

Go into the Elf Cave and head to the basement (need either high Wits or have a Dwarf to enter the hole). Whithermoore’s Girdle (Belt): find Whithermoore’s Soul Jar inside the Fort Joy keep and destroy it.Shadow’s Eye (Crossbow): if Ifan is a party member (even temporarily), talk to Zaleskar and he will give you this weapon.Keep an eye out for some of this special equipment that will hone your character’s archery and or spell casting.

Great for clearing areas or causing extra damage.

Marksman’s Fang (2 Huntsman): ignore enemy armor and damage health directly.Ballistic Shot (2 Huntsman): deal increased damage the further you are from the target.Tactical Retreat (2 Huntsman): jump to a far off area and gain the Haste status.Reactive Shot (2 Huntsman): secure an area that will either deter enemy movement or more likely given the AI, cause up to three extra attacks against trespassers.First Aid (1 Huntsman): heal a bit of vitality, and remove nasty effects like Silence, Knock Down, and Disease.Living Wall (3 Geomancer): Block a path and cause Poison damage to enemies that approach.Siphon Poison (3 Geomancer): consume Poison surfaces and clouds, gaining increased Poison damage on your weapon.Massive Oily Carapace (2 Geomancer, 2 Warfare): you and your allies suck up Oil and restore Physical armor based on the amount.Earthquake (2 Geomancer): Knock Down enemies that lack Physical armor and create even more Oil.Worm Tremor (2 Geomancer): Deal Earth damage, and if the target has no Magic armor Entangle them and deal extra Poison damage.Great for causing more battlefield control. Turn to Oil (1 Geomancer, 1 Polymorph): turn Water and Blood surfaces into Oil.If your Geomancer ability is high, you can keep the party well protected. Fortify (1 Geomancer): restore Physical armor and prevent teleportation.Good for slowing enemies or increasing your own Earth attacks. Fossil Strike (1 Geomancer): deal some Earth damage and leave an Oil surface.For new Talents, try out Arrow Recovery to save on expending arrows, Duck Duck Goose to escape danger, Executioner for more AP, Far Out Man to increase spell range, and Guerilla to launch first strikes from stealth.
