Hints (Enderal)

This page is where all hints which are shown in-game, while either loading a save file or during the loading time of an area, can be added.

## Hints

1. You can brew Ambrosia at an alchemy workbench too with the correct Alchemy ingredients too! Experiment yourself or unlock the corresponding memories of the Vagrant.
2. Read books! While some help you to gain a deeper insight into Enderal's story, others unlock whole quest lines - such as the Myths and Legend of the now deceased Archmagister Gawayn Girathû, for example.
3. Nobody knows how Pyrean crystals -sometimes called soul gems - work. What is clear, however, is that the stored energy in them can be used to return the magical power of enchanted items.
4. Mystical spell tomes coontain extremely powerful spells and can be found or bouhgt for much money from certain merchants once you are level 55 or above. If you want to learn them, you need to have unlocked the master memory of the corresponding magical and a corresponding skill level of above 90.
5. The discipline Keeper improves your usage of heavy armors and shields and teaches you valuable defensive capabilites.
6. Elemental creatures emerge in places with much magical energy. They are aggressive as well as very dangerous.
7. According to rumors, there is an arena in the Undercity in which people are fighting in life-and-death battles.
8. Tomes, which teach you new spells, can be bought from in the Sun Temple in Ark from travelling arcanists - mages who are not part of the Order, but are also not wild mages.
9. During the game, you will find rare armor pieces, which are parts of sets. The more parts of a certain set you find and wear, the stronger the enchantment that it grants you will be.
10. Thalgard was polluted 6136 a. St thruogh in irresponsible experiment by a Keeper called Dal'Marak. He was the mastermind behind an expedition whose aim was to found a second large city in Enderal's East. The land turned out to be barren and the expeditions was marked as a failure. However, Dal'Marak refuesd to give up and resorted th magical means....
11. Glacier Hounds live in the Northern mountains of Enderal. Hunting them is forbidden by the Order due to theier low numbers.
12. Choose your words wisely. Decisions or statements which controdict the world views of your conversation parter, or even hurt their feelings, can be accompanied by a sympathy loss....
13. Buy and read Learning books!. While you may survive a fight untrained at the beginning, more dangerous enemies and regions require improved skills.
14. During werewolf transformation you are invulnerable.
15. If you attack an emeny while sneaking or being concealed, your attack deals muc more damage! The memories of the Infiltrator can further increases that damage.
16. Rhetoric not only unlocks additional dialog options (Which grant you a small experience bonus), but also improves the prices for which can buy or sell things from or to merchants.
17. Producing Chymica is quite time-consuming, but they allow you to handle even the hardest challenge in wolf form.
18. How foolis is it for you to question our life night and day. We will never find any answers, for we do not possess the divinity of our lord, who si doing everything to give us a fine live. Even when the path is difficult, we must pursue it. Not for ou own good, but for the good of all. - The Prudent Boy and the Rightious Path.
19. Many shops open at 8:00 AM and close at the same time in the evening.
20. Bashing with a shield staggers your enemies. If used at the right moment, you can interrupt your enemies' attack.
21. Enderal is the only country in the civilized world which is ruled solely by the Light-Born's Order - in particular by its Grandmaster. In all other countries, Arazeal, Kilay, Qyra and Nehrim, the Order is sharing or has shared its power with a monarch. Therefore, Enderal is regarded as the epitome of theocrazy.
22. Rumors from Nehrim have it that the Light-Born all died two years ago from the blade of an unknown person. The Order denies this categorically.
23. The requirements for the Order's novices are high. Before they can advance to the rank of Keeper, they must first undergo a trail which puts more than their fighting abilities to the test...
24. The school of Mentalism allows you to summon spectral shield from your your bare hands, to make yourself invisible, or to make your skin hard as iron.
25. Not all animals which you meet are aggressive - however, there is still merit in culling them. Their meat, their tusks and their fur, all can be sold for profit to merchants.
26. Only the most talented of novices manage to become Keepers or arcanists. The others oftern join the clergy and become priests or mothers, some even merely adjutants or assistants.
27. When you are absent from a city or an area for mulitple days, you will find fresh flora and fauna when returning. Merchants also restock thier inventories while you are away and occanionally have new things for sale too.
28. You need Stamina to perform power attacks or to jump. Hence it is an indispensable attribute for warriors. Sprinting in heavy armor requires consumer more Stamina than it would if you were wearing light armor or even robes.