Skillbooks and scrolls can also be crafted. It is decent for the level you craft it, but quickly loses its effectiveness. Elodi will thank you and head towards an Elven "hide-out". Since all Silent Monks have high dodge it may be annoying to hit her. Several dozen wall item icons were adjusted so that the vast majority of wall items are now consistently sized. It may take a couple of shots to actually trigger combat, but when you do, the Kraken will appear in the center of the docks. Use the following dialogue choices to make sure you earn it: You will earn 9,450 XP for Mordus' death and gain one Source Point. When you are hit by an enemy;s attack of opportunity and have suffered damage from it, the enemy must pass a Reflex saving throw (DC 15) or suffer 2d6 acid damage. This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the wielder casts. Open your map and youll see a hero chest for Bromley at (X458, Y397). Fixing (again) an issue where the Funkytown achievement would unlock from teleporting out of an Underground Mushroom Biome. Note that this guide will swap a couple of times for the Pet Pal talent. It also grants a +4 bonus on initiative rolls. The Throwing subclass has been combined with the Ranged class. Dont be afraid to use. When you start combat, you will be Source-Muted. You'll find his ball at (X374, Y465). Did an extensive review of sell values across the entire game, increasing the consistency of sell values. You can also go back upstairs, close his front door, then steal whatever you'd like there to. If both attacks hit, the target must make a Fortitude saving throw (DC 25) or take additional 2d6 cold damage and become staggered for 1 round. The yellow one will turn on and off the braziers. Leave the nest through the Fissure door (the one we came in) and head west. Split Fane and go talk to him so he is pointing away from the hatch and lockpick it with Sebille. You can loot a. Whenever the wielder of this +5 kama lands a first sneak attack in a round against an enemy, the enemy must pass a Will saving throw (DC 27) or suffer a -3 penalty on all attack rolls, saving throws and skill checks for 1d3 rounds. On the wall to the east, at (X500, Y981), is a painting called. While he enters dialogue with Fane, switch to Sebille and move her to the corner of the upper platform at (X719, Y100). Here, we will be completing one of the Source Master quests (helping us get. Once you see pigs (or piles of green goo on the ground) in the surrounding area then return to the waypoint. Pair with Living on the Edge for maximum effect. Fixed an issue where Queen Spider Sentry could not have multiple summons with Sentry boosting gear. If not, fallback and deal with her near the end. Once you finish the sequence, youll be treated to a minor cut-scene then head to Reapers Coast. Incinerating weapon is sheathed in fire that deals an extra 2d6 points of fire damage on a successful hit. At this point, I just hit level 14 (but only just). If you fail, reload. Infected Ice and Hardened Sand Blocks can now be used to craft some biome torches. You can speak with the figurehead of the Lord Dread for some lore. Y645). This +5 keen agile has a chance to stun the opponent on a successful hit and grants its wielder the ability to cast sirocco spell once per day as a 13th level wizard. On a success all allies in a 15 feet area are healed for the amount of Hit Points equal to the number of ranks the wielder has in Lore (Religion). I felt that I didn't use spells (Necromancer) as much late game because I was doing so much physical attack damage already. Beware of Magister Varland whom patrols all the way to the beach. Continue further east on the deck and you will be confronted by two Magister Knights at the Ship's Helm (assuming you are playing Fane or another undead). This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility checks. If you have another character available (in addition to the one at the beginning) you can bring them along to stand on the plate. Lockpick it to reveal a unique bow. On the same floor as Dot and Cottontail, there is another area that you can go to that is covered is spiders webs. Red text changes to black text in the next version. Will sum up all health and armour values then redistribute them evenly. Dig up the mound to found another chest. Agree and you'll earn. That way, Fane can Time Warp and get some knockdowns going. You will also get more information for. If you do agree to take the Source, you'll gain an. Cross it, earn 3,750 exploration XP, and youll walk right into Jahan who will trigger dialogue with you. After 1-2 turns the golems will break free. Time Warp is a little weird too. Fixed an issue where certain channeled weapons and tools would continue being used even after the player is turned to stone. You can also use Blood Rain or several. It should be noted the black cat will get stuck in the forced dialogue until you advance this. This place should look familiar if you explored Bridgekeeper Mari Pruitt's cellar during the, Resolving the argument will grant 7,725 XP. Below, in the wreckage, you'll see the corpse of the Carriage Driver. You cannot access those chests after the combat is over. Each spiderling is 1,000 XP but they can hurt if 3-4 explode on you. This time, Isbeil will be announcing you to the Queen. Dont forget Jahan, Tarquin, and Fingal. This side quest is integral to many of the side quests around the area. We have tried our best to highlight save points with, While the guide presents a step by step walkthrough from the beginning of the game, to the end, there are multiple steps and sections that are deemed as optional. From the Black Ring camp, head northeast, along the beach, until you see a wandering Turtle. A red quest flag will now appear on your map for her location. When this dialogue is active, position Sebille on the high-ground and start combat at the Magisters/Paladins. Equip the Source Amulet onto Fane. Whenever it threatens a critical hit against an evil or chaotic creature, it is automatically confirmed. You can no longer use Sniper Scopes and Binoculars while dead. Do a little shopping, then position Sebille on a high-ground platform and kill everyone. Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer. Kill it for 50,150 XP. After the dialogue a battle will trigger with the rogue and an Elementalist. Site news (important news will be issued), Comments on your files, images and videos, New images and videos added to your files. Past the bulbs to the south-east, you find a path to a ruined building at (X449, Y112). These mirrors are resurrect points for the enemies you're about to face. Projectile has been completely overhauled. The other Lizards, Lady Vikra, and Lady Roia will be mourning their consulate, but do not serve any purpose. The game will tell you that there may be lingering ghosts on the main floor. Move Fane forward and keep Sebille on the high area. This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel energy class abilities, if you possess them (applied after a rest). If she doesn't then go get her more Wits (or lower Fane's). Instead, you need to damage the dwarf until he is knocked down four times After the fourth time, Mor the Trenchmouthed will appear.in his true form. This +1 greatsword grants wielder a +4 bonus on all saving throws against poison, and deals an additional 1d8 damage against vermin. I personally bought new weapons and a couple pieces of armour for Fane/Sebille as soon as I hit level 16. If you destroy the jars first without killing them in combat first then youll miss out on that combat experience and only get the quest completion XP. If you follow her, shell eventually set up permanent shop in Sanctuary. Next, cross the natural bridge to the north of The Shadow Prince and stop at (X250, Y735) before the stairs going up. If you have never used Pyramids before then activate one and see what they do. Strength also increases his damage with melee weapons. She will now become a merchant. The battle, itself, isnt too difficult, but it is summoning the Spirits that is annoying. South of the Lone Wolf camp, you'll find a graveyard at (X484, Y375). Split Sebille from the group and have her use Tactical Retreat to proceed past the trap. When making a full attack, the wielder of a speed weapon may make two extra attack with it. Some of the activities below are optional as they do not reward any XP. Dont activate the Pyramid yet as it will take us to the 2nd one but we aren't done yet. Whenever it lands a hit, it makes the target bleed for 1d6 HP per round. Trader Victor Voss is a little hidden and away from the marketplace area. This penalty stacks up to -5. To properly prepare, put Sebille on any of the high-ground areas. While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack rolls when performing an attack of opportunity. Re-Logic Announces Terraria: Journey's End at E3! Head through the gate and leave Sebille on the wooden platform at (X106, Y279). Good thing we left Fane there! Switch to Sebille, who should be close to Camp Boss Griff and turn in the quest. There is a hidden chest behind one of the towers at (X695, Y439). This is where well find the. Dont be fooled as they are level 14 and can deal a lot of damage if you're under-leveled. As Sebille came into the battle late, she is the last in the current "round" of combat and then will be positioned close to the front of the next round. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or the attack fails. The hatch has a box on it, but you can still lockpick and enter it without moving the box. Teleport back to the Sanctuary and find a pig named Feder at (X575, Y187). We will be fighting four undead heroes; Bromley, Garrick, Halla, and Vydia, and starting the sidequest. This +5 vicious rapier deals 2 damage to a random ability on hit. Youll see Black Ring cultist corpses littering the ground at . This +5 flaming burst quarterstaff grants its wearer a +1 bonus to CL, +4 bonus on checks made to overcome spell resistance and a +15 competence bonus on Use Magic Device skill checks. This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure once per day as a 20th level wizard. Added improved Gamepad button options for removing housing status for NPCs. Make sure to loot Radeka to get. Bull Rush is a charge attack that can bleed. Were done here. If you have a piece of gear that has +1 to Persuasion, you will be fine to keep 4 Persuasion and move the rest into Lucky Charm. If you dont (high maintenance, arent you?) Loot all three. Interact with it with Fane and exhaust all dialogue options until the shrine consumes your Source Point and opens. About Our Coalition. Approach The Doctor's study at (X395, Y415) and he will trigger dialogue with you automatically. Whenever this +2 necrotic heartbreaker confirms a critical hit on an enemy, the enemy must pass a fortitude saving throw (DC 16) or suffer 2 strength ability damage. You can find her corpse later in Stonegarden at (X565, Y131). Can no longer pierce and hit multiple enemies, Average Bats per cast increased from 2 to 2.5. Buy and Sell what you need from her, then kill her for 7,500 XP. After the battle, loot Grog and you might get some nice level 17+ gear! To fully complete this minigame, the player must have high Combat skills and effective equipment. For my playthrough, I chose an exotic option and found a lizard woman whom was my entertainment; however, just like the first game, youll be subject to theft for your soiree. It deals 1d6 unholy damage. Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer 1d4 holy damage each round. If the archers did not leave their positions then exit combat and use Sneak mode to get Fane close. such mark can only be on 1 target at a time. With lower physical armour, it becomes quicker to pierce the target to use crowd control skills like Battering Ram. This shrine is where the, From the shrine, head west on a large root to a lower Elven-structured area at (X250, Y933). It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the wielder. Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds. Enter the portal and find another skull. Against a designated foe. My action queue had Sebille, Gwydian Rince, Fane, then White Magister Jonathan so he didn't even get a turn as Fane killed him. If there isn't any, they will simply die. I like to use this when I must kill or crowd-control enemies. The Lunar Invasion planets visible in the sky. Added over 50 new food and drink items to the game. Return to the cellar and speak with the rat named Rory. From Windego's room, follow the path east. Whenever this holy dwarven urgrosh lands a hit but doesn't deal any physical damage, the next hit deals force damage instead of the normal piercing or slashing weapon damage. Continue east up the stairs. The pedestal will give you hints about what needs to happen, but overall the quest is very vague. It is very important that you do not approach the event at (X203, Y206) as this will trigger a forced dialogue which will not only negate our ability to earn. Blood pools don't seem to work on this terrain so you will likely not be able to get Elemental Arrowheads to work. Reflection arrow is a ranged attack that deals 1d4 + half the wielder's Strength bonus piercing damage. Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of cold spell as 11th level Wizard. When it is the next God's turn, both Gods will turn into a Source Titan. There are a couple of decent merchants in the camp so access everyone's inventory. Make your way to the north side of the deck and make your way west (past Gil and Paulie arguing on the lifeboat) and interact with the hatch next to it and go down. An area-of-effect attack in melee range. This +1 warhammer is particularly efficient against the ancestral enemies of the dwarven race. If you wanted to keep them alive, you need to find Gareth at (X385, Y273) as soon as you start the act. As this is Sebille's God, she will receive his blessing without issue. If you're looking for a combat video of a boss fight, a more difficult encounter or a trophy related battle then they will also be located within the guide sections below at the appropriate story location. Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round. Moon Lord will now drop his loot even if you die during his death animation. Split off Sebille and put her on any nearby high-ground. Non-MQ quest items can be either stored in containers or dropped to the ground and they also have weights. It also grants a +2sacred bonus on damage rolls with the off-hand weapon when duel wielding. There are now less Martian Saucers per invasion, and they are less likely to chain spawn. Whenever the wielder of this +5 corrosive burst throwing axe confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become blinded for 4 rounds. If using Melee, the flinching method is recommended. Before heading back into the camp, find a. A successful saving throw halves the damage and negates being knocked prone. Be careful where you are after the 3rd use. *, [UNDEAD] *Say that you're more curious about how the two of you manage to converse without voice boxes. Find a crate at (X219, Y578) that has a plethora of paintings. The Doctor will transform into Adramahlihk and restore all his armour and health. Item Special Abilities ML Bind Quest Chest Acrobat's Ring: Striding +10% Striding +10%: Makes the wearer more fleet of foot, giving a 10% bonus to run speed. With the great high-ground position for Sebille, you won't have an issue against the allies now. This +4 flaming aberration bane quarterstaff grants its wielder a +3 morale bonus on Persuasion skill checks when used to intimidate, and the ability to cast remove paralysis spell once per day as a 4th level cleric. Head up the stairs at (X175, Y291). She is tied to flirting with Butter in Act 1. Refuse via the first dialogue option and a battle will ensue. Fixed an exploit (or made it substantially harder) to avoid damage with the Slime Mount and Target Dummies. Head inside the cave at (X274, Y807) and equip the. Head over to the large building to the south-east at, Be careful when approaching as there are two shriekers at (X661, Y56) and (X655, Y69). While the items within arent amazing, you get XP each time you find and open one of the chests. Don't cast Peace of Mind on Fane as that'll give him +5 Initiative and we want Sebille to go first. There are quite a few good high-ground spots to exploit here. This +2 javelin deals an additional 5 damage on a first hit against a new target. Continue down the path. We use the coordinates (X,Y) available in the game to help you navigate. A holy weapon is imbued with holy power. One by the Umbral Statue and one by a dead Sourcerer near the cave entrance. There is a tiny little spot you can jump to within range. These are used to craft the Eternal Armour set. The affected creature suffers 1 d4 unholy damage for each scorch. That means that Sebille must kill The Doctor with any remaining Lucian allies. This is the worst battle for our build in the game and even us authors found it difficult. We use the coordinates (X,Y) available in the game to help you navigate. Most notable is Camp Boss Griff. Dynasty Wood blends better with other tiles now. Ahead of you will be a beach and several large Void Salamanders. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. Exhaust his dialogue and you'll start, The Path of Blood, which is the only way to get to the final area, can be completed two ways. The first method requires that you do not steal, kill an innocent, consume Source (through Vampiric means), or swear to the God King. After the the battle there will be a number of lootable items around the docks. Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy under any movement-imparing effect, the enemy suffers a -2 penalty on all saves for 1 round. After the battle loot the area. Killing the Knight will yield 60,200 XP and 50,150 XP for progressing the quest. Once you enter, cast Spirit Vision to see the guardian spirit of Brother Morgan. Next, open your map and jump to the Paladin Bridgehead waypoint. If you can shed her physical armour on the first turn and knock her down, she wont go invisible. Sebille should start by getting onto some high-ground, then use Flesh Sacrifice + Elemental Arrowheads. Dont worry, were done with Lohar for the rest of the game now. This is where we'll find a secret entrance into the Academy. Speak with her and exhaust the dialogue to progress both. This room has another combination puzzle based on the Magister tenets. Your character will comment about a slaughter. It is recommended that you approach from the south and not the north or Ifan Ben-Mezd will also be dragged into combat as he is an ally and is parked nearby. Once you get Xhaxh's physical armour down, he is no challenge. Note that there is a Tomb here with a. I succeeded with [Wits Persuasion] with Persuasion 5 (and 49 Wits). On lower difficulties, it is possible to save Paladins Vishlar, Geir, and Trefor, but that is quite difficult on Tactician/Honour Mode. If you convince the Goddess Statue to cry then Gratiana will have further dialogue and trust you more. You will earn 14,975 XP upon his death. (or use the other ladder nearby). Pick the lock with Sebille and exit. Weapon is exceptionally large and deals more damage, but attacks with it suffer a penalty of -2 to attack rolls. Repeat if necessary. As he has no allies, this should be an easy fight. Both have a set of Rolled-Up Vines that you can interact with. When you get to the following dialogue, you will have two choices: fight or give up your Source. It may be better than your two one-handed weapons, so make sure to choose. Since she's in a pool of blood, she can cast Raining Blood (Blood Rain) at 1 AP cost. She has a nasty aura of evasion that youll need to deal with. To balance out the few locks you can initially pick, leveling up lockpicking is slightly faster than in vanilla. If the Red Prince dies then you will need to use a Scroll of Resurrection to bring him back, then dismiss him. Use Sebille to pick the lock to open the way into the next area. Make sure to save as many paladins as you can. If you don't you'll be fighting alone. Alexandar will walk away, but don't worry, we'll kill him shortly (for good this time). Lets knock out some easier XP quests. Dont forget to head over to Fingal Boyd at (X461, Y191) and kill her too. You'll find a chest here for Sebille to lockpick (Thievery 5+). The Dwarven Worker may drop a bunch of gold upon death. I initialize dialogue with The Great Guardian, then moved Sebille onto the upper area to the right. After the screen changes, you'll be awarded. Magister Julian will remain. This particularly includes things like items that had no sell value but should have, consistent sell value of items dropped from the same source, and much more. He will warn you about the little girl and you must choose the following dialogue choices for him to open the way for you: Brother Morgan will own the door for you. Jahan awards a massive 149,850 XP and drops some of his inventory. Whenever the wielder of this +2 keen sai confirms a critical hit with it, they are affected by the equivalent of the greater invisibility spell for 1d3 rounds. Whenever the wielder of this +3 furyborn orc double axe is under a rage effect, she doesn't suffer from its usual -2 penalty to AC. Manually attack Silence as soon as you can (use. No more gulping health potions like crazy! This will cause them to immediately die when their turn starts. If you do not have Persuasion 5, you will not be able to persuade him to give you his quest. At 99 Ranged and Rune darts, it's advised to stay regardless of whether or not you landed a special attack. They are waiting for their friend. This +1 light hammer has a 19-20/x3 critical range. This +4 flaming magic beast bane greataxe grants its wielder the ability to cast eaglesoul spell once per day as a 14th level cleric. Persuasion 4 is enough to pass the Wits check. Speak with Gareth after the dialogue and access his inventory. Natural underground minecart tracks can now be much longer and come in more interesting configurations. We will come back to kill everyone else in the Undertavern later. When you have a touch spell charged, the weapon's enhancement bonus is +2 better than its actual bonus. Vorkath is weak to stab attacks, so the Ghrazi rapier is the best weapon against him. This will drop the wall and allow you entry. Follow Elodi to the elf cave at (X215, Y90). This +3 frost throwing axe has a critical range of 18-20. Whenever the wielder of this +5 elder greater shock sai lands a sneak attack, the enemy must pass a Fortitude saving throw (DC 30) or become paralyzed for 3 rounds. Instead, simply take on the new sub quest called, Leave the Heart and you'll see a familiar face immediately outside: Saheila. +3 outsider bane brilliant energy light crossbow. On a successful hit, the target must succeed on a DC 21 fortitude check or be set on fire for. Open your map and jump to the Stonegarden waypoint. Whenever this +3 unholy scythe deals damage to an undead creature, the target has to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4 rounds. Enter the south-most room into the Library. These will spawn little spiderlings. Head into the town square and snag the waypoint at (X342, Y111). These still tick on her after combat is over and can kill her. Exhaust the dialogue and you'll loot a. You need to just use Teleportation or jump to it to loot it. She should have two teleportation skills; Cloak and Dagger and Tactical Retreat. Head in the room and you'll run into a couple traps. Speak with him and exhaust the dialogue. Use the waypoint back to the Fort Joy - Square. The quickest path back is to head north to where we met The Dead Ferryman, then take the shallow water again to Jahan. Head back down one level and continue onto the nearby Forts ramparts (upper walls). We got our XP though. Upon his death, youll earn 9,650 XP. Cast Spirit Vision, and head to the Altar of Vrogir at (X401, Y402). If that attack hits, the target must make a successful Fortitude save (DC 30) or become prone. Any new additions or major corrections in a version are provided in red text for your convenience. No problem! She will ask you to perform the ritual again. In general, even if there is some minor loss or gain of DPS compared to pre-change performance, it should be worth the improvement to overall performance. Loot the area after the battle. You'll cross a small, natural bridge with two Elemental Mines on it. This +4 light mace grants its wielder a +5 moral bonus to Persuasion skill checks when used to intimidate. You can try persuade him that youre an ally, but he will end up fighting you regardless. Regardless, you will get to a persuasion choice and you should use the following dialogue from here: Success with Persuasion 4 (and 65 Strength). Also grab some trap disarm kits and lockpicks from Papa Thrash. Re-position Sebille on one of the high-ground platforms, though she won't have the best line-of-sight here. With. Cross it and youll be stopped by Pigsbane. If the target has all three slots equipped it suffers additional 3d10 force damage, if the target has two out of three slots equipped it suffers additional 2d10 force damage, if the target has only one slot equipped it suffers additional 1 d20 force damage. This is the Possessed Child from the quest. It is recommended that you fight Gracie and Kraus away from Camp Boss Griff for now. She's worth a whopping 13,450 XP and should take only a couple hits to kill. Head into the lowest deck of the ship to where Alexandar was unconscious. The Crystal impling is the third highest-level impling that can be caught in Gielinor. If they cannot then they will attack you. Don't kill her yet. You will gain 600 exploration XP and discover a new waypoint. Choose to exit the dialogue again without consuming him. Were now going to head all the way over to where we fought Windego and will continue until the large chest icon on our map. White Magister Jonathan will not survive two turns with Sebille and Fane, so it really is only the Voidwoken you need to deal with. The only benefit to this is that youll receive the. If you speak with it and exhaust the dialogue, you'll progress, Head further west until you're overlooking two stone bridges. Now that you're in combat, most, if not all, fire should be doused. Get Sebille a Chameleon Cloak (assuming you added 1 to Polymorph at level 4). This pool, created by the crying statue, is needed to unlock a worthwhile merchant later in the Act. Once per day you can charge a weapon in another hand with the same flame for 10 minute. And many more weapons, accessories, and other useful tools! On Tactician / Honour Mode you'll want to go shopping every level or when you feel enemies are getting harder. Whenever this +3 double axe lands hit with its head, if the next attack with the tail also lands a hit, it deals additional 1d12 slashing damage. This includes things like taking damage, spawning, or worldgen finishing. Drop their soul jars onto the ground and then attack each. Youll come to a cliff face where the lizard, Bahara, is perched at (X480, Y34). It will explode into Deathfog and kill her. The locked Dead Worker's Chest is located at (X395, Y611). If the floor lights up with blue fire, you succeeded, and the sarcophagus will have moved to reveal a path below. She does a lot of damage fast so beware! Amyro will talk with you immediately and award XP. This effect can be applied only once per enemy. These effects do not stack. For every 1 point into Huntsman a character will score 5% more damage against targets that are below them. Head past the Magisters and through the next door. You can, however, tell him that Dorian Gall wants him dead. This +1 dagger can deal poison damage and poison your targets if you use an action to cause it to become magically coated in venom. At (X163, Y721), your characters will notice a hidden passage. The bridge at (X414, Y111), youll encounter some Magisters. Many previously color-swapped Biome-wood-variant furniture items have been made more unique. Players should use a Bandos godsword or Dragon warhammer at the start of the fight to reduce Vorkath's defence. Pick up one "Void" fish. 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