from the locking mechanism. It consisted
of three locking lugs: two at the front of the bolt and one at the rear,
giving maximum power. The catch was that the bolt-action was somewhat awkward,
requiring a 90 degree rotation utilising the firer's right arm. Due to this
action, the Kar98k could not match the fast rate of fire of the Lee-Enfield,
which only required the use of the firer's wrist. Despite this, the Kar98k
proved to be extremely reliable and remained the standard infantry weapon of
the German army, especially with the shortage of Stg44's.


----------------------
 Call of Duty 2 notes
----------------------

Despite its learning curve, the Kar98k was one of the most popular weapons in 
COD1 due to its power and ease of snap-shooting. The Kar98k hasn't changed much 
in COD2, still being a powerful rifle that is pinpoint accurate and can kill in 
one hit to the head or torso.

The main change is its iron sights. Rather than the open sights of COD1, COD2's 
sights use the hooded model, which has an elliptical ring around the front pin. 
While some COD1 veterans may be put off by this change, the weapon handles 
exactly the same as the COD1 version, and the hooded sight reduces the learning 
curve encountered by new players.

As with all bolt-action rifles, the Kar98k has a slow rate of fire, and the 5-
round clip can be emptied unknowingly after sustained fire. The weapon is fast 
to reload, however, and can be topped up at anytime with another 5-round 
charger.


===============================================================================
 3.4 - Gewehr 43
===============================================================================

Name:				Gewehr 43
Country of origin:		Germany
Available for:			German
Calibre:			7.92 x 57mm Mauser
Magazine capacity:		10 rounds
Firing mechanism:		Semi-automatic, gas-operated
Weight:				4.33kg

-----------------------
 Historical Background
-----------------------

Armed with bolt-action Kar98k rifles and the fearsome MG34 and MG42, the German 
army had little need for semi-automatic rifles, and as such the concept did not 
attract much interest. In 1941, two famed designers, Walther and Mauser, 
submitted separate designs for self-loading rifle, designated the Gewehr 41(W) 
and Gewehr 41(M) respectively. Both were quite similar in appearance and 
operation, and featured a propietary "Bang-type" gas piston system, which ended 
up causing immense trouble in operation. As a result, the weapon was 
unsuccessful.

In 1943, the G-41 was combined with the successful gas system used in the 
Soviet SVT-40, resulting in a highly workable weapon and designated as the 
Gewehr 43. In 1944, the G43 was redesignated as the Karabiner 43, although no 
changes were made to the weapon itself.

The G43 was often issued as a specialist sharpshooter weapon, and could 
accomodate an optical sight. However, as with many other German weapons 
manufactured late in the war, the finish was rough and quality was lacklustre, 
and there are reports of malfunctions and even magazines falling out.


----------------------
 Call of Duty 2 notes
----------------------

If the Garand was improved in COD2, the Gewehr 43 and the Russian SVT-40 have 
received massive overhauls. The G-43 model looks thinner and more like the 
carbine it actually is, and handles similarly to the American M1 Carbine. The 
weapon's power has been increased to almost the same level as the Garand. One 
headshot can kill, while a torso shot requires 2-3 hits to take down a target.

The iron sights have been changed from UO's oblong hood and block pin to an 
elliptical hood and larger, sharper pin, making aiming much easier with 
pinpoint precision. The G-43 has very little recoil, and like the Garand can 
place numerous shots into the same target very quickly and accurately.

As it is practically as accurate as the Kar98k, some players may prefer the G-
43 over the Kar98k due to its semi-automatic capability and larger magazine 
size, allowing for a faster kill rate than the bolt-action rifle.

On a side-note, the G-43 has probably one of the smoothest reload animations in 
the game, which incidentally removes the unsynchronised reload glitch in CODUO. 
Also, reload times are now consistent regardless of ammunition, whereas in 
CODUO the G-43 reloaded faster from an empty magazine.


===============================================================================
 3.5 - Lee-Enfield
===============================================================================

Name:                      	No. 4 Rifle, Lee-Enfield
Country of origin:         	Great Britain
Available for:             	British
Calibre:                   	.303 British
Magazine capacity:        	10 rounds
Firing mechanism:         	Bolt-action
Weight:				4.11kg

-----------------------
 Historical Background
-----------------------

Designed by James Paris Lee and manufactured at the Royal Small Arms Factory at
Enfield, the Lee-Enfield rifle was the standard infantry weapon from 1895 to
1957. The design was based off the Lee-Metford rifle, but was configured to
fire smokeless powder. The SMLE (Short Magazine, Lee-Enfield) was the most
common model, which was later simplified to form the Number 4 rifle. 

Due to the British army's doctrine on musketry, accurate shooting was stressed 
in British training, and the Lee-Enfield rifle provided both the accuracy and 
the necessary rate of fire. One of the tests was the "Mad Minute", in which the
firer had to put 15 rounds into a target at 300 yards, and many could achieve
25 hits. Although slightly on the heavy side, the Lee-Enfield was a reliable
weapon and loved by the troops. 

Several variations were designed, including the Jungle Carbine, which featured 
a shorter length, flash-hider and rubber recoil pad in the butt. However, it 
was a beast to fire and had excessive recoil and blast, making it unpopular 
with the troops. In contrast, the most accurate Lee-Enfield rifles were 
modified to become sniper rifles, becoming renown in the field of sniping.

The unique feature of the Lee-Enfield was the setup of its firing mechanism.
The Lee-Enfield had its locking lugs at the rear of the bolt, differing from
the conventional setup of locking lugs at the front and rear. Although experts
questioned the accuracy of this mechanism, firing tests and experience proved
them wrong, and the ability to fire 30-aimed shots a minute more than made up
for that doubt.


----------------------
 Call of Duty 2 notes
----------------------

The Lee-Enfield was probably the least liked rifle in COD1. Despite its 10-
round magazine and solid power, the iron sights were just too small and too 
difficult to use, compounded by the fact some British maps took place at night, 
which did nothing to make it easier to use. COD2 rectifies these problems by 
increase the size of iron sights in general, and enlarging the aiming pins on 
the Lee-Enfield drastically. Players who went through the single player demo 
were stunned at how utterly awesome the Lee-Enfield was.

The iron sights are similar to COD1's. The rifle features a rear aperture 
sight, although the COD2 version is raised rather than drilled through a block. 
The front sights have two pillars on either side, while the centre pin (it's 
the pointy one, if you're not sure) is used to mark the point of impact. The 
rifle is laser accurate, so the shot will land at exactly that point.

As with all bolt-action rifles, the Lee-Enfield can kill with one shot to the 
head or torso. With its 10-round clip, players can sustain fire longer than 
other bolt-action rifles. However, now that the Garand is available for the 
British team, players may prefer using it as it provides the same amount of 
accuracy and a much faster rate of fire for only a marginal drop in power.

Note that the Lee-Enfield can only be reloaded five rounds at a time, so you 
cannot reload until your ammunition drops below 5.


===============================================================================
 3.6 - Mosin-Nagant
===============================================================================

Name:                      	Mosin-Nagant M1891/38
Country of origin:         	Russia
Available for:             	Russian
Calibre:                  	7.62 x 54mm R
Magazine capacity:         	5 rounds
Firing mechanism:          	Bolt-action
Weight:				3.45kg

-----------------------
 Historical Background
-----------------------

Designed by the Russian S.I. Mosin and the Belgian Emil Nagant, the
Mosin-Nagant was developed to bypass costly patents and licenses by creating a
new weapon rather than borrow from already existing parts. The result was a
three-part cylinder bolt and a locking latch in the magazine compartment,
holding down the second and lower rounds. Although quite complex, these
features helped increase the robustness and reliability of the Mosin-Nagant,
especially with the Russian rimmed 7.62mm round, which would certainly have
jammed it if wasn't for the locking latch. Although crude compared to other
rifles, the Mosin-Nagant was exceptionally reliable, otherwise the Russians
would not have kept it.

As time passed, the Mosin-Nagant was refined and perfected. Changes include the
switch to a 'short' rifle, reconfiguring the sights due to a change in the
Russian measurement system and the inclusion of a folding bayonet. On a similar
note, early models were configured with a bayonet in mind, with sights tuned
to compensate for its imbalanced when attached. Due to its exceptional
accuracy, the Mosin-Nagant was the preferred sniper's weapon and was issued
with a scope.

The Mosin-Nagant remained in Russian service from 1891 to 1945, and was used by
Eastern Bloc countries throughout more recent conflicts such as the Vietnam
War. Simple to operate and incredibly reliable, the Mosin-Nagant was preferred 
by Soviet troops over more complex rifles such as the SVT-40.


----------------------
 Call of Duty 2 notes
----------------------

If the Lee-Enfield was one of the most hated rifles, the Mosin-Nagant was 
probably the most liked. While not as easy to snap-shoot with as the Kar98k, 
the Mosin-Nagant's simplistic iron sights were incredibly easy to use. With 
only a front ring and pin, it was as close as you could get to hitting exactly 
what you point at.

Thankfully, the Mosin-Nagant is still just as easy to use, if not easier. The 
iron sights are much larger in COD2, and the front pin now has a sharp point to 
precisely mark the point of impact. However, as all rifles get the same 
benefit, the Mosin-Nagant is no longer the clear-cut best rifle, but it is 
still a favourite among many.

The Mosin-Nagant kills with one shot to the head or torso, and like all bolt-
action rifles, has a slow rate of fire. Like the Kar98k, the Mosin-Nagant can 
be topped up at anytime.

On a side-note, the Mosin-Nagant has a new reloading sound, which does sound 
more catchy than the old reload sound. It's a bit inconsistent though, as the 
sound of the bolt being pulled back during reload is different from the normal 
sound of ejecting the cartridge.

COD2's Mosin-Nagant model is now correct, unlike COD1's model. The Mosin-Nagant 
had a straight bolt handle, while sniper versions had curved handles.



===============================================================================
 3.7 - Tokarev SVT-40
===============================================================================

Name:				Samozaryadnaya Vintovka Tokareva 1940
Country of origin:		Russia
Available for:			Russian
Calibre:			7.62 x 54mm R
Magazine capacity:		10 rounds
Firing mechanism:		Semi-automatic, gas-operated
Weight:				3.85kg

-----------------------
 Historical Background
-----------------------

While not the first Russian semi-automatic rifle (previous rifles include the 
Siminov AVS-36 and the Federov Avtomat, the latter being the first select-fire 
rifle in the 1920s), the SVT-40 was an improved version of the previous SVT-38, 
and was a good-quality weapon all around.

Using 10-round steel magazines, the SVT-40 had a rather simple design. In 
contrast, its barrel extension is quite complicated. Featuring a muzzle break, 
the front iron sight and a 5-position gas regulator, the extension could be 
used to adjust gas settings according to different fighting conditions. The 
SVT-40 could be reloaded by replacing the magazine, or by using 5-round 
stripper clips used by the Mosin-Nagant.

The actual performance of the SVT-40 varied greatly. The Red Army itself was 
not fond of the SVT-40, mainly because of the low education levels of the 
conscript troops. Experience showed that conscripts were generally unable to 
set the gas regulator to the correct position, resulting in poor performance 
and damaging the rifle. In contrast to this, the Russian Marine Infantry, 
consisting of well-trained volunteers, used the SVT-40 to great success. 
Furthermore, the Germans saw the SVT-40 as a superior weapon and often re-
issued captured weapons to their own troops, and based their G43 design on the 
successful SVT-40 gas system.

The SVT-40 was replaced by the SKS carbine after the war, but remained in issue 
in Eastern Bloc countries. A rare modification, the AVT-40, was also developed 
and featured full-automatic fire.


----------------------
 Call of Duty 2 notes
----------------------

Known as the "Tok" among players, the SVT-40 had mixed reactions when it was 
introduced in United Offensive. While it gave the Russians a powerful semi-
automatic rifle, its iron sight and handling were too difficult compared to the 
relatively stable Gewehr 43, and the Mosin-Nagant provided more precision than 
the rather clumsy SVT-40.

Thankfully, that's changed in COD2. The SVT-40 has lost its blunt iron sights 
and now sports an iron sight that is very similar to the Mosin-Nagant, 
featuring a plain iron ring and a sharp pin to mark the point of impact.

While the SVT-40 has more recoil than the other semi-automatic rifles, it is 
nowhere near the amount of recoil in CODUO, making it easily controllable. 
Like the G-43, the SVT-40 can kill in one headshot and 2-3 body shots, and has 
a 10-round magazine to chew through. Reload time is a bit slow, but it reloads 
consistently, unlike the CODUO version which reloaded faster from an empty 
magazine.


===============================================================================
 3.8 - General Rifle Tactics
===============================================================================

In United Offensive, the general introduction of semi-automatic rifles divided 
riflemen into two distinct playing styles, with one focusing on pure accuracy 
and power while the other relied on second-hit probabilities. This provided an 
interesting alternative to riflemen, albeit an unpopular one.

COD2's rifles are fairly similar to each other regardless of bolt-action or 
semi-automatic. While the weapon types focus on either accuracy/power or firing 
speed, the line that divides their capabilities has been substantially blurred. 
With the semi-automatic rifles being able to kill in one hit to the head and 
having a fast rate of fire without much movement penalty, semi-autos can stand 
toe-to-toe against bolt-action rifles. Of course, the bolt-action rifles are 
still generally better at long range for their superior power and semi-
automatics are better at close range due to their faster speed, and that 
characteristic alone will determine which rifle to use.

Regardless of which rifle is used, the tactics are fairly similar for both. 
While rifles have good stopping power, they are no match for automatic weapons 
at close range, and at long range they are threatened by snipers and automatic 
support weapons. Due to the low ammunition capacity of rifles, riflemen should 
not be the first ones to assault an enemy position or steal a flag, as those 
roles are much better suited for submachine gunners. Rather, riflemen should 
stay a bit further back from the frontline, taking vantage points such as 
rooftops and long alleys to pick off targets instead of getting up close and 
personal.

Rifles are powerful weapons, and can kill in one or two shots. Consequently, 
there isn't a huge need to reload between shots, as a rifle with 2 rounds can 
still kill two enemies, so be conservative with reloading and make each shot 
count for maximum effect.

Semi-automatic rifles have a distinct advantage in being able to suppress 
targets with rapid fire, something the bolt-action rifle cannot do. Bolt-action 
rifles, on the other hand, are capable of a higher takedown probability when a 
target pops up.

Riflemen should also relocate often. While not as vulnerable as snipers, 
riflemen are unable to defend themselves at close quarters, so it would be a 
good idea to swap the pistol for a submachine gun and move around often rather 
than remaining at one vantage point, as enemies will eventually flank that 
position or put it under heavy suppression. Riflemen need to adhere to survival 
tactics more than regular assault players, and are more useful picking off 
targets for assaulters to advance rather than taking point themselves.

The number of grenades issued depends on the type of rifle selected. Bolt-
action riflemen start with three frag grenades, while semi-automatic riflemen 
start with 2 frag grenades. Riflemen are not issued with smoke grenades.


*SUMMARY*
-Preferably long-range weapons
-Can kill in 1-2 shots
-Vulnerable at close range
-Carry a submachine gun as a second weapon
-Should hold important points rather than assault
-GRENADES: 2 Frag, 0 Smoke (Semi-automatic)
	   3 Frag, 0 Smoke (Bolt-action)



*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 4.0 - SUBMACHINE GUNS
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

The spammer's delight, the submachine guns of COD are back for more. But what's 
this, the Thompson only has 20 rounds? 'Nerf', did you say? Ye gods!

COD2 takes a rather different approach to the selection of SMGs in multiplayer 
by offering each team two different SMGs with different characteristics to suit 
different players. This includes new weapons such as the Grease Gun and the 
PPS-42. So weapons like the Thompson are still powerful weapons to use, but the 
other options may appeal to certain gamers more.


===============================================================================
 4.1 - Thompson
===============================================================================

Name:                       	M1A1 Thompson
Country of origin:          	USA
Available for:              	American, British
Calibre:                    	.45 ACP
Magazine capacity:          	20 rounds
Firing mechanism:           	Selective-fire, delayed-blowback operated
Rate of fire:			700 rounds per minute
Weight:				4.78kg

-----------------------
 Historical Background
-----------------------

Developed by General John T. Thompson during the First World War, the Thompson
was intended as a 'trench broom' to sweep German trenches. The war ended before
it was perfected, so it was produced and sold to various countries before being
adopted by the US Army. The Thompson was a completely new weapon, finely
machined and manufactured to the highest standards. Its main feature was the
Blish delayed-blowback system, which consisted of a wedge closing the breech
while chamber pressure was high, but opened after the bullet left the barrel,
allowing the bolt to recoil, eject the spent case and load the next round. On
top of this, the Thompson featured a Cutts compensator, which reduced the gun's
tendency to rise when fired on full automatic, and a wooden pistol fore-grip.
Designated the M1928, the Thompson was common in US and British forces, being
issued 20- and 30-round box magazines as well as a 50-round drum which was
later phased out due to the loud noise it made when on the move.

During this time, the Thompson was popular among American police units as well 
as crime organisations, being the favoured weapon of many hit-and-runs.

The M1928 Thompson was a complicated weapon to manufacture and was very
expensive. To simplify production, the Cutts compensator was discarded, the
wooden-foregrip was replaced with a conventional fore-end stock, the separate
firing pin was fixed to the bolt and the Blish system was replaced with a
conventional delayed blowback system. The latter caused some grief, since the
Blish system was what made the Thompson a unique weapon, but this was resolved
after threats of independent production. This model became the M1 Thompson, and
remained in favour with troops even after cheaper weapons such as the M3 Grease
Gun came into service. A final modification came in the form of the M1A1, which 
replaced the firing pin and hammer with a firing pin machined into the bolt 
face.

Although slightly on the heavy side, the Thompson was the most reliable weapon
of its type, and remained in service until the Vietnam War.


----------------------
 Call of Duty 2 notes
----------------------

Apart from a different look and different firing sounds, the Thompson is 
essentially the exact same weapon from COD1. The biggest change would be the 
reduction of its magazine capacity from 30 rounds to 20 rounds. The recoil is 
slightly different, but not a major difference and players coming from COD1 
probably won't notice it. The recoil pattern tends to go straight up rather 
than to the sides, and resembles COD1's PPSh recoil more than COD1's Thompson. 
In contrast, the Grease Gun seems to have taken the old Thompson's recoil 
pattern.

The iron sights haven't changed a bit. They still consisted of a rear V-notch 
with a small pin at the front marking the approximate point of impact. The 
Thompson does technically have a rear peephole sight, but that is purely 
cosmetic in COD2 and only the notch is used. The weapon will still jerk up and 
to the sides when firing on full automatic, and with less ammunition it might 
be better idea to fire in short bursts rather than long sustained fire.

While the 20-round magazine does reduce the Thompson's spam capacity, it is 
still a beast at close quarters and 10 less bullets doesn't make a huge 
difference. The Thompson is still the favoured machine gun, despite the 
availability of the 32-round M3 Grease Gun.

The reload time of the Thompson has been slightly increased. While it is still 
fast, there is a slight delay between removing the magazine and inserting the 
new one, which makes it less capable of spamming non-stop.


===============================================================================
 4.2 - Grease Gun
===============================================================================

Name:                       	M3A1 "Grease Gun"
Country of origin:          	USA
Available for:              	American
Calibre:                    	.45 ACP
Magazine capacity:          	32 rounds
Firing mechanism:           	Full-automatic, blowback-operated
Rate of fire:			450 rounds per minute
Weight:				3.7kg


-----------------------
 Historical Background
-----------------------

Joining the growing trend of cheap, easy-to-manufacture weapons, the American 
Army designed and adopted the M3 submachine gun to replace the expensive 
Thompson submachine gun. Like the MP40 and Sten, the M3 was manufactured using 
primarily stamped and machined parts. The final product resembled the grease 
gun used by mechanics, hence the weapon's nickname.

The M3 featured an adjustable wire-frame stock with a pistol grip at the rear. 
Like the MP40, the firer used the magazine port as a front grip. The firer had 
to open the ejection port cover before firing, and close it while not in use to 
protect it. The weapon featured an unsually slow rate of fire, but allowed 
firers to squeeze off single shots when necessary.

In December 1944 the M3A1 was introduced, rectifying some problems encountered 
in the M3 design. The ejection port was enlarged, the cover spring was 
strengthened, and the cocking mechanism was changed to allow the firer to pull 
back the bolt using their finger. The M3A1 could be modified to use the 9mm 
Parabellum rounds used in the MP40 and Sten, and could be adapted to use Sten 
magazines.

The steel wire stock was odd in that it could act as a cleaning rod for the 
weapon when removed, and also featured a magazine-loading tool. The M3 and M3A1 
also had a conical flash suppressor designed to be attached onto the muzzle.

Despite its cheaper cost, the M3 was unpopular with troops due to its low rate 
of fire and relatively low accuracy. While the Thompson was relegated to a 
substitute weapon, anyone who had a Thompson preferred to keep it. The M3A1 
remained in use with tank crews due to its small size until late in the 20th 
Century, when it was replaced by the M4 Carbine.


----------------------
 Call of Duty 2 notes
----------------------

New to the COD series, the Grease Gun replaces the Thompson as the high-
capacity spam weapon. Most players will easily overlook the Grease Gun in 
favour of the Thompson, but the Grease Gun has some good qualities.

The biggest advantage of the Grease Gun is its 32-round magazine and slower 
rate of fire, which allows for longer sustained fire than the rapid-firing 
Thompson. The Grease Gun has the same power, and a very similar recoil pattern 
to COD1's Thompson, so COD veterans may have an easier time adapting to the 
Grease Gun. All-in-all, the Grease Gun handles the same way as the Thompson, 
but with an uglier look.

The iron sights are a bit awkward to use. It consists of a rear plate 
(technically it's an aperture sight, but the peephole isn't used in COD2) and a 
small front pin. The front pin marks the approximate point of impact, but it is 
very inaccurate at medium-long range. The recoil pattern goes up and shakes to 
the sides.

While similar to the COD1 Thompson, in COD2 the Grease Gun seems to emulate the 
role of COD1's MP40, with the same ammunition capacity, similar rate of fire 
and the same reload animation, essentially making the Grease Gun the American 
counterpart to the German submachine gun in COD2. As both the Grease Gun and 
MP40 are unpopular thanks to the Thompson and MP44, this doesn't really matter.
Nonetheless, the Grease Gun is a viable alternative to the Thompson, and 
perhaps more suited for supporting assault players using the Thompson.


===============================================================================
 4.3 - MP40
===============================================================================

Name:                        	Maschinenpistole 1940
Country of origin:           	Germany
Available for:               	German
Calibre:                     	9 x 19mm Parabellum
Magazine capacity:           	32 rounds
Firing mechanism:            	Full-automatic, blowback-operated
Rate of fire:			500 rounds per minute
Weight:				4.7kg

-----------------------
 Historical Background
-----------------------

Prior to the Second World War, the German Army began re-arming its war machine.
After observing events in the Spanish Civil War, the German Army approached
designer Berthold Giepel to design a submachine gun. Giepel submitted a
pre-made prototype in 1938, which was accepted into service as the Maschinen
Pistole 38, or MP38. However, it was still manufactured using traditional
methods, so it was improved and designated the MP40, using more steel stampings
and welding to facilitate mass-production and incorporating several safety
features.

The MP40 was a revolutionary weapon for its time. It was the first weapon to
use all-metal construction as well as featuring a folding metal stock. It also
featured a small 'lip' under the muzzle, allowing it to be fired from a vehicle
without it jerking back. It was incredibly light, and more importantly it was
cheap and easy to manufacture. Firing up to 500 rounds per minute, the MP40 was
an extremely effective weapon and issued to officers and assault units.

Although crude in appearance compared to traditional weapons such as the
Thompson, the MP40 was distinctive in its appearance and become the trademark
image of the Wehrmacht soldier.


----------------------
 Call of Duty 2 notes
----------------------

COD2's MP40 remains generally the same as COD1's. The MP40 is lighter and 
easier to assault with than the MP44 while being less accurate and less 
powerful. Like COD1, the MP40 is generally overlooked with most players 
preferring the more powerful MP44.

The iron sights are still the same, with a rear notch and front hooded pin. The 
pin designates the approximate point of impact. The MP40's recoil has been 
increased from COD1, and while the initial recoil is light, the weapon will 
jerk up substantially after sustained fire. The weapon is best fired in 4-5 
round bursts. The relatively slow rate of fire allows the weapon to fired 
longer before needing to reload.

Despite its rather easy handling, the MP44 is still greatly preferred, and as 
COD2's MP44 has less recoil than the MP40, players will quickly pick up the 
MP44 over the somewhat redundant MP40. The MP40 does have one advantage over 
the MP44, however: as a submachine gun, the MP40 comes with a smoke grenade, 
while the MP44 does not.


===============================================================================
 4.4 - Sten
===============================================================================

Name:                        	Sten Mark II
Country of origin:           	Great Britain
Available for:               	British
Calibre:                     	9 x 19mm Parabellum
Magazine capacity:           	32 rounds
Firing mechanism:            	Full-automatic, blowback-operated
Rate of fire:			450 rounds per minute
Weight:				3.18kg without magazine

------------------------
 Historical Information
------------------------

In 1940, Britain suffered a shortage of weapons, and with the only submachine
guns available being the US Thompson and the rushed Lanchester (which was a
copy of the German MP28), the British Army needed a cheaper weapon in larger
quantities. To solve this dilemma, the Sten was introduced and adopted. Taking
its name from the first letter of its designers' surnames, Major R.V. Shepherd
and Mr. H.J. Turpin, and the first two letters of the Enfield factory, the Sten
consisted of a heavy bolt and spring in a tubular metal sleeve with the barrel
screwed on. This caused great grief amongst traditional gunmakers due to the
extremely crude look of the weapon. 

The Mark I had a wooden stock, but this was soon discarded and the weapon was 
simplified to form the most common model, the Mark II. It was found that the 
manufacture of the parts was so simple that the British Army contracted smaller 
manufacturers and even large garages to make the smaller parts of the weapon, 
then gather them into a main factory to be assembled.

Firing 550 rounds per minute, the Sten was an ugly gun and was never liked by
the troops. Although its construction protected it from dirt and mud, the MP40-
based magazine caused immense trouble, having a reputation for jamming at
awkward moments (the MP40 suffered from this problem as well). Various versions
were simplified and tried out, culminating in the luxurious Mark V, which had
wooden furniture, a forward pistol grip and bayonet socket. Produced after the
demand was satisfied and equipping the British paratroopers at Arnhem, the
Mark V would have been a good weapon had it not been for its unreliable
magazine.

Although unpopular, it did the job, and was an effective weapon in winning the
war considering its circumstances, and due to its portability it was a
a favourite amongst the French Resistance. Other resistance groups in Europe 
were able to manufacture the Sten themselves due to its simplicity.

Many Sten Mk II's were also manufactured with an integral silencer for 
clandestine operations, and remained in use in the Vietnam War by special 
forces units.


----------------------
 Call of Duty 2 notes
----------------------

The Sten makes a rather late appearance in Single Player, where it only appears 
in the Caen mission in Normandy. The Sten has received a substantial model 
change, now looking slimmer with a rougher texture than the smooth, thick 
polished tube of COD1. The weapon sounds have been changed, but the Sten is 
essentially the same as it was in COD1.

The iron sight consists of a rear aperture and forward stump with v-notch. The 
sight is the same as the COD1 model, but different from the CODUO, which had a 
forward stump instead of a v-notch. The weapon has little recoil, and steadily 
moves upwards with sustained fire. While easy to control, it is best to fire 
the weapon in short bursts for more accuracy, although it can fire its entire 
32-round magazine in one long stream without going out of control.

The Sten's weapon model has been changed, and now features a wire-frame stock 
instead of a steel tube stock, although the weapon icon hasn't changed. The 
Sten no longer has a wimpy jab melee attack, and instead has the same swing 
attack as all other weapons.

The Sten's role has somewhat changed too. While still an assault submachine 
gun, since the Thompson is now available to the British team the Sten has taken 
a similar role to the American Grease Gun. That is, it is now the high-capacity 
assault weapon alongside the high-firepower Thompson. While the Thompson has 
better power and handling, the Sten is still a formidable weapon at close 
range, and many players prefer the Sten for its lower recoil and higher 
magazine capacity.


===============================================================================
 4.5 - PPSh
===============================================================================

Name:                         	Pistolet Pulemet Shpagina 1941
Country of origin:            	Russia
Available for:                	Russian
Calibre:                      	7.62 x 25mm TT
Magazine capacity:            	71 rounds
Firing mechanism:             	Selective-fire, blowback-operated
Rate of fire:			900 rounds per minute
Weight:				5.45kg (3.63kg without magazine)

-----------------------
 Historical Background
-----------------------

After the German advance in 1941, the Russians lost a massive amount of
materials and weapons. To replace these losses, a new weapon had to be
designed, cheap and easy to manufacture to practically re-arm the entire Red
Army. For this purpose, the PPSh-41 was developed. Taking its name from the 
Russian designation for a submachine gun, 'Pistolet Pulemet', and the name of
the designer, Georgii Shpagin, the PPSh-41 was a simplified version of the
previous PPD submachine gun, using stamped parts as much as possible. The
PPSh-41 used a simple blowback operation, and the stamped metal jacket was
extended over the muzzle to act as a fairly effective compensator, reducing the
tendency for the barrel to rise when firing on full-automatic. Using the
distinctive 71-round drum, later models were also issued with a curved 35-round
box clip, and had the selectable semi-automatic mode removed.

The PPSh-41 proved its worth, and soon become the standard weapon of the Red
Army, often with whole units being equipped with only the PPSh-41. After the 
war, PPSh-41's were sold to Eastern Bloc nations and remained in use through 
the Vietnam War.

The weapon was highly valued by the Germans, who would use captured weapons 
against the Russians. The German Army also manufactured its own version of the 
PPSh based on captured models, but the Germans found it easier to take weapons 
and ammunition from the battlefield.


----------------------
 Call of Duty 2 notes
----------------------

The king of spam weapons is back, and still wielding the lovable 71-round 
magazine. With a sharper weapon model and retaining its blazing rate of fire, 
the PPSh is available as the primary assault weapon of the Russian team.

The iron sights consist of a simple hooded front pin, which marks the 
approximate point of impact. The pin is useless for precision shots, however, 
as the recoil makes it impossible to fire accurately. The recoil pattern has 
changed from COD1. Instead of the barrel moving upwards, the weapon now shakes 
violently up and to the sides. While still controllable, the PPSh is now a very 
erratic weapon and hard to control at medium range.

Players who were more fond of COD1's recoil might prefer the PPS-42, which has 
a very similar recoil pattern to the COD1 PPSh. While the PPS-42 might be 
easier to handle, the PPSh is still dominant at close combat, and should be 
used exclusively for that.


===============================================================================
 4.6 - PPS-42
===============================================================================

Name:                         	Pistolet Pulemet Sudaeva 1942
Country of origin:            	Russia
Available for:                	Russian
Calibre:                      	7.62 x 25mm TT
Magazine capacity:            	35 rounds
Firing mechanism:             	Full-automatic, blowback-operated
Rate of fire:			700 rounds per minute
Weight:				3.04kg (empty), 3.67kg (loaded)

-----------------------
 Historical Background
-----------------------

While the PPSh-41 was definitively successful as a weapon, it was by no means 
the perfect weapon. There was some issues regarding its size and weight, and 
its 71-round drum was difficult to manufacture. The answer to this was the PPS-
42, which was made completely from stamped steel parts. The PPS-42 featured a 
folding stock, which made the weapon easier to carry and ideal for tank crews, 
paratroopers and recon units, and the 35-round curved magazine was easy to 
manufacture and reduced the weight of the weapon.

The PPS-42 was quickly refined with some minor changes to become the PPS-43, 
the main model produced throughout the war. Its 35-round magazine would later 
be used with the PPSh-41, with troops usually loading their PPSh with one drum 
and carrying 5-6 stick magazines. The PPS-43, however, could not use the 71-
round drum.

Around 500,000 of these weapons were produced throughout the war. It remained 
popular with tank crews, and during the Cold War many units were distributed to 
Eastern Bloc countries, and eventually equipped some Communist units in the 
Korean and Vietnam Wars.


----------------------
 Call of Duty 2 notes
----------------------

A new addition to the COD series, some players might be wondering what the 
point of throwing in a 35-round submachine gun is when the 71-round monster 
known as the PPSh is also freely available. The answer is quite simple: 
handling. The PPSh now has a very erratic recoil pattern, while the PPS-42 has 
a predictable and steady rise upwards, much like the COD1 PPSh recoil. This 
makes the weapon easier to control and easier to pick up for COD veterans.

The iron sights consist of a rear notch and forward blade-pin, with a U-shaped 
bracket at the front. The pin designates the approximate point of impact, and 
remains rather steady with the controllable recoil. Fire can be sustained 
without the weapon going out of control, but for accurate fire it should be 
used in short bursts before the recoil pushes the barrel too far.

The actual role of the PPS-42 is a bit odd. As other teams have a fast and 
powerful/high-capacity combination, the Russians have speed and high-capacity 
in the PPSh. The PPS-42 is therefore a medium-range submachine gun with good 
close-quarters capability, but inferior to the PPSh at that range.



===============================================================================
 4.7 - General Submachine Gun Tactics
===============================================================================

Spam, glorious spam! Or at least, that's what SMGs were good for in COD1. 
They're still good for that in COD2, but a couple of gameplay changes have made 
it less effective in pure saturation: the removal of crosshairs while running, 
and the fact that it takes less effort to eliminate a target.

SMGs should be used for close quarters combat, where accuracy is less important 
and rate of fire takes precedence. Because of the high movement speed of the 
SMG, it is an ideal weapon for assaulting enemy positions, and excellent for 
capturing flags due to its good personal defense capability, although it is 
slightly slower in movement speed than the pistol.

Recoil patterns in COD2 are relatively easier to control than in COD1, so it is 
possible to rip out a full 30-round burst without the SMG going out of control, 
although most SMGs will tend to stray off target after sustained fire. Best 
results come from 3-5 round bursts, especially at medium-long range targets. At 
extreme close quarters, longer bursts are necessary, but only fire for as long 
as you need to eliminate threats. While SMGs do have high ammunition capacity, 
they're not limitless, and there's little point in wasting 25 rounds on one 
target when you can kill it in 5 bullets and use the other 20 rounds on more 
enemies.

To get more bang for your buck, it is essential to use the SMG as accurately as 
possible. Most players will disregard iron sights and instead run in with a 
spray-and-pray attitude. This works to an extent, and the lack of a crosshair 
doesn't do much to stop players from spamming effectively, but it's also very 
inaccurate and tends to waste precious ammunition. As an assault player, it is 
always important to have ammunition ready to fire at all times, especially when 
there are multiple threats. When assaulting, try to use iron sights whenever 
possible, as an aimed burst will dispatch enemies more quickly and accurately 
than firing from the hip. Only fire from the hip when there is no time to aim, 
or when you need suppressive fire to move to another position.

As SMGs are the preferred assault weapon, it is important to follow some 
general assault guidelines. Never run straight towards a position or a flag; 
that exposes you to fire from all directions. Instead, take cover, take the 
safest route and follow the edges of the area to encircle enemy positions 
rather than running straight to them. It may seem to be unnecessary, but as it 
is so easy to get killed in COD2, any technique that increases safety should be 
heeded.

Do not reload until the area is clear. Reloading in the middle of a firefight 
gets you killed, and it is the number one mistake that many players make. 
Apparently it becomes instinctive to reload a weapon immediately after killing 
someone. Do NOT do that; reloading takes time and time is not on your side when 
two more enemies run at you with guns blazing. The logic is simple: if you  
have 32 rounds, and you kill someone using a 5-round burst, you still have 
enough ammunition to theoretically kill another five people. In fact, with the 
more tactical multiplayer approach, it's not uncommon for one player to take 
out 3-4 players with one magazine if they have proper assault techniques.

Finally, SMGs are ideal for assaults for one additional reason: apart from 
their one frag grenade, SMGs are also the only weapon class that receives smoke 
grenades, which can greatly aid an assault.


*SUMMARY*
-Short range specialist weapons
-High rate of fire, high ammo capacity
-Inaccurate at long range, uses bursts for maximum efficiency
-Usually tears apart targets at close quarters
-Use iron sights for better results
-Fast run speed
-Good for suppression
-GRENADES: 1 Frag, 1 Smoke


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 5.0 - SUPPORT WEAPONS
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

The big three are back: The BAR, the MP44 and the Bren. The Russians, as usual, 
don't get a heavy support weapon. Support weapons are either light machine guns 
or specialist assault weapons, providing a good compromise between the 
automatic fire of submachine guns and the accuracy of rifles.

Note that the M1897 Trench Gun could technically be considered a support 
weapon. I have decided to include it in the Miscellaneous Weapons section due 
to its substantially different purpose.


===============================================================================
 5.1 - BAR
===============================================================================

Name:                          	M1918A2 Browning Automatic Rifle
Country of origin:             	USA
Available for:                 	American
Calibre:                       	.30-06 (7.62 x 63mm)
Magazine capacity:             	20 rounds
Firing mechanism:              	Full-automatic, gas-operated
Rate of fire:			450 or 650 rounds per minute, selectable
Weight:				8.8kg with empty magazine

-----------------------
 Historical Background
-----------------------

Designed in 1915-16 by John M. Browning, who also developed the M1911 Colt 
pistol and .30 and .50 cal machine guns, the Browning Automatic Rifle filled 
the role of 'squad automatic weapon'. Although intended as an assault weapon, 
the BAR proved to be an effective support weapon and was adopted by the 
Belgian, Polish and Swedish armies. The BAR underwent some modifications, 
including changing the position of the bipod, and later models had a variable 
fire option, changing from 550 rounds per minute to faster rates of fire.

A typical squad had one BAR gunner, and later in the war the number was 
increased to two per squad. BAR gunners usually had an assistant to carry more 
ammunition, and because of the importance of the BAR's steady firepower, it was 
often entrusted to the most reliable soldier. Many men preferred to use the BAR 
without its bipod to save weight.

Despite its effectiveness, the BAR was never as good as the designer hoped. It
was way too heavy to be an effective rifle. The weight alone made it a pain to
shoulder, and the vibration from firing made it impossible to maintain a steady
aim. On the other hand, it was too light to be an effective light machine gun.
It was unsteady on its bipod, its 20-round magazine meant it had to be reloaded
frequently, the bottom-mounted magazine made it difficult to reload from a
prone position, and the barrel couldn't be changed when it overheated.

Despite these shortcomings, the BAR remained a solid weapon and was kept in
service for over 50 years in various armies, while leftovers were sold to other
nations.


----------------------
 Call of Duty 2 notes
----------------------

Despite the visual change, including a bipod attached to the weapon model, the 
BAR is the same heavy weapon it was in COD1, and indeed in most games featuring 
the BAR. The BAR no longer has a selectable firing mode, so it only fires on 
COD1's fast-auto rate, which is slightly slower than the Thompson.

The iron sights have been changed. Rather than the long straight fore-pin of 
COD1, it now has a more conventional rear-notch/forward hooded pin, which is 
used in the same way as the Kar98k. The hood helps single out targets while the 
pin marks the point of impact. The recoil pattern goes upwards and is easy to 
control, but the muzzle will jerk quickly upwards after the initial shot, 
making sustained accurate fire difficult.

The BAR is a very powerful automatic weapon, and can kill in 2-3 torso shots or 
one headshot. Note that the bipod is purely cosmetic, and cannot be deployed 
in-game.

The reload time of the BAR is quite long, so try to avoid reloading as much as 
possible until the area is clear.


===============================================================================
 5.2 - MP44
===============================================================================

Name:                          	Sturmgewehr 44
Country of origin:             	Germany
Available for:                 	German
Calibre:                       	7.92 x 33mm Kurz
Magazine capacity:             	30 rounds
Firing mechanism:              	Selective-fire, gas-operated
Rate of fire:			500 rounds per minute
Weight:				5.22kg

-----------------------
 Historical Background
-----------------------

In the 1930's, German military authorities questioned the purpose of the
standard infantry rifle. It was realised that even the earliest rifles were
capable of firing a bullet to distances over 1000m. It was almost impossible
for a soldier to see that far, let alone aim and hit something at that
distance. This realisation set off the possibility of using a shorter
cartridge, reducing effective range, but at the same time reducing weight,
allowing the soldier to carry more ammunition. In 1940, the Maschinen Karabiner
42 was developed as a prototype weapon and tested on the Russian Front. It was
an effective weapon according to the principles behind it, and many features
were taken from it and incorporated into the new rifle in development. The
developers eagerly requested Hitler's permission to produce the weapon. Hitler
proved stubborn, and using the very beliefs that the principles proved wrong,
Hitler criticised the ineffective range of the new cartridge and denied
permission for the weapon to be produced.

This caused a problem for the designers. They had already equipped their
factories to mass-produce the weapon, and in fact had already started making
them. Without Hitler's permission, they continued to manufacture the weapon
and issued it to troops as the "MP44", disguised as a submachine gun. This in
turn please Hitler due to exceptional submachine gun production figures. That
was until Hitler held a meeting with his generals, who requested more of the
"new rifles". After a brief period of anger, the Fuhrer finally accepted the
rifle and named it the "Sturmgewehr", the "Storm Rifle" or "Assault Rifle".

Despite this official acceptance, production never caught up with demand. Being
made out of steel-stampings and plastics, the Sturmgewehr 44 was a
revolutionary weapon, the first of a class of weapons that are now standard in
today's armies.


----------------------
 Call of Duty 2 notes
----------------------

The MP44 hasn't changed much from COD1 in appearance, but in gameplay, the MP44 
has become one of the most potent weapons in the game. Other WW2 shooters have 
portrayed the MP44 as a highly effective weapon that is superior to everything 
else. Well, COD2's MP44 is closer to that effect than the COD1 weapon.

The iron sight is similar to the COD1 sights. The MP44 still has a rear notch 
and front hooded pin. The COD2 pin is much sharper, however, which makes it 
easier to locate the point of impact. The recoil is steady, raising the muzzle 
slightly upwards. The MP44 can kill in one headshot, and 2-3 torso shots.

The big issue amongst players is that the MP44 has practically no recoil. This 
isn't entirely true, as it does have a reasonable amount of recoil, but it does 
not kick like a wild beast as it does in COD1. Instead, the recoil is much 
softer and more controllable, comparable to the MP40. In fact, it feels like 
the MP44 has LESS recoil than the MP40. Whether it does or not doesn't really 
matter, as most players will readily pick up the MP44 instead of the MP40 due 
to its power and accuracy. The only disadvantage of using the MP44 as an 
assault weapon is that it lacks smoke grenades.

Note that as an assault weapon, the MP44 has a relatively fast reload speed, 
especially whe compared to the slow BAR and Bren reload times.


===============================================================================
 5.3 - Bren
===============================================================================

Name:                          	Bren Mark III
Country of origin:             	Great Britain
Available for:                 	British
Calibre:                       	.303 British
Magazine capacity:             	30 rounds
Firing mechanism:              	Full-automatic, gas-operated
Rate of fire:			500 rounds per minute
Weight:				8.68kg

-----------------------
 Historical Background
-----------------------

Looking for a replacement for the revolutionary Lewis gun in the 1930's, the
British had several options, including the Madsen, which was discarded due to
its complex mechanism, and the Vickers-Berthier, which seemed the most obvious
choice since it was already in service with the Indian Army. However, a Czech
design was discovered, and after intensive firing tests, was adopted by the
British Army as the Bren, gaining its name from its original factory in Brno 
and its new factory in Enfield.

The Bren had a few remarkable features: a quick-release barrel with a carrying
handle, preventing the barrel from overheating and the changer from burning
himself, a relatively simple mechanism and very few moving parts. It was an
immediate success, proving to be accurate, powerful and reliable. For this,
there were a few problems. The rimmed .303 cartridge had to be inserted a
certain way to prevent jamming, and 28 rounds were often loaded instead of 30
to prevent this. The top-mounted magazine also meant the sights had to be
offset to the left, causing difficulties to left-handed firers. The magazine
itself was sensitive to damage as well, leading to more jamming issues.

Other than that, the Bren was a robust weapon, rarely breaking any other parts.
After the war, the Bren was converted for the 7.62mm NATO round, which
incidentally cured the rimmed jamming problems, and remained in service as the
L4A1 until late in the 20th century.


----------------------
 Call of Duty 2 notes
----------------------

Of the three support weapons, the Bren has probably changed the least, if at 
all. The weapon model looks the same, only a little thinner. The iron sights 
are still in the same configuration, although enlarged like the other iron 
sights. The weapon handles the same, has the same role, and overall is still 
the Bren that we know from COD1.

The iron sight consists of a rear aperture sight with a front brack and pin. 
The sharp centre pin marks the point of impact. Because of the top-mounted 
magazine, the sights are offset to the left, which obstructs a fair bit of 
vision to the right. Like COD1, the Bren recoils heavily when fired from the 
hip, but when fired from the shoulder the weapon has very controllable recoil, 
with the muzzle moving slightly upwards, but usually returning to its initial 
position before the next shot.

Because of its low recoil, the Bren can be fired for a prolonged period of time 
without going out of control, something that was exclusive to it in COD1 but is 
now also done by the MP44.

The Bren, like the BAR, has a rather long reload time, and longer when the 
weapon is completely emptied, so be wary of wasting ammunition in an 
engagement, as the weapon cannot be reloaded in time to continue the firefight 
without getting killed.

The Bren is generally unpopular in COD2 due to the fact that the British team 
now get the accurate and powerful Garand rifle and the fast and accurate 
Thompson submachine gun.


===============================================================================
 5.4 - General Support Tactics
===============================================================================

While COD1's support weapons were generally quite distinctive between 
themselves, COD2's support weapons now have very similar roles. The BAR, MP44 
and Bren are all accurate weapons, making them good for long-range engagements, 
and have fast automatic fire, making them good for close-range actions as well. 
Of course, they are outshot by rifles and submachine guns in their respective 
ranges, but their all-rounder capability makes the support weapons very useful.

While they are good for defensive purposes, most players who use support 
weapons use them as a heavy assault weapon, which they perform very well as, 
the MP44 most of all as it was designed for that purpose. The BAR is popular in 
close combat, but due to its weight and 20-round magazine, it is probably not 
the best weapon for leading an assault. Furthermore, as the support weapons 
lack smoke grenades, they cannot provide their own concealment.

Support weapons, like submachine guns, are effectively fired using short bursts 
to maintain maximum accuracy, and long bursts for closer ranges. Due to longer 
reload times, it is important to avoid wasting ammunition. Unlike submachine 
guns, support weapons are capable of killing with one headshot, and with superb 
first-shot accuracy, support weapons can be used like semi-automatic rifles to 
pick off heads and helmets with a guaranteed kill.

For all their strengths, support weapons have a couple of weaknesses. The major 
disadvantage is that they have a slower movement speed than submachine guns and 
rifles, reducing their effectiveness as assault weapons and making redeployment 
painfully slow. Their reload times are generally slower than SMGs and rifles, 
and they lack smoke grenades to cover movement.

Nonetheless, the support weapon category provides players with weapons that can 
do a bit of everything and stand toe-to-toe with specialist weapons.


*SUMMARY*
-Good all-rounder weapons
-Good first-shot accuracy, can kill in one headshot
-Kills in 2-3 torso shots
-Slow movement speed
-Good for defending and assaulting
-GRENADES: 2 Frag, 0 Smoke


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 6.0 - SNIPER RIFLES
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Sniper rifles are generally the same in COD2 from COD1, typically scoped 
versions of their bolt-action counterparts. COD2 features new scope reticules 
as well as a steady aim function, which allows players to hold their breath 
shortly for straight aim. Unlike COD1, and like CODUO, the scopes appear larger 
when aiming, facilitating easier usage than the smaller scope diameter in COD1.


===============================================================================
 6.1 - Springfield
===============================================================================

Name:                     	M1903A4 Springfield
Country of origin:              USA
Available for:                  American
Calibre:                        .30-06 (7.62 x 63mm)
Magazine capacity:              5 rounds
Firing mechanism:               Bolt-action
Weight:				3.94kg

-----------------------
 Historical Background
-----------------------

In the 1890's, the US Army was looking into several rifle designs for adoption.
Among them, the Mauser caught their eye, and soon they purchased licenses to
copy certain parts of the Mauser. In 1900, the first Springfield rifle was
developed. However, this weapon proved to be unsatisfactory, and it was
re-designed along with its bullet. Chambered for the .30 round developed in
1906 (hence, .30-06), the Springfield modified several features of the Mauser
design, including a two-piece bolt and improved rear-sights. The Springfield
was the standard-issue rifle of the American Army in WWI.

The Springfield underwent some refinements and modifications, including the
Pederson Device, which converted the Springfield into a light automatic weapon
firing a special round, intended to allow a charging soldier to continue to
suppress enemy positions out of machine gun range. However, the war ended
before it could be used, so all converted Springfields were scrapped. The
M1903A3 was introduced in 1942, designed for mass-production and supplied units
before the M1 Garand was finally shipped to all units, which was somewhat later
in the Pacific theatre.

The M1903A4 was the sniper variant of the Springfield, featuring permanent
blocks to attach a telescopic sight and had the iron sights removed, giving a
curious "naked" look. The standard weapon for snipers, the Springfield was
incredibly accurate and reliable.


----------------------
 Call of Duty 2 notes
----------------------

The Springfield is identical to the COD1 version, with the only change being 
the loss of its cool firing echo, replaced with a sharper shot sound. It is the 
only scoped weapon that does not have a corresponding unscoped version, making 
the American team the only team without an unscoped bolt-action rifle.

The scope consists of a black cross reticule, with the intersection of both 
lines marking the exact point of impact. The weapon has perfect accuracy and 
will hit where it is pointed at. As a bolt-action rifle, it has a slow rate of 
fire, and it reloads one round at a time.

On a small note, the weapon model for the Springfield is incorrect. The M1903A4 
sniper variant lacked iron sights, while the in-game model has a front post 
above the muzzle. The M1903A5 variant retained the iron sights.


===============================================================================
 6.2 - Scoped Kar98k
===============================================================================

Name:           		Mauser Karabiner 1898 Kurz
Country of origin:              Germany
Available for:                  German
Calibre:                        7.92 x 57mm Mauser
Magazine capacity:              5 rounds
Firing mechanism:               Bolt-action
Weight:				3.92kg

-----------------------
 Historical Background
-----------------------

Due to the reliability, power and accuracy of the Kar98k, it was the weapon of
choice for German snipers and was issued with a telescopic sight. It continued
to be the standard sniper weapon even after semi-automatic weapons were
introduced, such as the Gewehr 43, due to the snipers' need for the best
precision possible, which is not possible with semi-automatic weapons.

Refer to 3.3 - Kar98k for the historical background to the unscoped rifle.


----------------------
 Call of Duty 2 notes
----------------------

The Scoped Kar98k is identical to the COD1 version, down to the same firing and 
reload sounds. Like the Springfield, the Scoped Kar98k reloads one bullet at 
the time and holds five rounds in its magazine. The COD2 Scoped Kar98k now has 
a proper telescopic sight instead of the weird clamped-on sight of COD1.

The scope consists of a T-shaped reticule. The horizontal line aids in sighting 
a target, while the tip of the thick centre line designates the exact point of 
impact. This scope more closely resembles the COD1 scope rather than the CODUO 
crosshair.


===============================================================================
 6.3 - Scoped Gewehr 43
===============================================================================

Name:				Gewehr 43
Country of origin:		Germany
Available for:			German
Calibre:			7.92 x 57mm Mauser
Magazine capacity:		10 rounds
Firing mechanism:		Semi-automatic, gas-operated
Weight:				4.33kg

-----------------------
 Historical Background
-----------------------

As a semi-automatic rifle, the Gewehr 43 was often issued as a specialist 
weapon to marksmen in squads. While an accurate weapon, it was susceptible to 
poor production quality and favoured poorly against the preferred sniper's 
weapon, the Kar98k.

Refer to Section 3.4 - Gewehr 43 for additional background on the weapon.


----------------------
 Call of Duty 2 notes
----------------------

The Scoped Gewehr 43 is not selectable from the Multiplayer menu, and is only 
available in Single Player at certain (usually out of the way) locations. The 
Gewehr 43 is the only semi-automatic scoped weapon in the game. Unlike the FG-
42 from COD1, it cannot double up as a close-combat weapon.

The scope sight is the same as the Scoped Kar98k, with a T-shaped reticule. The 
tip of the middle line designates the exact point of impact. Because of its 
semi-automatic capability, the Scoped G-43 can fire a second-shot immediately 
after the first. However, the recoil is significantly noticeable while aiming 
down the sight, making accurate second-shots impossible.

The Scoped Gewehr 43 has the same damage as the regular G-43, so it can kill in 
one headshot and 2 torso shots. Because of its poor second-shot accuracy, it is 
essential that the first shot be aimed at the head to guarantee a kill.

Like the G-43, the Scoped Gewehr 43 is reloaded with a full 10-round box 
magazine.


===============================================================================
 6.4 - Scoped Lee-Enfield
===============================================================================

Name:                      	No.4 Mk.1(T)
Country of origin:         	Great Britain
Available for:             	British
Calibre:                   	.303 British
Magazine capacity:        	10 rounds
Firing mechanism:         	Bolt-action
Weight:				4.11kg

-----------------------
 Historical Background
-----------------------

Like other sniper rifles during the war, the No.4 Mk.1(T) was from the derived 
from the standard Lee-Enfield rifle. The most accurate rifles were fitted with 
3.5x telescopic sights for use as a sniper's weapon, and is regarded as one of 
the best sniper rifles in the war.

For further information on the Lee-Enfield, refer to section 3.5 - Lee-Enfield.


----------------------
 Call of Duty 2 notes
----------------------

The British have lost the American Springfield in COD2, and instead have their 
own unique sniper rifle. The Scoped Lee-Enfield has the 10-round magazine of 
its unscoped version, and features an off-set telescopic sight, which makes it 
easier to see when carrying the weapon.

The scope contains features from the other scopes. It has the think black 
crosshair of the Springfield, the thick middle line of the German scopes, and 
the arrow-shaped tip of the Russian scope. It's really hard not to figure out 
where the point of impact is; it's at the intersection of the horizontal and 
vertical lines, made even more obvious by the thick line and arrow-head.

The Scoped Lee-Enfield is one of the more dangerous sniper rifles, as its 10-
round magazine allows the sniper to take out many more targets than other 
sniper rifles. Like its regular version, the Scoped Lee-Enfield cannot reload 
with single rounds, but instead uses 5-round clips.


===============================================================================
 6.5 - Scoped Mosin-Nagant
===============================================================================

Name:                           Mosin-Nagant M1891/38
Country of origin:              Russia
Available for:                  Russian
Calibre:                        7.62 x 54mm
Magazine capacity:              5 rounds
Firing mechanism:               Bolt-action
Weight:				3.8kg

-----------------------
 Historical Background
-----------------------

Like the Kar98k, the Mosin-Nagant was a superb rifle in terms of power,
reliability and accuracy. As a result, it was the snipers' weapon of choice and
was issued with a scope and was kept in use well after the war, even after the
introduction of the semi-automatic SVT-40.

For the rest of the Mosin-Nagant history, refer to section 3.6 - Mosin-Nagant.


----------------------
 Call of Duty 2 notes
----------------------

Like Scoped Kar98k, the Scoped Mosin-Nagant is practically the same as the COD1 
version, including the weapon sounds. However, it has received a visual 
overhaul. The Scoped Mosin-Nagant how has some cosmetic camouflage effects, 
with an olive-coloured cloth wrapped around the barrel and some hessian cloth 
wrapped around the scope, giving it a pretty cool appearance. It's purely 
cosmetic though, as the player model isn't camouflaged, hence rendering weapon 
camouflage ineffective.

The scope has changed from CODUO. Rather than using the T-crosshair (now used 
by the German scopes), the crosshair consists of a centre line tipped with an 
arrow-head. The point of impact is at the point of convergence of the arrow-
head and centre line, in other words the tip of the arrow.

The Scoped Mosin-Nagant can no longer be reloaded with a 5-round charger, and 
is instead reloaded with individual rounds like the Springfield and Kar98k.


===============================================================================
 6.6 - General Sniper Tactics
===============================================================================

Firstly, it is essential to understand how the scope works in COD2. In COD1 and 
CODUO, the stability of the scope depended on your stance. This is no longer 
true for COD2, as the scope has a consistent sway regardless of whether the 
player is standing, crouching or prone. The sway is easy to counteract, but the 
fact that it's there may make sniping a bit frustrating.

There's a simple reason for the consistent sway though: COD2 now has a feature 
that allows snipers to hold their breath temporarily. This is activated by 
holding the Steady Aim button (SHIFT by default) while looking down the scope. 
While in Steady Aim mode, players will hear their heartbeat as the rest of 
their sound awareness is dulled. Most importantly, the scope is perfectly 
stable while players hold their breath, regardless of stance. This allows 
snipers to pull off perfectly accurate shots, and a good sniper can release 
their breath after each shot and steady for another shot after the next round 
is loaded. Using this feature, snipers can take out 3-4 targets within seconds.

The Steady Aim function only works for around 7-8 seconds (or 5 heartbeats). 
You won't die from holding your breath too long, thankfully. Instead, your 
character will suddenly release his breath, your scope will move around very 
erratically, and you will unable to use the Steady Aim function again for 
around five seconds. Consequently, it would be a good idea not to use the 
Steady Aim function until the moment of the shot. Shots can still be fired 
accurately without being steadied, but the perfect stability of the scope is 
highly desirable, and arguably makes scoped weapons too easy to use.

Snipers should avoid close combat at all costs, and remain in the rear to 
support advancing allies. Due to their precision, snipers are large threats 
when in a good vantage point, such as looking down an alley or towards a 
chokepoint.

However, it is also important to follow some general sniping guidelines. Pick 
vantage points that provide good cover when needed, and relocate now and then 
to throw enemies off your trail. Pick a position that is easy to defend when 
cornered and hard to flank, such as a building with only one entrance or one 
stairwell, or a rooftop that can only be accessed by running through your team 
spawn. When possible, swap the pistol for a submachine gun, as the pistol is 
poor at personal defense while the submachine gun is a solid weapon to use when 
you are aware of enemies coming up to flank you. If in a good position, the 
submachine gun is more than enough to deal with flankers.

Note that while looking down the scope, you will not see any HUD indicators, so 
you will not able to see the grenade indicator. Be strongly aware of the sound 
of grenades, footsteps and enemy weapons, as your hearing is your only early 
warning system. Often it is better to be cautious and suspend your sniping 
until you are sure your rear is clear. Ideally, work with someone who can cover 
your flank. Your personal defense is improved by the fact that the sniper 
carries a total of three frag grenades, more than any other class.

On a random note, the physical size of the scope on the weapon model is 
substantially larger in COD2 than in COD1. While is isn't a problem while 
standing or crouching, the scope takes up a lot of space on the screen when 
prone, so be wary of scanning target areas when prone, as you will be unable to 
see unless you look through the scope.

Because of the large scopes and moderate zoom level, snipers are effective at 
both long and medium ranges, but are no match in a short-range engagement. The 
key to sniping is to find the right position, and the weapon will do all the 
work.


*SUMMARY*
-Good for long/medium range
-Precision weapon
-Can take out numerous targets in quick succession
-Pick good vantage points for best effect
-Swap sidearm for an SMG
-Stay away from frontlines
-GRENADES: 3 Frag, 0 Smoke


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 7.0 - GRENADES
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Retaining all the grenades from COD1 as well as a new smoke grenade similar to 
CODUO's, the grenades have remained generally unchanged. What has changed is 
the way they are handled in-game. Grenades can no longer be selected as weapon, 
and instead are carried automatically and thrown using a specific button (Frag 
grenades are through using G or Middle Mouse Button by default, smoke grenades 
are thrown using the number 4). COD2 also features a grenade indicator to show 
the approximate direction of grenades to avoid being blown up.

COD2 includes new animations for grenade explosions, rendering them more 
accurately as fragmentation grenades rather than high explosive grenades.

Because all of the grenades are practically identical in properties, only the 
historical background will be presented.


===============================================================================
 7.1 - M2 Frag Grenade
===============================================================================

Name:				Mark II Fragmentation Grenade
Country of origin:		USA
Available for:			American

-----------------------
 Historical Background
-----------------------

When the United States entered the First World War, it became apparent that 
they lacked a standard-issue hand grenade. Basing their designs off the 
existing British Mills Bomb and the French F-1 grenade, the Mk I grenade was 
developed.

The Mk I grenade featured a serrated surface, with 40 segments divided into 8 
columns and five rows, which sprayed shrapnel in all directions upon 
detonation. The grenade also featured a complicated safety mechanism to ensure 
that the thrower did not harm himself before the grenade was thrown.

This safety mechanism was the ultimate cause to the failure of the Mk I 
grenade. The throw had to remove the split pin, then turn the safety lever 
before throwing the grenade. Consequently, when trialed in combat, a fair 
proportioned of grenades were not properly armed. Commanders immediately 
demanded that the grenade be put out of service.

The Mark II grenade was then designed. It used the same charge and 
configuration as the Mark I, but featured a shorter safety lever, resembling 
the Mills grenade. The thrower could hold the grenade as long as he wanted to, 
provided he kept the lever closed. As soon as the lever is released, the five 
second fuse kicked in. These grenades were initially painted bright yellow, the 
official color of ordnance, but was repainted in olive drab due to the 
impracticality of carrying a bright yellow grenade in combat.

Nicknamed the "Pineapple" due to its shape, the Mk II had a tendency to break 
up into large chunks upon detonation, resulting in uneven fragmentation 
patterns. It was used until the Vietnam War in the 1960's, supplementing the 
M26 grenade. After the War they were phased out of combat.


===============================================================================
 7.2 - Stielhandgranate
===============================================================================

Name:				Stielhandgranate 24
Country of origin:		Germany
Available for:			German

-----------------------
 Historical Background
-----------------------

Nicknamed the "Potato Masher" due to its curious shape, this German stick 
grenade became a typical image of the Wehrmact soldier. The Stielhandgranate 
featured a small explosive "head" attached to a long wooden handle. The handle 
allowed the thrower to throw the grenade much further than an ordinary grenade. 
To arm the grenade, the thrower had to unscrew the cap off the base and pull 
it, which started the 4-5 second fuse.

Despite its distance advantage, the Stielhandgranate was not as effective as 
other grenades. The main reason was because it relied more in explosive damage 
rather than fragmentation. The rather erratic fuse also meant that it was 
difficult to cook properly, resulting in grenades being thrown back or even 
blowing up in the thrower's hand.

Despite popular belief, the Stielhandgranate was not the only grenade used by 
the German army. The Germans also used an "Egg" grenade which resembled 
contemporary grenades and was much smaller.


===============================================================================
 7.3 - MK1 Frag Grenade
===============================================================================

Name:				No. 36M Mark I Fragmentation Grenade
Country of origin:		Great Britain
Available for:			British

-----------------------
 Historical Background
-----------------------

Designed by the famous William Mills, the No. 36 grenade was based off the 
previous No. 5 grenade, which featured an attached rod to be used as a rifle 
grenade. The No. 36 grenade removed the rod and used a detachable base plate 
for use as a rifle grenade.

Instead of a serrated surface, the Mills Bomb (the name retained from the No. 5 
grenade) featured deep grooves along its surface, allowing for large fragments 
to be dispersed on detonation. Originally the Mills Bomb had a 7 second fuse, 
but this was reduced to 4 seconds after experienced proved that 7 seconds was 
too long for a hand-thrown grenade, but was retained for use as a rifle 
grenade.

Like many other fragmentation grenades of its time, the No. 36 had a rather 
erratic fragmentation pattern. However, its blast radius was so large and 
powerful that the thrower had to immediately find cover to prevent self-injury. 
In fact, the grenade could be considered "overkill" in enclosed spaces.

The No. 36 grenade was modified to be waterproof later in the war, and was re-
designated the No. 36M.


===============================================================================
 7.4 - RGD-33
===============================================================================

Name:				Ruchnaya Granata Degtyareva 1933
Country of origin:		Russia
Available for:			Russian

-----------------------
 Historical Background
-----------------------

An odd weapon in design, the RGD-33 was designed to replace the M1914/30 
grenade used in WWI. The grenade itself was quite complicated. The RGD-33 
consisted of three main parts:


- The grenade body, which contained the explosive elements and internal 
fragments, and sealed in an iron "pot".

- The handle, which is used to arm the grenade.

- The "sleeve", which is placed over the body and provides the majority of the 
fragmentation. The grenade could be used without the sleeve as a defensive 
weapon, while the fragmentation of the sleeve allowed it to be used as an 
offensive grenade.

The fuse must first be inserted into the top of the grenade. The grenade was 
armed by pulling the handle, twisting it, then pushing it back up. This started 
the 4 second fuse, giving the thrower time to throw the grenade at the desired 
target.

Because of its complexity, the RGD-33 could not be manufactured in large 
numbers, although it did remain in use until the Vietnam War.


===============================================================================
 7.5 - AN-M8 Smoke Grenade
===============================================================================

Name:				AN-M8 HC Smoke Grenade
Country of origin:		USA
Available for:			All

-----------------------
 Historical Background
-----------------------

The AN-M8 smoke grenade was used by the US Army during World War II for 
signalling and screening purposes. The AN-M8 produces a thick white smoke 
screen that lasts for 105-150 seconds. Unlike the M18 smoke grenade, the AN-M8 
only produces white smoke.

The grenade contains a hydrochloric filler to produce the smoke. Consequently, 
the smoke is slightly toxic and can cause irritance to the eyes, throat and 
lungs if exposed to the smoke for a prolonged amount of time. Military 
guidelines advise not to use the smoke grenade in enclosed areas without gas 
masks.


===============================================================================
 7.6 - General Grenade Tactics
===============================================================================

Due to the revamped grenade system, grenades have a different feel to them. 
Grenades can no longer be cooked, so they are now a throw-and-forget weapon. 
The grenade indicator will indicate hostile grenades, so enemies will have more 
chance of running out of the grenade's blast radius, resulting in less grenade 
kills.

With the loss of overall effectiveness, the new one-button throw system makes 
throwing grenades much smoother. In COD1, players had to select grenades as a 
separate weapon, throw it, then switch back to their previous weapon. In COD2, 
with the press of a button, the player will automatically pull out a grenade 
and throw it before quickly picking their weapon again. While they are 
vulnerable while holding the grenade, they are no longer exposed to awkward 
weapon switching.

This does mean, however, that grenades are easier to spam. As grenades cannot 
be cooked (although some servers have a grenade cooking mod), there is little 
point in holding a grenade for long, so it becomes easy to throw multiple 
grenades within seconds.

Grenades follow an arc trajectory, with the maximum throw distance being around 
30-40 metres. Grenades have a fair blast radius, and can kill multiple enemies 
in one explosion. Because of the 5-second fuses, it's hard to get everyone in 
one go, but many players become so caught up in the action that they don't 
notice the grenade indicator, which results in an instant death. It is possible 
to survive a grenade explosion by being barely inside the blast radius, 
although it will set you into critical status.

Smoke grenades are very useful items indeed, despite only being available to a 
few weapon classes. Smoke takes a few seconds to thicken, but after a few 
seconds they can completely cover an area. Players will not be able to see 
friendly names in smoke, but their crosshairs will still turn red over an enemy
target. Smoke is excellent for covering assaults and flag grabs. One of the 
techniques used in CODUO was to saturate the flag with smoke in Capture the 
Flag games. However, often this presented difficulties in actually locating the 
flag and grabbing it. Assault players should therefore smoke the entry and exit 
routes rather than the flag itself, as smoking the flag will often have 
detrimental results by making it more difficult to see and kill enemies.

Unlike frag grenades, smoke grenades do not have a 5-second timer, and will 
detonate and begin releasing smoke upon hitting the ground.

Because of the fast throw speeds, it is possible to throw both a smoke and a 
frag grenade in quick succession, having the effect of laying smoke cover and 
suppressing enemies with grenades and possibly lure them into a false sense of 
security by letting them think that the only grenade around is the harmless 
smoke grenade.

The exact number of grenades a player receives is dependent of their weapon. 
Each weapon section lists the number of grenades given, but for convenience 
this section will also list them:
-SUBMACHINE GUNS: 1 Frag, 1 Smoke
-BOLT-ACTION RIFLES: 3 Frag, 0 Smoke
-SEMI-AUTO RIFLES: 2 Frag, 0 Smoke
-SUPPORT WEAPONS: 2 Frag, 0 Smoke
-SNIPERS: 3 Frag, 0 Smoke
-TRENCH GUN: 1 Frag, 1 Smoke

In Single Player, player can carry a maximum of 4 Frag Grenades and 4 Smoke 
Grenades. In Single Player, players can only hold 3 Frag Grenades. Players 
cannot pick up Smoke Grenades, with the only Smoke Grenades being those that 
SMGs and Shotguns spawn with.


*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 8.0 - MISCELLANEOUS WEAPONS
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

This section covers weapons that are not distinctively defined by the above 
categories, including machine guns, rocket launchers and stationary weapons.


===============================================================================
 8.1 - M1897 Trench Gun
===============================================================================

Name:				Winchester M1897 Shotgun
Country of origin:		USA
Available for:			All
Calibre:			12 gauge
Magazine capacity:		6 rounds (including one in chamber)
Firing mechanism:		Pump-action
Weight:				3.15kg

-----------------------
 Historical Background
-----------------------

Another design by the famed John M. Browning, the Winchester M1897 was 
developed to dominate the conditions found in the First World War. During the 
American Civil War, shotguns were used to some success, and were employed 
sporadically throughout military history. The Americans in the First World War 
realised the suitable combat environment for shotguns in the narrow trenches of 
the Western Front, and by designing a rapid-fire shotgun and issuing it to 
frontline troops, devastating impacts were made.

The M97 Winchester shotgun was lighter than the contemporary Springfield M1903 
rifle and had a much shorter barrel, allowing it to be easily carried and swung 
around. The 12 gauge shotgun shells, at such close ranges, tore through enemy 
soldiers. There are reports of Germans attacking American lines, running into a 
torrent of shotgun pellets and quickly being turned into a pile of carcasses. 
Because of how devastating the Winchester shotgun was, the Germans demanded 
that such a weapon be banned under the rules of war.

A special heat shield grip was used in trenches to prevent the weapon from 
being damaged during and between shots. Five rounds were stored in the tubular 
magazine under the barrel, with one round in the chamber itself. Some shotguns 
had a special bayonet adapter, which could attach a standard-issue bayonet.

The M97 was used by all military arms at some point or another, and was 
employed in smaller numbers in the Second World War. As newer and better 
shotguns were developed, the Winchester began to be phased out, but still saw 
use in Korea and Vietnam.

----------------------
 Call of Duty 2 notes
----------------------

A new addition to Call of Duty, the shotgun developed a notorious reputation 
from the moment of the game's release. Prior to COD2, the same shotgun was 
featured in Allied Assault, where it was strongly disliked by the community as 
being too strong, too fast and too accurate. Not surprisingly, COD2's shotgun 
has met with the same dislike.

The shotgun's iron sight consists of nothing more than a steel pin above the 
muzzle. Being a shotgun, the weapon sprays a burst of pellets at a target 
rather than a single bullet. While having a large damage area, the pellets do 
little damage individually. The weapon is best used at close range, where 
practically all pellets hit, resulting in overkill. At longer ranges it 
requires more shots to bring an enemy down, and at long range it is impossible 
to hit a target. The Shotgun requires a pump action between shots, reducing its 
rate of fire, and reloads with individual shells. The reload can be cut off at 
anytime to resume firing when needed.

Interestingly, the Shotgun is the only weapon that doesn't lose its crosshairs 
while moving. This makes it far easier for the shotgun to run around and pump 
people full of lead without much accuracy penalty.

While the damage of the Shotgun is realistic enough (any less damaging and it 
wouldn't be a shotgun), the free availability of it from the menu for all teams 
makes it a cookie cutter of a weapon in close quarter maps. The main concern 
that many players have with the Shotgun is that it is too easy to use and 
impossible to defend against, making it a popular weapon with noobs and hated 
by other players. Veteran players argue that while it is possible to kill 
several enemies in a row with several rifle shots, it takes skill to use a 
rifle, while a Shotgun can kill 5-6 players in a row by pointing the weapon in 
the general direction of the target. In maps like El Alamein, which is 
essentially a big trench system, the Shotgun simply cannot be stopped unless by 
another Shotgun or by a long range rifle shot. 

Because of its controversial power and availability, some servers remove the 
weapon from the menu. Arguably, the weapon would be better left as something 
that can only be picked up, like the FG-42 in COD1, but it is most likely that 
competitive circles will bar the weapon entirely. There is a good chance that 
Infinity Ward will nerf the weapon in some form in a future patch.

The Shotgun has the same grenade loadout as the submachine guns, with one frag 
grenade and one smoke grenade.


===============================================================================
 8.2 - MG-42
===============================================================================

Name:                           Maschinengewehr 1942
Country of origin:              Germany
Available for:                  Stationary weapon in Single and Multi-Player
Calibre:                        7.92 x 57mm Mauser
Magazine capacity:              250-round linkable belts
Firing mechanism:               Full-automatic, recoil-operated
Rate of fire:			1200 rounds per minute
Weight:				11.5kg on bipod

-----------------------
 Historical Background
-----------------------

In the 1930's, the German Army required a machine gun to rearm its forces.
After a few unsatisfactory adoptions, the Mauser company came up with a
revolutionary design: the MG34. It incorporated several new features: the
"straight-line" principle, where the butt is part of the barrel line, reducing
the tendency to rise when firing on full-automatic, the use of 50-round belts
that could be linked to form longer belts, and even the use of a double-drum
magazine. A fast, accurate weapon, the MG-34 was a good weapon.

Too good, perhaps. It used the same manufacturing techniques as traditionally-
made weapons, being very time- and labor-consuming. To rectify this problem,
changes were made to the MG34, using as much metal stampings and pressings as
possible, making it easier to produce the weapon while maintaining reliability.
This was achieved and designated the MG42, as well as notching the rate of fire
over 1200 rounds per minute. At this level, it is impossible for the human ear 
to pick out individual rounds being fired, only hearing a "brrp" sound that was
feared by anyone on the receiving end. This extremely high rate of fire tended 
to overheat the barrel, which could easily be changed in a few seconds. 

The MG42 was a General Purpose Machine Gun, being used as a light machine gun 
as well as a heavy machine gun mounted on a tripod. Interestingly, many 
infantry tactics were centered around the MG42. This was fair, since the
MG42 provided more firepower than an entire squad. The MG squad was handpicked
and consisted of seasoned veterans. The most decorated soldier carried and
fired the MG42, while the second best soldier fed the MG42 and replaced the
barrel. The two least experienced soldiers, usually new conscripts, did nothing
but carry ammunition. The rest of the crew covered all possible approaches to
the MG42. The MG42 itself was exempt from a 'stand fast' order, relocating to
a better, pre-planned position to resume firing. This order of battle was
extremely effective. The squad may be crippled, but as long as the MG42 was
still operational, the remainder could put up more firepower than any Allied
squad.

Although the original MG42 has been phased out, many of its features are used
in modern machine guns like the M60. As a testament to its revolutionary
design though, the MG42 is still in use by the German Army as the MG3,
rechambered for the 7.62mm NATO round.


----------------------
 Call of Duty 2 notes
----------------------

The MG-42 returns with its awesome sound effects and tons of lead spewing out. 
The MG-42 is only seen as a stationary weapon, and mainly in single player. 
Germans generally pre-deploy MG-42s at key positions throughout the levels, 
while some levels feature Germans carrying MG-42s, which you can take out 
before they can deploy them. In multiplayer, most stages have an MG-42 located 
in some places, typically on the German side of the map for team-based maps.

The MG-42 uses a white crosshair similar to the black crosshair in COD1. The 
intersection of the crosshairs designates the approximate point of impact, as 
the weapon will vibrate violently when fired. The MG-42 does not overheat, 
unlike CODUO, so it can be fired indefinitely without any penalty. An easy way 
to determine hit probability is to fire the weapon only when the crosshairs go 
red, which they do when pointing directly at an enemy. Some players see this 
method is cheap, but that's how the game mechanics are coded.

The weapon can kill targets in 1-2 hits, and anyone caught in its spray is 
practically shredded instantaneously. The catch is that the weapon is 
stationary, which means that the firer is a sitting duck for as long as they 
are using the MG-42. While enemies from the front will have trouble taking out 
the gunner, flanking enemies will have no problem in neutralising the threat. 
Therefore, try to minimise the amount of time spent on the MG and only use it 
when there are targets of opportunity.

The MG-42 cannot be moved around by the player. However, in a couple of 
missions the MG-42 is carried by German troops and deployed at certain 
locations. Players can take out the machine gunner before they deploy the MG-
42, removing a potential threat.


===============================================================================
 8.3 - .30 cal
===============================================================================

Name:				Browning M1919A4 .30cal Light Machine Gun
Country of origin:		USA
Available for:			Stationary weapon in Single and Multi-Player
Calibre:			.30-06 (7.62 x 63mm)
Magazine capacity:		250-round belts
Firing mechanism:		Full-automatic, recoil-operated, air-cooled
Rate of fire:			400-550 rounds per minute
Weight:				14.5kg


-----------------------
 Historical Background
-----------------------

Developed by famed weapons design John M. Browning, the M1919 was a rather 
late-issue infantry machine gun. Prior to the M1919, the Americans used the 
M1917A1 water-cooled machine gun in the First World War. However, experience 
showed that the water-cooling made the weapon excessively heavy, so it was 
redesigned with an air-cooled perforated barrel jacket and, after several 
refinements to infantry needs, became the M1919A4 light machine gun.

The M1919A4 was the dominant version of the M1919 series, and was issued as a 
support weapon for infantry mounted on a tripod, as well as mounted on tanks 
and jeeps.

However, further combat experience brought complaints that the M1919A4, using a 
tripod, was too unwieldy and took too long to set up in combat. The M1919A4 was 
improved by reducing the weight, replacing the tripod with an integral bipod 
and added a shoulder-stock to the weapon, making it much easier to set up and 
fire. This model was designated the M1919A6.

As with all air-cooled machine guns, the M1919A6 was less efficient and could 
not output the same amount of sustained fire as the older M1917. Consequently, 
the M1917 saw a resurgence in use in the Korean War, when heavy sustained fire 
was required and the M1919 machine guns failed to deliver.

Despite the improvements of the M1919A6, only 43,500 were produced in WWII, 
compared to the 390,000 M1919A4 models.


----------------------
 Call of Duty 2 notes
----------------------

The .30 cal, present in CODUO as the M1919A6 deployable machine gun, is now the 
stationary M1919A4 machine gun. The weapon is practically identical to the 
German MG-42, except that it has a different firing sound and is usually found 
in the American side of multiplayer maps.

The .30 cal uses the same white static crosshair as the MG-42, which goes red 
when pointing at targets, almost guaranteeing a kill if fired at this stage. 
Like the MG-42, the .30 cal does not overheat, and also renders the gunner 
vulnerable to flanking attacks.

In a certain American mission in Single Player, the M1919A4 .30 cal is mounted 
on the DUKW, which the player uses while it is advancing across the river onto 
the bank.


===============================================================================
 8.4 - Panzerschreck
===============================================================================

Name:				Raketenpanzerbüchse 43 "Panzerschreck"
Country of origin:		Germany
Available for:			Single Player
Calibre:			3.46in (8.8cm) rocket
Magazine capacity:		1 round
Firing mechanism:		Electric-ignited, rocket-fired
Weight:				7.46kg

-----------------------
 Historical Background
-----------------------

During the North Africa campaign, the German army discovered an amazing 
American weapon: the "Bazooka", a rocket launcher firing fin-stablised shaped-
charge warheads, and capable of devastating tanks. Realising the potential for 
this weapon, and acknowledging that it was superior to any infantry anti-tank 
weapon they had, the Bazooka was copied and improved, forming the 
Raketenpanzerbüchse 43, "Rocket Tank Rifle".

Popularly known as the Panzerschreck, "Tank Terror", and Ofenrohr, "Stove 
Pipe", among the troops, the weapon was essentially the same as the M9A1 
Bazooka. The Panzerschreck used a metal shoulder stock and fired rockets using 
an electric ignition system. However, to improve the performance of the 
Panzerschreck, the Germans opted for the 8.8cm rocket as the projectile, rather 
than the smaller 6.0cm rocket used in the Bazooka, resulting in a far superior 
weapon.

The trigger assembly had two triggers: one trigger cocked the magnetic ignition 
system, and the second trigger pushed the magnetic rod through a coil, 
generating the electric current necessary to fire the rocket. The rocket itself 
was stablised in flight by a steel ring at the rear, similar to aircraft bombs. 
The rockets were available in summer and winter version, each with different 
propellent loadings for different thermal conditions.

One of the flaws of the Panzerschreck was that the rocket propellent continued 
to burn for a few seconds after launch, putting the firer at risk of being 
burnt. Initially, firers wore gloves and a mask, but the later 
Raketenpanzerbüchse 54 rectified the problem by installing a metal blast shield 
at the front of the trigger assembly.

Like the American Bazooka teams, the Panzerschreck was best used in a two-man 
team with a gunner and a loader. Early teams had little success due to 
overconfidence in the Panzerschreck's design, resulting in engagements of up to 
1000m, despite the Panzerschreck only being effective to 150m or so. It took 
some time for the Panzerschreck's abilities to be gauged and realised, 
surpassing the Panzerfaust.


----------------------
 Call of Duty 2 notes
----------------------

With vehicles no longer in multiplayer, and with the Panzerfaust being a 
disliked weapon in COD1 as an anti-infantry weapon, the Panzerschreck is no 
longer available in multiplayer and is only found in several single player 
missions.

The iron sights have changed greatly from CODUO. The player now looks closly 
through the rear shield and uses the front aiming device. The iron stump marks 
the approximate point of impact, although the rocket is quite inaccurate, so it 
is better to place the entire upper sight hole over the target for a great hit 
probability. The weapon is best fired at close-medium range, where the rocket 
won't spiral out of control.

The Panzerschreck is first seen in the Russian mission "Comrade Sniper", where 
the rocket launcher is dropped in one of the rooms and used to dispose of the 
German half-track.

The Panzerschreck is also prominently used in the British Caen campaign, where 
the player uses it from the back of a truck to take out a pursuing German tank. 
A later British level also contains the Panzerschreck with limited ammunition. 
Players can keep the Panzerschreck through the level to take out enemy tanks in 
one hit, or otherwise they can use sticky bombs.


===============================================================================
 8.5 - Flak 88
===============================================================================

Name:                           8.8cm Flak 36
Country of origin:		Germany
Available for:			Single Player
Calibre:			8.8cm (88mm)

-----------------------
 Historical Background
-----------------------

One of the most feared weapons in the German arsenal, the Flak 88 was the bane 
of the armored vehicle. Capable of knocking out practically any tank in 
existence during WWII, the Flak 88 was a formidable multi-purpose weapon used 
both as standalone artillery and as primary armament for tanks.

The name "Flak" is derived from "Fliegerabwehrkanone", meaning "anti-aircraft 
gun". Originally designed for a calibre of 75mm, the Flak was intended to 
combat the problems faced by anti-aircraft artillery, namely the lack of 
altitude and difficulty in hitting fast-moving targets. This was achieved by 
increasing the muzzle velocity of the cannons to extend their range, and to 
improve their rate of fire.

After overcoming the military speedbump of the Versailles Treaty, the Germans 
quickly accelerated development of their new weapon. The first prototypes for 
the new 88mm calibre were produced, and after testing and approval were 
designed the Flak 18, also known as the Flak 88/L56, derived from the barrel 
length of 56 calibres. The Flak 18 featured a "semi-automatic" loading system, 
allowing spent cases to be ejected and new shells loaded with a single handle, 
increasing the rate of fire to 20 rounds a minute. The Flak 18 was used in the 
Spanish Civil War and proved to be best anti-aircraft weapon.

The Flak 36 model improved on the Flak 18 by using a three-piece barrel that 
could be easily replaced from exposure and wear, and featured a heavy crucifix-
shaped base that could easily be deployed from its carriage, allowing the Flak 
to commence firing after a very quick interval; essential to the German 
blitzkrieg strategy.

During the North Africa campaign, Field Marshal Erwin Rommel realised that he 
was short of anti-tank guns, which in any case proved to be ineffective against 
Allied armor. To supplement his batteries, Rommel borrowed Flak 88's from other 
batteries and used them to repel the British advance. The 88mm shells 
devastated their tanks, and from then onwards the Flak 88 was used as a dual-
purpose gun, with time-delayed fuses for anti-air and high-explosive shells for 
anti-tank and anti-infantry.

Despite the terrifying effectiveness of the Flak 88, it was a relatively 
uncommon gun. It's heavy base made transportation and mobility difficult, and 
most of the time its firepower was decisive only in ambush scenarios rather 
than pitched battles.


----------------------
 Call of Duty 2 notes
----------------------

The Flak 88 is only available in Single Player. Like COD1, the Flak 88 is not 
usable in multiplayer due to it being an infantry-only game, but it is often 
the target for Search and Destroy games.

The artillery piece is most often the target of single player assaults, with 
the objective being to either destroy them or eliminate their crews. In one or 
two levels, players can man the 88 themselves to take out tanks and infantry.

The Flak 88 has a white crosshair, and because the weapon has a flat 
trajectory, the shells will travel straight to the point of impact with a large 
splash radius. The Flak 88 can typically knock out enemy tanks in one hit, and 
wipe out masses of enemy infantry.

As the Flak 88 is a dual purpose Anti-Air/Anti-Tank artillery piece, many Flak 
cannons in single player will be pointed towards the sky, forcing the player to 
bring the weapon down if they want to use it against ground forces.


===============================================================================
 8.6 - Flak AA Gun
===============================================================================

Name:				2cm Flak 38 "Flakvierling"
Country of origin:		Germany
Available for:			Single-Player only
Calibre:			20mm
Magazine capacity:		4 x 20 rounds

-----------------------
 Historical Background
-----------------------

With four barrels, a practical firing rate of over 800 rounds per minute and 
featuring a compact frame design including flip-up seats and raisable stands, 
the Flakvierling was the best anti-aircraft gun the Germans had.

The Flakvierling was a capable of firing in semi-automatic and full-automatic, 
and its barrels could quickly be replaced to prevent overheating and wear and 
tear. It could fire both armor-piercing/high explosive shells, as well as 
conventional HE shells.

The Flakvierling could elevate from -10 degrees to +100 degrees, was capable of 
traversing 360 degrees and had separate sights for air and ground targets.


----------------------
 Call of Duty 2 notes
----------------------

The Flak AA gun is only available in one British North Africa mission. Like its 
COD1 appearance, the AA gun is used to ward off a German air attack. The AA gun 
uses a white crosshair, although the crosshair is only sighted to a certain 
range, beyond which the bullets will continue to travel.

When shooting down the enemy planes, players need to lead the planes slightly 
to compensate for travel time. The easiests point to shoot the planes is when 
they start heading directly towards you, where it is almost impossible to miss.

The AA gun is not available in any other level.


===============================================================================
 8.7 - Crusader
===============================================================================

Name:				Crusader Mark III
Country of origin:		Great Britain
Available for:			Single Player, British
Main armament:			6-pounder (57mm) gun
Secondary armament:		1 Besa MG
Crew:				3


-----------------------
 Historical Background
-----------------------

After the Covenanter tank was deemed to be too light to be an effective tank, 
the heavier Crusader tank was designed, and was a major component of armoured 
units in the North Africa campaign.

The primary advantage of the Crusader over other tanks was that it was 
substantially faster than any other tank. The disadvantage of this, however, 
was that the Crusader had a very weak gun. The initial Crusader model featured 
a 2-pounder (40mm) gun, which was no match in power and range of German tanks 
and AT guns. Another problem encountered by the Crusader was that they were not 
supplied with High Explosive ammunition, rendering them incapable of 
neutralising infantry or artillery. The Germans exploited these flaws by luring 
British Crusader tanks into an ambush of AT guns, which could bombard the 
Crusaders with impunity as they were outside the range of the Crusaders' guns.

The British in turn developed spearhead tactics that were designed to allow the 
Crusader to rush German guns and tanks and close the distance as soon as 
possible to allow the tanks to fire directly at German units and using speed to 
their advantage. A brutal and costly tactic, it was nonetheless one of the few 
options the British had in deploying the Crusader tank.

There were three main Crusader tank models used. The Crusader Mark II featured 
thicker frontal armor and removed the auxillary turret where the secondary MG 
was located in the Mark I. The Mark III Crusader was up-gunned to the 6-pounded 
(57mm) gun and was ready for use at the First Battle of El Alamein in May 1942. 
However, the larger gun meant less space in the turret, resulting in the crew 
being reduced from four to three, with the commander acting as the loader.

Towards the end of the North Africa campaign, the Crusader was being phased out 
by the American Grant and Sherman tanks, and later the British Cromwell tank. 
The Crusader was relegated to secondary duties, with the chasis being used 
mainly for mobile Anti-Air guns.


----------------------
 Call of Duty 2 notes
----------------------

In COD1, players controlled a T-34 tank in the Russian armoured push across the 
snow-filled plains of Eastern Europe. In COD2, players assume the role of Tank 
Commander David Welsh of the 7th Armoured Division, controlling a Crusader tank 
across the deserts of North Africa. The mission introduces players to the 
British spearhead doctrine and pits them against German tanks and 88's, with 
some additional support by Sherman tanks.

The first thing players might notice about the Crusader tanks is that it's 
fast. In fact, it's VERY fast. The sheer speed of the Crusader allows it to run 
circles around the German tanks. However, at the beginning of each assault, 
players must close the distance by sprinting across the open desert and smash 
into the German lines before they can fight effectively against the German 
tanks.

The main gun uses a crosshair to designate the point of impact. The gun takes 
two or more shells to knock out a German tank, or one shell to the turret. One 
shell is enough to take out the Flak gun, and the gun is moderately effective 
against infantry, although it is often easier to run over them rather than 
shooting them. Shells fire in a flat trajectory, so there is no need to figure 
out firing angles; it's just a simple point-and-click procedure.

Like COD1, the Crusader tank has an MG mounted in the hull, which will 
automatically fire at infantry in sight, and is quite effective at taking out 
ground troops.

The regenerating health system works the same way with the tank as it does on 
foot, oddly enough. The tank will go into critical status when struck by an 
enemy shell, and will explode if struck again during critical. If not struck 
again, it will replenish itself and can take further hits from there. As it is 
so easy to take out German tanks and evade fire, being hit isn't a huge 
problem, but when in critical ensure that all threats are taken out as soon as 
possible. Being an open desert, there aren't any places to hide to regenerate 
apart from friendly tanks, and they tend to blow up rather quickly when faced 
against the German tanks.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               VERSION HISTORY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Version 1.11 (Nov 13 2005)	- Fixed Grenade entry:
				SP Max nades are 4 Frag, 4 Smoke
				MP Max nades are 3 Frag, 1 Smoke

Version 1.1 (Nov 11 2005)	- Fixed many typographical errors
				- Added minor details to various entries
				- Added Crusader tank entry
				- Corrected Grenade entry regarded rifles

Version 1.0 (Nov 10 2005)	- Version 1.0 Complete
				- Future updates may contain more single player 
				  entries



===============================================================================
 END OF FILE
 Copyright (c) 2005 David "Scott Lee" Nguyen
===============================================================================
*******************************************************************************

                                  Guild Wars
                                FAQ/Walkthrough

Copyright 2005, Apathetic Aardvark                 Email: sinenomine@gmail.com
All rights reserved                                               Version .99c
I am also known as SineNomine                                         11/28/05


*******************************************************************************
Index/Table of Contents
*******************************************************************************


Disclaimer.........................................................i
Basics.............................................................ii
Walkthrough........................................................iii
Professions........................................................iv
Collector List.....................................................v
FAQ & Misc.........................................................vi
Version History....................................................vii
Credits............................................................viii

*******************************************************************************
                       i)  Disclaimer (Legal stuff)
*******************************************************************************

Copyright 2005, Apathetic Aardvark                         All rights reserved.

You are allowed to do the following:
- Make copies for your own, personal use.
- Post this FAQ on a non-commercial, freely accessible web site. My
permission is NOT required.  However, the FAQ must be posted in its full,
ORIGINAL FORM, including THIS disclaimer in full, and credited to Apathetic
Aardvark.

What you can't do:
- Posting this FAQ on a commercial site, or requiring payment for its
access, is not permitted under ANY circumstances.
- Using this FAQ (or any part of it) on a commercial site, or in a magazine,
guide, book etc. without my explicit written permission is a copyright
infringement. Editing this FAQ in any way, using it as a basis for your
own FAQ, or posting it without giving proper credit is plagiarism. Both
are violations of international copyright law and will result in legal
prosecution.

*******************************************************************************
                                ii) Basics
*******************************************************************************

For the most part, I'm going to assume you read the instruction booklet which
came with the game, or in the event you downloaded it, you at least read
something similar.  This section is merely going to clarify or emphasize
certain points of the basics.  I've tried to break it up into the categories
below, but some parts do not fit in too well, so if you are going to read this
section, just read the entire thing.

Bare Basics
Experience and Levels
Conditions
Armor
Terminology

----
Bare Basics
----

Movement is very important in Guild Wars.  The WASD and the arrow keys will
move your character in the respective direction when pressed.  Q and E will
strafe you left or right.  Strafing is a great way to dodge most incoming
missile projectiles.  If you have no reason to be standing still during battle,
always be strafing in a random pattern.  Different projectiles do have
different movement rates and arcs, I will leave it to you to get a feel for
these.  Practice strafing early on enemies which do lousy damage, so when you
reach those who hit hard, you are not always getting hit.

The space bar doubles as the left click button of a mouse.  It will attack
whatever target is active, or talk to whatever NPCs is selected.  Tab, [, and ]
will scroll through targets.  C will target the closest enemy, f will target
yourself, and v any nearby NPCs.  T will target a called target, more on this
in a moment.

Calling targets is an integral part of Guild Wars.  It allows one party member
to display which enemy he or she is attacking to the entire party.  Generally,
a healer is called first so that it can be taken out quickly.  To call a
target, hold control whenever you hit it with an action [control double click
would say "I'm attacking blah blah blah".  When a party member hits T, they
will also target blah blah blah.  It is best to only have one assigned caller
in a party.  Multiple people calling is usually confusing and annoying.

You can also use control to "say" just about anything.  Control + clicking on
virtually anything on your display interface will result in some sort of
statement.  You can inform healers what conditions you have on yourself, to
state you have low energy, or low health.

In Guild Wars, all characters start at level 1 with 100 health.  Like many
RPGs, Guild Wars is to some extent based on level.  Each time you level your
maximum health increases by 20.  In addition, you get attribute points, which
are used to improve the quality of your skills by boosting the corresponding
attribute.

----
Experience and Levels
----

There is a level maximum of 20 in Guild Wars.  Each level is based on
experience.  Here is the amount of experience needed to level:


Level      Total XP  Reward
Level 01 -     0
Level 02 -  2000    - 5 Attribute Points, 1 Skill Point
Level 03 -  4600    - 5 Attribute Points, 1 Skill Point
Level 04 -  7800    - 5 Attribute Points, 1 Skill Point
Level 05 - 11600    - 5 Attribute Points, 1 Skill Point
Level 06 - 16000    - 5 Attribute Points, 1 Skill Point
Level 07 - 21000    - 5 Attribute Points, 1 Skill Point
Level 08 - 27600    - 5 Attribute Points, 1 Skill Point
Level 09 - 32800    - 5 Attribute Points, 1 Skill Point
Level 10 - 39600    - 5 Attribute Points, 1 Skill Point
Level 11 - 47000    - 10 Attribute Points, 1 Skill Point
Level 12 - 55000    - 10 Attribute Points, 1 Skill Point
Level 13 - 63600    - 10 Attribute Points, 1 Skill Point
Level 14 - 72800    - 10 Attribute Points, 1 Skill Point
Level 15 - 82600    - 10 Attribute Points, 1 Skill Point
Level 16 - 93000    - 15 Attribute Points, 1 Skill Point
Level 17 -104000    - 15 Attribute Points, 1 Skill Point
Level 18 -115600    - 15 Attribute Points, 1 Skill Point
Level 19 -127800    - 15 Attribute Points, 1 Skill Point
Level 20 -140600    - 15 Attribute Points, 1 Skill Point

You still continue to "level" beyond Level 20, but your level will remain at
20.  Also, you will not get attribute points anymore, but you will still get a
skill point.  All levels after level 20 are 20000 experience apart.  The
attribute points gained from above [170], are all but 30 attribute points.
There are two quests which each give 15 attribute points.  This adds up to 200
total attribute points.

Now, a table showing how attribute points work

  Attribute Level | Points Needed | Total Points
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    1             |    1          |   1
    2             |    2          |   3
    3             |    3          |   6
    4             |    4          |  10
    5             |    5          |  15
    6             |    6          |  21
    7             |    7          |  28
    8             |    9          |  37
    9             |   11          |  48
   10             |   13          |  61
   11             |   16          |  77
   12             |   20          |  97

As you can see, as your attribute gets pumped higher and higher, the amount of
points becomes steeper and steeper.  Because of this, not all attribute can be
maxed.  I would recommend using three attributes on your character.  There are
many way you can divide up the 200 total attribute points should you choose to
do this.  The most common is 11-11-8.  Another common is 11-10-10.  If you
intend to only use two attributes, you have it easy, 12-12 with a few
leftovers.  If you wish to do four or more attributes, your character will be
extremely weak in the long run.  The only real option for this are 9-9-9-9 and
it is a very poor option at that.

Do not fret though, if you do not like how your attribute points are spread
out, you can use your refund points.  You get 1 refund point for every 250
experience you earn.  There is a maximum of 24 refund points at a time, so if
you are experimenting with new ideas, make sure you still have a method to earn
experience to change them back in the even you are not satisfied.

---This has changed, you now get unlimited refunds while in town, but none
while not in town, the above paragraph is for nostalgia---

All of these attributes are used to boost your skills.  To access the skills
menu, press K by default.  You can have eight skills loaded at a time.  They
correspond with numbers 1-8 on the number row [above qwerty].  These skills can
only be changed while in towns.  Eight seems like a constricting number at
times, so you will have to choose wisely.

Most skills require energy to use, though some require adrenaline.  Others
require nothing at all.  Energy is stat which does not increase with level and
can only be boosted with items.

Elementalists, Necromancers, Mesmers and Monks all start with 30 energy and 4
arrows of energy regeneration.  Each arrow represents .33 energy regained per
second.  Rangers start with 25 energy and 3 arrows of energy regeneration.
Warriors with 20 and 2 arrows.  The extra arrows on the non-warrior classes
come from their armor.  So unless you are not wearing armor, your energy
regeneration will always be this.  Maximum energy can be increased or decreased
by certain armors.  I will have a detailed list of this in the professions
section of the guide.

Adrenaline on the other hand, is gained by hitting an enemy.  This is the way
most warrior skills charge up for use.  There are other skills which can
increase or decrease adrenaline gains.

----
Conditions
----

There are three basic types of long term spells in the game.  Ones which create
enchantments, hexes and conditions.  Enchantments are friendly spells with a
lasting duration.  They often heal or protect you in some capacity, but can
have other uses.  Hexes are usually put on you by enemies and have one harmful
effect or another.  Conditions are the easiest to describe.  They usually cause
health degeneration, but here is a list.


Health Degenerating Conditions:
Bleeding  - 3 arrows.  Most skills which cause bleeding have a long duration.
Burning   - 7 arrows.  Burning is far more painful than bleeding, but shorter.
Diseased  - 4 arrows.  Medium duration, spreads to nearby creatures of the same
type.
Poison    - 4 arrows.  Poison has a rather long duration.  It can is most
commonly seen with 4 arrows, but certain types of swamp areas inflict a type of
poison which is less potent.  Swamp Water I believe is the name.

Non-Health Degenerating Conditions
Blind     - You will "miss" with 90% of your physical attacks.  Also increases
the rate of "stray" shots from ranged weapons.
Crippled  - You move a great deal slower.
Dazed     - All of your spells are interrupted from any physical damage.
Casting times are increased by 100%.
Deep Wound- You maximum health is reduced by 20%.  All forms of regaining life
other than regeneration is reduced by 20% as well.
Exhaustion- Caused by yourself on several high powered skills, particularly
Elementalist ones, Exhaustion greatly reduces energy regeneration of depleted
energy.  I am not yet sure exactly what the rate is, or when it wears off, but
this is annoying.
Weakness  - Your base damage is reduced by 66.6%.  This goes directly off of
your real damage, before enemy armor is factored in.  Because of this, you will
do even less damage than this.

----
Armor
----

Speaking of armor, it is needed.  There are five pieces of armor: Head, Chest,
Hands, Legs, and Feet.  Characters can also carry a shield.  Armor ONLY
protects the area of the body it logically covers, though shields have their
armor added to all parts.  Thus, you must always try to keep yourself
completely armored.  Hit ratio's, however, are larger on some areas than
others.

Head - takes 12.5% of all physical attacks.  Percentage goes up if enemy is on
higher ground than you.  The arcs of some bows have an easier time of
headshotting than others.  As headgear does not have a "special" armor bonus,
like most armors do, you will often take more damage here.  Others have
suggested that in addition to this, a headshot from an arrow is an auto-
critical.
Chest - takes 37.5% of all physical attacks.  As you can see, the chest takes
more physical attacks than any other area of the body.  The chest also takes
all of the direct damage spells.  These are spells which have no projectile
animation and which do not cause damage over time.  Spells like this would
include Inferno and Deathly swarm.
Hands - takes 12.5% of all physical attacks.
Legs - takes 25% of all physical attacks.
Feet - takes 12.5% of all physical attacks.

Perhaps more important than where you get hit, is how much protection armor
gives.  At Armor Level [AL] 60, you take the "real" damage of what someone
attacks for.  You take more than that if you have less AL, and less than that
if you have more AL.  Here are a few samples of how much damage you will take
based on a percentage in terms of the real damage.


AL   Damage %
--------------
0    283%
5    260%
20   200%
30   168%
40   141%
50   119%
60   100%
70   84%
75   77%
80   71%
85   64%
100  50%
110  42%
120  35%

As you can see, ten armor can make a huge difference in this game.  Monk,
Mesmer and Elementalist armor cap out at 60, though they can have minor bonuses
against a particular type of damage as well.  Necromancers cap out at 70,
Rangers at 75 [or is it 70, I'll have to level my ranger ;P] and Warriors at
85.  On top of this, shields max out at 16 defense.  So the maximum defense
which can be reached without the aid of any skills is 101.  With skills, you
could easily surpass 200 AL, although, I am at this time uncertain if there is
a point where defense stops adding up.


---
Terminology
---

Aggro - Aggravation range.  The smaller circle on your compass.  Most enemies
which get in this circle will attack you.
AL - Armor Level.  This is the defense on your armor.
AoE - Area of Effect, this usually refers to Elementalist skills which effect a
large area.
Body Blocking - Standing in front of something so it can not get around you,
and eventually attack you, so that it doesn't attack someone else.
DoT - Damage over time, often refers to Mesmer or Necromancer skills which
cause health degeneration.  Conjure Phantasm is the typical example of this.
Ecto - Refers to a Glob of Ectoplasm, a material for Fissure armor which falls
in the underworld
Farm - To kill the same monsters over and over, in hopes of getting good items,
money, or experience.
FoW - Fissure of Woe, accessed from the Balthazar Statue in the Temple of the
Ages when your country has the favor of the gods.
HoH - Hall of Heroes, a place you get to after winning several consecutive
battles in the Tomb of Primeval Kings.  Should you win, you might get a
Celestial Sigil.  This place determines the favor of the gods.
LFG - Looking for Group
LFP - Looking for Party
Nerf - To make a skill [or build] less effective by patching the game in an
update.  Not frequently done in Guild Wars, but overly done in say, Diablo II.
Nuker - Someone who can deal a large amount of damage, often to large groups.
Usually an Elementalist, but can be a Mesmer or Necromancer or well.
PUG - Pick up group.  Something to avoid at all costs if you can.  There seems
to be a rule that any random group needs one complete jerk in it.
PvE - Player vs Environment/Enemy - The cooperative areas of the game all fall
under this category.
PvP - Player vs Player.
Runner - Someone who runs other players from on town to another, often for a
fee.
Shard - Refers to an Obsidian Shard, a material for Fissure armor which falls
in the Fissure of Woe
Shutdown - A Mesmer, or on rare occasions a Necromancer, who specializes in
preventing enemies from casting spells.
Sigil - Celestial Sigil.  You need this to purchase a guild hall, they can be
bought from Sigil Traders, or won in the hall of heroes.
Spike[r] - Spikers are generally air Elementalists or fragility Mesmers.  The
concept involves doing huge damage to one target rapidly, in hopes that the
target is unable to get healing fast enough to recover.
Tank - Someone who gets hit a lot, generally a warrior, sometimes a ranger.
ToA - Temple of the ages.  When a country has the favor of the gods, the
underworld and fissure of woe can be accessed from here.
UW - Underworld, accessed from the Grenth Statue in the Temple of the Ages when
your country has the favor of the gods.
WTB - Want to buy
WTS - Want to sell
WTT - Want to trade [for an item, as opposed to money]
Zone - Zoning is when a person enters the next area, which pulls your entire
party into it.  Often phrase as "Can I zone"  or "I'm going to zone us"  which
usually means, grab any items you want right now.


*******************************************************************************
                               iii) Walkthrough
*******************************************************************************

All quests will be divided first by general area, then by the town you get them
in.  I will also label which quests are for all classes and which ones are for
only certain classes, but will no longer separate them.  I will lay these out
in an order which makes sense, but there are potentially faster orders to do
them in, and this particular order may prove too difficult for some builds
early on.

I will no longer be listing items received from completing a quest for a
couple of reasons.  The first, they generally stink.  The second, it seems they
constantly get changed every patch.

Also, for most missions I have submitted maps to GameFAQs as well.  These
are designed to supplement the guide, more so than be a stand alone.  I expect
that people will use these maps rather than send me an email of "OMG I AM SO
LOST WHERE DO I GO".  Presently, I have most of the missions up, the later ones
I hope to have submitted by July 7th.

Here is a quick table of contents for the main area.

-Pre-Searing Ascalon
 -Normal Quests
  Message From a Friend [ps1]
  War Preparations [ps2]
  [Your Class Here] Test [ps3]
  Gwen's Flute [ps4]
  Further Adventures [ps5]
  Unsettling Rumors [ps6]
  Adventure with an Ally [ps7]
  Second Profession [ps8]
  Bandit Raid [ps9]
  The Poisonous Devourer [ps10]
  Charr in the Catacombs [ps11]
  Charr at the Gate [ps12]
  The Wayward Wizard [ps13]
  Poor Tenet [ps14]
  Trouble in the Woods [ps15]
  A New [Your Class] Skill Trainer [ps16]
  A Gift for Althea [ps17]
  Rites of Remembrance [ps18]
  Little Thom's Big Cloak [ps19]
  The Hunter's Horn [ps20]
  The Worm Problem [ps21]
  Tithe for Ashford Abbey [ps22]
  Opposition to the King [ps23]
  The True King [ps24]
  The Orchard [ps25]
  The Prize Moa Bird [ps26]
  The Egg Hunter [ps27]
  The Rogue's Replacement [ps28]
  Across the Wall [ps29]
  Path To Glory [ps30]
  Ascalon Academy [Mission] [ps31]

 -Profession Sampler Quests
  Grawl Invasion [psst1]
  A Mesmer's Burden [psst2]
  The Ranger's Companion [psst3]
  Elementalist Experiment [psst4]
  A Monk's Mission [psst5]
  The Necromancer's Novice [psst6]

 -Primary and Secondary Professions Skill Trainer Quests
  Supremacy of Air [psps1] [Elementalist Only]
  Domination Magic [psps2] [Mesmer Only]
  Blessings of Balthazar [psps3] [Monk Only]
  Protection Prayers [psps4] [Monk Only]
  The Accursed Path [psps5] [Necromancer Only]
  Power of Blood [psps6] [Necromancer Only]
  Test of Marksmanship [psps7] [Ranger Only]
  Unnatural Growth [psps8] [Ranger Only]
  Warrior's Challenge [psps9] [Warrior Only]
  The Vineyard Problem [psps10] [Warrior Only]

 -Quests which are not really quests
  The Bear Hunters [psq1]
  Farmer Dirk's Prize Winning Hogs [psq2]
  Dress up Gwen! [psq3]


-Ruins of Ascalon

 -Missions
  The Great Northern Wall [mis1]
  Fort Ranik [mis2]
  Ruins of Surmia [mis3]
  Nolani Academy [mis4]

 -Ascalon City
  The Krytan Ambassador [roa1]
  The King's Message [roa2]
  Helping the People of Ascalon [roa3]
  The Ambassador's Quandary [roa4]
  Rastin's Ritual [roa5]
  Defend the Wall [roa6]
  Cities of Ascalon [roa7]
  Counting the Fallen [roa8]
  Scavengers in Old Ascalon [roa9]
  Vanguard Equipment [roa10]
  Barradin's Advance [roa11]
  A Mission of Peace [roa12]
  The Troublesome Artifact [roa13]
  Fires in the East [roa14]
  Symon's History of Ascalon [roa15]
  Scorched Earth [Elementalist Only] [roa16]
  Elemental Knowledge [Elementalist Only] [roa17]
  Recruits for Hollis [roa18]
  Gargoyle Trouble [Warrior Only] [roa19]
  Military Matters [Warrior Only] [roa20]
  To the Breach [Warrior Only] [roa21]
  Endangered Species [Ranger Only] [roa22]
  The Charr Patrol [Ranger Only] [roa23]
  The Charr Staging Area [Ranger Only] [roa24]

 -Sardelac Sanitarium
  Supplies for the Duke [ros1]
  Barradin's Stand [ros2]
  Sowing Seeds [Monk only] [ros3]
  Protecting Ascalon [Monk only] [ros4]
  In Memory of Paulus [Monk only] [ros5]
  Mesmerizing the Enemy [Mesmer only] [ros6]
  Trying Times [Mesmer only] [ros7]
  A Cure for Ralena [ros8] [Mesmer only]
  The Stolen Artifact [Necromancer Only] [ros9]
  Death in the Ruins [Necromancer Only] [ros10]
  Oberan's Rage [Necromancer Only] [ros11]
  Shalev's Task [Elementalist Only] [ros12]
  Family Ties [ros13]

 -Piken Square
  The Siege of Piken Square [rop1]
  Casualty Report [rop2]
  The Duke's Daughter [rop3]
  Fires in the North [rop4]
  Red-Cloaked Deserter [rop5]
  Hammer and Anvil [rop6]
  Garfazz Bloodfang [rop7]
  Althea's Ashes [rop8]
  Fallen Soldiers [Necromancer Only] [rop9]
  Army Life [Warrior Only] [rop10]
  Charr Reinforcements [Ranger Only] [rop11]

 -Fort Ranik / Frontier Gate / Serenity Temple
  The Regent Valley Defense [rof1]
  Deliver a Message to my Wife [rof2]
  Frontier Gate Fugitives [rof3]
  Ruins of Surmia [rof4]
  Replacement Healers [Monk only] [rof5]
  Unnatural Creatures [Mesmer only] [rof6]
  Experimental Elixir  [Mesmer only] [rof7]
  The Way of the Geomancer [Elementalist Only] [rof8]
  The Geomancer's Test [Elementalist Only] [rof9]
  Caravan in Trouble [rof10]


-Northern Shiverpeaks

 -Missions
  Borlis Pass [mis5]
  Frost Gate [mis6]

 -Yak's Bend
  The Way is Blocked [nspy1]
  The Road to Borlis Pass [nspy2]
  The Shiverpeak Stragglers [nspy3]
  The Missing Artisan [nspy4]
  Helping the Dwarfs [nspy5]
  Oswalt's Epitaph [nspy6]
  Minaar's Trouble [nspy7]
  Minaar's Worry [nspy8]
  Iron Horse War Machine [nspy9]
  The Wayward Monk [Monk Only] [nspy10]
  The Stone Summit Champion [Mesmer Only] [nspy11]
  Renegade Necromancer [Necromancer Only] [nspy12]
  A Heart of Ice [Elementalist Only] [nspy13]
  Securing the Vale [Warrior Only] [nspy14]
  Stone Summit Beastmasters [Ranger Only] [nspy15]

-Beacon's Perch
  Hungry Devourer [nspb1]
  The Deserters [nspb2]
  To Kryta: Refugees [nspb3]
  To Kryta: The Ice Cave [nsbp4]
  To Kryta: Journey's End [nsbp5]


-Kryta

 -Missions
  Gates of Kryta [mis7]
  D'Alessio Seaboard [mis8]
  Divinity Coast [mis9]

 -Lion's Arch/North Kryta Province Quests
  Report to the White Mantle [kla1]
  The Villainy of Galrath [kla2]
  Orrian Excavation [kla3]
  Merchant's Plea [kla4]
  The Weaver of Nebo [kla5]
  Duties of a Lionguard [kla6]
  The Ascalon Settlement [kla7]
  The Last Hog [kla8]
  Reversing the Skales [kla9]
  Blankets for the Settlers [kla10]
  Bandit Trouble [kla11]
  Graven Images [kla12]
  Malaquire's Test [kla13]

 -Beetletun/Bergen Hot Springs/Nebo Village Quests
  The Hot Springs Murders [kbb1]
  The Undead Hordes [kbb2]


-Maguuma Jungle

 -Missions
  The Wilds [mis10]
  Bloodstone Fen [mis11]
  Aurora Glade [mis12]

 -Druid's Overlook Quests
  A Brother's Fury [mjdo1]
  Eye for Profit [mjdo2]
  Mysterious Message [mjdo3]
  Wisdom of the Druids [mjdo4]

 -Quarrel Falls Quests
  The Price of Steel [mjqf1]
  White Mantle Wrath: Demagogue's Vanguard [mjqf2]

 -Ventari's Refuge Quests
  White Mantle Wrath: A Helping Hand [mjvr1]
  Urgent Warning [mjvr2]
  Dropping Eaves [mjvr3]
  Blood and Smoke [mjvr4]

 -Henge of Denravi Quests
  Passage through the Dark River [mjhd1]


-Return to Kryta

 -Missions
  Riverside Province [mis13]
  Sanctum Cay [mis14]

 -Fisherman's Haven Quests
  The Royal Papers [rkfh1]
  The Lost Princess [rkfh2]

 -Temple of the Ages Quests
  The False Gods [rkta1]


-Crystal Desert
 -Missions
  Thirsty River [mis15]
  Dunes of Despair [mis16]
  Elona Reach [mis17]
  Doppelganger [mirror]
  Dragon's Lair [mis18]

 -Amnoon Oasis Quests
  Sands of Souls [cdao1]
  Ancient Secrets [cdao2]

 -Augury Rock Quests
  Into the Unknown [cdar1]
  Ghostly Vengeance [cdar2]

 -Seeker's Passage Quests
  A Belated Betrothal [cdsp1]
  The Monk's Path [cdsp2]
  The Ranger's Path [cdsp3]

 -Destiny's Gorge Quests
  The Forgotten Ones [cddg1]
  Forgotten Wisdom [cddg2]
  The Mesmer's Path [cddg3]
  The Warrior's Path [cddg4]

 -Hero's Audience Quests
  The Misplaced Sword [cdha1]
  The Elementalist's Path [cdha2]
  The Necromancer's Path [cdha3]


-Southern Shiverpeaks

 -Missions
  Ice Caves of Sorrow [mis19]
  Iron Mines of Moladune [mis20]
  Thunderhead Keep [mis21]

 -Droknar's Forge
  Hero's Journey [ssdf1]
  Hero's Challenge [ssdf2]
  Seeking the Seer [ssdf3]


-Ring of Fire

 -Missions
  Ring of Fire [mis22]
  Abaddon's Mouth [mis23]
  Hell's Precipice [mis24]

 -Ember Light Camp Quests
  Final Blow [elc1]

 -Fissure of Woe
  Tower of Courage [FOW1]
  The Wailing Lord [FOW2]
  A Gift of Griffons [FOW3]
  Army of Darkness [FOW4]
  The Eternal Forgemaster [FOW5]
  Defending the Temple of War [FOW6]
  Restore the Temple of War [FOW7]
  Khobay the Betrayer [FOW8]
  Tower of Strength [FOW9]

 -Underworld
  Clearing the Chamber [UW1]
  Restore the Monuments of Grenth [UW2]
  Escort the Souls [UW3]
  Unwanted Guests [UW4]
  Wrathful Spirits [UW5]
  Demon Assassins [UW6]
  The Ice King[UW7]
  ----- [four more not yet listed]

 -Sorrow's Furnace/Grenth's Footprint
  To Sorrow's Furnace [SF1]
  Summit Slaves [SF2]
  Cold One [SF3]
  Gathering Resources [SF4]
  Wrenches in The Gears [SF5]
  Fire in the Hole [SF6]
  Unruly Slaves [SF7]
  Kilroy Stoneskin [SF8]
  Unspeakable, Unknowable [SF9]
  Noble Intentions [SF10]
  Noble Intentions, Plan B [SF11]
  Final Assault [SF12]
  The Forge Heart [SF13]
  [four more quests not yet listed]

 -Titan Quests
  Defend Droknar's Forge [TQ1]
  Last Day Dawns [TQ2]
  Defend North Kryta Province [TQ3]
  Defend Denravi [TQ4]
  The Titan Source [TQ5]

-------------------------------------------------------------------------------
Pre-Searing
-------------------------------------------------------------------------------

Note: This section is more or less pasted from my Pre-Searing Guide.  For more
things to do in pre-searing, please refer to that guide.

1. Normal Quests
  Message From a Friend [ps1]
  War Preparations [ps2]
  [Your Class Here] Test [ps3]
  Gwen's Flute [ps4]
  Further Adventures [ps5]
  Unsettling Rumors [ps6]
  Adventure with an Ally [ps7]
  Second Profession [ps8]
  Bandit Raid [ps9]
  The Poisonous Devourer [ps10]
  Charr in the Catacombs [ps11]
  Charr at the Gate [ps12]
  The Wayward Wizard [ps13]
  Poor Tenet [ps14]
  Trouble in the Woods [ps15]
  A New [Your Class] Skill Trainer [ps16]
  A Gift for Althea [ps17]
  Rites of Remembrance [ps18]
  Little Thom's Big Cloak [ps19]
  The Hunter's Horn [ps20]
  The Worm Problem [ps21]
  Tithe for Ashford Abbey [ps22]
  Opposition to the King [ps23]
  The True King [ps24]
  The Orchard [ps25]
  The Prize Moa Bird [ps26]
  The Egg Hunter [ps27]
  The Rogue's Replacement [ps28]
  Across the Wall [ps29]
  Path To Glory [ps30]
  Ascalon Academy [Mission] [ps31]

2. Profession Sampler Quests
  Grawl Invasion [psst1]
  A Mesmer's Burden [psst2]
  The Ranger's Companion [psst3]
  Elementalist Experiment [psst4]
  A Monk's Mission [psst5]
  The Necromancer's Novice [psst6]

3. Primary and Secondary Professions Skill Trainer Quests
  Supremacy of Air [psps1] [Elementalist Only]
  Domination Magic [psps2] [Mesmer Only]
  Blessings of Balthazar [psps3] [Monk Only]
  Protection Prayers [psps4] [Monk Only]
  The Accursed Path [psps5] [Necromancer Only]
  Power of Blood [psps6] [Necromancer Only]
  Test of Marksmanship [psps7] [Ranger Only]
  Unnatural Growth [psps8] [Ranger Only]
  Warrior's Challenge [psps9] [Warrior Only]
  The Vineyard Problem [psps10] [Warrior Only]

4. Quests which are not really quests
  The Bear Hunters [psq1]
  Farmer Dirk's Prize Winning Hogs [psq2]
  Dress up Gwen! [psq3]


-------------------
1. Normal Quests
-------------------
Normal quests are quests which all character classes get the exact same quest
for.  The first few are set in the particular order they must be done.  Almost
all of the quests in this category are available to try once you have completed
the quest "Unsettling Rumors".  I will make a note of any quest in this
section which has a different requirement.

----
Message From a Friend [ps1]
----
Quest Starter: Town Crier [Ascalon City]
Objective: Talk to Sir Tydus
Reward: 100xp, 10 gold
Reward Giver: Sir Tydus
Difficulty and Comments: Easiest quest ever.  Talk to the Town Crier right
where your character appears after the opening movie.  Sir Tydus is located
near by across a bridge.  Talk to him to receive your reward and again to
activate the next quest.

----
War Preparations [ps2]
----
Quest Starter: Sir Tydus [Ascalon City]
Objective: Talk to your primary skill trainer.  The trainer's name is different
depending on which class your character is.  The trainer is located directly
outside of Ascalon City.
Reward: 250xp.
Reward Giver: Primary Skill Trainer.
Difficulty and Comments: Again, no difficulty what so ever.  Talk to the Skill
Trainer again to get the next quest.

----
[Your Class Here] Test [ps3]
----
Quest Starter: Primary Skill Trainer [Lake Side County, right outside of
Ascalon City]
Objective: *Varies.  This quest is slightly different based on your class.  It
will involve either killing a few river skales or getting some shimmering
scales, which are obtained from killing river skales.
Reward: 500xp + skills for your primary class.
 - Elementalist - Flare, Aura of Restoration
 - Ranger - Power Shot, Troll Unguent
 - Warrior - Frenzy, Healing Signet
 - Necromancer - Vampiric Gaze, Deathly Swarm
 - Mesmer - Empathy, Ether Feast
 - Monk - Healing Breeze, Banish
Reward Giver: Primary Skill Trainer
Difficulty and Comments: Very little difficulty.  Do this quest at the same
time as the next quest, Gwen's Flute.

----
Gwen's Flute [ps4]
----
Quest Starter: Gwen
Objective: Find Gwen's Missing flute.  It is in fact broken and just south of
where she is standing across the nearby river.
Reward: 250xp
Reward Giver: Gwen
Difficulty and Comments: Alright.  Gwen is a somewhat broken aspect of Pre-
Searing.  She is sad that her flute is broken, but will offer to follow you
around anytime you leave Ascalon City on foot.  You can make her happy by
giving her flowers, a fixed flute or a cape.  She will eventually give you a
Tapestry Shred, which does not seem to have any use in the game presently.

----
Further Adventures [ps5]
----
Quest Starter: Haversdan [Lakeside County]
Objective: Haversdan walks out of Ascalon City the moment you complete the
Primary Skill Trainers first Test.  He will speak of Devona, a warrior residing
in Lake Side Village.  Run to her for the reward.
Reward: 250xp.
Reward Giver: Devona
Difficulty and Comments: Another simple quest.  You may notice most of the
monsters do not attack you on your way there.  This is common in Pre-Searing,
though there are some which will.  Once you complete this quest, almost every
other quest becomes available to start, so your order from here on out will
certainly be different from my own.  I will attempt to hint at which quests are
done near each other, to help reduce your time spent running back and forth.

----
Unsettling Rumors [ps6]
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Speak to Meerak the Scribe regarding the Charr Threat.  Once spoken
too, speak to Armin Saberlin in Ascalon City.
Reward: 250xp
Reward Giver: Armin Saberlin
Difficulty and Comments: This mission is designed to teach a player how to use
the "M" button for quick travel.  Any town, outpost, or area labeled on the
map with a symbol can be instantly traveled to.  If you are in a party when
you do this, the party is disbanded.  Talk to Armin again to start his next
quest.  Also, as you are back in Ascalon City and all of the Ascalon City
quests are now open, run around and activate them all.

----
Adventure with an Ally [ps7]
----
Quest Starter: Lina [Lakeside County, just outside of Ascalon City]
Objective: Party up with another player and return to her.
Reward: 100xp and a resurrection signet.
Reward Giver: Lina
Difficulty and Comments: One of two quests pre-searing which must be done with
another player.  Make sure to get the signet from her, it is quite useful.

----
Second Profession [ps8]
----
Quest Starter: Armin Saberlin [Ascalon City]
Objective: Learn a second profession.
Reward: 250xp
Reward Giver: Armin Saberlin
Difficulty and Comments: I would suggest not doing this quest immediately if
you are unsure of which second profession you want.  Once you decide on one,
return to Armin for the reward.

----
Bandit Raid [ps9]
----
Quest Starter: Baron Egan [Ascalon City]
Objective: Get the Ashford Strongbox which has been taken by bandits and return
it to Devona.
Reward: 250xp
Reward Giver: Devona
Difficulty and Comments: A fairly simple quest.  Kill the bandits around the
strongbox first.  Once the area is secure, grab the box and run to Devona with
it.  You will run much slower with the box in hand, and will be unable to
attack with a weapon, though you may still cast spells.  The bandit camp is
located just a bit northeast of Ashford Abbey.

----
The Poisonous Devourer [ps10]
----
Quest Starter: Baron Egan [Ascalon City]
Objective: Hunt down a plague devourer and give the stinger to Brother Mhenlo.
Reward: 250xp, +3 energy Focus
Reward Giver: Brother Mhenlo
Difficulty and Comments: Do this quest while you do the first part of Pitney's
Worm Problem quest, as well as the same time you do the Egg Hunter Quest.  In
the cave where you do all of these, this devourer will pop out as you approach
it.  When it dies, it will drop a stinger.

----
Charr in the Catacombs [ps11]
----
Quest Starter: Prince Rurik [Ascalon City]
Objective: Find out if there have been any Charr sightings in the Catacombs
area.
Reward: 250xp, 100 gold.
Reward Giver: Prince Rurik
Difficulty and Comments: You will first need to speak to Brother Mhenlo in
Ashford Abbey, then Necromancer Munne [Catacombs] and finally Oberan the
Reviled [Catacombs, closest to Greenhills County Entrance].  Return to the
Prince for your reward.  This quest represents the largest amount of gold you
can easily obtain in Pre-Searing.
*Note: This quest appears to have a trigger now, as it is no longer available
immediately.  I'm not yet sure what it is.

----
Charr at the Gate [ps12]
----
Quest Starter: Prince Rurik
Objective: Kill the small Charr group near the northern gate.
Reward: 200xp, Long Sword [5-7 damage]
Reward Giver: Prince Rurik
Difficulty and Comments: The next time you leave Ascalon City on Foot, Prince
Rurik and a few guards will be waiting.  Before long, they will run west to the
northern gate.  The Charr there are fairly difficult, but the Prince and his
men will probably be able to complete the mission even if you do nothing but
sit back and watch.

----
The Wayward Wizard [ps13]
----
Quest Starter: Sandre Elek [Ascalon City]
Objective: Find Orion Elek.  Relena Stormbringer in Foible's Fair knows where
he is.  Talk to her first.  Once you have done this, run to Orion in Wizard's
Folly.
Reward: 250xp
Reward Giver: Sandre Elek
Difficulty and Comments: Make sure Orion does not get killed by anything
chasing you.  It is a rather long walk, you would not want to do it twice.

*Note: after talking to Relena, it would be faster to leave from Barradin's
estate and warp into the Wizard's Folley from there.  Orion is very near the
entrance.

----
Poor Tenet [ps14]
----
Quest Starter: Namar [Ascalon City]
Objective: Namar can not pay his rent.  His friend, Miller Upton, might give
him some money though.  Tell Miller of Namar's woes.
Reward: 500xp
Reward Giver: Miller Upton [Lakeside County/Village]
Difficulty and Comments: Miller Upton can not concentrate with the bees flying
around him.  You will need to grab the nearby honeycomb and step near the
swarms of bees.  Once you have all three swarms [the last is near the river],
run with the honeycomb across the nearby bridge.  Once across, drop the
honeycomb and return to Miller Upton.  Quest Complete.

----
Trouble in the Woods [ps15]
----
Quest Starter: Town Crier [Ascalon City, near the gates to Lakeside County]
Objective: Help Devona clear the Grawl who are threatening to attack Lakeside
Village.
Reward: 500xp
Reward Giver: Devona
Difficulty and Comments: This one can be a bit hard.  Clear the nearby river
skales and anything else along the path to the Regent Valley [from Lakeside
Village] before consulting Devona.  This will keep her from running off and
getting killed.  If you have a healing spell, sit back and heal her, she does a
ton of damage.  If not, try to kill what you can.

----
A New [Your Class] Skill Trainer [ps16]
----
Quest Starter: Haversdan [Lakeside County, just outside of Ascalon City]
Objective: Find the Primary Skill trainer for your class.  The one you want to
find is the "Sample" skill trainer, as I have labeled them, of your class.
Reward: 250xp
Reward Giver: Skill Trainer of your Class
Difficulty and Comments: The Hardest part of this quest is remembering to
activate it.

----
A Gift for Althea [ps17]
----
Quest Starter: Captain Osric
Objective: Find a suitable birthday gift for Lady Althea, Prince Rurik's
Girlfriend.
Reward: 250xp
Reward Giver: Captain Osric
Difficulty and Comments: This quest can not be done if Charr at the Gates is an
active quest in your quest log.  You must also have completed your skill
trainer test.  Walk outside of Ascalon City.  Just to the West, Prince Rurik
and Captain Osric are talking.  When they are done talking, speak with the
captain.  He will give you this quest.  You will need to get three items for
this gift.  The beautiful feather is located in the middle of Lakeside Village.
The beautiful pearl is located inside of a beautiful shell, which is right next
to Miller Upton's home.  The final object, the beautiful pendant, is in a chest
slightly northeast of where the Bandit Camp is.  Return all three items to
Captain Osric for the reward.  Note: This quest is rather buggy if done in a
party.  Just do it alone.


Alternate Method: [I would like to thank "Greg" for this method]  Once you have
any one of the three pieces, take that piece to Lady Althea.  She will be
annoyed that Rurik is unable to get her a gift on his own and someone else is
doing it.  She will give you the same quest reward as Osric does for doing
this.

----
Rites of Remembrance [ps18]
----
Quest Starter: Necromancer Munne [Catacombs]
Objective: Light four remembrance braziers with the magical candles she gives
you.
Reward: 250xp
Reward Giver: Necromancer Munne
Difficulty and Comments: This quest takes you along the exact same path as
Brother Mhenlo's "A Monk's Mission".  Do them together.  All you need to do is
touch the brazier.  This quest is sometimes glitched and she only gives three
candles.  Make sure you have four before starting.

----
Little Thom's Big Cloak [ps19]
----
Quest Starter: Allison the Tanner [Lakeside County/Village]
Objective: Find a bear pelt from a black bear.  Return the pelt to her.  She
will make it into a cloak.  Give the cloak to Little Thom in Barradin's Estate.
Reward: 250xp
Reward Giver: Little Thom
Difficulty and Comments: The game, I believe, tells you to get the Bear Pelt
from the Regent Valley.  It is both more likely, and closer, to get one from
the Wizard's Folly.  Once you have it, bring it to her.  Then just teleport [or
walk] to Barradin's Estate and give the cloak to Little Thom.

----
The Hunter's Horn [ps20]
----
Quest Starter: Chantalle the Troubadour [Lakeside County/Village]
Objective: Cleanse the Hunter's Horn and give it to Aidan
Reward: 500xp
Reward Giver: Aidan
Difficulty and Comments: The healing spring to clean the horn is deep into the
Regent Valley.  About the point at which you get to the Melandru Stalker
Shrine, enemies will be aggressive with you.  You can do this first half of the
quest with the Sample Ranger Skill Trainer quest.  Once you have cleaned the
horn, you need to give it to Aidan.

Aidan is in Wizard's Folly in about the furthest place from anywhere.  Luckily,
the healing spring you cleansed the horn in is very nearby.  Simply follow the
river a bit further, and you'll enter the Wizard's Folly

----
The Worm Problem [ps21]
----
Quest Starter: Pitney [Lakeside County/Village]
Objective: Give a devourer Egg to Pitney so that he may be able to lure the
Worm Queen to surface.  Kill the Worm Queen.
Reward: 250xp
Reward Giver: Pitney [who will be standing in the field where you kill the Worm
Queen]
Difficulty and Comments: Easy enough.  You can either trade an egg off of a
collector or use one from a cave.  If you snag them from the cave, make sure to
do the poisonous stinger quest at the same time.  Doing the cave will also let
you do the Egg Hunter quest.

----
Tithe for Ashford Abbey [ps22]
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Collect Duke Barradin's Tithe from Garzden the Protector in Green
Hills County.
Reward: 250xp, 1 Skill point
Reward Giver: Devona
Difficulty and Comments: If you only do one quest you do not have to in pre-
searing, make in this one.  Once you have done all the missions in post-
searing, getting skill points takes some time [by leveling up, even when you
level beyond 20].  This is such an easy point to get.  Also, while you do this
quest, do the Opposition to the King quest with the three nearby NPCs.  Just a
note, make sure you have a free square in your inventory.

----
Opposition to the King [ps23]
----
Quest Starter: Devona [Lakeside County/Village]
Objective: Talk to three people in Green Hills County [Not Warmaster Grast],
concerning their feelings about the King.
Reward: 500xp
Reward Giver: Devona
Difficulty and Comments: Do this with the above quest.  You might actually want
to read what the NPC's reply with.  Some of it explains why they and others do
particular things later in the game.

----
The True King [ps24]
----
Quest Starter: Duke Barradin [Barradin's Estate]
Objective: Take a message to Lord Darrin in Fort Ranik
Reward: 750xp
Reward Giver: Lord Darrin
Difficulty and Comments: This quest opens up after the Opposition to the King
quest is done.  It is the biggest reward for a quest in pre-searing in terms of
experience.  This mission can be done in about ten seconds if you use the "M"
map feature travel button, provided you have both towns.  Otherwise it is a
reasonably long walk.

----
The Orchard [ps25]
----
Quest Starter: Mary Malone [Regent Valley, just outside of Fort Ranik]
Objective: Find her basket of missing apples and return them to her.
Reward: 250xp, Battle Axe [4-8 damage], Focus [+3]
Reward Giver: Mary Malone
Difficulty and Comments: Spiders here do only a few damage to you.  However,
kill as many as you can before grabbing the basket, because two damage does add
up after a while.  The basket of apples will cause you to run extremely slow on
the way back to her, as well.

----
The Prize Moa Bird [ps26]
----
Quest Starter: Pitney [Lakeside County/Village]
Objective: Find out what happened to Pitney's Prized Moa Bird.  Last he heard
it was taken into the catacombs
Reward: 250xp
Reward Giver: Pitney
Difficulty and Comments: This quest can only be activated after completing the
Worm Problem.  It takes place near the Necromancer's Novice quest which Munne
gives you.  When you enter the big room just before the first flame geyser,
instead of taking the first right [which goes to the geysers], head to the back
of the room, then take a right.  Make a left at your first opportunity.  You
can kill all the spiders in the area if you want, but they only do two or three
damage.  Just run around them for a while.  You will have to make a left turn,
eventually, which is a very sharp left and almost a complete 180 to do.  Run
straight down this path and you will see a staircase.  Take the staircase up
and run down its match on the other side.  There you will see the Moa Bird.
Fight the monsters, if you wish, or just return to Pitney for your reward.

----
The Egg Hunter [ps27]
----
Quest Starter: Duke Gaban [Lakeside County, in front of the devourer cave]
Objective: Escort Fadden so he can get some devourer eggs.
Reward: 150xp, 2 Devourer Eggs.
Reward Giver: Duke Gaban
Difficulty and Comments: This quest is sometimes very glitched.  What you need
to do is clear the cave of most devourers so that Fadden can make it to the
eggs and extract them [you are too clumsy to do this].  There are three eggs to
grab.  Once you have them all, wait for him to start walking back to the Duke.
When he does, run to the Duke for your reward.   You should do this quest at
the same time you do the Poisonous stinger one.  If you get glitched out and do
not want to waste your time again.  Just buy the devourer eggs from Collectors
[see the collector section of this guide] and eat up the 150xp.

----
The Rogue's Replacement [ps28]
----
Quest Starter: Old Mack [Lakeside County, right outside of Ascalon City]
Objective: Give Old Mack a devourer egg.
Reward: 250xp
Difficulty and Comments: This is quite easy.  This quest is only activated
after you do the Mesmer's Burden quest.  The next time you come out of Ascalon
City, wait for Old Mack to Run up a hill and argue with Lady Althea.  After a
bit, talk to him.  If you do not have a devourer egg, either do the Egg Hunter
quest or buy one from the collector right next to Old Mack [who
will eventually stand next to Lina].

----
Across the Wall [ps29]
----
Quest Starter: Gate Guard Torin [Lakeside County, at the Gate Rurik had you
fight Charr]
Objective: Find his friend, Ben Wolfson in the northlands.
Reward: 250xp
Reward Giver: Gate Guard Torin
Difficulty and Comments: First of all, this quest is rather hard now.  It used
to be very simple.  You need a PARTNER for this one.  One of you must open the
gate lever above Torin, the other must run through the gates to the next area.
Once there, be aware, most of the monsters are level 5 to 8.  When you find
Ben, kill the Grawl troops and walk him back that way.  You could try to kill
the four Charr, but unless you are very good or way over leveled, you will
probably die, or even worse, Ben might die trying to save you.  When you walk
him back, walk all the way back to the gate but DO NOT GO THROUGH until the
quest updates in your log, or you will have to do it all over again.  Killing
the Charr, if you are able, in this area can level you up in a big hurry.  You
can not activate this quest if you have not been back into any other area since
you did Charr at the Gates.

----
Path To Glory [ps30]
----
Quest Starter: Armin Saberlin
Objective: Talk to Sir Tydus
Reward: 100xp
Reward Giver: Sir Tydus
Difficulty and Comments: OMG THIS IS HARD [Kidding].  You need to have a second
profession.  Now, walk to Sir Tydus.  Quest done!  This will allow you to do
the following mission.  Be CERTAIN you have done everything you want before
accepting the mission.  The game will warn you as well.

----
Ascalon Academy [Mission] [ps31]
----
Quest Starter: Sir Tydus [Ascalon City] [You must be level 3 and have a second
profession]
Objective: Kill Vatlaaw Doomtooth
Reward: None, except for getting to Post-Searing
Reward Giver: None
Difficulty and Comments: This is not the name of the quest until half way
through it.  This mission is started when you tell Sir Tydus you are ready to
leave everything behind.  DO NOT SAY YOU ARE READY UNTIL YOU HAVE DONE
EVERYTHING YOU FEEL YOU NEED TO DO.

First, you will fight another team of humans in an arena.  If you win, you can
get a small amount of experience for the kills you made.  If you lose, no loss.
Afterwards, your team will be transported to a meeting between Sir Tydus and
Prince Rurik.  You need to kill Vatlaaw Doomtooth shortly ahead.  You do not
really have to do anything, Rurik will kill it all if you let him.  When it is
over, a movie will start.  Enjoy the Post Searing!

-------------------
2. Profession Sampler Quests
-------------------

These are technically primary trainers, but I call them sample trainers.  The
reason is because you get to sample the skills of that class without agreeing
to take any.  I suggest you do them all, it gives 1500xp total as well
as a nice opportunity to see what class may be able to aid you as a secondary.
If you elect to make a class your secondary, you will earn the sampler skills
you tested permanently.  Also, if you sample your main profession, any skill
you learn from it, you keep.

----
Grawl Invasion [Warrior Sampler] [psst1]
----
Quest Starter: Warmaster Grast
Objective: Kill Grawl Invaders nearby.
Reward: 250xp, sampling of Gash, Sever Artery and Healing signet.
Starter Sword
Reward Giver: Warmaster Grast
Difficulty and Comments: The hardest of these types of quests, which does not
say much.  Take them one at a time and you will have no problems, even if you
do not use the warrior skills.  These skills are based on adrenaline and
require a sword to perform.

----
A Mesmer's Burden [psst2]
----
Quest Starter: Lady Althea
Objective: Kill the Rogue Bull
Reward: 250xp, sampling of Conjure Phantasm, Imagined Burden and Ether
Feast
Reward Giver: Lady Althea
Difficulty and Comments: Use Conjure Phantasm.  It is about the only skill
which as effective at all.  If you are a necro, life siphon works, sever artery
also works.  You need to do this to activate the Rogue's replacement.

----
The Ranger's Companion [psst3]
----
Quest Starter: Master Ranger Nente
Objective: Charm a Melandru's Stalker
Reward: 250xp, sampling of Charm Animal, Comfort Animal and Troll
Unguent
Reward Giver: Master Ranger Nente
Difficulty and Comments: nothing on the way to the Melandru stalker will attack
you.  When you start charming, the process takes ten seconds or so, in which
time the stalker will attack you.  Other than that, this is easy.

----
Elementalist Experiment [psst4]
----
Quest Starter: Elementalist Aziure
Objective: Kill 12 Ice Elemental Shards which come in waves of 4.
Reward: 250xp, Firestorm, Glyph of Lesser Energy and Aura of
Restoration
Reward Giver: Elementalist Aziure
Difficulty and Comments: Firestorm will cream them.  Try to wait so you can
pound two waves at a time with it.  If your primary class is Elementalist, you
can do this at the same time as Supremacy of air.

----
A Monk's Mission [psst5]
----
Quest Starter: Brother Mhenlo
Objective: Keep the Abbot Paulus alive
Reward: 250xp, sampling of Bane Signet and Orison of Healing
Reward Giver: Brother Mhenlo
Difficulty and Comments: Do this while you do the Rites of remembrance.
Paulus will have to run across poison [so will you].  He likely will not die on
the way there.  When you get out of the poison, heal him and heal yourself.
You will now have to run back.  Paulus is carrying something now and runs
slower, thus, you need to heal him this time.  Walk slowly with him back to the
entrance to Ashford Abbey.  When the quest updates, talk to Mhenlo.

----
The Necromancer's Novice [psst6]
----
Quest Starter: Necromancer Munne
Objective: Kill the Nightmare
Reward: 250xp, sampling of Life Siphon, Deathly Swarm, and Animate
Bone
Horror
Reward Giver: Necromancer Munne
Difficulty and Comments: Follow Munne to the hallway in a large room.  You will
see a carrion devourer run across a flame geyser and be blown up.  This is a
hint [Well, actually, the hint is in the mission summary now].  Try to avoid
killing anything.  Just before [but not too close!] the next geyser, summon a
bone horror.  The body across the geyser will cause it to explode when
animated.  Do the same thing for the next and final one.  To kill the
nightmare, the fastest way is to cast deathly swarm, which will probably do in
excess of 60 damage.  Once you complete this, you are in the area of the Prize
Moa Bird, so do that one too.

-------------------
3. Primary & Secondary Profession Trainer Quests
-------------------

These are skill trainers who can only teach you skills from your primary and
secondary classes.  There is no sampling these.


Elementalist
-------

----
Supremacy of Air [psps1]
----
Quest Starter: Relena Stormbringer
Objective: Kill the Tower Golem
Reward: 250xp, Permanent use of Blinding Flash, Lightning Javelin
Reward Giver: Elementalist Aziure
Difficulty and Comments: use lightning javelin to cream the golem.  If you are
a primary Elementalist, have this quest activated when you go to do the
Elementalist experiment.


Mesmer
-------

----
Domination Magic [psps2]
----
Quest Starter: Vassar [Foible's Fair]
Objective: Kill the Skale Brood
Reward: 250xp, permanent use of Backfire and Shatter Delusions
Reward Giver: Vassar
Difficulty and Comments: Use backfire on him or you are likely to get creamed.
Combine it with whatever form of damage you desire.


Monk
-------

----
Blessings of Balthazar [psps3]
----
Quest Starter: Brother Mhenlo
Objective: Kill the undead invading the farms north of Ashford Abbey.
Reward: 250xp, permanent use of Retribution, Symbol of Wrath
Reward Giver: Brother Mhenlo
Difficulty and Comments: If you can get in close, smash the undead with Symbol
of wrath.  Otherwise, use your Bane Signet [and Banish if you are a primary
monk]

----
Protection Prayers [psps4]
----
Quest Starter: Garzden the Protector
Objective: Protect Farrah while she hunts down the bandit Alain.
Reward: 250xp, permanent use of Shielding Hands and Reversal of
Fortune
Reward Giver: Garzden the Protector
Difficulty and Comments: Somewhat tough if you fail to heal her frequently [or
use protection prayers].  She will be able to kill most of it in a hurry, so do
not feel the need to speed up the process of killing.


Necromancer
-------

----
The Accursed Path [psps5]
----
Quest Starter: Oberan the Reviled [Catacombs]
Objective: Kill 5 Crypt Fiends
Reward: 500xp, permanent use of Soul Barbs and Faintheartedness
Reward Giver: Oberan the Reviled
Difficulty and Comments: hardest part is getting to Oberan deep in the
catacombs.

----
Power of Blood [psps6]
----
Quest Starter: Kasha Blackblood [Green Hills County]
Objective: Kill 3 Blood Fanatics
Reward: 250xp, permanent use of Vampiric Touch and Blood Renewal
Reward Giver: Kasha Blackblood
Difficulty and Comments: Easy quest.  They will run from you until they have a
great strength in numbers.  If you are a Mesmer as a second or first class, try
to slow them down as they run so you can pick them off one at a time.  You only
need to kill three of the five.


Ranger
-------

----
Test of Marksmanship [psps7]
----
Quest Starter: Ivor Trueshot [Regent Valley]
Objective: Kill the five nearby plague worms
Reward: 250xp, permanent use of point blank shot and Read the Wind
Reward Giver: Ivor Trueshot
Difficulty and Comments: Somewhat hard if you are still level one.  If you are
level two, this is easy.  Just gun them down with special shots.  Helps to have
a pet to do the few extra damage.


----
Unnatural Growth [psps8]
----
Quest Starter: Aidan [Wizard's Folly Fishing Village]
Objective: Get an Aloe Root from a large aloe seed.
Reward: 250xp, permanent use of Ignite Arrows and Dual Shot.
Reward Giver: Aidan
Difficulty and Comments: This one is actually quite hard.  First, it is way out
of the way as you will be able to see on your map.  Second, these things just
swarm at you.  Chances are, you will only need to kill one.  Ignite arrows
works wonders if you can cluster them, so does any other area of effect spell
your other class may have.


Warrior
-------

----
Warrior's Challenge [psps9]
----
Quest Starter: Duke Barradin [Barradin Estate]
Objective: Kill Agnar the Foot
Reward: 250xp, permanent use of Hammer Bash and Frenzy
Reward Giver: Duke Barradin
Difficulty and Comments: The trick is to knock him down with a hammer blow just
before he uses a healing spell.  It might be easier to have a Mesmer in the
party to just empathy and conjure phantasm him.

----
The Vineyard Problem [psps10]
----
Quest Starter: Little Thom [Barradin Estate]
Objective: Kill the 4 Large Aloe Seeds
Reward: 250xp, permanent use of Cyclone axe and Executioners strike
Reward Giver: Little Thom
Difficulty and Comments: Get in-between them and use cyclone axe, which will
kill all of the little ones and build up your adrenaline.  Smash the first Big
seed with executioners strike.  Should be easy enough to hack 'n' slash from
here.

-------------------
4. Quests Which Are Not Really Quests
-------------------

The Bear Hunters [psq1]

The Bear Hunters are in the Regent Valley.  They are a big bunch of drinkers
who like to hunt bears.  When you get to them, try to have not killed the two
nearby bears.  Talk to them all, stand there for a minute and eventually a
timer will activate.  You have that long to kill a bear and return to the
hunters.  Every time you succeed, you will get a Hunter's Ale.  It does not
seem to have a purpose, but if you drink it, it will make your screen blur,
trying to simulate being drunk!


Farmer Dirk's Prize Winning Hogs [psq2]

They have all escaped their pen.  You need to chase them all back in!  This is
rather difficult.  Basically, when you charge up to a hog, it will run in the
direction it was facing... usually.  Once you get all seven or eight back in,
talk to farmer dirk and he will give you 30 gold or so.  I think you need to be
level 3 or 4 to attempt this, as well.

Dress up Gwen! [psq3]

Give Gwen a new flute from a vendor, a cape from a Vendor and constantly give
her flowers.  She'll give you her Tapestry shred.  It does not seem to have an
use yet.  Save your money and do not even bother to do this.


-------------------------------------------------------------------------------
Ruins of Ascalon
-------------------------------------------------------------------------------

The Ascalon area is now bruised and charred.  The main town is Ascalon City.
There is a skill trainer in this town, as well as all the types of merchants,
aside from a scroll merchant.  There are two armor dealers here.  The better of
the two offers armor defense which will not be beaten until well into kryta,
making it a great choice to last a third of the game.  The other towns are:
Sardelac Sanitarium, Serenity Temple, Fort Ranik, The Frontier Gate, Ruins of
Surmia, Great Northern Wall, Nolani Academy, Piken Square and the Grenich
Courthouse.


1. Missions
  The Great Northern Wall [mis1]
  Fort Ranik [mis2]
  Ruins of Surmia [mis3]
  Nolani Academy [mis4]

2. Ascalon City Quests
  The Krytan Ambassador [roa1]
  The King's Message [roa2]
  Helping the People of Ascalon [roa3]
  The Ambassador's Quandary [roa4]
  Rastin's Ritual [roa5]
  Defend the Wall [roa6]
  Cities of Ascalon [roa7]
  Counting the Fallen [roa8]
  Scavengers in Old Ascalon [roa9]
  Vanguard Equipment [roa10]
  Barradin's Advance [roa11]
  A Mission of Peace [roa12]
  The Troublesome Artifact [roa13]
  Fires in the East [roa14]
  Symon's History of Ascalon [roa15]
  Scorched Earth [Elementalist Only] [roa16]
  Elemental Knowledge [Elementalist Only] [roa17]
  Recruits for Hollis [roa18]
  Gargoyle Trouble [Warrior Only] [roa19]
  Military Matters [Warrior Only] [roa20]
  To the Breach [Warrior Only] [roa21]
  Endangered Species [Ranger Only] [roa22]
  The Charr Patrol [Ranger Only] [roa23]
  The Charr Staging Area [Ranger Only] [roa24]

3. Sardelac Sanitarium Quests
  Supplies for the Duke [ros1]
  Barradin's Stand [ros2]
  Sowing Seeds [Monk Only] [ros3]
  Protecting Ascalon [Monk Only] [ros4]
  In Memory of Paulus [Monk Only] [ros5]
  Mesmerizing the Enemy [Mesmer Only] [ros6]
  Trying Times [Mesmer Only] [ros7]
  A Cure for Ralena [Mesmer Only] [ros8]
  The Stolen Artifact [Necromancer Only] [ros9]
  Death in the Ruins [Necromancer Only] [ros10]
  Oberan's Rage [Necromancer Only] [ros11]
  Shalev's Task [Elementalist Only] [ros12]
  Family Ties [ros13]

4. Piken Square Quests
  The Siege of Piken Square [rop1]
  Casualty Report [rop2]
  The Duke's Daughter [rop3]
  Fires in the North [rop4]
  Red-Cloaked Deserter [rop5]
  Hammer and Anvil [rop6]
  Garfazz Bloodfang [rop7]
  Althea's Ashes [rop8]
  Fallen Soldiers [Necromancer Only] [rop9]
  Army Life [Warrior Only] [rop10]
  Charr Reinforcements [Ranger Only] [rop11]

5. Fort Ranik Quests/Frontier Gate/Serenity Temple
  The Regent Valley Defense [rof1]
  Deliver a Message to my Wife [rof2]
  Frontier Gate Fugitives [rof3]
  Ruins of Surmia [rof4]
  Replacement Healers [Monk Only] [rof5]
  Unnatural Creatures [Mesmer Only] [rof6]
  Experimental Elixir [Mesmer Only] [rof7]
  The Way of the Geomancer [Elementalist Only] [rof8]
  The Geomancer's Test [Elementalist Only] [rof9]
  Caravan in Trouble [rof10]


-------------------
1. Missions
-------------------

All missions give 1000xp and 1 skill point.  Every mission also has a Bonus
objective which gives another 1000xp.  Missions are the main way to advance the
game.

----
The Great Northern Wall [mis1]
----
Objective: Scout for Bonfaaz Burntfur's  army.  Once you spot it, run back to
Captain Calhaan with your findings.  Most of the level consists of fighting
Grawl and Devourers.

Bonus: Find the four pieces of Kilnn Testibrie's armor.  All four are found in
wreckages between the first boss you fight and the first set of Charr.  If you
fight any Charr and do not have all four bonus pieces, backtrack.

----
Fort Ranik [mis2]
----
Objective: Push back the Charr Army.  All you need to do is kill the boss named
Torch Spitfur but, along the way you can fix a catapult like thing by finding
objects to fix it in nearby wreckage.  This will allow you to devastate a large
Charr force standing around.  It is possible to sneak past this force and fire
the second catapult thing.  If done immediately, it will hit the boss and end
the mission.

Bonus: Save Deeter Saberlin from Charr imprisonment.  He is being held by two
healers.  You'll need to focus fire or disable their ability to heal each
other.  Master Armin Saberlin starts the bonus a short while after the missions
starts, so make sure he does not die before this point.

----
Ruins of Surmia [mis3]
----
Objective: Safeguard Prince Rurik while you save the captured Ascalon Soldiers.
The first half of the journey there, you will face a great deal of devourers.
After a boss, Rurik will begin charging into the Charr.  Keep up with him, he
sometimes gets in over his head.  Eventually you will see groups of prisoners.
Each group is guarded by a boss and some normal enemies.  Once you have saved
three groups of them, there will be a cinematic.  You will learn that mages
have been held captive too.  Rurik decides these people need to be saved too.
Continue on the path towards a fortress.  The door is unfortunately locked from
the other side.  Rurik and Erol will chill waiting for you to go around to the
other side and open it.  On your way there, make sure to get the Monument at
Surmia.  Once you open the lever, Rurik will again charge forward.  Rather than
take the main force, he will suggest sneaking around, because he has a plan.
In all honesty, if you pill the large army a bit, Rurik can take the entire
thing provided you can keep him alive.  If this is not an option, simply do
what he suggests.  Either way, you will eventually free three mages and Rurik
will have a plan.  The Mages will run to Obelisks.  They damage foes who
venture near.  They do good damage, so try to keep the mages alive from the
Charr forces which will attack from all sides.  Once their army is dead [or if
you already killed it], there will be another cinematic.  Mission complete.

Bonus: After the cinematic, a short while later Rurik and Erol will wait on the
side of a closed door.  Continue down to the tarpits and defeat the sole Charr
boss and then talk to Breena Stavinson.  This will activate the bonus portion
of the mission.  Four Ember Bearers will spawn nearby.  DO NOT KILL THEM.
Instead, wait until they walk by, and follow them at a distance until they
reach a gate.  It will be opened for them, follow them in, now kill them and
everything else.  The Flame Keepers are nearby to the west.  Kill all four of
them and the bonus is complete.


----
Nolani Academy [mis4]
----

Objective: There are two methods of doing the first half of the mission.  The
recommended way is to sneak around the entire level and take out the bulk of
the Charr army from behind.  Once done, the doors will open and Rurik will rush
out.

The alternative way is to pull the lever near the start and open the gates.
The Charr will ALL rush in.  Stand near an obelisk and protect/heal Rurik.
They will all try to swarm him, This way is much faster, provided you can keep
Rurik alive.  Though, it makes the bonus nearly impossible to complete, until
the very end, at which point you would have to backtrack, losing the time you
saved by doing this!

Either way, Rurik will eventually run to the gate and demand entry.  Follow
Rurik to stormcaller.  He will play it.  For the remainder of the mission, all
the Charr will have about 50% max HP, making them quite easy.  Rurik will lead
you all the way to the final Charr boss, Bonfaaz Burntfur.  Kill him and the
mission is over.  If you haven't yet done the bonus, after the final Charr
before Burntfur, you can turn back and get it.

Bonus: Watchman Pramas took the tome of the fallen under orders from his
superior.  Apparently, the spirits were not too pleased by this.  They roam
around the area attacking those who venture near, especially the person with
the tome.  You need to carry the tome back to the statue in the back of the
field they patrol.  Talk to the ghost who appears when you do.


-------------------
2. Ascalon City Quests
-------------------

All of these quests start from either Ascalon City or just outside of town in
Ambassador Zain's encampment.  It also includes some other quests in Old
Ascalon.  As of present, there is some inconsistency of which area some quests
should be listed in, this one or the Sardelec Sanitarium.

----
The Krytan Ambassador [roa1]
----
Quest Starter: Captain Osric [Old Ascalon]
Objective: Inform Warmaster Tydus an Ambassador from the former enemy nation of
Kryta has arrived in Ascalon
Reward: 500xp
Reward Giver: Warmaster Tydus [Ascalon City]
Difficulty and Comments: get this quest immediately after the cinematic which
brought you here from pre-searing.  Ascalon city is nearby, but it's already on
your map so you may as well teleport there.

----
The King's Message [roa2]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Get someone to party with, and tell Ambassador Zain that your king
does not trust his nation.
Reward: 100xp, 50 gold
Reward Giver: Ambassador Zain [Old Ascalon]
Difficulty and Comments: Sometimes this quest bugs up.  Rather than taking a
human, just take Alesia the henchman as the quest suggests, you'll be back in
town within two minutes.

----
Helping the People of Ascalon [roa3]
----
Quest Starter: Ambassador Zain [Old Ascalon]
Objective: Deliver the supplies to Ellie Rigby [Ascalon City].
Reward: 200xp
  Elementalist - Lava Font
  Mesmer - Energy Tap
  Monk - Mending
  Necromancer - Vile Touch
  Ranger - Penetrating Attack
  Warrior - "For Great Justice"
Reward Giver: Ambassador Zain [Old Ascalon]
Difficulty and Comments: none.

----
The Ambassador's Quandary [roa4]
----
Quest Starter: Ambassador Zain [Old Ascalon]
Objective: There is a bandit in the Regent Valley, Torin.  Zain wants him dead,
but fears Ascalons may be enraged if he kills any of them, even a thief.
Reward: 500xp
Reward Giver: Ambassador Zain
Difficulty and Comments: This quest is designed to send you near Fort Ranik.
However, due to some quests you will get shortly, it makes more sense to wait
rather than do this now.

----
Rastin's Ritual [roa5]
----
Quest Starter: Witness Rastin [Old Ascalon]
Objective: Take Rastin's materials to the crafter Daved, near the Sardelac
Sanitarium and return to Rastin with the final product.
Reward: 500xp, 50 gold
Reward Giver: Witness Rastin
Difficulty and Comments: This quest serves the purpose of showing you where the
Sardelac Sanitarium is, as well as show you a materials crafter.

----
Defend the Wall [roa6]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Report to Squire Zachary at the Great Northern Wall.  It is located
off of the back exit to Ascalon City
Reward: 500xp
Reward Giver: Squire Zachary [Great Northern Wall]
Difficulty and Comments: Do this quest immediately, but rather than enter the
mission, go back to Ascalon City for a bunch of new quests.

----
Cities of Ascalon [roa7]
----
Quest Starter: Symon the Scribe [Ascalon City]
Objective: Find three historical monuments.  They are in the King's Watch of
the Regent Valley, Ruins of Surmia and near the Nolani Academy in the Diessa
Lowlands.
Reward: 1000xp
Reward Giver: Symon the Scribe
Difficulty and Comments: It will be quite a while until you complete this one.
You will be doing the Regent Valley defense and the Red Cloaked Deserter when
you find the one in the King's Watch.  The Surmia monument takes place in the
Surmia Mission, and the Nolani Academy one is right outside the door of the
Nolani Academy.

----
Counting the Fallen [roa8]
----
Quest Starter: Symon the Scribe [Ascalon City]
Objective: Find the Census in the ruins of Old Ascalon.  It is inside of a pile
of wreckage.
Reward: 500xp
Reward Giver: Symon the Scribe
Difficulty and Comments: This quest still drops only one census, even if all
four people in the party need the quest.  Do this one with henchmen.

----
Scavengers in Old Ascalon [roa9]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Outside of the Sardelac Sanitarium is Thaddiel, he is looting the
place.  Inform him that the king sent you to remove the scavengers and that
everything will be alright so long as he makes himself useful.
Reward: 500xp
Reward Giver: Warmaster Tydus
Difficulty and Comments: none

----
Vanguard Equipment [roa10]
----
Quest Starter: Captain Arne [Ascalon City]
Objective: Outfitter Gelsen in the Regent Valley has supplies which Captain
Arne needs.  But, alas, Gelsen has lost them to bandits.  You will need to get
them from the bandits.  They will prove to be useless, but nevertheless you
benefit.
Reward: 500xp
Reward Giver:
Difficulty and Comments: none

----
Barradin's Advance [roa11]
----
Quest Starter: Captain Arne [Ascalon City]
Objective: Talk to Gate Guard Hollis and ask of what happened to Duke
Barradin's offensive against the Charr.
Reward: 250xp
Reward Giver: Gate Guard Hollis [Old Ascalon]
Difficulty and Comments: This quest becomes active after completing the
Vanguard Equipment.

----
A Mission of Peace [roa12]
----
Quest Starter: Ambassador Zain [Old Ascalon]
Objective: Give Gate Guard Hollis Ambassador Zain's strongbox
Reward: 250xp
Reward Giver: Ambassador Zain
Difficulty and Comments: none

----
The Troublesome Artifact [roa13]
----
Quest Starter: Warmaster Tydus [Ascalon City]
Objective: Take the Eldritch Sextant to Priestess Rashenna [Serenity Temple] to
find out if they are part of a Krytan scheme.
Reward: 500xp, 100 gold
Reward Giver: Warmaster Tydus
Difficulty and Comments: This quest becomes available once you reach Fort Ranik

----
Fires in the East [roa14]
----
Quest Starter: Captain Arne [Ascalon City]
Objective: Kill the Charr Flame Keepers near the Frontier Gate
Reward: 500xp
Reward Giver: Captain Arne
Difficulty and Comments: This quest activates when you hit the frontier gate
after having done Barradin's Advance.  It seems bugged recently, and does not
always appear.

----
Symon's History of Ascalon [roa15]
----
Quest Starter: Witness Rastin [Old Ascalon]
Objective: Get a copy of Symon the Scribe's book about Ascalon and Kryta.
Reward: 2000xp
Reward Giver: Witness Rastin
Difficulty and Comments: The quest directs you back to Daved to get rolls of
parchment for the book.  However, it is likely cheaper to just buy the
parchment one at a time from a rare material trader, or ten at a time from the
material trader.  You only need five rolls.  Give them to Symon, he will make
the book, then give a copy to Rastin.  If only you could read it!  This quest
becomes available once you reach the Nolani Academy.

----
Scorched Earth [Elementalist Only] [roa16]
----
Quest Starter: Elementalist Aziure [Old Ascalon]
Objective: Kill five Hulking Stone Elementals
Reward: 200xp, Ward Against Elements
Reward Giver: Elementalist Aziure
Difficulty and Comments: This quest is bugged.  As long as five Hulking stone
elementals in the area die, you get credit for it, even if they are all killed
by NPCs.

----
Elemental Knowledge [Elementalist Only] [roa17]
----
Quest Starter: Elementalist Aziure [Old Ascalon]
Objective: Seek out Shale the Hermit
Reward: 250xp, Armor of Earth = Frozen Burst
Reward Giver: Shale the Hermit [Old Ascalon]
Difficulty and Comments: Somewhat hard to get to him, actually.  Several
devourers and hulking stone elementals along the way.

----
Recruits for Hollis [roa18]
----
Quest Starter: Warmaster Tydus
Objective: Escort the army recruits from just outside Ascalon City to Gate
Guard Hollis.
Reward: 500xp
Reward Giver: Gate Guard Hollis
Difficulty and Comments: This quest seems to have a new activating requirement.
At this time I am not sure what it is, but it did not appear for a significant
amount of time.  This is probably to prevent people from power reward leveling
with early quests, as this one used to be available almost immediately after
doing Defend the Wall.

----
Gargoyle Trouble [Warrior Only] [roa19]
----
Quest Starter: Warmaster Grast [Old Ascalon]
Objective: Slay 5 Flash Gargoyles.
Reward: 200xp, Wild Blow - Sever Artery - Gash - Healing Signet
Reward Giver: Warmaster Grast
Difficulty and Comments: No shortage of Flash Gargoyles around here.  Shatter
Gargoyles count as well, oddly, making this quest even easier.

----
Military Matters [Warrior Only] [roa20]
----
Quest Starter: Warmaster Grast [Old Ascalon]
Objective: Escort Sergeant Clark to Warmaster Grast from the Regent Valley.
Clark is just inside of the valley from the Old Ascalon side.
Reward: 250xp, Power Attack - Sprint
Reward Giver: Warmaster Grast
Difficulty and Comments: Try not to let Clark get owned by devourers on the way
back, he is only level two for some idiotic reason.

----
To the Breach [Warrior Only] [roa21]
----
Quest Starter: Warmaster Grast [Old Ascalon]
Objective: Head to the Breach and repel the Charr offensive.
Reward: 300xp, Penetrating Blow - Endure Pain
Reward Giver: Warmaster Grast
Difficulty and Comments: You must complete Military Matters before you can
accept this quest.

----
Endangered Species [Ranger Only] [roa22]
----
Quest Starter: Master Ranger Nente [Old Ascalon]
Objective: Charm a Melandru Stalker and bring it to Nente.
Reward: 200xp, Hunter's Shot - Comfort Animal - Troll Unguent - Charm Animal
Reward Giver: Master Ranger Nente
Difficulty and Comments: If you already have a Melandru Stalker, just talk to
him again after taking the quest.  If you like your current pet better, I
suggest just ditching this quest because you will have to lose your pet to do
this.

----
The Charr Patrol [Ranger Only] [roa23]
----
Quest Starter: Master Ranger Nente [Old Ascalon]
Objective: Follow Nente around from checkpoint to checkpoint while he follows
the Charr tracks, then, kill the Charr you have been following
Reward: 250xp, Feral Lunge - Favorable Winds
Reward Giver: Master Ranger Nente
Difficulty and Comments: If you get too far ahead of Nente he will stop moving.
Walk back to him if this happens.  The arrow is really screwed up for the last
leg of this quest at present.

----
The Charr Staging Area [Ranger Only] [roa24]
----
Quest Starter: Master Ranger Nente [Old Ascalon]
Objective: Kill Gorgaan Hatemonger in the Breach.
Reward: 300xp, Dodge - Quickening Zephyr
Reward Giver: Master Ranger Nente
Difficulty and Comments: Rangers get to walk almost as far as
Elementalists....

-------------------
3. Sardelac Sanitarium Quests
-------------------

These quests start inside of the Sanitarium and just outside of it as well.
Every quest here is class specific, thus, some classes may not have any here!

----
Supplies for the Duke [ros1]
----
Quest Starter: Gate Guard Hollis [Old Ascalon, outside of the Breach]
Objective: Find the lost supply column and escort it to Piken Square
Reward: 300xp
  Elementalist - Ice Spikes
  Mesmer - Distortion
  Monk - Purge Conditions
  Necromancer - Weaken Armor
  Ranger - Called Shot
  Warrior - "Watch Yourself!"
Reward Giver: Quartermaster Aada [Piken Square]
Difficulty and Comments: There are five members, I'm not sure the minimum which
must survive, but three will suffice.  Also, do not enter town until the
mission updates.

----
Barradin's Stand [ros2]
----
Quest Starter: Gate Guard Hollis [Old Ascalon]
Objective: Go to Piken Square and see if Duke Barradin Needs Assistance
Reward: 500xp
Reward Giver: Duke Barradin [Piken Square]
Difficulty and Comments: You get this quest after Barradin's Advance.

----
Sowing Seeds [Monk Only] [ros3]
----
Quest Starter: Grazden the Protector [Old Ascalon]
Objective: Escort Farmer Hamnet to Ascalon City
Reward: 200xp - Heal Party - Bane Signet - Orison of Healing
Reward Giver: Grazden the Protector
Difficulty and Comments: The farmer tends to agro things he doesn't need to.
He has heal area, so he can somewhat keep himself alive, but don't count on it.

----
Protecting Ascalon [Monk Only] [ros4]
----
Quest Starter: Grazden the Protector [Old Ascalon]
Objective: Find Paulus in the Regent Valley
Reward: 300xp, Heal Area - Vital Blessing
Reward Giver: Grazden the Protector
Difficulty and Comments: Paulus, being the poor healer that he is, has died.
Examine him to get his pendant.  Return it to Grazden.

----
In Memory of Paulus [Monk Only] [ros5]
----
Quest Starter: Grazden the Protector [Old Ascalon]
Objective: Tell Melka Blanston [Old Ascalon] that Paulus the Abbott has been
killed :(
Reward: 300xp, Resurrect - Live Vicariously
Reward Giver: Melka Blanston [Old Ascalon]
Difficulty and Comments: love triangle!

----
Mesmerizing the Enemy [Mesmer Only] [ros6]
----
Quest Starter: Vassar [Sardelac Sanitarium]
Objective: Kill Ignis Phanaura outside of the Sardelac Sanitarium
Reward: 200xp, Power Leak - Conjure Phantasm - Ether Feast - Imagined Burden
Reward Giver: Vassar
Difficulty and Comments: Backfire works wonders on this one.

----
Trying Times [Mesmer Only] [ros7]
----
Quest Starter: Vassar [Sardelac Sanitarium]
Objective: Find and retrieve the Mossy Rock
Reward: 300xp, Chaos Storm - Mantra of Flame
Reward Giver: Vassar
Difficulty and Comments: none

----
A Cure for Ralena [Mesmer Only] [ros8]
----
Quest Starter: Vassar [Sardelac Sanitarium]
Objective: Find Master Ranger Nente, he can make the cure to save Ralena
Stormbringer's life.
Reward: 300xp, Illusion of Haste - Energy Burn
Reward Giver: Vassar
Difficulty and Comments: none

---
The Stolen Artifact [Necromancer Only] [ros9]
---
Quest Starter: Necromancer Munne [Sardelac Sanitarium]
Objective: Find the Grawl who have taken the artifact.  Grab the artifact and
walk it back towards the Sardelac Sanitarium.  Munne will take it from there
Reward: 200xp, Insidious Parasite - Life Siphon - Deathly Swarm - Animate Bone
Horror
Reward Giver: Necromancer Munne
Difficulty and Comments: The first of three Necromancer quests which barely
requires you to leave town.

---
Death in the Ruins [Necromancer Only] [ros10]
---
Quest Starter: Kasha Blackblood [Sardelac Sanitarium]
Objective: Oberan has gone insane and is created a kingdom of undead.  You need
to stop him.  Sadly, he can not be found.  Fortunately, Oberan has a temper and
can be lured into the open if you kill his minions.
Reward: 250xp, Dark Pact - Mark of Pain
Reward Giver: Kasha Blackblood
Difficulty and Comments: Another quest in which you have to walk almost ten
steps outside of town!

---
Oberan's Rage [Necromancer Only] [ros11]
---
Quest Starter: Kasha Blackblood [Sardelac Sanitarium]
Objective: Kill Oberan the Reviled
Reward: 350xp, Parasitic Bond - Putrid Explosion
Reward Giver: Kasha Blackblood
Difficulty and Comments: You must complete Death in the Ruins in order to
activate this quest.  Your plan worked, Oberan marches towards the Sardelac
Sanitarium!

----
Shalev's Task [Elementalist Only] [ros12]
----
Quest Starter: Shale the Hermit [Old Ascalon]
Objective: Go into the Breach, near Piken Square, and kill the Charr Fire
Callers to get a bottle of Fiery Unguent.  Return that bottle to Shale.
Reward: 300xp, Eruption - Shard Storm
Reward Giver: Shale the Hermit
Difficulty and Comments: Rather long walk if you do not have Piken Square on
your map.  Damn Elementalist quests make you run all over the place!

----
Family Ties [ros13]
----
Quest Starter: Avatar of Dwayna [Sardelac Sanitarium]
Objective: Escort the ghosts of Barris and Tamra Lefey from Old Ascalon to the
gates of Ascalon City.  They are near the entrance to the Breach.
Reward: 500xp
Reward Giver: Elsie Lefey [Old Ascalon]
Difficulty and Comments: When you reach them, they will talk about their son
for a bit.  Then, your quest log will update.  Once you arrive, the Lefey's
will have a reunion of sorts.  Rather boring.

-------------------
4. Piken Square Quests
-------------------

----
The Siege of Piken Square [rop1]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Kill the Charr forces right outside of town
Reward: 500xp
Reward Giver: Duke Barradin
Difficulty and Comments: The Charr Captain has healing signet and is all around
annoying.  If you can't deal damage this quest may be somewhat hard

----
Casualty Report [rop2]
----
Quest Starter: Undertaker Cortis [Piken Square]
Objective: Deliver the casualty report to Warmaster Tydus
Reward: 150xp, Shadow Strike [Necromancer Only]
Reward Giver: Undertaker Cortis
Difficulty and Comments: none

----
The Duke's Daughter [rop3]
----
Quest Starter: Viggo [Piken Square]
Objective: Find out what happened to Lady Althea, Duke Barradin's Daughter
Reward: 2000xp
Reward Giver: Duke Barradin [Piken Square]
Difficulty and Comments: She has been killed.  Her ghost is in a random area of
the Diessa lowlands.

----
Fires in the North [rop4]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Kill the Charr Flame Keepers near the fires in the Diessa Lowlands
Reward: 1000xp
Reward Giver: Duke Barradin
Difficulty and Comments: none

----
Red-Cloaked Deserter [rop5]
----
Quest Starter: Farrah Cappo [Piken Square]
Objective: Find Little Thom
Reward: 1000
Reward Giver: Farrah Cappo
Difficulty and Comments: Little Thom has died, or has he?  Search for his badge
near the monument of King's Watch, so make sure to get that too.  This is the
only reason I feel Piken Square should be entered before fort Ranik, because
Little Thom is out in the regent valley, and it makes no sense to walk a long
way twice.

----
Hammer and Anvil [rop6]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Kill Grim Sharpfang and his armor in the Breach.
Reward: 500xp
Reward Giver: Duke Barradin
Difficulty and Comments: This quest becomes available after doing the Siege of
Piken Square.  The "help" coming from the other side dies quite quickly, so be
prepared to do this one alone.

----
Garfazz Bloodfang [rop7]
----
Quest Starter: Viggo [Piken Square]
Objective: Kill Garfazz Bloodfang in the Diessa Lowlands
Reward: 500xp
Reward Giver: Viggo
Difficulty and Comments: You get this quest after completing Hammer and Anvil.
Garfazz can be approached from two sides.  One is packed with Gargoyles, the
other with Charr.  The gargoyle side [west], gives you the advantage of being
on the same height as the Charr, and you will not have to worry about gargoyles
running over in the middle of battle, if you kill them first.

----
Althea's Ashes [rop8]
----
Quest Starter: Duke Barradin [Piken Square]
Objective: Gather Althea's Ashes and put them into the Barradin family urn.
Return them to Duke Barradin.
Reward: 2000xp
Reward Giver: Duke Barradin
Difficulty and Comments: Often considered to be the hardest quest of the
Ascalon Block.  This is the first quest you will need to pull enemies towards
you and take them in small groups.  Make sure to take down the shaman's first,
their healing can turn the tides of battle.

All you actually need to do is touch the Charr Firestand in the flame temple
corridor, so it is possible to just run though and then warp to a town quickly.
This quest becomes available after completing the Duke's Daughter.

---
Fallen Soldiers [Necromancer Only] [rop9]
---
Quest Starter: Undertaker Cortis [Piken Square]
Objective: Collect 10 family sigils from the Fallen Ascalon soldiers west of
Piken Square.
Reward: 250xp, Soul Feast
Reward Giver: Undertake Cortis
Difficulty and Comments: How will Cortis be able to identify them, all of them
look like the exact same character model.

----
Army Life [Warrior Only] [rop10]
----
Quest Starter: Armsman Pitney [Piken Square]
Objective: Find Old Mac's body in the Breach.  Pitney says Old Mac remained
there in battle with his new pet.
Reward: 250xp, Mighty Blow - Dismember
Reward Giver: Armsman Pitney
Difficulty and Comments: Turns out, Old Mac is alive and kicking with his pet
devourer, Joe!  Escort them back to Piken Square.

----
Charr Reinforcements [Ranger Only] [rop11]
----
Quest Starter: Ivor Trueshot [Piken Square]
Objective: Follow Aidan around and do what he says.  In theory, you are
supposed to be tagging small important areas of the Charr army, in fact, you
pretty much get to clear half the Breach of Charr.
Reward: 500xp, Distracting Shot - Call of Haste
Reward Giver:
Difficulty and Comments: Aidan does a lot of damage, try to bring some way to
heal him just in case though.


-------------------
5. Fort Ranik / Frontier Gate / Serenity Temple Quests
-------------------

In theory, this area is much easier than the Piken area, but, quest progression
seems to favor Piken first.  Weird.

----
The Regent Valley Defense [rof1]
----
Quest Starter: Sergeant Brannen [Regent Valley]
Objective: Clear the King's Watch of Charr
Reward: 500xp
Reward Giver: Lord Darrin [Piken Square]
Difficulty and Comments: Easy quest.  Sometimes the Charr don't spawn, to
remedy this, walk back into town after getting this quest, then go do it.

----
Deliver a Message to my Wife [rof2]
----
Quest Starter: Gurn Blanston [Fort Ranik Mission]
Objective: Tell Melka Blanston that Gurn has died defending Ascalon!
Reward: 500xp
Reward Giver: Melka Blanston [Old Ascalon]
Difficulty and Comments: Poor Melka... all her lovers die :(

----
Frontier Gate Fugitives [rof3]
----
Quest Starter: Warmaster Riga [Frontier Gate]
Objective: Search the Pockmark Flats and Eastern Frontier for Footmen Tate and
Quinn.  Tate will surrender and you will need to walk him back to the steps of
the Frontier Gate.  Quinn will fight you, so just kill him.
Reward: 1000xp
Reward Giver: Warmaster Riga
Difficulty and Comments: This quest is annoyingly long.  Don't let Tate die, he
tends to attack everything and die rather quickly.

----
Ruins of Surmia [rof4]
----
Quest Starter: Warmaster Riga [Frontier Gate]
Objective: Go to the Ruins of Surmia
Reward: 500xp
Reward Giver: Captain Miken [Ruins of Surmia]
Difficulty and Comments: This is just an easy walk.

----
Replacement Healers [Monk Only] [rof5]
----
Quest Starter: Priestess Rashenna [Serenity Temple]
Objective: Escort Devona to the Eastern Frontier and dispose of a Charr
scouting party.
Reward: 500xp, Infuse Health - Strength of Honor
Reward Giver: Priestess Rashenna
Difficulty and Comments: Devona can kill just about anything on her own rather
quickly.  You do not get exp if she does the bulk of the damage though, so if
that matters try to keep her back in some way.

----
Unnatural Creatures [Mesmer Only] [rof6]
----
Quest Starter: Erudine [Serenity Temple]
Objective: Kill Gren Mindvenom and bring his Tissue sample to Erudine
Reward: 250xp, Diversion
Reward Giver: Erudine
Difficulty and Comments: Easy quest, just don't forget the sample, which he
conveniently drops, no need to carve it or anything.

----
Experimental Elixir [Mesmer Only] [rof7]
----
Quest Starter: Erudine [Serenity Temple]
Objective: Take the experimental elixir to Fadden Hathorn in the Sardelac
Sanitarium, because he's insane.  Once it cures him, talk to Vassar.
Reward: 500xp, Shatter Hex
Reward Giver: Vassar [Sardelac Sanitarium]
Difficulty and Comments: none

---
The Way of the Geomancer [Elementalist Only] [rof8]
---
Quest Starter: Kendrick Redstaff [Serenity Temple]
Objective: Kill ten hulking stone elementals.
Reward: 500xp
Reward Giver: Kendtrick Redstaff [Serenity Temple]
Difficulty and Comments: Make sure to keep any scorched lodestones which drop,
you will need them for the next quest.

---
The Geomancer's Test [Elementalist Only] [rof9]
---
Quest Starter: Kendrick Redstaff [Serenity Temple]
Objective: Take three scorched lodestones to of the three earth shrines around
the massive crystal in the pockmark flats.  A Stone Golem will appear, kill it.
Reward: 500xp, Magnetic Aura - Earth Attunement
Reward Giver: Kendrick Redstaff
Difficulty and Comments: If Devona, or other enemies kill the Stone Golem you
will not get credit.

----
Caravan in Trouble [rof10]
----
Quest Starter: Cynn [Eastern Frontier]
Objective: Help Cynn and Mhenlo save the Merchant Caravan.  Cynn is located in
the Eastern Frontier next to the exit into the Pockmark flats.
Reward: 250xp
  Elementalist - Fireball
  Mesmer - Phantom Pain
  Monk - Smite
  Necromancer - Shadow of Fear
  Ranger - Lightning Reflexes
  Warrior - Hamstring
Reward Giver: Laris Dankworth [Pockmark Flats]
Difficulty and Comments: Wow... new quest... so easy.  Walk into the Pockmark
flats after getting it from Cynn, kill about six storm riders and you win.


-------------------------------------------------------------------------------
Northern Shiverpeaks
-------------------------------------------------------------------------------

The Northern Shiverpeaks pose the first legitimate challenge in the game.
Groups are now mixed together with multiple caster types and physical
attackers.  Disruption skills will become a great asset at this point in the
game.  The main shopping town, Yak's Bend, will have different types of armor
available for most classes, but the defense is the same as it was in Ascalon
City.  The other outposts are the Ice Tooth Cave and Beacon's Perch.  The
mission towns are the Borlis Pass and The Frost Gate.

1. Missions
  Borlis Pass [mis5]
  Frost Gate [mis6]

2. Yak's Bend Quests
  The Way is Blocked [nspy1]
  The Road to Borlis Pass [nspy2]
  The Shiverpeak Stragglers [nspy3]
  The Missing Artisan [nspy4]
  Helping the Dwarfs [nspy5]
  Oswalt's Epitaph [nspy6]
  Minaar's Trouble [nspy7]
  Minaar's Worry [nspy8]
  Iron Horse War Machine [nspy9]
  The Wayward Monk [Monk Only] [nspy10]
  The Stone Summit Champion [Mesmer Only] [nspy11]
  Renegade Necromancer [Necromancer Only] [nspy12]
  A Heart of Ice [Elementalist Only] [nspy13]
  Securing the Vale [Warrior Only] [nspy14]
  Stone Summit Beastmasters [Ranger Only] [nspy15]

3. Beacon's Perch Quests
  Hungry Devourer [nspb1]
  The Deserters [nspb2]
  To Kryta: Refugees [nspb3]
  To Kryta: The Ice Cave [nsbp4]
  To Kryta: Journey's End [nsbp5]


-------------------
1. Missions
-------------------

----
Borlis Pass [mis5]
----

Objective: First grab the torch and follow the road lighting the seven storm
beacons.  Give to torch to Gate Guard Tolis.  Now, you will need a keg of
Dwarven powder to blast open their base.  You can kill the nearby engineers for
moral boosts.  For the main mission, you need to open the nearby door, this
time with a lever.  When you reach this door, continuing south will run you
near the bonus.  When you go through the door, continue on the path and kill
everything there.  You'll eventually come to a closed door, once the nearby
enemies are defeated it will open.  Talk to Prince Rurik inside.  Now, take the
new torch and follow the friendly dwarfs.  There are three more beacons at the
top of the hill.  Light them and the mission is done!

Bonus: You have run beyond the door with a lever.  There is a keg of powder
deposit again.  Nearby are two doors, one which holds Rornak Stonesledge
prisoner.  Blast the door open.  Talk to him, it will activate the bonus.  Now,
get another keg and drop it in his cell where the fence and snow meet.  The
snow wall will shatter.  Follow the caves killing the dryders.  To complete the
bonus, you need to kill the Ice Drake, Whiskar Featherstrom, and the nearby
dryders.


----
Frost Gate [mis6]
----

Objective: Prince Rurik is escorting Ascalon Settlers to Kryta.  But, he has
been pinned down by Stone Summit Catapults.  You need to defeat the Engineers
of these catapults to allow passage.  After the second catapult, you will enter
an ice cave.  Turn left to do the bonus [see below], or head straight
[southwest], to continue the real mission.  Cross the bridge and take out the
engineers.  Then continue and kill the nearby boss.  There will be a cinematic.
Continue on the path Rurik tells you to and use the gear lever on the lever
mechanism.   After a short amount of time it will open.  In the next area there
are three similar devices you must use the lever on.  Each time you use one,
the doors on the sides will open and enemies will POUR in. To combat this,
first kill all the enemies in the area, then use the lever on all three as fast
as you can.  It helps to do the furthest lever mechanism first.  Once you have
them all active, you should have a slew of guys attacking you.  You'll need to
survive for a minute or two while the mechanisms turn.  You may wish to
backtrack and stand still until the mission is won.

Bonus: Not to far in the cave, you will again find Rornak Stonesledge has been
captured.  This time, he wants you to steal some war plans.  When you talk to
him, he will follow you.  Head out of the ice caves to the south.  When you
reach a bridge being bombarded by catapult fire, head to the northwest ramp
leading down.  Follow this path.  There are several dolyak's here, so this will
be quite tough.  Once the area is clear, lead Rornak to the catapult.  He will
fix it.  Fire it and it will blow up some doors.  Head back to the bridge,
cross it.  If you kill everything here, you will continue the mission.
Instead, kill what is close and head into the door to the east, kill the Ice
Golems and Stone Summit, open the chest to get the secret siege weapon plans.
Head back to Rornak with them to complete the bonus.


-------------------
2. Yak's Bend
-------------------

You are taken to Yak's Bend immediately after completing the Nolani Academy
Mission, however, you can reach this by running to it as well.  Yak's bend
offers new armor, though arguably no better than Ascalon City's armor as well
as a skill trainer, Captain Osric.


----
The Way is Blocked [nspy1]
----
Quest Starter: Captain Osric [Yak's Bend]
Objective: Kill Inar Frostbite, the Stone Summit leader of this area.  He is
standing not too far outside of the Borlis Pass.
Reward: 500xp
Reward Giver: Beccum Reedly [Borlis Pass]
Difficulty and Comments: This quest and the Road to Borlis Pass should be done
together.  Perhaps try doing Shiverpeak stragglers while doing this.

----
The Road to Borlis Pass [nspy2]
----
Quest Starter: Captain Osric [Yak's Bend]
Objective: Defeat all the Stone Summit patrols between Yak's Bend and the
Borlis Pass.
Reward: 500xp, 150xp
Reward Giver: Captain Osric [Yak's Bend]
Difficulty and Comments: This quest and the Way is blocked should be done
together.  Perhaps try doing Shiverpeak stragglers while doing this.

----
The Shiverpeak Stragglers [nspy3]
----
Quest Starter: Captain Osric [Yak's Bend]
Objective: Find Elsa Alston and escort her back to Yak's Bend.
Reward: 500xp
Reward Giver: Captain Osric
Difficulty and Comments: Elsa has a death wish.  She will attack anything
nearby.  While hard to do, clear as much of the road before getting on her
screen.  Once you can see her, some ice golems and stone summits will veer off
course to defeat her.

----
The Missing Artisan [nspy4]
----
Quest Starter: Tabor Woolridge [Yak's Bend]
Objective: Artisan Rudger has not produced the goods Tabor paid him for.  Find
him and find out what is going on.
Reward: 500xp
Reward Giver: Artisan Rudger [Ascalon Foothills]
Difficulty and Comments: Do this quest when you do Oswalt's Epitaph, as they
end almost directly next to each other.  The Ascalon Foothills house many
hydras.  They can deal a load of fire damage, but their meteor spell has a
rather long cast time and can easily be interrupted by a variety of skills.

----
Helping the Dwarfs [nspy5]
----
Quest Starter: Grand Mason Stonecleaver [Yak's Bend]
Objective: Find Rangil Ironbow in the northwest corner of Traveler's Vale.
Reward: 250xp
Reward Giver: Rangil Ironbow [Traveler's Vale]
Difficulty and Comments: This is actually quite hard to walk the first time.
Try to pull some groups, it's easy to get overwhelmed.

You get skills just for taking up this quest:
  Elementalist - Gale
  Mesmer - Mantra of Frost
  Monk - Remove Hex
  Necromancer - Suffering
  Ranger - Debilitating Shot
  Warrior - Protector's Strike

----
Oswalt's Epitaph [nspy6]
----
Quest Starter: Elsa Alston [Traveler's Vale]
Objective: Search for an unmarked headstone.  Inscribe Elsa's words onto it.
Oswalt's ghost will appear.
Reward: 500xp, 250 gold
Reward Giver: Ghost of Oswalt Alston [Ascalon Foothills]
Difficulty and Comments: Do this quest at the same time as The Missing Artisan.

----
Minaar's Trouble [nspy7]
----
Quest Starter: Rangil Ironbow [Traveler's Vale]
Objective: Find Minaar Stonesledge in the Iron Horse Mine and escort him to
Traveler's Vale safely.
Reward: 500xp
Reward Giver: Rangil Ironbow
Difficulty and Comments: The first of three rather annoying quests which sends
you to the same place over and over.

----
Minaar's Worry [nspy8]
----
Quest Starter: Rangil Ironbow [Traveler's Vale]
Objective: Kill Ore Darkwhip in the Iron Horse Mine's and return the war
machine plans he drops to Rangil.
Reward: 500xp
Reward Giver: Rangil Ironbow
Difficulty and Comments: You might say... boy, I could have killed this thing
while doing the last quest.  As of current, you could not.  Ore Darkwhip simply
doesn't spawn if you or someone in the party does not have the quest active.

----
Iron Horse War Machine [nspy9]
----
Quest Starter: Rangil Ironbow [Traveler's Vale]
Objective: Destroy the war machine by destroying the nine levers which control
it with nearby Dwarven explosives
Reward: 500xp
Reward Giver: Rangil Ironbow
Difficulty and Comments: I find it odd how the Stone Summit leave explosives
near all of their important establishments.

----
The Wayward Monk [Monk Only] [nspy10]
----
Quest Starter: Van the Warrior [Yak's Bend]
Objective: Escort Cynn to the Iron Horse Mine and find Brother Mhenlo.
Reward: 350xp, Vigorous Spirit, Pacifism
Reward Giver: Brother Mhenlo [Iron Horse Mine]
Difficulty and Comments: Easy quest, do it while doing either of the first two
Minaar's quests.

----
The Stone Summit Champion [Mesmer Only] [nspy11]
----
Quest Starter: Sebedoh the Mesmer [Yak's Bend]
Objective: Defeat Ulrik the Undefeated in Traveler's Vale.
Reward: 350xp, Fragility - Power Spike - Channeling
Reward Giver: Sebedoh the Mesmer
Difficulty and Comments: none

---
Renegade Necromancer [Necromancer Only] [nspy12]
---
Quest Starter: Necromancer Morgan [Yak's Bend]
Objective: Find Verata in the Travelers Vale.
Reward: 350xp, Necrotic Traversal, Defile Flesh, Well of Blood
Reward Giver: Necromancer Morgan
Difficulty and Comments: Kill the Verata minions on your way to him.  When you
reach him, Verata will run off giving you an idle threat.

---
A Heart of Ice [Elementalist Only] [nspy13]
---
Quest Starter: Howland the Elementalist [Yak's Bend]
Objective: Find Greplack Froststaff and obtain the Heart of Ice
Reward: 350xp, Whirlwind, Ward Against Foes, Ice Prison
Reward Giver: Howland the Elementalist
Difficulty and Comments: Just run up to him and kill the nearby Ice Golems.  He
will give you the Heart of Ice after initially saying that he would not.

----
Securing the Vale [Warrior Only] [nspy14]
----
Quest Starter: Van the Warrior [Yak's Bend]
Objective: Scout out enemy activity at three different checkpoints.
Reward: 500xp, Swift Chop - Irresistible Blow - Seeking Blade
Reward Giver: Van the Warrior
Difficulty and Comments: Although you only have to "scout", you will probably
end up killing half of the enemies in the traveler's vale.

----
Stone Summit Beastmasters [Ranger Only] [nspy15]
----
Quest Starter: Artemis the Ranger [Traveler's Vale]
Objective: Defeat Thorgrim the Beastlasher in the Iron Horse Mine
Reward: 350xp, Whirling Defense - Winter - Call of Protection
Reward Giver: Artemis the Ranger
Difficulty and Comments: Artemis is only level 2, and as such is often times
dead when you get to where she would be.  If this happens, simply zone into the
mines and then back out.  The Beastmasters can be a bit overwhelming when they
all go giant stomping.  Try to distracting shot at least one of them so you are
not spending the entire battle sitting on your butt in the cold snow.


-------------------
3. Beacon's Perch
-------------------

Beacon's Perch has two exits.  The one you want to use to progress the game is
into the Deldrimor Bowl.  Exiting into Lornar's Pass will set you up against
level 20+ monsters.  If you manage to make it to the next town, you will in
effect have skipped half the game.  However, as this is virtually impossible
without;
1) getting run to it by someone for a fee
2) miraculously killing everything on the way there
3) Somehow running there on your own.

This is a common way to get to Droknar's Forge, the first town with the maximum
defense armor.  For your first play through though, avoid Lornar's pass
entirely.

----
Hungry Devourer [nspb1]
----
Quest Starter: Master Saberlin [Beacon's Perch]
Objective: Feed Old Mac's pet, Joe, 10 succulent Juniper Meats.
Reward: 500xp
  Elementalist - Lightning Strike
  Mesmer - Shatter Enchantment
  Monk - Divine Spirit
  Necromancer - Rotting Flesh
  Ranger - Pin Down
  Warrior - Flurry
Reward Giver: Master Saberlin
Difficulty and Comments: Sometimes this quest claims you only need to feed him
0 more, when you have not given him any.  Other times you need to feed him 4
million more.  Oh well, I have never seen it mess up the quest.  One more note,
you must feed them all to Joe in one visit to the Deldrimor Bowl, the number
resets up to ten should you exit the area.

----
The Deserters [nspb2]
----
Quest Starter: Master Saberlin [Beacon's Perch]
Objective: Kill the Deserters before word spreads and causes unrest.
Reward: 500xp
  Elementalist - Ice Spear
  Mesmer - Inspired Hex
  Monk - Balthazar's Spirit
  Necromancer - Strip Enchantment
  Ranger - Serpent's Quickness
  Warrior - Bonetti's Defense

Reward Giver: Master Saberlin
Difficulty and Comments: You can get Mhenlo, Devona and Cynn as an escort for
this quest if you walk up to them after taking it on.  You must complete The
Hungry Devourer to get this quest.

----
To Kryta: Refugees [nspb3]
----
Quest Starter: Master Saberlin [Beacon's Perch]
Objective: Eliminate the Centaur Patrols along the road.
Reward: 500xp
Reward Giver: Ranger Olson [Deldrimor Bowl]
Difficulty and Comments: Easy quest, once done, most of the centaurs will be
gone from this area any subsequent time you go through.

----
To Kryta: The Ice Cave [nsbp4]
----
Quest Starter: Master Seeker Nathaniel [Griffin's Mouth]
Objective: Follow the Marks of Aidan until you reach Aidan.  Kill any Snow
Ettin's around him as well.
Reward: 500xp
Reward Giver: Aidan [Griffin's Mouth]
Difficulty and Comments: Don't make any wrong turns, it may wind up being your
last.  Snow Ettin's pile up in a hurry here.

----
To Kryta: Journey's End [nsbp5]
----
Quest Starter: Aidan [Griffin's Mouth
Objective: Deliver the Letter to Ambassador Braun [Scoundrel's Rise], then see
Witness Casori [Gates of Kryta] for safe harbor.
Reward: 500xp
Reward Giver: Witness Casori [Gates of Kryta]
Difficulty and Comments: The Hardest part is remembering to talk to Ambassador
Braun when you enter Scoundrels Rise.



-------------------------------------------------------------------------------
Kryta
-------------------------------------------------------------------------------

Kryta is the most beautiful place still standing on Tyria.  The entire area was
saved from the Charr by Saul D'Alessio's faith.  He, himself, died in a Charr
ambush and now Confessor Dorian continues his leadership.  Kryta has three
missions and several towns.  The most notable is Lion's Arch, either the most
or second most heavily visited town in the game.  The armor in all Kryta towns
is better than the stuff you picked up in Ascalon City, though not by much.  If
you can get by without buying any, do so.  There are a few Kryta Villages which
are not actually towns on the world map, but have a fair share of quests in
them.

1. Missions
  Gates of Kryta [mis7]
  D'Alessio Seaboard [mis8]
  Divinity Coast [mis9]

2. Lion's Arch/North Kryta Province Quests
  Report to the White Mantle [kla1]
  The Villainy of Galrath [kla2]
  Orrian Excavation [kla3]
  Merchant's Plea [kla4]
  The Weaver of Nebo [kla5]
  Duties of a Lionguard [kla6]
  The Ascalon Settlement [kla7]
  The Last Hog [kla8]
  Reversing the Skales [kla9]
  Blankets for the Settlers [kla10]
  Bandit Trouble [kla11]
  Graven Images [kla12]
  Malaquire's Test [kla13]

3. Beetletun/Bergen Hot Springs/Nebo Village Quests
  The Hot Springs Murders [kbb1]
  The Undead Hordes [kbb2]


-------------------
1. Missions
-------------------

----
Gates of Kryta [mis7]
----

Objective: Run to the nearby village and clear the gates of undead.  Enter the
village and talk to Justicar Torlimo to get the whereabouts of Justicar
Hablion.  Find him.  He will ask you to help clear the swamp of undead.  Do so,
defend the high ground as best you can, than charge in to finish off the
remaining few.  Justicar Hablion must survive.

Bonus: At the very start of the mission, make a left turn and talk to the pig
Oink.  He will follow you.  Oink can not be hurt by anything, so feel free to
use him as a tank.  When you reach the town, you will see a kid talking about
losing his pig.  When Oink is near, the kid will be happy.  Next to him is a
historian.  Talk to him to activate the bonus.  You will need to find the
Orrian Texts and translate them.  If you look at the map, they lie in a chest
in the innermost inlet of the river.  When you get it, smoke phantoms will
attack you, three groups of three in all.  They use lightning and do mega
damage.  Return the text to the historian [apparently you are well versed in
the Orr language and had enough time to translate them while fighting for your
life.  Bonus complete!

----
D'Alessio Seaboard [mis8]
----

Objective: After a few packs of enemies you will reach a village under attack
from the undead.  You will need to kill all of the undead here to advance the
level.  In town is Benji Makala, provided you keep him alive until the town is
cleared you can do the bonus.  If you take the bonus, exit town north, if not,
exit town west.  Eventually the path will lead you to Confessor Dorian.  He
will be under attack from undead when you arrive.  Undead will continue to pour
in from both sides for about ten minutes.  Keep Dorian alive.  Once done, the
quest log will update, talk to Dorian.  Exit the Temple of Tolerance to the
southwest and continue until you find Dinas.  Kill the nearby enemies and talk
to him,  Mission complete.

Bonus: If you kept Benji alive, activate the bonus from him and use the gate on
the north end of the village to exit the village.  Going this way will
eventually take you to another closed gate.  Nearby this gate is a Melandru
offering.  The offering must be held, if it is dropped, it breaks.  However,
you can run all the way back to the place you got it to get another.  You may
wish to just leave it until you are done defending Confessor Dorian.  Either
way, once Dorian is safe, rather than continue the mission, head northwest out
of town and follow the ettin filled path until you reach the other Melandru
Offering, which is actually located directly west of the first one, but
separated by a mountain.  Place the offering on the pedestal to complete the
bonus.

* = Remember, if Benji dies, his brother will not open the gate for you and you
will not be able to do the bonus.

----
Divinity Coast [mis9]
----

Objective: Head to the town of Shaemoor.  Talk to Justicar Hablion.  He will
discuss that you need to take the Eye of Janthir around the area to see if
certain people are chosen.  You will drop it off in Loamhurst.  However, first,
you need to be cleansed!  Exit town southeast and make your way up to the
cleansing area.  Once you are cleansed, head back to Hablion and get the Eye.
Exit town to the west when you are ready.  You do not actually have to see if
anyone is chosen, that is the bonus.  Just follow the rather linear path all
the way to Loamhurst if you do not intend to do the bonus.  If you do, read
below, as the bulk of this mission is the bonus.  In town is a Blue light
shining up from the ground with several villagers near it, bring the eye there
to complete the mission.

Bonus: The first chosen is standing a bit northwest of Hablion in town.  All
five chosen must arrive in Loamhurst alive, so take care of them.  Once you
cross a long high bridge, the second chosen is the one villager who stays to
fight the tengu.  This is probably the hardest one to initially save.  Talk to
him to actually activate the bonus and make sure he follows you.  The third
chosen is to the southeast of this one.  There is a small road leading there.
This one also has a tendency to get attacked.  Head back to where you got the
second chosen and head west.  You will soon come to another small outpost.
Several merchants are under attack.  None of them are important, however, the
final villager on the road continuing to head west is another chosen.  You
should have enough time to get to him as the merchant in front of him often
holds off the tengu for a while.  That's four, the fifth is actually back a
ways.  Head down the road you just came a bit east and turn south the first
chance you get.  The final villager is just a bit this way.  He sometimes is
under attack from Gypsie Ettin's.  Now, you should have five villagers chasing
you.  Head back to where you got the fourth one and follow the road northwest.
This road will eventually bring you to Loamhurst.  There is a lot of poison
here, try to keep the villagers out of it.  If they just walk through it, they
are generally smart enough to use a healing signet when they get low on health.
When you finally reach Loamhurst, talk to Lionguard Minah for the bonus.  You
MUST do this BEFORE bringing the eye to its destination in town.  Note: Your
party shares gold for doing this bonus.

-------------------
2. Lion's Arch/North Kryta Province Quests
-------------------

----
Report to the White Mantle [kla1]
----
Quest Starter: Armen the Guide [Lion's Arch]
Objective: Head to the D'Alessio Seaboard and deliver a report to Mantle Knight
Karriya
Reward: 500xp
Reward Giver: Mantle Knight Karriya [D'Alessio Seaboard]
Difficulty and Comments: none

----
The Villainy of Galrath [kla2]
----
Quest Starter: Firstwatch Sergio [Lion's Arch]
Objective: Kill Galrath near the Wizard's Tower
Reward: 4000xp
Reward Giver: Firstwatch Sergio
Difficulty and Comments: Possibly the hardest quest in the game if you do it
when you get it.  Highly unrealistic you will do this now.  If you wish to,
leave from the Bergen Hot Springs and Head to the temple of the ages.  If you
leave from the temple, you will have the advantage of level 15 henchmen and an
eight person party.  The Verata enemies near Galrath are a true pain, it is
recommended to have someone be a sacrifice so everyone else can rush Galrath,
who is surrounded by severely under leveled bandits.

----
Orrian Excavation [kla3]
----
Quest Starter: Magi Malaquire [Lion's Arch]
Objective: Collect 5 Orrian tablet shards
Reward: 400xp
Reward Giver: Magi Malaquire
Difficulty and Comments: They fixed this quest, so if you do it in a party you
won't have to do it fifteen times!

----
Merchant's Plea [kla4]
----
Quest Starter: Bodrus the Outfitter [Lion's Arch]
Objective: Take the strongbox to Captain Greywind
Reward: 500xp
Reward Giver: Captain Greywind [North Kryta Province]
Difficulty and Comments: Do this along with the Ascalon Settlement

----
The Weaver of Nebo [kla5]
----
Quest Starter: Jiaju Tai [Lion's Arch]
Objective: Etham the Artisan ripped off our good friend, head to the Nebo
Village to find out why!
Reward: 500xp, 500 gold
Reward Giver: Etham the Artisan [Nebo Terrace]
Difficulty and Comments: none

----
Duties of a Lionguard [kla6]
----
Quest Starter: Lionguard Riddick [North Kryta Province]
Objective: Talk to Miraba
Reward: 500xp
Reward Giver: Miraba [North Kryta Province]
Difficulty and Comments: none

----
The Ascalon Settlement [kla7]
----
Quest Starter: Damaris [North Kryta Province]
Objective: Lead Mhenlo, Aidan, Cynn and Devona to Captain Greywind in the
Ascalon Settlement
Reward: 500xp
  Elementalist - Lightning Orb
  Mesmer - Wastrel's Worry
  Monk - Heal Other
  Necromancer - Enfeeble
  Ranger - Throw Dirt
  Warrior - Final Thrust
Reward Giver: Captain Greywind [North Kryta Province]
Difficulty and Comments: Do this while you do Merchant's Plea

----
The Last Hog [kla8]
----
Quest Starter: Farmer Dirk [North Kryta Province]
Objective: Find the prize winning hog and run it back to Farmer Dirk
Reward: 500xp
  Elementalist - Gale
  Mesmer - Leech Signet
  Monk - Life Attunement
  Necromancer - Blood Ritual
  Ranger - Otyugh's Cry
  Warrior - Staggering Blow
Reward Giver: Farmer Dirk
Difficulty and Comments: Once you talk to the Hog, Ettin's will come two at a
time for quite a while to try and disrupt you.

----
Reversing the Skales [kla9]
----
Quest Starter: Captain Greywind [North Kryta Province]
Objective: Find out what is the cause of the undead movement... then of course
kill it.
Reward: 500xp
Reward Giver: Captain Greywind
Difficulty and Comments: The Executioners which escort Lord Timot are very
deadly, take every precaution when fighting them.  It helps to clear the area
of Mergoyles and Bog Skales before hand.  If Lord Timot reaches the Gates of
Kryta you will have to do the mission again.

----
Blankets for the Settlers [kla10]
----
Quest Starter: Captain Greywind [North Kryta Province]
Objective: Trade the weapons from Greywind to Etham the Artisan for Blankets
and give them to Captain Greywind.
Reward: 500xp
Reward Giver: Captain Greywind
Difficulty and Comments: none

----
Bandit Trouble [kla11]
----
Quest Starter: Miraba [North Kryta Province]
Objective: Tell Mantle Knight Karriya about the Bandit's.  Return to Miraba
once you have told Karriya.
Reward: 500xp
Reward Giver: Miraba
Difficulty and Comments: Do this while doing Report to the White Mantle.

----
Graven Images [kla12]
----
Quest Starter: Archivist Ithimar [North Kryta Province]
Objective: Protect him from the four waves of nightmares
Reward: 600xp
  Elementalist - Inferno
  Mesmer -  Mantra of Lightning
  Monk -  Dwayna's Kiss
  Necromancer - Dark Aura
  Ranger - Determined Shot
  Warrior - Axe Twist
Reward Giver: Archivist Ithimar
Difficulty and Comments: Easy quest, make sure to clear out the nearby bog
skales before starting.  There is no pausing, so you may run low on energy by
the last wave.


----
Malaquire's Test [kla13]
----
Quest Starter: Magi Malaquire [North Kryta Province]
Objective: Successfully snag a skill using a Signet of Capture
Reward: 500xp, Signet of Capture
Reward Giver: Magi Malaquire
Difficulty and Comments: Use it on whatever, you can buy them from Quarrel
Falls among other places later in the game.  You get a Signet of Capture both
for taking this quest, and another for finishing it.


-------------------
3. Beetletun/Bergen Hot Springs/Nebo Village Quests
-------------------

----
The Hot Springs Murders [kbb1]
----
Quest Starter: Inspector Caleb [Nebo Terrace]
Objective: Get witness testimonies from the four witnesses to the murders who
are in the Bergen Hot Springs.  Report back to Caleb with them.  Then give them
to Inquisitor Gilead.
Reward:
  Elementalist - Grasping Earth
  Mesmer - Illusion of Weakness
  Monk - Mend Ailment
  Necromancer - Blood of the Master
  Ranger - Bestial Pounce
  Warrior - Counter Blow
Reward Giver: Inquisitor Gilead [Nebo Terrace]
Difficulty and Comments: Pretty fishy.....

----
The Undead Hordes [kbb2]
----
Quest Starter: Elder Hezron [Beetletun]
Objective: Stop the undead armies from reaching Beetletun.
Reward: 500xp
  Elementalist - Water Attunement
  Mesmer - Inspired Enchantment
  Monk - Holy Veil
  Necromancer - Plague Touch
  Ranger - Symbiosis
  Warrior - Gryphons Sweep
Reward Giver: Elder Hezron
Difficulty and Comments: This quest is extremely fun.  It also poses a good
challenge.  The drops have unfortunately been nerfed thanks to excessive
farming.


-------------------------------------------------------------------------------
Maguuma Jungle
-------------------------------------------------------------------------------

The jungle is your typical rebel hiding place.  Everything is spread out and in
the middle of no where.  The armor here is decent, however, the collector armor
is substantially better than what you can buy.  Most of the collectors for it
are right next to town [or in it] and the collector's wish list items fall
frequently.  The storyline seems messed up in the jungle though, frequently
assuming you have done a quest which you may not have already done.

1. Missions
  The Wilds [mis10]
  Bloodstone Fen [mis11]
  Aurora Glade [mis12]

2. Druid's Overlook Quests
  A Brother's Fury [mjdo1]
  Eye for Profit [mjdo2]
  Mysterious Message [mjdo3]
  Wisdom of the Druids [mjdo4]

3. Quarrel Falls Quests
  The Price of Steel [mjqf1]
  White Mantle Wrath: Demagogue's Vanguard [mjqf2]

4. Ventari's Refuge Quests
  White Mantle Wrath: A Helping Hand [mjvr1]
  Urgent Warning [mjvr2]
  Dropping Eaves [mjvr3]
  Blood and Smoke [mjvr4]

5. Henge of Denravi Quests
  Passage through the Dark River [mjhd1]


-------------------
1. Missions
-------------------

----
The Wilds [mis10]
----

Objective: You need to follow the Shining Blade through the jungle.  There are
many Maguuma spiders and moss spiders standing in your way though.  After the
first entangling roots, head straight ahead at the 3 way split.  The other two
paths lead to the bonus [see below].  After the cinematic, follow the Shining
Blade Scout through the Maguuma along the main path.  When you reach some
water, take the right path and turn right as soon as you can into a legion of
Maguuma spiders.  Eventually, you will come to another cinematic.  Spiders will
drop in groups of three, you need to kill all eight and the boss.  I don't
think they can actually killed the chosen [as they're all corpses already], but
do not take any chances.  Mission complete!

Bonus: After the first entangling roots, there will be three paths to choose
from.  The middle path continues the mission.  Either the left or right lead to
the start of the bonus.  I prefer the right path.  Follow it until you see two
centaurs.  Stand nearby, but outside of the agro circle.  They will start to
talk.  Listen.  When the bonus activated message comes up, kill them and take
the nearby vine seed.  Head back to the middle path from before and continue
the mission.  After the movie, hang to the right side and fight through the
Maguuma.  There is a path to the east which dead ends with a glowing green dot
on the ground.  Drop the Vine Seed here.  Cross the bridge and head south.
There are a tone of Maguuma as well as four bosses here.  You only need to kill
two of them: Horm Frostrider and Ramtha Brokenhoof.  This is one of the harder
bonuses due to the closeness of the enemies.  Bonus done!


----
Bloodstone Fen [mis11]
----

Objective: Follow the linear trail to Saidra.  Talk to her and get a Vine Seed.
Drop it on the green spot just in front of her and cross the newly formed
bridge and continue to follow the only real path.  Eventually you'll reach a
place with five Vine Seed Flowers.  To do the bonus, grab one and read below.
Otherwise, Grab one and use it just up the spiral mountain.  Grab another and
use it on the next green dropping point just ahead.  Follow the only path and
talk to Blade Scout Ryder.  Continue on the path.  When you reach a fork, head
left and get two vine seeds.  Head back the other way and use them at the next
two green dots to make bridges.  Keep on the only path until the cinematic. Now
there are only six white mantle and Hablion to go.  While fighting on the
bloodstone, resurrection skills take four times as long to use, be aware of
this.  When Hablion falls you will win.

Bonus: When you reach the first place with three Vine Seed Flowers, grab one
and head back the way you came until a fork.  Head on the western most of the
two paths.  When you reach a tree trunk looking altar, drop the seed on it and
it will spawn a Druid.  Listen to him babble for a bit.  A bridge will spawn.
You will need to get this Druid and three others two an altar further along.
While you do this, you CAN NOT KILL any jungle guardians.  Should you, the
bonus will fail and you will be greeted by some rather challenging enemies.
There are more Vine Seed Flowers in the area with the other three altars.
Follow the first Druid there, but try not to let him get stuck.  Once you have
all four Druids on the big altar, the Elder Druid will appear.  Talk to him for
the Bonus.  Head back to the Vine Seed Flower you got the Vine Seed from to
spawn the first Druid.


----
Aurora Glade [mis12]
----

I strongly suggest using my Aurora Glade Map for doing this mission.

Objective: After weaving around the endless circles, you'll wind up by two
thorn pedestals, kill the boss and a druid will appear.  Talk to it, grab the
Rune Crystal and run it to the other pedestal.  Continue on the path, which is
now opened.  For directions, I will refer you to a map for this level...  When
you reach a point where you can see another pedestal at the fork in the road,
the left leads to the bonus [actually, they both do].  The right goes to the
mission,  Now, talk to the druid to put another Rune Crystal on the pedestal.
This time, you will need to attune two different pedestals.  Do NOT do them
both until you are ready though, as it will activate the next part.  The next
part has three pedestals.  If your team controls all three, a cinematic will
appear.  If the White Mantle control all three, you lose.  They start out
controlling one.  You must run crystals to them to attune them for you, while
preventing their crystal carrier from taking control of them.  If you are doing
the bonus, this gets more complex.  See below.  Okay, so you now have attuned
all three pedestals.  You will be teleported below.  Down here, just follow the
again linear path until you reach the Henge Guardian.  Kill it, Mission
complete.

Bonus: So, you took either one of the roads. There are many White Mantle and an
NPC named Less Longbow.  Make sure he survives.  When everything around him is
dead he will speak of a Demagogue.  Continue on to the main mission for now.
Now, you've arrived at the three pedestals.  You want to make sure you always
control one, preferably two.  Here's the trick, take the north one at the
start,  When the White Mantle take the east one, immediately take it back.
Now, the White Mantle will ONLY focus on the east one so long as they do not
control it.  Just kill the crystal carrier time and time again and slowly
reduce their army.  Once it is gone, head into their "base" and kill the
Demagogue.  Bonus complete.  Attune the final pedestals to advance the main
mission.


-------------------
2. Druid's Overlook Quests
-------------------

----
A Brother's Fury [mjdo1]
----
Quest Starter: Trader Versai [Druid's Overlook]
Objective: Justicar Thommmis' brother has been killed.  He wants to know why.
Seek out the three rangers in the area to find out more.  They speak of the
Rebels who took the chosen and the difficulty in tracking them.
Reward: 500xp
Reward Giver: Witness Giselle [The Wilds]
Difficulty and Comments: This quest is designed to get you over to the Wilds,
the next mission.  You will talk to several people and face little opposition
getting into town.

----
Eye for Profit [mjdo2]
----
Quest Starter: Trader Versai [Druid's Overlook]
Objective: Find Grahm in the Sage Lands.  He will have a task for you which
involves running clear across to the other side of the area and killing a boss.
Take the Lilac Eye, which Gale Stormsend drops back to Trader Versai.
Reward: 500xp
  Elementalist - Air Attunement
  Mesmer - Hex Breaker
  Monk - Smite Hex
  Necromancer - Dark Bond
  Ranger - Antidote Signet
  Warrior - Axe Rake
Reward Giver: Trader Versai
Difficulty and Comments: Hardest quest of the area.  The combination of Maguuma
spider poison/cripple and storm eyes counter spells can take down a party if
they charge in too fast.  Move slowly, spiders like to come down after you've
run by them, thus pincering you.

----
Mysterious Message [mjdo3]
----
Quest Starter: Envoy Ero [Druid's Overlook]
Objective:  Drop a message into a Hollow log in the Mamnoon Lagoon.  Find Alari
Doubleblade in the Silverwood.
Reward: 500xp
  Elementalist - Stone Daggers
  Mesmer - Ethereal Burden
  Monk - Healing Seed
  Necromancer - Well of Suffering
  Ranger - Storm Chaser
  Warrior - Pure Strike
Reward Giver: Alari Doubleblade [Silverwood]
Difficulty and Comments: clearly, this quest is out of place in the game.  You
have not yet learned of the White Mantle treachery, yet this quest leads you to
an area which assumes you do.  That town gives more quests under the assumption
the White Mantle are evil.  Strange.  Also, this quest takes you through a
large amount of wind riders.

----
Wisdom of the Druids [mjdo4]     (Thanks to Rico Liu for informing me of quest)
----
Quest Starter: Avatar of Dwayna [Druid's Overlook]
Objective: Listen the druids perform their ritual so you can better understand
things which mortals don't understand.
Reward: 500xp
Reward Giver: Ancient Druid Spirit [Sage Lands]
Difficulty and Comments: This quest requires the favor of the gods to activate.
When you reach the marked spot on the map, you will be amazed to find...
nothing!  Kill the several waves of spiders which appear and eventually the
Druids will too.  They'll talk forever,  They remind me of the Bear hunters in
Pre-searing with the way they talk.

-------------------
3. Quarrel Falls Quests
-------------------

----
The Price of Steel [mjqf1]
----
Quest Starter: Alari Doubleblade
Objective: Tell Gareth Quickblade about a lost white mantle patrol.  Then
follow a scout and hunt it down.  You will need to collect five pieces of their
armor.
Reward: 500xp
  Elementalist - Conjure Frost
  Mesmer - Arcane Thievery
  Monk - Contemplation of Purity
  Necromancer - Rend Enchantments
  Ranger - Barbed Trap
  Warrior - Crushing Blow
Reward Giver: Gareth Quickblade [Quarrel Falls]
Difficulty and Comments: A new quest to the game, also kind of easy.  In the
event you have not actually done the Wilds yet, it gives a good enough excuse
of why the people of the Jungle would have you fight them.  This quest does not
yet work well in groups, unless you want to do it ten times.

----
White Mantle Wrath: Demagogue's Vanguard [mjqf2]
----
Quest Starter: Gareth Quickblade [Quarrel Falls]
Objective: Defeat the three groups of White Mantle in the Silverwood heading
towards Quarrel Falls.
Reward: 500xp
Reward Giver: Councilor Vaylor [Ettin's Back]
Difficulty and Comments: They do not actually come towards Quarrel Falls.
Sometimes they get attacked by the Maguuma too.  No one likes the White Mantle,
it seems.


-------------------
4. Ventari's Refuge Quests
-------------------

----
White Mantle Wrath: A Helping Hand [mjvr1]
----
Quest Starter: Councilor Vaylor [Ettin's Back]
Objective: After speaking with Ventari, defeat the 3 squads of White Mantle
outside of his refuge.
Reward: 500xp
Reward Giver: Councilor Vaylor
Difficulty and Comments: none.

----
Urgent Warning [mjvr2]
----
Quest Starter: Vaylor [Ettin's Back]
Objective: Find Gretchen's Scout, Snakebite, just outside of the Aurora Glade,
then go to the Aurora Glade.
Reward: 500xp
Reward Giver: Elder Gretchen [Aurora Glade]
Difficulty and Comments: This quest has no purpose other than to get you to the
next mission.

----
Dropping Eaves [mjvr3]
----
Quest Starter: Deep Root [Ettin's Back]
Objective: Listen in on the conversation of the two White Mantle Agents in the
Reed Bog.  Then report back to Deep Root.
Reward: 500xp
  Elementalist - Iron Mist
  Mesmer - Spirit of Failure
  Monk - Rebirth
  Necromancer - Death Nova
  Ranger - Predatory Season
  Warrior - Shield Stance
Reward Giver: Deep Root
Difficulty and Comments: Some damn fine skills come from this quest.  Rather
easy too, you'll most likely not have to kill anything if you just run by,

----
Blood and Smoke [mjvr4]
----
Quest Starter: Deep Root [Ettin's Back]
Objective: Seek the knowledge of Dark Oak to find out if he knows anything
about a possible traitor. A scout, Melthoran, just beyond the entrance to the
Reed Bog knows where Dark Oak is.
Reward: 2500xp
  Elementalist - Meteor
  Mesmer - Spirit Shackles
  Monk - Protective Spirit
  Necromancer - Barbed Signet
  Ranger - Savage Shot
  Warrior - "I Will Survive"
Reward Giver: Deep Root
Difficulty and Comments: You're supposed to go to Dark Oak after talking to the
scout, then he'll send you back out to get a Bloody Heart.  However, if you
kill Drogo Greatmane first, before going into The Falls he will drop the bloody
heart and you will not have to walk through the Reed Bog area twice, saving a
substantial amount of time.

-------------------
5. Henge of Denravi Quests
-------------------

----
Passage through the Dark River [mjhd1]
----
Quest Starter: Shadow [Henge of Denravi]
Objective: Talk to Old Joness to get passage to cross the Ullen River.  Once
across and in Riverside Province, take Evennia's secret orders to Derikk
Deathblade.
Reward: 500xp
Reward Giver: Blade Warrior Derikk [Riverside Province]
Difficulty and Comments: Accepting passage across the river will separate you
from your party as each member needs to talk to him for themselves.



-------------------------------------------------------------------------------
Return to Kryta
-------------------------------------------------------------------------------

I suppose I could have put this in the previous Kryta section, but the chances
of you going to these towns were slim [aside from the Temple of the Ages].
Based on the quest progression, it seems likely the game wants you to reach the
Temple of the Ages from Fisherman's Haven rather than Bergen Hot Springs.

There is not much here, just a pair of missions and a few easy quests.

1. Missions
  Riverside Province [mis13]
  Sanctum Cay [mis14]

2. Fisherman's Haven Quests
 The Royal Papers [rkfh1]
 The Lost Princess [rkfh2]

3. Temple of the Ages Quests
 The False Gods [rkta1]


-------------------
1. Missions
-------------------

----
Riverside Province [mis13]
----


Objective: Sneak into the temple and steal the Scepter of Orr.  Get away to the
northeast with the scepter of Orr.  This quest can be done without fighting
much of anything.  The escape route is guarded by undead for the most part.
All of the towers can be completely avoided by having one person walk up close.
This will have the effect of the watchtower guards calling the other troops in,
allowing your party to sneak by on the outside.  When you reach Dinas you will
get the Scepter of Orr and watch a movie.  Open the nearby door and follow the
path to the northeast.  Eventually you will reach a boss blocking a bridge.  In
theory you are supposed to kill it and run the Scepter of Orr across the
bridge.  In reality, if you just walk a bit left of him, the movie will
activate anyway.

Bonus: The bonus is quite a different story.  Instead of sneaking around the
entire White Mantle, the bonus has you attack each of the guard towers.  First,
you need to defeat the enemies on the first tower.  Then head southwest and
talk to Saidra.  She will speak of a need to allow supply trains to slip
through the area, which requires the towers be neutralized.  There are nine
towers in all, each with about a dozen guys guarding it.  This bonus takes a
substantial amount of time, but is not all that hard as long as you do not
attract all twelve of the White Mantle patrolling a tower at a time.

----
Sanctum Cay [mis14]
----


Objective: Grab the Scepter of Orr from Evennia at the docks.  Take out the
first few fire imps.  When you reach the beach to the south, the bonus is east.
For the main mission, follow the river.  Eventually you'll reach another beach.
head east for a while and then back to the south.  Cross the poisonous area
with bone dragons and you will eventually come to a fort.  In the Southeast
corner of the Fort, the Vizier will appear.  Give him the scepter.  A movie
will occur.  After this, it's a linear road out to the docks.  If you are doing
the bonus, see below before getting to the docks.  If not, go to the docks.
The Vizier will appear and start summoning a boat.  Protect him for a couple
minutes while he summons it, get on.  Mission Complete.

Bonus: Escort the Restless Spirit from the beach to the Vizier.  Once he has
spoken to the Vizier, take him to his final resting place.  This bonus is very
tricky.  The spirit is located on the beach near lightning drakes.  The problem
is that he is a mere level 10 and the drakes do not particularly like him.
More often than not he is dead before you can get in range to heal him.  Thanks
to a patch, the drakes do start farther off [he used to die 99% of the time
before you could get there].  Once you have killed them, talk to him.  He will
follow the Scepter of Orr until you reach Vizier Khilbron.  Use this to your
advantage.  Drop the scepter way back if you are expecting a large battle.
When you reach Khilbron, the main mission movie will start.  After it is done,
talk to him again.  The spirit will ramble on a bit.  When he is done rambling,
talk to him.  Now he will follow the party member who talked to him.  When you
reach the area of the docks for the main mission, you have two real choices for
how to do both the bonus and the mission.

Three real choices:

1. Sneak by the docks without activating the Vizier and run the ghost to his
grave.  However, when you return there will be about a dozen White Mantle
already there, which can be very deadly for Khilbron.  This is not recommended
if you do not have a human healer in the party.

2.Defend Khilbron while he summons the boat.  When the area is clear, do not
get on and run him to his grave.  This is a worse choice than the first because
the restless spirit is only level ten.

3. Have the member the spirit is chasing run him to his resting place and
everyone else defend the Vizier.  This option does not work with henchmen.

Once the spirit finds his home, he will be happy and you will get the bonus.

-------------------
2. Fisherman's Haven Quests
-------------------

----
The Royal Papers [rkfh1]
----
Quest Starter: Watchman Arad [Fisherman's Haven]
Objective: Retrieve the Royal Scribe's Papers from a chest in a Tengu
encampment.
Reward: 750xp
  Elementalist - Fire Attunement
  Mesmer - Mantra of Earth
  Monk - Scourge Healing
  Necromancer - Animate Bone Minions
  Ranger - Concussion Shot
  Warrior - Savage Slash
Reward Giver: Watchman Arad
Difficulty and Comments: This quest does not yet work in large human parties.
You will get only one set of papers.  I recommend either using henchmen, or
having a runner get the papers and someone zone you back into town, and then
repeating this several times until everyone has them.  The papers are supposed
to say who in Kryta may still have royal blood, as the royal family had a
tendency to sleep around and have a few kids.  Oddly, Arad gives you a quest
which assumes you have already given him the papers at the exact same time.


----
The Lost Princess [rkfh2]
----
Quest Starter: Watchman Arad [Fisherman's Haven]
Objective: Speak to Salma in the Temple of the Ages.  She has royal blood and
may be able to take the throne!
Reward: 500xp
  Elementalist - Earthquake
  Mesmer - Blackout
  Monk - Balthazar's Aura
  Necromancer - Price of Failure
  Ranger - Edge of Extinction
  Warrior - Balanced Stance
Reward Giver: Watchman Arad
Difficulty and Comments: According to this, Arad finds of this quest after you
return the papers to him, yet, they can both be activated at the same time.
Weird, eh?  She does end up taking the throne, though I wish they had done
something with this storyline wise.  It seems unclear as to what she would be
ruling with the White Mantle all over the place.



-------------------
3. Temple of the Ages Quests
-------------------

----
The False Gods [rkta1]
----
Quest Starter: Brother Mizar [Temple of the Ages]
Objective: Defeat Abbot Ramoth and take the litanies of the unseen once you
defeat him.  He can be found just outside of the Temple of the Ages in the
Black Curtain
Reward: 750xp
  Elementalist - Deep Freeze
  Mesmer - Mind Wrack
  Monk - Blessed Signet
  Necromancer - Demonic Flesh
  Ranger - Choking Gas
  Warrior - "To The Limit"
Reward Giver: Brother Mizar
Difficulty and Comments: Not a terribly difficult quest, but the bog skales
nearby can stack up on you while fighting to make this a bit of a pain.  Also,
this quest is not yet multi-human friendly.  The Litanies of the Unseen are
some sort of scripture regarding the hidden gods of the White Mantle.  Another
quest item I wish I could read!


-------------------------------------------------------------------------------
Crystal Desert
-------------------------------------------------------------------------------

The desert is the hardest area of the game PvE.  Monsters have a great variety
of spells which can annoy you in countless ways.  The main purpose in the
desert is to ascend.  To do this, you need to do the three missions here [Elona
Reach, Dunes of Despair, and Thirsty River] in any order, and then go to Great
Ritual Priest Zahmut in Augury rock and accept the challenge to fight yourself.
When you beat yourself, you will ascend.  After you ascend, the outposts in the
desert offer new quests for changing your secondary profession.

The desert has a new class of creature, wurms.  Wurms remain under the sand
until something draws near.  They then pop out of the ground knocking down
nearby foes.  They do a ton of damage and the knockdown can easily prevent you
from escaping.  They will continue to burrow and pop up until they are engaged
in melee combat where they can fight back.

1. Missions
  Thirsty River [mis15]
  Dunes of Despair [mis16]
  Elona Reach [mis17]
  Doppelganger [mirror]
  Dragon's Lair [mis18]

2. Amnoon Oasis Quests
  Sands of Souls [cdao1]
  Ancient Secrets [cdao2]

3. Augury Rock Quests
  Into the Unknown [cdar1]
  Ghostly Vengeance [cdar2]

4. Seeker's Passage Quests
  A Belated Betrothal [cdsp1]
  The Monk's Path [cdsp2]
  The Ranger's Path [cdsp3]

5. Destiny's Gorge Quests
  The Forgotten Ones [cddg1]
  Forgotten Wisdom [cddg2]
  The Mesmer's Path [cddg3]
  The Warrior's Path [cddg4]

6. Hero's Audience Quests
  The Misplaced Sword [cdha1]
  The Elementalist's Path [cdha2]
  The Necromancer's Path [cdha3]

-------------------
1. Missions
-------------------

There is no real order for the first three missions, but according to the
storyline they make the most sense to do in this order.  Regardless, you must
do all three of these to advance the story.

----
Thirsty River [mis15]
----

Objective: Defeat the six teams of enemies.  Before you enter the first
"arena", walk around the desert and kill the five sand giants.  Each will give
you a +2% morale boost.  When done, head to the ghost.  Each team consists of
eight members.  Two patrols, a boss and an enemy priest.  Every two minutes,
the enemy priest will revive its entire time and they will respawn next to him.
To prevent this, you must be certain to kill the priest before each two minute
mark.  However, this does NOT mean charge the priest.  For the first area, you
fight just one team.  Take out whichever patrol comes nearer to you first.
Start on the second patrol, you should be able to take out most of this one as
well.  When the clock gets to 1:25, start hitting the priest.  You can wait
longer if you do more damage.  Just make sure it is dead before 2:00.  After it
falls, take out any remaining enemies.  Once they are all dead, the ghost will
open the door which leads to another door, which leads to the second area.

This second area consists of two teams.  However, thanks to people using
exploits, the enemies now start further away from the door and their patrol
paths grow increasingly close.  In order to combat this, you will basically
need to run through one of the team and then fight it from inside of its lines,
which can be very difficult.  If this is simply not an option, take out the two
nearest patrols, but realize they belong to different priests.  Anyway, when
you hit 1:25 or so again, take out whichever priest you are near.  When it is
dead, finish off the remainder of that particular army's troops.  If you're
still under 2:40 or so, take out one patrol from the other team, then, take out
the priest in a mad scramble before the 4:00 mark.  If you are not under 2:40
when you kill the first team, just stand around until about 3:45 and then start
a patrol of the other team, though try to avoid killing anything until 4:01.
When both teams are defeated the ghost will again open a door.  Follow the path
to the next door.  This area has three teams you must fight against.

Once the door is open head right [counterclockwise around this circular area]
and sneak into the room with the first priest.  You SHOULD miss the patrols if
you do this immediately.  Kill the priest.  Then kill the boss, by this point
some of the patrols may come back, but as their priest is dead you do not have
to rush.  Once this army is gone, if you're healthily under the 4:00 mark [say,
2:20 or so], go ahead and smack a patrol for the next team on the right
[counterclockwise, still].  This team tends to be hard because the second
patrol does not appear to leave the base most of the time.  When you get near
the 3:25 mark, make sure to hit the priest.  Chances are you will not finish
off the rest of the army until about 4:45.  Just sit tight until 5:40 or so,
and then agro a patrol of the final team.  Once the first patrol is dead, try
to take out a couple of guys in the second patrol.  When you hit the 7:00 mark
[or 5:00 mark in a good party], go after the priest.  He is a real pain to kill
because the boss is a healer.  Try to have a Mesmer neutralize the healing of
the boss, while the rest of the party knocks down the priest.  Once it is dead,
take out anything else left.  You will win once all three groups are dead.

Bonus: The bonus is part of the real mission.  You need to complete the bonus
before the King's ghost disappears.  Myself and many others are baffled as to
when he disappears, but it does happen.  My best estimate is around 12 minutes
for all three timed areas of the mission.  If someone could confirm this please
pop me an email.


----
Dunes of Despair [mis16]
----

Objective: Talk to the Ghostly Hero.  Now, you need to escort him to a fort
nearby.  In your way are four packs of Losaru's.  They pose little trouble.
When you get to the last one, you'll see a siege wurm in the distance.  It does
considerable damage with compass sized range.  Rather than take the long way
all the way around the level to fight it, run up to the ledge which faces the
building just near him.  The ghost [assuming it is following you] will lower
the door and you can run up to the wurm then.  If you disable the siege skill,
it will be helpless, as it has no other attack.  When it is dead, head to the
nearby boss and surrounding enemies.  Kill them and a movie will start.  At
this point you can attack the fort.  Before you do, off to the west is a device
which will slow enemies in its radius when it is dropped.  This device is
fairly useless, but some people like to do it to slow one of the attacking
waves in the next part to give them more time.  I personally do not find it
worth the three minutes it takes to get.  Rather than run the ghost up to the
door, which will in turn open it, have him hold position.  Ranged attackers
should be able to take out the four enchanted bows.  Once defeated, have the
ghost open the door.  Now, just wait here.  For the next minute or two,
enchanted swords and hammers will come to you two and three at a time.  Once
four waves of them are gone, attack the enemy ghost.  [If you wish to do the
bonus my way, please read below, otherwise, continue].  Place your ghost on the
platform.  You will need to keep him alive for ten minutes [10:04, actually].
Attackers will come from the three gates to the west, east and south.  The
first groups consist of Forgotten Arcanists.  After that there is a combination
of Enchanted Bows, Hammers and Swords along with a boss.  After a few sets of
waves Siege Wurms will start spawning.  They are really annoying, and there
will end up being four or so.  Do not even bother killing them.  As long as no
one in the party is directly next to the ghost, they can not hit him.  Taking
damage over and over from them is a bit annoying, but it is not likely to wipe
out the party.

I advise any monks doing this mission to at least life bond the Ghostly Hero
for this ten minute spot, it can keep him alive much longer if your party is
engaged on the west side of the platform while it gets attacked from the east
or south.

Bonus: Kill the three forgotten generals to the south end of the fort in
another fort.  This is actually quite hard if you do it during the mission.  My
method is below, though it requires patience:

[THIS STRATEGY NO LONGER WORKS due to the fact the first boss is now an
enchanted instead of a forgotten, thus leaving no body]

Once you enter the fort, and kill the enemy ghost, tell your ghost to hold
still rather than putting him on the platform.  Run to a hill near the south
wall, from there, a ranger with a longbow [or any other max range bow] can drag
the three nearby enemies.  It is important the boss be killed as close to you
as possible.  Now, someone with necrotic traversal teleports to that body [the
enchanted swords do not leave bodies].  Now, that person agros' some burrowed
spiders, and runs them near the hill.  Others teleport out.  Once you have a
few people out, you can kill the other bosses and swords.  It is HIGHLY
recommended you do not kill the final boss, just leave him totally alone.  Now,
put the ghost on the platform, this will start the 10 minute counter.  Kill the
final boss [bonus is now complete].  You can easily fight your way back to the
ghost before any of the Arcanists reach him.



As for a new strategy, I really don't have one yet.  You can still kill the
first boss before you actually start up with the timed part of the mission, so
that gives a headstart.  There are several spots where three people could run
out and try to kill the remaining two bosses and several guys throughout the
mission.  I'll get back to everyone, on this one.


----
Elona Reach [mis17]
----

Objective: Fairly simple premise, give all three crystal shards to the ghostly
hero so he can assemble the vision crystal.  The first shard is held by Ghostly
Priest just in front of where you start.  To get this one to the hero you will
need to run by or attack several Minotaurs and dune burrowers.  I find it's
better to attack these, otherwise you risk them following you in to a cinematic
and killing you while someone in your party fails to skip it.  You have an
unlimited amount of time for this one.  When it reaches the Ghostly Hero, a
movie will start.  When it ends, you will have exactly 30 minutes to get the
other two shards from enemy encampments and run them back to the ghost.  The
biggest piece of advice I can give you is: IGNORE THE CLOCK.  Even with
offensively limited parties, this mission is easily doable in twenty five
minutes.  Most people rush and take on too many enemies in an attempt to beat
the clock.  There are three basic ideas for doing this mission.

#1: When you leave the fort after getting the first shard to the ghost, take
out all of the patrols between where you are and the other forts.  There's
about eight of these patrols and each takes about forty seconds to kill.
Target Sages first as they are efficient healers.

Now, once you have clear running lanes, tag one side of one of the enemy forts.
Each base has two entrances.  I recommend doing the west base first.  Go in
from the northern side of it.  Kill the three groups there and then the boss.
Once you grab the vision crystal, a few patrols are going to spawn in the
middle areas of the map which you already cleared.  There are generally four
enemies in these patrols.  However, since you cleared the other patrols out,
they pose no real threat.

Once you have that shard back, head for the final base.  I do not recommend
attacking from the bridge side, though I have seen it done effectively in the
past. Attacking from the non-bridge side, there are three groups near the
entrance.  Wait for the closest one to get far out, and then pull it even
farther.  Once it is dead, you have a choice of which group to hit next: the
one with a boss or the one with a sage.  Often times, the one with the boss
refuses to pull, so you may have to go after the sage group while getting
pounded in the back.  This is the hardest part of this entire mission if you
wind up with a healer boss, though.  Once you kill these six, you can either
kill the next group with a boss or head south to get the crystal.  There are
two groups by the crystal, neither pose a real threat though.  When you get it,
run back to the Ghostly Hero with it.  Be warned, as before, a couple new
groups will have spawned between you and the Ghostly Hero.

#2.  The second method requires a much better party, but is faster.  Sneak your
way towards either base and then fight only the groups which you must.  If,
however, you fail at some point, your group will get mobbed which, in most
cases, means you are going to lose.

#3.  Instead of the entire group running it, get a ranger or a warrior with
several speed skills as well as evasion skills.  It is possible to avoid almost
every group here.  Provided you are not carrying a crystal, the agro ranges of
enemies are extremely limited and they will give up pursuing almost
immediately.  This method works if the runner is good.  Often times in Elona
Reach you will see people offering to do the mission for a fee, this is the
method they use.

Bonus: The bonus is fairly easy.  Once you get a crystal, run it over to the
first set of priest bones.  Each time you get a new crystal, run it to the
nearest priest bones [see map].  There are three in all.  Count on the extra
distance taking 2 minutes from the mission time, potentially more if you need
to clear the area.


----
Doppelganger [mirror]
----

Objective: Okay, this is not really a mission.  After you've done the previous
three missions, go to Augury Rock and talk to Great Ritual Priest Zahmut.
Accept his challenge and walk in.  Walk through the three circles near the end
and the mountain will open up.  Inside is the mirror image of yourself.  All of
the mirrors attributes are at level 15.  It uses a bow at long range and either
a sword or axe at close range.  It can use only the skills in your skill bar.
Beating it will give you 50000xp.  Now, this is often considered hard, so here
are some class tips.


Elementalist - Okay, I used the following method at level 10 so I know it
works.  Use your attunement and aura of restoration before stepping on the last
stone.  Skip the movie.  When the fight starts, if your mirror uses either
enchantments, cast fire storm.  If it casts fire storm, cast meteor shower.  If
it casts that, wait for it to impact and move only a few steps out of the way.
While your doppelganger is getting smashed by shower, add some extra fireballs
or flares in to finish it off.  Ether Renewal is quite handy.  Maelstrom would
work instead of meteor shower in the event you're water.

Mesmer - Backfire.  Empathy. Six useless spells for it to cast.  Strafe back
and forth.  Good game.  Could this be any easier?

Monk - You have it so easy.  You have two skills the mirror will never use.
Healing Breeze and Retribution.  Smack healing breeze on yourself and either
let him kill himself from attacking you, or just attack with your rod.  Either
way, you should be able to soak up the damage and kill it fast enough to get
the bonus.  If you have a strong secondary class, use the skills from there
[keep healing breeze though :P]

Necromancer - Bring health sacrificing skills which are not particularly good
for dealing damage.  Let your doppelganger kill itself.

Ranger - Easiest class.  Bring as many useless spirits as you have and
penetrating shot.  Spam penetrating shot while your doppelganger casts all of
those useless spirits which you have never used!

Warrior - Generally, warrior's have no problem beating their doppelgangers.  If
you are, try loading a skill like Frenzy.  When your doppelganger uses it,
smack it with high damage skills [which now do double damage].  The trick is,
do not use frenzy yourself.


Bonus: Kill it in under 50 seconds.  This should be fairly easy as every above
method should work in that amount of time.


----
Dragon's Lair [mis18]
----

Objective: Seek an audience with Glint.  You must first defeat the six facets.
Each one has an elite skill for the class they represent [Monk, Ranger,
Mesmer, Necromancer, Elementalist, Warrior], so you may wish to bring along a
signet of capture.  The areas are fairly straightforward and not difficult at
all.  Each of the six areas does have a penalty though.  In the first, you will
suffer a health degeneration of 3.  In the second, you will run slower and be
unable to use speed skills.  The third gives you reduced energy regeneration as
well as everything blowing up in a death nova which poisons you.  The fourth
area seems to have no penalty, odd.  The fifth has little zones which you must
walk through which cast a random Elementalist skill on you [Firestorm,
Maelstrom, and Chain lighting are the most common, from what I've seen].  The
final area is the most annoying, the ground will periodically shake and knock
everyone down for three seconds or so.  Almost all of the enemies in the area
seem unaffected by this.

Bonus: Kill Glint.  After the movie where Glint rambles on forever, but before
exiting her lair, go up to one of her eggs and pick it up.  It will break and
she will be very unhappy.  Glint is one of the harder enemies in the game.
She's level 31.  Anyone up close will take an enormous amount of damage from
one of her spells [100 damage per second while in close proximity].  Once she
is below half life, she will cast several healing skills.  She will always
attack a person holding one of her eggs first, so use this to your advantage.
Giving her a constant -10 arrows of health regeneration helps too.  Her other
spells include skills which slow your energy regeneration as well as exhaust
you anytime you cast a spell.  She also has a nice skill which allows her to
gain damage in life when hit by non-physical damage.  Really annoying if your
have a nuker who does not pay attention. This bonus does have some perks
though.  In the event Glint kills you, she will resurrect you all and you will
still get credit for the primary mission, so there is NOTHING to lose for
trying it, aside from a death.

-------------------
2. Amnoon Oasis Quests
-------------------

----
Sands of Souls [cdao1]
----
Quest Starter: Ghostly Hero [Amnoon Oasis]
Objective: Talk to Great Ritual Priest Zahmut in Augury Rock.
Reward: 500xp
Reward Giver: Great Ritual Priest Zahmut [Augury Rock]
Difficulty and Comments: Basically designed to get you to the place which
explains what you need to do to ascend.

----
Ancient Secrets [cdao2]
----
Quest Starter: Fangfa Tai [Amnoon Oasis]
Objective: Find Sennat Sen, a master artisan in the Salt Flats.
Reward: 1000xp
Reward Giver: Sennat Sen
Difficulty and Comments: Many Wind Riders in the area can case some strain on
your fighting abilities.

-------------------
3. Augury Rock Quests
-------------------

----
Into the Unknown [cdar1]
----
Quest Starter: Jorn Kudebeh [Augury Rock]
Objective: Find your friends, Devona, Mhenlo, Cynn and Aidan in the Skyward
Reach.
Reward: 1000xp
  Elementalist - Swirling Aura
  Mesmer - Arcane Conundrum
  Monk - Zealot's Fire
  Necromancer - Chilblains
  Ranger - Winnowing
  Warrior - "Fear Me"
Reward Giver: Jorn Kudebeh
Difficulty and Comments: Basically, walk outside of town to get the first
three, then walk a bit to the east to get Aidan.

----
Ghostly Vengeance [cdar2]
----
Quest Starter: Marchena [Augury Rock]
Objective: Kill ten Minotaurs in the Prophet's Path
Reward: 1000xp
  Elementalist - Obsidian Flame
  Mesmer - Mantra of Persistence
  Monk - Blessed Aura
  Necromancer - Malaise
  Ranger - Dust Trap
  Warrior - Shield Bash
Reward Giver: Marchena
Difficulty and Comments: Another super easy quest.  Minotaurs are not hard to
find, in fact, I'd imagine they'd eventually run to you.

-------------------
4. Seeker's Passage Quests
-------------------

----
A Belated Betrothal [cdsp1]
----
Quest Starter: Tirzah [Seeker's Passage]
Objective: Find out what has become of Tirzah Chebar.  His ghost is next to one
of the teleporter pads to the east of Seeker's Passage.
Reward: 1000xp
  Elementalist - Windborn Speed
  Mesmer - Ether Lord
  Monk - Mend Condition
  Necromancer - Signet of Agony
  Ranger - Tiger's Fury
  Warrior - Bull's Strike
Reward Giver: Tirzah
Difficulty and Comments: A quest you can likely do without agroing anything if
you go from the north.  Do this one while you do Ancient Secrets.  Poor Chebar,
never got to give Tirzah the Silver Ring to propose for marriage.  Oh well, you
get to give it to Tirzah and collect the reward.

----
The Monk's Path [cdsp2]
----
Quest Starter: Nausuan [Seeker's Passage]
Objective: Got to Diviner's Ascent, find the eater of souls and destroy it.
Reward: 1000xp, ability to switch second profession to Monk.
Reward Giver: Nausuan
Difficulty and Comments: When you get close the eater of souls will burrow
itself.  In its place will come a seemingly endless supply of spiders.  After
what seems like forever the eater of souls will resurface and you can kill it.
If for whatever reason it does not come back up, leave the immediate area and
then come back, it tends to be there.  This quest can be activated only after
you have ascended.

----
The Ranger's Path [cdsp3]
----
Quest Starter: Telius [Seeker's Passage]
Objective: Kill Yxthoshth in the Salt Flats.
Reward: 1000xp, ability to switch second profession to Ranger.
Reward Giver: Telius
Difficulty and Comments: This one is a true pain.  There are so many storm
kin's in the area and it seems if you get near the boss they all charge.  If
you can not take him out quickly, you may have to spend some time picking storm
kins off as they patrol.  This quest can be activated only after you have
ascended.

-------------------
5. Destiny's Gorge Quests
-------------------

----
The Forgotten Ones [cddg1]
----
Quest Starter: Annelle Fipps [Destiny's Gorge]
Objective:
Reward: 1000xp
  Elementalist - Incendiary Bonds
  Mesmer - Elemental Resistance
  Monk - Vengeance
  Necromancer - Animate Bone Fiend
  Ranger - Precision Shot
  Warrior - Defensive Stance
Reward Giver: Sariss Yassith [Skyward Reach]
Difficulty and Comments: Several Hydras roaming around can cause some serious
problems.  Make sure to talk to Sariss again to get another quest.

----
Forgotten Wisdom [cddg2]
----
Quest Starter: Sariss Yassith [Skyward Reach]
Objective: Seek out Siliss Yassith in the Arid Sea
Reward: 1500xp, 15 Attribute Points
Reward Giver: Siliss Yassith [Arid Sea]
Difficulty and Comments: A fairly easy quest.  If you follow the arrow, it will
point to a top of a cliff.  How do you get up there!  Head east and climb the
neighboring mountain and then walk across the statute to the other side.  Get a
great reward for this easy quest, watch out for the Sand Wurm though.

----
The Mesmer's Path [cddg3]
----
Quest Starter: Eulenias [Destiny's Gorge]
Objective: Go to Diviner's Ascent and slay all three tempest drakes in a single
battle.
Reward: 1000xp, ability to switch second profession to Mesmer
Reward Giver: Eulenias
Difficulty and Comments: I'm not sure if not doing it in one session actually
fails it, as I have never failed it :P.  This quest can be activated only after
you have ascended.

----
The Warrior's Path [cddg4]
----
Quest Starter: Agastos the Brave
Objective: Slay the Orshad Chieftain in the Scar.  He is in the valley with all
the other Losaru.
Reward: 1000xp, ability to switch second profession to Warrior.
Reward Giver: Agastos the Brave
Difficulty and Comments: This quest can be activated only after you have
ascended.

-------------------
6. Hero's Audience Quests
-------------------

----
The Misplaced Sword [cdha1]
----
Quest Starter: Yort the Bronze [Hero's Audience]
Objective: Find the ceremonial family sword.
Reward: 1000xp
  Elementalist - Flame Burst
  Mesmer - Guilt
  Monk - Healing Touch
  Necromancer - Well of Profane
  Ranger - Flame Trap
  Warrior - "Shields Up!"
Reward Giver: Yort the Bronze
Difficulty and Comments: This sword is in a chest located in a valley.  Leave
from Augury Rock, it is much closer and aside from a few devourers there are no
enemies to fight.  This quest is super easy, although, it seems not to activate
until you have done Forgotten Wisdom, as near as I can tell.

----
The Elementalist's Path [cdha2]
----
Quest Starter: Cembrien [Hero's Audience]
Objective: Go to the Prophet's Path and slay the Kree Minotaur.  Bring the hide
of it to Cembrien.
Reward: 1000xp, ability to switch second profession to Elementalist.
Reward Giver: Cembrien
Difficulty and Comments: The Kree minotaur tends to patrol and may not be at
the star.  Just wait around and it will eventually come by.  This quest can be
activated only after you have ascended.

----
The Necromancer's Path [cdha3]
----
Quest Starter: Zratha Kor [Hero's Audience]
Objective: Go to the Prophet's Path and slay the Sacred Griffin of Amnoon.
Reward: 1000xp, ability to switch second profession to Necromancer.
Reward Giver: Zratha Kor
Difficulty and Comments: This quest is quite fun, the Griffin is surrounded by
several other Griffin's.  As they actually do damage now this quest gives a
challenge. This quest can be activated only after you have ascended.



-------------------------------------------------------------------------------
Southern Shiverpeaks
-------------------------------------------------------------------------------

1. Missions
  Ice Caves of Sorrow [mis19]
  Iron Mines of Moladune [mis20]
  Thunderhead Keep [mis21]

2. Droknar's Forge
  Hero's Journey [ssdf1]
  Hero's Challenge [ssdf2]
  Seeking the Seer [ssdf3]


The Southern Shiverpeaks allow for eight player parties, which is the only
reason they are often considered to be easier than the Crystal Desert.  Enemies
hang tight in this area making it difficult to dodge patrols.  Common enemies
include White Mantle, Mursaat, Stone Summit and Avicara Tengu.  In almost every
area there is a boss with an elite skill for each class, so wearing a signet of
capture is recommended.

-------------------
1. Missions
-------------------

----
Ice Caves of Sorrow [mis19]
----

Objective: Before we get into the mission, allow me to explain for a moment.
In this area you will encounter "Mursaat xxxxx" and "Jade xxxxx".  They have an
attack known as spectral agony.  At this point in the game, it will deal 100
damage to you five times and give you 10 arrows of health degeneration.
Needless to say, you should avoid them when possible, though you will have to
fight some.  If you do the bonus, you will need to fight a few more, even.
There is no protection from them until the next mission, which you could
technically do first, but let's just do the game in order.  This mission also
supplies a lot of catapult siege.  Each shot often does in excess of 150 damage
at the center of the blast.  Try to time running through them, or avoid them
all together.  There are some catapults you can take control of to destroy
other ones.  Anyway, on with the mission.  Head north a bit trying to avoid the
Mursaat and take out the two Dwarven boats.  The one further in, once the
engineer is dead, use it's catapult to take out the White Mantle catapults.
Now it is safe to walk across the bridge.  Head to the northern more of the two
doors and clear the area.  Blow up the door with a keg of powder located
nearby,  If you are doing the bonus, see below.  If not, continue through the
cave exiting it to the southeast.  Work your way south and a bit west.
Eventually you will see another keg of powder.  Blow open Evennia's cell, she
is nearby.  Then, after the movie, blow up the door slightly to the west of it.
Now, creep out until the Mursaat to the south start to move, then move back to
avoid their patrol.  They will run to the end of the level killing anything
which is not White Mantle.  Eventually, they will be picked off by Dwarven
catapults from the sea and you can more or less walk most the rest of the
mission.  Keep Evennia from standing in catapult fire though.  Kill anything
which is left and run Evennia to the awaiting Dwarven ship.  Mission complete!

Bonus: When you blow up the first door and enter the caves, instead of exiting
the way you would to do the mission, head a bit more southwest and exit that
way.  There will be a door you need to blow up, guarded oftentimes by three
Mursaat and three jades.  Once you blow it up, some White Mantle will greet you
on the other side.  Run up the only path available to Rornak Stonesledge who
has been capture again.  Blow up his cell and talk to him.  This will activate
the Bonus.

Head back to the main mission, when you reach Evennia's cell, ignore it.  Grab
a keg of explosives and blow up the door east of it.  Run through the cave
area.  To the south there are 12 Mursaat Elementalists.  They will start
heading towards you.  Run back inside of the little cave you just walked
through.  The Mursaat will walk by and annihilate everything which isn't White
Mantle in their way.  Head up to the area they came down from and talk the
Dwarf, Hamdor Grandaxe who is up there to complete the bonus.

----
Iron Mines of Moladune [mis20]
----

Please consult my map for directions of where to go, explaining here is a royal
pain as you will be making constant turns.

Objective: The main purpose of this mission is to seek the Seer and get your
armor infused, to protect against the Agonizing Touch skill of the Mursaat.
After you get through the first path of enemies, there will be two paths you
can take.  The one leading up is shorter, but is jam packed with Mursaat who
will cream you.  Instead, take the low road [a river/frozen river]  Follow it
around for a significant amount of time.  Enemies here consist of Trolls, Hill
Giants, Azure Shadows, Blessed Griffins, Stone Summit and some White Mantle.
Areas here will also have you dodging some catapult fire.  Eventually, you will
reach the top of the mountain and fight several azure drakes.  Not far behind
them is the Seer.  Get near her to activate the cinematic.  Seek out the
monsters she speaks of is a bit east in a huge cave.  The only enemies nearby
are Azure Shadows, but there are quite a few of them.  Once you kill the boss,
Eidolon, it will drop a spectral essence.  Run this to the Seer.  Now, she will
infuse all five parts of your armor [in the past she only did one, so instead
of fighting up the mountain, everyone ran].  Infused armor reduces the damage
from Spectral Agony to 9 [5 times] and 3 arrows of health degeneration.  If you
want to do the bonus now, see below.  If you wish to carry on with the mission,
read here.  Now, you are close to the end of the mission already.  Head
northeast and follow the path around.  Soon you will reach Markis and a few
Mursaat.  As you approach Markis, the statues behind him will turn into Jade
Armors.  Markis has the Ranger skill Barrage.  Unlike the past, the mission no
longer ends when he dies, instead, he and the Jade Armors which came from the
statues must be defeated.  This gives the Ranger's a chance to capture the
skill.

Bonus:  Backtracking a bit to the metallic bridge, this time take the path you
did not before.  Kill the Mursaat and White Mantle and follow the path which
leads south.  Eventually, after several more packs of Mursaat, you will reach a
Shining Blade Scout screaming for help.  Clear the immediate area.  When you
talk to him, he will speak of a Mursaat who has an important message to
deliver.  You must stop this Mursaat.  Just outside to the northeast, the boss
with spawn with a few other Mursaat/Jades.  Make short work of these enemies.
The boss itself will try to escape any chance it gets.  Once it is alone just
make a wall around it so it can no longer move.  Start pounding away on him, he
does little damage but can take a significant pounding.  Once he dies you will
receive the bonus.

----
Thunderhead Keep [mis21]
----

Objective: Escort King Jalis to the village.  Once there, defeat the eight
patrols of Stone Summit inside.  Continue north of the village to the fort.
Kill everything in this area, including the boss Dagnar, who killed Prince
Rurik.  Cinematic, if you're doing the bonus, read below.  Now, Jalis will
stand in the fort.  You must keep him alive from the enemies.  Each side of the
fort has two catapults, you can take out nearly every enemy for the remainder
of the mission by firing these as they enter range.  Anything which trickles
through just take them out at the east or west doors.  The mission will end in
victory once Confessor Dorian is killed, it will end in defeat should King
Jalis die at any point.

Bonus: After the cinematic, you will need to light two beacon's on the fort
using torches.  Lighting them alone has no bearing on actually getting the
bonus.  It seems rather, that the dwarfs in the neighboring villages on each
side need to be alive when the mission ends.  The lighting of the torches
distracts the Mursaat, making them go for the fort before the two villages.  In
other words, light them immediately.

-------------------
2. Droknar's Forge Quests
-------------------

----
Hero's Journey [ssdf1]
----
Quest Starter: Vanyi [Droknar's Forge]
Objective: Visit Hero's Audience, Seeker's Passage and Destiny's Gorge.
Reward: 500xp
Reward Giver: Vanyi
Difficulty and Comments: In the old days, you had to complete this, then take
up a second profession to activate Hero's Challenge, but that no longer seems
to be the case.  This quest seems is designed to send you out to the desert to
find all of the "The xxxxx Path" quests.

----
Hero's Challenge [ssdf2]
----
Quest Starter: Vanyi [Droknar's Forge]
Objective: Find Vanyi's sister Sanyi in the Frozen Forest.  Follow her when you
find her.  Defeat the boss and few other enemies she spawns.  The quest
recommends you leave from the Iron Mines of Moladune, however, this quest is
just outside of the Copperhammer Mines, so if you have them on your map leave
from there instead.
Reward: 5000xp, 15 Attribute Points
Reward Giver: Vanyi
Difficulty and Comments: The hardest part of this entire quest is getting
there, the Stone Summit sure know how to cluster up in a hurry.  Avicara and
Azure Shadows seem to swarm as well.  Sanyi sometimes gets stuck too, which can
make the quest of so fun. It seems, Mragga had been coercing Vanyi into trying
to trap you, fortunately, as you are chosen and all that, you can easily beat
it.

----
Seeking the Seer [ssdf3]
----
Quest Starter: Captain Hugo Bronzebeard [Droknar's Forge]
Objective: Speak with Korg the Scout and Onar Ironblood, both in the Talus
Chute.
Reward: 500xp
Reward Giver: Blade Scout Shelby [Ice Caves of Sorrow]
Difficulty and Comments: Korg the Scout is often under attack when he enters
your screen, be sure not to let him die.  Anyway, these scouts report that the
Seer has the ability to make armor much better.  In actuality, she only infuses
it to protect against the agonizing touch of a race known as the Mursaat.  The
second scout also informs you they know where Evennia is being held and an
operation to rescue her is almost ready!



-------------------------------------------------------------------------------
Ring of Fire
-------------------------------------------------------------------------------

-------------------
1. Missions
-------------------

----
Ring of Fire [mis22]
----

Objective:  At the start, Brechnar Ironhammer will lure some of the Mursaat
off, wait for them to run off and then sneak around and start taking out the
smaller packs.  You will need to kill some ether seals.  As you found out just
before this mission, they are rather hard.  Pull the Mursaat away from it and
kill them.  Then kill the seals.  Eventually, you will reach a cinematic.
Vizier Khilbron suggests you sneak into the Mursaat fortress from behind.  In
all honesty, going in from the front is not too much harder and will save you a
substantial amount of time.  If you are doing the bonus, go in the front.  Once
the area is clear, hit the lever which was behind one of the ether seals and
cross the bridge.  Kill the three remaining groups of Mursaat and the boss
stationed in the Gate House to end the mission.

Bonus: The Seer is just before the first lava pit, a bit to the north.  Talk to
her and continue with the regular mission. Elect to go in the front doors of
the fort, even though Khilbron warns against this.  Once you have destroyed the
ether seals just inside of the Mursaat stronghold, an Eidolon will appear.
When it dies, it will drop a spectral essence just as it did in the Iron Mines.
Run it to the Seer.  You will get the bonus for doing this, in addition, you
will also get infused provided you did not before or have changed armor since
then,

----
Abaddon's Mouth [mis23]
----

Objective:  When you spawn, Vizier Khilbron will be near you.  For a short
while he will enchant you with a wicked spell which allows you to cast for
virtually no energy, extremely increased recharge times and movement speed.
Use this opportunity to pick off any Mursaat standing on the wall of the fort
as you can. Break in once you can.  The nearby Mursaat and Jade will come to
you.  Work your way west and clear the slew of Jades here.  There will be two
bosses, unfortunately, which two you get are random, though you'll get the
other four at later points.  Hopefully you will have taken out all of the
minions.  Try to drag them out of the range of the seals.  When dead, kill the
seals to reveal an opening and head through it.  If you continue south, you
will carry on with the mission.  Going west will clear a path to the bonus, see
below and a map for more information.

Back to the mission, you will reach another seal.  Beyond it are two more
bosses along with several Jade and Mursaat.  Try to separate them as best as
you can and kill any Mursaat Monks.  Soon after they are all gone is yet
another gate protected by ether seals.  Knock this one down.  It opens to an
area with six jade bows standing on two ledges and an ether seal.  Have a
Mesmer, necro, or Elementalist DoT/AoE them to death.  This will prevent them
from doing any damage to you.  Next take out the seal.  The final two bosses
are here.  Kill them and then the seal.  Khilbron will again appear and enchant
you.  This room contains six ether seals in close proximity.  Take out
whichever you want.  Before you continue on, there is something important to
know.

Each time you take out one of these seals, it will release a handful of level
10 seal guards.  These are easy to kill.  Mursaat Guardians, level 24 spell
casters of random classes will also start coming towards you.  In addition,
they will spawn behind you near the Vizier as well.  I have never seen them
attack Khilbron, so I would not worry about that, but having an Elementalist
and Mesmer spawning directly behind your monks is quite damaging if unprepared.
This process will repeat each time you kill another seal.  When the final seal
is destroyed there will be a cinematic.  Fight the unbelievably easy boss which
appears to end the mission.

Bonus: Please consult a map of which route to clear for this mission.  Once you
clear the fort the Mursaat guard, follow the map to the westernmost point of
the island killing everything.  This will clear the path you need to take.
Once clear, head back to the fort and walk to the side which boarders the sea.
She wants to be walked to the area of the island you cleared which has the only
green spots.  If she dies you fail the bonus.  If you do not open the ether
seals to get out of the Onyx Gate fortress she will say thank you and
disappear, but you will still fail the bonus.

----
Hell's Precipice [mis24]
----

A few notes on this mission area:

1. You will end up pretty much in the same place you started, but you get to
walk a big circle to get there!

2. When you kill Burning Titans, a Risen Ash Hulks at level 24.  When that Hulk
dies it will spawn a hand and fist of the titans.  There are also level 28
Risen Ash Hulks which spawn the same things when they die.  Be aware of this,
as three enemies can turn into a rather large problem quickly.  Risen Ash Hulks
are necromancers and as such, strip enchantments.  Hands and Fists are warriors
using axes and swords.  Burning Titans are Elementalists whom will set you on
fire if you stand in close proximity.

3. By far the most damaging enemies in the area are sparks of the titans.  They
are little imps who are often able to hide behind the larger titans.  These
should be taken out first in almost any circumstance.

Objective: Make your way to the Portals and disable them all.  Once disabled,
there will be a cinematic.  After which, you will need to fight the Undead
Prince Rurik.  Before you attack him, though, clear out the fists of the
titans.  Once Rurik falls, continue on until you reach the Undead Lich.  Kill
everything around him first.

Now, when fighting him, he can randomly teleport a character into the nearby
lava.  This is a bit disorientating at first.  You must kill the Lich on the
caldera [the circular thing] of the volcano.  He has two [sometimes three?]
life bars, so if he goes from empty to full, do not worry, unless you did not
kill him on the caldera.  Each time he "dies" some fists/hands of the titan
will come out from the lava.  Make short work of them and resume the pounding.
When the Lich finally dies for real, you will complete the mission and the
game.  You will be sent to Droknar's Forge.

Edit: Perhaps you only need to kill him once, just on the dead center of the
caldera.  I'll have to investigate some more, but this seems more likely than
him having multiple life bars.

Bonus: Talk to the Seer [See Map] to activate it.  When you get near the three
portals which need to be destroyed, you will see some rather large creatures in
the lava.  These are the Armageddon Lords.  In tandem with the other enemies,
they can be devastating, so try to clear some room around you before you engage
them.  Once all three are dead the bonus is complete.

When you get near the seer, any nearby enemies will attack her.  More
accurately, she will attack them.  As she is level 30, she can take a good
amount of punishment, but make sure someone heals her if needed, you can not
activate the bonus should she die.  Once activated, you can leave her to rot.

-------------------
2. Ember Light Camp Quests
-------------------

----
Final Blow [elc1]
----
Quest Starter: Shadow [Ember Light Camp]
Objective: Kill the three Inner Council Members of the White Mantle, Argyle,
Bolivar, and Curthbert, in Perdition Rock.
Reward: 500xp
Reward Giver: Fogard Axemighty [Ring of Fire]
Difficulty and Comments: Perdition rock, and every area after this, houses at
least, one, often more elite skills for each class.  Take your time to explore
around the area and find them.  Once the council members are dead, take the
boat from the ferryman to the next town, the Ring of Fire.  Get the reward for
the final quest in the game from him.


-------------------------------------------------------------------------------
Fissure of Woe
-------------------------------------------------------------------------------

The Fissure of Woe is one of the areas which can be accessed from the Temple of
the Ages.  This can be done by kneeling in front of the Balthazar Shrine and
then talking to the NPC which appears.  This can ONLY BE DONE WHILE YOU HAVE
THE FAVOR OF THE GODS IN YOUR COUNTRY!  It costs 1,000 gold to enter the
fissure.  Only human players who have ascended may enter.

The fissure is a dangerous place, consisting of several types of enemies.
While no single type of enemy is devastating, the various combinations of them
can be deadly.  Skeletals and Shadows make up a majority of the area.  They are
both undead, and hostile to each other, this can be used to your advantage.
The quickest way to die in the fissure is to take on a stationary crowd when a
patrol comes over.  Make sure you know your patrols.  If it is your first time
in the fissure, let someone experience lead the way around.  It is also not
necessarily the best idea to take a quest the moment you can, in a few quests
it spells instant death if the path has not been cleared.  Also, fissure quests
can be repeated each time you enter the fissure.

The Mission ends if the following NPC's are killed:

The Eternal Forgemaster
Rastigan the Eternal
Kromril the Eternal
Eternal Weaponsmith
The Wailing Lord

It does not end if the following NPC's are killed:

Eternal Lord Taeres


Fissure Quest Index:

Tower of Courage [FOW1]
The Wailing Lord [FOW2]
A Gift of Griffons [FOW3]
Army of Darkness [FOW4]
The Eternal Forgemaster [FOW5]
Defending the Temple of War [FOW6]
Restore the Temple of War [FOW7]
Khobay the Betrayer [FOW8]
Tower of Strength [FOW9]

----
Tower of Courage [FOW1]
----
Quest Starter: Rastigan the Eternal
Objective: Defeat the Shadow Army surrounding the temple.   There are 6 or 7
groups on the outside, consisting of Shadow Rangers and Abyssals.  Once they
are all defeated, the tower will be opened by Rastigan and you will need to
clear the two Abyssals and necromancer boss inside.
Reward: 5000xp
Reward Giver: Rastigan the Eternal
Difficulty and Comments: This quest is rather easy, if you know what you're
doing.  Despite everyone telling you not to take the quest immediately, for
this one, it makes no difference.  Rastigan will not move until the first
Shadow Ranger dies.  First, take out the group to your left.  Target the monk
first, when it falls, Shadow Beasts and their hexes pose the largest threat.
When this group is defeated, continue up the ridge.  There are two groups of
one Shadow Monk and Shadow Beast.  Take out each of these groups.  If the group
consisting of 3 Shadow Mesmers and 1 Shadow Elementalist can be attacked
without agroing any Abyssals or Shadow Rangers, do so.  When done, or if unable
to, go back to Rastigan.  Take out the group on the other side.  This one does
not have a monk, but deals considerably more damage.  Two of the Elementalists
in it are part of a patrol, you should wait for them to wander off and take
each of the groups one at a time.  When all are dealt with, follow the wall
around to a group of two warriors, one beast and one monk.  Dispose of it.  To
east is a pack of 2 monks. 1 warrior and 1 Mesmer.  Ignore it for now.  Have
one
person head south.  A ton of enemies will pour in from the west, breaking off
into three different patrols.  One of them will come towards your position.
Let it come to you, and then take it out.  Once dead, take out the afore
mentioned monk/warrior group.  Now it gets a bit hard.  Still, avoiding the
Rangers and Abyssals, wait for a patrol consisting of a monk and some warriors
to run through the "valley"  take that group out. You might get attacked by a
group of Mesmers and Elementalists as well.  This should pose no big threat.
Now, head over to the first group of Abyssals/rangers.  Take it out.  Once a
ranger has died, Rastigan will run up near your position.  You must keep him
alive, or the fissure run ends.  Work your way around the tower counter
clockwise.  You will encounter at some point a stray patrol including a monk,
which you'll want to take out.  If you're careless, you'll also encounter one
with some Elementalists.  These won't be big problems, the hardest part of
patrol reading has already been accounted for.  Eventually you'll clear all the
rangers/Abyssals and complete the quest.

----
The Wailing Lord [FOW2]
----
Quest Starter: Rastigan the Eternal
Objective: Kill the 5 banshees in the forest, do not harm the Wailing Lord.
Reward: 10000xp
Reward Giver: Rastigan the Eternal
Difficulty and Comments: This is the hardest quest in the entire fissure, I
would suggest saving it until you've done most of the other ones.  You can take
this once you complete the Tower of Courage.  You'll have to take out two more
groups of Shadow troops on the way towards this quest.  Once you go down a
large hill, you'll be in skeletal country.  The patrols here are vicious.  The
first group consists of ice lords and ether breakers.  They are water
Elementalists and Mesmers.  These groups are fairly easy and they are
stationary.  The moving groups consist of Skeletal Bonds, which are monks with
spellbreakers and Skeletal Berserkers, heavy hitting warriors.

Take out the first patrol.  If you're doing this quest, head west.  There's
another stationary group.  Make sure to pull it way back to the south, so you
don't get attacked by a moving patrol.  Now, the road to the forested area is
clear.  Once you reach the forest, get ready for some damage.  Spirit Shepherds
are lightning users, they tend to come in bulk.  Try to stay fanned out so
chain lightning does not mow you all down.  The spirit trees[oaks?] are rangers
in love with casting random spirits.  Extinction, primal echoes and nature's
renewal among them.  As you go through this area, Spiders will appear from the
trees, they do large damage with status effects.  Worms will also pop up [small
worms like in Pre-Searing, not the big ones from the desert/Shiverpeaks/ring of
fire].  As you approach the Wailing Lord, some Skeletal army members will pop
up from the ground or already be stationed near a bridge.  DO NOT GO OVER THIS
BRIDGE UNTIL EVERYTHING IS CLEAR.  If possible, try to hit the banshees from
across the river with a longbow.  When they come over smack them down.  The
wailing lord shouldn't follow them, but if he does, do not hit him.  Certainly
do not kill him.  Now, There are two groups of Skeletal on either side of the
Wailing lord.  When you cross the bridge, they'll both come at the party.  This
is a very difficult battle to win, because they'll chase you forever.  Once the
Banshees are dead, head back to Rastigan to get the reward.  DO NOT TAKE THE
QUEST FROM THE WAILING LORD YET.

----
A Gift of Griffons [FOW3]
----
Quest Starter: The Wailing Lord
Objective: Escort the 3 Griffons to Rastigan the Eternal in the Tower of
Courage
Reward: 10000xp
Reward Giver: Rastigan the Eternal
Difficulty and Comments: This quest is a hundred times harder than it was a
month ago.  Griffons will spawn along the path back to the tower of courage,
along with about eight patrols of Skeletals.  If ANY Griffon dies, you will
fail and your trip to the fissure will end.  This is why you went back to get
your reward from the last quest before taking up this one.  The Griffons are
level 24, but they die in about 3 seconds from focused fire.  It's nearly
impossible to monitor all three of them for any individual monk.  If you can
get them to follow someone staying way behind, do that.  If not, Healing
seeds/healing hands might be able to keep them alive.  Protective spirits help
too.  Do not run from any encounter with the Griffons following you, because
they won't.

----
Army of Darkness [FOW4]
----
Quest Starter: Kromril the Eternal
Objective: Defeat the Priest of Menzies and bring the unholy text it drops back
to Kromril.
Reward: 10000xp
Reward Giver: Kromril the Eternal
Difficulty and Comments: Don't take this quest until after you have cleared
this entire area of patrols.  There are two Dragon Lich's and several other
enemies on a platform to the northeast, the priest would spawn between them.
But, backing up.

There are about six groups of Skeletal Patrols [Bonds/Berserkers] you'll want
to clear out of this area, as well as three or four stationary groups.  When
you clear the area near an encampment just to the bottom of the big hill where
you first fought Skeletals, several NPCs will spawn.  You'll want to clear this
immediate area before taking any quests.  If you take this quest, clear the way
as far east as you can, including any patrols which are even remotely close to
the little mountainous platform to the far east.  The Dragon Lich's are level
30, do a ton of damage, and inflict multiple conditions.  As a protection monk,
I've seen Mend Ailment heal for over 300 points around these guys.  When this
entire area is clear, go back and take the quest.  Now return, kill the few
enemies which spawned including the priest of the Menzies.  It will drop a
book, pick it up and run it back to Kromril for your reward.

----
The Eternal Forgemaster [FOW5]
----
Quest Starter: Eternal Weaponsmith
Objective: Clear the Temple of War of the Shadow army.  Talk to the Eternal
Forgemaster.
Reward: 5000xp
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: I'm going to assume you did the previous quest and
cleared out most of the patrols.  In reality, you probably didn't.  Anyway,
make your way over to the southeast where the arrow points.  There's a good
deal of shadow army members here.  Try to pull the group of warriors/beasts
first.  Drag them a long, long way.  Then kill them.  When they die, a group of
six shadow beasts spawns near where this group started.  Dispose of them next.
When done, take out the two groups of Monks and Mesmers going up the hill.  If
you haven't cleared out the Skeletal patrols, you will have to deal with up to
two of them wandering around while you fight all this.  When you get into the
temple, there are eight groups of enemies.  Four of the groups have two monks
and two Mesmers.  These groups remain stationary.  The other four groups have
two shadow beasts and two Abyssals.  They patrol.  The first is a patrol, just
take them out right at the door.  I prefer to go clockwise around this are, as
pulling seems easier.  The next group is one of monks and Mesmers, pull them
as far as you can before fighting them, so you don't grab the abyssal/beast
patrols as well.  Continue this process until all eight groups are done.  There
are eight rangers up on the top of the temple, two at each direction.  When you
get up there, some Shadow Beasts will spawn as well.  This part is quite hard.
I recommend one warrior goes up, with one nuker behind it.  Behind this nuker,
two more tanks to prevent anything from running down.  The casters should stand
behind this wall, the first warrior *should* still be in healing range of the
monks.  You'll probably be unable to run until you've killed off all of the
beasts and two to four of the rangers.  When you need to, run back down the
ramp.  The rangers will not pursue.  Continue this process until everything is
dead, the forgemaster will spawn.  Grab your reward, but not the next quest

----
Defend the Temple of War [FOW6]
----
Quest Starter: The Eternal Forgemaster
Objective: Destroy the 12/13 [varies] waves of Shadow Army attackers.  The
Eternal Forgemaster must survive
Reward: 10000xp
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: This quest is the easiest one down here.  Waves
comprise of two enemies, either beasts or Abyssals.  They come one to two at a
time, from alternating directions most of the time.  Try to stay spread out as
best you can in the limited area so mark of pain and spiteful spirit don't own
you or the forgemaster.

This quest is bugged, if the last two members of two different waves die at the
same time, the quest only updates once, leaving a group left in the quest log,
when it does not actually exist.  The only way around this is to make sure not
to kill two waves at exactly the same time.  Play it defensively, let them all
come to you, don't run down to kill them.

----
Restore the Temple of War [FOW7]
----
Quest Starter: The Eternal Forgemaster
Objective: Destroy the five seeds of corruption so that the forgemaster may
receive powers from the temple of war to create armor!
Reward: 10000xp and the ability to get fissure armor.
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: This quest is pretty tough.  Exit the temple to the
south.  There is a group of shadow troops waiting.  When dead, grab the next
group at the bottom of the ramp and PULL THEM a bit.  When they die, six shadow
beasts will spawn in the distance and eventually run towards you, take them out
as well.  There's now a patrol to the east and to the south.  The east one
shouldn't reach you unless someone runs like a headless turkey towards them.
You'll want to kill the one to the south though, when it gets close.  Some
shadow beasts may pop out at various points during the front areas of this
quest, generally in groups two.  When you reach the cave to the west, head in.
Spiders fall from the ceiling, often five seconds after the warriors have run
by them.  They inflict poison as well as reap hell on your casters.  Dryders
aren't much fun either.  Take this area very slowly, it's often a big laggy and
you may find yourself fighting in excess of ten armored cave spiders even if
you are careful.  There are five seeds of corruption, which lead you further
and further into this cave.  The green water is NOT poison, though as
everything is hitting you with poison, you may think it is.  When the final
seed is dead, head back to the forgemaster.  He'll now be able to make armor
for you.... if you can afford it.

----
Khobay the Betrayer [FOW8]
----
Quest Starter: The Eternal Forgemaster
Objective: Kill Lord Khobay
Reward: 10000xp
Reward Giver: The Eternal Forgemaster
Difficulty and Comments: This quest can only be done once per character.  This
may be a bug.  Basically, follow the arrow to the destination.  You'll meet
some furnace drakes, which are rather toned down compared to other drakes in
the game.  The Smoke walkers are healers, and not very good once at that.  The
Infernal Wurms are like siege wurms in the desert and do no burrow like the
other kinds of wurms.  Near Lord Khobay are a bunch of guards.  Most of these
tend to be monks, and they will use restore life on their fallen comrades.  The
quest will update once all four guards and Khobay are defeated.

----
Tower of Strength [FOW9]
----
Quest Starter: Eternal Lord Taeres
Objective: Clear the shadows from the tower of strength.
Reward: 10000xp
Reward Giver: Eternal Lord Taeres
Difficulty and Comments: To be honest, I've never bothered to do this entire
quest, but it seems to be set up in a similar manner to the tower of courage.
You'll need to keep the tower guards which Taeres sends with you alive, else
you will fail the mission.  It's a good idea not to take this before doing the
other quests, or else you may wind up getting them killed while trying to do
restore the temple of war.

-------------------------------------------------------------------------------
The Underworld
-------------------------------------------------------------------------------

The Underworld is one of the areas which can be accessed from the Temple of
the Ages.  This can be done by kneeling in front of the Grenth Shrine and
then talking to the NPC which appears.  This can ONLY BE DONE WHILE YOU HAVE
THE FAVOR OF THE GODS IN YOUR COUNTRY!  It costs 1,000 gold to enter the
fissure.  Only human players who have ascended may enter.

In my personal opinion; this area is the hardest in the game.  While enemies
aren't in mixed classes as they are in the fissure, they do considerably more
damage and have better abilities.

Underworld Quest Index:

Clearing the Chamber [UW1]
Restore the Monuments of Grenth [UW2]
Escort the Souls [UW3]
Unwanted Guests [UW4]
Wrathful Spirits [UW5]
Demon Assassins [UW6]
The Ice King[UW7]
[more quests not yet listed]

----
Clearing the Chamber [UW1]
----
Quest Starter: Reaper of the Labyrinth [Labelled lost soul]
Objective: Kill the 3 groups of Grasping Darknesses, then the terrorweb dryders
guarding the first statue.
Reward: 5000xp
Reward Giver: Reaper of the Labyrinth [the one who pops up once the statue is
cleared]
Difficulty and Comments: Before taking this quest, clear the room of Aatxes.
They have amazing physical power and take about four damage from anything which
doesn't ignore armor.  Try to keep them blind and crippled, with weakness on if
possible.  Additionally, a wall of tanks helps immensely as they mow down
casters in two to three shots.

Once cleared, take the quest.  Grasping darknesses will trickle over.  Kill
them ONE GROUP AT A TIME [killing them all at once causes a bug which prevents
the doors from opening].  Once they are dead, the doors to nearby rooms will
open.  Follow the arrow, killing aatxe's and darknesses along the way.
Eventually you'll reach a statue with some dryders.  When completed, a reaper
will appear to give you a reward and new quests.

For the time being, only take Restore the Monuments of Grenth [UW2].  Head
south from here towards the village. in order to do Wrathful Spirits [UW5].

----
Restore the Monuments of Grenth [UW2]
----
Quest Starter: Reaper of the Labyrinth.
Objective: Clear all six other statues of Terrorweb dryders.
Reward: 10000xp
Reward Giver: Reaper of the Labyrinth
Difficulty and Comments: Hardest quest; as it requires you to go all over the
place killing all the dryders,  You'll do this one while doing others; so don't
actively go after it.  At each of the other statues, there are additional
quests which can be taken.

----
Escort the Souls [UW3]
----
Quest Starter: Reaper of the Labyrinth
Objective: Escort the souls safely to the Forgotten Vale
Reward: 10000xp
Reward Giver: Mayor Algeheri [Forgotten Vale]
Difficulty and Comments: This quest is nearly impossible if you do it the way
the game wants you to.  Instead, do this one AFTER Wrathful Spirits [UW5].
Take the quest; you'll see the souls spawn.  DO NOTHING.  Talk to this reaper
and teleport back to the Reaper of the Forgotten Vale.  Now, fight your way
towards the Reaper of the Labyrinth.  You'll come across several annoying degen
mesmers.  When all of them are dead [a dozen or so] head to the souls which you
spawned and walk them to the mayor.  Grab your reward!  At this point, I
recommend doing Unwanted guests or heading to the frozen wastelands.

----
Unwanted Guests [UW4]
----
Quest Starter: Reaper of the Labyrinth
Objective: Kill the keeper of souls which provide the vengeful aatxes with
immortality.
Reward: 10000xp
Reward Giver: Reaper of the Labyrinth
Difficulty and Comments: This quest is amazingly easy IF YOU DO IT RIGHT.  Each
Keeper of souls is protected by two or three vengeul aatxes.  These aatxes can
not be damaged or targetted by any spell or ability.  The keepers are also
protected by three terrorweb dryders, which you should be familiar with.  It is
HIGHLY recommended that you've already done Wrathful Spirits [UW5], so that you
will have access to the Reaper of the Forgotten vale.

After taking the quest, teleport to the veil and start running back towards the
labyrinth.  This keeper is easy to kill.  When it dies, so will the aatxes it
controls.  There are a few exceptions.  If the aatxe is currently aggroed, it
will not die until it loses it's agro.  This can be achieved in a multitude of
ways, but the easiest is to just teleport somewhere else while someone is
tanking the aatxe in the middle of no where.  Anyway, once this group is dead,
walk back to the reaper of the labyrinth and take the group elevated by the
ramp in front of you.  The aatxes here may take a long while to move behind the
keeper, but they eventually will.  If you're impatient, you can have one person
run them off into the pit where you killed the previous keeper was, and then
have everyone else charge the second keeper.  teleport somewhere and the aatxes
will die.  The third keeper you'll want to kill is positioned where you started
in the underworld.  He's easy to get to as well.  Once dead, head out of the
main room using the corridor you would take if you were going to do a smite
run.  There will be another easy to get keeper here.  Once dead, continue on
the corridor, but make a turn towards the twin serpent mountains.  This keeper
is also easy to get to without any aatxe agro.  Finally, head back towards the
reaper using the other path to him this time, to take out the final keeper of
souls.

This quest is easy, you don't ever have to agro an aatxe, though you will
probably end up killing five of the six groups of terrorwebs.  I can not stress
this enough, DO NOT TAKE THIS QUEST AND ESCORT THE SOULS AT THE SAME TIME.

----
Wrathful Spirits [UW5]
----
Quest Starter: Reaper of the Forgotten Vale
Objective: Kill the Wrathful Spirits before they kill the villagers.  Only one
villager has to survive.
Reward:10000xp
Reward Giver: Reaper of the Forgotten Vale
Difficulty and Comments: Easy quest if you do it third.  Kill everything in
town before clearing the statue of dryders and taking this quest.  You may also
wish to kill the nearby coldfire nights before starting as well.  Have most of
the party stand by the mayor; and one member take the quest.  Focus on keeping
at least one villager alive.  The attackers are easy to kill, but do have
illusionary weaponry; which can be a bit painful.  Once all six or so groups of
them are defeated, return to the reaper of the forgotten vale for your reward.
Also, after doing all of these types of quests, you'll get a spider!  Now, head
back [or teleport via repear transport] to the reaper of the labyrinth and take
Escort the Souls [UW3].

----
Demon Assassins [UW6]
----
Quest Starter: Reaper of the Twin Serpent Mountains
Objective: Stop the Reaper Slayer before it reaches the top of the mountain.
Reward: 10000xp
Reward Giver: Reaper of the Twin Serpent Mountains
Difficulty and Comments: Rather hard.  Before taking it, have anyone with traps
place them damn near everywhere on the bottom of this section of the mountain.
The reaper slayer and his associates don't do much damage, but can more or less
survive a party of eight damage smackers for a considerable length.  Pin him
against the side of a wall or something to prevent him from getting to the top.
When his friends come along, have your nukers cream them quickly, without
letting the slayer continue.  Once he is dead, go get your reward!

----
The Ice King [UW7]
----
Quest Starter: Reaper of the Ice Wastes
Objective: Protect the Ice King while he summons his ice golems.
Reward: 10000xp
Reward Giver: Reaper of the Ice Wastes
Difficulty and Comments: This quest can be easy or hard depending on your
party.  You're definately going to want winter.  A monk tank with spell breaker
is also very handy.  When you take the quest, the dryders will spawn three
[sometimes six] at a time in the little fork in the road below the repear.
Half of them will run straight at the ice king, the other half will venture
around and eventually attack the reaper.  You can either fight them all at
their spawn point, where they're rather clustered up and easy to aoe, or break
into two groups and protect the respective NPCs.  Either way, this quest isn't
very hard, eventually the Ice King will finish his summoning and you'll be able
to get your reward.

-------------------------------------------------------------------------------
Sorrow's Furnace/Grenth's Footprint
-------------------------------------------------------------------------------

Sorrow's Furnace works very differently from the other areas.  The first quest
which is gotten near the entrance to Grenth's Footprint instructs you to aid
four individuals with each of their missions.  Each one of their missions
consists of one to six quests.  Once all four people's missions are entirely
done, you'll be able to get another quest from outside of the Deldrimor War
Camp; and once that is done one more quest from inside of the Furnace.  Some
Furnace missions end if you die, others do not.  All of them end if the NPC you
are protecting is killed.

Initial Quest
To Sorrow's Furnace [SF1]

Galen Trask Quests
Summit Slaves [SF2]
Cold One [SF3]
Gathering Resources [SF4]
Wrenches in The Gears [SF5]
Fire in the Hole [SF6]
Unruly Slaves [SF7]

Kilroy Stoneskin Quests
Kilroy Stoneskin [SF8]

High Priest Alkar Quests
Unspeakable, Unknowable [SF9]

Orozar Highstone Quests
Noble Intentions [SF10]
Noble Intentions, Plan B [SF11]

Main Quests
Final Assault [SF12]
The Forge Heart [SF13]

Initial Quest
-------------

----
To Sorrow's Furnace [SF1]
----
Quest Starter: Dwarven Prospector [Grenth's Footprint]
Objective: Help Galen Trask, Kilroy Stoneskin, High Priest Alkar, and Orozar
Highstone complete their respective sets of missions.
Reward: 10000xp
Reward Giver: Dwarven Prospector
Difficulty and Comments: This quest is designed to point you to all four of the
NPCs who have quests for you inside of Sorrow's Furnace.  Once done, it allows
you to do bigger and more challenging quests.



Galen Trask Quests
------------------

----
Summit Slaves [SF2]
----
Quest Starter: Galen Trask [Sorrow's Furnace]
Objective: Scout out the Stone Basilica, Darkhaven, Sorrow's Belly, the Gap and
the Iron Arch inside of Sorrow's Furnace.
Reward: 2000xp
Reward Giver: Galen Trask
Difficulty and Comments: Basically, follow the little star on the map around
while doing the other five quests of Galen's.  All of the Galen missions here
have a bare minimum of enemies, making it one of the easier sets.  However,
there are a lot of quests so it does balance out.  The reason you will not be
attacked by most of the summit is because you're now one of their slaves, as
indicated by an enchantment which makes you one!

----
Cold One [SF3]
----
Quest Starter: Krak Flamewhip [Sorrow's Furnace]
Objective: Turn Krak's "warm one" which will appear into your inventory into a
"cold one" by using five chunks of ice.
Reward: 1500xp
Reward Giver: Krak Flamewhip
Difficulty and Comments: Follow the map towards the room with several allied
ice golems and some crushers.  Lure the golems under here.  When they're
smashed they will be turned into ice.  Use the ice on the warm one until it is
a cold one and then take it back to Krak.  Also, grab any Ore from this room
that you come across near the crushing devices as well.  If you get hit by a
crusher, you will die, but as of present it does not give you a death penalty.

----
Gathering Resources [SF4]
----
Quest Starter: Krak Flamewhip [Sorrow's Furnace]
Objective: Talk to Tharn Stonerift, then collect ten ore for him.  Once you
have ten, give them to Tharn and then talk to Krak.
Reward: 1500xp
Reward Giver: Krak Flamewhip
Difficulty and Comments: Much like the Summit Slaves quest, just grab the ore
as you see it.  You only need ten, though there tend to be about fourteen
deposits laying around.

----
Wrenches in The Gears [SF5]
----
Quest Starter: Krak Flamewhip [Sorrow's Furnace]
Objective: Place the toothed cog in the Cruncher mouth; it is a gear in which
the normal master gear lever does not work.  Also, defeat the five rebel spirit
keepers guarding the cog.
Reward: 1500xp
Reward Giver: Krak Flamewhip
Difficulty and Comments: The battle down near the spirit keepers is probably
the hardest one in the entire Galen mission.  All of the spirit keepers are
monks who heal and revive everything they can.  However, they tend to just run
around in circles far away from the initial slaughter the rest of the enemies
will get involved in.  By the time they actually start reviving their friends,
there won't be much opposition.  Once dead, grab the nearby cog and head to the
star it places nearby on the compass and use it on the gear.  Head back to Krak
for the reward.

----
Fire in the Hole [SF6]
----
Quest Starter: Krak Flamewhip [Sorrow's Furnace]
Objective: Hunt down the Flame Djinn.
Reward: 1500xp
Reward Giver: Krak Flamewhip
Difficulty and Comments: Follow the arrow until you see the djinn hovering over
a pair of bridges.  Now, this is very important.  Keep the entire party as
close to each other as possible, this will greatly reduce the damage the djinn
does.  Normally, if he hits only one target, he'll do about 400 damage, which
can get painful quite quickly.  As there are more party members, he'll do less
damage but hit all of the party; which is easily corrected by a heal area /
heal party / divine healing.  The djinn lasts quite a while, but once he's
defeated you can return to Krak for your reward.

----
Unruly Slaves [SF7]
----
Quest Starter: Krak Flamewhip [Sorrow's Furnace]
Objective: Defeat Molachev and his army.
Reward: 1500xp
Reward Giver: Krak Flamewhip
Difficulty and Comments: In one of the large open rooms, there is a huge
gathering of enemies.  Take them out to do this quest.  In honesty, I don't
recall if the bulk of the army has to go down with Molachev, or just him.
Either way, it's not a tough fight.  Once done, you'll probably still need to
find an area or two for the main Galen quest.  Once done with all of these
quests, the Galen part of To Sorrow's Furnace will update.

----
Kilroy Stoneskin [SF8]
----
Quest Starter: Kilroy Stoneskin [Sorrow's Furnace]
Objective: Help Kilroy defeat Gulnar Irontoe
Reward: 3000xp
Reward Giver: Kilroy Stoneskin
Difficulty and Comments: A spin off of Leroy Jenkins, Kilroy will charge from
group to group without rest.  His shout makes everyone move faster, recharge
spells faster and for less energy.  This mission is simple, provided you have
a healer keeping up with Kilroy healing him, he'll literally be able to do
everything else.

----
Unspeakable, Unknowable [SF9]
----
Quest Starter: High Priest Alkar [Sorrow's Furnace]
Objective: Return the ancient ruins of the Great Destroyer.  Destroy the Morlog
Hierophant before he learns the true name of the Great Destroyer.  Grab the
Rubicon and drop it near Alkar in the ruins.  Get all four shards of Balthazate
crystal and drop them near Alkar.  Protect him from patrols.
Reward: 8000xp
Reward Giver: High Priest Alkar
Difficulty and Comments: Somewhat hard; Alkar is frequently attacked while you
grab the shards.  However, it's easy to predict when.  A wave of three or four
enemies will go near him as you approach the enemies carrying one of the
shards, and then another when you kill an enemy with one.  Because of this, you
can easily plan when to defend Alkar.  It's best to just keep one person by him
to heal him or divert fire while the other seven hunt down the shards.

----
Noble Intentions [SF10]
----
Quest Starter: Orozar Highstone [Sorrow's Furnace]
Objective: Follow Orozar to the meeting place.  Then protect him once you're
there.
Reward: 4000xp
Reward Giver: Orozar Highstone
Difficulty and Comments: The following is easy enough as most everything is
allied with you at this point.  Once you get to the meeting place, it'll be a
trap!  Several patrols will attack you.  The first one comes from the west with
warrior class enemies.  The second from the south with casters.  Once both
waves are gone, a third will come from the North west, a fourth from the west
and a fifth, with a warrior boss, from the east.

Once they're all gone, a sixth wave will come from the west, followed by a
seventh from the east and immediately followed by a wave from the south which
is trailed by a ninth wave from the north.  Once all four of these waves are
gone, a wave will come from the east.  Following it are two from the west and
southwest.  At this point, all hell broke loose and I forgot where the others
came from exactly, but mostly from the east including a geomancer boss.  Once
all of this is clear, talk to Orozar to complete the mission.

Important notes, Priests of Sorrow can use reviving spells, which should make
them the number one priority.  Also, if you're going to die and you're the last
person alive, get as far from Orozar as you can.  There's a respawn point right
by him and you don't lose unless he dies.  As you'll lose all of your DP when
you complete the mission, there's nothing wrong with getting annihilated a few
times [not recommended with henchies as they won't lose the DP]

----
Noble Intentions, Plan B [SF11]
----
Quest Starter: Orozar Highstone [Sorrow's Furnace]
Objective: Find Ural Highstone, once he's captured, take him near the entrance
of Sorrow's Furnace.  You carry Ural like you carry most items.  Talk to Orozar
for your reward.  Orozar must survive.
Reward: 4000xp
Reward Giver: Orozar Highstone
Difficulty and Comments: Once you follow the arrow to Ural, there will be a
short movie of Orozar capturing him.  Now, Orozar wants you to lower a bridge
and head out of this place through an unexplored way.  Just ignore it.  Kill
the two enemies near the bridge lever, then grab Ural and walk back out the way
you came in.  You'll have to fight four packs of enemies which were the allies
you had when you started the first Orozar quest; but you'd have to fight them
even if you lowered the bridge and ran all the way around fighting several much
more difficult groups.

The only downfall to doing it this way; is once you drop Ural near the door,
you have to run all the way back to Orozar to get your reward and update your
quest of 'To Sorrow's Furnace'.

----
Final Assault [SF12]
----
Quest Starter: Dwarven Prospector [Grenth's Footprint]
Objective: Help Ennis Granite Strider complete his mission.
Reward: 10000xo
Reward Giver: Dwarven Prospector
Difficulty and Comments: This quest itself is just talking to Ennis and brining
him into the furnace then doing his quest.  Actually doing it is the next on.

----
The Forge Heart [SF13]
----
Quest Starter: Ennis Granitestrider [Sorrow's Furnace]
Objective: Destroy the 3 rage binders controlling the Iron Forgeman.  Kill the
three flame djinns which imprison it.
Reward: 8000xp
Reward Giver: Ennis Granitestrider
Difficulty and Comments: Hard quest.  The other dwarf who's name eludes me at
this moment will give you kegs to blow up blocked doors.  Also, enemies will
readily target characters with kegs, use this to your advantage.  When you
finally reach the main furnace room, be wary.  The furnace itself vents super
heat every few seconds which do major damage.  I recommend clearing most of the
area around the rage binders as well as the patrol inside.  Now, you'll have to
split your party into at least two, maybe three groups.  All three rage binders
must be dead at the same time; though the auto resurrect every 30 seconds
[After extensive testing the number is closer to 28.5 seconds].  This makes
this quest *nearly* impossible to do with henchmen only.  When they are all
dead a movie will start.  After it, 3 flame djinns will spawn.  Remember these
guys?  400 damage per shot divided by all things in the immediate area [please
note, spells such as protective spirit do not help, they're removed before
taking damage].  Run the heck out of the main room until all the djinns lose
agro on you.  Then, take them one at a time and pile up on top of them so the
damage is scattered around.  Spinal Shivers and other interuppting skills are
highly recommended as well for this fight.  When all three are dead, the quest
is complete.

-------------------------------------------------------------------------------
Titan Quests
-------------------------------------------------------------------------------

In order to get these quests, you must have completed mission 24, Hell's
Precipice.  Once done, in Droknar's Forge, kneel at the statue of Glint to take
the first of these quests.  Once the first is done, you can take the other
three and do them in any order you wish.

Defend Droknar's Forge [TQ1]
Last Day Dawns [TQ2]
Defend North Kryta Province [TQ3]
Defend Denravi [TQ4]
The Titan Source [TQ5]

----
Defend Droknar's Forge [TQ1]
----
Quest Starter: Vision of Glint [Droknar's Forge]
Objective: Kill Lord Evirso Sectus in the Mineral Springs.  His army of titans
threaten to take out the entire southern Shiverpeaks.
Reward: 20000xp
Reward Giver: Vision of Glint
Difficulty and Comments: The first titan quest and probably the easiest due
to the large party size.  Titan Hearts are healers, rather potent ones at
that.  Titan Malice's die and turn into Titan Hearts, so be wary of this.  The
Dark Titan necromancers have extremely potent energy management spells, they
should be taken out after the hearts.  The melee attackers are nothing special.
While they can deal massive amounts of damage; they don't have any terribly
unpredictable attacks.  Take groups slowly, the titan's have large and some
what random patrol paths.  As it takes a good minute or two to take out even
the smallest of packs, it is best to keep an eye out for additional patrols.

----
Last Day Dawns [TQ2]
----
Quest Starter: Vision of Glint [Droknar's Forge]
Objective: Aid Adelbern in cleansing Ascalon of the Titans.
Reward: 20000xp
Reward Giver: Vision of Glint
Difficulty and Comments: Head to the Frontier Gate and talk to Warmaster Riga.
Walk outside and follow the arrow.  After several level 24 Charr patrols,
you'll find King Adelbern along with two melee guards and a priest.  They'll be
attacked by five waves of Charr, Armageddon Lords and Sparks of the Titans.
You should be familiar with these enemies by now.  King Adelbern MUST survive;
which is easier said than done since he's a melee attacker.  Bring winter so
your pyromancers aren't useless.  Also note - you only have four people in your
party, making this quest much harder than the previous one.  The king is fairly
durable and doesn't run off to attack the enemy furthest from him; but he'll
still need a good healer to keep him afloat.

----
Defend North Kryta Province [TQ3]
----
Quest Starter: Vision of Glint [Droknar's Forge]
Objective: Find Captain Greywind and assist him in halting the attack of the
titans.  Then, escort the Ascalon settlers back to their settlement and defend
it from several waves of attacks.
Reward: 20000xp
Reward Giver: Vision of Glint
Difficulty and Comments:

----
Defend Denravi [TQ4]
----
Quest Starter: Vision of Glint [Droknar's Forge]
Objective: Denravi has been overrun by Titans, defend it!
Reward: 20000xp
Reward Giver: Vision of Glint
Difficulty and Comments: Talk to Shadow in the Henge of Denravi then head
outside.  Evennia is there with a pair of Shining Blade.  In theory, you're
supposed to talk to her and fight of a titan attack a few turns ahead.  It is
MUCH easier if you do not bother to activate her, thus allowing your party to
be completely annihilated if necessary but not auto fail the quest as you would
in the event that Evennia were killed.

Wild Growths are what you need to watch out for the most.  When killed, they
will spawn three air/water born titans.  Both Water and Air born titans do
high damage and should be the priority targets.  Leave wild growths alive while
the party heals up.  Titans will come from several directions.  Eventually, a
boss titan [which looks similar to an Burning Titan] will appear.  Kill it and
anything else nearby to complete the quest.  This one is rather short, though
quite tough.

Also, do not veer too far off of the recommend path for you to take, there are
a couple of titan spawn points which will literally kill you before you know
what hit you.

----
The Titan Source [TQ5]
----
Quest Starter: Vision of Glint [Droknar's Forge]
Objective: Kill the three titan bosses in Dragon's Gullet.
Reward: 50000xp
Reward Giver: Vision of Glint
Difficulty and Comments: This quest is exceptionally hard if you leave from
the Grendich Courthouse [four people].  You can alternatively leave from Yak's
Bend [six people] to make it easier.  Some people even leave from the Temple of
the Ages [eight people!].  Anyway, it's well doable with four people, though.

Head to the flame corridor, the area where you got althea's ashes [assuming you
didn't buy them].  You'll note the Charr have become level 24 here.  Just run
through this area into Dragon's Gullet.  Make your way through Titans and Charr
to the massive sledge lake indicated on you map.  In the middle is a group of
Titan bosses, Mesmer, Necromancer and Ranger.  Along with them are several
charr.  Before you go after the middle, walk a lap around the lake [while in
it] and several fists/hands of the titans and risen ash hulks will rise from
under it and attack you.  Kill all of them first.  Now, try to pull the bosses
to land, so you can benefit from being able to move.  They all drop quite
quickly under focused fire, so even if you've accumulated large DP%, this
should not be too hard.


*******************************************************************************
                               iv) Professions
*******************************************************************************

A quick few notes.  Skills can be captured with signets of capture from nearly
any boss of either of your classes throughout the game.  I will only list
monsters which give elite skills.  All skills sold in major cities are
available as quest rewards before you reach that city.  Small outposts such as
the Grendich Courthouse, Ice Tooth Cave and Maguuma Stade generally sell skills
which are NOT from rewards.  These are the only skills you should ever
purchase, otherwise search for them as a quest reward throughout the guide.

Please note; due to a patch, all non-elite skills can now be bought from the
Ember Light Camp.  Additionally, Priests of Balthazar have been moved into
the respective arenas nearby rather than in the towns.


***Please note***

The following skill list is from 8/26/05.  Some skills have been changed to be
more or less effective.  Generally, the changes are in the cool down time of
the spell or the casting time/cost, though some may have radically different
effects than those stated below.  Also, at the time this was written, the
practical display maximum was level 12, and it is now level 15; which will
cause all skills to look somewhat weaker on the top end than they really are.

1. Elementalist Skills
2. Mesmer Skills
3. Monk Skills
4. Necromancer Skills
5. Ranger Skills
6. Warrior Skills
7. Elementalist Armor
8. Mesmer Armor
9. Monk Armor
10. Necromancer Armor
11. Ranger Armor
12. Warrior Armor

---
1. Elementalist Skills
---

Elementalists primary attribute is energy storage, which grants three
additional energy per level.  This is good because Elementalist skills are the
most expensive in the game.  They do great damage and have some great defensive
buffs/offensive hexes.  Fire does big damage to large areas and has a few
damage over time spells.  Air does massive damage to individual targets and
tends to inflict conditions such as weakness and blind.  It, along with earth,
have a lot knockdown skills.  Water does modest damage, but like earth, carries
an impressive array of defensive spells.  Water is good at slowing enemies
down, as well.

----

Name: Aftershock
Attribute: Earth Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 10
Effect: Nearby foes are struck for 26 to 85 damage.  If they were on the ground
from a previous knock down, they take 10 to 56 damage more.
Comment: A very effective spell as you can't generally get out of the way when
you're knocked down.  Many hammer warriors with an Elementalist secondary use
this combination.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]

----

Name: Air Attunement
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: For 36 to 55 seconds, each time you cast an air magic spell, you gain
back 30% of the energy needed to cast that spell.
Comment: none.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Armor of Earth
Attribute: Earth Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 15
Effect: Enchantment. For 30 seconds, you gain 24 to 53 more armor, but move 50%
to 21% slower.
Comment: 53 armor is a HUGE chunk.  40 armor is equivalent to half damage.  So,
yeah.  Moving slow can be annoying, though.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Armor of Frost
Attribute: Water Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 45
Effect: Enchantment.  For 10 to 29 seconds you gain +40 armor against physical
damage, but -24 armor against fire damage, this enchantment ends if you use
fire magic.
Comment: Not horribly useful, but if you're a defensive character, this will
certainly in a few areas of the game.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]

----

Name: Armor of Mist
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Enchantment.  For 8 to 18 seconds, you gain 10 to 34 more armor and
move 33% faster.
Comment: Probably the best enchantment armor spell an Elementalist has.  34
armor is a significant amount, moving faster can be used for many things.  The
duration is decent, though the recharge is a bit long.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Aura of Restoration
Attribute: Energy Storage
Energy Cost: 10
Casting Time: .25
Recharge Time: 20
Effect: Enchantment,  For 60 seconds, you gain 152 to 350% of the energy cost
for each spell you cast, in health.
Comment: One of the few methods of healing for an Elementalist.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Blinding Flash
Attribute: Air Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 4
Effect: Target foe becomes blind for 3 to 9 seconds.
Comment: Doesn't last long enough, find another method of blinding melee
attacks if that is your goal.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Blurred Vision
Attribute: Water Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Hex.  For 8 to 18 seconds, target foe and all nearby foes are hexed
with blurred vision.  They miss 50% of the time with attacks as a result.
Comment: Clustered melee attackers will be nearly useless against your party
with this spell.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase From: Marna [Ice Tooth Cave]

----

Name: Chain Lightning
Attribute: Air Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 10
Effect: Target foe and up to two more nearby foes are struck for 10 to 70
lightning damage.  This spell has 25% armor penetration, but causes exhaustion.
Comment: Excellent for spiking, fairly cheap too.  If you're an Aeromancer,
this spell is a must.
Patch notes: This skill has been toned down quite a bit.  Still powerful, but
not nearly as abusive as before.  The range is now smaller, as well.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Conjure Flame
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment.  Lose all other Enchantments on you.  For 60 seconds, your
attacks deal an extra 1 to 13 fire damage.
Comment: Useful on a W/E for the extra damage.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Conjure Frost
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment.  Lose all other Enchantments on you.  For 60 seconds, your
attacks deal an extra 1 to 13 water damage.
Comment: Useful on a W/E for the extra damage.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Conjure Lightning
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment.  Lose all other Enchantments on you.  For 60 seconds, your
attacks deal an extra 1 to 13 air damage.
Comment: Useful on a W/E for the extra damage.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Crystal Wave
Attribute: Earth Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 20
Effect: Foes near you are struck for 10 to 82 damage.  This spell completely
ignores armor, but cures all "conditions" on foes it hits.
Comment: Big, irresistible damage.  As long as your party isn't big on
inflicting conditions, this is a great skill.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Deep Freeze
Attribute: Water Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 15
Effect: Hex.  Target foe and all foes near it, take 10 to 70 cold damage.  For
the next 3 seconds they move 66% slower than normal.
Comment: Holy crap this spell costs a lot.  The damage is okay.  Stick with
something else, Hydromancers.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Earth Attunement
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment.  For the next 36 to 55 seconds, you gain 30% of the energy
back from all earth spells you cast.
Comment: none.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Earthquake
Attribute: Earth Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 15
Effect: At target foes location, all foes nearby are struck for 26 to 85 earth
damage and knocked down.  This spell causes exhaustion.
Comment: A wonderful long range area of effect knock down spell.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Elemental Attunement [Elite]
Attribute: None
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: For 45 seconds, every time you successfully cast an elemental spell,
you gain 50% of the energy back. Enchantment.
Comment: Very handy.  As most Elementalist elites stink, you might consider
this if you have energy problems.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Geckokaru Earthwind [Perdition Rock]

----

Name: Enervating Charge
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 8
Effect: Target foe is struck for 5 to 41 lightning damage and suffers from
weakness for 5 to 17 seconds.
Comment: Weakness on enemies is good.  Quick recharge and cheap casting is
better!
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Eruption
Attribute: Earth Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 30
Effect: Cause an eruption at target foe's location.  For 5 seconds foes near
this are struck for 5 to 28 damage each seconds.  When it ends, foes in the
area are blinded for 10 seconds.
Comment: Most people won't stand in this waiting to go blind, but rest assure
most PvE enemies will.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Ether Prodigy [Elite]
Attribute: Energy Storage
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Enchantment.  Lose all enchantments.  For 10 to 22 seconds, you gain
energy regeneration of 4.  When Ether Prodigy ends, you take 2 damage for each
point of energy you have.  This spell causes exhaustion.
Comment: I love this spell.  I don't mind taking the damage.  Oddly, I used
this as a secondary class elite skill, at level 1 since I couldn't pump it :P.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Jyth Sprayburst [Ring Of Fire] [66% chance to spawn]

----

Name: Ether Renewal [Elite]
Attribute: Energy Storage
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: Enchantment.  For 10 seconds, each time you cast a spell you gain 1 to
4 energy and 5 to 17 health for each enchantment on you.
Comment: This spell is heaven with a couple protectors in the party.  You
always have enchantments then.  Nothing like gaining 170 health and 40 energy
for using flare.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Vassa Ssiss [Elona Reach], Issah Sshay [Thirsty River]

----

Name: Fire Attunement
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment.  For 36 to 55 seconds, each time  you cast a fire spell
you gain 30% of the energy back.
Comment: none.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Fire Storm
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 4
Recharge Time: 30
Effect: For 10 seconds, the area around target foe is hit for 5 to 24 damage
each second.
Comment: Amazing,  One of the first spells an Elementalist gets, is likely one
a Pyromancer will use the entire game.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Fireball
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 7
Effect: Fireball flies toward a target foe, when it hits, it explodes.  All
nearby enemies are hit for 7 to 91 damage.
Comment: Good damage and a fast recharge, generally gets pushed out of your
skill load out in favor of DoT in the later stages of the game.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Flame Burst
Attribute: Fire Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 5
Effect: All nearby foes are stuck for 7 to 91 fire damage.
Comment: Hello massive somewhat spammable damage.  The range is significantly
better than inferno.  If you want a close up bang spell, this is it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Flare
Attribute: Fire Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Target foe is struck for 16 to 40 fire damage.
Comment: The only truly spammable fire spell, flare does modest damage for a
good portion of the game.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Frozen Burst
Attribute: Water Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 30
Effect: Hex.  Foes adjacent to you are stuck for 20 to 68 cold damage and move
66% slower for 5 to 10 seconds.
Comment: Due to the relative lack of offensive water spells, if that's what
you're going for, you'll probably be using this.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Gale
Attribute: Air Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Knock down target foe for 3 seconds.  This spell causes exhaustion and
fails 50% of the time if your air magic is level 4 or less.
Comment: Cheap, comes back fast.  Being knocked down is no fun.  Being knocked
down most of the battle is less fun.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Glimmering Mark [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex.  For 1 to 13 seconds whenever target foe suffers lightning damage,
that foe and all adjacent foes suffer blindness for 3 seconds.
Comment: There are several better elite skills to use.  The blindness duration
simply isn't long enough.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Alana PekPek [Witman's Folly], Edibbo PekPek [Talus Chute], Edibbo
PekPek [Spearhead Peak] [All 3 bosses have a 83% chance to spawn]

----

Name: Glyph of Concentration
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Your next "spell" cannot be interrupted and ignores the effects of
being dazed.
Comment: Handy, but you'll probably never use it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Glyph of Elemental Power
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Your elemental attributes are boosted by 2 for your next spell.
Comment: Again, hand, but most glyphs are a waste.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]

----

Name: Glyph of Energy [Elite]
Attribute: 5
Energy Cost: 1
Casting Time: 15
Recharge Time:
Effect: Your next spell costs 20 less energy and does not cause exhaustion.
Comment: This glyph, however, isn't a waste.  Exhaustion is a pain, this will
prevent it.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Hyl Thunderwing [Mineral Springs]

----

Name: Glyph of Lesser Energy
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 30
Effect: Your next spell costs 15 less energy to cast.
Comment: To believe, they give you this spell and firestorm at the same time.
Can you find the combo?
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Glyph of Renewal [Elite]
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Your next spell recharges twice as fast as normal.
Comment: Useful for skills like meteor shower, not worth bringing as an elite
though.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Nayl Klaw Tuthan [Perdition Rock]

----

Name: Glyph of Sacrifice
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Your next spell has no casting time, but takes 90 extra seconds to
recharge.
Comment: I have never used this.  Ever.  If there were like a 20 second spell
to cast, I might consider it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Grasping Earth
Attribute: Earth Magic
Energy Cost: 5
Casting Time: .75
Recharge Time: 30
Effect: Hex.  For 8 to 18 seconds, all nearby foes move 50% slower but have +24
armor against physical damage.
Comment: Handy if no one in your party deals physical damage.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Ice Prison
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex.  For 8 to 18 seconds, target foe moves 66% slower than usual.
This spell ends if that foe takes fire damage.
Comment: Useless, most other water spells slow things and deal damage, and
don't shut off when a fire spammer hits them.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Ice Spear
Attribute: Water Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Target foe is struck for 10 to 46 damage.  This spell has only half the
normal spell range.
Comment: One of two spammable water spells.  The damage is low and the half
range deal is not fun.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Ice Spikes
Attribute: Water Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Hex.  Target foe and those nearby it are struck for 20 to 68 cold
damage and move 66% slower for 2 to 5 seconds.
Comment: Decent damage, though the slow duration is a bit on the short side.
Multiple targets is nice though.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Immolate
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Target foe is struck for 5 to 41 damage and is set on fire for 1 to 3
seconds.
Comment: Being set on fire isn't fun.  This skill is also somewhat spammable.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Incendiary Bonds
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Hex.  After 3 seconds, target foe and those nearby are struck for 10 to
50 fire damage and are set on fire for 1 to 3 seconds.
Comment: Replace immolate with this, when you get it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Inferno
Attribute: Fire Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 20
Effect: All Adjacent foes are struck for 15 to 94 damage.
Comment: The first up close bang spell.  Replace this for flame burst when you
get that.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Iron Mist
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex.  For 5 to 15 seconds, target foe moves 90% slower than normal, but
is immune to all damage sources except for lightning.
Comment: Heh... Heh....  This is so fun to use.... somewhat useless though.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Kinetic Armor
Attribute: Earth Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 60
Effect: Enchantment.  For 8 seconds, you gain 10 to 34 armor.  This spell
renews its duration each time you cast a spell.
Comment: 34 permanent armor for a stone dagger spammer.  Nothing wrong with
that.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Lava Font
Attribute: Fire Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 4
Effect: For 5 seconds, all adjacent foes to the area this spell was cast take 5
to 24 damage per second.
Comment: Short duration, modest damage.  Does have the advantage of staying
where you cast it, as opposed to following you around.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Lightning Javelin
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Lightning javelin does 15 to 43 damage if it hits.  This spell has 25%
armor penetration. If the foe was attacking, it is interrupted.
Comment: none.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Lightning Orb
Attribute: Air Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 5
Effect: Lightning orb deals 10 to 82 damage to the target.  This spell has 25%
armor penetration.
Comment: This skill does obscene damage at levels beyond 12.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Lightning Strike
Attribute: Air Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Strike target foe for 5 to 41 damage.  This spell has 25% armor
penetration.
Comment: none.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Lightning Surge [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Hex.  After 3 seconds, target foe is knocked down and knocked down and
struck for 14 to 83 damage.  This spell causes exhaustion.
Comment: This spell is quite handy, possibly the best Aeromancer elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Facet Of Elements [Dragons Lair]

----

Name: Lightning Touch
Attribute: Air Magic
Energy Cost: 15
Casting Time: .75
Recharge Time: 10
Effect: Target touched foe and all adjacent foes are struck for 10 to 34
damage.  If any of those foes are suffering from a water hex, they take an
additional 10 to 34 damage.  This spell has 25% armor penetration.
Comment: Got to love when enemies cluster up and let you smack them around with
this!
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]

----

Name: Maelstrom
Attribute: Water Magic
Energy Cost: 25
Casting Time: 4
Recharge Time: 30
Effect: For 10 seconds, foes near the target are struck for 10 to 22 cold
damage each second.  Any enemy casting a spell in this are is interrupted if
hit by Maelstrom.  This spell causes exhaustion.
Comment: The best anti-caster spell an Elementalist has.  Not terribly good in
PvP, but in PvE, virtually any caster will be crippled for the duration of this
spell.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Magnetic Aura
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment.  For 5 to 10 seconds, you have a 75% chance to "block"
melee attacks.
Comment: Duration is too short with an insane recharge time.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Mark of Rodgort
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 1
Recharge Time: 20
Effect: Hex.  For 8 to 18 seconds, whenever target foe is struck for fire
damage, that foe is set on fire to 1 to 3 seconds.
Comment: Rodgort is TROGDOR spelled backwards!  THE BURNINTATOR!
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]

----

Name: Meteor
Attribute: Fire Magic
Energy Cost: 5
Casting Time: 3
Recharge Time: 30
Effect: Meteor strikes target foe and any other foe close to it.  These foes
are knocked down and take 7 to 91 fire damage.
Comment: Use meteor shower instead.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Meteor Shower
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 5
Recharge Time: 60
Effect: Meteors strike target's location and anything nearby.  Each strike hits
to 7 to 91 damage and knocks down said foes.  Although several meteors hit,
only 3 of them do damage/knockdown.  This spell causes exhaustion.
Comment: Big damage, a few knock downs.  Can be effective against PvE casters,
but maelstrom is still better.  This works best against packs of melee.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Mind Burn [Elite]
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Target foe takes 15 to 51 fire damage.  If you have more energy than
that foe, that foe takes an additional 15 to 51 fire damage and is set on fire
for 1 to 6 seconds.  This spell causes exhaustion.
Comment: Ouch, ouch, ouch.  Elementalists tend to have more energy than
anything, so it's almost assured you'll get the secondary effect.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Scelus Prosum [Hell's Precipice]

----

Name: Mind Freeze [Elite]
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Hex.  Target foe suffers 10 to 34 cold damage.  If you have more energy
than that foe, it takes an additional 10 to 34 cold damage and moves 90% slower
for 2 to 5 seconds.
Comment: Ouch, ouch, ouch.  Elementalists tend to have more energy than
anything, so it's almost assured you'll get the secondary effect.  The slow
duration can be extremely useful for catching monks running away.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Maak Frostfiend [Witman's Folly], Maak Frostfiend [Spearhead Peak],
Skitt Skizzle [Ice Floe]

----

Name: Mind Shock [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Target foe takes 10 to 42 damage.  If you have more energy than that
foe, it takes another 10 to 42 damage and is knocked down.  This spell has 25%
armor penetration but causes exhaustion.
Comment: Ouch, ouch, ouch.  Elementalists tend to have more energy than
anything, so it's almost assured you'll get the secondary effect.  Knockdown is
a great way to keep the annoying rangers from retreating and running in circles
around the arena for five minutes.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Old Red Claw [Snake Dance]

----

Name: Mist Form [Elite]
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Enchantment.  For 8 to 18 seconds, you can not take or deal damage from
physical attacks.
Comment: Not as good as it seems.  If you're an Elementalist, you're probably
not taking a ton of physical damage as it is.  If the Elementalist is your
secondary, you're probably dealing melee damage, in which case this spell is
useless.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Eidolon [Iron Mines of Moladune], Eidolon [Ring Of Fire], Brrrr
Windburn [Talus Chute], Sala Chillbringer [Snake Dance], Ice Beast [Mineral
Springs]


----

Name: Obsidian Flame
Attribute: Earth Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 5
Effect: Deal 22 to 94 damage to target foe.  This spell ignores armor but
causes exhaustion.
Comment: Big damage, somewhat spammable.  Exhaustion isn't fun, but it is only
5 energy.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Obsidian Flesh [Elite]
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: Enchantment.  For 8 to 18 seconds, you gain +20 armor and can not be
the target of enemy spells, but you move 50% slower.
Comment: Here's your earth elite.  Great skill, too.  Spellbreaker and some
armor all in one.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Harn Coldstone [Perdition Rock] [50% chance to spawn]

----

Name: Phoenix
Attribute: Fire Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 25
Effect: At target foe's location, foes nearby take 7 to 91 damage.  Phoenix
also explodes doing an additional 15 to 75 damage.
Comment: O_o.  I prefer fireball.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Rodgort's Invocation
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 5
Recharge Time: 15
Effect: All foes near target foe's location are struck for 7 to 91 damage and
set on fire for 1 to 3 seconds.
Comment: A very popular and devastating method of dealing with crowds.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]

----

Name: Rust
Attribute: Water Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 45
Effect: Hex, for 6 to 35 seconds, target foe and those adjacent foes take three
times longer than normal to activate their signet rings.
Comment: Good in pvp or against pve warrior bosses.  6 seconds to use a healing
signet is 6 seconds of owning the warrior.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]

----

Name: Searing Heat
Attribute: Fire Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 30
Effect: Searing heat hits target foe location for five seconds.  Each second,
foes in the heat take 5 to 24 fire damage per seconds, and when it ends, are
set on fire for 3 seconds.  This spell causes exhaustion.
Comment: Another great crowd smasher.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]

----

Name: Shard Storm
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Hex. If it hits, target foe is struck for 10 to 54 cold damage and
moves 66% slower for 2 to 5 seconds.
Comment: Another slow down water projectile attack.  Duration is again somewhat
short.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Shock
Attribute: Air Magic
Energy Cost: 5
Casting Time: .75
Recharge Time: 10
Effect: Target touched foe is struck for 10 to 50 damage and is knocked down.
This spell has 25% armor penetration but causes exhaustion.
Comment: This is nice, run up to them, spike them for decent damage, and then
run away while they're on the ground.  The exhaustion isn't a big deal on a 5
energy skill.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Stone Daggers
Attribute: Earth Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 0
Effect: Send out two stone daggers.  If it hits, each deals 3 to 20 earth
damage.
Comment: The spammable geomancer attack.  Very popular in combination with
stoning and kinetic armor.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Stoning
Attribute: Earth Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 5
Effect: Stoning strikes for 20 to 76 damage.  If a foe was suffering from
weakness, that foe is knocked down.
Comment: Good damage, mildly spammable, does knockdown, which works well with
Aeromancers weakening things using enervating charge.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]

----

Name: Swirling Aura
Attribute: Water Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 60
Effect: Enchantment.  For 8 to 18 seconds, you have a 75% chance to block
arrows and magical projectiles.
Comment: Good duration, very handy skill, recharge takes forever and a half,
though.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Thunderclap [Elite]
Attribute: Air Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex.  For 8 to 18 seconds, if target foe is struck for lightning
damage, that foe and all adjacent foes are knocked down, and you lose 15 to 9
energy.  If you can not lose the energy, thunderclap ends.
Comment: If this skill didn't require so much energy to maintain, it would be
godly.  As it is, the spell is still pretty damn good.  Massive knockdowns are
great.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Chrysos The Magnetic [Thunderhead Keep] [17% chance to spawn],
Maida The Ill Tempered [Ring Of Fire], Optimus Caliph [Abaddon's Mouth], Kratos
the Foul [Iron Mines of Moladune]

----

Name: Ward Against Elements
Attribute: Earth Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, allies inside of the ward have 24 additional armor
against elemental attacks.
Comment: The most useless of the wards.  As many elemental attacks are Area of
Effect, it would just be simpler to move out of the way.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Ward Against Foes
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, all enemies inside of this ward move 50% slower.
Comment: Use this like a trap, make things limp through while being under
immense fire.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Ward Against Harm [Elite]
Attribute: Water Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, all allies inside of this ward have 12 to 50
additional armor against fire, and 12 to 22 additional armor against other
resistible damage.
Comment: If this isn't the best elite skill for an Elementalist, let alone the
entire game, please let me know.  At level 14, the duration and the recharge
are identical, for all practicality, this skill is always active in battle.
Fire damage reduced by 60%, all other by about 25%.  This in combination with
Ward Against Melee can pretty much keep a party alive in PvE.  This skill is
less effective in PvP for a Hydromancer, consider water trident or something
not from a water branch.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Arkhel Havenwood [Frozen Forest]

----

Name: Ward Against Melee
Attribute: Earth Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: For 8 to 18 seconds, all allies in this ward have a 50% chance to evade
melee attacks.
Comment: Another great ward.  This will keep the warriors alive much longer,
or, cast it near your casters, so they don't have to run immediately if
something breaks through the front lines.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Water Attunement
Attribute: Water Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment.  For 26 to 55 seconds, each time you cast a water spell,
you gain back 30% of the energy.
Comment: none.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Water Trident [Elite]
Attribute: Water Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 3
Effect: Target foe takes 5 to 53 damage.  If that foe was moving, it is knocked
down.
Comment: The second almost spammable water skill.  This one has better range
and damage, plus a knockdown capability.  Ward Against Harm is better, but this
elite isn't half bad.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Learn from: Berg Frozenfist [Ice Caves of Sorrow], The Judge [Thunderhead Keep]
[66% chance to spawn], Boreal Kubeclaw [Frozen Forest]

----

Name: Whirlwind
Attribute: Air Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 20
Effect: All adjacent foes take 15 to 51 damage and are knocked down.
Comment: When surrounded, make your escape with this.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Windborn Speed
Attribute: Air Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Enchantment.  For 5 to 8 seconds target ally moves 33% faster.
Comment: Duration, sucks.  Can be cast on other allies though, that's mildly
handy.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

---
2. Mesmer Skills
---

Mesmers are the most unique class in the entire game.  Their Primary Attribute
is fast casting, which reduces the casting speed of spells.  At level 16, the
reduction is approximately 50%.  Most Mesmer skills have short casting times to
begin with, so this makes then all the more effective.  Domination magic always
come back to doing damage in one method or another.  Inspiration likes to
control the energy reserves of others, while illusion is best known for dealing
damage over time.  Mesmers carry a high number of mantras, mostly from
inspiration magic.  These mantras are stances, so only one can be active at the
same time, but you can often figure out which ones go best in which areas.  For
instance, Mantra of Frost would be more useful in the Shiverpeak Mountains than
Mantra of Flame.


----

Name: Arcane Conundrum
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Hex, for 5 to 13 seconds, all "spells" cast by target foe take 100%
longer to cast.
Comment: A nice way to increase the duration of the annoying short spells which
are otherwise difficult for even a Mesmer to counter.  Another use is to
increase the duration of the already long spells, so you can allow the person
to almost get it off, and then counter it just before wasting nearly ten
seconds of their time for nothing.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Arcane Echo
Attribute: None
Energy Cost: 15
Casting Time: 2
Recharge Time: 30
Effect: Enchantment.  If you cast a "spell" in the next 20 seconds, arcane echo
is replaced with that spell for 20 seconds.  Arcane Echo ends if you use a
skill which is not a spell.
Comment: In my opinion, not terribly useful unless you are using Elementalist
skills or another class with very high recharges.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]

----

Name: Arcane Mimicry
Attribute: None
Energy Cost: 15
Casting Time: 2
Recharge Time: 60
Effect: Spell, for 20 seconds this skill is replaced with the elite skill from
target other ally.
Comment: This can be quite fun, steal life barrier or something and then
enchant the party.  The main problem is, you only get that skill at the
attribute level you have the appropriate skill in, making it quite useless
unless someone is the same class as you.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Arcane Thievery
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Spell, for 5 to 29 seconds, one random spell is disabled for a target
foe.  Arcane thievery is replaced with that spell for the duration.
Comment: A somewhat fun skill to use.  Not terribly useful as you get a random
one, without the linked attribute to boot.  Still, if you manage to get a spell
which the other person centered the entire build around, win!
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Backfire
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 20
Effect: Hex.  For ten seconds, target takes 35 to 119 damage whenever s/he
successfully casts a spell.
Comment: Backfire is often mistaken to being the end all and do all against
casters.  Yes, it does really big damage and if you can shove it on someone
while they're casting a meteor shower or something, nice.  But do not expect
even the most newbie of players to cast more than one, maybe two spells with
this on them.  The duration is short, and even at the highest levels, 140
damage is not that much to deal with.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Blackout
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: For 2 to 6 seconds, target touched foe has all of his or her skills
disabled.  Yours are all disabled for five seconds.
Comment: Often useful to prevent an enemy monk from healing itself or someone
else who is near death.  While it does not last long, it can be devastating if
used at the right times.  The biggest problem is the touching of the other
person, though.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Channeling
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Enchantment.  For 8 to 46 seconds, whenever you cast a spell, you steal
1 energy from each nearby foe.
Comment: To be honest, I don't think I have ever used this skill.  Mesmer's
generally stay back farther than any other class, so I'm not sure how useful it
would be due to range.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Chaos Storm
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 30
Effect: Spell.  For 10 seconds all enemies near the location of this spell take
5 to 12 damage and lose 1 to 6 energy if they cast a spell while in it.
Comment: One of the few area of effect spells.  Chaos storm does moderate
damage over ten seconds, but the energy stripping if the opponent casts in it
comes in handy, smack it down on caster bosses, they're too dumb to move.  Not
nearly as effective on human players for obvious reasons.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Clumsiness
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Hex, for the next 4 to 7 seconds, if target tries to attack, that
attack fails and the target takes 10 to 76 damage.
Comment:
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: [Copperhammer Mines]

----

Name: Conjure Phantasm
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Hex, for 2 to 12 seconds target foe suffers health degeneration of 5.
Comment:
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Crippling Anguish [Elite]
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Hex, for 8 to 18 seconds, target foe moves 50% slower and suffers
health degeneration of 1 to 3.
Comment: I prefer Migraine, but this skill works better for annoying warriors.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Barl Stormsiege [Frozen Forest]

----

Name: Cry of Frustration
Attribute: Domination Magic
Energy Cost: 15
Casting Time: .25
Recharge Time: 20
Effect: Spell, if target foe is using a skill, that foe, and nearby foes are
all interrupted and take 0 to 37 damage.
Comment: One of the few Mesmer skills which can counter non-spells.  The cost
is a bit steep, but useful for interrupted troll unguents, healing signets,
etc.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]

----

Name: Distortion
Attribute: Illusion Magic
Energy Cost: 5
Casting Time: 0
Recharge Time: 5
Effect: Stance.  For 5 seconds you have a 75% chance to evade all attacks.  You
lose 3 to 1 energy for each attack evaded in this way.
Comment: This would be a great skill if only it lasted longer, otherwise, it
can be quite handy in tanking a warrior.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Diversion
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: Hex, for the next 6 seconds, the next time target foe uses a skill,
that skill takes an additional 10 to 47 seconds to recharge.
Comment: Six seconds is not a long time, you so need to anticipate when someone
is going to use an important skill, or shove it on them while casting a long
duration skill.  Worst case scenario is that they don't cast when they should
have.... darn.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Drain Enchantment
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 25
Effect: Remove an enchantment from target foe.  You gain 10 to 20 energy for
its removal.
Comment: Recharge is a bit long, but it's a great skill for recharging energy
and removing positive buffs from your opponent.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]

----

Name: Echo [Elite]
Attribute: None
Energy Cost: 5
Casting Time: 1
Recharge Time: 30
Effect: Enchantment.  For 20 seconds, echo is replaced with the next skill you
use, and acts as that skill for the next 20 seconds after that.
Comment: Honestly, I've never used it, there are so many better Mesmer elites.
Again, this might be handy if you are using Elementalist skills.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Rwek Khawl Mawl [Perdition Rock]

----

Name: Elemental Resistance
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, you have 40 additional armor against
elemental damage, but lose 24 to 14 armor against physical attacks.
Comment: While nice, unless you know your going somewhere where everything uses
elemental attacks, it is not all that useful.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Empathy
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Hex, for 8 to 18 seconds, target foe takes 10 to 26 damage each time
that foe attacks.
Comment: Great in the early game and even in the Ascalon arenas.  Later, it
just becomes an annoyance on warriors, not effective enough in PvE due to the
large amount of enemies floating around and relative problems getting this
spell on them all.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Energy Burn
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Target foe loses 4 to 9 energy and takes 8 damage for each point of
energy lost in this way.
Comment: Moderate damage and it takes out the person's energy.  Not great,
still, it's good early.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Energy Drain [Elite]
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 20
Effect: Steal 8 to 18 energy from target foe.
Comment: My personal favorite elite skill as I generally play inspiration
annoyers.  This in tandem with the other energy stealing spells and counter
spells can completely cripple any caster, possibly two at a time if they aren't
very good.  Works well in PvE too.  Fairly quick recharge time as well.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Snik Hungrymind - [Spearhead Peak], Snik Hungrymind [Witman's
Folly],Gambol Headrainer [Ice Floe]

----

Name: Energy Surge [Elite]
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 20
Effect: Target foe loses 4 to 9 energy.  That foe, and all others in the area,
take 8 damage for each energy lost by the initial target.
Comment: Energy Burn with a little bit of AoE on it.  A good skill, but
probably not worth being your elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Balasi the Arcane [Iron Mines of Moladune], Melek The Virtuous
[Ring Of Fire], Mercia The Smug [Abaddon's Mouth]

----

Name: Energy Tap
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 3
Recharge Time: 20
Effect: Steal 8 to 13 energy from target foe.
Comment: The first direct stealing energy skill for a Mesmer.  Energy tap has a
rather long cast time and nets only a few energy after its use.  Still, this
skill can help aid in depleting an opponents energy in combination with many
others.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Epidemic
Attribute: None
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Any negative conditions on target foe are transferred to all adjacent
foes.
Comment: Rangers and warriors will love you, too bad adjacent foes is a very
small range.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Ether Feast
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 8
Effect: Target foe loses 5 energy.  You are healed for 8 to 24 points of health
for each point of energy lost.
Comment: The Mesmers only self heal.  This skill strips five energy from the
target and gives you life.  Be aware, if they have less than five energy, you
will get less life back.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Ether Lord
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 20
Effect: Hex.  Lose all energy.  For 5 to 9 seconds, target foe suffers energy
degeneration of 1 to 3, and you gain an additional energy regeneration of 1 to
3.
Comment: Perhaps the most underrated Mesmer skill.  Use this when you are down
to only five energy, you will then gain extra arrows of regen back to get you
on your feet, while squeezing the targets energy supply.  If you're a Me/Mo and
tend to use rebirth in battle, use this immediately after since it will deplete
you for casting rebirth.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Ethereal Burden
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 45
Effect: Target foe moves 50% slower for 10 seconds, you gain 10 to 20 energy
when ethereal burden ends.
Comment: An improved Imagined Burden, I think.  The recharge is high, the
energy gain not nearly enough compared to the initial cost of the skill.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Fevered Dreams [Elite]
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Hex, for 4 to 14 seconds, whenever target foe suffers a new condition,
all nearby foes suffer from it as well.
Comment: Slightly bigger range than epidemic, less work to keep track of too.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Plexus Shadowhook [Abaddon's Mouth]

----

Name: Fragility
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 15
Effect: Hex, for 8 to 18 seconds, target foe takes 5 to 28 damage each time
s/he begins or ends suffering from a condition.
Comment: Hey, think you could make a combo out of this and the skill above it?
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Guilt
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex, for 4 to 9 seconds, if target foe casts an offensive spell, that
spell fails and you steal 5 to 12 energy.
Comment: Quite handy, though the duration is quite short, it allows you to
monitor a caster you are not even highlighted on.  While you need to keep track
of how long the hex has been on, if you suddenly steal energy, you know that
person tried something, if not, they're either doing nothing or someone else
removed it.  Still, quite handy to use for neutralization of multiple casters.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Hex Breaker
Attribute: Domination Magic
Energy Cost: 5
Casting Time: 0
Recharge Time: 5
Effect: Stance.  For 15 to 75 seconds, any time you are the target of a hex,
that hex fails and the caster takes 10 to 39 damage.
Comment: Commonly used by Mo/Me's to prevent Mesmers from hexing them.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Ignorance
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 2
Recharge Time: 10
Effect: Hex, for 8 to 18 seconds, target foe can not use signets.
Comment: Hey hey!  Slap this on the last living member of a team before he
starts using his res signet.  Also good to stop warrior's from using their
healing signet over and over.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]

----

Name: Illusion of Haste
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Enchantment.  The status of crippled is removed.  For 5 to 10 seconds,
you move 33% faster than normal.  When Illusion of Haste ends, you become
crippled for 15 seconds.
Comment: Somewhat useful for escape.  If you actually get away in the ten
seconds, you're set.  If not, you're boned.  You can cast this again when it
expires to remove the cripple it just gave you, but eventually you would
probably run out of energy.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Illusion of Weakness
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Enchantment, lose 50 to 202 health.  This spell ends when you are under
25% maximum health.  When it ends, you gain 50 to 202 health.
Comment: Let's think.  You're a Mesmer.  In PVP you will almost always be the
first thing hit.  So, you can attract the enemies who are already going to come
after you!  Really, not that useful.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Illusionary Weaponry [Elite]
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 40
Effect: Enchantment.  For 30 seconds you deal no melee damage, but instead,
your melee damage is converted to 8 to 34 chaos damage.
Comment: The ultimate newbie elite.  Yes, there are builds which revolve around
this one skill.  I grant, chaos damage is very nice.  Armor is ignored, so in
almost all cases you do the said damage.  That having been said, one shatter
enchantment and it's all over for your build.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Digo Murkstalker [Iron Mines of Moladune] Didn Hopestealer [Snake
Dance]

----

Name: Imagined Burden
Attribute: Illusion Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 30
Effect: For 8 to 18 seconds target foe moves 50% slower than normal.
Comment: Too expensive.  Unless you're intending to run away from the crippled
warrior chasing you forever...
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Ineptitude [Elite]
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Hex, for 4 to 9 seconds, target foe takes 10 to 68 damage if he or she
attacks and becomes blinded for ten seconds.
Comment: A blind warrior is not terribly effective, nor is a blind ranger.
Still, not worthy of an elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Wyt Sharpfeather [Mineral Springs]

----

Name: Inspired Enchantment
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: varies
Effect: Spell, remove an enchantment from target foe and gain 3 to 13 energy.
That enchantment replaces inspired enchantment in your skill bar for 20
seconds.
Comment: Enchantment busters are nice, not having attributes in the enchantment
you steal, not so nice.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Inspired Hex
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: varies
Effect: Remove a hex from target ally and gain 3 to 13 energy.  Inspired Hex is
replaced for 20 seconds by that hex.
Comment: See above, replace "enchantment" with "hex"
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Keystone Signet [Elite]
Attribute: Inspiration Magic
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 30
Effect: Signet, all of your other signets are recharged, your non signet skills
are disabled for 17 to 7 seconds.
Comment: Although not many builds work with signets, Mo/Me or Me/Mo can.  I
*think* this works with a res signet also, but I'm not sure.  Not terribly
useful for an elite, anyway.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Rune Ethercrash [Spearhead Peak]

----

Name: Leech Signet
Attribute: Inspiration Magic
Energy Cost: 0, signet
Casting Time: .25
Recharge Time: 45
Effect: Interrupt target foes action.  If it was a spell, you gain 3 to 13
energy.
Comment: Another Mesmer interrupt which can counter any action, rather than
just spells.  Use it wisely.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Mantra of Concentration
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 60 to 156 seconds, the next time you would be interrupted,
you are not.
Comment: Meh, I prefer many other stances that a Mesmer has.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Mantra of Earth
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, whenever you take earth damage, that
damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you know you're going to an area with lots of earth damage.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Mantra of Flame
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, whenever you take fire damage, that
damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you're in an area taking heavy fire damage.
Unlock from [Needed only for PvP]:
Purchase from:

----

Name: Mantra of Frost
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, whenever you take Water/cold damage,
that damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you're in an area taking heavy water damage.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]
----

Name: Mantra of Inscriptions
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: For 30 to 78 seconds, you signet rings recharge 25 to 45% faster.
Comment: Use when you're.... ugh.  Well, just so you know, this does not work
with Res signet, so don't even try it :P.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]
----

Name: Mantra of Lightning
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, whenever you take air/lightning  damage,
that damage is reduced by 26 to 45% and you gain 1 energy.
Comment: Use when you're in an area which deals heavy lightning damage.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]

----

Name: Mantra of Persistence
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, any illusion magic hex you cast lasts 20
to 84% longer.
Comment: Perhaps the most useful stance.  Make your Conjure Phantasms, phantom
pains and migraine's last a lot longer.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Mantra of Recall [Elite]
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Enchantment.  For 20 seconds, you gain no benefit from this skill.
After that, you gain 13 to 25 energy.
Comment: It's like blood renewal for energy, except it sucks.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Facet of Chaos [Dragon's Lair], Featherclaw [Snake Dance]

----

Name: Mantra of Recovery [Elite]
Attribute: Fast Casting
Energy Cost: 15
Casting Time: 0
Recharge Time: 30
Effect: For 5 to 17 seconds, the recharge time on your skills is reduced by
50%.
Comment: Useful for long recharges such as chaos storm or Elementalist skills.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Goss Aleesh [Thirsty River], Ayassah Hess [Dunes of Despair],
Something in Elona Reach also has it.

----

Name: Mantra of Resolve
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: For 30 to 78 seconds, the next time you would be interrupted, you are
not and you lose 7 to 3 energy.  This skill ends when you can no longer
sacrifice the energy needed.
Comment: Quite useful if you have slow reaction times and tend not to step out
of a maelstrom right away, or if you want to get off every shot you can before
being crushed in pvp.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Hamill [Marhan's Grotto]

----

Name: Mantra of Signets
Attribute: Inspiration Magic
Energy Cost: 15
Casting Time: 0
Recharge Time: 30
Effect: For 10 to 22 seconds, the next time you use a signet it recharges
immediately.
Comment: Does not work on Res Signet.  Decent on say, a blessed signet for a
Protection Monk.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]

----

Name: Migraine [Elite]
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex, for 5 to 17 seconds, target foe suffers health degeneration of 1
to 3 and takes 100% longer to cast spells.
Comment: A great skill to slap down on a Monk, Elementalist or another Mesmer.
One of the better elite skills available to a Mesmer.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Pytt Spitespew [Ring of Fire]

----

Name: Mind Wrack
Attribute: Domination Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Hex, for 20 seconds, if target foes energy reaches zero, that foe takes
15 to 75 damage.
Comment: Good combination with spirit shackles or for energy stripping
Mesmers.
Although, Inspiration is the most effective energy ripper, domination magic
does have its fair share as well.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Panic [Elite]
Attribute: Domination Magic
Energy Cost: 25
Casting Time: 2
Recharge Time: 10
Effect: Hex. Target foe and all nearby foes are hexed with panic for 10 to 25
seconds, they suffer energy degeneration of 2 and take 10 to 68 damage each
time they use a signet ring.
Comment: I seldom use this one, honestly.  I probably should.  It just doesn't
seem the two go well together.  It wouldn't cripple a monk all that much, nor
do warriors use energy for the most part.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Moles Quibus [Hell's Precipice]

----

Name: Phantom Pain
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 15
Effect: Hex, target foe suffers health degeneration of 1 to 3 for 10 seconds,
after which, that foe sustains a deep wound for 5 to 17 more seconds.
Comment: This illusion skill is one of the better.  Deep wounds are nice, and
they go well with fragility/epidemic.  Life degeneration for a solid ten
seconds is also nice.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Physical Resistance
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 0
Recharge Time: 20
Effect: Stance.  For 30 to 78 seconds, you have +40 armor against physical
attacks, but 24 to 14 less armor against elemental attacks.
Comment: One of the more useful stances.  It should be obvious when to bring
this along.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Power Block [Elite]
Attribute: Domination Magic
Energy Cost: 15
Casting Time: .25
Recharge Time: 30
Effect: Spell, if target foe is casting a spell, that spell fails.  All other
spells of the same attribute are disabled for that foe for 3 to 15 seconds.
Comment: My favorite Elite from the domination  tree.  This is a way to quickly
take out a spike Elementalist by canceling their first skill with it then
doing on to annoy a different caster.  I find this skill less effective against
monks than you would initially figure, simply because monks are starting to
carry both healing prayer and divine favor skills.  Also, this skill has
difficulty countering reversal of fortune, due to that skills quick casting
time, making this almost useless on protectors who already have enchantments
up.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Lyssa's Cursed [Perdition Rock]

----

Name: Power Drain
Attribute: Inspiration Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 25
Effect: Spell, if target is casting a spell, it is interrupted and you gain 1
to 25 energy.
Comment: Hello half my energy back!  My personal favorite counter spell.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Power Leak
Attribute: Domination Magic
Energy Cost: 10
Casting Time: .25
Recharge Time: 20
Effect: Spell, if target foe is casting a spell, that spell is interrupted and
that foe loses 10 to 22 energy.
Comment: Another good counter spells.  Never hurts to drain an Elementalist of
nearly 40 energy and them not even getting a spell off to show for it.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Power Spike
Attribute: Domination Magic
Energy Cost: 10
Casting Time: .25
Recharge Time: 15
Effect: Spell, if target foe was casting a spell, it is interrupted and that
foe takes 20 to 86 damage.
Comment: Another counter spell, like all counters, the level only effects the
secondary effect such as taking energy or dealing damage, so if your main
concern is to bring another counter spell, bring this one with, even if it only
does 20 damage.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Shame
Attribute: Domination Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex, for 4 to 9 seconds, if target foe casts a spell onto an ally, that
spell fails and you steal 5 to 12 energy.
Comment: Useful way to momentarily annoy a monk without actually having to
watch them.  Short duration means you'll have to come back quickly, but it
gives you a chance to fire off another skill or two at someone else.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Shatter Delusions
Attribute: Domination Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 10
Effect: Remove one Mesmer hex from target foe, that foe takes 15 to 63 damage.
Comment: If you are really good, this is an excellent way to get some extra
bang for your buck just before your hexes expire.  Use this at the last moment
before they do.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Shatter Enchantment
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 25
Effect: Remove one enchantment from target foe.  If removed, that foe takes 14
to 83 damage.
Comment: Self explanatory.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Shatter Hex
Attribute: Domination Magic
Energy Cost: 15
Casting Time: 1
Recharge Time: 10
Effect: Remove a hex from target ally.  If removed, all foes nearby that ally
take 30 to 102 damage.
Comment: A nice way to deal some direct damage, actually.  you could echo this
and have a heavily hexed teammate run into a crowd and double cast this.  The
damage is surprisingly good.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Signet of Humility
Attribute: Inspiration
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 20
Effect: Target foe's elite skill is disabled for 1 to 13 seconds.
Comment: Always useful when someone relies on one skill for their entire build.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Signet of Midnight [Elite]
Attribute: None
Energy Cost: 0, signet
Casting Time: .75
Recharge Time: 15
Effect: You and target touched foe are blinded for 15 seconds.
Comment: Okay, in all seriousness, this skill should not be elite.  If by
chance you find yourself carrying it, at least you can blind the annoying
warriors chasing you around and maybe epidemic the blindness.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Learn from: Malus Phasmatis [Perdition Rock]

----

Name: Signet of Weariness
Attribute: Domination Magic
Energy Cost: 0, signet
Casting Time: 1
Recharge Time: 30
Effect: Target foe and all nearby foes lose 3 to 9 energy.
Comment: Unless you're just trying to keep someone out of energy, there's no
use to this skill.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Soothing Images
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: Hex, for 8 seconds target foe and all adjacent foes cannot gain
adrenaline.
Comment: Pretty pictures.... oooooo.  As most warrior skills take adrenaline
instead of energy, this is a good way to prevent them from using them.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Hamill [Marhan's Grotto]

----

Name: Spirit of Failure
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 10
Effect: Hex, for 30 seconds target foe has a 25% chance to miss with attacks.
You gain 1 to 4 energy each time that foe fails to hit.
Comment: Not a great way to get energy, though it can be a decent way to slow
down a flurry/frenzy happy warrior.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Spirit Shackles
Attribute: Inspiration Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 5
Effect: Hex, for 8 to 24 second, target foe loses 5 energy each time he or she
attacks.
Comment: Great skill.  If the PvE healer attacks you, it will get rid of it's
only advantage, being able to heal itself.  In PvE, you can squeeze the energy
reserves or rangers or casters who want to toss in their 8 wand damage, amazing
how many of them that there are.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Sympathetic Visage
Attribute: Illusion Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: Enchantment.  For 8 to 18 seconds, whenever target ally is hit by a
melee attack, all nearby foes lose all adrenaline and 3 energy.
Comment: A nice skill when several warrior enemies are pounding on an ally.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Wastrel's Worry
Attribute: Domination Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 1
Effect: Hex, after 3 seconds target foe takes 8 to 53 damage and wastrel's
worry ends.  This skill ends prematurely if that foe uses a skill.
Comment: One of the more direct damage skills.  I've never played around with
it, but it seems spammable, so I suppose one would circulate the party knocking
up every enemy with damage from it.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----
3. Monk Skills
----

Monks have four attributes, healing prayers, protection prayers, smiting
prayers and divine favor.  Divine favor is for primary monks only.  It has only
 a few skills associated with it, but grants 3.25 [rounded down, always] extra
life to a friendly target when that target is hit by any spell cast by the monk
 [exceptions include full party skill, such as Aegis and Heal Party].  Divine
favor increases the effectiveness of healing spells by quite a lot.

----

Name: Aegis
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 30
Effect: All party members have a 50% to block attacks for the next 5 to 10
seconds.  Now only affects party members, not all friendly units.
Comment: A decent protection skill.  It is a bit expensive with a long
recharge, but it can come in handy for the initial charge into a group.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Amity [Elite]
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 60
Effect: All adjacent foes can not attack for 8 to 18 seconds, unless they take
damage.
Comment: Mass pacifism.  Provided your party can hit individual targets rather
than using area of effect, this skill can be great.  It not, it is totally
worthless.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Pravus Obsideo  [Perdition Rock]

----

Name: Aura of Faith [Elite]
Attribute: Divine Favor
Energy Cost: 10
Casting Time: 1
Recharge Time: 20
Effect: Enchantment.  For 60 seconds, enchanted ally gains 24% to 45% more
health when healed.
Comment: This is a decent spell for a second healer monk in a party.  You can
have three of them active due to the fairly low recharge time, making the other
healing monk's job easier.  Not recommended if you are the only monk in the
party.  Also, as it is an enchantment, it can be easily busted by any number of
skills in many areas of the game.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Coventina The Matron [Ring of Fire], Willa The Displeased
Capture From: [Abaddon's Mouth]

----

Name: Balthazar's Aura
Attribute: Smiting Prayers
Energy Cost: 25
Casting Time: 1
Recharge Time: 15
Effect: For 10 seconds, target ally deals 10 to 22 holy damage to each adjacent
foe, each second.
Comment: An improved Symbol of Wrath.  Balthazar's Aura is a great smiting
skill.  Unlike symbol, you can cast this on any party member and it follows
them around wherever they go.  This can be good, or bad, though.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Balthazar's Spirit
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, target ally gains adrenaline and energy after taking
damage.
Comment: The adrenaline increases with the level of smiting, this skill works
with redirected damage such as life bond, making it a great way to recover the
upkeep for both skills.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Bane Signet
Attribute: Smiting Prayers
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 25
Effect: Target foe takes 26 to 50 holy damage.  If that foe was attacking, it
is knocked down.
Comment: Long recharge, but useful in the early game to smiters.  Knockdown is
also quite effective when used at the right times.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Banish
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 10
Effect: Target foe takes 20 to 49 holy damage.
Comment: This is one of the more spammable smiting skills, if such a thing
exists.  The damage is rather weak, but it is one of the first two direct
damage smiting skills, it is worth at least a mention.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Blessed Aura
Attribute: Divine Favor
Energy Cost: 10
Casting Time: 2
Recharge Time: 2
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, any Monk enchantment you cast
lasts 10% to 30% longer.
Comment: This refers to non-upkeep enchantment, such as healing breeze,
protective spirit and so on.  This is not a terribly useful skill unless you
are a pure protector or like maintaining enchantments for Blessed Signet use.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Blessed Signet
Attribute: Divine Favor
Energy Cost: None, signet
Casting Time: 2
Recharge Time: 10
Effect: For every enchantment you are maintaining, you gain 3 energy, with a
maximum of 3 to 20 energy gained in this way.
Comment: Very useful way for pure protection monks to keep their energy alive.
Doing this can easily allow you to maintain enchantments which give you
negative regeneration.  Only useful on a monk primary though.  Also, it only
applies to monk skills with upkeeps.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Contemplation of Purity
Attribute: Divine Favor
Energy Cost: 5
Casting Time: .25
Recharge Time: 5
Effect: You lose all enchantments on you.  For each one you lose, you gain 6 to
65 health, lose one hex and lose one condition.
Comment: As enchantments are generally quite expensive, using this method to
heal yourself by first buffing yourself with useless spells is not effective.
This should generally be used as a last resort.  Certain enchantments with
duration, say, healing breeze, could be purified when they start flashing to
indicate they are wearing off.  Rather than get the one second of health from
breeze, use this to gain more and remove any unwanted conditions.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Convert Hexes
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 20
Effect: All hexes are removed from target other ally.  For 8 to 18 seconds,
that ally gains +10 armor for each of those hexes which was a Necromancer hex.
Comment: An easy way to give the poor defenseless casters more defense while
removing all of their negative conditions.  If the recharge were a bit better
this would be a great skill.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Divine Boon
Attribute: Divine Favor
Energy Cost: 5
Casting Time: .25
Recharge Time: 1
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, whenever you cast a monk spell on
an ally, that ally is healed for 25 to 61 additional points, but you lose 2
energy.
Comment: This spell goes both ways.  It can be extremely good under certain
scenarios, or quite bad in others.  I have difficulty explaining when to use
this and when not to use it, but if you are constantly casting small spells on
allies, you will deplete your energy in a fast hurry this way.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Divine Healing
Attribute: Divine Favor
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Heal yourself and all nearby members of your party for 10 to 210
points.
Comment: This spell has about the range of heal area, though heals for
substantially more and does not heal nearby enemies.  However, it takes longer
to cast and has an absurd recharge time.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Thengen [Port Sledge]

----

Name: Divine Intervention
Attribute: Divine Favor
Energy Cost: 10
Casting Time: .25
Recharge Time: 30
Effect: In the next ten seconds, if target receives lethal damage, the damage
is ignored and that ally instead gains 26 to 197 health.
Comment: This spell is an easy way to save someone rather than using heal
other, however, it is not without downfalls.  Divine Intervention is an
enchantment, and as such, it can be removed.  Likewise, it will expire at some
point too, so if the enemy realizes what you have done, they may just ignore
the target for ten seconds and wail on someone else in that time, further
depleting your energy.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]

----

Name: Divine Spirit
Attribute: Divine Favor
Energy Cost: 10
Casting Time: .25
Recharge Time: 60
Effect: For 1 to 9 seconds, Monk spells cost 5 less energy to cast.  Spells can
not be reduced below 1 energy.
Comment: This skill sounds useful, though, it really is not.  The duration is
quite short and you will have to cast two and a half five energy spells just to
break even on the original cost of the divine spirit.  Unless you are a smiter,
or a protector enchanting others before a battle, this skill will not help you
much, as it requires a fair amount of startup energy followed by several quick
shots of spells.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Draw Conditions
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 1
Effect: All negative Conditions are taken from target other ally and given to
you.  For each condition received, you gain 6 to 22 life.
Comment: Although you do not solve the problem of getting rid of the negative
condition, being able to pass it around does have it's advantages.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]

----

Name: Dwayna's Kiss
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 3
Effect: Heal target other ally for 15 to 51 points.  Heal for 5 to 17 more
points for every enchantment and hex on that ally.
Comment: A good spell.  The limiting factor is that it can not target yourself.
As allies generally have at least one hex or enchantment on them, this spell
does heal better than orison, though with a slower recharge.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Essence Bond
Attribute: None
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While you maintain this Enchantment, whenever target ally takes
physical damage, you gain one energy.
Comment: Not too many uses for this skill, but here is a good one.  Life bond a
warrior in the party and make it clear that s/he should run into the middle of
everything.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]

----

Name: Guardian
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Enchantment, for the next 5 seconds target ally has a 20% to 44% chance
to block attacks and magical attacks which are projectiles.
Comment: This skill is just under powered.  The duration is too short, the
chance to block never elevates enough.  Oh well, I suppose if you have no
better skills to cast, this one is at least spammable.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Heal Area
Attribute: Healing Prays
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Heals all allies or enemies in a small area near you for 30 to 150
points of health.
Comment: This spell can be good or bad, depending on how well you play.  If you
generally position yourself directly next to the casters and rangers, you can
heal them all for a large amount without moving.  Likewise, you can creep up
behind your wall of warriors and heal all of them, but still be out of range of
the enemies.  This spell becomes bad when you have a Monk with no clue how to
play healing the enemies with this and not even realizing it.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Heal Other
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: .75
Recharge Time: 3
Effect: Heal target other ally for 35 to 151 points of health.
Comment: A must have for a healing Monk.  Heal other is a quick recharging
spell which packs quite the healing punch.  With solid divine favor, Heal Other
is good for around 200 health.  The only downfall is this is yet another spell
which can not target yourself [duh!]
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Heal Party
Attribute: Healing Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 0
Effect: Heals all members of your party, whom are within the range of the
compass, for 16 to 67 health.
Comment: This is by far the best long range healing spell for a monk.  It
allows you to heal everyone when the party gets spread out.  However, the spell
is rather expensive to cast and even with runes, sits around only 80 health per
person.  Still, there are some uses for it, particularly when everyone gets hit
by the same moderate damage attacks.  While it is nice, do not take this in
favor of a more efficient one target healing spell.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Healing Breeze
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 1
Recharge Time: 2
Effect: Enchantment, for 10 seconds, target ally gains a health regeneration of
3 to 8 arrows.
Comment: A great skill in the early game, healing breeze will heal most people
faster than they can take damage.  Its effects are less impressive as the game
progresses.  Enchantment busters hurt it's functionality, gaining 160 health
over 10 seconds, while nice, may not be effective enough.  Furthermore, with
all of the methods of health degeneration later in the game, healing breeze is
often used as a way to counter the negative health arrows, and gives but a few
positive ones in its place.  Despite all of this, healing breeze has never made
its way out of my skill bar.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Healing Hands [Elite]
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 25
Effect: For the next ten second, whenever target ally takes physical damage,
that ally is also healed for 5 to 25 points.
Comment: Thanks to all the patching, this skill is now infinitely better than
healing seed.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Rull Browbeater [Perdition Rock], Dwayna's Cursed [Perdition
Rock]

----

Name: Healing Seed
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 25
Effect: Whenever target ally takes damage in the next 10 seconds, that
ally and all nearby allies gain 3 to 25 health.
Comment: This skill has had its duration basically cut in half.  It is no
longer super godly, now it is just an unelite more expensive version of healing
hands.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Healing Touch
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 5
Effect: Heal target touched ally for 16 to 51 health.  The effects of Divine
Favor are doubled for this skill.
Comment: Easily the best self healing skill for a primary monk.  With decent
divine favor, this skill can heal in excess of 150 health with a quick recharge
time.  Fairly effective for healing other casters too, provided they stand
nearby.  Not so great for healing warriors, unless you like standing that far
up.  This is a great skill which any primary monk healer should consider using.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Holy Strike
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 8
Effect: Target touched foe takes 10 to 34 holy damage.  If attacking, that foe
is knocked down, and takes an additional 10 to 22 holy damage.
Comment: The best "spiking" attack for a smiter.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]

----

Name: Holy Veil
Attribute: None
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, any hexes of enchantments cast on
target creature take twice as long to cast as they normally would.
Comment: Not terribly useful.  Perhaps decent if you are a primary Mesmer
trying to counter hex spells, but Mesmers have several skills for slowing
casting time, so this would seem pointless.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Holy Wrath
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, whenever target ally takes attack [physical] damage,
this spell deals 66% of the damage back to the source, maximum of ??? to ???,
and you lose 10 energy.
Comment: Having never tried this skill, but just reading it, this seems
worthless...  At least it doesn't cancel when you're out of energy.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Infuse Health
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: .25
Recharge Time: none
Effect: Your current health is reduced by 50%.  Target other ally is healed for
100% to 129% of the health you just lost.
Comment: This is perhaps the most underrated healing skill in the game.
However, it is better when your secondary is monk.  I generally carry this
around if that is the case, because it can come in handy.

Use this skill if you are a ranged caster/attacker and usually at full life.
When the primary Monks are down on energy, call that you are infusing someone
with health [so the Monk's don't think you just got popped for 300 damage].
This is a great way to save someone trying to escape, due to the quick cast
time.  Furthermore, it is one of the few ways to keep the ever so dumb NPC's
alive if you have no monks in the party.

The obvious downfall is that you will lose a lot of life casting this, but at
the end of the day, it's the fastest way to heal without dedicating an entire
build around it.

Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Judge's Insight
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: For 8 to 18 seconds, target ally gains 20% armor penetration and does
holy damage.
Comment: Great skill against heavily armored opponents, as holy damage is
difficult to resist, and does additional against some necromancers and the
undead.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Life Attunement
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally deals less combat
damage, but receives a 14% to 43% greater amount of health when healed.
Comment: Never used this skill to be honest, probably decent when used on a
caster who is not attacking anyway.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Life Barrier [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 5
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, damage to target other ally is
reduced by 20% to 44%.  If your health drops below 50% and that ally takes
damage, Life Barrier ends.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Enshal Hardwood [Frozen Forest]

----

Name: Life Bond
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target other ally takes only 50%
damage from attacks, the other half is redirected to you, though reduced by 3
to 25 points.
Comment: A great skill that should be considered by any protector.  Even a
healer may wish to stock this in the event the entire party aside from you and
someone else die.  Use this to keep that person alive longer and make healing
easier.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Ephaz [Beetletun]

----

Name: Light of Dwayna
Attribute: None
Energy Cost: 25
Casting Time: 4
Recharge Time: 30
Effect: Revives all nearby dead allies.
Comment: The key word here is "nearby".  You basically have to be standing on
them.  Meaning, of course, if your entire team did not die in a pile, nothing
will happen.  While it is quicker then most life bringing spells, it is also
grossly expensive and unpractical.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]

----

Name: Live Vicariously
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While you maintain this enchantment, you gain 1 to 11 health when
target ally strikes a foe.
Comment: This skill is rather lame.  The few uses may be to slap it on a
Barrage ranger or Cyclone Axe Warrior and then not have to worry about healing
yourself.  Still, just avoid this skill unless you want to experiment.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Mark of Protection [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 45
Effect: For 10 seconds, whenever target ally would take damage, that ally is
instead healed for that amount, maximum of 6 to 49 points.  All of your
protection prayers are disabled for ten seconds.
Comment: The best protection elite, this skill is a long term reversal of
fortune.  Great for bringing someone from near death up a good deal of health
before the opponent notices.  Its weakness is the remainder of your skills
being blacked out, but if you're just marinating things, who cares.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Lokar Icemender [Iron Mines of Moladune], Bolis Hillshaker
Capture From: [Thunderhead Keep]

----

Name: Martyr [Elite]
Attribute: None
Energy Cost: 5
Casting Time: .25
Recharge Time: 10
Effect: All negative conditions from all members of the party are transferred
to you.
Comment: A nice way to cure everyone else at the cost of yourself.  While this
skill can be useful, do not bother to equip it as it is a waste of an elite.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Capture From: Capture From: Capture From: Dwayna's Cursed
[Perdition Rock]

----

Name: Mend Ailment
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 2
Effect: Remove one condition from target ally.  That ally gains 5 to 57
life for each remaining condition.
Comment: I prefer mend condition, but this spell is useful as well, and it can
self target.
Unlock from [Needed only for PvP]:Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Mend Condition
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 2
Effect: Remove one condition from target other ally, that ally is healed for 5
to 57 points.
Comment: A more surefire way of healing by condition removal.  Quick recharge,
low cost.  This is the way to go.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Mending
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally gains health
regeneration of 1 to 3 arrows.
Comment: Commonly seen as the main healing skill of Warrior Monks, a primary
monk can make good use of this early, as well.  If you boost the heck out of
healing and just slap mending on your party [or henchmen], you can basically
waltz to Yak's Bend with almost no problems [Charr Chaot's can shatter them,
but they are few and far between].  The 3 arrows should be more than enough to
keep everyone from losing life unless they recklessly run into a crowd.  Once
you reach Yak's Bend, this skill should not be used as your only skill.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Orison of Healing
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Heal target ally for 20 to 60 points.
Comment: The bread and butter healing skill.  Orison, with divine favor, does
in the neighborhood of 100 healing to any friendly target.  It has a quick
recharge as well.  As it costs only five energy, provided you have four arrows
of regeneration of energy, you should be able to cast this skill and by the
time it recharges have the same amount of energy.  While it is not that good in
the late game, most monks keep it anyway, because it is cheap and quick to
recharge.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Pacifism
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 3
Recharge Time: 30
Effect: for 8 to 18 seconds, target foe can not attack, this effect ends if
that foe takes damage.
Comment: I find this skill to be extremely lame.  There is so much AoE in this
game, or just incompetent teammates.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Peace and Harmony [Elite]
Attribute: Divine Favor
Energy Cost: 5
Casting Time: 1
Recharge Time: 45
Effect: For 30 to 78 seconds, target ally gains +1 energy regeneration.  This
is an enchantment spell, and ends prematurely if that ally attacks or casts a
spell which targets a non-ally.
Comment: One of the more useful Monk Elites, which is saying a lot as Monk's
easily have the best elites in the game.  Peace and Harmony, as an enchantment,
can be removed, however, Monk's tend to stay back enough where enchantment
busters, in PvE at least, will fail to hit them.  Casting this on yourself can
greatly increase your effectiveness in battle.

Consider this alternative though.  Casting it on some forms of fire
Elementalists may help even more.  Ones which use skills which require them to
get close, such as inferno and lava font, are not in fact targeting enemies
with their skills.  Provided s/he has enough of these skills, you could supply
that ally with increases energy regeneration.

Personally, this is my second favorite Monk elite.  It allows you to maintain
another enchantment, basically for free, or spout off more spells.  If you are
a healer, I would still take Word of Healing over this skill though.

Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Marnta Doomspeaker [Snake Dance]

----

Name: Protective Bond
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally cannot take damage
more than 5% of his or her maximum life at a time.  When this skill prevents
damage, you lose 6 to 4 energy, if you can not, the enchantment ends.
Comment: A nice way to prevent damage, but extremely high energy maintenance.
Haven't really found a long term solution to using this other than for soloing.
Patch Notes: Now at level 17 it still takes away 3 energy, instead of 1, making
this skill a virtual relic of the past, unless you're one of the few who has
found a way around this, already.  DO NOT EMAIL ME REGARDING THIS.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Protective Spirit
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: .75
Recharge Time: 5
Effect: For 5 to 19 seconds, target ally cannot lose more than 10% health from
a single attack or spell.
Comment: Decent duration, good effects.  However, it does not protect against
all forms of enemy damage dealing, particularly those which deals high amounts
of damage.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Purge Conditions
Attribute: None
Energy Cost: 5
Casting Time: .25
Recharge Time: 30
Effect: Remove all negative conditions from one ally.
Comment: A nice spell to get rid of many pesky conditions at once.  The
recharge is pretty high, but it is the first condition removal skill you will
come across.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Purge Signet
Attribute: None
Energy Cost: 0, signet
Casting Time: 3
Recharge Time: 30
Effect: Removes all conditions and hexes from target ally.  You lose 10 energy
for each one removed.
Comment: Not very useful.  This is a great way to run out of energy in a fat
hurry.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Rebirth
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 6
Recharge Time: 0
Effect: Target dead ally is revived and teleported to your current location.
Your energy is reduced to zero.  The revived ally's skills are disabled for 10
to 4 seconds.
Comment: This skill seems to have become the standard revival skill.  However,
half the people do not understand how to use this.

When NOT to use:

-When you are in a crowd of enemies.  The person you res is just going to die
again, they will respawn with barely any life and no skills.

-When you are the only monk in the party and the battle rages on.  Hello, six
seconds with no healing, and then a few more for your energy to come back.
Defenseless party alert!

When TO use:

-When you have boldly chickened out and everyone else died.  This skill allows
you to revive a teammate without agroing any enemies.

-When you are a secondary monk, and a ranged attacker not reliant on energy.
Make sure to call that you are using the skill during battle so the monk knows
to get ready to heal the person when they pop up safely back.

Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Remove Hex
Attribute: None
Energy Cost: 5
Casting Time: 2
Recharge Time: 7
Effect: Removes one hex from target ally.
Comment: One of a select few ways to remove hexes in the game.  Cheap spell,
decent recharge.  Only carry it along for hex heavy areas though.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Restore Condition [Elite]
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 2
Effect: Remove all conditions from target other ally.  That ally gains 10 to 58
life for each on removed.
Comment: Great condition remover.  Easily the best one.  However, as it is an
elite skill, unless you are solely a hex/condition buster, I can not suggest
using this skill.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Spindle Agonyvein [Abaddon's Mouth]

----

Name: Restore Life
Attribute: Healing Prayers
Energy Cost: 10
Casting Time: 8
Recharge Time: 0
Effect: While standing over target dead ally, Restore Life will bring that ally
back to life with 26% to 45% health and 42% to 80% energy.
Comment: Often considered the most "noob" resurrection spell, this deserves a
second look.  Yes, it takes forever to cast.  Yes, you have to stand on the
party member for it to work.  However, unlike resurrect, the target comes back
to life with considerable health and energy, allowing them to get out of danger
if it still exists.  Unlike rebirth, they do not come back to life with a
sliver of health and all of their skills disabled.  This skill is more useful
when you have two monks in the party, having one load up on this and do mid-
battle resurrecting, bringing back allies in a not so critical state as when
another ally pops off a rebirth and the person comes back with no health in the
middle of a pack.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Taltosh [Grendich Courthouse]

----

Name: Resurrect
Attribute: None
Energy Cost: 10
Casting Time: 8
Recharge Time: 0
Effect: Resurrect target ally with very little health and energy.
Comment: This skill does have range, unlike restore life, but revives the
fallen teammates with barely any health, making them easy bait for another
immediate death should danger exist.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Retribution
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, whenever target ally takes damage, 33% of it is dealt
back to the attacker, maximum of 5 to 17 damage.
Comment: Again, seems pretty worthless to me.  At least this one doesn't eat
extra energy, though the reflect damage caps far too low.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Reversal of Fortune
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .25
Recharge Time: 2
Effect: The next time target ally would take damage, that ally gains that
amount of life instead.  That ally can only gain 15 to 67 life in this way.
Comment: The bread and butter Protection Monk spell.  Cheap, fast, spammable.
Reversal of Fortune essentially two hits, assuming they do around the same
damage.  However, some smart players are able to anticipate when someone will
get hit by this spell, and do two damage accordingly.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Scourge Healing
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: For 30 seconds, every time target foe is healed, the healer takes 15 to
67 holy damage.
Comment: One of the better smiting skills, very effective against the annoying
healer bosses spread throughout the game.
Unlock from [Needed only for PvP]:
Purchase from: Bartoch [Droknar's Forge]

----

Name: Scourge Sacrifice
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 5
Effect: For 8 to 18 seconds, every time a foe sacrifices life, that foe loses
twice the normal amount.  This skill now affects all adjacent targets.
Comment: Useful against blood necromancers, not much else.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Gammel [Copperhammer Mines]

----

Name: Shield of Deflection [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 2
Recharge Time: 5
Effect: For 5 to 10 seconds, target ally has a 50% to 70% chance to Evade
attacks and gains 12 to 22 armor.
Comment: Yet another wonderful Protection Monk elite skill.  Shield of
regeneration and Mark of Protection are probably better, but this one is
nothing to be ignored.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Grun Galesurge [Ring of Fire]

----

Name: Shield of Judgment [Elite]
Attribute: Smiting Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 45
Effect: For 8 to 18 seconds, every time target foe is struck for physical
damage, the dealer of the damage is knocked down, taking 5 to 41 damage.
Comment: This skill is highly annoying.  After being knocked down the first
time, most people are not dumb enough to continue attacking the same target
though.  Still, knockdown is a great tactical advantage, so is forcing people
to take up new targets.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Myd Springclaw [Mineral Springs]

----

Name: Shield of Regeneration [Elite]
Attribute: Protection Prayers
Energy Cost: 15
Casting Time: 1
Recharge Time: 20
Effect: Target ally gains 3 to 9 health regeneration and 40 armor for 5 to 10
seconds.
Comment: Another great elite protection skill.  This one is my personal
favorite, but it is a bit pricey.  Still, if Lina uses it... how bad can it be?
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Facet of Light [Dragon's Lair]

----

Name: Shielding Hands
Attribute: Protection Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 25
Effect: For 10 seconds, all damage incurred by target ally is reduced by 3 to
15 points.
Comment: Very useful in the early stages of the game, easily being able to
reduce all damage to zero.  However, with the long recharge time and increasing
amounts of damage taken later, this skill will quickly find its way out of your
skill bar.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Signet of Devotion
Attribute: Divine Favor
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 5
Effect: Heal target ally for 14 to 83 points.
Comment: A skill which is getting more attention in both PvP and PvE as of
late.  Signet of Devotion is a slow Orison of healing which costs no energy.
As such, it is backfire proof as well as some other skills.  I would recommend
this only as a third healing spell though, do not try and build your entire
character around this.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Captain Greywind [Ascalon Settlement]

----

Name: Signet of Judgment [Elite]
Attribute: Smiting Prayers
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 30
Effect: Target foe is knocked down and takes 15 to 63 holy damage.  All foes
nearby to the knocked down foe also take the damage, but are not knocked down.
Comment: Although this is not helpful to you, taking on several Azure Shadows
at once often results in being hit with this from all of them in succession,
highly damaging.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Fawl Driftstalker [Talus Chute], Balt Duskrider [Iron Mines of
Moladune]

----

Name: Smite
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Deals 10 to 46 holy damage to target foe.  If that foe was attacking,
it takes an additional 10 to 22 damage.
Comment: Along with Banish, the only spammable smiting skill.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Smite Hex
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 15
Effect: Remove a hex from target ally.  All foes nearby to that ally take 10 to
70 damage.
Comment: A great hex remover, does damage too.  Sadly, the recharge is too high
to make it terribly effective.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Spell Breaker [Elite]
Attribute: Divine Favor
Energy Cost: 15
Casting Time: 1
Recharge Time: 45
Effect: For 5 to 16 seconds, target ally can not be the target of any hostile
spell.
Comment: This spell is picking up popularity fast, and rightly so, it is so
broken [that means overpowered].  However, it is not impossible to overcome.
First, the recharge is relatively long.  Second, while the person can not be
the initial target, s/he can still be affected by the spell if it is AoE or
non-target based.  Still, this skill deserves major consideration against the
caster areas of the game.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Raptorhawk [Snake Dance]

----

Name: Strength of Honor
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While maintained, target ally deals 1 to 8 more damage in melee combat.
Comment: USELESS.  Low damage plus maintenance + melee only = no thanks.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Succor
Attribute: None
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Upkeep: 1 energy arrow.
Effect: While this enchantment is maintained, target other ally gains health
and energy regenerations of 1 and you lose 1 energy each time that ally casts a
spell.
Comment: Highly annoying spell.  You can give up both energy and energy
regeneration, so someone else in the party gets a puny one extra arrow.  This
is not worth it unless you're a pure protector and want to get the energy back
using blessed signet or something along those lines.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Marna [Ice Tooth Cave]

----

Name: Symbol of Wrath
Attribute: Smiting Prayers
Energy Cost: 5
Casting Time: 2
Recharge Time: 30
Effect: For 5 seconds, foes adjacent to you take 8 to 27 holy damage per
second.
Comment: Cheap, damaging.  Common on warrior/monks.  The recharge is quite high
and the duration low, still, it is worth considering if you are a smiter or a
warrior/monk.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Unyielding Aura [Elite]
Attribute: Divine Favor
Energy Cost: 5
Casting Time: 3
Recharge Time: 60
Upkeep: 1 arrow of energy regeneration
Effect: Target dead ally comes back to life with 100% health and energy.  If
that ally dies, or if this enchantment is removed/unmaintained, that ally dies,
but does not incur a death penalty for that death.  This spell fails 50% of the
time if Divine Favor is less than level 5.
Comment: Damn is this skill fun.  It has the same premise of Vengeance, but you
get to control when the person dies again, unless it is removed from the enemy.
As it is an elite skill, if your goal is to have a quick full res, I would
stick with Vengeance, as this skill is not worthy of being elite.

However, Unyielding Aura does have many fun perks.  Here are a few:

When a person in your party is constantly running off and getting killed, res
him using this spell.  Now, with that ally on your leash you can control the
action.  If s/he runs off again and does not heed warnings, simply stop
maintaining the enchantment.

Okay, so other than a quick res or the leash factor, this skill is fairly
useless, but think of all the fun you can have :)!

Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Ipillo Wupwup [Witman's Folly]

----

Name: Vengeance
Attribute: None
Energy Cost: 10
Casting Time: 4
Recharge Time: 60
Effect: Enchantment, bring target ally back to life with full health and
energy.  After thirty seconds, or if this enchantment is removed, that ally
dies again.  Deaths caused by the removal of, expiration of, or otherwise
during Vengeance do not cause additional death penalties.
Comment: A handy res spell, to say the least.  Vengeance brings someone back at
full power, if only for a short time.  Use that person as a meat shield, since
they are going to die again anyway.  This skill is more fun then anything else,
but does have its practical purposes.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Vigorous Spirit
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: 1
Recharge Time: 4
Effect: Enchantment spell, for 30 seconds, whenever target ally attacks of
casts a spell, that ally gains 1 to 11 health.
Comment: Similar to Live Vicariously, though perhaps more useful.  This skill
does not have an upkeep and is triggered by casting as well as attacking.
Still, I would not recommend bringing this one along unless you are a
supporting healer, rather than a pure healer.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Vital Blessing
Attribute: Protection Prayers
Energy Cost: 10
Casting Time: 2
Recharge Time: 0
Upkeep: 1 energy arrow
Effect: While this enchantment is maintained, target ally gains 40 to 168 more
maximum health,
Comment: This is a skill I have not spent much time with.  Having more life is
good, though at the cost of energy regeneration, I'm not sure it is worth it.
Maybe if monk is your secondary, but still, what a waste of stat points.  Oh
well, e-mail me some crazy ideas involving this skill, other than giving people
more life for UW and FoW runs.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Watchful Spirit
Attribute: Divine Favor
Energy Cost: 15
Casting Time: 2
Recharge Time: 10
Upkeep: 1 arrow of energy regeneration
Effect: While you maintain this enchantment, target ally gains health
regeneration of 2.  If watchful spirit ends, that ally gains 30 to 150 health.
Comment: Honestly, I have never used this skill, but it looks to be an
interesting mix between mending and an unwatched [aka, self activating] heal.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Word of Healing [Elite]
Attribute: Healing Prayers
Energy Cost: 5
Casting Time: .75
Recharge Time: 4
Effect: Heal target other ally for 16 to 67 health.  Heals for an additional 15
to 83 points of health if that ally is below 50% health.

Note: the extra health is applied only if the target is under 50% health AFTER
the initial healing + divine favor.  In reality, the target will need to be at
around 33% life for the extra healing to trigger.

Comment: Without much question, this is the best elite skill a healing monk can
have, perhaps the best a monk can have.  Word of healing can easily restore
over 200 health to an ally for five energy.  The only downfall is that it can
not target the caster, but oh well.  This skill should be seriously considered
by any primary healer.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Purchase from: ---
Capture From: Wissper Inssani [Elona Reach], Josso Essher [Thirsty River]

----

Name: Zealot's Fire
Attribute: Smiting Prayers
Energy Cost: 10
Casting Time: 1
Recharge Time: 30
Effect: For 60 seconds, whenever you use a skill on an ally, all adjacent foes
to that ally are struck for 5 to 37 fire damage.
Comment: Has its uses, I suppose, assuming you are consistently casting spells
on the same ally.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

---
4. Necromancer Skills
----

Necromancers have four attributes, Blood Magic, Death Magic, Curses and Soul
Reaping.  Soul Reaping is the primary attribute.  There are no skills which use
this attribute, but it does give a necromancer 1 energy point per level that
the attribute is at, for each ally, minion or enemy which dies nearby.
"Nearby" in this instance is huge, roughly the size of the compass.  With
multiple points in this attribute, a Necromancer can effectively never have to
watch out for his or her energy supply.  Necromancers carry a vast array of
anti-melee skills, making them the bane of most warriors.  They also carry some
anti-caster skills, but no where near the amount that the Mesmer does.

----

Name: Animate Bone Fiend
Attribute: Death Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 5
Effect: Turn the nearest corpse into a level 1 to 14 Bone fiend.  Bone Fiends
attack at range.
Comment: I personally like the fiends to the horrors and minions.  They tend to
do more damage and live longer.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Animate Bone Horror
Attribute: Death Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 5
Effect: Turn the nearest corpse into a level 1 to 14 Bone Horror.
Comment: Avoid this one, though, you do get it the earliest.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Animate Bone Minions
Attribute: Death Magic
Energy Cost: 25
Casting Time: 3
Recharge Time: 5
Effect: Turn the nearest corpse into two level 0 to 10 Bone Minions.
Comment: Rather expensive and the minions are often 8 to 10 levels lower than
any target.  Not worth it.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Aura of the Lich [Elite]
Attribute: Death Magic
Energy Cost: 15
Casting Time: 3
Recharge Time: 30
Effect: Elite Enchantment.  For 24 to 53 seconds, your maximum health is
halved, but you take half damage and half healing from all sources.  When Aura
of the Lich ends, you are healed for 50 to 202 health.
Comment: I'll leave you to put this into a combo <<.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Capture From: Maligo Libens [Hell's Precipice]

----

Name: Awaken the Blood
Attribute: Blood Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 45
Effect: Enchantment.  For 20 to 39 seconds, you gain +2 blood magic and +2
curses, but, whenever you sacrifice health, you sacrifice 50% more than normal.
Comment: A very effective way to boost several of the more desirable
necromancer skills.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Mazzim [Fisherman's Haven]

----

Name: Barbed Signet
Attribute: Blood Magic
Energy Cost: 0, signet
Casting Time: 2
Recharge Time: 20
Effect: Sacrifice 8% max health.  You steal 18 to 52 health from target foe.
Comment: I've honestly never used this, but as 52 life is about 8% of 480...
er, is it?  Well, anyway, this just seems like a way to spike some damage.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Barbs
Attribute: Curses
Energy Cost: 10
Casting Time: 2
Recharge Time: 30
Effect: Hex, for 30 seconds target foe takes 1 to 8 more damage when hit by a
physical attack.
Comment: Very ineffective way to add damage.  The extra damage is hardly
noticeable unless you're a minion master and you've got a load of tiny horrors
beating away on something.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Blood Renewal
Attribute: Blood Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 10
Effect: Enchantment.  Sacrifice 33% max health.  For 10 seconds, you gain
health regeneration of 3 to 5.  When blood renewal ends, you gain 40 to 160
health.
Comment: Effective way to heal yourself, if it gets ripped off of you, even
better!
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Blood Ritual
Attribute: Blood Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 2
Effect: Enchantment.  Sacrifice 17% max health, for 8 to 13 seconds, target
touched foe gains energy regeneration of +3.  You can not target yourself.
Comment: Honestly, this spell is overrated.  First, you need to touch, second,
it has a 2 second cast time, third, in 13 seconds +3 energy regeneration is 13
energy, and you just took 10 to cast it.  Basically, you gave someone three
free energy.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Blood is Power [Elite]
Attribute: Blood Magic
Energy Cost: 5
Casting Time: .25
Recharge Time: 0
Effect: Elite Enchantment.  Sacrifice 33% max health, for 10 seconds, target
ally gains 3 to 5 energy regeneration.
Comment: This one, however, is great.  Five energy regeneration is a much
better rate, and the spell is cheaper.  The sacrifice penalty is higher, but
easy enough to work around you.  Monks will love you, you dirty old man.
Unlock from [Needed only for PvP]: Dakk [Droknar's Forge]
Capture From: Cry Darkday [Snake Dance]

----

Name: Blood of the Master
Attribute: Death Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Sacrifice 10% max health.  All adjacent undead allies are healed for 30
to 54 health.
Comment: Never used, no comment.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Chilblains
Attribute: Death Magic
Energy Cost: 25
Casting Time: .75
Recharge Time: 15
Effect: You become poisoned for 3 to 13 seconds, nearby foes take 10 to 37 cold
damage and lose one enchantment.
Comment: A very fun skill, though it would be better if the poison length
decreased, rather than increased.  Still, you can always transfer it to a foe.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Consume Corpse
Attribute: Death Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 0
Effect: Teleport to a random corpse and gain 25 to 85 health and 5 to 17 energy
from it.
Comment: Remarkably handy.  With the energy you steal, you'll pretty much cast
this spell for free.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Steig [Camp Rankor]

----

Name: Dark Aura
Attribute: Death Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Enchantment.  For 30 seconds, whenever target ally sacrifices health,
Dark Aura deals 5 to 41 shadow damage to all adjacent foes and you lose 5 to 17
health.
Comment: Unless you're in a party of Masochists, this spell seems a very
ineffective way to dish out any serious damage.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Dark Bond
Attribute: Blood Magic
Energy Cost: 10
Casting Time: 2
Recharge Time: 60
Effect: Enchantment.  For the next 30 to 54 seconds, whenever you take any type
of damage, your closest minion takes 75% of that damage for you.
Comment: Great for a summoner, not great for much else.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Dark Fury
Attribute: Blood Magic
Energy Cost: 10
Casting Time: .75
Recharge Time: 5
Effect: Enchantment.  Sacrifice 17% max health.  For 5 seconds, the next time
any nearby party member hits with an attack [dealing physical damage], that
party member gains one strike of adrenaline.
Comment: Check out the wording of the actual spell, glitch <_<!
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]

----

Name: Dark Pact
Attribute: Blood Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 2
Effect: Sacrifice 10% max health and deal 10 to 40 shadow damage to target foe.
Comment: Not, worth, it.
Unlock from [Needed only for PvP]: Willem [Yak's Bend]
Purchase from: Captain Osric [Yak's Bend]

----

Name: Death Nova
Attribute: Death Magic
Energy Cost: 5
Casting Time: 2
Recharge Time: 0
Effect: Enchantment.  For 30 seconds, if target ally dies, all nearby foes take
26 to 85 damage and are poisoned for 15 seconds.
Comment: A very fun spell for summoner's, cast it on your dying minions to
allow them to deal more damage than they ever did in life.  Not very effective
to cast on a player just before they die, because of the long cast time.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Tengsao [Amnoon Oasis]

----

Name: Deathly Chill
Attribute: Death Magic
Energy Cost: 10
Casting Time: 1
Recharge Time: 5
Effect: Target foe is struck for 5 to 28 cold damage.  If that foes health is
above 50%, you deal an additional 5 to 41 shadow damage.
Comment: Never used this one either.
Unlock from [Needed only for PvP]: Rocius [Amnoon Oasis]
Purchase from: Avena [Maguuma Stade]

----

Name: Deathly Swarm
Attribute: Death Magic
Energy Cost: 10
Casting Time: 3
Recharge Time: 3
Effect: Deathly swarm flies out and strikes for 15 to 67 damage on up to three
targets.
Comment: Although quite ineffective against just one enemy, dealing modest
damage to groups is nice.  Still, the long cast time prevents this skill from
being readily spammable.
Unlock from [Needed only for PvP]: Garemm [Ascalon City]
Purchase from: Sir Bertran [Ascalon City]

----

Name: Defile Flesh
Attribute: Curses
Energy Cost: 10
Casting Time: 1
Recharge Time: 10
Effect: Hex.  Sacrifice 20% max health.  For 8 to 18 seconds, target foe only
gains two thirds health from healing.
Comment: Useful on healing bosses, though there are much more effective healing
reduction spells later.
Unlock from [Needed only for PvP]: Jhoneil [Lion's Arch]
Purchase from: Firstwatch Sergio [Lion's Arch]

----

Name: Demonic Flesh
Attribute: Blood Magic
Energy Cost: 5
Casting Time: 1
Recharge Time: 60
Effect: Enchantment.  Sacrifice 20% max health.  For 30 to 54 seconds, your
maximum health is increased by 80 to 176.
Comment: Again, I've never used this.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Bartoch [Droknar's Forge]

----

Name: Desecrate Enchantments
Attribute: Curses
Energy Cost: 15
Casting Time: 2
Recharge Time: 15
Effect: Target foe and all nearby foes take 6 to 49 shadow damage and 4 to 17
shadow damage for each enchantment on them.
Comment: Thanks to spirit spammers, there is almost no way to have an
enchantment on you in pvp anymore.  However, in pve, you can deal some modest
damage to creatures who deal heavy in the enchantment department.
Unlock from [Needed only for PvP]: Tyren [Droknar's Forge]
Purchase from: Harnil [Marhan's Grotto]

----

Name: Enfeeble
Attribute: Curses
Energy Cost: 5
Casting Time: 1
Recharge Time: 5
Effect: Target foe suffers from weakness for 5 to 17 seconds.
Comment: A cheap and spammable weakness causer, great spell.
Unlock from [Needed only for PvP]: Narius [Henge of Denravi]
Purchase from: Sorim [Quarrel Falls]

----

Name: Enfeebling Blood
Attribute: Curses
Energy Cost: 10
Casting Time: 2
Recharge Time: 10
Effect: Sacrifice 17% max health.  Target foe and all nearby foes suffer from
weakness for 5 to 17 seconds.
Comment: More casting than the above spell, but able to hit clumps of
warriorl