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Post by heavymetal2000 on Mar 13, 2017 3:59:31 GMT
OK so I've noticed we have a lot of new players coming to the server lately, and to the forums! Which is great. I thought I'd throw together a little starter guide to help guide them along and I'm open to anyone else padding it and adding to it so the end result is a great tool to get people going and enjoying what we have if they don't mind some spoilers. So here we GO!
So for starters: Get Informed! Have a look at the Wiki, and the forums here to get a good idea of the things we have changed here and the new items we have incorporated here. The wiki is still under construction, and myself and the rest of the forum members are working towards building some more outlets for information so we can eventually present everyone with a complete volume of 3T information! Use them anyways though as they are very informative.
Next step: Build your character! OK, so you've got informed and your ready to jump in, or you skipped step 1 and your ready to get in there anyways! There are a TON of build options in NWN in general, and i will honestly tell you a lot of them will work here, but there are definitely some that work better then others, and some that are more party dependent then others and require a lot of grinding. Whatever your fancy, build it, play it, learn from your mistakes. Or hit step 1 hard! Some builds that tend to work well early on here and some of them even continue to work very well really late in the server would be: 40 barb 36 barb/2/2 27barb/3wiz/10PM DC wizard/Sorcerer DC Casting Cleric DC Casting druid Fighter/Rogue/WM There's definitely more, and other players can feel free to add to this list of characters, majorily these are toons that level easily right from the get go and progress at a fairly moderate rate even for a beginner and even if you need to go solo.
Entry Zone: OK, so you've built your character and hit finish. Congratulations you're officially in the server now. As long as you did not put a space before your name, added in any silly characters or cuss words, or picked a name someone else already has you will be granted enough experience to reach Character level 4. Oh and you won't be in jail either! If you happen to be put in jail odds are one of the above 3 reasons are to blame but the server will inform you in the output log what the problem is. Once you've finished advancing your character to Level 4 walk forward and speak with one of the greeters. They have a host of information you can read through via dialogue questions, and will also sell you some basic gear to get you started. Invest in a merchant's codex (In the miscellaneous tab). This little gem will help you identify an items value when selling to other players on the server. You'll also notice in you're inventory you have 3 other things right off the hop: 3T FAQ's and Changes Book: This book is a compendium of sorts. It's the item we use to compile the vast majority of the changes you are going to see here in one place In Game (IG). Have a look through it as it also details the server rules as well. Quest Rcall Orb: Simple but effective tool. Should your journal become scrambled or glitched in some way you can use this orb and it will refresh and properly update all of your quests in the journal. Scry Tool: This is you "Multi Tool". Upon activating it you'll be greeted with many options to help you out and get informed. Character options gives you a method to save your character without resting or handing in a quest. PvP settings can be adjusted within as well requesting DM assistance and more!
Wheaton: Ok so you've had a look through your inventory and spoke with the greeters. You purchased the things you could afford to get started and may now tell the greeter "You are ready". You'll be plopped down in the small town of Wheaton, Just outside of a bar called The Thirsty Pig. Head on inside.
Mard the Miller: Journal Entry (Wheaton: Wheaton Mill) Once your inside speak with Mard the miller, he'll tell you he has a problem with rats in his cellar and ask you to eliminate them for him. (Killing the Giant Rat in the last room will net you the quest complete update). Return to mard with news of the rats defeat and he will reward you with a chunk of Experience and a bag of Gold.
Jon: Journal Entry (Wheaton - The Farmer's Plight) While your in the cellar of the mill you will notice a large hole in the wall, entering the hole will bring you to a group of squatters. Speaking with Jon will open a new quest for you. Journal Entry (Wheaton - The Farmer's Plight). After speaking with Jon see Mard again and inform him of the squatters. You'll be presented with multiple options to attempt to persuade/threaten him into letting them stay. If you fail to convince him he will tell you to remove them by any means necessary. Return to see Jon and inform him that he can either stay (you convinced mard), or he must leave (you did not convince Mard). At this point you have the option to either help Jon by clearing the bandits in his home, or kill Jon and his family and inform mard they are no longer an issue. If you convinced Mard you will be rewarded with a larger chunk of Experience and no gold. If you did not convince Mard, and you killed Jon and his family you will receive a slightly smaller xp reward + Gold. Should you decide to help Jon, you will receive a larger XP reward also, but no gold. (I kill him and his family 99% of the time.) Not because I'm a violent sadistic lunatic, but because it's easier then the farm house and much quicker. If you decide to instead help Jon, head out of The Thirsty Pig and head west and leave town via the large gate. Once outside turn and head south immediately, this will take you to the Wheaton Farmlands. Jon's House is just inside this area to the East a bit. Be wary here, this is the toughest route for this quest. inside on the bottom floor you will find 3 bandits, upstairs you will find the Greataxe Wielding boss Grant, and two more of his cronies. He hits hard and will pose a threat to most players @ L4. Side note: Keep in mind also that the door leading upstairs is not a true transition so pets and summons will not follow you upstairs! Once Grant is dead you can return to Jon to receive your XP reward and a job well done!
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Post by heavymetal2000 on Mar 29, 2017 16:13:51 GMT
Update before leaving wheaton!
After you hand in whichever method you chose to complete this quest (or before hand). Speak with the Mayor for an update regarding the Lonely Caves system, Mirri will ask you to locate Friam for her and report back, and the older man in the corner will ask you to look for his daughter Tinnely. All these folks are found in the Thirsty Pig.
Before leaving town sell/hand scrap in and stock up on some supplies. Ammo, kits etc.. and head out the town gate. If you speak with the gaurd at the gate outside of town he will ask you to seek out the heads of 3 local chief/boss NPC'S and return with them for a reward.
Head north a bit and speak with Bardam also, he's looking for an adventurer to help him solve a delivery issue.
OK, so we've updated for this area and it's time for another quick quest for a nice little chunk of xp early.
Head back towards the wheaton gate then head south to where Jon's farm is located. From here head south again and take the area transfer. This will bring you to "The Old Jetty"
Speak with the elven lady here. She will inform you that her and her husband are having trouble with pixies near there home. Once you have the update, speakers with sailor. You will be heading to an island called isle of pixies. (200gp). When you arrive on the island you will see a small cabin. Approach it and speak with her husband. He will inform you that there is a tree that is home to the pixies on the island at its heart that he would like you to cut down. Head west, then south. This should put you in the area where the tree is. *NOTES* - Be aware that the pixies are docile upon your arrival, but attacking one of them will cause them to all go hostile. -Cutting the tree down is your current objective and doing so will also cause them to all go hostile. -Pixies cast sleep, and have a 2d6 sneak attack when flanking so be mindful depending on your class. -The tree has -/5 damage immunity to all physical types of damage so dexers with low dmg weapons either bring a big 2 hander with you or go make a coffee and watch a TV show for a half hour or so while your character whittles down the 50hp tree. -The tree will drop a piece of wood, which if your brave enough to wait ~3 seconds for the loot bag to spawn, you can grab and return to the dwarf when you hand this in and he will make you a fairy wood large shield.
OK so we're here. Smash the tree and grab the piece of wood if you dare. Head back to the dwarf near the cabin and report that the tree has been cut down. If you have the wood you'll be able to now select a dialogue option to have him make the shield. You'll be rewarded with xp and gold for your effort. (I suggest grabbing the wood if at all possible as the shield is another ~700gp if you want to sell it which is nice early on.)
If your capable of handling pixies you can spend a little time here and grind. There worth a fair amount of xp and relatively easy to kill if you lure them.
Once your done with the island you can speak with the sailor and return the the old Jetty for free.
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Post by Jonales on Mar 29, 2017 23:47:25 GMT
I'll contribute to the guide here. I like this quest format. General advice Firstly and importantly, there is a significant difference at a certain point...that point being when you first get haste boots on your character. These boots are sold at arakan for a bit less than 12,000 gp. Although buying things helps low level quests, if you don't have 12,000gp when you get to level 11, you'll want to get it for the haste boots. So save a bit. Helpful items are healers kits available at town doctors and the church of donblas, and the invisibility ring from Arakan, or potions of invisibility from the town mage stores. The town mage stores also sell summon creature 1 wands, which are helpful for quite a few low level quests, and haste potions. Another helpful item is a range weapon of some kind to lure enemies away from their groups. Good to know for archers - the Arakan and Fer bowyer sells higher quality arrows like elemental damage arrows for about 96 gold for 99. You can also craft with craft weapon and the three materials. The Arakan mage store has many items, and Use Magic Device users might like to know about a summon dire tiger staff from it. Ambushes happen when traveling sometimes. If you see any merchants in these ambushes, they might have some items to interest you. Try to get all the Wheaton tavern quests at the same time, and also remember to speak to Bardam in Wheaton Territory to start a simple delivery. If one has summon wands for pixies, one can stay there until lvl 6 for the extra attack or spells, like a cleric getting a skeleton at level 6 with animate undead.
Maps of Three Towns:
Quest: Tinnely is Missing Updates: 1) Jack Conroy in Wheaton Tavern 2) Tinnely in Abandoned Mines East 3) Jack Conroy to complete Walkthrough: In the Wheaton Tavern Jack Conroy asks you to find his daughter Tinnely. Tinnely is in caves at the eastern part of Contested Area East (Between Arakan and Fer, go southwest or northwest from Wheaton and then at east outskirts go north of Arakan and south of Fer). Do not go over the hills and past a statue, but instead into the caves. You enter to the Knife Edge Mountain Tunnels, and across the water go straight then down into Abandoned Mines East. Do not go right after the water and continue past the undead. Once in Abandoned Mines East, take the left fork and fight the spiders until you reach the rocks. Tinnely is behind 2 layers of rocks and can be healed or slain. After this part, go back to Jack Conroy in Wheaton to complete. The only difference is that you get slightly pulled toward evil if you slay her, but don’t get the experience for slaying her if you heal her. There is no difference in reward. Comments & Tips: Like these other low level quests, a haste potion and summon works well against the 2nd group of spiders. If you go past the zombies and skeletons or into hills and past a statue, you will end up fighting a basilisk that can petrify you.
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Post by Jonales on Mar 30, 2017 0:05:01 GMT
Guards assignment – Part 1 Wheaton Bandits
Updates: 1. Guard at Wheaton gate, Wheaton Territory 2. Slay the Bandit Boss and get the bandit head. 3. Wheaton Guard to complete.
Walkthrough: Talk to the guard outside of Wheaton and ask about how you can help. He tells you that you can slay Bandits. The bandits are in a series of caves that are west of Wheaton. You can get to them by going northwest of Wheaton territory then west again, or southwest of Wheaton territory and northwest corner exit. After you defeat bandits outside and inside, you meet a Bandit sub boss that has a key. Get the key after defeating him, then take the left most path where you should see two bandits and a door. After defeating more bandit groups here and going further you meet another sub boss and then the gates that need the keys. The bandit boss and his head are behind the gates. After defeating the boss to get out of the gate the weapon rack has both keys. After slaying the bandit boss, go back to the Wheaton Guard to turn in the head. The bandits might be respawning. You can use a potion of retreat/speed to leave quicker, and invisibility if you have a spare.
Comments & Tips: Summons from wand/spells help. Haste potions help on the boss and sub boss. You can lure the guards away from the bandit boss, sub bosses, and mages. The bandit mages have boars themselves, which can be threatening. The bandit mages can cast sleep. Be wary. If you get stuck in between gates you can find the key to the first one under a nearby rock. After defeating the boss instead of running, you can exit by unlocking a door behind the 2nd gate if you can unlock.
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Post by Jonales on Mar 30, 2017 0:25:49 GMT
Friam & Mirri
Updates: 1) Mirri in Wheaton Tavern 2) Friam in Mirianar Caves North 3) Mirri to complete
Walkthrough:
Mirri wants you to look for Friam. Friam is deeper in a cave that is south of northwest passage map. The northwest passage map is the west exit from fer outskirts west, with fer being northwest of wheaton. Take the right path at the fork and talk to Friam when you get to him. He explains he can’t go back, and asks you to lie to Mirri. When you return to Mirri you can tell the truth or lie to complete the quest. Both options lead to the same reward.
Comments & Tips: When you enter the cave and meet the warriors, you can invisibility past them and then when exiting run past. Speed or retreat potions often drop, and an invisibility ring is available in Arakan. The Temple of Juno (northwest portion of Fer outskirts west) can provide free buffs and a safe place to rest. All one has to do is run from Wheaton to Fer, then to the cave, and back. If you go to Fer (north of the outskirts maps) and then south to outskirts west you can avoid enemies easier.
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Post by Jonales on Mar 30, 2017 1:05:11 GMT
These 2 quests should be done together, because Nob Nob and the Goblin chief are so near to each other.
A Simple Delivery Updates: 1) Bardam in Wheaton Territory 2) Arakan Scribe Merchant 3) Slaying Nob Nob in the Blackwood Goblin Caves. 4) Arakan Scribe Merchant 5) Bardam to complete.
Walkthrough: Talk to Bardam in Wheaton territory and ask about any work. Bardam says that a delivery went wrong and to go ask the Arakan Scribe merchant. When you get there the merchant tells you Nob Nob has the delivery held up. Go through the Goblin caves, and at the end of the second map of the goblin caves (BlackWood Goblin Caves – Deeper) take the right exit near the water which leads to Nob Nob. Nob Nob has a few goblins around him. Defeat the goblins and Nob Nob, then return to the Arakan Scribe, and finally to Bardam to complete.
Comments & Tips: The group around Nob Nob can be lured somewhat. Summons/Potions will help significantly. Any freedom of movement when fighting the mages would be great.
Guards assignment – Part 2 Blackwood Goblins Updates: 1) Gate guard of a town to begin the quest. 2) Slaying the Goblin Chief in Blackwood Goblin caves. 3) Arakan Gate guard to turn in head and complete.
Walkthrough: After talking with a gate guard to get the quest, another of the parts is to slay a Goblin Chief. These are the Blackwood Goblins, the Blackwood being the forest around Arakan. The Blackwood Goblins are southeast of Arakan Outskirts East. On the next map with plenty of Goblins, you can enter the goblin caves by a central south exit that is above the waterfall, or by the main entrance which is on the path in the southeast corner. After defeating goblins on several maps, you reach a fork. The right path leads to Nob Nob a goblin mage, which is the goblin in the quest “A Simple Delivery”. The left path leads to the goblin chief, who is in a cave there with plenty of guards. There is an area across the water you do not have to enter, and you can lure the boss away from the guards. After doing that to complete the quest, return to the Arakan Gate guard and turn in the Chief’s head. Remember to take the other path to slay Nob Nob.
Comments & Tips: Summons from wand/spells help. Haste potions help on the boss. You can lure the boss away from his guards, and goblins away from the mages. The goblin mages know web and acid arrow. If you leave by running, remember the mages know web.
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Post by Jonales on Mar 30, 2017 1:29:11 GMT
Guards assignment – Part 3 Ssthla Shrine
Updates: 1) Gate guard of a town to begin the quest. 2) Slaying the Ssthla High Priestess in the Ssthla caves. 3) Fer Gate guard to turn in head and complete.
Walkthrough: After talking with a gate guard to get the quest, another of the parts is to slay the Ssthla High Priestess. She is within the Ssthla caves which are in the Ssthla marshes. You can get to the area by going east of Fer outskirts east. Go east then to the southeast exit another map and there are two different cave entrances. There is another area which you can get to by going northeast instead, which is an extra area. After defeating Ssthlas on several maps,you reach another cave entrance with Central stone before it. The high priestess is in the cave with plenty of guards, who are all allied to you and wait for you to make the first move. You should focus on the high priestess first because she tends to summon and call lightning, which can prove overwhelming sometimes. You might have to flee with invisibility ring/potion. After doing that to complete the quest, return to the Fer Gate guard and turn in the Chief’s head. He gives you an additional reward if you've completed all the other parts.
Comments & Tips: Boar summons don’t help as much with the ssthla because they kill it faster than the goblins or bandits. If you have any, save one for the high priestess where damage matters more. Remove disease scrolls, antidotes, and heal kits help as the ssthla clerics have poison. For this quest you don't need any heal to remove the disease, mostly. You can invisibility in and out of the caves. The respawn rate here is unusually fast, so there might be a respawn on your way out. The high priestess should be taken down first. Prepare to do as much as you can when starting the fight by attacking her. All buffs are helpful...potions of aid, bless, haste, bulls str, endurance, any buffs as are elemental resist spells.
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Post by Cheshire Rat on Mar 30, 2017 18:15:24 GMT
Fer - The Smith's Quest
Updates: 1) Fer Smith to begin quest 2) Fer Miner's baracks (west of Fer gate) 3) Fer Mines 4) Black Lion Inn - Sparrow 5) Den of Thieves 6) Fer Smith 7) Den of Thieves 9) Fer Mines 10) Fer Miner's baracks 11) Fer Smith
Walkthrough: After talking with the smith in Fer to get the quest, exit Fer take the NW exit to 'Road to the Mines'. Enter the building and talk to the miner. Exit the building and enter the mines. Due North you'll find some critters that shouldn't be much of an issue (or you can rush past). You are greeted with a pair of Water Elementals. Stealth works well, or you can fight them. Head North until you come to a small open area - there will be several more Elementals and mephits along the way, with a Large Water elemental in a group of them in the last room. At this point, all you need to do is touch the door to find out it's locked.
Head back up and talk to the miner in the baracks. He'll tell you about a smith that can make a key for that door, but you'll need the password to get to him. Head back to Wheaton Outskirts North, enter the Black Lion Inn and talk to Sparrow. Normally you need a skill check or 200GP, but for this quest it's free *once*. NOTE: This password changes on server reset. Now you need to head to Den of Thieves - this is on the way to Stormhold, so you may wish to pause the quest until you're ready to take on Bragg.
From Contested Area West, take the SW AT to McCoughey Glen. You can avoid the fight by turning sharp left and taking the southern path. The next two maps are hard - if you can't take on groups of IB with casters, you'll need to stealth it. Haste potion and INV ring or potion will get you across Bleeding Fields East, and possibly part way through BF:West. If you can cast INV, that should do both. NOTE: you can bypass the mobs on BF:West if you can open the gate in the SE corner. If you can't, follow the road through the unlocked gate to BF:The Dell. CAUTION: If you (or the last person) mess up the door password, it spawns two stealthed assassins. They will end you.
Click the door, and choose the option to enter. Type out today's password (I recommend using /tk not party chat), and click the green 'Enter' option. You get as many chances as you'd like, but it spawns assassins every time you fail.
Inside the Den, talk to the Dwarf on the south end to advance the quest. He mentions he needs mithril, which is available back in (you guessed it) Fer. Rest up to reset INV, and head back to talk to the Fer Smith. Assuming the server hasn't reset, repeat that 3rd section to get back to the Den and talk to the Dwarf. Turns out he didn't really need the mithril, but wasn't that fun?
Head back to the Fer Mines, fight/sneak past the elementals, enter the Storage Room and talk to the miners. Head back to the baracks and talk to the miner. Enter Fer, and complete the quest with the Smith.
Comments & Tips: Elementals need +1 or better to bypass DR, immune to crits, but not KD. Mephits range a lot of acid - elemental resist/prot is extremely useful Den of Thieves door script sometimes fails if the server is lagging - be careful If you have Fer:Storm on the Horizon advanced to the point you're looking for a Mystic, there's one in the Den of Thieves.
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Post by Cheshire Rat on Mar 30, 2017 18:43:54 GMT
The Twins
Updates: 1) One 2) Two
Walkthrough: From Contested East, take the AT on the east wall just above the cave to Knife Edge Mountains Eastern Pass. Fight or sneak past the basilisks to the cave. Enter the Lair and search for a hidden Halfling. Search harder. No HARDER! You call that a Spot? Cheat.
Good, you found her, now unstone (re-fleshify) her. After you talk to her, head back to the Eastern Pass and look for her sibling one map further East.
Comments & Tips: Basilisks turn you to stone. Have a buddy with a stone>flesh rod*, or a really high FORT. Ettercaps range Web. Bows or t-axes are useful. *These are sold in Fer IIRC
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Post by taroc on Mar 30, 2017 18:54:00 GMT
Guards assignment – Part 3 Ssthla Shrine Comments & Tips: Boar summons don’t help as much with the ssthla because they kill it faster than the goblins or bandits. If you have any, save one for the high priestess where damage matters more. You can invisibility in and out of the caves. The respawn rate here is unusually fast, so there might be a respawn on your way out. The high priestess should be taken down first. Prepare to do as much as you can when starting the fight by attacking her. All buffs are helpful...potions of aid, bless, haste, bulls str, endurance, any buffs as are elemental resist spells. Remove disease scrolls are useful here too.
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Post by Cheshire Rat on Mar 30, 2017 18:59:19 GMT
or some holy-roller levels.
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Post by Jonales on Mar 31, 2017 6:27:28 GMT
Now, newcomers be aware that this is after a few levels. You shouldn't be overwhelmed by all the quests shown here, as after there aren't any starting quests. You will most likely have advanced a few levels after having defeating the three enemies in Guards Assignment 1.
Also, be aware of the haste boots like I said in general advice. You might be near level 11 and when you get to level 11 and have enough (around 12,000gp), consider going to Arakan to buy the haste boots which significantly enhances your character.
Now more quests-
Guards Assignment 2 – Part 1
Updates: 1) Elijah Lightbringer at Fer – City Gates 2) Slaying the Orc Captain in Contested Area East 3) Return to Elijah to complete
Walkthrough: After finishing Guards Assignment by slaying the Bandit boss, Goblin Chief, and Ssthla High Priestess the guard tells you Elijah has more work for you. Elijah is at Fer - City gates, which is past the guard outside of Fer. There is another area past him. When you go speak to Elijah he tells you that an Orc Captain and Iron Brotherhood Captain have been troubling the contested areas between Fer and Arakan. To slay the Orc Captain, go southeast of Fer territory, then south form outskirts east to contested area east. The Orc captain is on a high hill in the center, surrounded by many orcs. When you defeat the Orc Captain and turn in his head to Elijah you get a reward.
Comments & Tips: Use range to try to pick off a few orcs before attacking the captain. He is dangerous at this level and does significant damage. Range is the biggest help for this quest, as rushing the hill is a bit harder. For orcs, a good idea is to have the skeleton or undead summon from animate dead or pale master summon, as opposed to bear or dire tiger. The undead physical resistance is helpful here. The biggest concern is the soldiers and captain with the physical damage. Stoneskin, concealment, and the like will help. Clouds of bewilderment, Hammer of the gods, and other debilitating spells might be useful. The obelisk of ryath is to the northwest of contested area east. It can give you a free elemental protection spell.
Guards Assignment 2 – Part 2
Updates: 1) Elijah Lightbringer at Fer – City Gates 2) Slaying the Iron Brotherhood Captain in Contested Area West, Iron Brotherhood fort 3) Return to Elijah to complete
Walkthrough: After finishing Guards Assignment by slaying the Bandit boss, Goblin Chief, and Ssthla High Priestess the guard tells you Elijah has more work for you. When you go speak to Elijah he tells you that an Orc Captain and Iron Brotherhood Captain have been troubling the contested areas between Fer and Arakan. To slay the Iron Brotherhood Captain go southwest of Fer territory, then south from outskirts west to contested area west. The Iron Brotherhood Captain is inside in the center and then another building inside, surrounded by many soldiers. When you defeat the Iron Brotherhood Captain and turn in his head to Elijah you get a reward.
Comments & Tips: With the building inside, it is common to try to lure as many soldiers away from the captain outside before engaging the captain. Trying to take all of them on requires more and is harder because there is a stairway that funnels and disturbs party tactics. But be wary when luring it is possible to get trapped inside. Luring the captain or dealing with all of them is the biggest part of this quest.
They have a mage and cleric but they aren’t the biggest concern - though elemental resist, remove curse, and spell resistance might help. The biggest concern is the soldiers and captain with the physical damage. Stoneskin, concealment, and the like will help. Clouds of bewilderment, Hammer of the gods, and other debilitating spells might be useful.
If you’ve slain both captains, you can choose among several reward items including boots of urgency, which provide haste with a -2 dodge AC bonus - total of +2 because haste grants +4. This is a good option if you can’t afford haste boots yet or are a long way from the level 11 requirement for haste.
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Post by Jonales on Apr 1, 2017 4:52:45 GMT
Arakan – Mysterious Disappearances 1
Updates: 1) Sojan Hawkfeather, Arakan territory Sendaunt’s Arms Tavern 2) Thelonious at his house in Fer Outskirts West 3) Talking to a dwarf, elf, or human prisoner inside Uhlek Enclave – Laboratory 4) Returning to Sojan to complete
Walkthrough: Sojan in the tavern tells you look into the disappearances of a great number of people from the Three Towns and ask Thelonious about what happened. When you go to Thelonious, he tells you about the Uhleks evil deeds. Once this is done, you can enter the Uhlek chambers in the Mirianar caves which you can approach from either north or south. After fighting through a few Uhlek maps you come to a fork. Left is a queen spider for something in the woods, and right is where you eventually end up anyway if you don’t need the spider.
After fighting more and then a few Uhlek masters, you can talk to the prisoners, who tell you news and that there is no hope for them. You can go back to Sojan with the news of what happened and receive a reward.
Comments & Tips: The biggest part is that Uhleks cast mind affecting spells. But since they are evil, protection from evil would work well. Otherwise you’d have to buy plenty of clarity potions or get another source of mind protection.
The uhleks have damage reduction to basic weapons, so it would be helpful to at least have a +2 weapon. You can do it with a +1 weapon and a good party but they have more protection against +1 weapons. The other part of this is that many uhleks cast stoneskin, so it would be helpful to have along someone with greater magic weapon scrolls (which are cast at level 15 for +5 enhancement). Elementals are the best summons to have here, and animal domain clerics or druids will have at level 11 if they have the greater conjuration focus. For Wizards and Sorcerers, create undead works well but also animate dead with an enchanted weapon, although it has low hp. Not many spells will affect the Uhleks. I’ve seen clouds of bewilderment work okay, and grease/color spray might work. Cold and acid spells affect them while they have 5 reduction to lightning and fire. Divine spells will damage them, but probably the best thing is physical damage.
Uhleks do have stun fist, so be ready to clarity/heal someone that's been stunned.
The last uhleks have flame shields. Dispels/breaches and fire protection would be ideal. One of the last uhleks can summon an elemental himself sometimes. Also, there is a door that seperates the last uhleks from the initial in the last map. Sometimes this door is open and you can be swamped by many uhleks instead of just the initial. It might be necessary to retreat, or raise fallen comrades at this part, so a raise dead would be nice to have. Remove curse would also be nice to have...sometimes the uhleks curse.
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Post by Jonales on Apr 5, 2017 5:18:16 GMT
Blackwood - Something in The Woods
Updates: 1) Dar the Hunter, south from Western Blackwood, which is west of Arakan territory map. 2) Thelonious, from the house in fer outskirts west 3) Slaying a queen spider 4) Slaying the Night Stalker Elder 5) Dar the hunter to complete.
Walkthrough:
You first have to get to Dar the hunter, who is in Western Blackwood-Deep. To get to that map, you must go west of the Arakan territory map, near the southwest tavern in that map. Once in western blackwood, you go south to get to the map with Dar. He tells you there are dangerous beasts disturbing the wild. First you must find a way to slay them.
Thelonious at his home in Fer outskirts west has the answer. You ask him and he says spider poison can kill it. You have to slay a queen spider to get a poisoned torch. There are 2, one in uhleks chamber while doing mysterious disappearances quest, and one in Abandoned Mines East - the map with Tinnely. However instead of going left to find the queen you go right on the map with Tinnely.
Once you have the torch and have slain the queen spider, you can go to western blackwood again and take the northwest exit to go to another blackwood map. There along the southern edge of the map is a cave entrance where you will find more stalkers and in the far corner the staler elder, who you must kill by wielding the torch or having an ally wielding the torch slay it for you.
Comments & Tips: The night stalker beasts hit hard, so stoneskin and concealment would help. If you don't have take heal kits. Cloud of bewilderment and hammer of the gods will help. Summons to tank will help as well. Druids/Rangers can animal empathy the stalkers. Once inside the cave, luring the stalkers with ranged weapons is advisable.
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Post by Jonales on Apr 11, 2017 0:55:35 GMT
Fer – The Spy in the Eye
Updates: 1) Richal in the Fer Tavern 2) Bleeding Eye Warrior inside Mount Drassa 3) Richal again to complete
Walkthrough: Talk to Richal in the tavern in Fer, which is left of where you enter. He tells you to contact his spy for information in Mount Drassa. Take the northwest passage route and go northwest of vanguard marches to Drassa. Go inside the mountain by going to the center transition.
Inside Mount Drassa you if you look at the minimap the northern exit labeled “A Treacherous Descent” is where you need to go, there are giants/ogres on the way. Go down and talk to the spy. After this is the risky part. The exit is further in and you go down to another map with enemies too numerous and usually difficult to be killed at this level. After you go down, go to the right (east on the minimap) and when you turn the corner, just run and don’t stop straight to the other side where there is another area with a door. Open the door since the spy gave you the key, and go up the door. You will be back at the Drassa entrance, and go back to Richal in Fer to turn in.
Comments & Tips: This quest is necessary for Uhleks part 2 for the widget reward. This quest can mostly be covered by running, so haste boots is helpful as is invisibility/sanctuary effects.
It might be better after exiting Drassa to go west to mountain dwarf town. If you go straight out the mountain instead of turning you might be able to avoid enemies if you keep running.
When you enter vanguard marches be sure to have a source of mind immunity, protection from evil works. The orc shamans have sound burst. True seeing will help on mountain, there are stealthy mountain cats. Once down inside past the spy, remember just to turn to the right (east) and then run straight to the door.
Arakan – Mysterious Disappearances 2
Updates: Prerequisite – Mysterious Disappearances 1 & Fer – The Spy in the Eye. 1) Sojan Hawkfeather, Arakan territory Sendaunt’s Arms Tavern 2) Killing the Master of Research Uhlek in Mount Drassa. 3) Returning to Sojan to complete
Walkthrough: Sojan in the tavern tells you a Master of Research should be killed, who is in Mount Drassa. Get to Mount Drassa which is where Spy in the Eye was, and instead of going north just inside Drassa go west to the minimap pin labeled “Deeper into Mount Drassa”. Inside are ogres and then a fork. Go left at the fork but watch out there are quite a few ogres which you might want to lure.
After you go left there is an area transition to where the Master is with too many guards. The best thing to do is go inside and go to the right corner as soon as you get in. The most deadly monster in there is a Ogre Hybrid, one of the most deadly monsters Pre Epic. When you see the ogre hybrid, try to lure him to the corner and collectively bash him together. After that the Master of Research is further in, and has flame shield and stoneskin. Protection from elements and spells, Protection from evil, Breaches/Dispells and Greater Magic weapon work well.
After defeating him go back to Sojan at the arakan tavern to receive your widget. When you turn in the reward Sojan gives you a list of widgets, and you can read descriptions of each before accepting.
Comments & Tips: The biggest part is that Uhleks cast mind affecting spells. But since they are evil, protection from evil would work well. Otherwise you’d have to buy plenty of clarity potions or get another source of mind protection. The uhleks have damage reduction to basic weapons, so it would be helpful to at least have a +1 weapon. The other part of this is that many uhleks cast stoneskin, so it would be helpful to have along someone with greater magic weapon or the scrolls of it (which are cast at level 15 for +5 enhancement).
Elementals are the best summons to have here. If you have to use create undead, hasting it would help. The last uhleks have flame shields. Dispels/breaches and fire protection would be ideal. Improved invisibility/Mass Camoflouge for concealment is beneficial as is stoneskin for you and your party. Beware the ogre hybrid, and be prepared to lure once in the final area.
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