Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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Step by Step Walkthrough-Guide for New and Returning Players (Blind Friendly, Unfair Viable) (Still In Progress!)
By sonicfani
STILL IN PROGRESS: COVERS PROLOGUE TO ACT 4

Are you new player who needs little help grasping with the game mechanics? Are you returning player who could use some advise for higher difficulty run? Do you want persona style day by day guide for your secret ending unfair sadistic game design+last azlantian achievement run?

Worry not! Written by returning veteran this guide will help you with every decision, every fight and every puzzle as they come up! From the start of the game to your adventures end one step at the time. Read it all or just the parts you need help with.

May it serve you well!
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Introductions
Hello and thank you for taking the time to read my guide. I am Sonic, a big fan of CRPG genre and Owlcats games since Kingmaker. I have lurked in discussions and played through every alpha/beta of this game since "Dolphin Porn" (those who know, know) and so I have decided to write this guide alongside my final playthrough as thank you to all the nice people from the community I have interacted with.

Before we start couple of things about what this guide is and what it isn't it.
What Will This Guide Cover And What Wont it?
This guide is written alongside my playthrough meaning its made from that perspective. I will give you advice and recommendations on things as they naturally come up during my (and your) campaign. While the aim of this guide is to go into more intricate detail than other guides and cover more than them whilst trying to take into account all possible things you will encounter sadly I am not omniscient and cannot factor every class, mythic and party combination which all could lead to different priorities or difficulties. Some events may also happen for you at different times than they did for me.

My guide is Unfair, Sadistic Game Design and Last Azlanti viable.

This guide will be written with spoilers in mind and be as complimentary to blind playthrough as possible with spoiler usage to cater to those who want all the information however as this is guide you will be spoiled to small degree.

I am good at this game and have beaten it on unfair, but I am not the best and little rusty as returning player so while this guide will get you through unfair its not 100% minmaxed.

This guide also isn't a build guide. While I will touch on different builds and classes and offering advice on feats. This isn't unfair build guide unless you mirror what I will be playing (STR Vital Strike Sword Saint Trickster to Legend (minimal spoiler on mythic paths) which I wouldn't recommend as greatest fun of this game is playing character that interest you.

I will however cover companion builds and recommend you follow them if you are new.

This isn't achievement focused guide you will however unlock many and some of the hardest if you decide to follow it as the guide is written viable for unfair difficulty and sadistic game design/Last Azlanti achievements in mind. I will attempt remind you about other achievements but expect me to miss some.

TL; DR

-Step by Step Walkthrough With New Players In Mind.
-Blind Run Friendly.
-Viable for Unfair, Sadistic Game Design etc.
-Not Most Optimal.
-Not Build Guide.
-Not Achievement Focused.


DLC Campaings and the Rewards
There are 3 DLC mini campaigns which after completion grant rewards in the main game. Way this works is after you have reached certain points in the main story the game will prompt you to load (completed) save file of that DLC and if you do you get the associated reward which I will list below.

This guide will warn you when those moment approach so if you wish you can pause and finish the DLC to get the rewards. You do not necessarily need to complete them before starting the main story.

DLC
Rewards
Through the Ashes
Rod of Mortiferous Blizzard
Lord of Nothing
Extra Boss Fight
Inevitable Excess
Many Items+Special Power

This guide doesn't contain walkthroughs for the DLC campaigns but I will give you spoiler free descriptions, talk about the rewards, quick run down on the chronology and recommend completion order.

Through the Ashes
Through the Ashes is low level mini adventure that runs chronologically alongside the prologue ending in Act 1 featuring new MC and new cast of characters. Through the Ashes probably easiest of the DLCs, but gives the smallest reward for completion which is only nice to ice themed mages.

I would recommend this doing it after the tutorial section or little bit after you get into Act 1.

Lord of Nothing
Sequel to Through the Ashes that finishes the story started in that DLC. Relatively easy to complete difficulty wise, chronologically it starts at Act 2 and follows the main story closely in time skips. I would recommend doing this DLC much later in main campaign in Act 3 or so as it contains small spoilers, if you pay close attention.

Reward wise it is probably worth completion as it unlocks something more than its predecessor in the main game.

Inevitable Excess
Inevitable Excess should be played after the main game for story reasons however the rewards for completion are the biggest gameplay wise giving you powerful items way sooner than they would normally appear in the main game.

Be careful if you are considering playing it first as I found it far more harder than the main game and also you are incentivized play it on unfair to get the best rewards.

If you do decide to play it I would recommend doing so as (spoiler for mythic path) Lich as you get extra reward in your next Lich playthrough.

Recommended order of play
Prologue of main game until you want to switch before the cut of point in Act 1 > Through the Ashes > Act 2 and 3 > Lord of Nothing > Complete Main Story > Inevitable Excess
Before Character Creation
Congratulations if you survived this far just little more until we can start playing!

First order of business be sure to download Toybox[www.nexusmods.com] before starting the game. It gives you many more tools for convenience (among which is option to allow multiple romances for the thirsty among you) and tools to help you in case the game bugs out.

Second is you should take time to think what type of character you want to play as and what mythic path would compliment it or the other way around what mythic path you want to experience and what class would suit it well.

(I did not consider the above spoilers as mythic paths are mentioned in the steam store page. Below in spoilers are available mythic paths and what they lean towards both gameplay and story wise.)

Mythic Paths

Aeon - One of the more weirder mythic paths with no clear class to pair it with other than summoning builds which are weak and I do not recommend you to try them or inquisitors which fit atleast thematically. Aeon path however provides you with some good support abilities and few abilities that are amazingly powerful if you know what you are doing. Story wise it is also one of the strongest, featuring some of my favorite ending slides in the whole game.

Angel - We all know what to expect from angel story wise so I wont dwell on it. Gameplay wise its first mythic on this list that can spell book merge (meaning you get access to more powerful spells faster and your spells in general are stronger) incidentally making it one of the strongest mythic paths available if you are playing (full) divine caster (Cleric, Oracle, Shaman, Druid...). Which is why I don't recommend playing this mythic path as martial class since the perks you get are not as strong however if you want to do mix of both oracle with battle mystery is my (strong) recommendation.

Azata - More chaotic good than angel with disney/anime vibe. It is well suited to all play styles both (ray spammer) spell casters and martials.

Demon - First evil mythic path of this list and the one for you if you are wanting to do a power trip run. Perk and abilities wise its even more varied than Azata helping kineticist, casters and martials being especially great if you want to make INT based DC caster.

Trickster - If you have played Kingmaker and were expecting Trickster in that tone you are welcome to be disappointed with me. Duality of trickster is XD LOL RLY story, but very strong and fun mythic abilities. Trickster shines with martial classes (including ranged!) or maybe with those who just want make their enemies kill themselves?

Lich - The other Mythic capable of spell book merging this time covering (full) arcane casters (Wizard, Sorcerer, Arcanist, Witch..). Are you prepared to sacrifice your penis for the ultimate magical power? Also great for alchemists and kineticist.

I hope this helps you narrow down your build, but of course feel free to ignore this especially on lower difficulties and go for combination that calls to you!

v Spoilers v
Read at your own risks. Contains spoilers about mythic paths. Nothing lost if you skip.
You can change from your "early" mythic paths to certain "late" mythic paths later on in the story if you have unlocked them by fulfilling the requirements.

Legend - Unlocking of this path will be covered in the guide. Trade your mythic powers for 20 extra levels. All around great for every build and story wise excellent if you want to do redemption story from evil to good.

Gold Dragon - Unlocking of this path will be covered in the guide. Good fit for those whose mythic path just didn't work for and want to trade those for raw bonuses or those who want to do it for RP reasons.

Swarm that Walks - The REAL evil path, become the crisis. Unlocking of this path will be covered in the guide. Either this is for you or it isn't but mechanics wise you will be creating clones of yourself so I imagine classes that dont need gear as much eg your vivisectionist scaled fist dip monster would do well. I haven't yet gotten around to test it however.

Devil - Not worth it, sorry to tell you hell knight enjoyers. Unlocking of this path wont be covered in this guide and it is only available to Azatas and Aeons. I strongly recommend not doing it as its weak in both gameplay and story terms. Only for RP.
Difficulty Settings & Character Creation
Here we finally are! The character creation, but before we get to that quick run down on the difficulty settings.

If you are new player stick to normal or core if want little more challenge. Take into account how powerful your build is when you are deciding your difficulty (Section above is good place to start).

If you are returning player, do run on core or unfair if you crave challenge. If you can do run on hard you should be able to pull off unfair which is why its not mentioned.

Difficulty Setting
How Much Can You Get Away With?
Approachable to New Players?
Normal
Lot. Have fun with your wacky builds
Yes
Core
Some, lot if you are good. Wacky builds possible.
Yes, might take warming up or guide
Unfair
Little. Some builds too weak in early game. Mercenaries or companion build resets likely needed
No, save it for after core if you are ready for pain

On side note. I do not recommend turning on crusade automode as it will lock your out some items and (read at your own peril) and secret ending

Large amount of achievements are locked behind core.

This guide is written based on my playthrough of unfair difficulty. Meaning enemy amount or strength might differ from yours.

Character Creation
Finally we are here! I do not know why I use the word we as none have made it this far. I will not go for too long here as this isn't build guide. Read careful what you pick and if you are struggling here are few recommendations.

Class
Archetype
Why?
Alchemist
Grenadier or Vivisectionist
Bombs are strong and target touch ac. Vivi trades those for sneak attacks/rogue talents the most common dip
Arcanist
Eldritch Font
Ability to increase spell DC (target more unlikely to resist)
Barbarian
Instinctual Warrior
Good dip if you are AC maxing. If you want to play barbarian play bloodrager
Bloodrager
Primalist
Barbarian with spells and bloodlines
Cavalier
Gendarme
More feats and charge dmg? Whats not to like.
Cleric
Ecclesitheurge
+2 bonus to attack rolls, Ac and skill checks? Pick community domain for win encounter button
Fighter
Mutation Fighter/Two Handed Fighter
Mutagens, bonus feats, Weapon Training AND discoveries?/ Two handed sword goes brrr (vital strike)
Kineticist
Elemental Engine
Great bonuses to attack, abilities that can wipe groups
Magus
Sword Saint
Can either be built as dex dodge tank dps or STR vital strike one shotter of demon lords
Monk
Sensei/Scaled Fist
Common merc candidate good buffs and be built as okay fighter/CHA to AC nuff said Very common dip
Oracle
Dual-cursed Oracle
More revelations! Potentially okay melee fighter with pets! (Battle/Nature)
Paladin
Paladin
Mark of Justice alongside guarded hearth from cleric is one of big win buttons.
Rogue
Rowdy
STR Rogue Very good early game.
Slayer
Spawn Slayer
Bonuses to attack that stack alongside your bonus to large foes. Slayer Talents are fun. DW Throwing hatchets that drain enemy stats is one of my favorite buffs
Wizard
Wizard Exploiter
Wizard with benefits of arcanist.

For class I will be going with Magus - Sword Saint

Backgrounds
Backgrounds provide relatively small bonuses, you are usually either looking for proficiency in case your class doesn't let you use equipment you want to use or to switch around what attribute you use for skill. Here is the list of meta picks if you are Interested.

Background
What Makes it Good?
Oblate-Acolyte
Allows you to use wisdom for persuasions. Good for Clerics and the like.
Oblate-Healer
Allows you to use intelligence for Lore (Nature) and Lore (Religion). Great for Wizards.
Oblate-Martial Disciple
Gives you Improved Unarmed Strike which is needed for Crane style (extra AC).
Warrior of the Linnorn Kings
5 Cold Resistance is 5 cold resistance.
Scholar-Arcane/Divine
Dont need to waste feat to scribe scrolls/brew potions.
Street Urchin-Pickpocket
Meta pick. 2 initiative is stronger than it seems acting first can decide the outcome of a fight.

I personally went with bounty hunter for roleplay reasons and to be able to wear light armor for looks.

Race
Generally speaking you want to pick race that boosts ability scores your class uses. Aasimar is strongest pick giving you two points to two ability scores and ability to pick wings as feat (2 bonus to AC).

However sometimes you may wish to pick human for extra feat if your build is feat heavy. Which is why I am picking human this run.
Note: There are some edge cases like elf for enchantment DC builds (can get unique feat) or kitsune for pounce (req feat.)

Ability Scores
I like to go full minmaxx here with boosting the ability scores my character uses which would be in this case Strength and Intelligence whilst ignoring others. However I would recommend ever so slightly even approach of making your primary ability score 19 or 20, with rest being more equal and one being only slightly higher.

Insome cases it might be smart to go for more even spread if you are AC maxing by finding ways to convert your other ability scores to AC. (Scaled Fist, Instinctual Warrior)

My ability score layout and first picture of this guide!


(Reminder for bow users that strength adds to damage with composite bows!)

Skills
You either have many points to spend here or few. Important things to remember is if you are melee character put points into mobility until 3. (If you are doing melee intimidation build level up your persuasion as well, more on that below.)

Start thinking what skills you want to handle yourself and what to dedicate to other party members, play to your characters strengths. Perception is good to have on multiple characters alongside magic device.
Feats
Feat screen might look overwhelming, but it becomes lot more manageable when you remember most of feats listed are either useless to you or fluff.

Keep your characters role in party mind. Are they front liner? Pick feats that increase AC and survivability. Is your character warrior with two handed weapon? Pick feats that increase your attack and damage. Is your character archer? Pick archery feats. Is your Character mage? Pick feats that boost your chosen magic specialty alongside metamagic and spell pen.

To make it even more simpler lot of the perks function like trees. Make sure to keep this in mind and check the feats that you don't yet qualify for!

Some common great feat options.

Feat (Trees)
Why Is It Good?
Outflank
Gives you larger bonus to attack when you flank character
Combat Reflexes > Seize the Moment
When ally crits you get free hit! Archers proc this for melee IIRC.
Power Attack > Cleave > Cleaving Finish > (Great Cleave > Improved Cleaving Finish)
Gives you ability to make another attack if you kill enemy. Very good if you are either enlargened or have reach weapon. Going to GC & ICF might not be worth it
Point Blank Shot > Precise Shot
Get this as soon as you can if you are playing archer or mage who blasts.
Weapon Focus > Dazzling Display > Power Attack > Dreadful Carnage > Shatter Defenses + Intimidating Prowess
You make a persuasion check to intimidate enemies for FREE when you kill. Very good on two-hander with STR if you have 1 level of Thug.

I picked power attack and cleave.

And with that we are done with character creation! If you picked mage and are wondering what to pick. I will talk more about this when we level our mage companions.

*last section ran out of room lol which is why this is separated.

(Unfair) Companion Builds
(Reserved for unfair companion builds and talk about them. If you want to contribute feel free to comment or contact me)

This section contains small spoilers and is meant to be reviewed whenever you get new companion as such companions are talked about in order you get them. So if you are new player skip and return later!

Note: Few companions may be recruited in different order.

This section mainly exists for those playing on unfair as the companion builds I went with in my (unfair) campaign (further in the guide) were not fit for the (early) game and while its possible to get through act 1 with them as I did I cant in good faith expect you to do the same.

And as final reminder: This is not build guide, don't expect these to be the strongest builds there are. Just viable enough to carry you through unfair. I wholeheartedly recommend you to search around internet for stronger ones.

If you yourself got knack for builds or have published some feel free to leave comment or contact me and I'll be glad to either feature or link to them.

Seelah
I have not run Seelah on unfair past the early game and even then my builds with her have been bad so take what I am about to say with grain of salt.

Seelah is the first companion you get and one of three you get level one as such you get much more freedom on how you can build her compared to other companions. One of the big decisions you have to make starting from lvl 2 is what will you do with her. Will you make her your main tank or will you lean her towards damage? Do you want to keep her pure paladin or not?

Sadly during my time pondering this question I have arrived to two (three) solutions that mirror each other very much.

Your first option is stay on course as pure paladin until you hit level and unlock mark of justice.

Positives and negatives of this are:
  • + Early access to Mark of Justice
  • + Solid DMG
  • - Late mount (weak tank)
  • -/+ Weakish early game, but strong when you get your buffs/feats online.

If you go pure paladin route I strongly recommend you have better tank until Seelah gets going. Your other option, if you want her to be able to tank quicker is to dip into sohei (which I know to be meta) or cavalier (gedarme) to unlock mount right out of the gate alongside much needed bonus feat we can use to get mounted feats.

Here is my recommendation for almost pure paladin
Lvl 2: Sohei (1) l feat: Mounted Shield
Lvl 3: Mutation Warrior (1) l feat: Boon Companion+Weapon Focus (Longsword or Scimitar)
Lvl 4: Paladin (2)
Lvl 5: Paladin (3) l feat: Outflank
Lvl 6: Paladin (4)
Lvl 7: Paladin (5) l feat: Combat Reflexes
Lvl 8: Paladin (6)
Lvl 9: Paladin (7) l feat: Seize the Moment
Lvl 10: Paladin (8)
Lvl 11: Paladin (9) l feat: Hammer the Gap (or anything you want)
Lvl 12: Paladin (10)
Lvl 13: Paladin (11)

Note: You could skip mutation fighter dip if you don't care for tower shield proficiency.

But wait there is more! You could abandon the horse and build her as Freebooter at least initially. 4 Levels in freebooter can grant total bonus of 3 to attack to the whole party and that bonus turns to 4 if you put one level extra!

Camellia
I will only cover tank build for Camellia as I got no experience on unfair speccing her differently.

For tank build you will want to focus on three classes.

  • 1 level dip into Stigmatized Witch for iceplant and Lizard familiar.
  • 6 levels of vivisectionist for mutagen and feral wings.
    [*12 levels into barbarian instinctual warrior for WIS into AC and rage powers.

Exact order of leveling is up to you, but I recommend this order.

One point attribute into intelligence at point of your choosing, rest into DEX/WIS.
Lvl 2: Stigmatized Witch (1)
Lvl 3: Alchemist Vivisectionist (1) I feat: Dodge
Lvl 4: Barbarian Instinctual Warrior (1)
Lvl 5: Barbarian Instinctual Warrior (2) l feat: Improved Unarmed Strike
Lvl 6: Alchemist Vivisectionist (2) I Discovery: Crane Style
Lvl 7: Barbarian Instinctual Warrior (3) l feat: Toughness (or outflank)
Lvl 8: Barbarian Instinctual Warrior (4) l rage power: Guarded Stance
Lvl 9: Barbarian Instinctual Warrior (5) l feat: Crane Wing
Lvl 10: Barbarian Instinctual Warrior (6)
Lvl 11: Alchemist Vivisectionist (3) I feat extra rage power: Beast Totem, Lesser
Lvl 12: Alchemist Vivisectionist (4) I Discovery: Feral Mutagen
Lvl 13: Alchemist Vivisectionist (5) I feat extra rage power: Beast Totem
Lvl 14: Alchemist Vivisectionist (6) l Discovery: Feral Wings
Lvl 15: Barbarian Instinctual Warrior (7) l feat extra rage power: Rolling Dodge
Lvl 16: Barbarian Instinctual Warrior (8) l rage power: Deflect arrows
Rest into instinctual Warrior. You are free to assign your feats as you wish, but save one for combat expertise after popping Tome of Clear Thought (+2 INT.)

Mythic powers: Archmage Armor > Dodge (Mythic) > Last Stand/Limitless Rage > Last Stand/Limitless Rage > ??? > Toughness (Mythic) / Emergency Potion > As you wish, could even get wandering hex and cackle.

Wenduag
Its relatively simple to make metal build for Wenduag if you read "meta build" as "build to minimize pain in the early game."

here are the two things our girl needs and those are:

  • Vital Strike, which we will get from rowdy dip
  • True Strike, for the few high AC enemies in the first act which we will get from sanctified slayer dip.

Lvl 2: Rowdy
Lvl 3: Sanctified Slayer
Lvl 4: Sanctified Slayer (2)

You might wonder why I haven't gone as deep with this as I did with Camellia and the reason simply is that you do not need anything more. This is very strong base which you can fill how ever you want. Put rest of your levels into sanctified slayer? Sure, dip into fighter? You do you, maybe you want to get debilitating injury from rowdy? Go right ahead. Only thing I will say is Vital Strike truly is for early game and you will want to cut that dependency as you progress further.
(Start) Welcome to Kenabres!
And so your adventure begins! Take your time to listen and look around. I will get back to you later, but before that just one question. How long did you spend in the character creation?


Fight or Flee?
It seems chaos has arrived with demons and vescavors in toe and so we arrive at the first decision you must make. Fight or flee? Which way crusader?

(From now on I will talk about consequence of decision in spoiler below the decision. Read at your own risk)
Pick fight if are aiming for the secret ending.

Trapped in Darkness
Nothing to do expect to move forwards, but before you do that let me tell power gamers among you little optional exp trick. Go to difficulty setting and turn on only active companions receive experience.

Make your choice whether to use the trick or not and continue moving forward.

You will be stopped by Anevia and Seelah perceptive among you might have spotted her earlier and those who used the exp trick congratulations on getting 750 experience where normally you get 125 experience.

We are confronted by our first skill checks. I hope you have brain or brawn. Those among you who like to quick load until you get your way I might suggest turning on take 20 out of combat. (control+f10)

Your options are to be ♥♥♥♥. Athletics 16 skill check or Knowledge (World) 16 skill check and diplomacy 16 skill check.
All skill check progress you onward but evil gives you 200 coins which is very nice early game.

If you are using the exp trick before you hit end dialogue button press esc and turn only active companions receive experience off. This way Seelah joins you party with same amount of experience!

Continue heading onward and pick up your confiscated gear (remember to equip) that Seelah points out and Terendelevs scale that lays couple more steps ahead. Turn on only active companions receive experience again if you are using the trick.

Very useful item that functions as raise dead spell! Try to save these and always keep one with you especially on higher difficulties!

No way to go but forward and it just so happens we run into fair lady. Talk to her and as you get the experience turn off only active companions receive experience if you are using the trick then turn it back on.

This is good time also to check your formation as the first combat approaches!
(Avoid using spells and limited abilities! You will need them later)

The good old tradition of RPGs. Fighting vermin be careful if you are playing on unfair as with bad luck you could lose this fight. Great cheese is to turn around just before the encounter as Anevia will always stand behind your MC.

Letting crippled woman with bow tank? Are we the good guys?
If you are using Seelah to tank remember to turn on defensive fighting.

Continue onward and pick up the Dragon Scales as we go. Flies should not be a problem, but this is good time to practice playing the game on real time.

Continue forward and go right. Be careful with the spitting centipedes though Anevia should easily be able to take care of them. There is some minor loot at the end, pick it all up and head backwards.

This time take the turn to the left. Vermin should not pose any challenge to you.

However the next foe could cause you grief.

(press y to turn on inspecting and left click enemy to see their stats and abilities! Very useful!)

Luckily for me his initiative roll was low allowing me catch him flat footed (denying his dexterity to AC). Take note of flanking and charging giving me large bonus to hit. Things could not be as rosy for you as single bite can kill you this early in the game (and he has poison to boot) so either use Anevia to tank or bumrush him.

With the beast slain and no chunks missing from you take crack at skinning it and continue forward.

You will run into Lann and Wenduag. Explore the dialogue to your hearts content and enjoy the level up if you did the exp trick!

Level 2

Oh boy your choices now depend on what you want to do with Seelah and Cam no pressure. Do you want cam as support off tank or turn her into your main tank? Do you want mark of justice for Seelah or are you ready to abandon that plan to get more AC?

Here are my recommendations for Camellias level up

Class
What To Get?/Why?
Spirit Shaman (2)
Evil Eye, Fortune, Ice Plant, Protective Luck or Ward
Stigmatized Witch
Lizard (1 NAT), (same options as above), Mage Armor
Vivisectionist
Mutagen, Shield spell.

I am going with Stigmatized Witch picking Mage Armor and strand of the Tangled knot as spells.
For Seelah I went with Vivisectionist and rest I will put into paladin until paladin level 11.

If you are interested what I am doing for my characters level up the plan is to stick all twenty levels into Sword Saint.

Back to Adventure
Explore until you find the sword. If you are following the exp trick just as you are about to end end dialogue turn off only active companions receive experience setting and turn it back on after you finish the dialogue

Lann and Wenduag (Second Level)
Both are archers, but both come as level one meaning they are malleable to be turned to what you want to especially Lann who can be turned to great melee character with mutation fighter or even cleric who uses wisdom to shoot! (Zen Archer 3, rest into cleric-ecclesitheurge)

I went Lann Zen Archer 2 and put level in Vivisectionist as Wenduag. Another option with Wenduag would be rowdy followed by inquisitor-slayer for true strike (Do this, if you are playing on unfair.)

Over the rubble
Once you are ready take the skill check to jump over the rubble and then jump back where you came from. Why? You get exp for going back. From now on I will assume you make this ahabbit and wont mention it again. Jump over it again and continue forward.

Spiders up ahead should not be a problem with extra two archers and Anevia. Focus fire the big one and continue if you are in trouble let Anevia tank.

Continue, but don't jump over the rubble.

Kill the flies and be careful of the spitting centipedes focus them with your archers. Loot the skeleton and equip the master crossbow on your preferred archer (masterwork gives 1+ to hit)

Now turn your party around so Anevia is facing front and make them hold (select all and press h), make Lann run further in to trigger ambush and run back to rest of party. Let them come to you (Or Anevia) to be specific. Have your tank (yourself, cam or seelah) ready to take her place if she falls.

Now turn and head back to that mobility check we skipped. Climb up

Creep carefully forward until you get visual the stone elemental. Make sure Anevia is facing forward this time you will really need it. Use your buffs and spells now and when you are ready shoot with with your whole party at the elemental.

Another strategy is giving Seelah masterwork greatsword, cast enlargen on her. Then use object bound and cast it on yourself if you are martial.
Now you will have longer reach than the elementals thank to your size. Use it your advantage and charge the elementals, pull back before they get in reach and repeat.

Assuming you are victorious go where the stone elementals were and loot the wand of cure light wounds. (Do not use it yet you will get free heal)

Progress to the end of the cave and leave.
Neathholm
Neathholm

Progress into the village and talk with Chief Skull. Where you must make another decision.

This choice is actually very important doubly so if you are playing on unfair. If you show the sword Wenduag will leave you and if you hide the fact that you found it Lann will leave you. Consequences don't end there hiding the sword makes upcoming boss fight easier and I strongly recommend doing so if you are playing on unfair. You still get opportunity to trade Lann for Wenduag or vice versa later on. (Remember to unequip gear on the person who will leave)

I chose to hide the fact we found the angels sword. After you made your decision save before before leaving though good man Horgus will stop you for talk. Money is good and I strongly suggest taking crack at skill check for the two thousand. This money will help you greatly in future and if you are playing on unfair, it might warrant save scumming.

Afterwards take look around the village. Talk to Anevia and Horgus if you wish. Loot some of minor loot scattered around before talking to Dyra our first vendor! Sell your crap and buy the Quiver of Cold Iron Ammunition.


Before we turn in for the day. Press b to open your characters spell book and check your characters saved spells (Camellia).

Bless, Magic weapon (Doesnt stack with masterwork!) and protection from alignment are good picks for her (use the spirit slot for enlarge).

Now we are ready for our days rest. Next morning accept consequences of your actions. Feel free to check with Anevia and Horgus if you care about how they slept then proceed to head out by boat if you went with my choice earlier or by walking.





Shield Maze
Game will give you tutorial pop up about formations after you do and now is good time to take second to tune it to your liking.

If you came by boat walk forwards but do not squeeze through the door yet continue walking and kill the monitor lizard. Its the exact same as we killed before

if you came with Lann you will either have to fight couple of enemies not worth noting down or the same lizard.

Either way our paths converge for now. Time to enter the Shield Maze!

Shield Maze

First room has nothing of note of expect religion check for little exp. Head carefully to the next room

Sadly this room isn't as easy. We have two mages capable of blasting magic missile (always hits!), pesky archer and Baphomet cultist wielding glaive giving him quite the reach!

So what should our strategy be? Those two mages need to be focused down so make sure Seelah and Cam are at charge distance for Mage and archer in the middle. Position Wenduag so she has clear line of sight to the mage at top right or if you have good stealth on your main sneak up to him.

Now pause the game and sync those charges and wenduags shot. You should be able to almost instantly kill the ones in the middle. Take care of the other mage if Wenduag missed and move to deal with the Baphomet cultist. Easy!

Feel free to loot the room, if you didn't loot it already. in case you took lot of damage you can rest unlimited amount of times in Shield Maze which is not the case normally so take advantage of the fact and cast all buffs you have before every fight and rest often.

Now continue into corridor. Beware of the trap and take the left into the library. Be careful of the cultist in the corner. He is stronger than he looks you might wish to avoid him until you level however I managed to take him down by group charging him without buffs.

After you are done loot the library for useful scrolls and Tome of Minotaur: Sermons from the Labyrinth. Make sure to go to your inventory and right click the book and choose info, this will give your character permanent buff!

Continue back into the corridor and into the next room. Set up a group charge and kill the three mongrels.

Open the door closest to the corridor we came from. Disarm the trap, but avoid the cultist champion! We will cover him later so head back.

Head to the door north of the room.
This room can be easy or pain depending on your rolls. You got two archers and two melee cultist who can take hit or two. Hug the wall and walk to the Baphomet statue sync a charge and try to take simultaneously down the archer on the right and the melee cultist in the middle. Hopefully you can then quickly mop up the archer in the middle before taking down the right most melee cultist.

(If you struggle with the encounter skip ahead until you level up)

Cultist Champion
Go back and deal with the Cultist Champion. His AC is is high alongside his health, but you should be able to kill him by group charging him.

Head back to the room with baphomet statue and head west to the dining room. Hopefully you manage to perception check to spot the lever to open the store room. Make sure to loot the Masterwork Cold Iron Longsword! Go back to the dinining room and continue heading forwards.

Pew Room Fight
Position yourself so you can see all of the enemies without aggroing them.
We have from left to right Cleric (with Sharpshooter above him), Sharpshooter with Mage and Baphomet Cultist and Cultist Fighter (above him).

Luckily for us the cleric has only 8 hit points so Wenduag should be able to take care of him with one shot. Sync wenduags shot and your melee characters charge on the two in the middle. Peel one of your melee characters of from the rest after you killed the pair in middle to kill the remaining sharpshooter. Tie down approaching fighter with your highest AC character (or pack pedal whilst shooting him if your main is ranged) luckily for us the Baphomet Cultist wastes his first turn casting divine favor let him cast it before charging him.

Level 3

For Camellia I went with Vivisectionist and dodge.

For Seelah I went Paladin and chose heavy armor focus. (Probably mistake I am doing a test to compare how high AC Seelah can get in heavy armor) If you are doing pajama tank mirror what I am doing with Camellia (Stigmatized Witch dip is good idea).

For Wenduag I put level into Spawn Slayer and chose throwing axe focus. (I don't recommend going with dual throwing axes build. Focus on bow)

For myself I picked (Sword Saint) arcane accuracy, and cleaving finish.

Head backwards to the room with bunk beds and take note of the door we havent passed through yet. Choose your party members one by one and carefully avoiding the enemy noticing you.

Cultist Champion and Neophyte Wizard
Kill the wizard with archer while your melee charge the Cultist Champion. After you win make sure to loot the Potion of Resist Cold and Protection From Cold

Head out of the room and south back to the room where we killed 3 mongrels and continue into connecting room we didn't go to yet and keep moving onwards.

Basement
Some early run enders lay down here so start preparing mentally. Open the door carefully and one by one head into the next room hugging the wall. You know the drill at this point. the 3 mongrels are nothing worth talking about unless rolls fail you.

Afterwards check the door to the east and loot the small store room.

Head south and kill the two corrupted mongrels. Be careful as these two are tougher than ones we have faced so far the Corrupted Mongrel Guard especially has relatively high AC for our party.

After you emerge victorious be wary of the door before as behind lies one of the hardest fight in this dungeon.

Make sure to fully buff and rush the Corrupted Mongrel Brute. If luck (or true strike) is on your side loot your reward Ring of Protection +1! Make sure to give it to yours tank now lets head back to where we came from and go through the door next to small store room.

Hand of Hosilla
Head to the room carefully one by one yada yada. Keep the archer hiding beyond your sight in your mind. Charging the Hand and fighter is your best bet strategy wise.

Go through the door near where Neophyte Sharpshooter was.

More Corrupted Mongrels
The hardest fight in this dungeon. You will be facing Corrupted Mongrel, Corrupted Mongrel Guard, Corrupted Mongrel Brute and Corrupted Mongrel Ranger. What makes this fight hard is there are two high threat enemies those being the brute and the ranger. Former has high health pool, good ac and high attack whilst the later has good ac and capacity to pick off your party members.

So what strategy should you pick? Charging might work, but is prone to few reloads. If you go that route kill the brute fast and move to stand near ranger to get attack of opportunities.

Other option is to be to put grease entangle spells on and luring the enemy through them to you piece meal. Remember you can be coward so if you go with luring strategy you can kill one and run away to deaggro and return to deal with the those who survived. If you went with rowdy inquisitor slayer Wenduag feel free to laugh your way to the bank with true strike vital strike.

After winning or being filtered go to the locked door (or not so locked if you picked Wenduag). Hopefully you managed the perception to check to spot Crypt Raiders Armor.

Now head back toward room with where you fought Hand of Hosilla and to the only room we haven't explored in the basement yet.

Shield Maze (Part 2)
Water Elemental
I find this fight over hyped and easy compared to mongrels we had to fight before. AC is nothing special compared to what we have seen before though if gets hit it will hurt (and potential take down multiple party members with great cleave!).


So what are we to do? Its good time to bust all our potions on our tank. (This is where those potions against cold come in hand!)


For strategy engage with your tank and cycle charge (eg move backward and charge again) in RTWP mode. Make sure to have used enlarge on your melee for this to work!


He didnt have chance at all. If you are playing on core and above enjoy your achievement! Loot the room for ring Flow of Water (If you miss the perception check dont fret its almost useless)

(There is also 100% guaranteed way to cheese her. Put your squad far away and kite the elemental with archer. You can use the round table in the room where we killed the first mongrels.)

Now with the basement dealt with its time to head back to the pew room. Pull the torch and head through the door you just opened. Go down the stairs and through the door waiting in front of you.

Hand of Hosilla and Clerics
Easy fight, but beware of the Clerics as they have ability to channel negative energy (read AoE damage). Either take out the clerics first with your initial charge or focus down Hand of Hosilla first either way you should win easily.

Open the door to the connecting room.

Monitor Lizards
You will see bunch of Monitor Lizards be wary of the ferocious one. Aggro them with ranged attack and use the door to funnel them. This way you can get by fighting only one or two at a time. Make sure to have either reach weapon or enlarged buff on to be able to hit over your tank.

Time to return to the corridor we came from and head further in.

Cambions
This time we face four Cambions separated into two pairs, each pair has one archer. Position yourself like in the picture.

Your goal is to tie lower group with your tank whilst you quickly attempt to clear the upper group. Charge the bow wielder of the lower group with your tank and the melee Cambion of the upper group with your melee. Mop up quickly and hopefully relief your tank before they die.

(Remember Seelahs smite and protection against evil!)

Loot the "secret room" and northwards.

Stone Elementals
Big brothers of the elementals we killed earlier. Nothing much to say here than they got relatively high attack so try to take one out quickly, remember to cycle charge. Once only one is left you can spam Strand of Tangled Knot to avoid any hits.

Afterwards head one room back and go through the eastern door.

More Cambions
One of the more trickier fights. We got huge square room with pit in the middle and the enemies are put in such way its hard to win quickly. Two melee cambions are on the sides of pit blocking our access to the archers and if we engage one of the melee cambions, the archers will very likely catch us flat footed!

So what are we to do? Put your team up the stairs behind a corner and shoot enemy with crossbow equipped Cam then quickly switch back to her shield and run back to rest of your team with Camellia closest to the corner.



Pray the Cambions don't roll the crit, luckily for us enemy doesn't have precision shot feat meaning they get huge -4 penalty for shooting into melee! Use this to your advantage and kill the enemy melee characters and quickly afterwards engage enemy archers one at the time.

First Puzzle
First puzzle of the game and they only get harder. Can you guess or brute force the answer?
Paintings at the room where we killed our first mongrels.

Enjoy your new reward. Be careful not to sell it.

Head back to the pew room and time to take the door we havent opened yet. Be careful of the trap!

Dretches
Our first demonic enemy. Remember to use cold iron weaponry (there is one cold iron javelin you should have looted) Do not waste our cold iron arrows yet these guys arent worth it.

I aggroed them by throwing javelin with Wenduag and withdrew back through the door way into pew room. Dretches cast stinking cloud but you can just keep moving backwards until they run out and then engage them.

Make sure to rest afterwards and head up the stairs but make sure to fully buff yourself half way through! (Make sure to enlargen your melee dps characters and give them reach weapon if they use STR!)

Hosilla

You find yourself at the crossroads again. What will you choose to do?
IIRC I might be wrong so take what I am about to say with grain of salt. If you went with Lann and succumbed to demonic rage you can choose to recruit either Lann or Wenduag. If you chose Wenduag you can pick either no matter what you did. Either way spare the person you didn't pick.

This is it! We are at the boss fight! Hosilla is and isn't scary at the same time. If she lucks out and manages to hit you its reload time. if you are enlargened and have reach weapon equipped on your melee gang you can just cycle charge her. (Dont forget about Seelahs smite)

Problems come from the quasit she summons in phase 2. These bastards will flank you and can poison you warranting a reload. This is why I recommended what I did as Lann might distract the other one for few rounds and you don't have to deal with Wenduag shooting at you.

Either way make your choice and afterwards sell to Dyra who has conveniently arrived. If there is loot you left behind go to exit and click it once. Do not click collect all instead click each item one by one. This method is faster than running all over the dungeon to collect them. Sell to Dyra and proceed "upstairs".

(No need to rest your health and spell slots will be restored once you proceed)


Gray Garrison
Loot the area and go up once again and continue moving forwards. After bit of dialogue we are once more faced with combat. Stay back, enemy has the nasty ability to cast channel negative energy damage living which will drain your much needed HP.

In my playthrough this did not happen, but no reason not to be careful. Let you allies handle it and after your enemies are hugging ground take crack at the locked door. (Dont worry if you fail to lockpick it) Loot everything, buff yourself and go upstairs.

Cultists
After a brief cut scene we will be faced down with two groups of cultist. Luckily for us Irabeth and her group has one side covered thus it seems like we should face the other group yet paradoxically the best way is actually rush the other group with Irabeth and afterwards letting her face the other group whilst we cover behind her.

If you decide to fight the other group of cultists head on it is possible even on unfair but be wary of their magic caster who will cast magic missile and burning hands, the Horde of glaive wielding cultist can also be dangerous just because of the amount of attacks coming your way, but after you have dealt with them don't rush the enemy archers as this will trigger the enemy group behind them.

Loot everything (and I mean everything don't worry about party encumbrance), heal/buff yourself and head up

Abrikandilu and Cultists
I wont say much about this fight as Irabeth like Anevia in the caves will take care most of the heavy lifting for you. Only thing of note is the dretch casting stinking cloud so consider sniping him (feel free to waste couple of cold iron ammunition's here)

Afterwards loot everything, take crack at the religion check and do the mobility check which is where I will leave you on your own for little while!
(Act 1) Defender's Heart
Congratulations for beating the prologue and thank you for reading this guide! After you wake up and survive Irabeths info dump remember to loot your personal storage for the special edition items you might posses.


There is lot to do at the Defender's Heart before we can get back to adventuring so lets start by asking Staunton about the blind elf.

After getting the location from Staunton now might good time as any to pick up the gold we are owed from Horgus. If you fail the skill check deny him the first time he will double the price without the need to for persuasion.

If you want to talk to Camellia while we are here and are interested in potentially romancing her as male character make sure to pick the option "Your speech tells me you are of noble birth." and then after her reply choose "Forgive me if my questions disturb you. I couldn't resist such a noble and beautiful lady. I will stop bothering you immediately if talking to me upsets you.

Talk to Gemyl Hawkes who is just behind the bar and make sure to pick "Any news in city" followed by "Are there any places in the city worth visiting?" You might want to to check his goods but don't buy anything yet (other than spicy pastry recipe, more on him and other vendors below).

Head to the kitchen behind Gemyl and talk to Jernaugh until you have reveal "Chilly Creek" location and unlocked the quest "Cold Waters. Continue heading towards the stairs to the basement but talk to Forn Autumn Haze first until you get his quest.

Woljif and Basement Puzzle
Talk to Woljif and promise to help, but before we head out loot the shield on the wall which will reveal the button behind it. Take look around the room and notice the levers on the wall.

Puzzle Solution
Lever closest to wall, up and others down. Afterwards click the button.

Back to the Inn
Head back up and talk to Anevia. Make sure to pick the "Are there any suspicious place in the city that I should pay attention to? Aftewards talk to Indarah and group of crusaders close to the fire place. Exhaust some of the dialogue options and pick "You’re wrong to treat the crusaders with such disdain. Allow me to explain."


Enjoy your new shortsword if you manage to win the debate!

Afterwards talk to Seelah about the missing Aldori then lets move on why we came back here and talk to Irabeth. Ask about Woljif and tell her to tell you about the Eagle Watch. On the contrary, if it wasn't for you, there wouldn't be a headquarters at the Defender's Heart. The Cultist would have served up the city on platter to demons.

Hilor is also here and offers retraining and mercenary companions. (Note: mercs are cheaper lower level you get them.)

Time to head back to basement and tell Woljif the good news.

Woljif and Level 4
If you are using the experience trick after you get the experience turn off "Only active companions receive experience setting" Dont worry we are getting close to the last time we do this.

Woljif is great rogue companion while he doesn't come as clean slate he has good enough attributes and class. His class eldritch scoundrel also gives him ability to cast spells! Make sure to to focus on buffs dont try turning him into DPS or DC mage unless you know how! Spell wise True Strike and Mirror Image are must have with Sense vitals and Shield coming soon after!

Woljif: Another level into Eldritch Scoundrel (for Debilitating Injury -2 AC or -2 Attack when you perform sneak damage is superb), +1 Dex
Seelah: Another level into Paladin, +1 Dex
Wenduag: Another into Spawn Slayer, (Slayer Talent combat trick/Fighting Style Two-handed fighting but I recommend you stick with the bow) +1 Dex
Camellia: Instinctual Warrior, +1 Dex
Myself: Another level into Sword Saint, +1 STR

After you recruited Woljif take stairs to the courtyard

Courtyard
One more thing before we start with final preparations speak with Joran Vhane and make sure to show him Radiance. Now we can start talking about how to spend all our hard horded gold.

Shopping List
  • Icy Protector (all from Vissaliy inside Defender's Heart)
  • 1x Scroll of Remove Blindness
  • 2x Scrolls of Deathward
  • 2x Scrolls of Veil of Positive Energy (After quest Stolen Moon)
  • 1x Scroll of Protection From Fire Communal (After quest Stolen Moon)
  • 1x Scroll of Protection From Cold Communal (After quest Stolen Moon)
  • 1x Scroll of Protection From Fire, Communal (After visiting Estrod/Market Place. For Topaz Solutions)
  • 1x Scroll of Protection From Acid, Communal (After visiting Estrod/Market Place. For Topaz Solutions )
  • 1x Scroll of Resist Acid, Communal (After visiting Estrod/Market Place. For Topaz For Topaz Solutions)
  • 1x Scroll of Resist Fire, Communal (After visiting Estrod/Market Place. For Topaz Solution)

You should be able to afford this if you followed the guide. If you are missing gold consider selling inflict wounds scrolls. Feel free to spend extra coin on other items, I recommend getting one delay poison communal scroll for the market place.

Optionally after you have completed market place you might want to purchase resist fire or protection from fire, communal for Tower of Estrod alongside delay poison scroll and resist electricity communal for Silken Thread Atelier.
Defender's Heart Vendors
Most acts we have to take care how we spend our money (even if it may not always seems so) especially this early in the game when we have to buy certain scrolls to account for our lack of access to certain great spells.

Below I have listed all three vendors in Defender's Heart and my recommendations and thoughts on their stock.

Gemyl
Gemyl sells variety of useful items from food ingredients and potions to some powerful magical items which I have listed below.

Items of Note
What does it do?
Price
Dark Veil
Grants whole party total concealment against ranged attacks for 1 minute. (50% miss chance before any rolls are made!) Must get item!
6400
Small Bag of Holding
-100 carry weight. You should buy these as they available.
2500
Gloves of the Neophyte
Cantrip and first-level spells deal 1 additional point of damage per dice rolled. (I wouldn't recommend purchase)
3400
Dark Omen
If you can cast spells spontaneously grants you access to following spells: ray of enfeeblement, scare, ray of exhaustion, fear and waves of fatigue. (Not worth price. yet atleast)
13000
Bottomless Mug
Drunken Master Item.
3000

Vissaliy Rathimus
Located inside Defender's Heart in the corner with the wounded. Vissaliy is our cleric vendor who sells some must have scrolls and even better magical items.

Items of Note
What does it do?
Price
Icy Protector
One of the greatest items in the game and strong reason for witch dip. 2 Nat AC bonus if you have ice plant? Awesome and 10 cold resistance is the cherry on the top.
9300
Guardian of Life
+2 Morale AC against undead if you have death ward. Situational, but good. (Remember that same AC bonuses don't stack!)
10000
Lesser Extend Metamagic Rod
Ability to extend spell 3 times per day.
2500
Scroll of Veil of Positive Energy
+2 Sacred bonus to AC against undead creatures for 10 minutes! Good and Cheap!
25
Scroll of Mirror Image
Too long to explain here but basically good chance enemy attacks hit the Mirror Image instead of you! One of the best personal buffs.
150
Wand of Bless
9 uses of bless. Very good value.
135
Remember natural armor buffs from different sources stack!
Vissaliy also sells academical items I wouldn't waste the gold on them yet if you wish buy Scroll Scriber's kit l for Upcoming companion or the Alchemist Kit I if you picked background that gave ability to make potions for free.

Joran Vhane
Our trusty stereotypical dwarven blacksmith sells what you would expect weapons and armor. Excellent opportunity to buy weapon you are specialized for if you didn't find it yet but you might want to hold off on that purchase (trust me).

Lot of these items are also weaker than they seem especially considering the price. Still there are some worth looking here.

Items of Note
What does it do?
Price
Smasher (Eartbreaker)
2+ (to attack rolls) weapon. Impressive for this stage of game. Also necrotic which is nice extra dmg. On crit enemies have to do fortitude save (16) or suffer 2 strength damage.
17000
Detainer (Heavy Crossbow)
2+ weapon. impressive for this stage of game. Also pushes enemies back on crit and slows them down if they fail fortitude saving throw (16)
16900
Attrition Dagger
+1 weapon. When you deal sneak damage enemy suffers 1 constitution damage by 1 (cant lower enemy below). Surprisingly good but pricey.
7700
Pain Channeler (Falcata)
+1 weapon. 2+ bonus on touch attack rolls! (spell attacks) Very good but requires exotic profiency.
7400
Devastating Blow From Above (Longspear)
+1 weapon. Deals extra 1d4 damage if you are mounted! Buy if you have cavalier!
6500
Rugged Helmet
d(amage)r(esistance)3/melee meaning if enemy deals damage to you in melee you reduced it by this amount. I like this item lot but its very pricey.
6000
Deceiving Facade (Buckler)
2+ shield. When you suffer critical hit you get free mirror image! Great effect!
6000
Living Ram (Medium Armor)
1+ breastplate. Your charge deal extra 1d6 damage and enemy has to pass reflex saving throw (17) or go prone. Great if you are cavalier!
10000
I would only consider Pain Channeler and Deceiving Facade or Living Ram Devastating Blow From Above if you are cavalier.
Leaving Defender's Heart and Optimal Route
I hearken you to remember what Anevia told us when we left our bed. We have time limit of 3 days to accomplish what we need to accomplish. If we move too slow certain things will change or be denied to us. Now don't fret on lower difficulties this isn't too bad of a limit and I got route to see that you will get everything you need to do done, no matter the difficulty setting!

I strongly recommend taking the chill route!

Aggressive Route. (Less rests, smaller margin of error.)
(Thieflings Hideout > Defender's Heart > Ancientries and Wonders Shop> Thieflings Hideout > Defender's Heart* >) Market Square > Arandae Party House > Gwerm's Mansion > Topaz Solutions > Tirabade Residence > Pitaxian Wine Cellar > Blackwing Library > Silken Thread Atelier > Tower of Estrod

You might want to hold off with Stolen Moon quest as it will take approximately 5 hours of travelling and you risk fatiguing yourself. You got approximately one extra rest.

Chill Route. (More rests, more leeway.)
Thieflings Hideout > Defender's Heart > Ancientries and Wonders Shop > Thieflings Hideout >(Defender's Heart >) Market Square > (Silken Thread Atelier*) > Tower of Estrod > Arandae Party House > Gwerm's Mansion > Topaz Solutions > Tirabade Residence > Pitaxian Wine Cellar > Blackwing Library

Remember your time limit of 3 days. If you rest two times at market square you might want to go to Tower of Estrod (for time extension more on that Tower of Estrod section) before Silken Thread Atelier (remember to do it after!)

If you are doing the chill route consider taking the time before going to Arandaes Party House to visit Defenders Heart to sell and buy some equipment (scrolls of protection against fire/acid communal)

I cant predict certain important random encounters! If encounter seems special check the guide!

These routes don't account for reagent drops eq fallen horse near Defender's Heart time wise! I will avoid for safety's sake.
Stolen Moon (Thieflings Hideout, Ancientries and Wonders Shop)
Woljif sure needs our help first with being jailed and now getting the thiefling mafia off his back. Is this how we want to spend our 3 days? Trust me it will be worth it maybe...?

This quest line is pretty linear so I wont waste space too much space on the first bit and assume you do the following.
  • Visit Thiefling Hideout (Remember to loot Lockpicker's Kit I and equip it on belt slot of your rogue!)
  • Speak with Kerismei and agree
  • Visit Defender's Heart and speak with Irabeth

and now I will pick back up with us following Irabeth's lead by paying a visit to Ancientries and Wonders Shop. Help Finnean from under the shelf and enjoy the main reward of this quest. This item will be very useful to us for long long time. Equip it on yourself or companion and loot the minor loot in the room including Pipefox in chest. (Remember to give it to high perception/nature character)

Time to talk to the rubble, rock and stone brother. If you forget the code word is Hand of Irori ask about suspicious individuals and exhaust the remaining conversation options. End the dialogue and hopefully manage to lift the rubble covering the basement hatch.

Go down to the basement and talk to the gnome. You will either have to succeed either bluff (24) or intimidate (24) skill check orrr let Woljif take the lead. Either way after he starts talking ask about all the suspects, feel free to kill him if you are exp minmaxing.

Thiefling Trial
(You might want to save)
Time to name the culprit. Talk to Kerismei and tell her you are ready (examine first and check quest journal if you need to.) We got everything we need to name the culprit. Melroun. Only one with redhair and green cloak.

Congratulations if you got it right! Despair at the skip and whats about to follow. You will need to roll diplomacy (24) and intimidation (26)! This can be hard even with charisma character!

If you succeeded enjoy the free key to the vault providing us with much needed 1500 gold and Ring of Sharp Strike!

Time to stop by Defender's Heart to talk to Woljif to wrap things up and spend our new funds, check the shopping list above and spend left over as you want eq wands of bless etc. (Feel free to check Woljifs vendor inventory)

Woljif Spoilers
Woljif personal quest keeps track of things you say to him in pivotal moments. This is one of those more details in the next spoiler..There is "human" and "demon" counter. the "demon" ending technically has better rewards. If you are aiming for human pick "You deceived the people who considered you a friend." if you wish to aim for demon pick "You did the right thing by not giving away the amulet"


Market Square
Hopefully you made it here without suffering any random encounters, weirdly it seems its based on whether your MC succeeds in stealth check one would assume it would be your party member with highest stealth attempting it but who am I to question Owlcat coding?

Anyways after you made it to Market Square we briefly visited in prologue we ran into another Thiefling who mentions secret passage to Gray Garrison! Feel free to take chaotic option for some extra money.

After you finish your chat with the Thiefling turn west towards the buildings where you will find two dretches. Same strategy as in Shieldmaze throw cold iron javelin with Wenduag and retreat once they cast stinking cloud. If you want to be fancy divide your team so you can immediately counter attack once the spell ends.

Turn back and walk along the rift until you come across bunch of crusaders fighting two dretches and Abrikandilu. You should be fine rushing into the Stinking Cloud but I would recommend waiting for it to end. Focus on the Abrikandilu!
Note: Do not loot trash items here as it will effect your ability to loot more distant places. More important on the aggressive route.

Full Party
Its about time we filled our party roster. Head back to where we killed those dretches and continue on that path staying between the buildings until you come across brazier and couple of crusaders.


Note: Technically we would earn more experience if we held off doing this until later, but for QoL I am doing it now.

Killing the crusader is slightly the most optimal solution, but solve the situation however you want and adopt the strange girl.
Remember to turn off only active companions receive experience if you are using the trick! This is the last time we have to fiddle with the settings.


Ember
Ember is one of our saving graces on unfair and I will be keeping her in my party for rest of the game. Role wise she is suited towards being spell blaster and buffer with hexes giving her even more additional value.

Sadly devs gave her Vulnerability Curse which block us getting access to much needed cackle/protective luck combo. Why is this combo so good? Protective Luck makes enemy's roll twice to hit you and Fortune lets you roll twice to hit foe. I don't need to tell you why these are strong buffs but problem is they only last for one turn which is where cackle comes in by extending the duration by turn meaning you can have these great buffs up always!
Toybox has option to make cackle extend the buffs by 10 minutes. Whether you use it or not I will leave up to you.

(Lvl 4)
Stigmatized Witch, boneshaker, protective luck, 1+ CHA.

Note: Evil eye and fortune are also valid picks. Evil eye might be the strongest choice here as it is solid work horse ability that doesn't require secondary hex eq cackle to effective.

Marauders

Now that we got full party lets how well the machine functions. Time to take care of marauders just east of where Ember was, but before that quick talk on how to use Ember in combat.

I recommend right clicking slumber/evil eye to make ember auto cast it in combat and you should start almost every combat from now on with slumber. If you picked protective luck you need to manually cast it.


Power of slumber! Remember you can perform coup de grace on a sleeping enemy.

Fight itself is relatively straight forward rookie marauders and two (barbarian) marauders backed by illusionist and archer. Tie their melee with your tank and take care of illusionist quickly then wrap up. Nothing compared to corrupted mongrels we faced before.

Lets mop the other group of marauders while we are it. Go north and west from where you found Ember. This fight is more tricky as there are more melee characters and two archers who will shoot your vulnerable team members.

Luckily there is strategy to make this fight easy. Shoot with your archers and pull back, until enemy archers are forced to target your tank, with protective luck they should be able to weather the storm. Now just send your melee in and clean up.



After your victory make sure to save and continue west where you will run across couple of crusaders fighting bunch of neophytes. Wait for crusaders to lose or charge in while the enemy is distracted there is not much else to say.

After mopping up the trash continue up the slope where the cleric was standing.

Kaylessa

You will come across wounded woman and soon realize who she is which lead us to another choice. Will you follow Forn's directive or not? Killing her here and now grants you leather armor +2 and scroll of death ward from Forn yet locks us out of future quest line. I strongly recommend sparing her.

After your choice loot the gem sin wall little bit further ahead if you succeed the perception check. You will see Area Exit but we still have lot to do here turn back and head to where we met Ember.

Rat House

You might have noticed the house we didn't enter yet and there is reason for that. The rat swarms inside it are surprisingly annoying and require some skilled play to be deal with painlessly. Meaning you might want to do this later!

When you enter inside you will be besieged by rat swarms. These guys are annoying as they will always hit and can hit multiple party members and give nasty diseases. So what do we need to do do deal with this? Basically abuse RTwP and turn based mode. Move in real time away from rats and when you have your actions ready with enough distance between you switch to turn based. Use Woljifs and Embers burning hand spell to deal with the rats.

After your victory disarm the trap and loot the Hide Armor +1 and Seasoned Wings and Thighs Recipe!

Things to do don't end there. Move to book case and examine the summoning circle revealing knowledge arcane check. You can do this later if you find it intimidating as the reward for succeding can be nice.

With that done its time to finally leave.

More Vermin
With this section of map cleared its time to head to north west towards the rift (straight ahead from the area exit we found earlier.) Build the bridge and head across it.

Be wary as soon as you walk through the arch you will be ambushed by creepy crawlies. Funnel them through the arch and be merry.


Keep walking forward don't wander over to the fenced area we will be staying clear of that for while.

Ramien and Hulrun
You will come across heated confrontation between Ramien and Hulrun. Reveal the light of heaven even if you don't mean to commit to angel. Stay neutral, and don't let wrath lead you to slay Hulrun.

Walk forward and still stay clear of the fenced area. You will notice blue light make sure to interact with it Retain the Aeons power if you are going for Aeon or just trying to get most achievements in one run.

Be wary of group of cultist close to you.

Market Square (Part 2)
Baphomet's Flameblade

Make sure you don't use the midnight bolt nearby!

Time for for tough fight, this time we are facing rather well balanced group of foes so let us take closer look at the opposition.



So we have 3 clerics that will buff the opposition and debuff us, 2 dretches that will cast stinking cloud, 2 fighters and finally the Flameblade himself. Note: Delay poison protects you from stinking cloud!

So how should we approach this fight? The key here is speed and aggression our regular tactic of pulling back wont work here. Separate your team into two squads (I had Woljif and Wenduag on left and rest hugging the crevasse.)

Charge in real time from both sides focus on dretch with the team on left and with your other team hopefully kill the enemy you charged. Push the advantage and try to kill Flameblade quickly with the right side before he buffs himself also try to land slumber on him.

If you manage to to knock out Flameblade and the couple of fighters in the initial strike before dretches cast stinking cloud you should be fine.

Grease might be good strategy also as he has low reflex save.

After your victory enjoy your new Half Plate +1. Pick up the midnight bolt nearby if you haven't already and never use these unless told so!

Save and head left (south) from the festival tables just past the stairs.

More Rat Swarms
You will be ambushed by rat swarms they are hidden until they get close to you for some reason. Luckily you can just kite them so its only matter of patience. Use reach weapons with your melee to be able to hit them whilst keeping your distance. Be wary of the hungry rat swarm as it has better stats.

After mopping up climb the stairs. Talk to the stranger if you wish though they dont say much continue on and talk to thieflings just above you.

Trapped Thiefling
You will notice group of Thieflings just above you. Exhaust the dialogue and take the evil option for bit of gold (110) if you wish, before they leave you get option to recruit them funnily the meta option is not to recruit them, but for roleplay reasons I will recruit them on my playthrough. They will disarm traps during our assault of Gray Garrison and one of those traps gives load of exp!

After you dealt with the thieflings we might as well clear rest of this area little bit south of Thieflings is another encounter.

Trio of Abrikandilu
Title says all that is needed to say about this fight. Remember to use cold iron and charge one of them. If you remember to keep protective luck on your tank this fight should be a breeze.

Only thing to be wary of is their ability to sunder armor, luckily this should not cause you any trouble if you are pajama tanking.

After you are victorious head backwards to the festival area (where we killed flameblade).

Feud of the Faithful

Head northwest following the blood trail until we are stopped by Count Arendae's Servant pleading for help. Agree and continue north up the hill, run as group hugging the fence near the tree until you spot Ramien (or use see invisibility if you have it.)



Talk to him, exhaust the dialogue if you wish before asking why him and Hulrun are feuding followed by "Is there a chance you can resolve your conflict?"

Leave the conversation which is when hidden Ilkes reveals himself. Talk to him as much as you want, but make sure to pick "Do you need any help?" which unlocks new quest Starward Gaze!

After you end your conversation head back to Hulrun and tell him you talked to Ramien and he wants only good. This completes the quest and gives us the option of get aid of either Ramien or Hulrun. I strongly recommend picking Hulrun so leave the conversation and talk to him again new option should be available.

Now run back to Ramien and tell him what happened.

With that being done head north of Ramiens location towards the church and from that head little bit east until you see the enemies beyond the fence.

Cultist Evoker and Flameblade
I wouldnt call this fight tricky but I would call it costly. The enemy mage will cast burning arc to start with which will likely one shot its target on higher difficulties and he has annoying 48 hp to boot.

Note: It might be worth it to use Woljifs resist fire on the most likely target

My advice? Put your party south of them and wait until the mage walks down then charge him. Be prepared for your tank to go down and for Flameblade to arrive, I had to switch Seelah to shield and board in middle of the combat as Camellia went down.

After you are done make your way back to your makeshift bridge before we take the athletics check over the rubble (remember protective luck!) I would like to notify you this up coming fight can be tricky so consider using some buffs.

Abrikandilu and Dretches
This fight can be very annoying based on your initiative and luck rolls. Abrikandilu might get swipe while you are flat footed downing your tank or dretches cast stinking cloud neutralizing your team. Your best is to hope you nail the initiative and in turn based mode block the Abrikandilu with your tank, hopefully killing one dretch with rest of your team and putting the other dretch to sleep with slumber.

Or just hoping your slumber lands on the Abrikandilu letting you focus on the dretches.

After your victory up north are more centipedes and flies. Just use choke point and you will be fine.
(remember to take the athletics check back for more experience)

Continue along the path and interract with the basement trap door.

Remember to save after you are done as soon you will be ambushed as you continue on your way.

Ghouls
Note: Feel free to use Scroll of Veil of Positive Energy for this fight if you want.

Hate ghouls simple as. Be careful as these guys can paralyze you on hit which means guaranteed death unless you can kill them quickly afterwards. Luckily their AC is low so your tank should be able to gather them up and be fine with protective luck.

Continue down the steps and you should come across a graveyard and be able to see zombies shuffling there beyond the face.

Graveyard Fight
Use Scroll of Death Ward on your tank don't use the other one we have still need for it.


When you are ready start the combat with your ranged character and funnel them through the crates. Keep eye on the shadow that will come out and attack you. Make sure to tie it up the shadow with your tank.

You can only damage shadows with magical weapons and even those don't deal full damage! Luckily the weapon we got from Stolen Moon quests has the appropriate property to deal full damage! Camellia can also give her own weapon ghost touch.

After you are victorious quickly loot the back of the cemetery for Throwing Axe +1. After you have done that backpedal and walk up the steps we didn't come down.

Shadows and Zombies
We again see bunch of zombies lumbering around. This time however there are more shadows so be careful we want to avoid them hitting any other party member than our tank. If they target someone else try to quickly kill that shadow, if they get hit in, it results in nasty drain effect warranting a reload (not necessary on easier difficulties).



Continue on wards until you see down slope. Be careful once you go too far brief cutscene plays and you will be attacked.
Market Square (Part 3)
Cultist Necromancer
You might want to hold off with this fight!

One of the most challenging fights in the area and don't take this as idle warning, you might honestly want to wait until level up before tackling this.

Of course it depends on your build if have sanctified slayer/rowdy Wenduag this fight wont be hard, but for the rest of us...this fight can be hard, buff yourself and consider using scrolls.

So what exactly are we up against? Necromancer, 3 zombies and 4 Flameblades/Cutthroats. Necromancer will start by casting haste, followed by blind and scare after. All of these spells are dangerous haste gives extra attack (along with bonus to attack) and movement speed, blind reduces our AC, denies us our dexterity bonus and gives your attacks base 50% miss chance and finally scare will make your whole party run away (triggering attacks of opportunity)

Worst part is that Necromancer has nasty amount of HP making sniping him difficult unless you are or possess Kineticist or ranged character with true strike.

So what is man to do? (do women read rambling strategy guides?)

I can offer you two ways to approach this fight.

1. cast grease on them (you can actually get sneaky grease on them before the fight if you carefully inch closer and avoid triggering the cutscene) consider using scroll of pit, but (metamagic) selective grease would be preferable here.

Afterwards wait for Baphomet cultist and zombies come to you one by one. This strategy relies on Necromancer failing his reflex saves which is unlikely.

Note: You will likely have to use remove blindness scroll we bought in combat, be ready!

2. Put grease/pit between you and them before you trigger the fight. Pull immediately back in RTwP mode. Necromancer should attempt to close the gap with cultist behind him or on their ass. This gives you brief opportunity to charge/slumber him bonus being he will likely switch to using vampiric touch at this point.

Make sure to move your tank to intercept the soon coming cultists. She will likely need to be buffed and protective luck to survive. In turn based mode the cultist will ignore tank at least in my experience so you will need to use RTwP.

After you have beaten the necromancer or saved it for later head to north and then west.



A Friend in Need is Friend Indeed

Talk to Curl and feel free to ask for drink we are in need of it after the necromancer. You might want to save us when we walk little bit west of her some ghouls will pop up. This fight is nothing so I wont dwell on it.

Continue west where we will run into another group of cultists.

Vermlek and Barbarians

Our group of foes is made up of barbarians two mages, Vermlek and sharpshooter. If you fiddle enough you can set charge on one of the mages.



Focus of them as usual as they will cast magic missile. What gives this fight some flavor is that we are facing our first Vermlek. Make sure to tie him up with your tank to block him from casting inflict light wounds, mass.

Continue west and head inside the house. Once inside disarm the trap and loot. Read the lore text if you wish and after that descend to the basement.

Shadow Demon
Loot the corpse for the Scroll of See Invisibility be careful once you cast it we will be faced with powerful foe.

I sound like broken record but as always I mean it. Unless your party is built very well and/or you are willing to purchase and use scrolls this fight will be hard (resource heavy), which is why I strongly recommend casting Slumber on Ember and reloading until you get it to land followed by group coup de grace.

If you want to take this fight head on true strike/magic missiles are your friend, especially with Woljif who can give the enemy -2 AC with debilitating injury which we desperately need.

Either way before you start its time to use that protection from cold scroll we bought earlier.



One thing in our favor is that enemy is alone and deals relatively low damage so even despite his high AC we can deal with him by attrition and heavy potion chucking.

Once you are victorious clear the rubble and loot your reward, the Wicked Longbow!



Leave the basement and head west towards the Desnan church (where Ramien was), adopt the tiger on your way. Our destination is the area past the fence where fought the mage and couple of cultists.


Note: Remember to save!

Babau

Once you are here you should see corpse of a crusader with blood trail behind it, follow it, but stop before you get to the loot-able bag. See there is hidden babau there who can one shot us and whom you cannot see even with see invisibility!

Buff yourself accordingly then either use scroll of summon monster or some aoe spell like grease to trigger him and rob him of his ambush!



You might want to consider slumber here, but your tank with protective luck, protection against evil, , reduced person, shield etc should be able to hold him in bay.

Note: To optimize coup de grace against single foe make sure to play in RTwP and disable AI so you can deliver synched blow!

Head south from the temple of Desna to the place where we killed the three Abrikandilus. Do the mobility skill check to climb down and proceed ahead.



Schir and Cultists

Nothing we havent handled before only thing added to the formula is Schir. Relatively good AC with reach attack, but with protective luck our tank should hold. Start combat with synced slumber on Schir and charge on cultists.

Be wary of the archers here as they like to switch their target, if you can sneak past the schir and kill the archers first (be careful though he has reach!)

Loot the Scroll of Vanish and continue east, don't go up the slope yet.

Cultist Conjurer

You will come across another group of cultist. Sneak to side and assume position like in the picture below.



We are up against Evoker, 2 Schirs, Cambion and Cultist Conjurer. Enemy front line is formidable but nothing we cant hold with protective luck. The problem is the conjurer who will cast haste and start summoning. We cannot kill him quickly as he has concealment, giving us 50% miss chance and we do not yet have the tools to deal with it.

So what do I recommend? Cast protective luck on your tank, charge slumber on the Cultist Conjurer, but before its cast pause, set up your charges (I recommend killing the evoker) and go.

If you manage to land the slumber be careful as coup de grace triggers AoTs. (Woljifs) Mirror Image works great here as it soaks them for you.

If the Conjurer manages the will save the fight becomes simple battle of attrition.
Market Square (Part 4)
After your victory against the Conjurer talk to the mongrels little bit south from where the Conjurer was located. Make sure to pick "Right now we need everyone who can hold a weapon. I have a plan: go back below ground and start at the Shield Maze exit. We'll get the beasts at both ends."

Group of Demons

Now its time we backtracked towards the first Schir we fought and go up the ramp we skipped before. You should be able to see Schir or Abrikandilu, ignore them for now and hug the eastern side until you are south of the momument. You should now be able to see Vermlek or two.

This fight isn't anything out of ordinary just make sure you charge Vermlek and quickly tie the other one to stop them from casting inflict light wounds mass.



With that wrapped up head enter inside the burning house.

Brimorak

Time for the last fight of this zone and then we can finally leave. Sadly forces of evil wont make it easy for us as this time we are facing 2 Abrikandilus (One is wrecker and more dangerous) and 2 Dretches which alone would be annoying to deal with thanks to the layout of the house, but what makes this fight troublesome is the Brimorak.

Brimorak is fire demon and has access to fireball and fire breath which both deal massive damage. Luckily for us we have Scroll of Protection from Fire, Communal to help us out. This is also good time to bust out any scrolls of fire belly you might have found for extra 5 fire resistance.

So what can we do strategy wise?

Well the first option is using grease/pit etc and luring the enemies to the room you entered from and hoping couple of them fall down. (Or using it more offensively and charging in right after.)

The other option well....

Note: Brimorak and Wrecker have relatively good attack so make sure you are buffed!

Here I used Scroll of Vanish on Woljif and used summon scroll as with no party members in sight it means Brimorak must focus on our summons who just happen to be next to his demonic allies! Afterwards I retreated back to the small room and killed the demons using the door as choke point.

After you are done loot Abrupt Force from the Brimorak, disarm the trap and from the containers in the house collect Piece of a Holy Symbol and Signet of House Vespertilo! Lot of useful items from single location thats for sure.

Congratulations you completed Market Square! Feel free to check around for anything you missed before we head to next location on our route!

This is where aggressive and chill routes part ways! Please consult "Leaving Defender's Heart and Optimal Route" section of the guide for where you are supposed to go next and jump to that part.
Important Random Encounter (Nenio)
At some point whilst you are travelling you will be interrupted by random encounter. What makes this encounter different from the generic ones is the fact you will not instantly attacked by cultists or vermin.

Before proceeding forward go south towards cultists and crusader corpses to loot Longsword of Detriment. (Hidden behind perception check.)




After that quick detour cast magic armor if you are pajama tanking and proceed onward where you will meet Nenio getting ready to quiz some cultisst. Let her and enjoy small amount of experience if you succeed in religion checks. You should easily triumph in the inevitable battle even without buffs, just be careful with the enemy archers.

After you are victorious its time for your grey matter to be probed. Correct answer in spoilers below.
  • Which colors does the goddess Iomadae prefer? - Red and White.
  • Did Aroden take part in any crusade before he died? - No, He didn't
  • What is the title that Areelu Vorlesh bears? - The Architect of the Worldwound.

When you have answered her questions ask her to join forces with you and recruit her. Whether you want to put her into your party immediately is up to you and depends on your party composition (how many casters do you have etc. If you don't have anyone capable of casting haste put her in your party)

Nenio Level 4 and 5

Nenio comes to us character built towards illusion spells (dc caster) which I will build her towards. Boost her intelligence and choose spells from haunting mist, blur, invisibility and true strike (for ray spells)

For feat either go with; greater spell focus (illusion), ambuscading spells and spell specilization (or some metamagic like persistent and selectice).

For level 5 spells consider displacement, heroism, haste, keen edge and protection/resist, deep slumber and magic weapon greater.

But from that list I recommend strongly picking haste and displacement.

Note: Remember you can learn spells from scrolls with her!
Arandae Party House
I would like to offer my apologies, I completely blanked on Arandaes Party house when I was charting the optimal routes. Guide has been amended to take it into account.

You will be spawned in long corridor. Take the door to your right to the kitchen (which has some food ingredients you should be sure to loot)

Ahead you will be room full of dretches that should not pose any problems for you as they don't even cast stinking cloud.

There is only one way to go now. Be careful as you open the door you will thrust straight into battle. (Note: One of the requirements for "Truly Important Deed" requires you to save all the courtesans. This can be easy or very very hard depending your difficulty/party set up)

The encounter itself is pretty challenging the ferocious schir has 35 AC that be hard to pass without heavy resource usage (Seelahs smite etc) not to speak of Cambion and the other demon.

My recommendation is to immediately pull back into the hallway and as far as you can make it before Schir catches up to you. Your best hope is landing slumber and syncing coup de grace with your party.

After dealing with the Schir you can even save the game before dealing with the rest of the demons!
(Note: you can even cheese even further by pulling the demons one by one into the hallway until only the wizard is left.

Be wary of Cambion Wizard as he will cast burning hands twice dealing aoe damage in cone. Sending only one party member with (Woljifs) resist fire to weather the initial storm is great idea.

After your victory. Talk to Aranka and make sure to tell her I am friend of Ilkes's. He asked me to find you and protect you. followed by Do you know where the third of your group is?

(Save your game)
Time to talk the Count himself. Make sure to pick I expect a little gratitude for saving you. for ring worth 1000 gold! Recruit him, but don't put him into your party. (addendum: Its not horrible idea to take Daeran into your party, consider taking him to evaluate him and reload if you dislike the idea.).

Oh I almost forgot. Remember to loot Decimator from the Schirs corpse.

Level 5
Finally sweet level up and another feat! Sadly our BAP (Base Attack Bonus) locks us from getting some great feats we need like outflank forcing us to go towards more long term investments hence the combat reflexes. I also picked extra hex with ember which could be considered waste, but I really want fortune next level up to help us with the early game.

  • Camellia: Instinctual Warrior (2), Feat: Improved Unarmed Strike.
  • Seelah: Paladin (4), Feat: Combat Reflexes
  • Wenduag: Spawn Slayer (3), Feat: Rapid Shot
  • Woljif: Vivisectionist (1), Feat: Combat Reflexes. Spell choices: Cure Light Wounds, Enlargened Person, Expeditious Retreat, Firebelly, Reduce Person, Shield, True Strike.
  • Ember: Stigmatized Witch (5), Feat: Extra Hex (Cackle). Spell choices: Cure Moderate Wounds (feel free to pick what you want)
  • (My MC: Sword Saint (5), Feat: Combat Reflexes, Seize the Moment. Spell choices: Blur, Cat's Grace.)

Daeran Level 4 and 5

I often don't know what to do with daeran and usually keep him as just buffer, but I suppose you could turn him into ray blaster or dispeller. Boost his charisma and I would recommend either going with point blank shot, dispel or spell pen for feat.

for spells consider; align weapon, animate undead (lesser), arrow of law, boneshaker, bears endurance (or bulls strength etc), protection from aligment communal and summon monster.

After your level up take the mobility check over the rubble. Loot the corpse and head out, we are done here.
Gwerm's Family House
Let's not waste any time and talk to Horgus straight away. He will inform us of our task, kill the marauders inside his home, sounds easy enough considering what we have done.

Take the door to your right and continue onwards until you come across locked door to your right. Lockpick it to gain access to storage room straight out of fifty shades of grey. Make sure to pick up Sickle of Falter while you marveling the collection.

Now its time to deal with the Cambions in the kitchen north of us.

Kitchen Fight
This fighting is nothing to be scared of, we are facing only cambion archer and regular abrikandilu. Kill them and loot the Onion Soup.

Continue to the dining room and be wary of the enemies in the library.

Library Fight
Hang out in the entrance don't go further in. Let the summoner use his summons they are not threat to your tank. Once he shows himself and his summons are dead its time to move in for the kill.



None of the books in library give any benefits if you read them. Continue to next room and go south and east towards entrance hallway.



Disarm the trap and raise the eyebrow at the torture instruments before heading to the next room.

Two Cambions
Next room has one melee and one archer cambion. You might want to trigger fight with only your tank in sight of them to force the archer to target them, Otherwise the fight is unremarkable. Loot the room for Silver Robe. Which I suggest you equip on your tank.

With first floor cleared time to head to next floor where we the fights get noticeably harder.

Room with Two Abrikandilus
Immediately to your left is room with two Abrikandilus. I wont even comment on the fight itself, but make sure to loot the Magic Essence. Always loot these when you see them!

Continue ahead until you come across next group foes around the circle shape on the floor.

Demons and Cultists
This fight can be tricky, as our enemies are scattered across the room forcing us to dart around. So what are we up against? On our left is normal Abrikandilu, ahead of us is deskari cultist, flameblade and sneaking(?) archer cambion and on our right is a cambion wizard (thankfully not with burning hand spell this time)

Strategy I used was charging the cambion wizard with my non tank melee characters while tank went forward towards flameblade, but I had to swing around to meet the Abrikandilu which I quickly killed when rest of my melee characters arrived. Afterwards I quickly mopped up rest of the enemies. Slumber helped me greatly here and I suggest you make Ember to automatically cast it, but I also got lucky with the archer targeting my high AC characters.

Time to head to the room south to us with open door.

Cultist Slayer and Cambions
Don't rush straight to ahead meet the cultist slayer in combat instead pull around the corner as this forces enemy archer close the gap. Be careful even with protective luck Cultist Slayer likely will shed through your characters with his ridiculous 20 base attack (not including flanking bonus or study the target).

Heave buffs or slumber needed to deal with this encounter!

Afterwards go near painting by the side of bed. If you pass perception check you will reveal Scroll of Displacement, Scroll fo Remove Disease and Scroll of Stoneskin! Displacement and Stonekin are both very powerful buffs.

Last Room
Alright time to tackle the last room left. While this isn't as tough as the last room it can still be nasty as when we start the fight we think we are only facing abrikandilu, cambion and single babau which while potentially dangerous is nothing we cant handle. However the game throws curveball against us with another sneaking babau.

Not much finesse here. Use the doorway as chokepoint, hope slumbers lands. This is good time to consider using those cold iron arrows we bought earlier or the scrolls we found in the last room.

Before we signal Horgus disarm the trapped chest and loot Shortbow of Code.

Secrets Revealed
Not much to say other than remember to loot the Breastplate +1. and that if you attack Horgus or refuse you have to kill Camellia.

With that we have completed Gwerm's Mansion!
Topaz Solutions
We arrive at a small shop with only two rooms. Let us first take look at the room in front of us.

Alchemist
If you careful peak through the door way you will notice Cambion alchemist. Strong class able to throw bombs, be careful as these target your touch AC instead your regular AC. He has access to both acid and fire bombs.

With him also are two mimics, foes with lot of health but with no other characteristic we should be afraid of. Their main function in this battle is to annoy us by preventing us approaching the alchemist quickly.

And quickly we must reach him for his damage is unreal even with resist spells. We will need communal protection if we want to have any chance of attrition strategy working.

Better route would be shooting him out of combat with vital strike (I regret trying unfair throwing axe wenduag) and hoping second one lands. This would put him near to death and provided you rushed one of your melee characters in you should be able to finish him of before he starts throwing.

Another option could be deep sleep if you are wizard as his will isn't superb. Selective grease works also great on his mimics.

If you are desperate slumber + coup de grace (probably need demoralize there too) will work but would require many reloads. If you take the slumber road start by moving your tank and preferably STR melee character into the room. With practice you should be able to get the dps character to Alchemist while tying up the Mimics with the your tank.

After your victory loot the Light Crossbow of Oracles Misery. Now lets go clear the other room.

Mimics
Other room has two mimics masquerading as chests, certified CRPG classic. Just pull back into the door way and take care of them one by one.
Tirabade Residence
Continue ahead until you come across barricade built out of carriage. You will notice you can enter from either side, but both have entranced fighter blocking the way, heralds of what we will face in the future. What makes this fight tricky is the fact that there is babau hiding behind them alongside vermlek necrophage further back from him.

Neither is too much of threat in melee but vermlek will cast Inflict Light Wounds, Mass (atleast) twice! Dealing aoe damage we cant avoid. This singles him out as target we have to engage in melee unless you have vital strike bow user. (just like in market place vermleks will stop casting if they are in melee).

Here is picture showing the approximate location of the sneaking babau and vermlek. My party was hurt in the production of this screenshot.

Problem this presents however is the fact while you can tie vermlek and babau both down with one character the entranced fighters will aim for your vulnerable party members now if you have lets say another character with decent AC or pet this wont be problem otherwise you will have to rely on mirror image, slumber and other control spells. Thankfully as coomers their will saves are low.

After your victory head inside the building.

Succubus
Inside Tirabade residence we find two more entranced fighters. As the title of this section gives away there is also succubus hiding behind them. This fight can be challenging as the succubus has nasty level drain effects alongside dominate that will almost certainly land.

Luckily there is hope as protection from evil/chaos will protect us from her mind control. Also while her ability to level drain is annoying it can be negated with simple scroll of death ward (though I would recommend saving it for later unless you bought extra) and after she has used her tricks she can do naught but resolve to use her fists.
I got vague memory of her actually using her fists to attack, but apparently Owlcat gave her claws which do decent damage. Sigh everything truly better in the past.

Her AC of 40 is ridiculous and might warrant usage of dispel to remove her mage armor and shield but long enough time spent crit fishing (or true striking/bone shaking/magic missilling) will bring her to her inevitable demise.

Just be aware thanks to her AC even with the aid of true strike you might not be able to hit her. Try to squeeze every attack bonus you can from charge to spells like prayer, bless, bull's strength, magic weapon, divine favor, heroism etc.

Glitterdust works great here if you can get it to land and make her blind. (Ill omen witch spell can boost your chances)

Divine zap, a cantrip certain classes have is also great here if you are desperate.

If you lack the spell slots and potions to give protection from evil/chaos to your whole party you can always unequip one of your characters weapons and reequip after she used domination.

If all else fails intimidate followed by slumber and coup de grace will work after enough attempts.

If you know the dispel dc required to dispel her mage armor/shield let me know.

After surviving succubus and your true foe this big block of text loot the room for Rapier +1 and 830 gold alongside some other minor loot and lore items.
Pitaxian Wine Cellar
Feel free to ignore carry weight and loot everything!

Ah breath of fresh air. Why do I say that about damp undead filled cellar? Because there are no 40 AC foes here, just your regular old wights and cairn wights.

This is why we bought those scrolls of veil of positive energy.

Strategy wise I did not even bother with charges and came from right and funneled them between the shelves. One tried to flank me but I diverted Woljif with mirror image to block and spanked him with my enlargened melee characters while Camellia held others at bay. I liberally used Embers burning arc here to great value alongside true striking with Woljif to give the enemies debilitating injuries.

Only real threat here is the wight with his large health pool.

If you have Daeran here you can also make use of Channel Positive Energy - Damage Undead. (or Seelah depending on how you built her)

After your victory loot the Icebreaker from the wights corpse and if you succeed in the perception check of 25 Tempest from the next room!


That crit effect is pretty nice early game, real shame its wasted on battleaxe :/
Blackwing Library
Time to hit the books! Immediately to your left is book titled "Terendelev, the Guardian of Kenabres" which after you right click it in your inventory and choose info gives you permanent 1 AC against dragons, not the most useful of buffs but we take what we can get.



if you continue left (west) brief cutscene will play and you will unlock achievement "Wings of Stone." This is actually my first time playing with The Last Sarkorian DLC.

Past the statue you will find Padded Armor of Focus good for nothing expect selling but it sells for nice amount along with another permanent modifier book!


Even more niche buff that only serves to make me self conscious about the fact that I never did natural attack build...

Lets swing towards the other side now, when we get close to where we entered from will spot Chaleb. Now might be good time to apply some light self buffs (or not). When you are ready approach.

This will trigger dialogue and you will be given many options on how to proceed. Ask the questions you want, but pick options to [Take a closer look at the ruthless crusader] and [Examine the crusaders armor and the symbols on it.]

I am not sure whether it matters if you succeed or not, but this should unlock you new dialogue option. [Give in to the strange instinct]

Whether you want to pick this option depends on your RP, build and if you are trying to get the most achievements. Don't worry this wont lock you into anything permanent yet so I recommend you to do so.

This unlocks trickster path and helps you ever so slightly with your assault on Gray Garrison later on alongside allowing us to get ally which will aid us in Act 2 and Act 5.

In this playthrough I will choose to give into this strange dark ur- I mean instinct. If you picked same option as I did make sure to follow that with the (evil) option unless it goes against your roleplay followed by [Listen to your gut]

Whether you fought them or tricked them before freeing the captives save your game and head towards the east-southern corner of the room. You really want to succeed in this perception check (Difficulty 24) as it will reveal secret room. Make sure to loot the Magic Essence and Quarterstaff of Coercion. anything that boosts DC is super great!

There is also another permanent modifier book called the "Temples of Iomedae: Father Lorian's Guide for Neophytes" which gives us 1 shield bonus to AC! Nice now we are getting somewhere.

North of captives are some bookshelves and one of them contains yet another book that grant us modifier! This one is called "Keen Edge of Truth: Recollections and Admonitions of an Inquisitor of Asmodeus." This one give us +1 competence bonus on our saving throws against swarms. Trust me it will be way more useful than it seems.

Loot everything and I mean everything in the library no matter the weight and finally lets talk with the captives.

Say what you want and take them to Defender's Heart. This functions as free teleport hence why you want to save this place for last and loot everything in here and Pitaxian Wine Cellar.

Before we get out of here Storyteller refers as to Klaem. Make sure to ask him who he is and all the options about Miammir before sending off to Defenders's Heart.

With that we can finally get out of here and back to sweet respite.
Tower of Estrod
As we arrive at the Tower of Estrod you might want to save before we get moving as couple steps ahead we will confronted with the consequences of our actions.

If you picked angel option at end of Shieldmaze you will be praised and your party will be given great buff called angelic aspect. If Instead you picked the demon option they will attack you (this might happen when you leave), but take this what grain of salt as its been while since my demon run. Fight should be easy in any case.

After that is done continue moving forward until we are beckoned over by dwarf to vantage point where we watch demons squabble about attacking Defender's Heart.

Time Limit Explained
I guess this is as good time as any to talk about the time limit. You remember how at Defender's Heart section I talked about time limit of 3 days? After that time is passed demons will attack Defender's Heart and we will get messenger telling us to get over there to defend it.

After the attack time will progress for lack of better word meaning for example Ember will be killed etc locking us out of few things if we hadn't done those already [/spoiler]Ember, Library allies, Thieflings, tower of Estrod. hulrun/desna sidequest[/spoiler], I believe any optional encounters like Tirabade Residence etc would still be there.

But here is the trick, if we decide to go against Greybors advice and fight demons stationed here at Tower of Estrod we will get huge time extension of 6 days (IIRC) which is more than enough to clear the whole map.

If we launch the attack on Gray Garrison before demons attack on Defender's Heart we get extra reward, however I want the time limit to pass after we have done everything we needed to as it unlocks optional boss required for sadistic game design achievement. (defeating it on core also unlocks another achievement)

Note: I believe you get more exp from Defender´s Heart battle than if you skipped it.

Back to Demon Killing
If we go right and succesfully take the mobility check over the gap we come across pillar we can push which starts the fight as you can probably guess. Be careful that your own party members aren't in the way!

You can also keep sneaking around them to another pillar you can push down.


I wont go into much detail with the fight itself as its relatively simple if you bought scroll to help you with Faxons fireball spell (he has only one and casts relatively harmless spells after it). Largest problem in this fight are the dretches who will cast stinking cloud once, luckily you can easily deal it with by repositioning or using scroll of delay poison, communal.

After your victory before we head to the basement take the time to loot the Heavy Mace of Fire from Faxons corpse.

Basement
Basement is encounter free so there isn't much to say here. Loot the room directly opposite of the stairs you came across from. Continue into the center of room and choose how you want to deal with the cultist. If you spare him we will run into him later in the game.

Inside the room that is to the left of the central pillar is Teudon who has the keys to the doors of this basement if you want to avoid pick locking (pick locking the doors here doesn't grant exp.)

Loot the rest of the rooms on this floor, but be careful of the room above the central pillar as it has some traps.

After all is said and done you should have found Magic Essence, Entrapping Longbow, Grace of Peace, and Lady Callandra's Chainshirt.
Silken Thread Atelier
Start walking along the street that is in front of us, but be careful of the enemy laid trap. Soon after the trap you should see neophyte barbarian. He is not alone and little bit above in neophyte fighter with wizard and archer behind him. This fight is easy but be careful of the mage as he will cast magic missile.

Note: Remember shield spells makes you immune to it.

Time to turn our attention to the trapped trap door. Disarm it and head inside but be wary we will start very close our enemies.

Kervil the Sparkling Fist
You will immediately see pair of neophyte barbarians standing guard outside the room and inside that room is one more fighter with our foe of note: Kervil the Sparkling Fist, kineticist (Dark Elementalist to be exact.)

Use the scroll of resist electricity, communal if you purchased one and cast other buffs you might have access to.

Charge the pair of guards and try to quickly try to cleave your way to the Kervil. He hits relatively hard if he manages to actually get hit in, but his relatively low HP dooms him. In fact I am pretty sure he could be killed with single vital strike.

With that make sure to loot Lesser Kinetic Diadem and after that we are done with this area.
List of Things to Do Before Gray Garrison (and Defender's Hearts siege)
Here is list of things not covered in rest of the guide you should do before assaulting Gray Garrison (and Defender's Hearts Defense)

  • After your first rest you will get ominous dream and errand "Day of Strife" talk to Vassily in Defender's Heart to finish it.
  • After you have visited Market Square and found Jannah Aldori talk to Seelah in Defender's Heart and agree to help.
  • After you have recruited Nenio talk to her in Defender's Heart and agree to help her in visiting the ruins.
  • After you have dealt with Kaylessa at Market Square talk to Forn in Defender's Heart.
  • After you have talked to Aranka at Arandae Party House go to Market Square to find Thall. (He is straight ahead from spawn masquerading as crusader.) Hulrun will interrupt your chat, intervene and show the light of heaven.
  • After you have you have found Thall and saved him from Hulrun visit Desnas temple to complete "Stalward Gaze" choose the option to sing along (if it fits your rp). This will thrust you into storybook event where you can unlock more options later down the road if you choose "Yes. I really want to" when it comes up.
  • After you have cleared Tower of Estrod report the fact to Irabeth for some experience.
  • After you have visited Blackwing Library and rescued storyteller talk to him in Defender's Heart, show him the items you have collected and make sure to ask him "Can I help you?"
  • If you posses the Last Sarkorians DLC, after you have visited Blackwing Library make sure you have triggered "cutscene" by leaving and entering Defender's Heart.
  • After you have completed everything else take few trips to Market Square to haul thousands of weights worth of equipment to sell at Defender's Heart (Will net you approx two thousand gold.)
  • If you summoned the Vrock at Market Square its time to go kill it now (More about below.)

    You may also take the time to talk to your companions, Hulrun, Klaem and the Thieflings if you wish.

    Make sure to take look at your own quest log at this point to see if you or I forgot something!

    Vrock
    Vrock can be challenging foe at this part of the game, but luckily for us he is alone. This allows us to use general cheese tactic of intimidate followed by (evil eye and) slumber. If you are set on fighting him for real or your slumber fails you should know to bring bless scrolls as he will most likely first use ability that hits you in AoE which causes DoT damage, but can be removed via bless.

    He also will cast mirror image and use stunning screech.

    It should be said you should be fully buffed and I would recommend casting true strike on your melee combatants before engaging (remember bless weapon on woljif if you are using him)

    (You can also true strike with nenio to blind/dazzle him with blinding ray)

    Other than that there is not much to say when you are ready make your way to back to the Market Square to the fenced area we skipped before, here is reminder if you forgot.


At a Crossroads
We could launch our attack on Gray Garrison right now by talking to Irabeth, but as I promised I will intentional let time pass in order to trigger attack on Defender's Heart which in turn will progress "time" and make optional boss appear in the Market Square.

If you don't care about that skip to section "Preparations for Gray Garrison" where I will talk about who to bring along and what to buy!

Note: Option to skip time without resting is in bottom left corner of the screen. This is only important for those going for sadistic game design achievement.
Siege of Defender´s Heart
If you haven't completed Through the Ashes DLC and want to do so for rewards now is the time! Once we begin the battle we will be prompted to import save file!

Messenger has come to get us! Our fair inn is under siege, if you haven't already buy grease from Woljif and learn it with Nenio. (Or just buy them)

Grease will be useful in the upcoming fight doubly so if you have wizard with selective metamagic lucky you. If you aren't fully rested now is the time for nap.


Before we talk to Irabeth, if you have access to spells use them to buff yourself as these carry over to the battle itself and saves you time! You might even want to consider using scrolls and potions.

Note: You can use scrolls and potions on your party members if you choose them in your inventory before casting/drinking. Remember Vissaliy will cast scrolls here for you! No skills needed.

Battle
Battle begins with sweet cutscene of cultist breaking down our doors. Our main objective will be to kill arsonists who will attempt to destroy defenses.

Even though we are thrust straight into combat take second to buff your team it will pay dividends later on (Haste with extend rod works well!)

As I said earlier grease at the entrance work wondrously and one on the stairs little bit later on as well. You will be facing horde of neophyte fighters (and barbarian) supported by dretches, schirs, deskari cultists and Flameblades. Don't feel to need to engage every neophyte who spawns if you can let them go to where crusaders are holding the line to be killed and focus on what really matters.

You know you arrived at the final wave fiendish minotaur appears. He shouldn't be able to hit your tank if you have buffed them through the fight but if you wish to play carefully cast displace on them.



After you have killed the minotaur, arsonists and dretches demons will retreat allowing us to claim victory! Remember to loot the carriage outside for gold!
Prelate's Nemesis (Nabasu)
After emerging victorious from the demonic assault its time to face the optional boss of this act and see if we can fare better than Hulrun. Before we head market square few things about scrolls we need to buy.

Demon we will be facing will cast mass hold person which will land and paralyze us! Luckily this can be avoided with freedom of movement which Vissaliy sells scrolls of, sadly they are very costly with 700 gold a pop, you can buy only few if you wish to try to bait the Nabasu to waste spell on your protected party members with rest staying at safe distance until its used.

Second thing we need to protect our self against is his drain effects as such we need to purchase scrolls of death ward though if your teams dps is high you can avoid purchasing these.

After you have decided on your purchase time to head to face our foe, the Nabasu will located where necromancer was here is picture of his location in case you forgot.



Nabasu

Stat wise he is push over for us with ample buffs and there is no reason to hold back you can easily focus him down. Only thing to be wary of his ghouls will come to his aid from every side, you could try to focus him down and then play whack o mole with ghouls or pull back to force ghouls come from one side.


Nani?

After your victory loot the Amulet of Devouring nice item for Ulbrig or any pet you might have.

Here are what buffs I had on at the time of fighting him, nothing too special.



There are also some couple of extra fight in the area you can do for exp, they are all easy fights eg ghouls or small fry demons.

Addendum: Vrock fight used to be at this part of guide, but as it turned out to be mistake I am moving it to "List of Things to Do Before Gray Garrison".

Level 6
I dinged here and this is what I went for level ups.

  • Camellia: Vivisectionist (2), Discovery: Crane Style.
  • Daeran: Oracle (6), Spell: Animate Undead, resist energy communnal, searing light, delay communal poison and magical armor are all great options.
  • Ember: Stigmatized Witch (6), Hex: Fortune.
  • Nenio: Scroll Savant (6), Spell: Keen edge, Magic weapon, greater, and fireball are all great options.
  • Seelah: Paladin (5), Horse
  • Seelahs Horse (5), +1 Int, Feats: Dodge, Toughness, Improved Unarmed Strike.
  • Ulbrig: Griffonheart Shifter (6)
  • Wenduag: Spawn Slayer (4), Feat: Combat Reflexes.
  • Woljif: Vivisectionist (2), Feat: Combat Reflexes.
  • (My MC: Sword Saint (6), Magus Arcana: Enduring Blade.)
Preparations for Gray Garrison
Here we finally are almost ready to jump in to the finale of this act. Be careful with your preparations as once we go in there is no turning back until we emerge victorious so making hard save here is advisable.

Take a minute to consider which party members you will bring along with you. I strongly recommend bringing Nenio if you don't have other any arcane casters, but take note of the fact we will start the assault with very long duration haste (if you followed the guide and saved Klaem) meaning you wont need to assign spells slots to haste.

If you haven't already I would strongly recommending pick up Dark Veil and Extend rod (allows you to extend spells duration 3 times per day) both of these will be very useful items for the whole game.

Note: Now might also be good time to consider investing in buff bot for dividends later on in the game. Control+F Buff Bot to find dedicated section.

IF YOU WANT TO COMPLETE INEVITABLE EXCESS NOW IS THE TIME!

Shopping List
This time we dont have as strict shopping list as last time. Remember to also consider other equipment that Defenders Heart vendors sell eq special longspear/armor if you are cavalier.

Scroll of
Why?
Protection From Fire/Resist Fire, Communal.
We will be facing fire using enemies, one of each will be enough but if you want to be safe double up.
Barkskin
If you dont have access to barkskin its good scroll to buy couple of
Align Weapon (good)
Not mandatory purchase, but consider picking couple if you are using non-cold iron weaponry on your party members. There is also one boss in the dungeon who has DR/Good 10 (Meaning cold iron wont do trick.)
Delay Poison, Communal
If you do not have any one capable of casting this get few scrolls. We will be dealing with dretches casting stinking cloud.
Restoration
There is one foe capable of doing level drain, but it is very very unlikely to target you. Still there will always use for restorations scroll further down the line so picking one just in case wont hurt.
Shield/Mirror Image
Block magic missiles/Protect vulnerable party members

Gray Garrison
We will arrive at the Gray Garrison using the smuggling route Thieflings told us about earlier, right next to us are group of crusader wizards who once we move will cast ritual to grant us haste that will last 1h 30m!

This is potentially enough time to potentially complete the dungeon even on unfair! Before we move on to upstairs take the time to loot the basement, be wary of the traps as they will spew forth fireballs potentially one shoting you on higher difficulties. If like me you were confused about where to disarm the traps here is picture.



Make sure to loot special item (in case you missed it you will know once you see it) from the room I placed the yellow dot!

With that its time to climb the stairs, just be aware moment we get to the next floor we will be attacked so apply your long lasting buffs if you haven't already!

Fight itself will be just warm up. Two Deskari cultists alongsid twoe wizards who will cast useless spell. Only character who might posess danger to you is the cultist archer.

My build is finally starting to do something. Here you can see my character hitting and killing 3 foes with one attack with all the hits being crits. Keen edge spell cast with extend rod (1h duration) and fortune synergise well.

Comb the rest of the floor and continue to the second floor.

Next floor straight left to us is locked door with some minor loot behind it, straight ahead of us are two vermleks.

You don't need me to tell you how to kill them. Lets keep moving.

Next fight is easy but may cause you attrition if you haven't buffed correctly. Make sure to have to delay poison, communal up if you haven't already alongside shield with your tank.

Enemy force is made up by couple of speed bump demons and supported by dretches and by two wizards and archers. Enemy wizards will cast magic missiles which will be negated by your shield spell after they will move to more effective burning arch.

Quickly and boldly move forward while you ranged characters kills their ranged characters and magic casters (with Ember trying to slumber them.)

After your victory take the stairs downstairs. You will see group of Deskari cultist through the door gap. Another easy fight your shield will block magic missiles of their wizards so mop up and proceed.

Click the door with blue sigil. Your wizards will open it for you, kill the small group of patrolling cultists and turn back (Kill the cleric first as he will cast channel negative energy to damage you).

Lets not continue going that way for now. Head back and towards the room with altar.



Invisible Dretches
Once you enter the room you will be ambushed by group of invisible dretches. Pull back into the door way and take care of them. If you succeed with religious check on the mural you will unlock corruption cleanse. Don't take it yet, if you rest you will get corruption and this will remove it.

Once you bullied to lowliest of demons head to adjacent room.

Abrikandilu Vandals
Once again another fight that should not possess any trouble unless you are rocking heavy armour. Use the door way to your advantage if you wish but you should be fine without..

Make sure to loot the Magic Essence from this room and then lets head to the room north of dretches and take the stairs down to the basement.

and it has along some welcome allies...more dretches. Kill and move back upstairs, our destination this time is the room north of where we killed the Abrikandilus. Lock pick the door and make sure to loot the Lesser Sonic Quiver and Heavy paws.

Now time for the adjacent door

Othirubo

Those doing Last Azlanti be careful. Game will save once you open the door and begin the encounter! Prepare accordingly!

We will be up against alchemist and bunch of cultist both ranged and melee. Your best pet is pulling back behind the corner and casting pit/grease in the area. Make sure to snipe the alchemist, I think he throws fire/blinding bombs, but I actually killed him too fast to check (he has only 100 hp so in range of getting two shotted via vital strike.)



He is also has decent AC with blur which annoyingly grants us 20% miss chance.

What most often get me in this fight are the archers. Be careful as they like to snipe your magic casters magic mirror works wonders here!

After your victory loot our first Belt of Incredible Dexterity +2 (This doesn't stack with cats dexterity.)

See if you can reveal the secret door (masquerading as cabinet) which leads to staircase. Don't take the stairs up but loot the potion room with healing and restoration potions.

Once you step back into corridor you should see arch way its time to make our way to that room.

Succubus
Don't be scared by the title this succubus is weaker than the one we faced before. Hopefully you still have some crusader wizards alive, if you do you can use option to [dispel] and free some crusaders from her charm.

Not much to say, focus on the fallen crusaders and let the redeemed simps take the hits from the succubus. 30 AC shouldn't be threat to you at this point of the game.

After you have dispatched her its time to turn our attention to the puzzle of this room. This one can be confusing on your first playthrough first time I came across it actually solved it via sound the statues played.

Answers to puzzle below

Statue Puzzle





Reward is access to hidden armory. Loot what you want from it and lets continue.

Since I used scrolls of resist/protection (from) fire for Othirubo fight and still have those buffs up I am going to make use of them quickly.

Head back to the where we fought Othirubo and take stairs hidden behind the cabinet to the second floor.

Brimoraks
You should be in cramped corridor with door in front of you. Don't touch it yet and double check you have buffs to protect you from fire up. If you do select your highest AC character and open the door, this will immediately start the fight with all the enemies (including the archer!) targeting your tank!

You will soon see the reason for the fire protection as two fireballs are launched your way. This fight is relatively simple just be careful with the archer in the back and cleric who will channel negative energy.

After your victory loot the room and go back downstairs.



Proceed like in the picture snaking along the corridor until you see demon corpses. Stop and take the time to do the knowledge check if you brought the Thieflings with you they will interrupt and proceed to disarm the trap for you robbing us out of bunch of experience.

Go into the room just next to the corpses and loot Tankard of Freespirit, the Malady and Magic Essence.

Continue onward and loot the next room for Shiny Dagger!

When you come across trap in middle of corridor don't follow your natural instinct of trying to disarm it instead move around it and go through the door at the end of of the corridor.

Gray Garrison (Part 2)
Cambions and Vermleks
You will see group of Cambions but don't fall into sense of easy for behind them are the real threats the vermleks. Set up charge on the furthest cambion you can see on your highest AC character and charge with rest of your team the one closer to you.

As the battle starts immediately move your tank to engage both Vermleks to prevent them for casting. You should play this battle in RTwP mod. In turn based Vermleks have the tendency still cast in melee.

Now is good time to back track to disarm that trap we skipped before. When you enter the room you will quickly notice the lone cambion, if we had done this before the Vermlek fight he would called for help, but now there is no one left to hear his screams.

After you are done you will notice lever to open locked the door we saw before do that and then open the door right next to Vermleks we killed to enter a room with with pair of...Vermleks. You know the drill at this point.

After you dealt with them move the cabinet to reveal room with some minor loot and with that its time to tackle the next floor!

Immediately to your right is room with some minor loot and way to cleanse corruption for when you need it and to our left is well... before I get to that deal with the 3 schirs in front of us if you haven't already.

Done that? Sheezh I guess we can talk about whats behind that door now.

Jeslyn
Behind the door is the boss and the hardest encounter of this dungeon. Be careful as the encounter begins once you take few steps in so make sure you are properly buffed for it.

If you have the dark veil now is the time to use it.

We will be faced with small group of demons (abrikandilus, schirs and cambions) backed up by three archers at the back and the Deskari Priestess of Kenabres Jeslyn.

This is one of those battles where we have to kill the target quickly and not allow them to finish what they are doing which here would be Jeslyn summoning swarms.

Thanks to our earlier actions we are not alone as Hulruns inquisitors will arrive to help us. They wont last for long but will help us tie down demons and all the help is welcome.

So what should we do strategy wise? I would recommend holding the melee demons with your highest AC character while you sneak your other melee characters to take care of Jeslyn. If you are especially blessed she might fail her check to cast in melee which happened to me.



Another option might be letting her cast and running away and letting her summons expire. I haven't tested this strategy yet so try at your own risk.

No matter how you dealt with her after your make sure to loot bunch of nice items including Befouled Key, Dark Glowing Scythe, Amulet of Natural Armor +2 and Cloak of Resistance +2. You should always prioritize cloaks of resistance on your tanks as consequences of failing saving throws are hardest on them.

The loot doesn't end there as left (north) from where Jeslyn was standing is fake wall (which your thiefling escorts will spot) and behind that is some loot most notably Bulky Pick.

With that done lets head to where the 3 schirs were and from there continue moving forward.

We will arrive into the library. To the left (north) of us is door with blue sigil. Sadly at this point I didnt have anymore crusader wizards alive, but the door can be locked picked and behind is small room with chest containing Mordant Waraxe and Scroll of Stoneskin.
(I recommend using Apprentice Lockpick)

Our games might differ slightly once we proceed further into the library. If you did what I did at the Blackwing Library we will be met with cutscene of Chaleb and local cultists self deleting. Otherwise you will be faced with easy encounter.

Whatever happened in your game make sure to go into the room left (north) of the cultist and from there loot the Elven Notes From the Gray Garrison that is laying on the table.

Once you are ready return to the library and open the door to the south which will bring us to U-shaped corridor be careful as there is pair of babaus patrolling.

Lets head to the (left) north for now which will lead us immediately to another door. Enter it and once you have checked it let move to the last room left to us on this side.
Here behind mobility check we will find chest with Magic Essence. As always make sure to pick it up before heading back to explore the other route.


Make your way down and ignore the first door you will as this will trigget encounter. Instead maneuver around the traps and position yourself at the corner before opening the room with your tank.

First Minotaurs
Resulting fight will be quite easy if you triggered this encounter like I advised. Block the door way and focus your ranged on their ranged. Cast control spells like grease if you wish, I used Haunting Mist here which helped Ember land slumber on minotaur.

Note: Keep close eye on your party members. Ember run into the trap because I ordered her to sleep one of the archers

You might want to consider using displacement here on your tank as they will be receiving lot of attacks and even with protective luck you might get unlucky. Once the enemy front line is terminated pull back and let the archers approach you if your ranged didn't deal with them already.

Now we check whats behind the door we skipped.

Transformed Crusaders
Once we open the door we will be greeted with sight of some poor souls who have been presumably transformed by the Deskari priestess we killed earlier. Luckily for you they are slow and only real danger are the ghoul stalkers. You should be fine here even without control spells, but make sure to focus on the ghoul first.

After you granted the dead peace you can do religion check on the basin. If you succeed you will be presented with athletics check to clear it to unlock corruption cleanse. Be warned however this takes some time so your buffs might expire.

Once you are done open side door and lets take the stairs to the third floor!

As you arrive to where we once were be prepared, after we take few steps we will trigger encounter.

Deradnu
We will be up against sole Minotaur with not too high AC and while his attack is respectable its nothing too crazy so what exactly is the problem here? Well he has the tendency to charge through our party members straight into our vulnerable back line.

You might be able to avoid by hanging back with your vulnerable characters and summon summons before this encounter. (remember the tankard we found earlier) Using displacement/mirror image on them also works well as does using true strike+blinding ray with Nenio.

He also has DR/Good 10 meaning from every hit we get on him 10 damage will reduced from the damage unless the damage dealing weapon had "good" property which is where align weapon scrolls come in handy.

Ultimately though for all his bullish vigor he is alone and if you are really desperate you can fall back into slumber cheese

After you have vanquished him loot the Blocker from his corpse and take the time to go check if you missed anything and to loot the earlier floors of the dungeon.
Gray Garrison (Part 3)
FINAL CHANCE TO COMPLETE INEVITABLE EXCESS DLC

After you have made your final preparations jump over the rubble and interact with the wardstone. This will present us with whole slew options.

Our decision here wont lock us into mythic path, but can make getting the secret ending easier. Be warned if you don't choose Aeon option here the ability to pick Aeon mythic path will be blocked from you.If you are going for secret ending and don't care about Aeon path picking either "quell the anger" or "unleash the demonic fury" are the optimal choices.

I went with the "quell the anger." If you are playing on core or less enjoy your moment of power fantasy if you are on unfair let me grace you with little help before we leave Act 1.

Minagho
If you are playing on unfair this can be somewhat challenging encounter as the demons are many and all around you and still hit as hard they ever did with Minagho ready to punish you with phantasmal putrefaction (which nastily damages our wisdom and will be costly to heal.) Luckily for us there is easy solution to this you see demons will fail their saving throws while we have the "mythic power" buff active meaning we can just slumber or otherwise incapacitate Minagho.

This lets us land coup de grace on her which hopefully ends the battle. You may also use spells like grease to stun large amount of demons.

After your victory prepare to leave the Gray Garrison, don't worry about mythic powers yet I will talk about those soon for now just click to leave and make sure to click collect all! We need all the money we can get in the next act!

During the celebration when the source of mirthful voice is revealed if you are wishing for romance pick the option to [Kiss Her Hands]
Mythic Abilities & Feats
Mythic powers! This is where the fun starts. In this section of the guide I will give you my take on the generic mythic abilities and feats alongside briefly talking about "First Ascension."

As brief reminder I would like to mention this is not build guide and while I will attempt to take the meta into account (as far as I know it) I have yet to acquire full blooded build autism required to speak in absolutes.

First Ascension
As the game mentions this wont bind us to any of the mythic paths so choose freely to your roleplaying or minmaxxing hearts delight.

Here are my opinions on the perks of each Ascension summarized in neat table.

Ascension
What Do You Get?
Bit of Fun
Mirror Image is nice to spell to get 3 free use per day yet its nothing couldn't get from scrolls.

+3 to skill checks is rarely useful unless you are doing intimidation build or outside some weird edge case (eq Trickster mythic tricks)
Close to the Abyss
Extra (gore) attack is nice for martials in the thick of things, but nothing spectacular

Resist electricity 20 is much better with immunity to poisons being close to useless.
Close to the Heavens
Ranged touch attack is surprisingly handy early game and ability to heal with is welcome bonus. Still not super good.

Resist acid 20, Resist cold 20 and immunity to petrifaction however? Much much better.
Dance of Macabre
Whole channeling energy part useless/useless and I will skip.

Negative Energy Insight though? 2+ attack, AC and DC against undead and to those who have affinity with death? This is super strong as we will be facing a lot of strong death affiliated foes through the whole campaign and one of them is especially notorious.
Force Reality
Ability to dispel illusions on enemies? Situationally nice when enemy has Mirror Image or displacement.

2nd rank perk of being ability to dispel negative effect sounds once again situationally nice, but I never managed to make good use of it. Your mileage may wary.
Instrument of Freedom
Ranged touch attack nice, ability to buff your friends attacks with it? Even better. 2d6 damage can also be surprisingly nice on someone like dual wielder.

Resist electricity 20? Nice. +4 saving throws against mind-affecting effects? Amazing since the consequences for failing those can be horrible (eq turn against your party.)


Mythic Abilities
Mythic abilities are powerful traits and abilities we get every other mythic level. We will acquire up to 10 mythic levels during our playthrough meaning we will get to choose around 5 mythic abilities.

So consider your picks carefully also take these two things into the account while making your choies.

Firstly, we get some mythic levels very late in to the game and secondly some abilities scale of mythic levels we have like for example mythic beasts. This means we should take them later on in the game.

Here is chart to show my rough rating of the mythic abilities.

From left to right in no particular order.
Meta: Archmage Armor, Always a Chance, Corruptor, Ever Ready, Impossible Domain, Inspirational Leader, Last Stand, Master Shapeshifter, Mythic Inspiration, Rupture Restraints and Second Mystery.

First Picks: (Greater/Improved) Abundant Casting, Ascendant Element, Battle Meditation, Best Jokes, Defensive Study, Distracting Shots, (Greater) Enduring Spells, Everlasting Judgement, Explosives Expert, Favorite Meta Magic, Limitless Rage, Ranging Shots and Second Spirit/Bloodline.

Good: Beneficial Curse, Bloodline Ascendance, Boundless Healing, Ranging Shots, Expose
Vulnerability, Leading Strike, Mythic Charge, Mythical Beast and Over-Infused Blasts.

Nice to have: Abundant Arcane Pool, Abundant Bane, Abundant Ki, Abundant Smite, Brutality Incarnate, Dimensional Retribution, Domain Zealot, Emergency Help, Full Reservoir, Magic Nullification, Perfect Cavalry, School Tolerance and Witch Wandering Hex.

Never Pick: Any means Necessary, Ascendant Summons, Elemental Barrage, Powerful Shadows and Throw Elixir.


It dawned upon me whilst I was making this that I probably should have used names instead of picture my apologies.

Anyways I want to talk about some abilities in greater detail. Most Meta minded players pick Last Stand as their first mythic ability and for good reason. It basically gives you 2 turns of invulnerability once per day! This is good pick on any character especially frontliners/tanks and must must have on Last Azlanti mode. In same vein rupture restraint is good to lesser degree as bad status effect can cause wipe.

While we are talking defensive Archmage Armor is the reason why pajama tanking is so strong even one 1 AC bump is powerful and this can give up to 10!

Impossible Domain should be your first pick on any character that can choose it. Community/Animal domain is just too strong or you could go for law if you know how to boost your DC.

Ever Ready can give you up to 10 bonus on attack when you AoT and remember outflank/seize the momentum trigger AoTs!

Corruptor allows spells like Stinking Cloud and Cloudkill to pierce demons (and other foes) immunity to poison.

Master Shapeshifter used to work with kitsune in human form though I don't know if this is patched.

I rate Enduring Spells higher than most of the Meta community do and I am aware of that, but its just huge QoL to have buffs up all the time and it also makes the game very easy.

Mythic Feats
I might as well cover mythic feats now as well. I will probably make this its own section in the future when we actually take our first Mythic feats but if you are curious here are the details.

You get mythic feats every second mythic level, you may choose to take mythic ability (or normal feat) in its stead if you wish.

Many but not all mythic feats are improvements on normal feats and require the normal feat to be picked up, for example to pick power attack (mythic) you need power attack.

Anyways here is rough ranking of mythic feats, with text this this time.
Same rules apply as with regular feats. You want to boost your characters specialty. Are they front liner with good AC? Boost AC. Are they caster? Grab spell penetration and if they are DC caster like Nenio boost their DC.

I tend to personally value boost to attacks over damage hence why I placed Point-Blankshot so high with Two-Weapon Fighting.

Someone of these feats can also be argued to be lower or higher in certain instances like Destructive Shockwave can be good if you are fighting foe you have hard time hitting and/or you throw tons of attacks (eq strength based dual wielder.)

Destiny Beyond Birth could give 2 to important stat, but why you would play race/class combo that doesn't mix well is beyond me unless you are playing some edge case like pounce kitsune or the gnome cavalier class.

Combat Maneuvers like Bull Rush etc are in my experience meme on higher difficulties, but might rate higher if you have class that attempts those for free.
(Act 2) Crusader's Camp
And with that we have finally escaped Act 1 and made it into Act 2! If you somehow stuck with this guide all the way from beginning to here I would like to offer my deepest thank yous, I truly hope I have been some help to you.

With that being said back to regular programming. It seems we have new station to live up to alongside monarch we need to have chat with, but before we tackle that lets take the time to explore our new hub.

First things first talk to Storyteller who should right next to where game dropped us. Make sure to give the Storyteller the pages we found at Gray Garrison and while we are talking to him pick "Please, examine the items..." followed by [give the storyteller the Broken buckle...]

Our dilligence will reward us with The Covenant of Inheritor.


+2 to penetrate spell resistance is amazing and our weapons counting good-aligned is nice QoL.

Next places in our list are the Tirabade's Tent where we can loot Half-Plate of Vigor.
Tirabade wont mind us nicking it surely? Check Nurah's tent while we are here for some minor loot before we swing "Eagle Watch Encampment"

By the way if you are wondering why I haven't described directions its because they all right there on our map!

Just southeast of Nurah's tent is our companion Daeran, who, like the scoundrel he is, is making ready to leave the Crusade with his courtesans in tow. If you are looking to romance him I believe the line If you feel you don't belong here, go. But i'd like to see you again someday in the future. To get to know you better. You can throw a banquet for me to celebrate our victory in Drezen, what do you say?

I wont cover Daerans romance in the guide, but if you follow my overall choices with him you should be able to do it. No hard promises though. This is good place to mention if you are looking to romance someone have them in your party all the time.

Anyways lets continue our counter clockwise sweep of this place. Just above Wenduag you will find some people we saved earlier and you will have to make most important choice of this game /s

Continuing the sweep will bring us to Seelah to whom we can interact with and right above her are the Nerosyan recruits.

Take the time to drop by field medic which is where we can buy our scrolls in this Act.

Moving onwards bring us to the Chapel tent and Kenabres Crusaders.

Doing all that finally brings us in front of Commander's Tent, but before we head in lets talk to our quartermaster just little down from it, you can even ask him what crusaders think of you for some reactive dialogue, rarity in this game and yes I will cover vendors and items later so dont buy anything yet but feel free to sell your crap.

I just now realize I haven't told you this, but you should always have back up weapons of different damage types on your martials.

Right next to our quartermaster Wilcer is Jernaugh make sure to ask him "Have you joined the crusade?"

With that we can finally go and have chat with the queen. There are only few things I need to tell you about this conversation. Firstly you may show her the Covenant of Inheritor and even give it to her but I strongly recommend against as it may be done later and truly probably should not ever be done.

Secondly you should ask her "And what are you going to do?" which presents us with the opportunity to ask her to remain with the crusade.

Her joining the crusade is net boon and gives you the ability to kindle(?) a romance, however if you want to access the secret mythic pathSwarm-That-Walks you DON'T want her joining the crusade.

Back in the Saddle
With that this Act opens up and we are almost ready to leave. Don't worry I wont write another word wall this time.

  • Talk to the Mysterious Elf. (Next to quartermaster Wilcer)
  • Talk to Horgus. (Next to quartermaster Wilcer)
  • Talk to Irabeth, give her the scabbard, ask and pay for reinforcements and brown nose her by picking "It's hard to believe..." (Irabeth Is in front of her tent)
  • Talk to Liotr and agree to help. (Near encampment of Kenabres Soldiers)
  • Talk to Sosiel and ask him why he wanted to see you. (Sosiel is front of the Chapel Tent)
  • Talk to Daeran after talking to Liotr and pick "I'd love to visit Heaven's Edge" (Daeran is near Sosiel)
  • Loot Glowing Croissant recipe from Chapel Tent.
  • Talk to Ulbrig if you possess the Last Sarkosian DLC. (West from Commander's Tent)

Feel free to take the time to your companions and fellow crusaders if you wish. There is no strict shopping list we need to adhere to this time around, but I will note we will be fighting some fire based enemies (which Sosiels resist should be enough to handle) and once we enter Martyr Zacharius's Cemetery a fight will start immediately, meaning you should use scrolls and potions to buff yourself on the map before you enter. I strongly recommend buying haste scroll from Woljif and magic armor protect from evil etc if you have none.

Sosiel
I suppose I should take moment to talk about our new companion. Sosiel is good at determining your perspective on life. Are you glass is half full or half empty type of guy? Well lets find out you see from one perspective Sosiel is great because he is cleric and our only cleric at with access to great spells and domains.

The other way of looking at him? His build is god awful, his domain picks are at best niche meaning we will have to waste multiple mythic points to get him to where mercenary we could hire right now could be immediately!

Mythic Level 1
Camellia: Archmage Armor (consider last stand)
Daeran: Enduring Spells (I wont use Daeran actively in my party hence my pick)
Ember: Ascendant Element Fire
Nenio: Abundant Casting
Seelah: Mythical Beast
Sosiel: Impossible Domain: Animal Domain (I chose leopard for help tanking early game, but IIRC STR pets are better late game. If you go with leopard pick anything that boosts AC/HP and pump its intelligence by one when you get attribute point. Remember the crane wing feat line!)
Ulbrig: -
Wenduag: Ranging Shots
Woljif: Archmage Armor
My Character: Last Stand, Instrument of Freedom

And We Are Off
I will be taking Sosiel with me (along rest of my party) and heading to Martyr Zacharius's Cemetery. Afterwards I will be dropping him off at the camp and taking Seelah for Houndheart Camp.

Next section will cover vendors of this act and one after that will be (hopefully) brief rundown on crusade management.

If you are skipping vendor section I strongly recommend that you buy Bracers of Rough Landing from Wilcer and atleast 2x protection arrows communal (along with 1 scroll of dimension door, mass if you used it) from from Vassily for the cemetery!

You might want to immediately return to camp as you get errand to talk to Galfrey which will net us 400 experience. You might need to clear the two battles in crusade mode (next section) for this to be possible.

If you pick "May I ask you personal question?..." following it with "Mendev is lucky to have such a Queen..." or "I look forward to working with closely with you," will start/progress the romance.
Crusader's Camp Vendors
Alright its time to tackle the topic of vendors in this chapter and what topic it will be let us just say we wont be running out of the ways to spend money.

And as side note as money is precious whole game consider twice your purchases. Its better to wait than to purchase for example Ring of Protection that is one higher. Likewise consider your weapons purchases is the effect good?

Wilcer Garms
Wilcer sells some great equipment, mainly weapons, but there is one accessory I consider must buy.

Items of Note
What does it do?
Price
Bracers of Rough Landing - Bracers
Gives a competence bonus of two to AC, Attack and Damage against flying enemies. I consider this time MUST BUY
16200
Lesser Gloves of Dueling - Gloves
Gives 1+ bonus to disarm which is I sleep, but gives you +1 to attack if you have weapon training for that weapon. Worth it if you possess it
4000
Black Dragon's Fang - Longsword
+3 Longsword with 1d6 acid damage added to it and on crit deals 2d6 acid damage to enemies in 30 feet radius. Sounds strong on paper but the price and acid damage type makes me hesitant.
72000
Relentless Assault - Dwarven Waraxe
+3 Dwarven Waraxe that on confirmed crit gives free attack with your side arm. Very powerful effect.
45000
Nimble Edge - Estoc
+1 Estoc which is low enchantment bonus yet comes with speed (extra attack) and on crit gives 2+ morale bonus to dexterity AND deals extra damage? Amazing.
36000
Wide Sweep - Scythe
+2 Scythe that on hits deals 2d4 to adjacent enemies. Pretty great.
30000
Ceremonial Falcata - Falcata
+5 to persuasion and dazzling display deals 1d8 sonic damage. Meme item, but remember intimidation line gives you free Dazzling display on kills.
30000
Double Jeopardy - Greatclub
2+ Greatclub that after hitting new foe for first time deals extra 2d6 damage on next hit. Pretty good.
28000
Ruse - Dart
+2 Dart that on hits makes enemy flat footed. I haven't testes if this works on foes immune to being flat footed but on paper very strong.
27600
Jinx - Falcata
+2 Cold Iron Falcata that deals its weapon base dmg to foes under hex eq evil eye. Solid and probably worth the purchase if you are falcata user.
25000


Woljif
Woljif has pretty varied stock from scrolls and potions to weapons and rods, most are worthless some however are pretty great.

Items of Note
What does it do?
Price
Ghost Sting - Sai
+2 Keen sai that gives invisibility, greater on crit. Very very strong effect.
27300
Dissolution - Tongi
2+ acid tongi that gets its stacking 2 acid dmg for the duration of battle when it confirms crit.
26700
Robe of Inevitably - Robe
Gives 2+ to magic penetration. Very good.
9200
Wand of Boneshaker
Inevitably we will run into foes we struggle to hit. Boneshaker automatically hits and this wand has many uses. Not priority pick but might be worth it.
1980
Lesser Empower Metamagic Rod
Ability to give 3 spells per day effect of empower metamagic. Great purchase.
9000
Lesser Extend Metamagic Rod
Make 3 spells per day last twice as long. Great Value.
2500
Scroll of Mirror Image
At this point you should know value of this spell. Always worth to picking it up when you got extra money.
150

Vissaliy Rathimus
Good old Vissaliy totally dominates other merchants in the category of fleecing our pockets by selling great accessories, items and scrolls. So many in fact that I cant list them all, I suggest you take look at the scrolls on your own.

Items of Note
What does it do?
Price
Icy Protector - Ring
10 Cold resistance and 2+ to natural AC if you have ice plant hex. Amazing item. (Note: This item is restocked if you bought it in Act 1)
9300
Specialist's Belt
1+ to caster level of your scrolls and potions. Seems trash until you consider Nenio gets buff to scrolls from her class, still I am not sold on investment.
26000
War Kilt of Sarenrae - Belt
+2 to Natural AC, simply amazing! Consider purchase! I haven't tested it yet but it should stack with your other bonuses.
13000
Cape of Pest Control
Amazing item as is everything that aids us against swarms. -5 dmg adds up and we can boost that further.
14000
Wand of Enlargen/Reduce Person
Cheap item that frees our spell slots for other spells. Pretty good value.
495/510
Pearls of Power - Item
I wont list every pearl here, but ability to buy permanent once per day spell slots replenishment is amazing. Even the lowest tier of gems which restore level 1 spell slots can be valuable for true strike users!
Varies
Coin of Protection - Item
Gives you ability to give yourself Dr/- 5. Better than you would expect.
17000
Lesser Empower Metamagic Rod
Let us make our weaker spells deal half more damage. Pretty nice!
9000
Lesser Intensified Metamagic Rod
Let us turn our weak spells eq snowballs to something useful. Nice.
3500
Lesser Piercing Metamagic Rod
We will be fighting foes with ridiculous high spell resistance all through out the game which we can struggle to penetrate. Still the cost be hard to justify here.
3500
Scroll of True Strike
Buy buy buy! Never can have too few of these! Useful for casters and martial. Few fights are they that cant be cheesed with liberal usage of true strike
150
Scroll of Sense Vitals
Gives you sneak dmg. Solid buff (remember it works on blasters and archers as well!)
150
Scroll of Mirror Image
You know.
150
Scroll of Hurricane Bow
Your ranged attacks deal damage as if your weapon was one size larger. (d8 turns to 2d6)
25
Scroll of Protection From Arrows, Communal
Let your stress levels come down by having ability to lessen archers dmg. works like resist energy but for ranged attacks.
375

Crusade Mode Basics and First Moves
Most people hate the Crusade Mode I am not quite in that camp, but its clear it needed some extra time in the oven before it was ready. Just like Rogue Traders fleet combat...what is it with Owlcat and unfinished mini games?

Anyways in this act Crusade Mode is basically linear tutorial.

First Moves

Your first move should be hiring and assigning an general to the reinforcement army we bought which is near Kenabres.

You can easily do this by clicking the "i" on the bottom left your screen and clicking assign general. This will open screen with many general picks. Closing it and reopening it gives you new options, choice of general is very very important as such I recommend the meme Setsuna Shy or if you are feeling experimental Baroness Gaunther.

I will talk more about generals later, but for now I will give quick rundown on most valuable perks and abilities.

  • Damaging spells (Ability to damage any troop in the battlefield)
  • Healing Spell (Ability to heal in battle)
  • Master of Maneuver (Boosts how many stacks we can have in the army)
  • Anything else that boosts QoL or strength of the general or units.

After you have assigned general to your army near Kenabres click the recruit button on bottom left corner and hire some Archers (in general prioritize archers over infantry) with your remaining funds, don't worry this time its not coming out of our gold reserves.

With that done we can move our Kenabres stack and combine with the troops Galfrey granted to us. Blitz forward and clear the two first fights. You should not able to lose these but play them to get idea how things work. Remember to hire more troops with funds we get from these battle and keep moving forward until your daily movement is spent.

(How the ♥♥♥♥ did we hire more troops than Galfrey with our measly 7500 gold? is Queen really that big of cheapskate?)

Note: Crusader camp will move further on map as you clear fights. Keep this in mind.
Crusade Mode Day by Day in Act 2
I had rough time deciding how to even even format this, but decided to cram it into (hopefully) single page. Take note as we get troops weekly and time time we entered Act 2 differs time you or I get troops/funds will differ

Day 2
Combine your two armies and go fight the first group of flies, the battle should be easy. Afterwards decide if you want to engage the larger group flies.

The army of flies will be our first challenging crusade mode fight and will cost us troops as we are meant to tackle it later, but I hate moving armies backwards which is why I am deciding to get it out of the way now. You may wish to leave it for later yourself though.


You will want to huddle your army in corner with your archers in the safest position. You will want to defend with your ranger and cleric while you do damage with archer and your dps spell (which you should cast every turn. Do not focus on whipping out units, but try to whittle their numbers in each stack (so they do less damage.)

Heal with cleric as needed.

Here are my results. I could have done better as I foolishly attacked with my cleric instead of defending few times.

Usually we want to avoid taking any casualties in battle as getting new troops is slow and battles will be only get harder. (Read we don't want to go over what the infirmary covers)


With rest of your movement move and clear the demon army near Vilareth Ford (One with archers) you should be able to reach it.

Day 3
Move and engage the Demon Army composed of cultist fighters, footmen and archers which is located towards Chilly Creek close to army made of elementals.

Speaking of Elementals go engage them as well. Be careful as I have faint memory of them hitting pretty hard which is why I relied on magic. Taking air out with spell and fire with archers worked well for me.

With that we have gotten new weapon with cool proc the Tyranny of Mind! Free dominate while unlikely to land is great, just don't wear it on non-good characters!

with rest of your movement start moving towards Vilareth Ford.

Day 4
Clean Vilareth ford. Dont keep your forces in corner in this battle as the cultist will cast channel negative energy. Focus on the cultist, keep them at range for as long as you can and once you move in make sure you can get the kill. You should be able to do this battle without using magic.

Move and engage the army of undead blocking our way to the Nameless Ruin. Focus on the Wight. Stay out of his melee range for as long as you can. You should be able to do this battle without using magic.

With rest of your movement move downwards towards the demon fortification with gargoyles in it.

Day 5
Clear the demon army blocking our way to the reliable redoubt (one with gargoyles and undead in it.)

Spread your units (and put them back) then move and engage the newly revealed demon army which contains demons already familiar to us brimoraks. I have never seen them use fireball in this battle, but I do not know the logic which dictates whether they use it not.

For safety sake engage the brimoraks with your melee. If the cultist go for your archers block them with your ranger. You should bea ble to get through this battle without using magic

Day 6-??
Nothing to do until you clear Reliable Redoubt.

Day 1
Once you have cleared your Reliable Redoubt merge your armies. You should be able to hire more troops at this point.

Day 2
You can engage the giant undead army now or return to it later. I will be engaging it now.

Firstly arrange your army like this. This is crucial.


First turn use scorching ray on one on the archer down and shoot the archer who is up. Move your hellknight forward one tile. Make sure to toggle hellknights and shieldbearers shield mode on.

Second turn dash with the hellknight against the enemy archer.

From now on your mission will be making sure all your units survive. Use the hellknights to distract the remaining units and use magic on enemy units who are hitting units other than your shieldbearer (priority on enemies targetting the cleric)

Use the heal only when absolutely required. After you have only foe remaining make sure not to kill them until you have healed your units.



For level up I picked Protective wards though magical reserves is great pick as well. With your remaining movement move up.

After Leper's Smile (Day 1)
Move your army northwards.

Day 2
Kill the army blocking our way north (one with ghouls.) Afterwards clear the demon fortification staffed by incubuses. This is important as it allow us to reach their lair.



Position your army like this and keep healing your archers who the enemy general will target with scorching ray. Attrition warfare doesn't favor our enemy.

Afterwards you might as well follow with clearing the demon army with minotaurs that is revealed after you killed the incubuses. Be careful of the cultists Channel Energy!

You should still have enough movement to clear last demon army of this part of the map composed of couple horses. Pull your troops back and don't let them get their charge or path to your archers. Use magic if you have to. With your remaining movement start moving back.

Day 3
Clear your way to the Ash Giant stack and win. Both battles are nothing of note, but the Bell of Giant Strength +4 means we wont need Bull's Strength on that character anymore! With rest of your movement move towards the demon fortification blocking our way to Drezen.

Day 4
Clear the demon fortification blocking our way to Drezen. This will move our camp forward and reveal new demon army just below it. Engage that as well and proceed backwards towards where we fought the ash giants and take the route north (towards the demon armies that have vescavor swarms in them.)

Proceed to engage demon armies north. None of them are of note which is why I haven't talked about any of these battles. Eliminate as many as you can with the movement you have left which should mean there is only one demonic army left in the region.

Day 5
Clean the last armies in the north and afterwards move your army towards Crusader Camp, as close as you can get.

Day ???
When you are ready to assault Drezen aka when you have done everything, clear the last demon fortification and the newly revealed demon armies. For more details read the section "Preparations for Assault on Drezen"

Note: If you are running Setsuna Shy as your general I strongly recommend picking up fireball on his level up. Haste might be technically better much later when we get access to other AoE spells, but the value of fireball is too strong early on.

None of the remaining demon armies should give you trouble if you use magic.
Martyr Zacharius's Cemetery (Read before you enter)
Once you enter you will be thrust straight into battle without the precious time needed to be buff yourself as you will be swarmed from all sides! Prebuff in campaign map before entry!

We cant rest once we go in so make sure have rested!

This area can be hard so you might want to visit Houndheart Campsite first and return to Crusader Camp to unlock minor errand of talking to Queen Galfrey for 400 exp

With that warning out of the way we can start.

Undead Swarm
Once the initial dialogue is taken care of we will be swarmed by the undead. Try to cover with your tank and pets the retreat of rest of your party. This fight is prime time to use pit/grease spells to hopefully thin the horde.



Once you have secured your positions start applying buffs and doing damage. Not much else to say as other than the initial ambush this fight is relatively simple slog, just dont be fooled there will be second wave after the first! Don't let your guard down!

After Sosiel speaks to you and if you have completed Inevitable Excess take the time to go backwards to loot our first reward!



Totally not busted at all by the way.


After you ready to progress forward before we leave the cemetery there is voice calling for help. You should take the time to help. Laying her down to rest grants you item to sell worth of 625 gold.

Other than that there is also option to take mobility check to crawl under some fences for some minor loot.

Now we are ready to leave the graveyard, now is good time to apply buffs on yourself if you haven't already. Up north is lone Zombie Lord which is not worthy of coverage.

Little further south is more challenging fight.

Corpse Eaters
You will come across small group of undead who are occupied by corpse they eating. Be careful as there are two larger groups behind them.

Start the fight by shooting at the enemy. Send in your first tank to intercept the undead, save your other high AC characters for the second wave.



You should take the time to save the one civilian cornered by single zombie lord just east of here before continuing heading south.

As we make our way past the corpse eaters Sosiel will tell us we should take another route, but who are we to skip good exp?

Undead Gate Guards
You may skip this fight if you wish it should not effect Sadistic Game Design, but I may be wrong. Strategy wise send only your highest AC in this will make enemy archers target them (who are the biggest threat in this fight.)



I had to make it through this fight without any spell usage, but displacement is great here alongside grease/pit on the archers. After you have mopped up the melee move to the archers.

After your victory lets take the route Sosiel recommended.

Necromancer
Be careful as the choice to come from the front or back will be proven meaningless as Sosiel in all his wisdom rushes forward putting us bad position to say the least. Dark veil or summons applied before the fight will make it much more bearable.



Put your hope in liberal use of control spells or your parties killing potential and if you have faith in neither use scroll of Dimension Door, mass to escape up the stairs or towards the gate!

Hopefully you made it through this area easier than me as Nenio died here to skeleton archer in my game and I had to waste six thousand gold on her resurrection. Anyways after you are victorious loot everything and haul it to crusader camp to be sold.

Level 7
Camellia: Instinctual Warrior (3) feat: Crane Wing
Daeran: Oracle (7) feat: Point-Blank Shot
Ember: Stigmatized Witch (7) feat: Spell Penetration
Nenio: Wizard (7) feat: Greater Spell Penetration spells: Greater Invisibility and Phantasmal Killer (Probably should gone with spell specialization)
Seelah: Paladin (6) feat: Seize the Moment
Sosiel: Cleric (7) feat: Boon Companion
Ulbrig: Griffonhearted Shifter (7) feat: Combat Reflexes
Wenduag: Spawnslayer (5) feat: Seize the Moment
Woljif: Vivisectionist (3) feat: Martial Weapons (for kukri)
My Character: Sword Saint (7) feat: Focused Strike spells: Haste and Displacement
Houndheart Campsite
There is not much to be say about this area so just progress forward until you meet the Seelah's friends. You might want to take the time to kill deers wandering around the area for some free meat and minuscule exp.

Once you get to the camp loot everything else expect the chest in the middle. There is mobility check which you no doubt saw and reward for succeeding it is Divine Protector mitral shield pretty nice.

To the west is interactable tent, whatever you do do not touch it twice. Near the tent is also Hat of Heartening Song which is pretty nice item for all the bards out there. To the east (IIRC) is Piece of Antique Ring which is another relic for us to restore later on!

Once you ready interact with the chest.

Give chase. Be careful after you have chased target of our quarry down and then to the west towards the tent since next time you catch up to him (in the middle) it will be a fight so buff up!

Babaus
Fight itself is easy with one thing that makes it tricky. We will start next to babau which will likely put your vulnerable party members in his attack range so either kill him, control him quickly or pull back.

I myself ate the AoT and tied him down with Sosiels pet whilst Camellia held up others.

Here you can see the power of Seize the Moment/Outflank feats. Seelah scored critical hit which triggered AoT from my character which critted thanks to fortune and good crit range which killed the babau, triggering cleaving finish giving me free attack against another babau!

With that done with its time to check the tent to the west. Be careful as once you have interacted with it twice brimoraks will jump out so prepare your fire protection!

Three Brimoraks
Not much to say here. Three Brimoraks should be easy to kill at this point of the game. Single protection from fire, communal got me through damage free.

What a shame they dont drop anything interesting. Still with that we have completed another area!

When you move past Houndheart Campsite and before you reach Conundrum Unsolved take the right turn to reveal Nightingale Grove!

Also make sure you are rested as there is potentially challenging random encounter on that will likely happen as you are travelling further
Important Wilderness Encounter (Act 2)
At some point you will be pulled from your travels on the campaign map and thrust into desolate and rocky wilderness. Couple steps ahead of you will be trio around small fire and when you see them it will be a good time to start applying buffs.

When you are ready send only your highest AC character forward.

I spoiled the ambush didn't I?

These guys can be real bastards thankfully I got that flawless ring to save myself but you might need to rely on displacement etc to survive the amount of attacks enemy will be throwing. If you have your own archers focus on the the enemies up on high. Take your melee and kill the archers on the down floor. Be careful as there will trickles of knife masters joining the fight.

Drow archers on the hill also have few knife master guarding them who will attempt to block your approach when you finally reach them.
Nightingale Grove
Well well this grove isn't as peaceful as the description would make it seem. You should see few marauders moment you have taken few steps forward, don't be fooled by the fact they arent hostile they will attack once you take few steps forward so apply buffs on yourself before you step forward (feel free to go all out on spell slots etc there are no battles at Conundrum Unsolved.)

Nightingale Grove Marauders
Fight itself should be straightforward and easy as you should be level 6 at this point and thus have access to greater invisibility and the like, but the marauders still have few tricks up their sleeve.

Firstly some of them will be invisible and secondly there will be alchemist in their ranks. Luckily protection from fire will keep you safe.

To further go into detail about the enemy group it is made up of 3 archers at the back, alchemist, two rapier wielding tieflings, barbarian and the enemy leader who acts as miniboss.

If you brought Sosiel or cleric animate undead worked great for me in this battle just make sure to apply buffs like haste and protection from fire after you summon them.

Here you can see the power of greater invisibility.

After your victory its time enjoy your spoils. Make sure to loot the Magic Essence from the second carriage. You can loot from the corpse of the Marauder Leader one of the best cloaks in the game Blood Clarity. Granting immunity to mind-affecting effects for 3 turns after kill is HUGE and cant be understated. Also from marauder leader you can loot Momentum pretty decent light hammer and another light hammer +1 also make sure to loot and learn the recipe Moss Pottage.

Alchemist also wore some minor +1 magical equipment soon I wont mention such minor loot in the guide.
Conundrum Unsolved
This are has nothing apart from the puzzle at its center so I will get back to you once you reach it.

Loot the blocks from the vases and start by fitting in the one-block pieces (method to solve in spoilers) followed by inserting two block pieces in way that symbols connecting them match. You must also take the one-block pieces in to the account and make sure they match the two-block pieces the line across (not by connection.) Kinda hard to explain, but I hope you get it as you tinker with.

IMAGE BELOW CONTAINS THE PUZZLE SOLUTION!


What you say to the ghost after you solve the puzzle doesn't matter.

This will open the secret loot cache containing Hide Barding +2 and more importantly Elven Notes!

With that our next destination is Crusader Camp followed by Moon Dance Meadow and Chilly Creek.
Crusader Camp (Vilareth Ford)
When we approach crusader camp for must needed rest we are thrust into making another decision. Do we want to slow our assault towards Drezen by taking the time to help the Hell Knights or will we leave them to their faith?

Gameplay wise its always wise to help them as it will give us exp/loot and crusade troops though this will force us to tackle what is my opinion one of the hardest encounters in the game. If you playing on unfair you might want to skip or keep 6000 gold in for scroll of raise dead.

I chose to take the time to help them.

While we are here you will want to step outside your tent as you will lead us to another event. This time with Ember.

This is chance to affect what ending Ember gets more details in next spoilerGame keeps track of "Good", "Lawful" and "Evil" choices you pick which effect the ending you get at the end of her guest line. Good is objectively the best as it will lead to stat buff (and spell), going lawful will give you offensive spell which is kinda trash and evil and mixing lawful/good will break her mind giving you the bad ending.

I chose the option "Don't second guess yourself"

Head to Hilor and interact with the Mysterious Elf and ask Hilor what did they want.

Talk to Seelah to complete her quest if you haven't already done so.

If you haven't already talked and completed the Queen Incognito by talking to Galfrey do so.

If you pick "May I ask you personal question?..." following it with "Mendev is lucky to have such a Queen..." or "I look forward to working with closely with you," will start/progress the romance.

I recommend buying War Kilt of Sarenrae or Cape of Pest Control from Vissaliy after you sell your ill gotten goods.
Moondance Meadow
Walk forward until you see Plagued Smilodon and buff yourself.

I suggest going heavy with buffs it might be worth using scroll of stone skin as these Plagued Smilodons have high attack bonus and throw lot of strikes per turn. DR is great here (Coin of protection and that one helmet in act 1) as we will likely have to resolve to tanking with our hit points so be ready with in combat heals!

Displacement works great here. Be ready for third Plagued Smilodon to appear (from the left.) Other than that there is not else for me to say as the encounter leaves little for finesse. One trick that might help if you if have Nenio is using True Strike to land Blinding Ray.



After your victory loot the Cold Iron from the nearby corpse alongside the Keen Longbow +2.
Chilly Creek
For once we are somewhere idyllic. Walk forward until you meet Jernaugh and after that...walk forward (you might want to apply long lasting buffs) until we come across villagers fighting a Hydra. I wont comment on the fight itself as foe is easy and I killed it without buffs on unfair with bad builds.

After your victory however take the time to loot the Oppressor Gloves from the nearby crate (right at the "docks") this is solid item especially for crit builds as anything that gives boost to our DC or negatively impacts enemies saving throws is gold.

Now explore the village make sure to loot the Godspeed Salad recipe while you are there.


Once you are done exploring the village itself its time to explore the forest underneath it. Sadly there isn't any interesting loot there, but there is one challenging fight against foe we fought previously. the Plagued Smilodons.

I wont comment on the wolf fights as at this point of the game you can cull the local fauna like Ultima Online player.

Plagued Smilodons
Same strat as the last time we fought these. Buffs buffs and more buffs, displacement is a must. I sadly lacked many spells as I used them at the last location luckily I was still able to pull through by using scroll of stoneskin and chugging health potions like mad.

Be careful with the bear as it likes to ignore your front line if you switch to/play on turn based!



Next we will be heading to the Nameless Ruin (remember to bring Nenio) after stopping by Crusader Camp to sell loot and to talk to Mysterious Elf who is this time located in our tent. As it turns out Mysterious Elf is revealed to be Kaylessa I recommend sparing her once again as it will give us extra content in Act 3. Afterward before you head off inform Forn of your decision.
Nameless Ruins
"A word once uttered can never be recalled" Time to make good on our promise of helping Nenio visit the ruins (don't mind the fact that Hell knights are in trouble trust the plan.)

There is only one way to go and its down I recommend applying lost lasting buffs now and perhaps even some shorter one as pack of Ghouls will run towards you. Your best strategic option is to charge immediately when you see them as this often leaves them clumped together unable to use their numbers.

The ghouls themselves are not noteworthy other than the fact that they have one archer and often disengage to target your more vulnerable party members. Still with buffs this should be easy fight.



With the pack dealt with its time to enter the cave.

Ghoul Cave
We are presented with two ways to go lets stick with the northern path for now which will bring us to room with two traps, patrolling plagued smilodon (curse them) and couple ghoul huntsmen.



You could wait for Smilodon to move away and use that chance to disarm the traps but the optimal way is to agro the beast and pull back. The ghouls aren't the problem only the smilodon is so focus it down and after the beast and the other melee ghoul are taken care of either pull back to force the archers to come closer or more preferably hug the left side with Camellia and disarm the trap to allow rest of your team to move in to kill the remaining ghouls.

After your victory investigate the stone that was in between the traps with your highest will save character to gain our first Ring of Protection +2! Loot the rest of the room for Cloak of Cleansing, Midnight Soup and Headband of Vast Intelligence +2!

Now lets check the other path we could have taken to reveal bunch of Ghouls feasting on corpses. This fight is non issue, but you may want to take look at the pillar in the room.

With that done its time to head back outside.

Back Outside
Continue going down the mountain until you see stone stairs. Once you are in middle or so you will be ambushed by gargoyles and after you kill the current group even more drop. Keep this in mind so your backline isnt caught unaware you might even want to send only your tank and fight them at the top of the stairs.

Other than that they are unremarkable foes though they are immune to trip/prone so no using grease for us.

At the end of the stairs are two undead bears. Kill them and move on.

As you continue going down the hill you will notice stone crest that depicts a lion. Answer to this puzzle is to turn both circles blue alongside the left half of the square.

Solution to the puzzle below!



Reward for your wit is Phylactery of Positive Channelling. Nice when you are healing, but otherwise very meh and with that being said I leave you on your own for now as there is nothing else to do than go down to trigger the story event.

Whats Next?
Next we will be tackling Reliable Redoubt, but before you head there I strongly recommend you pick up scroll of dimensional door, mass if you do not have it at the Crusader Camp!
Reliable Redoubt
We have arrived to area quite similar to the Nameless Ruins. Apply your long lasting and get moving. After we meet with Yaker who is just down the slope we will be attacked by bunch of Gargoyles. Fight itself is easy if you are buffed so kill them and continue.

Little bit further down you will see another Gargoyle. This time slightly stronger variant backed with two regular ones despite this you should have little trouble dealing with them.

As we move down the hill to where Yaker again is make sure that after your conversation you loot Bastard Sword of Hope which has surprisingly nice crit effect.

Be careful when you see the crusader tents as nearby lotering is Gargoyle cleric making this the first challenging fight of the area.

Gargoyle Cleric
You can take two routes with this fight. Either blitz in and try to knock out cleric quickly as he will cast hold person, boneshaker and channel negative energy or you can start the fight followed climbing back up the slope we just descended. This will give us excellent choke point to hold against the gargoyles.

Be careful in either case since after you killed Clerics bodyguards more gargoyles will sweep in. If you are going aggresive it might be worth it to leave your vulnerable party members up to the slope to keep them safe.

In any case buff yourself to high heavens as we will be taking rest after this fight hardest thing is yet to come.



After your victory rest we will need all our health and spell slots for whats to come.

Gargoyle Cave
Enter the cave and apply your buffs and walk forward until you see Regill. Once we get close enough Regill will talk to us and we will be on railroad to fight.

This is the fight I talked about earlier in the guide and I consider this the great filter of Act 2, but don't fret! I will see you through.

So what are we up against? Gargoyles but let this lure into fall sense of ease. The bastard we will fighting now are much tougher than the ones we had to get through to get here.

Fight will start with wave of Gargoyles coming at you from entrance, but be on your guard as another will soon drop directly behind you and this time with Cleric.

As I spoke earlier cleric are the highest threat as they will cast boneshaker which will cause huge damage we cant avoid on unfair, but the real threat is the channel negative energy which Gargoyles are immune to but which will deal huge AoE damage to us.

After you have killed the last normal Gargoyle (not counting the cleric) we will be faced with another fresh wave of Gargoyles backed by TWO clerics which you guessed it will cast spells we cant protect ourselfs from. To add more oil into the fire more Gargoyles will swoop to our backs, but this time with High Cleric so that brings total of Clerics we are facing to 3!

Another feature of this fight I should mention is the bizzare beelining of the Gargoyles on RTwP. They will quite literally run through your lines to reach your MC. Sometimes this will work to your advantage as you can use it to trigger AoTs on your martials, but it can mean swift game over as well.

So what should our strategy to tackle this encounter be?

Your best option is mobility and aggression. If we rely on hunkering down boneshaker and channel negative energy will be our doom (unless you got great healers or vital strike archers/kineticists.)


Note: To pull the hunkering strategy you most likely need atleast 2 high AC characters or party with great killing potential backed by healing (eq Daeran/Sosiel channel energy)

Attack Gargoyles coming from the entrance, but anticipate the arrival of the second group with the first cleric and pounce on them immediately as they come. With enough practice you should get the pattern of where to move and when down.

Second "round" in either case will be chaos hopefully you can snipe the High Cleric as he arrives at your back but other than it will be brawl.

Unless you pull some cheese of your own...you see there is mobility check to jump across the gap which we cant take in combat yet if we used dimensional door we could get across, so in theory one could wait for the second round of enemies to appear and as they do use the dimensional door to get across away from their reach and then proceed take care of them with your archer. (If you lose sight cast AoE spell at approximate location of the enemy to get it back.)



One could also use the dimensional door at the start of the battle but this would involve waiting for Regill (who is unkillable) to kill them on his own which could take many many hours (depending on difficulty.)

After your victory take the mobility check over and loot the Ring of Protection +2 and the Headband of Wisdom +2 from the Gargoyle corpse before talking to Regill.

I would advise strongly against killing Regill as allying with him will net us new companion and allow us to recruit Hellknights in crusade mode which are great unit!

Other than that when Yaker is brought up picking the chaotic option will make him like us which will aid us later.

And with that we are done and ready to leave! There is only route left to us on campaign map so will resume our journey towards Drezen. Make sure to remember start combing your armies in crusade mode!

Next section will cover preparations for challenges ahead.

Regill as Companion
I might as well take the time to give my take on Regill here. He has interesting build on glance, sadly Hellknight is pretty bad class. He can be made usable and even good on core by putting two levels into Hell Knight and picking up the ability to let him make enemies frightened.

Sadly pivoting him towards intimidation build takes time and effort and instead of bringing him along you could bring someone much better.

As for his level up I went put another level into Hellknight and picked destructive shockwave as his mythic ability.
Preparations After Reliable Redoubt
I must be a bearer of bad news and tell you time has once gain to take good look at the vendors and consider what to purchase as we are heading to another section where cannot rest and foes are potentially trick.

Take note none of these are hard requirements. Though I strongly recommend you buy scroll/potion of Cure Serious Wounds.
We will be fighting swarms who have resistance to fire and electricity of 10 and to whom slashing and piercing damage type deal half the damage, but whom take 50% more damage from AoE spells.

True Strike+Snowball will be very useful combination keep that in mind while you assign your spell slots.

Oh and they cause confusion which at best means you might spend turn hurting yourself or at worst you will attack your own teammates!

After you are ready make your way up north towards Drezen.

Items to Consider
Why
Protection From Acid, Communal/Resist Acid, Communal
We will be fighting foes with acid attacks. Take note you will probably not have Sosiel with you (explained later.)
Any AoE scroll with (preference to ice)
We will be fighting foes weak to AoEs, so consider buying scrolls to use or learn, even fire spells will do.

eq: Ice storm
Bookworm's Headband
An item that gives outright immunity to all compulsion effects will be a great tool for the whole game and useful soon.
Scroll of Unbreakable Heart
Can suppress confusion meaning its cure instead of outright immunity. People swear by this spell but I find it too demanding to use in combat.
Important Wilderness Encounter (Forest)
Sometime after you progress past Nameless Ruins you will be thrust straight into "random" encounter. There is nothing of note here expect 3 babaus who you should be able to kill with light buffs.

Your reward will be note from stranger which will reveal new location on the map.

I will use this opportunity to give you a warning: Make sure you rest before you enter Leper's Smile!
Leper's Smile
Final reminder: Rest before you enter! There will be no rest until you accomplish your mission!

After you enter you will be thrust into storybook event describing the situation before you. Which ever option you choose you will be prompted to pick one of your allies and you can expand this to include some of companions if you pick the option to "look at your companions."

Here is list of our candidates. As you can probably surmise not everyone will perform equally. I will reveal consequences of picking each leader in spoilers after their name.Whom we choose effects how much moral and troops we lose, if any. This is further influenced by the choice to either fight or scatter.
  • Irabeth - Bad. Do not pick.
  • Nurah - Bad. Do not pick.
  • Regill - Regill does alright if you pick the option to "fight" instead of scattering. Your troops will take minor damage. I would go with him if absolutely want to bring Sosiel
  • Lann - Will do "fine" if you choose" move-and-cover.
  • Sosiel - If you choose the option to "hold" Sosiel is the best pick.

Be warned if you pick companion you cannot bring them with you!

Ulbrig is excellent companion to bring just remember the "Swarmsbane Clasp" he has is half redundant on him as his attacks count as bludgeoning so already deal full damage!


Are you ready Commander?

Leper's Smile
And so we arrive in what looks like Eqypt during the 10 plagues. You will see Anevia in front you whom will warn you against looting. But what does it mean in practice?

Well there is loot scattered across the map and each time you take the detour to loot (or do certain other thing we will get to later) means our army will take damage. Most of the loot is trash anyway and we wont bother with it.

Only exception is certain robe that is monk exclusive but grants 1 AC! Apparently you can grab it "for free" or so I have heard it parroted since the beta, but I have not experimented with it.

But enough talking time to move forward!

And so we will be faced with our first and sadly not the last Vescavor Swarm. These are basically rats we fought in Kenabres on steroids. Running around them while your ranged party members bombard them works as does moving out of the way (as they need to be on top of you to attack.) Meaning if you have reach you can charge and they cannot attack you on their turn!



With the first swarm dealt with take the northern path.

Sadly the last fight was just the beginning as this time we are facing 3 swarms AND Vescavor Royal Guard. This big bug will spit acid at you from range though you can force him to switch to melee if you close the distance. I would rate the swarms as higher threat than him, but it still might worth to tie him up just be prepared as this might open you for the swarms.

After you emerge victorious continue north keep your eyes open for crack in the ground. You want to approach with one person who can bail fast and who hopefully as lot of HP with rest of your team further back. (Or use vanish/invisibility on the person you sent forward)

After you get on top of it pick the option to [Look into the crevice] if you succeed it will be revealed that there is person down there, however if we help him our army will pay the price.

Pick your poison crusader.



If we help him this will grant us great item much later in the game calledAshmaker, quarterstaff that grants wielder +2 bonus on attack rolls AND to caster level of all all evocation spells you cast!

If you choose to help him you will be ambushed by two vescavor swarms and you need to use "Cure Serious Wounds" on him in dialogue afterwards. Potion or scroll version will also work.



If you do not have any there is two at this location on map (alongside two Vescavor swarms), but it will cause more casualties! In either case we will heading there now to loot the robe I spoke of earlier as looting it doesn't cause any casualties in my testing! Huzzah!



Afterwards go back to the crevasse where you hopefully saved the lost traveler and continue proceed northern. You will soon see blood sigil on the ground, be careful as this is where the vescavor queen we need to slay is!

Cast greater invisibility on your archer and this fight is over. Be careful approaching her in melee as you might get confused despite any protection you might have. It literally might be worth it to send your tank alone and letting your archer do the work.

After your victory you will be presented with choice to either burn the corpse or take sample. Burn it unless you are going for Swarm-That-Walks Mythic path.

Sadly our adventures are not over yet as we need to brave the caves below. You can also take the time to explore rest of the Leper´s Smile though the loot is gone replaced with junk items, but still there is little bit of experience to be had killing vescavor swarms remaining.

Leper's Smile Cave
Few steps in and we are already greeted with another vescavor swarm and I can tell you it wont be the last. Keep in mind their ability to confuse you as your melee might swipe each other. Still you should be able to take care of this lone one relatively easily.

You should see rolled boulder just north-west (left) of where the vescavor was. We will be tackling this route first while our buffs are still up. Little bit in you should see see two wights, herald of things to come. Their attacks will cause level drain, if they hit that is so death ward is not needed (yet.)

Continue ahead banishing the pairs of undead as you clear your way, but be careful when you reach the location of loot bags in the image below as this group of wight is larger and your tank might struggle to wrangle all the undead.

After you have slew them from left of Ember in water is Belt of Incredible Dexterity +2.

At this point you should see overturned carriage with Wight behind it this. This is where we will be facing facing the boss of this section of the map.

Harkel
Initiate the battle by ranged attack and fight the undead horde in the choke point between the carriages. You should easily be able to get them to focus on your tank and cull good number on them as they slowly approach one by one.



Harkel is himself only noteable because he has levels in very good class, freebooter and such he can give bonuses to rolls and boost flanking bonus of him and his allies. Yet beyond that he is nothing remarkable.

Still the encounter has not revealed its true hand as once we kill Harkel he will simply get back up! You will have to interact with the wand nearby to stop this.

I strongly recommend you choose the option to [Set free the horrifying thing hiding inside the wand] as otherwise you will have to fight the undead horde again and this time potentially out of position. Another perk of this evil option is that it will give us content later, dont worry you are not locked into anything.

If goodness inside you demands otherwise pre placed grease spells, hast and other movement buffs are great in allowing you to reposition (or vanish scrolls/spells.)
Leper's Smile (Part 2)
Either way you dealt with area after your victory loot the Vermin Bane Elven Cured Blade +2 make sure to click the "magnifying glass" icons you see. One of them (in between the carriages) should reveal a Piece of Terendelev's Claw make sure you loot this. Beyond that there is some minor loot for you here and if you continue to the caves end Mind Piercer rapier.

With this part of the cave cleared its time to take the other route where we will soon find yet another vescavor swarm. Be careful as this time we are fighting 3 at same time. Same rules apply as usual kite or fight in turn based. I would say AoE spells for rooms to come as the encounters will only get harder.


If you get confused by my directions here is picture of the path we will take.

After this fight we will have to decide route to take as our path splits into two. I will be taking the left way first which leads us to vescavor royal guard. Astitute among you probably already sensed something wrong with us only facing one and you would be right as immediately after he is reinforced by five swarms.

Sole Vescavor Royal Guard and Five Swarms

If you want to win this fight as painlessly as you can engage vescavor royal guard with your ranged characters. You should catch him flat footed and almost be able to bring him to death. Dont charge. When the swarms arrive drop ice storm to deal damage and slow the down and retreat with rest of your party.



After that either take care of them as they come or drop more AoEs to weaken them before they catch you. Its resource intensive way, but I had no choice as my part health was dire.

Either way 3 routes are present to us now. We could go south, clear the rubble to the west of us or take the passage north which is where we will go next.

Deraknis
You should see huge locust like demons. These are Derakni our bane for this dungeon. Lets take moment to explore why that is before we engage.

Firstly, they have relatively high AC of 38 and good heath pool meaning if you don't catch them flat footed or have very well optimized attack bonuses hitting them can be struggle (unless you bust out greater invisibility!) Secondly, they have annoying ability to cause AoE confusion every third round which can result in our team killing each other. Thirdly, they have poisonous attacks so make sure to have delay poison up!

There is not much room for fancy maneuvers here sadly. You will want to charge and hopefully overwhelm at least one of them quickly. You might want to wait to charge with rest of your team after enemy has used drone.

As for where to go next our only real path is up north again as the other way is blocked by trap. So following only route we can we are soon face to face with another Derakni this time backed by vescavor swarms oh boy.

Derakni and Vescavor Swarms
This fight can be real tricky as if you attempt to hold the Derakni at the bay while the swarms are alive they will chew through your tank unless you bust out big heals and DR (eq stoneskin, coin of protection, that one cape.)

Luckily one of the swarms likes to separate itself and come closer. This is opportune time to cast true strike and use Snowball spell which will deal damage to it and most likely stagger it!

After you kill one of the swarms battle becomes much more bearable, but I still recommend that you bust greater invisibility on your ranged character.

After your victory loot the Voice of Hollow from nearby chest. Excellent mace with great effect which confusion in this dungeon has taught us to appreciate. Disarm the traps and make your way backwards time to tackle the other route.

Dice gods giveth and taketh...pssst dont tell Owlcat that Deraknis are supposed to be immune to this in the lore.

Taking the other way our way is blocked my trap and to disarm it we need to clear the rocks which will take hour, but we have nothing else to kill at the moment.

Hunter Retriever
Moving the rocks will reveal the mechanical spider hiding behind it. You might want to tackle this boss after your rest or killing him after we cleared rest of the cave. You can hug the wall to disarm the trap safely if that is your wish.

Stat wise he is pushover. While his AC is high he has measly 144 HP meaning you should be able to kill him in single charge.



If he survives you might be in trouble as the Hunter Retriever has ability to petrify you! If you fail the saving throw you can cure it with scroll sold by Vissaliy (Stone to Flesh.)

After your victory loot the Retriever's Claw from the Retriever there is also amulet hidden behind perception check near the dead spider crawling out of the hole.

Vescavor Ambush

Be careful as after some time you pass the stone arch way in the formerly trapped tunnel you will be ambushed by vescavors. This is why I recommend using haste/other movement speed buffs followed by applying vanish on one of your party members.

Then send in the party member you applied vanish to in alone and after the encounter is triggered run him back to your party in RTwP mode and after you get back to your party switch to turn based and fight them.



After your victory proceed to the caves end where will face the last fight of this dungeon against familiar foe...

Three Vrocks
Time to get over our PTSD the hardway as this time we are facing Vrock we fought in Act 1 expect there are three this time.

Luckily we have some more tools at our disposal this time around like greater invisiblity. This fight should be pretty easy if you have your buffs up, just keep in mind their stunning screech and the spores (which can be removed by bless.)

Strategy wise there is no need for fancy maneuvering. Just charge and focus them down one by one.

Make sure to look Radiant Kukri +1 after your victory from one of the corpses and hey with that we are done with this area!

Make sure to drop by Crusader Camp as we continue forward on the campaign map.
Crusader Camp (After Leper's Smile)
Time to take care of minor tasks while we are here. Firstly you should talk to Wilcer Garms (quartermaster.)

He will talk talk to you about recent vescavor attack and suggest action. If you wish to metagame "We'll commemorate the fallen." raises crusade morale by 10 which is useless. "We will mourn the fallen not with wine, but with words of prayer." will grant our army temporary buff until this act is complete and finally "Have the recent loses not taught you anything?" gives us 8 clerics which will stay with us permanently thus is the best option.

You might want to ask him how our army is doing and this gives us similar dilemma. "I am afraid that boots and ropes alone won't be enough." will grant us 30 scouts which will be useless in this act, but useful in the next so I recommend picking it. "Equip the soldiers as you see fit." grant our armies extra 5 daily movement for this act which is useful but not permanent whilst "Wilcer, follow the regulations." grant us another temporary buff for this act.

Checking In With Our Advisors
Head to Nurah's tent might as well check in with our expert right? Make sure to loot the hidden perfume after you spot it and after you have looted it talk to Nurah about it afterwards.



And We Are Off
I suggest taking long rest here (if you are gunning sadistic game design cook food that delays fatigue.)

Remember to bring Daeran along with Ulbrig if you have the Last Sarkosian DLC. We will fighting some electrical foes so consider purchasing Scroll of Protection from Electricity, Communal.

There will be fire spell using foes in Currantglen so keep that in mind.

Our Route
If you don't mind resting
Inconspicuous Camp > Heaven's Edge > Currantglen > Underground Camp

If you are trying to minimize amount of rests
Inconspicuous Camp > Underground Camp > Currantglen > Heaven's Edge

My reasoning for this is route is that Underground Camp is the hardest one which is why I am going straight there after Inconspicuous Camp to avoid becoming fatigued. Depending your build and whom you bring along this might not be issue for you in which case I recommend saving it for last. (eq paladin mercy, clerics lesser restoration or some other resistance to fatigue.)
Inconspicuous Camp
Lets try to make shortest section of this guide. Pick up Elven Notes next to the camp fire and talk to sender of the message.

Accept his help and when he ask you question answer with the (chaotic) option.
Underground Hideout
Make your way down to the crevasse. Make sure to loot the Magic Essence near the trap ( in small bag) before you head inside the cave itself.

Cave
Once you enter be on your guard as this cave is filled with invisible foes buff up and be ready for fight once you near the glowing mushrooms!



This is much more sign of things to come than a real fight, you should be easily able to dispatch the two incubuses. Afterwards continue forward but be careful of the trap on the slope.

Will-O'-Wisps
Once you traveled down the path don't lower your guard as there are more invisible foes here with us. Its time to use scrolls and spells to protect us from from electricity as we are facing will-o'-wisps.

Nothing much to say about this fight other than they have weakness to magic missile so consider casting that. Focus them one by one and move on.

Shivial the Pain Conneiseur
You will see patrolling incubus be careful as if he spots you rest will join him. Now this is the challenging fight of this area as it features annoying boss. You see Shivial will use dispel magic to remove your buffs followed by divine power (self buff) and vine trap which will render your character defenseless! This makes this fight one of those encounters where we have to kill the target quickly.

So how should you tackle this battle? If you want to be daring you could put mirror image, concealment etc on one of your party members. Run him forward and aggro the incubuses and kite them away to give your characters easy access to Shivial.

Still the better way in my opinion is to use animate undead few times with Daeran and aggro the patrol man. Use the slope as choke point and use enlarge person/reach to hit through your line.
Shivial will most likely waste his Vine Trap on one of your undeads which are immune and even if he uses it on one of your characters they would be safe behind our wall of bones.

Focus the normal incubuses down (though you might want to have your greater invisibility archer chipping Shivial) and after they are down you have two choice before you.

  • 1. Engage Shivial while he is fully buffed, but occupied dealing with your undead swarms though be warned they wont last long against him.
  • 2. Run away to the entrance to lose aggro. Wait for his buffs to run out and then engage him on more even footing!

    That is all the advice I can give you. May you emerge victorious!



    After your victory loot the Chainmail Of Comradery from Shivails corpse and Righteous Crusader's Ring from the torture rack (nature check.)
Currantglen (Call of Memory)
NOTE: As I have said before I have not played with the Last Sarkorians DLC. Keep this in mind as you read this section.

We arrive finally at Ulbrig's village or whats left of it to be the precise. This area is linear so I wont bother with the usual go there etc.

When you see corpse tied to tree you might want to apply long lasting buffs because if you fail the athletics check to take it down you will be ambushed. By what I don't know as I succeed in doing so.

Once you return and take the other way you might want to apply buffs if you haven't already as you will be attacked.

Howling Spectre
Easy foe. I wont bother explaining his spell rotation as even exhausted my party managed to take him down easily. Just know Ulbrig wont deal damage to him and as he is ghost he will cause level drain unless you are protected by death ward, but I wouldn't waste the spell slots on this fight.

Skeletal Spellcaster
Ulbrig will warn you about the undead laying on ground and you should heed his warning for while the Skeletal Sneak and Skeletal Guardian are no danger to you the Skeletal Spellcaster...Well take a look at this picture.



Most of time he will cast fireball followed by controlled fireball, but I have seen him start with enervation. Your priority should be taking him out. You can move close to the skeletal guardian/sneak but not past them as they will attack if you do, even if you were invisible.

It doesn't need to be said, but any protection from fire spell is great here. Alternatively if you were fancy you could try to bait him to use his spells with your summons. Since you brought Daeran with you, you could also try to heal through the damage.

In any case focus him down and then deal with rest of his rabble.


Before you enter the cave that lies open before you take moment to explore the hut north of you though be wary of the trapped entrance. You can find Strange Charm and Blessed Amulet from inside.

Cave
You will find yourself in linear cave so just progress until you meet another ghost. If you ask them a question it will give us persuasion check to convince them to tell their story. Do so to unlock side quest Restless Spirit.

Further in you will come across altar prompting Ulbrig to start talking. After you finish your conversation don't loot the weapons on the ground as it triggers fight.

Animated Weapons
Leave only your tank in the altar room and retreat rest of your party back deeper into cave, once they are in position loot the weapons until fight starts.

You will be up against two animated longbows and one animated longsword. Fight should be breeze if you any sort of buffs, just focus first on the bows and mop up the longsword after.

Be careful as the longsword has the tendency to switch targets.

After your victory take the exit out of the cave.

Outside
You will see some elementals out and about ignore them and interract with nearby stone which gives us the opportunity to use blessed charm we looted earlier!

You may decide to attack the elementals after you are done if you wish, but as I haven't rested I will avoid doing so.

You will soon see another cave entrance lets head there before we follow the spirit wolf.

Mournful Shadows
There is only way forward so follow it until you see shadows, remember that their attacks drain you so protect yourself with death ward and the fight will be easy.

Also of note is after you tackled the first group second group made up of stronger shadows will arrive.

Make sure to loot the rod on the ground also in the cave is athletics check which will take you to chamber with some minor loot.

With that its time to take our leave. Remember to talk to Areviel (the ghost whom we helped) to get your reward before we go where the spirit wolf beckoned us.

You should see the "Stone of Voices" be warned once you interact with it after fight will soon begin.

Stone of Voices Fight
Fight itself consists of two vermleks necrophages backed by brimorak and I wish it remained that simple sadly after you kill one of the Vermleks three two incubuses and single succubus will teleport in alongside another Vermlek.

Strategy wise I don't need to tell you that anything that protects or mitigates fire damage is welcome in this encounter as is protection from evil to protect us from the dominate of the succubus. I feel that greater invisibility is must here and I strongly recommend going heavy with your buffs.



Yet biggest threats are the Vermleks as they deal unavoidable AoE damage meaning we will have to deal with them quickly or stoop to mass potion chugging to survive.

Good way to stop Vermleks is engaging them in melee which can be challenging to do with your own party members, but luckily for us summons do the job just as well.

Oh, and there is THIRD wave after you kill more foes (I think the trigger is killing the succubus) which is worse than both waves added together! This time reinforcement consist of Vermleks, succubuses and kalavakus.

When you have dealt with the third wave the fight is finally over and we are free to free this place. If you follow the path to the end you will find tree you can knock over for shortcut to the exit.
Heaven's Edge
This section is is very much like storybook event turned to quest as such I wont blabber too long here. Just heads up there is trust mechanic here meaning certain clearly rude options lower it, try to keep that in mind.

Walkthrough
  • Talk to Liotr.
  • Loot wine, talk to Daeran ignore the pull of the abyss to be a ♥♥♥♥ and ask about history of the estate
  • Interact with the wine cart to make it go boom
  • Return to Liotr
  • Go talk with Daeran. Dare him to dance with either Camellia or dare him to ask Sosiel paint nude portrait of him
  • Loot the chest in Daerans bedroom containing 203 diamond dust and Clear Purpose
  • Ask Daeran if he is having fun
  • Suggest drinking contest, say you will be his competition

Note: When you have completed Currantglen, Underground Hideout etc visit to your newly moved Crusader Camp.
Crusader Camp (Close to Drezen)
Once again we are met with familiar message and dragged hopefully not kicking and screaming into another event. Take the time to apply buffs if you access to them on your main or Wenduag/Lann.

You will arrive into hellish scenes of your camp burning as Gargoyles are sweeping down sky to slay your troops. Time to act Knight-Commander!

Initial Gargoyle Onslaught
This fight can be really really trick or piss easy depending on how you built yourself and Wenduag. We will be up against large group of relatively weak gargoyles who will nevertheless tear you apart if you do not have good AC or very strong attack. You are blessed with few crusaders allies but they wont last long acting as your shield!

And your troubles don't end there after first group is slain second, slightly stronger group will swoop in in for the glory of killing you! Also to add dirt to the wound Gargoyles have tendency to beeline towards your MC!

So what is Knight-Commander supposed to do if you are struggling? Well there is cheese to this fight you see if you move to the left (south) immediately without wasting time you will run into Camellia who will join your party! Potentially giving you your partty tank back.

Act quickly and if she is your tank, apply magic armor on her before the Gargoyles reach you! Rest is up to you! Last hint is as your actions to buff are limited remember your potions as they only take move action to use!



After your victory head north to run into familiar face in trouble.

WARNING: If you are playing on Last Azlanti you might want to save this for later until we gain another companion

Saving Nurah
You should see Nurah covering in corner be warned once you get close to her with your MC fight will start. You might want to save before you do as there is important dialogue option we want to take behind perception check!

Leave your party members further back to block the choke point.

When you are ready approach her and pick the dialogue option "Why do you have a vial of alchemist's fire on your belt."

When you see the Gargoyles swoop in retreat your MC back to rest of your party. We do this because once we kill the normal gargoyle enemy reinforcements will arrive. If we moved to Nurah as one these would have flanked us.

Gargoyle Cleric
Only other way to make progress is continue where we reunited with Camellia. Be warned as not very far from there you will once again be met with more gargoyles this time the bane of our existence clerics.

As you doubtless know boneshaker and Channel Negative energy hurt. There are no reinforcements in this battle and the two normal gargoyles are there just to annoy you. Try to focus down the Cleric anyway you can.

2 Waves of Gargoyles and Cleric
Soon after you move past where you meet Seelah you will come into large clearing. Be warned as this is where hardest fight of the area is.

You will be up against 3 Gargoyles with some crusaders to help you, but once again more Gargoyles will arrive after you kill few including Cleric who can deal 40 damage with his boneshaker if your team member fails their constitution saving throw. I highly recommend coming into this fight with full HP!

Strategy wise either charge if you are confident in your party killing potential or pull back if your builds are weak as I have in this run. If you can snipe the cleric great! But I would focus on killing the normal Gargoyles first.

After your victory Ulbrig rejoins you. Once you move forward on one of the corpses is Lesser Phylactery of Positive Channeling.

Note: You will be fully healed when we transfer to the next area

If you haven't already go do Nurah section now!

With that done you can move to the final stretch of the area, but before you do loot everything as you can sell it all to Wilcer (when game prompts you go to your tent he is there)
Lost Chapel
Hot on trail of gargoyles we arrive in their fortress of Lost Chapel.

Right, lets get started by talking with Anevia to get briefing on the situation, if you are feeling cold hearted you can ask her for wand of healing, I have never done this even in my playthroughs so I cant be 100% sure of the consequences, but if toybox is to be trusted you can take it without issues.

This is also good time to mention you can talk to Anevia to switch your party members, this will be useful as we rescue more to apply buffs or heals from companion we are not using.

Final note is run your tank alone before rest of your squad move up as in this area Gargoyles like to spawn all around your party.

Indeed you will be ambushed by three fiendish gargoyles almost immediately after you move past Anevia.

Continue moving until you come across Daeran and Ember take one, both or neither into your party and continue on be warned soon there will be another attack by you guessed it, three gargoyles.

Soon you will see crusader being killed by two gargoyles. Proceed to kill them as swiftly as they slaughtered the crusader and move on.

Big Gargoyle Ambush
Don't let over confidence be your killer for soon after you move past the dead crusader you will be ambushed by large pack of gargoyles. You remembered to lead with your tank alone right?

Note how my poor positioning in this picture is leading to my MC soon to be ganked by smite happy gargoyles.

All jokes aside if you are playing good aligned MC you want to stand far back and let the enemy horde swarm your tank and waste their smites. Be warned it will be likely two or so will still break of from the group to target them, but its much much more manageable. Your option is to trust in mirror image/displacement.

Saving Hellknights
This is not "real" fight you should be fine even if you took your hands of the keyboard this section was just made for organizing purposes.

Help Hellknights and crusader recruits deal with the ghouls they are fighting. Afterwards if you say "I see not everyone here boasts your fighting spirits" you will be given few choices to that will result in boost of morale in crusade management side (absolutely useless as you will be likely at max.)

Pick either the good or chaotic option. Do not pick evil or chaotic as it will result in casualties.

Another Companion
Proceed further and get Sosiel without fight! Two things to note here make sure to keep the shield you get in this encounter and keep it equipped on him ALWAYS.

Secondly if you want to romance him I don't judge "Oh Sosiel..." starts the romance. (I lied and I judge. Sosiel is boring and bland.)

Ghoul Fight
If you succeed in perception check you will notice the ghouls are planning ambush use this to your advantage to get optimal positioning.

This one is easy just be careful with the enemy archer as they like to target your low AC characters so make sure to lead with your tank and thats it I have nothing else to say.

Saving More Hellknights
Another easy fight. I don't think picking [Those gargoyles won't leave your unit alone!] is required, but choose it just in case.



Trapped Soldier and Gargoyles
Little further you will find soldier trapped in scrap pile rescue him if you wish to dare the mobility test afterwards be warned you will once again be ambushed by you know it three gargoyles. So lead with your tank and try wrangle the aggro on them before you engage with rest of your team.

Luckily that is the last of the ambushes so travel up the hill without fear when you come across the walls of Lost Chapel go west (eq travel alongside the the wall.)

Succubus and Kabriri Cultist
You will see group of ghouls don't be fooled into complacency this can be annoying fight as behind them are Kabriri cultist and succubus.

We know the characteristics of succubus and ghouls well enough at this poinyt, but what about the Kabriri cultist? Well he has 3 uses of boneshaker and that's bad enough, but he also has one use of boneshatter which is pretty much direct upgrade on it.

Needless to say you need to deal with him quickly, but how is up to you.

You could go the road of true strike (+vital striking) him with your ranged, you could stun him or you could try to blender through the ghouls quickly to reach him and deal with him in melee.



I myself went with haste+greater invisibility and fireball to start the fight. I focused Kabriri cultist with Wenduag and dropped Ulbrig on him to finish him off. Camellia held the ghouls bay easily enough while I diverted my MC and Ulbrig to deal with the succubus who ran to drain Wenduag, who thanks to Embers evil eye easily accomplished it.

Time to tackle the entrance!

Armored Kabriri Cultist and Ghouls
We are up against another cultist, dont be fooled by the name this one is more dangerous thanks to his AC and even more dangerous spells. You see he has access to the melee TOUCH spell called harm which can deal up to 220 damage!

My recommendation is charging down consider using true strike scrolls if you want to make it sure you get him in one go. After his death more ghouls will rise to avenge him so retreat swiftly to the entrance, you will most likely want to move your non tanks down the hill for moment to lose the archer aggro

Proceed to mop up afterwards you have yourself victory! On one of the corpses is Honorable Judgement which is actually decent gnome hooked hammer thanks to the 1d6 it deals on first hit in the round (if the wearer is lawful.) Make sure to give it to Regill when you get the chance!

Lost Chapel Altar Room
Immediately inside we will thrown into brief dialogue followed by non skip able fight. Queen will join you for this fight if you brought her along nevertheless this fight is fodder just be aware of the trap roughly located in the middle of room and you will be golden.

Note: Keep the shield that drops in this encounter.

If you kept the wand of Zacharius in the Leper's Smile door will open to you. We will return to that later, but for now lets us proceed forward.

Ghoul Torturers
Another easy fight, but I will mention it as if you want to save the captives it can be challenging. Focus on the side with the ghoul huntmaster first, after his side is dealt engage the three ghouls who should be coming towards you with luck one or both crusaders should survive.

After your victory take the north western door to the graveyard.

Graveyard
Another fight, another crusader at mercy of ghouls. This time however enemy has cleric with them with access to hold person!

My suggestion is to charge group of three ghouls with your tank while sending your melee to deal with the huntmaster and cleric. Mop up the rest of ghouls after and you are done!

After your victory head back to the torture room and take the other door to save Irabeth don't be mean.

After that if you took the wand at Leper's Smile its time to head to the room we entered first and go through the secret door.

Lost Chapel (Underground)
Walk forward and take the first door you come across where we will meet the first of annoying foeS of this sub area, the stone golems.

These guys are pain because of their ridiculously high attack of 36! This means we need to rely on other methods of survival like stuns as they have relatively low saves, displacement, summons or good old kiting.
Lost Chapel (Part 2)
Remember to unequip armor of your archer if you plan to go the kiting route!

Sadly there is no notable loot to celebrate our victory here so exit the room and take the northern path where we will find room with...two stone golems oh boy I wish I had went traditional vital strike archer build with Wenduag this time.

Oh well, second verse same as the first eh? Technically if you are going for sadistic game design achievement I think the optimal way is to kite them around the table, but I have wasted enough hours of my life and just caved to buff usage. Owl's Wisdom/Cats Dexterity, enlargened and haste was all that I needed to get victory. Thankfully with reach weapons I could repeatedly charge them.

After your victory make sure to loot the bookshelf at the back for Zacharius, "Towards Eternity" book which will grant you permanent modifier. (+1 DC to spells you cast with death descriptor.)

WARNING: Do not go close to Zacharius unless you are definitely sure you want to unlock Lich mythic path! We will talk to him later when we are prepared!

Time to backpedal and take only route deeper into this dungeon which will bring us into library which lives up to its name as you can find three skill books here Crusade Chronicles, Know Thy Enemy! Crusader's Brief and History of the Worldwound! which if we add all buffs together grant us 10 hit points and 1+ bonus to nature, religion, stealth and perception bonus. Pretty nice!

Ignore Zacharius and take the hidden passage (perception check) at the back of the room. When the passage way splits head south to another library.

Ghosts & Golems
This time we are facing golem backed by ghosts one death ward should see you through, ghosts are distraction focus on the golem. Not much else to say about this, but be warned as stone golem sometimes like to go for your backline so one summon of skeletons might be advised.



After your victory loot the chest for some quality scrolls while I am not as sold to usefulness of vampiric shield and undeath to undead heal is one of the best spells in the game and much later on we will be purchasing lot more of them.

If that was not enough already chest also has Lesser Maximize Metamagic rod! but the loot doesnt end there as also in the corner of the room on the top of bookshelf is Duality of Conjuration of Summoning which will allow evil characters to summon devas and good aligned characters to summon nabasus which can be useful quality suprisingly late into the game, make sure though to note the 10% chance of summons breaking free and the random buffs you get from using this item which one of is one smite user per day permanently! it doesn't need to be said that you should always bring this item along on your adventures and use it with your paladin if you have one in your party!

Lets clear the room north to us now

Ghosts
Much less to be said about this room as it just filled with around 5 or 6 ghosts and no notable loot to speak of remember your deathward and you will be fine.

and with that dealt with its time to return and handle Zacharius.¨

Zacharius
Right, so you might have wondered why I warned you not to go near Zacharius yet and well to explain that I will need to spoil very lightly what will happen.

If you don't want any spoilers no matter however light they might be then I will just leave you with this: You should bow down to his demands.

Why? - If you refuse him you will start very very hard fight which I would consider almost impossible without preparation or very strong minmaxed party. Giving him what he wants also unlocks the lich mythic path. Editor's note: I might have overstated the difficulty as I thought he had access to wail of banshee etc could be he was nerfed or that I am missremembering. Anways fight is still challenging but consider what I said before hyperbole.

To those brave who wish swim against the current - You want to approach him from the hidden passage. Apply your buffs and summon nabuses and few skeletons then apply haste. After you are done approach with one of your characters to trigger the dialogue. Refuse Zacharius and pull IMMEDIATELY back.



Zacharius will start by most likely casting undeath to undead make sure to summon more undead to replace those that fell as Zacharius will continue casting his AoEs. Once he is out of gas spring out and finish him. He has relatively high AC so you might need to crit fish or rely on true strike.

No matter how you chose to deal with the situation loot the library of Devil, imp pet and head out to the room where Irabeth was tortured. Its about time we dealt with the person who we came here for.

WARNING: We will soon lose our access to switching our companions by talking to Anevia so get your buffs from casters you are not bringing along! I also suggest you bring Sosiel with you.

Nulkineth
Fight will start once you take few steps out of the door. You will be up against Nulkineth (nabasu) and bunch of ghouls.

What you have to know about this battle is that Nulkineth will start it by casting hold person, mass and we will have to keep in mind or wipe is unavoidable.

As Nabasu he will drain so remember your death ward!

Now there are two ways you can tackle this battle.
  • Protect damage dealers of your party with freedom of movement. (Sosiel has access to it)
  • Trick AI to cast it on your summons. AI on this is wacky as sometimes Nulkineth springs forward to cast it on you.

Whichever way you go about it you should make liberal use of summons in this battle and you should have them up before you trigger the battle. Ignore the ghouls and go straight for Nulkineths throat as fight ends when dies! As final note Nulkineth's touch AC is pathetically low 20 which could even be reduced to 16 with evil eye!

Well, I suppose when I said final note I lied there is one more small detail I will mention for completions sake. When you deal certain amount of damage to him (not sure if its half or little over 100) brief dialogue will start. If you were hit by held person the effects will end.

After Your Victory
After your victory enjoy your new mythic level up! If you are wondering why I haven't talked about level 8 yet reason is I haven't been to camp yet to level all my companions and for that same reason I will not talk about this mythic level up yet in detail, but make sure to get impossible domain for your cleric (sosiel) if you haven't already!

Aside from that I am sorry to tell you we aren't yet finished with this area there is still much to do before we talk Anevia.

So head to the graveyard and start walking down the cliffs once you are down the first athletics check you can thin the horde of ghouls by sniping few, don't worry they cant retaliate.


Hold off with jumping down for now there is something I need to tell you.
Lost Chapel (Part 3)
Before you decide whether to jump down or not I have warn you there is more challenging foe than ghouls down there, you see there is gargoyle chieftain who as you might have surmised is gargoyle on steroids. I am talking 44 AC, access to destruction (if it hits and you fail the save you die) and other annoying spells and he is backed by whole cackle of other gargoyle. Thank god his flat footed AC is low and thus he is weak to greater invisibility.

Now you could jump down and handle this fight the traditional way OR you could use pit spell up from the safety of the cliff to trigger the battle and pelt them to death.

Note: You have to be very precise with casting the pit so make sure you save before you attempt to do so!

You can even kill the gargoyle chieftain this way, but it requires you luring him closer with summons which can be tricky but definitely doable.

After your victory loot Blaze of Disaster quarterstaff which allows wearer to cast fireball 3 times per day! Very Useful for clearing chaff.

Cackle of Gargoyles
Continue onward until you come across another pack of Gargoyles. Don't worry there are no cleric among them, but as always know they like disengage from your tank to target your MC so have mirror image etc ready!

After your victory you will no doubt notice the stone altar. Ignore it for now, but next to hidden behind perception check is corpse that has Hammer of Obstinacy.

You might have also spotted athletics check to climb the cliffs but ignore that as well for now and continue forward.

Kabriri Cultist and Ghouls
Ah, nice simple fight for change of pace. We will be up against pack of ghouls including one huntsman and Kabriri cultist roughly in middle. If you have two high AC characters or even pet this fight is very simple. If you don't you have to pay more attention to the ghouls to make sure they don't overwhelm your more vulnerable characters, perhaps use of haste might be warranted?

As always try to take out the cultist first.



As you move forward you will run into another pack of ghouls backed by Kabriri Cultist expect this time the fight is even easier as you can get clear charge on him from get go and there are fewer number of ghouls.

You will soon will find the path forward becoming very narrow and might be tricked to thinking we are walking outbounds but continue forward until you see more Gargoyles. Do not engage, but hug the wall and take the athletics check up (even if the nearby demons spot.)

Succubuses & Incubuses/Gargoyles
You see you can climb up the cliff even in combat and this once more allows you to pelt the gargoyles and demons to death from your vantage position up high. Just remember protection against evil as the succubuses will try to dominate you!



As we are up here we might as well clear this path directly behind us are 3 gargoyles. Little bit behind them is gargoyle ambush so move your tank in alone! Other than that this cliff side is clear and its time to go back down.

On nearby corpse of crusader is Small Sextant make sure to loot it!

More Succubuses
You can fight these guys honorably head on, but who would want that? Leave rest of your party next to the athletics check whilst you send your tank forward armed with some sort of ranged weapon.

Once you are ready shoot one of the succubuses and pull immediately back to the rest of your party. Wait for them to be near as you can before you climb the cliff and make sure to cast protection from evil, communal also before succubuses hit you with the dominate!



As always you can use summons to lure them closer to you if they are too far off to shoot and hey presto who knew crusading was this easy?

You might have noticed Stringy Demodand appear as you killed the last of the demons.

Stringy Demodand
Meet the optional boss of this area and what boss he is, servant of thanatotic titans with AC of 46 and whopping health pool of 410 and of course very high attack to top it all off.

If you want to handle him legitimately for the street creed guarded hearth, tons of summons, all the buffs you can muster and greater invisibility backed by your other characters using true strike will see you to the victory.

To those who are willing to deal with this menace by any means necessary we can pull the same trick we did with the gargoyles and demons. You are welcome!

Last of the Ghouls
Continue ahead where you will face two encounters against ghouls. At this point they shouldnt pose you any problems anymore.

After you have dealt with the second ghoul pack pay attention. Stay away from the broken carriage and chest in north-eastern corner of the map!

Maugla
For when you get near to it named nabasu will sweep from the sky to jealously guard it or to consume your soul, your pick.

48 AC, 300 HP and high attack. Strategy wise you should employ same plan as one would fighting Demodand.

Guarded heart, waves upon waves of summons,. all the buffs, greater invisibility. Only thing that really changes is that you should apply death ward to yourself if you can.

Or you could employ the god-blessed cliff we to cheese him. Choice is yours crusader!

After your victory enjoy your new Big Game Gloves, Do not sell this item!

Go forth and into the cave we are almost done with this area.

Gargoyle Cave
Don't worry this gargoyle cave isn't as painful as the last one we cleared. Inside you will find two groups of 3 and one slightly larger group of gargoyles. Nothing you cant handle at this point.

Loot wise we are in gold mine so make sure you have have looted Small Harp, Bruiser's Chainshirt, Book of Dreams and finally the Cold Iron.

If you own and have completed Inevitable Excess you will also find clouds of darkness you can interact with. Click them with true sight buff on and you will discover chest, you are mostly likely at this point few points exp sort so come back later for it.

Inside it you will Minor Nightglass which allows you to buff your summons. Bad Owlcat you wont tempt me into making bad build I refuse! Alongside 8 Void Shards which can boost your necromancy DC by +2 for one round and very powerful scrolls of Weird and Polar Midnight!

Lost Chapel Altar Puzzle
You might think we are finally done with Lost Chapel, but not quite yet! There is still one final thing left. Remember that Altar? Its time to return to it.

Once you are the altar click and insert inside it Small Sextant and Small Harp we found earlier.

Afterwards Click Right, Left and Middle followed by Right, Left and Middle.

Remember to loot the altar after you completed for the puzzle pieces (you can sell them later) and the first decent hatchet in the game! Trust me the chance to silence magic caster is way more useful than it seems.

And with that we are finally done with Lost Chapel and you are free to head back to Anevia! Remember to loot everything as you exit from the area and, if you have have that darkness in your game you might want slot in true seeing in Sosiel spellbook, rest and go open that chest!

WARNING: You might want to save before you leave more on that in next section.
Crusader Camp (After Lost Chapel)
Sorry for still talking about Lost Chapel, but I didnt want to make part 4 for one paragraph. If you are going for sadistic game design achievement one of the requirements is to complete all optional bosses as SOON as they are available, but here the game throws us a dirty one for as soon as we leave Lost Chapel perception check is rolled to see if we discover Ruins of Ashberry Hamlet where one of those optional boss resides.

If you do not spot it and you are not going for sadistic game design its no issue as we will get chance to visit it later. If you don' spot it and you are going for the achievement kiss it good bye. I know this all from experience as yes I did not get the achievement for this very reason on my demon run and yes I am still seething about it, but Owlcat could have changed it as I did not see perception check in my log.

With that out of the way lets proceed with the regular programming.

After Lost Chapel
Move back to the Crusader Camp, do not clear the final demon army blocking our way to Drezen.

Ulbrig
After you arrive Anevia will prompt you to talk Ulbrig as always warning I have not completed The Last Sarkorians DLC before so I do know if there right or wrong choices here.

Dialogue options I picked are below.
  • [Sit Next to Ulbrig]
  • "I don't think I can even begin to imagine..."
  • "Don't say that. You are excellent fighter and loyal friend..." (If you are wanting romance go with obvious "what if there was someone close who needed you")

Nurah
We can finally confront Nurah about what happened during gargoyle assault. You might be tempted to try chop her head off, but if you unlocked trickster I recommend strongly you go with the trickster option as it will pay dividends.

Picking the trickster option will change Nurah to be ally instead of enemy during final fight of the Act in Drezen. She will also aid us much later on in the story as without her help we will be forced to make sacrifice.

Wilcer Garm & Sosiel
We can once more talk to Wilcer Garm to gain either one of two temporary buffs or more units for our army. Choose the option to host tournament.

We can also talk to Sosiel about what happened in Lost Chapel. Your choice after "Did you think about what Hellknight told you" is very important.

As you might have guessed at this point. Sosiel is another companion whom like Ember at specific points asks about your opinion and your answers will effect his ending. In his instance its about his brother and I must say I don't think anyone has gotten the right ending on their first playthrough blind. More details in next spoiler

Sosiel has 3 counters representing his view of his brother, Victim, hero and traitor. We want to the victim to be highest and thus you must not glorify or vilify him. Pick "You don't know what your brother has endured in this war..."

Daeran & Ulbrig
Talk to Daeran and pick "You don't let anyone get close there might be good reason for that"

I also somehow still had the quest to talk to Ulbrig in my quest log and so I did just that.

Level 8 & 9 + Mythic Level 2

Level 8
Camellia: Instinctual Warrior (4) Rage Power: Guarded Stance
Daeran: Oracle (8)
Ember: Stigmatized Witch (8) Hex: Evil Eye
Nenio: Wizard (8)
Seelah: Paladin (7)
Sosiel: Cleric (8)
Ulbrig: Griffonhearted Shifter (8)
Wenduag: Spawnslayer (6) Slayer Talents: Improved Two-Weapon Fighting
Woljif: Vivisectionist (4)
My Character: Sword Saint (8)

Level 9
Camellia: Alchemist Vivisectionist (3) feat: Deflect Arrows (You can also go toughness etc)
Daeran: Oracle (9) feat: Precise Shot
Ember: Stigmatized Witch (9) feat: Greater Spell Penetration
Nenio: Wizard (9) feat: Metamagic (Persistent Spell) spells: Phantasmal Web (Make sure to pick this up! Second spell is not as relevant animal growth is great if you have STR pet, but I went with summons)
Seelah: Paladin (8) feat: Boon Companion
Sosiel: Cleric (9) feat: Weapon Focus Glaive (You should probably make Sosiel fodder summoner and ignore what I am doing here)
Ulbrig: Griffonhearted Shifter (9) feat: Seize the Momentum and Improved Critical (Claw)
Wenduag: Spawnslayer (7) feat: Improved Critical (Throwing Axe)
Woljif: Vivi (5)
My Character: Sword Saint (9) feat: Vital Strike (Finally I unlocked vital strike. Should I have dipped into rowdy at level 3 as I did in beta dont know what madness came over me.)

Mythic Level 2
Camellia: I went with Mythic Dodge, but I probably should gone with endless rage or mythic toughness etc.
Daeran: Spell Penetration (Mythic) I will not be using Daeran so getting enduring spells would probably have been better. More on that below.
Ember: Spell Penetration (Mythic) Likewise I am not convinced this is the optimal choice, but I want spell resistance be as small issue as it can be.
Nenio: Spell Focus (Mythic) (Illusion) I could avoid +2 boost to DC. Nenio has not landed single illusion spell so far in my campaing.
Seelah: Inspirational Leader My Seelah build is FUBAR and I did not know really what to pick.
Sosiel: Mythic Ability: Impossible Domain: Community Domain Guarded Hearth!
Ulbrig: Improved Critical (Mythic) (Claw)
Wenduag: Two-Weapon Fighting (Mythic) I should have gone with Rapid Shot here and I recommend you doing so.
Woljif:
My Character: Vital Strike (Mythic) I waited for level 9 before picking this and it will be worth it.

Buff Bots
You might have noticed noticed how most encounters are easy with the right buffs and challenge mainly comes from rationing them (if you are doing sadistic game design.) While we have option to pick enduring spells and greater enduring spells as mythic abilities to extend their duration this would take up two of our precious mythic levels.

So is there solution? You could turn companion you do not use to buff bot by picking enduring spells and greater enduring spells, but you could also alternatively hire mercenary from Hilor to accomplish this.

The main problem from hiring from Hilor is of course is exorbitant price (40500 gold) which we could use in next Act believe me, but it is probably best to bite the bullet unless you are planning to use permanently benched companion for this role as the price will only keep on rising.

Note: I would have hired one earlier, but mix of forgetfulness and losing money to resurrection halted me.

Take note you do not need to bring buff bot along with your party merely slot them in temporally travel to nearby location and apply buffs, switch them for companion you want and then go about your business. While this strategy limits usability of the buff bots to close by areas (24h travel distance) its still nevertheless VERY nice QoL to have and will be very useful in minimizing amount of rests at multiple points during the game.

I recommend Brown-Fur Transmuter as it can improve transmutation spells bonus to ability scores! (eq +4 from Enlargened)

Before Heading Out
Before resting and heading out to clear the last location before our assault on Drezen make sure to cure any negative levels you may have. Free way to do this is to slot companion like Daeran who might have restoration and go to nearby location and casting restoration there as for some reason we cannot do this in "safe" location.

We will be fighting ghosts who use electricity so prepare your spell slots appropriately and rest. If you are using buff bot apply the buffs in Lost Chapel. If you did not spot Ruins of Ashberry Hamlet or wish to save it for after Drezen for some reason skip to Preparations for Drezen section of the guide.
Ruins of Ashberry Hamlet
Game wont let us easily into the next Act trust me on that. Start making your way until you see our foe Ancient Sarkorian Ghost. Take a moment to inspect his stats and spell he has access to.

Ancient Sarkorian Ghost Boss Fight
So what in the hell are we up against? Strong mage who will cast very problematic spells starting with Rift of Ruin which is basically pit spell we have access to on steroids and almost certain death to anyone who falls into it. Sadly he is no one pump chump as he will immediately follow it with blasphemy which will likely AoE paralyze you after which he will throw Plague Storm at your causing major stat drain. I am sure he would continue bringing more pain, but I never let him live that long.

Luckily for you Freedom of Movement can shield you from worst of Blasphemy while Life Bubble will protect you from Plague Storm.

Note: Other less dangerous ghost will join our foe, but simple death ward will protect you from them.

Strategy wise you got three paths before you.
  • 1. Try to kill him swiftly
  • 2. Attack between his spell casting
  • 3. Try to exhaust him with summons

As you might have noticed strategy you want to take should be based on how daring you want to be and how prepared you are for each route. Killing him swiftly is of course optimal way and definitely possible and the boss only has around 370 HP which you could deal easily blender through by melee party or whittle with ranged.

Middle route and one which takes most skills is to attack, quickly retreat when the ghosts gets close to casting rift of ruin/blasphemy and attack again rinse and repeat when he is ready for the next cast, make sure you have movement speed buffs if you attempt this. Obviously if you got freedom of movement/life bubble to protect you from blasphemy/Plague Storm you do not need to retreat when those spells are cast.

Most cautious option is to try to completely exhaust the ghosts spell slots by sitting far away and letting your summons take the heat. I cant speak to efficiency of this strategy as I never tried it, but it should work if you have the ability to summon enough summons. Take note though you should not summon all your summons out at once and instead send them in trickle. As final note you could probably even retreat to end the fight, save and go again.

No matter what route you decide to go with (other than exhaust route) apply your single target buffs to your party members, throw guarded hearth to where ghost is located, summon your summons, apply AoE buffs (so your summons get them too) and go claim your victory!

Warning: Pay attention that you do not run into Rift of Ruin after the battle is over!

Aftermath of Ghostbusting
After your victory you can find Lustrious Blade in one of the stone huts, the first decent greatsword in the whole game! But more importantly nothing expect our final preparations are barring us from assaulting Drezen!
Preparations for Assault on Drezen
Here we are again at the precipice of daring assault. You must think I have gigantic shopping list for you, but this time I really don't as at this point in the game we have access to spells we previously had to buy scrolls for.

That's not to say you shouldn't buy scrolls quite the opposite. Think what the party you wish to bring in is lacking. For example do you want to buy certain scrolls so you can dedicate to your spell slots to other things?

Nevertheless it would be cruel of me to kick you to the deep end without any guidance, below I have made very loose list of scrolls that could be useful. Do not take this as shopping list its just rough list of scrolls that could come in use.

  • Scrolls of True Strike/Mirror Image/Shield
  • 2x Scrolls of Delay Poison, communal
  • Scrolls of Restoration
  • 1-4x Scrolls of Dispel Magic, Greater (Target)
  • Protection from Arrows (specially if you are using Nenio)

Arguably more important than looking through scrolls is taking a final look at the equipment our merchants sell. Is there any that catch your eye that you still haven't bought?

Do not feel compelled to spend your gold as we can really use it next Act.

Now also is final chance to check that you haven't missed anything in your quest log. It happens to best of us.

Pulling the Trigger
When you have prepared accordingly proceed like I have listed down below. As for how to assign your spell slots its hard for me to tell you as our adventures in Drezen will take long and we will be facing variety of challenges in that time, but one advice I can tell you is that you should prepare as many blesses as you can get on your cleric first tier spell slots, trust me on this they will come in handy.

  • Pick up your buff bot(s) from crusaders camp
  • Clear the demon fortification blocking your way
  • Clear the newly appeared demon armies
  • Head to Lost Chapel
  • Apply your 24h buffs
  • Rest (camp)
  • Apply 24h buffs again
  • Move to crusader camp that has moved near to Drezen
  • When you have to choose whether to join Regill's attack in the strategy meeting do not. Its objectively the worse option and forces you to take Regill with you.
  • Do your last minute shopping if you have any
  • Leave the camp (this begins the assault and locks your party)

See you at trial of fire that will be Drezen Knight-Commander!

Note: If you take Drezen under certain amount of rests AND you didn't take too many losses in Leper's Smile while having high morale (green flags) you will get extra reward of Ring of Protection +4 and Cloak of Resistance +3 upon your victory.
Siege of Drezen
The time has arrived Knight-Commander! Finally we are knocking the gates of Drezen, yet the demons wont let us leave this act easily and the toughest challenge of this act is still in front of us!

I am assuming you did not take Regill suggestion, but if you did just control+F and jump to "Nabasu and Schirs (Regill's Route)" section

Unto the Breach, Dear Friends
Take quick moment to apply basic buffs to your characters, because your crusader are already in trouble fighting two babaus. Don't worry there are no sneaky reinforcements waiting for you.

With the babaus dealt with the map is open to us and Drezen can be tackled in many different ways. It is probably the best "dungeon" in the whole game, but for now our goal is to shut down the very giants Regill mentioned earlier.

Why is this our goal you may ask? They will throw flask of fire down from the walls and this manifests as unavoidable damage which can potentially deal up to 36 fire damage on unfair, if you do not have protection from fire up that is! For this reason we will be heading east.



Schirs & Votary
You will soon see votary fighting some of your crusader, be warned when you join the battle schirs will appear from god knows where to surround you! If you do not have second tank to distract them pull to the entrance or hide behind crusaders.

Note: Kill the two babaus in the corner after your victory.

With the schirs dealt with we are free to take the athletics check to climb to the next level!

Baphomet Cultists
Remember these guys? Cultist slayer especially used to be threat so lets go measure how you have grown! And so we face another relatively easy battle, this time we are up against Baphomet Hexblades, conjurer and slayer, but be the most wary of the three hasted(!) cultist archers at the back!

They are the true threat of this battle, but at this point in the game I do not need to tell you how to deal with archers anymore do I?



After victory we have to take moment to ponder where to go next. We could continue towards our goal of shutting down the giants or we could take slight detour to enter with the prison for reasons explained in the spoilers.

Inside the prison we will find our next companion and oh boy they are good and will most likely take the role of archer in your party unless you are playing as one yourself as such I recommend taking this detour now unless your Wenduag/Lann is very heavily buffed by Brown-fur Transmuter etc.

If you do not want to read the spoilers my spoiler free suggestion would be that you should enter the prison. If you decide to take the detour and enter the prison jump to " " section.

For now I will head west, where we can open the gate from behind! Be careful fight will start once you do so however!

Marilith's Votary and Babaus
Marilith's Votary is dual wielding scimitars a weapon type which has annoying crit range of 18-20 which potentially could make him threat if you cannot kill him quick enough.

However the true annoyance of this battle are babaus who back him up for one among them will try to remove our buffs with dispel magic!



Luckily this time our foe is relatively bad at it and with the gate opened we are free to continue our journey towards east (Do not take the stairs up!)

Dretch Ambush
You will soon come across two marilith's votary's alongside two babaus nearby and when you have deal with them only single lonely dretch remains fighting hopelessly against group of crusaders.

Yet do not yet spring forth to slay it, first take moment to apply delay poison if you haven't already.
When you attack the dretch you are on road to ambush as groups of dretches and schirs will soon teleport to surround you good way as always to deal with this is to pull back, but mirror image/positioning/good dps will easily also see you through.

When you have survived demons little trick continue north-east where you will find Schir's and Nabasu's votary to whom I wont dedicate section to.

After you have showed them the error of their ways, take the athletics check to get to the top of the roof, from there parkour your way across the rooftops until we can escalade over the wall itself.

Note: Fight will start once we take the final athletics check!

Flock of Vrocks
The enemy will desperately try to deny us our ascend, as vrocks (3-4) will descend from the sky to aid the outmatched cultist archers.

Strategy wise there is little room to maneuver. I would focus down the archers first and then focus down the archers one by one. Vrocks as always will annoyingly screetch to stun us and their spores will deal constant dot damage. Make sure to use bless after the battle to remove it!



After repelling the vrocks continue slaying your way across the wall when you reach the first gate house make sure to pull the lever to open another gate!

Once through take note of the mobility check to climb down and continue forward. Soon you will spot group of brimoraks below you and fight will commence. Luckily for us they cant harm and we can safely kill them and the support schirs and dretches!

Enter the second gate house (be careful of the trap inside) and pull the lever to open another gate before you continue onward to the last ash giant of this wall!

While we are here we might as well completely clear this wall. Last encounter waiting for us at its end is mirror image of the earlier vrock fight.

Note: You can shoot the cultists and Kalavakus below from the wall if you want.

Where to Now?
Our goal now that the giants are dealt with is to clear first tier of Drezen before we move to next. You can tackle this in anyway you wish, I myself will do it by sweeping west from east. As such the tavern in east most corner is first on the list.



Tavern
You should see couple babaus larping as bartenders moment you step in. There is nothing special about this encounter just be aware more babaus will attempt to flank you from your side.

Before we tackle the room behind the counter lets first swing to north-east corner of the tavern where we will find our next target.

Shadow Demon's Votary
These guys are bastards. They are preview of what Nenio can do as they will start the battle by phantasmal web (potentially making us nauseated, robbing us of our attacks) followed by phantasmal putrefaction (wisdom damage!) which we really don't want him to cast which in turn means we have one to two turns to kill him.

So, I highly recommend you make most out of your initial charge. Consider casting true charge. Before we head to the backroom make sure to loot the Fracturing Battleaxe from the locked chest, its pretty decent axe, but I am biased to ability damage.

More importantly make sure to loot the Cracked Steel key from the corpse of the dretch!
Siege of Drezen (Part 2)
Zgur the Gnawbone
So what waits us in the backroom? Sadly, I am sorry to announce its the first true challenge for us in this siege and sadly alas not the last.

And what exactly makes our foe dangerous? AC of 47 which Zgur will boost by casting shield backed by relatively robust amount of hitpoints (317) and those defensive stats are enhanced by multiple relative high attacks (37.)

He also has true sight robbing us from using displacement, mirror image or greater invisibility to our benefit, but what I find most annoying about him is his reach as he will most likely switch from targeting your tank to targeting your melee characters who do not have the AC required to survive.

Still there are some silver linings here as Zgur has relatively low reflex save of 15, even his will of 19 could be considered low and all of these saves could be possibly brought down further by demoralize or evil eye.

And most importantly, single dispell magic, greater (target) can rob of him of all his buffs!


From 47 to 32 not bad at all eh?

With little tactical thinking we can save our guarded hearth, sneak important party member into the corner room one by one, apply your long lasting buffs followed haste and greater invisibility and when you are ready to charge cast true strike.

Charge and allow him to cast shield and immediately after cast dispel magic on him. This will allow our ranged character with greater invisibility hit him flat footed!

Lootwise Zgur was rocking Belt of Physical Might +2 which is pretty disappointing, but you can find Alchemist's Shirt from nearby corpse which grants immunity to nauseated! As rule of thumb try to avoid selling items that give outright immunity or big resistance to something as these items will come useful in some gimmick fights. If you remember that is.

With the tavern liberated its time continue onward!

Ramp (Vrocks)
Coming from the tavern climb the ramp to the gate, but make sure you send your in first as you will be ambushed by three vrocks. You might want to wait for them to scream before you send rest of your party in to engage them, but otherwise we have done this before.

Before we head further up I need to give you warning

Gatehouse Fight (Shadow Demon's Votary+Derakni)
Underneath the gatehouse laying in wait for you is Shadow Demon's Votary. Be very careful as you cannot spot him until you are close for some reason, even if you come from behind him. In fact coming behind him is the worst option as for some reason you cannot even shoot him unless you directly touch him.

So for this reason I recommend coming from the ramp side and using true sight (+haste/greater invisibility.) Votary will cast phantasmal killer if you are not in melee range with him and if you are he will cast phantasmal web followed by phantasmal putrefaction. He will also automatically get mirror image for free.

He will be reinforced by two deraknis whom like the ones we fight in Leper's Smile will try to confuse us.

Ramp (Crusaders in Trouble)
We might as well clear the other side of the rampart. You can find two crusaders fighting vrock, intervene and slay the vrock, but be careful as you move towards the rubble because two vrocks will fly in to avenge their brethren.

Prison
Note: I will be assuming you will be entering from where Baphomet's hexblades where.

Before we start messing up with the prisoners lets clear the enemies first. You should see archer and evoker in front of you and next to evoker is minotaur. Start the battle by charging the evoker and the archer. After slaying both of them swing to engage the spell casting minotaur. The fight should be over in seconds.

Evoker will start by casting Icy Prison which can do nasty damage if you don't manage the saves. The minotaur will try casting pillar of flame.

The cell next to the minotaur we just killed has illusionary backwall. Once you open it be ready for fight will start.

Prophet of Baphomet
This fight will easy thanks to our choke point, allowing us easily to hold minotaurs and babaus at the bay. Focus on the Prophet of Baphomet who try to start by casting pillar of flame, but will likely switch to heal as you deal damage to him. There is also babau at back who will try to dispell your buffs at the back, have your archer ready to take him down and this fight should be easy!



After your victory loot Magic Essence from one of the crates and Quick Death, really decent javelin.

We are now free to talk to prisoners so let us start first with Arueshalae. Question her as you wish, if you unlocked azata path in Kenabres you will get option to [Sing the song of Elysium] which unlock the dialogue options to either recruit her as companion or recruit her as companion and start the romance.

I shouldn't need to tell you which is which, but just incase you are socially stunted like author it is the option (I see the spark of...) that starts the romance.

If you didn't unlock azata option for RP reasons don't worry, you can start the romance and recruit her later on.

Companion wise Arueshalae is in my opinion strongest range companion in game. Her stat block is busted and her build is strong enough.

Make sure to open the remaining cells and kill the prisoners. Loot the Broken Gauntlets and Fire-Damaged Steel Key they drop.

Brimoraks
After leaving the prison our next target are the cultist directly ahead of the entrance to Drezen. (Up the stair)

Easy fight as long as you have protection from fire up alongside delay poison for the dretches. I would recommend approaching from prison, but you do you.

Continue your sweep westward until you see SD's Votary guarding gate

Gate Fight (Shadow Demon's Votary and Vrock)
Lone SD's Votary and vrock who will appear as reinforcements. Do not interact with it (attempt knock it down) we can open it from behind later instead head south and take the mobility check to go down.

Incubus and Shadow Demon's Votary
In the north-eastern corner is hidden Votary with incubus. Same rules apply as in every fight against them. Slay them and climb back up and take the mobility check to the roof top.

Rooftop Vrocks
We are up against two vrocks. Nothing we haven't dealt with before so slay quickly and climb even higher where two more vrock wait us.

With the vrocks dealt with we can actually cheese yet another fight as the nabasu and schir below cannot target us, when you have finished them off enter the barracks. (Be warned we will be attack upon entry)

Barracks
For some reason stairs broke the AI, but even if they could climb up to us we are in for another easy fight as babaus and the Votarys aren't a threat to us anymore.



After your victory loot the Magic Essence and Lethal Squall before taking the western door out.


Siege of Drezen (Part 3)
Nabasu and Schirs (Regill's Route)
Despite the fact I skipped this fight by shooting our enemies from the rooftop I will put this brief section here incase you are doing the siege Regill's way. After you exit from graveyard you should see Schirs (and maybe nabasu) same rules apply as all the times we dealth with them.

Remember death ward and freedom for movement and you should be fine. Make sure to loot the Graveyard Keeper's Helmet from the nearby graveyard as the two AC is massive bonus. (Graveyard has some minor demons if you didn't pick Regill's way.)

When you push northward from where schirs and nabasu where you will run into pack of demon. I have vivid memory that kalavakus should appear, but it didnt happen for me. I do not know if this is because I didn't go with Regill or because I shot them from the wall and forgot.

Cultists Defending Church Entrance
Continuing west you should soon see patrolling minotaur. Behind him are bunch of cultist archers and bunch of deskari's cutthroat lead by cultist slayer, but all of them only exist as shield for our priority target this fight, the two cultist evokers.

The evokers will cast Icy Prison which you don't really want to hit you unless you have freedom of movement up followed most likely by fireball and then lightning bolt/fire snake. Now the good thing is that the evokers can be easily tricked into casting the icy prison on any crusaders aiding you or summons.

As such I recommend summoning some summons pre-battle charging and killing the minotaur followed by quick retreat to trick the evokers and then rushing back into the frey. Nenios phantasmal web also works great here and will likely shut all or majority down.

If you want to be fancy you could also sneak past the patrolling minotaur or dimensional door to the platform where one could climb up the wall. Regardless after you have dealt with the cultist head inside the cathedral.

Cathedral of Iomedae (Two SD's Votary)
Just few steps in and we are already facing pain with two Shadow Demon's Votary instead of lone ones we are used to, this makes chance that one of them manages to cast phantasmal putrefaction significantly higher.

I strongly recommend you cast true sight for this battle in fact I would almost consider in requirement. If you have Nenio cast of phantasmal web can have huge dividends in this battle.


I had to rely on using Sword Saints perfect strike+critical to deal with with them, but its small price to pay for victory.

Mad Kellid
Very trolly enemy who automatically uses dispel magic on you, if you score critical hit on him. Other than that he likes to charge through your frontline to kill your backline. Keep this this in mind and be ready to move or use summons, other than that its easy fight.

As final tip remember nenio's true strike+blinding ray combo. After your victory head to the eastern room and kill the dretch there, loot his body for Sooty Steel Key. Open the hidden wall and loot the Rod of Mysticism from the skeleton.

After you are done with all of that we will change our approach, head out of the church and take the athletics check to climb over the wall and head west you should soon see Derakni.



Three Deraknis
Not much to say here expect be careful with their drone which in practice means when you engage the first one let it drone before you send rest of your melee in.

After your victory head inside the church (the ruins.)

Incubuses
Another easy fight. The biggest threat is their sheer numbers if you don't have off tank, but this can be remedied with usage of mirror image and the like.

Make sure to loot the Triceratops Statue from the room nearby. This is more valuable item than you think as we can use it without care force enemy wizards to waste their spells etc.

Vrock's Votary
Another annoying votary and will soon see why we approached from behind. This one will cast blade barrier and disintegration. Former which our AI controlled party member love running into (deals unavoidable damage!) and later which has the capacity to one shot us. Fun!



I had unfortunate luck at beginning of the battle as the Votary got blasphemy off, stunning most of my party which in turn left me wide open for bladeward/disintegration, but then Wenduag managed to silence the enemy with her throwing axes. This is exactly why silencing throwing axe is great, even if the effect procs on enemy rolling 1 since if you are throwing enough axes those become pretty good odds!

With that we have cleared this holy place and can tackle next tier of Drezen.

Gatehouse Fight (Nabasu's Votary)
Sweeping east from west we can finally clear the demons blocking the main gate. No more athletics check for us! This is easy fight as the gate way function as perfect choke point for us.



Three Deraknis
Is three holy number of Deskari or something? Identical to the earlier fight we had.

Cultist Evoker and Dretch (Secret Passage)
You will soon come across cultist evoker and dretch having arguement. Watch, if you want, but know they will they attack you immediately once the conversation is over no matter how far away you are spying at them from.

After they are dealt with use the keys to open the secret passage, if you missed any they are on the dretches hiding in tavern, church and prison.

Make sure to loot Scimitar of Wind from the rubble nearby! This is very important item!

Secret Passage Incubuses
Inside you will find another horde of incubuses. This can be tricky fight if you don't have off tank and if you dont be prepared with your displacements and mirror images. Otherwise very simple fight.

Pull the lever to open the final gate blocking our way and be prepared to move further up!

Fallen Crusader (and Retriever)
Fallen Crusader bars our way to the courtyard of the keep. He is not the most impressive foe, yet as we engage him another familiar face will climb down from the walls to his aid, retriever.

You might remember these mechanical spiders from Leper's Smile. On one hand we are higher level, but on the other hand we cant immediately charge him as we did back then. You do not really want the retrievers rays to hit you so consider displacement and regarding buffs haste/greater invisibility would be useful in this fight, but it can easily be done without them.

Balor Darrazand
Once you step inside the courtyard you will find the enemy general. After brief dialogue fight will start and I strongly recommend you pull back for multiple reasons. For starter enemy will start by casting dispel magic greater (area) and we really don't want to be hit by that. Secondly he will cast firestorm which will deal massive AoE damage.

So just retreat and let your allies handle him while you pelt him from distance. Sadly vanquishing the enemy general isn't the end of things. Talk to greybor and before you take his advice do the following two things.

  • 1. Loot everything and sell it to Wilcer (You can quickly do this by entering the next area and as you do so click collect all, then quickly run back to sell)
  • 2. Check you have Radiance (tutorial dungeon sword) either on your inventory or party member who is with you. If you have have it on someone who is with you currently talk to Wilcer and unequip it form them.
Note: Level 10 will be in next section.
Citadel's Dungeon
Time to tackle the second half of Drezen. If you are confused where to go after forcing Balor to retreat, climb the wooden stairs to get on top of the wall and follow it to door.

Once you enter we are back to linear dungeon dwelling, after few steps forward you will be brought to your knees in cut scene and we will be introduced to the unique mechanic of this dungeon Whisper of Madness. Way it works is every 10 minutes you must succeed 14 DC will save or take 2 charisma damage like most time limits in game this is not as bad it sounds so don't panic.

Nevertheless our first goal is to get rid of it, but for now keep going forward. Oh, and before I forget here is the map.



Level 10
Arueshalae: Espionage Expert (9) (10), your favorite enemy is up to you, but I recommend demons.
Camellia: Alchemist Vivisectionist (4) Feral Mutagen (we are aiming for feral wings.)
Daeran: Oracle (10)
Ember: Stigmatized Witch (10) Ward
Nenio: Wizard (10)
Regill: Hellknight (3) rest into fighter Armiger, feat Dazzling Display
Seelah: Paladin (10) for Mercy Exhausted is better if you are minmaxxing amount rests otherwise go for confused or staggered
Sosiel: Cleric (10)
Ulbrig: Griffonhearted Shifter (10)
Wenduag: Spawnslayer (8) Snap Shot
Woljif: Vivisectionist (6)
My Character: Sword Saint (10)

Hexblade and Archers
You will come across narrow pathway spiraling down with hexblade blocking your path and two archers at the bottom. Just be wary that archers don't kill your vulnerable party members and you will be fine.

Prisoner
You will soon come across woman in chains who introduces herself as Yaniel. Do not worry about giving or not giving her back what belongs to her as the choice is irrelevant, but make sure to free her. This is very important as it is required for secret ending.

Next to her you can see some rubble. Clear it (don't worry it wont pass time) to find Defense by Offense, one of the many reasons why monk dips are good any AC bonus is god-tier as always.

Babaus and Evoker
If you peak out the door you will see trap and pair of babaus. Disarm the trap and move your party members to the hallway. As you might have guessed behind the pair are more cultist most notably single evoker who will cast firesnake and icy prison.

I went so far as to turn AI of my archer so I could make sure I had shot ready for them. In summary another easy fight that act as attrition rather than real challenge.

Silencing the Whispers
After your victory head east. Open the door which you don't need to pick lock to reveal another hallway. Before you enter be warned fiendish minotaur patrols the length of it after you have handled him head to room directly ahead of you.

Inside you will find three stone slab, interact with each of them to reveal skill check we have to do the rid ourselves from the whispers. Be warned if you fail you will be attacked by ghosts, but can try again afterwards.

Loot the Bastard Sword of Hope from the crusader's glowing corpse.

Now you can also backtrack and check the room you might have ignored or the terrace where you can loot Headband of Mental Flow +2 from trapped chest (+2 to CHA& INT. In direction were babaus where.)

When you are done with that head south taking stairs down to door behind which our next encounter lies.

Theruk Nul
Enter the room and try to stop your monkey brain from opening the hidden wall if you spot them. You should see the miniboss of this encounter Theruk Nul. Gimmick of this fight is once we engage him or open the wall bunch of his minions will spring out and spam dominate.

My preferred way of doing this fight is apply protection form evil, communal and charge Theruk Nul while animal companion holds the chaff at bay. If you want to play it safe or lack animal companion you can easily pull back to where we came from and use the door way.



You might have noticed I didn't comment at all on the stats of the enemy and that is solely because they were unremarkable. After your victory, if you managed the perception check you will spot yet another hidden wall. Pull it down, disarm the trap and loot Eluding Target from the chest and Tender Touch from the vampire coffin after you have killed him.

When you are done with the room proceed out in the only direction we have left.

Schir Trap
Path ahead seems to be blocked by 4 schirs, before you go charging in allow me to offer you warning. At some point in the fight more demons will teleport in and this includes nabasu who will cast hold person, mass (31 DC) and babaus couple who will attack you in melee and pair who will proceed to spam dispel.

As always when dispellers are in the play make doubly sure after each fight (or during) that your important buffs are not lost like mage armor.

Jorah Vhane
Another old face. Remind him about his promise with Radiance and be prepared as sadly there is no way to avoid bloodshed, if only we could turn back time...

Fight wise just hold him in place with your tank and whack him until you get through, if for some reason you want to be quick dispel his buffs.

After your victory make sure to loot Solemn Hour, Rabid Underdog (near entrance) and Cold Iron (in crate near shelf) from the room.

Next we will be snaking our way along the north-west passage to tackle the hardest challenge in Drezen. No pressure.
Citadel's Dungeon (Part 2)
Blightmaw/Chorussina
You will probably want to make hard safe here. Open the door and carefully hug the south-western wall to disarm the trap trigger.

In the distance you can probably hear cultist conducting some sort of ritual and that ritual is the main gimmick of this fight. You see when you get close enough for them to spot you they will start sacrificing themselves on their turn, if you kill even one of them you will fight get to fight Chorussina the cultist leader herself.

Stat wise, she has nasty AC and crazy amount of attacks, but she is still vulnerable to being summon walled while you dispel her buffs and proceed to wack her to the afterlife.

But what if we allowed the cultist to finish their casting or we were too slow to interrupt them perhaps due to bad initiative rolls?

Then we get to the hardest optional boss of this act Blightmaw, this beast has high AC, high HP pool of 525 and throws 5 attacks per turn and each of those attacks has minimum attack value of 46. Cherry on top being the fact he has cleave line of feats meaning he gets free "cleaving finish" on kills meaning we will running dry of our summons awfully quickly.

Oh, and did I forget to mention he starts with mirror image and true sight?

Does he have any weakness? Well his reflex save is relatively weak meaning minmaxxed conjuration focused spell caster might have edge. More importantly however his touch AC is very low.



So which one do I recommend you fight? Blightmaw for the big chunk of exp he drops (10k), achievement and enchantment DC boosting item he drops.

Strategy for dealing with him is simple, but can be tricky to pull off in practice.

You will want to go all out with buffs pre-fight and this includes guarded hearth (more on its placement latter, when you are buffed trigger the fight and stay on the stairs. As the last of the cultists are sacrificing themselves summon summons far back enough that they don't interrupt the ritual, but close enough that they will move in front of the coming giant.

Note: Blightmaw arriving counts as start of new battle so dont delay. Now is great time to apply true strikes (remember extend rod) and the like.

What we want accomplish is that he spends his crazy movement running in front of our summons before killing them all, but as he does so next group of our summons arrive to take their place. As this is happening make sure to dispel his buffs and that your ranged character is standing on guarded hearth chipping away his hitpoints thanks to greater invisibility and guarded hearth.

You can send your melee in if they have long reach, but be prepared to step back after attacking and make extra sure you got summons to fill the gap!

If worst comes to worst and you want or need to tank him, it is doable with minmaxxed AC character who has stoneskin, displacement and mirror image up alongside other buffs. Nenio's blinding ray and Ember evil eye are great aids here.

Aftermath
Firstly, hats off to you king or queen. You just dealt with the hardest boss so far into the game and everything else here will be much more tolerable.

Make sure to loot Ring of Chaotic Fascination from Blightmaw's rotting corpse. Which is reskinned ring of protection +2 that increases DC of your enchantment spells by 2. Great item, if you got enchantment caster that is cough cough. Regardless +2 bonus to saves against enchantment spells that ring grants is always useful.

We will also get the chance to double dip on the loot as on Chorussina's corpse lay Lucky Dice which can potentially grant you one extra AC for whole day, very neat!

In one the corner you can also find Laboratory Journal of Xanthir Vang, 4712 which upon reading grants you +1 DC to spells with compulsion or mind-affecting descriptors as permanent modifier.

After you are done looting head back to the room where we fought Jorah Vhane and you should spot corridor we haven't been through yet, be wary though as its trapped and minotaur patrols it.

Fiendish Minotaur Assaulter
Before we get to the next room we will have to content with yet another minotaur. Luckily for us he is nothing of note.

Sword of Valor's Guardians
At the end of the room you should spot cultist pacing back and forth and he is not alone for behind him you might even be able to spot the two minotaurs who are proudly flanking the rag we are here to liberate.

What you probably wont see is the evoker just behind minotaurs and couple archers on the side. So how should we handle this fight? Wait for cultist to walk east, move forth to spot the evoker and charge him, but be careful as the minotaurs love to go for your backline so consider either having your weaker character further back and have them join the fight later or use mirror image/control spells.

After your victory do not interact with the Sword of Valour! Instead loot the corpses for key and head towards Baphomet statue that is in the room. Hopefully you manage the perception checks to spot the two hidden walls. Pull them down and you see familiar looking stone slabs, do the skill checks associated with both while avoiding the traps.

Sword of Valor Ambush
Move your party to opposite side of the room, away from the Sword of Valour. When you are ready summon summons, apply haste and protection from fire then send one character to near Sword of Valour and preferably apply vanish to them before you interact with the Sword of Valour.

This will cause bunch of brimoraks to teleport in and yes they all will throw fireballs at you, if this wasn't enough alongside them teleported couple of dispeller babaus, but if luck is with you they should target your summons, if you hold back from charging in for second.

After you have dealt with the first wave a second wave composed of vrocks and babaus will arrive in the attempt to finish you off. Swat the aside and continue through the door in the room

Stoneskinned Prophet of Baphomet
You should spot trap immediately as your step in the corridor. Wait for the two patrolling minotaurs to pass by and disarm it quickly. We have slain many lone minotaur in this dungeon and even the magic caster kind are not new to us, yet this battle is little bit different. You see this Prophet of Baphomet has the stoneskin buff which means unless you are wielding adamantine weapon you wont deal much damage to him.



This in turn means he most likely will get pillar of flame off potentially killing your more brittle character if they are low health or lack the protection of protection from fire. With all in this mind focus the prophet down and distract the other minotaur with mirror image/blinding ray.
Citadel's Dungeon (Part 3)
Ghoul Pit
After getting through the minotaurs you should see doorway at the end. Beware combat will start once you walk through so take the time to apply death ward to your melee characters. I would also highly recommend casting freedom of movement and displacement/mirror image.

Positioning wise have your melee characters hiding in the corner whilst your tank holds the doorway put your other characters good distance away. When you are ready move forward with your tank to trigger the fight and assume your positions.



Fight itself consists of three waves of run of the mill ghouls whilst the later waves will start adding huntmasters into the mix and these huntmasters pose the greatest danger as they may shoot your melee characters. This doesn't happen often and usually going behind the corner between your attacks is good enough preventative, but it still happens often enough that having mirror image up is worth it. I should also that note that I have not seen them target my archers or even throwing axe throwers, but you should still pay close attention to whom the enemy archers target just in case.

As you are dealing with the last wave of ghouls their creators show up. Yes, more nabasus two in fact: a grown one and a plain regular one. Funnily enough its the normal one who will cast hold person (mass) and meaning you should try to slay that one first. Yet both can be dangerous as they will cast vampiric touch which will target our touch AC instead of our regular AC! This is why I suggested using displacement.

In the nearby chest you can find decent tower shield: Bastion of Lion's Heart.

Yaniel
As you proceed forward you will stopped by Yaniel. If you are going for the secret ending read the spoilers below.

When Yaniel starts talking about knowledge you need to either pick the evil dialogue option or the one that says "learning from enemy is always good" (I am paraphrasing.) Do not pick good option!

Once the conversation is over proceed through the newly revealed route.

Eustoyriax
You might have spotted the 3 dials on the ground. We will worry about those later as at this moment there is hidden shadow demon in the room with us. Normally he would attack us with his friends after have solved the puzzle, but we can actually force the fight to happen right now and and by so doing rob him of his allies.

You can initiate the fight by running around bottom left button (picture them forming triangle.) It might take while or you might run into him immediatly, its easier or harder depending how many characters you have trying.

Like the shadow demon we fought at Kenabres basement this one is bastard as well. He ignores our AC as his attacks count as touch attacks (so remember displacement and mirror image!) and as added danger has ability to cast nasty spells. He can blind us all with glitterdust and deal great damage to the unprepared with lightning and fireball.

Luckily for us he doesn't have protection against greater invisibility, but be warned he will spot the archer with his high perception if they stand too close and then proceed to target them.



Speaking of stairs I guess we have gotten to the point I have actually to recommend method of dealing with him. Well way I see it you got two options either have your party around the dials, buff them up and try to quickly mob him before he can cause too much damage. Other option would be staying up in the stairs with all your characters or few and attempt to rob him of his spell slots by utilizing summons before you close in for the kill.

Sword of Valour Puzzle
Ah, actually decent puzzle for once. This one is quite easy to do even by brute force, but incase you cant be bothered here is the solution Middle button twice, bottom left button twice and bottom right button once. No judgement from me.

And with that we can finally reclaim the fabled Sword of Valour!

Note: You will attacked once you do so!

Abysses Last Gasp
Easy fight, but can be tricky if you are running low on resources as I was when I did this (I haven't rested since we entered Drezen)

Few moments later after you reclaimed the real Sword of Valour cultist will come pouring in from the door desperate to stop you. Their numbers will be mostly made up of melee brawlers like hexblades and votary's, but there will be evoker among them alongside you guessed it Nabasu who will cast hold person, mass. (Evoker will cast icy prison followed two fireballs.)

Strategy wise if your buffs are hot park your tank near the door. Focus the evoker down first followed by the nabasu.

Other route is that you park your fastest character near the Sword of Valour. Put rest of your characters up the stairs where you can better space your party (eg control whom are hit by enemy spells) then pick up the Sword of Valour and run the flag picker up the stairs to join the rest of your party.

And that was the last the fight of this area. Little further lies on lies the exit, but before you go make sure to loot and sell everything here as the exit at the end is point of no return.

Note: I wont cover next area in any depth as its meant to be cinematic power trip, but I will mention they have archers who like to target your low AC characters so cast mirror image and turn turn based mode on if you are paranoid!
Drezen's Wall (Choosing Mythic Path)
Here we finally are, the worst of the siege is behind us though more importantly we have arrived at the moment we must choose what mythic path we will dedicate ourselves to.

One could count on me to spend two pages explaining in painful detail pros and cons of each path laid before you and god knows I will spend equal amount of time on subjects of much lesser importance. Truth however is firstly, I cannot be bothered and secondly, this is not build guide as I stated at the start.

I also have faith in you dear reader as if you have made it this far you should have idea on strengths of your class. Read carefully what mythic paths offer (at start of guide I have brief synopsis.) and choose what most augments your build. Easy choices are angel if you are divine caster and lich if you are arcane caster (or demon if you are DC based caster.)

I myself will be choosing Trickster as perception 2 offers me the chance to expand my crit range on all my party members!

Mythic Level 3
Arueshalae: Ranging Shots, Improved Critical (longbow) or Rapid Shot, The Bigger They Are
Camellia: Limitless Rage
Daeran: Greater Enduring Spells
Ember: Inspirational Leader (picked mainly because of my party composition. I would recommend spell more spell slots)
Nenio: Favorite Metamagic - Persistent
Regill: Last Stand
Seelah: Thundering Blows (Last stand probably meta)
Sosiel: Madness Domain (For broken ability that works great as buff or debuff if you can get through opponents spell resistance.)
Ulbrig: Last Stand
Wenduag: The Bigger They Are
Woljif: MIA
My Character: Ever Ready

Diverging Paths
This is also where our paths lead us further apart as each mythic path has it own flavor of quests and some even have major choices that further alter them. All this I say to convey that expect course of our games to be even more different and I wont have your mythic path quests covered in the guide (unless you are trickster)

I will be picking back up with you when you get off the wall. Fingers crossed we can finish rest of Drezen in one page!
Citadel of Drezen
Before you should be stairs going up and open doorway. We will save the upstairs for later for now check your combat buffs (nothing extravagant needed) and I highly suggest you apply protection from fire to yourself if you don't have it already.

Cultist Ambush
As you step through the doorway cultist will spring ambush on you. You will be up against Schir and Babau Votary's (3 in total. Babau's Votary will be in stealth at start) backed by evoker and minotaur, so all in all nothing too special especially as we can use the door way to hold them at bay.



Next we will be heading in the direction minotaur and evoker came from (east.)

Note: Do not enter Citadel's Command

Befouler Omox
Stop moving when you spot trap on the ground as literal ♥♥♥♥ demons will will spring up from filth to attack us when we move past it. They have relatively high attack and AC, but their weakness is their low movement speed, in fact you could trigger the fight and run back to the room we entered from and the omoxes would give up the chase.

So use this to your advantage either lure them in to the door way where we killed the earlier batch of cultist or kite them to death with reach and ranged weapons.

Sadly neither they or the room they were in has any notable loot. That said with our janitor duties done its time to finally climb the tower, however I strongly recommend you rest before you do so as there is tricky fight waiting for us there and if you cannot beat it you can potentially softlock your game!

Coloxuses
Once you get on top you should see chest right in front of you, do not open it instead use whatever spells you have to protect yourself from sonic damage and you might as well use haste alongside greater invisibility. I might even go so far as to recommend using guarded hearth.

As you might have guessed it fight will start moment you open the chest.

And oh boy, what fight it is below the chest in the corner will be two coloxuses and in the upper corner one slightly stronger coloxus.

The stronger variant will cast contagion: bubonic plague which will do constitution damage if you allow him to deliver it via touch attack. The bottom Coloxuses will cast haste into shout and mindfog into spell that makes you target your allies if you fail wisdom save.

You can probably see why I strongly considered using guarded hearth, eh? Strategy wise I would position your strongest tank to meet the slightly stronger Coloxus while your pets/dps characters handle the bottom two. Of course drowning them in skeletons works as well

Note: I am not exact on the order of spells the two below chest cast or which will cast which.

When you are done with them its down to climb down and head to Citadel's Command.

Last Demons of Drezen
You will start in small room, beware once you leave forces of evil will leap at you, desperate to stop you. This is second to last fight we have left here in Drezen not counting the final showdown with Minagho and the last fight of any challenge.

So what are we up against once we leave the room? Well sole minotaur, pair of kalavakuses backed by trio of archers and single evoker.

Strategy wise I would pull back into the doorway or hold with your main tank in the middle and hold the door way with animal, but you do you. Sometimes demons run through the doorway and sometimes they get stuck and hold and I got no clue what, if any actions contribute to it. Anyways the biggest threat here are the trio of archers whom love to target your vulnerable party members, don't give them the chance or protect yourself with spells and you will be fine.

Once you crushed the defenders final hopes of snatching victory from jaws of defeat proceed forward, do not open the large door you will see and continue to end of the corridor where you will see normal door.

Airing Out the Bedroom
Inside your future bedroom you will find two schirs making a mess. Best we clear them off now, eh?Also with them is invisible babau not that it makes any difference.

And that's it, there is nothing else to do than confront Minagho and so lets head back to that door we left open earlier.

Minagho & Staunton
And so we arrive at the end of this act, only final clash against Minagho and Staunton is holding us back so for last time this act let me tell you what we are up against.

Fight will begin once you get into glaive distance of the trio. Staunton will proceed to buff himself with self buff spells like righteous might, Minagho will start by casting Phantasmal Putrefaction (40 DC!) followed by self buff spells and lastly Nurah (your ally if you caught her and chose the trickster option) will cast buff spells like haste and song of courage.

Minagho is the biggest threat here with her AC of over 50 and her claws that will act like blender. Luckily we are save to ignore her as downing Staunton will progress the fight. Minagho will bail once you bring Staunton (or her) down. after that game will place you in circle around Staunton. IIRC initiative will be rerolled and if you are unlucky with your rolls Staunton might go first and make mince meat of your mages this is why I strongly recommend protecting your vulnerable party members with displacement/mirror image before you trigger the fight.



There is no other guidance I can offer you other than recommend you to initial position your team outside the room to avoid worst of Minagho's Phantasmal Putrefaction, it is rarely fatal, but is annoying to deal after. You are also completely free to go hog wild with your resources so apply your buffs and summon all the skeletons you can to give you the time needed to deal with Staunton.

Note: I had multiple crashes when I got close enough to Minagho to trigger the conversation and these crashes were so hard that they actually shutdown my computer. Luckily turning on turn based mode fixed it for me. (15.9.2024)

After your victory make sure you talk to Nurah. She might have been rendered uninteractible due to Minagho's phantasmal putrefaction which she will recover from if you wait long enough. If she was your ally I strongly suggest that you pick the dialogue option "Thanks for your help, Nurah. And now... I never saw you here." if she was your enemy I suggest you kill her.

The End of Act 2
And so Act 2 draws to close. You are now free to leave through the way we came from.

I would like to take this moment to say if you are one of those special few who has somehow trekked your way from the start of this big block of text to this line, I thank you. This guide has done better than I expected and I hope it has been some use to you.

When I started this I thought I would hammer the guide out in few weeks, but it has turned into much bigger beast which life seems reluctant to let me tame which is my pretentious way to say friends, responsibilities, broken sleep pattern and potential litigation have hampered my progress, but I will finish this guide. This I promise you, may it be this year, if the Lord permits.
(Act 3) Graded by the Queen
Our entrance into next act starts by queen grading us on our performance. If you did well you will receive Ring of Protection +4 which is very nice item this early in the game. You will also get Cloak of Protection +3 which we can still make use of.

If you are curious whether you pass or not is mainly based on amount of rests you had during the siege (I do not know the number you can have safely) followed by morale in crusade mode (green flags) and how many casualties you took in Leper's Smile.

If you passed with flying colors and got the ring you can make joke about it to the Queen by saying "A ring? What, are we betrothed now?" for extra romance points, if you so desire.

List of Tasks
Irabeth doesn't waste any time in giving us list of task to check off. I will comment more on these as we are tackling them, but more importantly (well not really) we are presented with choice of what to do with Staunton's body. If you are lich, go with the lich option. Difference between burning body, honorable burial and showing it off in town square is minusculeIf you choose the option to bury or the evil option to mock him even in death we will meet him later as foe.

Speaking of Tasks...
Its about time we get to crossing them off. I will try to avoid writing too much so its bulletins only for you!
  • Enter the Citadel
  • Give Solemn Hour to Irabeth
  • Pick the option "We need to talk about what happened during the attack on Drezen."
  • Talk to Anevia and ask if she figured out how demons are sneaking up on us
  • Take look at the map on table to open crusade mode. Familiarize yourself with it, but don't do anything yet.
  • (If you are trickster enter your closet heh and attempt every diplomacy check)
  • Talk to Daeran and reply with "Was that an overly verbose and oblique attempt to thank me..."
  • Enter the building in front of the inn (one-eyed devil stands in front of it.) Find "Crusade Chronicle" on one of tables and read it for 10 hit points
  • Go upstairs and talk to Nenio, find and give her bottle of alcohol (you can find some in tavern)
  • Enter the inn/tavern and say to Fya "How is that such a young lad owns tavern"
  • Talk to Greybor and hire him (for 2500)
  • Go outside and talk to Wenduag to start her romance and talk to her again to bang
  • If you banged Wenduag ask her about her scars, go through all of them until the option "Why do you pick fights with the crusaders" shows up, make sure you pick it.
  • Enter the barracks (You can find it on the quick travel menu) and loot until you find "Know thy enemy! Crusader's Brief" when you do make sure to read it for another permanent modifier
  • If you recruited Arueshalae and didn't start the romance you can do so by saying "May I ask you personal question..." "Do you still feel desire?" This should unlock the dialogue option
  • Enter the Cathedral and proceed to loot and read "The History of the Worldwound" for another permanent modifier.

Greybor
As companion I would rate Greybor above Regill just based on his strong class sadly his feat picks leave lot to be desired for and as such he falls short the likes of Seelah, Camellia and Arueshalae. Still he can be turned to passable and even effective, if squishy melee damage dealer especially with trickster crit feats. For his mythic levels pick last stand and wait for level 11 to pick Improved Critical (mythic) as for his level 10 I would recommend constitution damage or dex damage as slayer feat.

What Now?
Its time to get back on the road, but before we do that its time to spend the funds you acquired with sweat and blood. If you need some pointers on what to spend money on the next section covering vendors has got you covered, but keep at least 25000 on hand you will need it for quest!

As is almost tradition at this point I will have to throw just "one more thing" before I let you back on the saddle and that thing is the crusader mode. Yes, it has followed us into this act and you should check out the section "Crusade Mode Act 3 Guide" for details on the first moves.

Road Calls
First on our agenda is taking care of the dragon harassing our back lines. As such taking Greybor along with you for our first array is mandatory. This is the point in the game paladins ability to cure exhaustion starts to become useful if you are trying to minimize your amount of rests for sadistic game design.

Our route west looks like something like this. If you have paladin with you that can remove exhaustion prioritize Ashen Grotto first, in case you do 24h buffs should last until you get there (I recommend fire protection.)

Temple of the Good Hunt > Ashen Grotto > Grimwood

Note: Make sure you have your Swarmbane Clasps with you.

Likely somewhere near Temple of the Good you will encounter scripted encounter and for this reason you might want to rest, if you become exhausted especially if you are playing on Last Azlanti mode! It is very important you pause the game as soon as the event happens, more details on its own section.

Crusade Mode Note: Try to play "Lost Scouts" card as soon as you can. You should also clear road to Wintersun (south of Drezen) sometime soon.
(Act 3) Drezen Vendors
As promised we got no shortage of ways to burn our newly acquired funds. To aid in this most noblest of endeavors I have prepared list of purchasable items I value most in this act.

Speaking of acts in next one we will burn money even faster, but doesn't stress or go overtly frugal just yet. I will remind you when the time comes to curb your spending.

Note: I would recommend keeping 20-40k gold on hand for certain quest Greybor's introduction and scrolls/reagents.

Jewelry Trader
Your go-to trader for diamonds as the name implies. I would like to give honorable mention to Enlivening Leadership if you are going for intimidate/kill yourself trickster memes.

Item of Note
What does it do?
Price
Glass Amulet of Clarity
Adds +2 DC on all mind-effecting spells (or abilities) you cast alongside giving you +4 moral bonus to mind-affecting/compulsion saving throws. - Must buy, if you have any DC casters.
32000
Goggles of Puresight
Gives you 20 on dispell checks once per day. (IIRC if the spell dispels multiple things you get 20 on all the rolls) - Must have item when enemies start rocking billion buffs.
20000
Mind Master's Eyes
+2 DC on any enchantment spells you cast. - Must for enchantment schools casters
25000


Arcane Weaver
Our dear Arcane Weaver can always weave your gold pouch open as she sells many useful scrolls (shield, boneshaker, hurricane bow...) and magic items you don't really need, but could use. Honorable mention to Source of Dividing Power for summon pumping clerics and Gloves of Dueling for those who posses weapon training.

Item of Note
What does it do?
Price
Shirt of Blazing Fighter
+5 Competence bonus on Athletics checks and 30 fire resistance - Nice, effect, but hard to justify the price.
70000
Celestial Protection
+5 on saving throws against demons and +5 competence bonus to religion checks - Nice until, we get Cloak of Resistance +5. Spoiler: We will be mainly fighting demons
23000
Robes of Order
2 increase to ki pool, if you have one and alongside +2 to attack rolls against chaotic enemies, if you are lawful - In other words reward for your shameless monk dip.
24000
Thick Pelt Cloak
Cloak of Resistance +2 that grants you immunity to fire! - Must buy, when you can spare the cash.
31000
Bracers of Animal Fury
+3 enchantment bonus on attack when the wearer is polymorphed - for the shifters among you (eg Ulbrig)
23000


Exotic Weapon Provider
Name kinda gives it away doesn't it? If you are unique and special individual like me this provider probably has something for you.

Item of Note
What does it do?
Price
Torag's Worth
+2 Radiant Urgrosh that deals 4d6 extra damage on critical. - Excellent purchase for your personal assassin, especially if you are trickster crit maxxing.
64000
Axiomatic Ghost Touch Nunchaku +3
Law aligned +3 weapon that deals 2d6 extra damage against chaotic enemies and possesses rare ghost touch effect. - Great, if you are monk as we will be facing few annoying ghost enemies throughout the campaign, but pricy.
50000
Thundering Burst Dueling Sword +3
1d6 thunder dmg on every hit alongside 1d10 thunder dmg on every crit. - Makes me want to play swordlord, but then I remember I am not playing Kingmaker.
50000
Mighty Blow of Good
Cold iron Fauchard that deals 2d6 extra dmg against evil outsiders. If you are good aligned this weapon likewise becomes one and deals whopping extra 3 dmg.
I bought it before writing it down... (61000?)


Wilcer Garm
Our favorite quartermaster has new stock, just don't buy boots of battle herald as we are about to unlock that spell! I wonder if he has bleach which my eyes desperately grave after seeing certain meme(s) about him....

Item of Note
What does it do?
Price
Bag of Holding
Your carry weight is reduced by 200 lbs! Enable your hoarding habits, you deserve it!
25000
Sorcerous Gown
Robes that grant you +2 resistance bonus on saving throws alongside +2 competence bonus on persuasion checks. Both are doubled, if worn by arcane caster. - Must buy, +4 to saves is strong.
35000


Fye the Tavern Keeper
Sells mainly recipe, potions and cooking ingredients, but somehow must have goggles for archers have landed in his possession? Honorable mention to pricy and probably not worth it the ghost touch shortsword he sells.

Item of Note
What does it do?
Price
Goggles of Malocchio
10+ to perception checks and when you confirm crit with bow you disorient foe for 1d4 rounds (-4 attack!) - Must buy for bow users.
34000
Yoghurt/Mulled Wine Recipe
500/???


Arsinoe
Best girl from Kingmaker returns! Sells same stock as the clerics in crusader camp alongside few added goodies.

Item of Note
What does it do?
Price
Half of the Pair
When nearby (10 ft) someone also wearing it you both get +2 circumstance bonus to your AC and attack. - Must have item, we fill find the other part soon. Less worth it if your tank cant wear amulets (eq Camellia)
38000
Ring of Pyromania
Your spells that deal fire dmg do additional 1d6 + 5 fire dmg. - Must have if you have anyone specced for fire dmg (eq Ember)
50000

Note: One-Eyed Devil is not included in the list as he sold nothing of value.
Other Vendors In Act 3
Wintersun Vendor(s)
All in the list are sold by Gesmerha honorable mention to Precious Treat which grants pet +2 to saves and attacks, sold by Incubus whom you unlock as trader by maintaining the illusion.

Item of Note
What does it do?
Price
Hide Armor of Elemental Carnage
Fire, Electricity, cold and acid spells deal +1 damage per dice rolled. Very strong if you got the proficiency!
49800
Fatal Beacon
Holy greatsword and first decent one at that. On crit enemy cant make AoTs for turn and suffer -2 to reflex saves which is always handy.
70000
Pure Savagery
Heavy flail with increased base damage is nice already, but it also comes rocking bonuses to intimidate (+4 competence and sickened on hit if enemy is frightened or shaken) and counts as both piercing and blunt weapon.
59000

Skeletal Salesman
Interesting vendor whom you can only access randomly while travelling on the map. Whats more every time you meet him you change the stock of what he sells for the next time you encounter him.

Magicional Mysterical Spellthingies
Stock
Item of Note
What does it do?
Price
Magicional Mysterical Spellthingies
Sigil of Destruction
Doubles your critical range AND stacks with feats that expand it! insta buy if you are kineticist
65000
Magicional Mysterical Spellthingies
Kinetic Diadem
Increases damage of your kinetic blasts more than the lesser version. Buy, if you dont have one.
50000
Magicional Mysterical Spellthingies
Various Metamagic Rods (bolster, reach and lesser bolster)
Allows you to use the metamagic associated with rod 3 times per day. Lesser work on tier 3 or lower and ones without suffix on 6th or lower. - Whether you want to purchase depends on your build and if you got associated favorite metamagic mystic ability.
8000/16500/32000
Crusade Mode Act 3 Guide
I would like to start by mentioning I will be moving away from day by day method I used for Act 2's portion of the crusade mode guide. This is change something I felt very conflicted about, but I decided to move to more bigger picture format for few reasons.

  • Act 2 introduced crusader mode thus more hands on approach was warranted.
  • Act 2 was much more linear.
  • In Act 3 you can take your time in clearing the map, in Act 2 you were much more on the "clock."
  • Value it would provide to you would low and it would take lot of space.

However, I will still cover all (council) decisions, relics and settlement management alongside of course any especially hard demon battles.

The First Moves & Things to Know
Right, where to start? I suppose we should start with the old and familiar so armies it is. Like whenever possible start by hiring troops and mercenaries. You should be able to afford all of them even if just barely.

With our armies reinforced new question arrives: Where and how should we move them? Well you got two ways to approach this. First is the normal method of combining all your strongest units in one army that you will clear everything one by one with secondary army made up of what refuse you had left maybe helping with the easier stuff. Second is the more sweaty strategy is trying to spread your forces between two armies to attempt to clear with both at the same time. If you go this route I would suggest putting weaker force with your main general as they should have damage spell and heal spell at this point, also make sure to hire general for your second army I would recommend Chief as she comes with damage spell right off the bat!

Now that you got your method of map painting selected what should your objectives for them be? As you probably noticed in the last act hovering over the demon armies with your cursor reveals the rewards for defeating them. Take moment to do this to get lay of the land and prioritize following (in order) when you consider where to move your armies.

  • 1. Demon Armies/Fortifications Blocking Your Path to Quests Locations (Wintersun!)
  • 2. Daily Finance/Material Points
  • 3. Relics
  • 4. EXP/Finance or Material Points/ETC

Hopefully now you have moved your armies or atleast have inkling as to where to move them. There is one more thing to cover before I can let you back to adventuring and that is the card system. Way it works is we can play one leadership, logistics, diplomacy and military card at a time.

Generally speaking we will always want to be using those "slots" to play card if we can. For now our first priority will be to play "Forming a Leadership/Logistic/Diplomatic Council" though there is certain caveat I must mention.

In nutshell when you form (or level after forming) your council you must pick "reward" from the options your advisors and companions offer. The catch here is if you do not have that companion yet or that companion is missing for some reason you do not get their option! Below I have listed what companions are in what council. At this point you should be only missing Woljif (and Arueshalae, if you did not recruit her early in Drezen.)

Note: Greybor is special case and only appears in the councils after you have finished his quest (Dragon Hunt) keep this in mind!

Note: Missing companion isn't always a problem if you are going to pick option other than what the missing companion would suggest. I have whole section dedicated for Council choices check it for more details!

Council
Advisors (always present)
Companions
Leadership
Captain Harmattan
Seelah, Regill, and Daeran
Logistic
Dorgelinda Stranglehold
Arueshalae, Lann, Wenduag, and Woljif
Diplomacy
Lady Konomi
Daeran, Lann, Sosiel, and Woljif
Military
Captain Odan
Greybor, Regill, Seelah, Wenduag, and Ulbrig

I know this got pretty confusing so my recommendation are form Staff and Diplomatic Council and wait with the Logistic council until you get Woljif as from him you get get the option for +1 to attack and AC for all trainable troops. (Form the logistic council, if you prefer +2 to saves for trainable troops or 10% health buff.)

As final tip I highly suggest you build Teleportation Circle in Drezen as this will allow you to teleport back! Followed by Engineers Workshop for 10% discount on all future buildings, after I recommend you focus on getting main stables built with few inns/supply centers in your outposts. There is section dedicated to Forts and Settlement Management below, if you want more details.

That's the opening moves! Sorry it got long believe me I tried to trim it down.

Relics
Settlement Management
When you attack demon fortification and emerge victorious you will be rewarded with brand new outpost. For every 3 (IIRC) outpost you capture you can upgrade one outpost into a bastion which allows new and more buildings to be build in that settlement. This is more important than it seems as teleportation circles can only be built in bastion or higher forts! And we will have access only to six or so of them so correct placement will be key!

Listed below are my recommendations (Under construction)
Outpost Name
Reason for Upgrade
Vilareth Ford's Outpost
Close Proximity to Kenabres.

There are also myriad of different buildings we can build inside our forts. Apart from the Teleportation Circle and Engineer's Workshop, which I mentioned earlier, the Hospital and Mercenary Guild also stand out to me.

Utility/MISC
Building Name
Description
Unlock Req.
Notes
Citadel
Forts last 3 days longer in siege
N/A
Not priority, but build on choke points and distant forts.
Teleportation Circle
Allows teleportation from anywhere from the map
Bastion
Meta. Always build when you upgrade outpost into bastion.
Shelter
No corruption when resting in outpost
N/A
Noob trap. Teleport to Drezen and rest to remove corruption.
Hall of Glory
-5% discount on hiring mercenaries
Bastion
Nice, especially if you lean heavily into mercenaries by stacking discounts and building Mercenary Guilds.
Spiritual Garden
25+ Combat Morale, 50% energy recovery and 20% mythic unit growth.
Final Logistics Council (Arueshalae)
Only 1. Very good, combat morale stacking is very strong as is energy recovery and mythic unit growth is cherry on top.

Military Recruitment
Note that to recruit troops you first need to build the main associated building in Drezen, main archery range and main barrack come prebuild, but you will have to build stables yourself and unlock the rest through military council or story progression.

Building Name
Description
Unlock Req.
Notes
Garrison Archery Range
+25% growth for archers
N/A
Prioritize alongside stables as archers will do bulk of the dmg.
Garrison Barracks
+25% growth for barracks
N/A
Garrison Stables
+25% growth for cavalry
N/A
Prioritize alongside archery range as cavalry will do bulk of the dmg.
Garrison Spellcasters Lodge
+25% growth for spellcasters
N/A
Garrison Hall of Champions
+25% growth for veterans
Act 5
Mercenary Guild
1 extra mercenary unit per week
Bastion
Good, especially if you stack mercenary cost reductions.

Troop Upgrades
Note that majority of these need to be adjacent to recruitment buildings to work (diagonally adjacent does not count!) and can only be built in bastions which is why I highly suggest you specialize your bastions towards military.

Building Name
Description
Unlock Req.
Notes
Apothecary
+10% HP to trainable troops in adjacent buildings.
Bastion
More HP, Less deaths when enemy starts slinging spells.
Arsenal
+1 AC to trainable troops in adjacent buildings.
Bastion
Smithy
+1 bonus to attack for all trainable troops in adjacent buildings.
Bastion
Friend of archers and cavalry. (champions)
Training Grounds
+10% damage to trainable troops in adjacent buildings.
Bastion
Friend of archers and cavalry. (and champions)
Watchtower
+1 bonus to attack, AC, saving throws, and initiative to all troops in region its built
Outpost
Decent buff, if you can spare the slot. Probably only worth it in areas where there are difficult demon armies.
Bulletin Board, Gallows, Monument, Tavern
3% chance to act twice (morale) and -2% chance to miss turn due to morale/-3% chance to miss turn due to morale/5% chance to act twice/-10% to all morale effects
Outpost - Staff Council Rank 5 (Choose one)
Monument is the best (Dorgelinda)
Cathedral
15% bonus to HP, a +3 bonus to attack and AC and a +10% bonus to damage against demon units for all units.
Fortress, Act 5
Only one.
Fighting Pit
+1 initiative to trainable troops in adjacent buildings.
Logistics Council 3 (Wenduag)
Initiative is good, but hard to justify over damage.
Military Academy
+1 bonus to attack, AC and saving throws for all trainable units.
Fortress
Does not require adjacency! Good to build in Drezen when you can spare the resources.
Pathfinder Society Lodge
1 bonus to attack, AC, and saving throws for all mercenary units
Fortress
Does not require adjacency! Good to build in Drezen when you can spare the resources

Economy
Inns and supply centers will be your bread and butter, and butter (supply centers) you should build most liberally as it is the most serious bottleneck.

Building Name
Description
Unlock Req.
Notes
Inn
+200 finance points, if there are no buildings granting military growth in the settlement
N/A
Your main work horse for finance points. Place in outpost you will not upgrade.
Supply Center
+3 material points
N/A
Economy building you will be placing the most as you will be short of material points.
Sanctuary
+4 energy points
N/A
Waste of resources at the start of Act 3
Market
+20 finance points, and +1 Materials Points
Logistics Council 3 (Woljif)
Not sure, if it requires bastion
Warehouse
+100 finance points, and +1 material/energy point, if adjacent to Supply Center/Sanctuary
Bastion, Logistics Council 3 (Dorgelinda)
Not sure, if it requires bastion
Shrine
+10 finance points, and 1 energy points
Logistics Council 3 (Arueshalae)
Not sure, if it requires bastion.
Salvager's Post
+1 material points, and
+1 energy points
Logistics Council 3 (Lann)
Not sure, if it requires bastion.
Palace
+25% finance, materials, and energy points Income
ACT 5 Logistics Council Final (Woljif)
Settlement Management (Part 2)
There are few buildings catered towards generals and as someone who kneels to the meta I swear by hospitals, infirmary size is extremely valuable and will keep your ♥♥♥♥ unripped when enemy generals start slinging spells. Alchemist's Laboratory on other hand I am not so keen on though I know some who swear by it.

Building Name
Description
Unlock Req.
Notes
Hospital
+5% infirmary size to all generals
N/A
Do not underestimate, if you have spare lot this will do you world of good. Probably even better investment than pure stats for your troops.
Alchemist's Laboratory
+10 bonus energy to generals
N/A
People swear by this building and I can see the logic. Magic can win battles, but the thing is I dont think you need you so much to warrant building these.
Hall of Strategy
+1 attack, +1 AC, and +2 energy to generals
Fortress
Solid buffs, if little bit expensive.

Should You Buy Resources?
This section was originally meant to cover overall building strategy, but honestly as system is relatively simple and it boils down to building what you need at the time I decided to change it ever so slightly more interesting question. Should you consider trading gold for finance/material points? Short answer is you should avoid it, but there are few times I might consider it.

  • Important relics to your build
  • Main recruitment building in Drezen (eq Main Stables)
  • Bastion upgrade for important teleport locations (if you are in rush)

(Funnily enough without intending this covers overall building strategy, expect at the start you should build few inns and supply centers to boost your income)
Misc Events (Romance and Set Random Encounters)
Wenduag Romance Knife Event
If you are romancing Wenduag (can you call BDSM sex romance?) she will come to you complaining about "uplanders." I probably haven't yet commented on Wenduag's romance up until this point, but it was the few quest lines I "failed" on my first playthrough solets make sure it same doesn't happen with you, eh?

Correct replies are "What Happened" > "Tell me Everything" > "This world is full of Idiots..." > "Comfort a fighter who's not afraid of blades or demon claws?" > [Giver her 500 gold] or "You can keep it."

The key here like with her rest of her romance is to offer comfort while not coming across as pitying or patronizing. Do not worry you will get the option to soften her later if that is more to your taste.

Arueshalae Camp Event (After Wintersun)
Note that camp events trigger only if you camp inside location and not on the worldmap or Drezen. This one also requires that you brought Arueshalae on your visit to Wintersun.

If the whole crusade is illusion, then who am I? > [Gently touch Arueshalae's Hand] > The difference is that he lived inside the illusion... > You should spend more time with your friends...

Bladesmith's Cultists (Finnean)
At some point after reading the notes in Temple of Good Hunt you will be ambushed while travelling. Encounter itself is moot to talk about as opposition are weak cultists. Just remember fire protection and be wary of the archers on the side.

After your victory talk to Finnean to upgrade him!
Noteworthy Demon Armies
Incubus General (West of Temple of the Good Hunt)
Likely the first challenging demon fortification you will run into in Act 3. The enemy army is not too scary only composed of Incubuses and cultisst, but what will cause you grief is the enemy general who will cast lightning every turn which very likely will one shot your archers and/or filling your infirmary.

Best advice I can offer here is to avoid this noob trap for while. Clearing it is not worthy it (early) and you can access the easier battles behind by taking the route from north of Drezen. Still there are couple of tricks you can take advantage of if you are serious about clearing it as soon as possible.
  • AI likes to go for your archers, prioritizing highest cost.
This means, if you have lets say ten marksmen from event or mercenary pool you can use them to bait the enemy magic for one round. You should in return spam your own spells liberally as you are basically on clock to win this battle before enemy mages snipe your split stacks or fill your infirmary.

Cultist General (Fortification South-East of Blackwater/West of Ivory Sanctum)
Easier than it seems, but very time consuming. This demon army is made up of regular cultists, cultist fighters, but true cause of our grief are the Nalfeshnee, Glabrezu and Schirs. Nalfeshnee will cast very damaging once use spells at start and summon there after, Glabrezu will teleport into your lines (so make sure he cant teleported to your archers!) and schirs while humble and slow which will allow you to ignore for them for turn or two come in such numbers that hey hit and their damage resistances help them shrug of your troops strikes.


Tick-tock...

My recommendation is first to focus nalfeshnee with ray spell to weaken it, but use AoE spell if you have access to those to hit glabrezu as well. Glabrezu will likely die to single ray, but nalfeshnee will survive atleast one. After that its question of balancing damage spells on the schir and healing as its needed.

As for your regular troops focus on blocking as many enemies with your shieldbearer as you are able. Even the 15 you were given by Horgus can do it, but they will need healing every few turns. Focus cultists down first as if they get their AoE of it can be catastrophic.

(If you struggle with the air elementals that is revealed after clearing this fort the trick is AoE magic and keeping your troops back.)

Brimorak General (Fortification Next to Terendelev's Lair)
Key to this battle is using AoE spell on start to slay as many archer as you can and followed it with cavalry charge to finish them of. Enemy general casts scorching ray every turn, but it will only kill 30 or so archers per hit.

Definitely belongs to the category of easier battles than it seems on the first glance.

Fallen Crusaders (Succubus Army In Deep South)
Enemy army is made up of two 750 units of archers and two 750 units of archers with one unit of cavalry coming in numbers of 750 and finally 273 succubuses who seduced this lot.

Note: Use amplify resistance before you fight this battle!

First, I would like to offer apologies. I forgot take screenshot of the battlefield and this is one where your positioning matters. You want to make sure your cavalry is upfront and in bottom of the line. Likewise you want to put your archers in the bottom most corner.

You really want to bring 4 initiative troop into this battle (marksmen) as going first is very important. Assuming you go first, you want to hit the cavalry and as many other troops as you can with AoE (ice) spell.

With your own cavalry lunge at the enemy archers to stop them from firing and move to block the enemy light cavalry with your infantry (you will need multiple units for this, be warned if the light cavalry has path to your archers they will take it.) To add more chaos into the mix the enemy succubus will mind control one of your units. In my light testing this was always cleric which was non issue as long as weren't next to your archers.

With luck enemy light cavalry is trading blows with your infantry which lets you breath for second and wipe the succubus/infantry/archer block with AoE spell. If you got to this far without unhealable casualties you should be able to clean up and earn yourself a victory.

"Storm Peak" (Military Rank 5)
Hitting military rank 5 spawns new army south of Wintersun.



Biggest danger here are the balors as they are immune to fire damage and will cast AoE spells that likely fill your infirmary bar. This battle really demonstrates why I value initiative so highly as if you go first single ice spell will win you the battle. You probably have cleared the remaining demon armies at this point so casualties aren't a concern.
Staff Council: A Guide to Rank-Up Choices
This section covers all the rank ups of the different councils and my takes on what the best choices are, but before we get to do that I would like to quickly cover how you earn the experience to level up each stat.

Stat
Method to Level
Leadership
Levelling generals
Logistic
Constructing buildings
Diplomatic
Buying resources
Military
Hiring troops (trainable & mercenaries)

Staff Council
Leadership rank ups mainly unlock decrees dealing in morale and recruitment growth and as the function suggests grants positive modifiers to your generals. Very much useful, yet perhaps not the most exciting at least in the start.

Note: If you are skimming strongest picks are in bold.
Leadership Rank 2: Decree
Description
Cost
Advisor
Glory to the Heroes
Gain 5-10 Morale
Free
Seelah
Hunting Down Mutiny
Gain 16-25 Morale at the cost of -10% Recruitment Growth +10% mercenary cost
Free
Regill
Bribes for the Officers
Gain 15-20 Morale
4000 Finance Points
Daeran
Distributing Provisions
Gain 10-15 Morale
300 Material Points
Captain Harmattan

Glory to the Heroes is the obvious choice here. Morale is rarely problem and when it is you do not really want to pay for the fix. My recommendation stands even, if you take Refugee Recruitment at rank 4.

Leadership Rank 3: General Buff
Description
Advisor
Pious Officers
+10% Infirmary Size
Seelah
Striving for Distinction
Generals Earn 10% More Experience
Regill
Master of Maneuver
Every General Gets Level In Master of Maneuver (+1 Army Size)
Daeran
Heroic Officers
+5 Combat Morale
Captain Harmattan

I feel Master of Maneuver gets slight edge here, but all choices are valid. More experience from Striving for Distinction allows you to level your generals quicker (and by proxy Staff Council) which means faster access to powerful general spell and traits. Pious Officers infirmary size bonus is powerful as always, but could be gotten via other ways. Heroic Officers is no slouch either, stacking combat morale bonuses will allow your troops to act twice regularly, very powerful stuff.

Leadership Rank 4: Decree
Description
Cost
Advisor
Preachers
7% Increase to recruitment growth for 20 days
Free
Seelah
Refugees Recruitment
20% Increase to recruitment growth for 14 days
-20 Morale
Regill
Generous Recruiters
Gain 15-20 Morale
5000 Finance Points
Daeran
Royal Conscription
10% Increase to recruitment growth for 14 days (30 day cool down)
Free
Captain Harmattan

Go with Preachers if you want to fire and forget. Choose Refugees Recruitment if you are willing to put little more effort into morale management for slightly more gain. Daeran is always option for mercenary memes as well.

Leadership Rank 5: Building
Description
Advisor
Monument
+5% bonus chance to act twice due to morale
Seelah
Gallows
-3% decreased chance to skip turn due to morale
Regill
Tavern
-10% chance of all morale effects
Daeran
Bulletin Board
+3% bonus chance to act twice due to morale and -3% decreased chance to skip turn due to morale
Captain Harmattan

Monument is the strongest choice here seconded by bulletin board if you are willing to trade 2% chance to act twice for -3% avoid skipping a turn. Just whatever you do don't pick tavern or gallows.

Interestingly, you can also take take skill check to examine if Harmattan has any sympathies here which I recommended you do.
Diplomatic Council: A Guide to Rank-Up Choices
Ah, probably one my favorite councils because of the valuable rewards it grants YOU directly later on and not because it will make you hate furries I swear.

Diplomatic Rank 2: Decree
Description
Duration
Advisor
Religious Feast
20% More Energy Points at the cost of -10% Finance Points Income
30
Sosiel
Commander's Parade
7.5% Mercenary Discount at the Cost of -25% Material Points Income (Yikes!)
30
Daeran
Helping Those In Need
+10 Morale or +20 Morale if Below 0
10
Lann
Bribery
20% More Material Points at the Cost of -10% Finance Points
30
Woljif
Royal Parade
+10% More Finance Points
30
Lady Konomi

I would go with Bribery or Royal Parade material points is major bottleneck at the beginning and long time after that, but on the other hand more finance points without any drawbacks will always be useful.

Energy points from Religious Feast will be useful later on, but you should have enough sanctuaries at that point and in mean time it will be doing nothing for you.

Commander's Parade is for memers among you who want to commit to double buying mercenaries every week and stacking every merc cost reduction.

Diplomatic Rank 3: Mercenary Unit
Description
Advisor
Inquisitors
Mediocre melee unit with bonus +3 attack against spellcasters and spell to buff their attack and saves by 3 for 3 turns.
Sosiel
Duelists
20% chance to parry (ignore attack) on themselves or adjacent unit, if attack is parried they get free counterattack.
Daeran
Barbarians
Pseudo cavalry, has the "battering ram" trait giving them extra damage per tile moved. Low HP.
Lann
Rogues
Two attacks!
Woljif
Sorcerers
Can cast magic missile making them pseudo archers.
Lady Konomi

Do not stress over this choice. None of the options here will make or break you as the choice here merely unlocks new mercenary type for you which you might not be even be able to hire in numbers depending on your luck.

But if we are to split hairs I will give slight edge to sorcerers as ranged support no matter how meek is powerful. Duelists might able to protect your more valuable troops which enemies like to hone on, saving you a spellcast. Rogues double attack is nice when you are clearing chaff. Inquisitors can potentially hit above their weight class as you often will spend turn waiting for your opponent to move giving them the time to buff themselves and we hate m*gic casters. Barbarians can hit hard with battering ram, but this can correspondingly lead to them getting slaughtered thanks to their low HP, still there is something to be said for pseudo cavalry, if only for your secondary stack.

Do not worry about Konomi's posturing and ignore her protests.

Diplomatic Rank 4: Repeatable Troop Decree
Description
Advisor
12 Paladins & 30 Champions
Paladins are cute unit, but hard to amass in numbers to make them good. Champions on on other hand are always useful and nice to have.
Sosiel
12 Cuirassiers & 20 Marksmen
Tanky cavalry are always useful and Marksmen are god's gift solidifying this as the strongest pick.
Daeran
35 Light Cavalry & 75 Shield Bearers
Strong contender for the most useful troops. Light cavalry are nice though you need good number of them to make use of them. 75 Shield Bearers can hold almost anything and with general capable of casting can take care of most smaller demon armies.
Lann
15 Hedge Knights & 30 Headhunters
Hedge Knights are superb cavalry and headhunters are solid archers making this solid pick.
Woljif
70 Slingers & 100 Conscripts
Unless you are doing chaff meme run just don't, though after few uses you will have respectable secondary army.
Lady Konomi
10 Morale (Soldiers Trust)
If your roleplaying is so strong you would turn down troops for 10 morale I salute you. (Owlcat if you are reading this please make this increase your max morale.)
N/A

Diplomatic Rank 5: Unit Buff
Description
Advisor
Andoren Equipment
6000 Finance Points and +3% Maximum Health For Trainable Infantry
Sosiel
Andoren Army
28 Hedge Knights and +3 AC for Trainable Cavalry
Daeran
Greenskin Stalkers
45 Rangers and Trainable Archers Reduce Enemies Saving Throws
Lann
Free Banners
28 Hedge Knights and Mercenary Units Get +1 Bonus To AC and Saving Throws
Woljif
Reinforcements From Homeland
10 Cuirassiers, 30 Champions and 30 Marksmen. Morale Increased by 20.
Lady Konomi

Daeran's choice takes the cake here. 3 AC is strongest buff here, but I give shoutout to Free Banners for those doing mercenary meme build.
Military Council: A Guide to Rank-Up Choices
Military Council
As logistic council unlocks more buildings, military unlocks new units for you to play with it. Your choices here can really determine how easy or hard time you will have so choose carefully!

Note: Your choice here determines type of infantry you recruit going forward and all your current footmen are changed to the chosen unit.
Military Rank 2: Infantry Replacement
Details
Advisor
Champions
Very strong unit with good attack and 20% chance to critically hit. Downside? Squishy and costly, and so any damage dealt to them can really fill the infirmary bar. This is bigger problem than it sounds.
Seelah
Shield Bearers
Meta choice, very hardy which is what you want from infantry. In hard fights you can drop your vulnerable troops from your army and rely on spells.
Regill
Spearmen
Decent pick. Closest to regular infantry. Not as strong as champions, yet not as costly for the infirmary and have bonus against large units which really raises their damage and coincidentally many of the strongest demons are large.
Greybor
Convict
Chaff choice. Would not recommend
Wenduag
Houndmasters
Not the worst, but instead of having one good and reliable unit you will end up with two trash units. The other options are stronger.
Ulbrig
Conscripts
Slightly better chaff choice. Would not recommend.
Captain Odan

In short shield bearers if you want stress free life. Champions, if you want to see big numbers and don't mind the occasional infirmary bar maxxing, and the rest if you are meming.

WARNING: When you do the next military rank up demon army will spawn in Blackwater and go siege one of your forts! It is no threat, but be sure to have army in position to kill it.


Military Rank 3: Archer Replacement
Details
Advisor
Rangers
Archers that can shoot in melee? Sounds nice on paper, but that's where it ends. Do not pick.
Seelah
Marksmen
Straight up upgrade on archers. They ignore penalty the penalty of attacking units in melee and deal more damage? Only downsides are when enemy target your infirmary bar is going to the moon, but this can be played around with magic.
Regill
Headhunters
Good pick. Their ability to return fire when shot by enemy archers is good, but its often better to kill first. This unit also has initiative of 4 which means you will often get to cast/shoot before the enemy has moved/shot which is much stronger than it sounds!
Greybor
Bandits
Decent choice. The ability to shoot twice is QoL, even if it only happens on the first turn, but other options remain superior.
Wenduag
Axe Hunters
Two attacks* and the option to deal double damage as free action at the cost of -4 AC for rest of combat. I would go so far as to say good choice.
Ulbrig
Slingers
I can see why past crusades have failed. Okay in huge stacks, but that's all I can say.
Captain Odan

To summarize go for Marksmen for high damage glass canon, Headhunters if you are scared of enemy archers and Axe Hunters are the fancy, decent DLC option.

Military Rank 4: Cavalry Replacement
Details
Advisor
Paladins
Cleric on wheels. Smite evil, lay on hands and solid damage, but trade off is that they are squishy, have low weekly recruitment and are pricey.
Seelah
Cuirassiers
I will go against the grain and say Cuirassiers are my dark horse pick. They are the tanky variant and cavalry often will be surrounded and alone, taking the brunt of enemy attention.
Regill
Hedge Knights
Champions on wheels! Come equipped with critical strike. Meta choice.
Greybor
Raiders
Overrated. The finance they bring in from kills is little and not worth sacrificing the stats in my humble opinion.
Wenduag
Wolf Riders
??? (Haven't tested)
Ulbrig
Light Cavalry
Your horde variant. Weaker than the rest (by miles), but high weekly recruitment.
Captain Odan

Options are relatively well balanced and we have quite few contenders. Still I think Hedge Knights take the crown for as cavalry is meant for mobile damage. Still feel free to experiment with paladins or Cuirassiers, you can't go too wrong with any of them.

Warning: Military rank 5 spawns demon fort south of Wintersun with following troops. Check Notable Demon armies for more details.


Military Rank 5: Troop Ability/Buff
Details
Advisor
Charge (Trainable Cavalry Ability)
+1 Speed and +20% damage for one turn for at cost -2 AC. Strong if you picked hard hitting cavalry, speed is perhaps the best part.
Seelah
Charge (Trainable Infantry Ability)
+1 Speed and +20% damage for one turn for at cost -2 AC. Good, if you picked champions.
Regill
Independence
+2 Initiative to trainable infantry and cavalry. Boring, but strong. Lets you cast spells or attack before enemy acts, or alternatively move out of their way before they do.
Greybor
Debilitating Poison (Infantry Ability)
Next attack reduces targets movement speed to zero. Nice, but not quite good and weaker than it seems from first glance as demons often can teleport, and its not passive.
Wenduag
War Tricks
Trainable infantry and ranged units get +4 Initiative and +2 attack on first turn of combat. Good/Strong, if you want to specc into alpha striking with your snipers.
Ulbrig
Tough
All units gain +2 to saving throws against disease and poison. T R A S H
Captain Odan

Charge for cavalry is probably the strongest pick here followed by War Tricks and distantly by independence, Charge for infantry and debilitating poison. Just whatever you do don't pick tough.
Logistic Council
As you probably guessed from the method of leveling, the logistic(s?) council is how you unlock new buildings. Surprisingly though, it start with unit upgrade and later on even grants our generals modifiers!

Logistic Rank 2: Troop Upgrade
Description
Troop Type
Advisor
Expensive Equipment
+1 to Attack and AC
Trainable
Woljif
Ready for Anything
+2 to Saving Throws
Trainable
Arueshalae
Experiences Intendants
+10% HP
Trainable
Lann
Only the Essentials
+10% HP
Mercenaries
Wenduag
Equipment from the State
+1 to Attack and Saving Throws
Mercenaries
Dorgelinda

Most people I seen discuss this choice have leaned towards +1 to attack and AC to all trainable troops, but I myself see value in all choices presented here. +10% HP is very valuable when enemy generals start slinging spell, but what I find myself gravitating towards the most is Ready for Anything. No, its not because I am in Arue's legion of simps (Targonna best girl.) More so the fact that +2 to saves is rare in crusader mode only really accessible from general upgrades and I really got bad memories from demons mind controlling my units.

Logistic Rank 3: Building
Description
Advisor
Market
+20 Finance Points and +1 Material Points
Woljif
Shrine
+10 Finance Points and +1 Energy Points
Arueshalae
Salvager's Post
+1 Material Points and +1 Energy Points
Lann
Fighting Pit
+1 Initiative to Adjacent Troop Recruitment Buildings
Wenduag
Warehouse
+100 Finance Points adjacent to Inn, +1 Material Points adjacent to supply center, +1 Energy Points adjacent to sanctuary.
Dorgelinda

Not much I can yap here about. What resource do you want to prioritize? Do you want to deal with making sure warehouses are adjacent to your economy builds and are you willing to sacrifice building slots to make use of it?

My recommendation is to prioritize materials points followed by energy points (unless going for warehouse) as shrines +10 finance points and marketplaces +20 are too little to be considered worth while. Fighting Pit also isn't half bad and probably the most worthwhile pick.

Logistic Rank 4: General/Crusade Buff
Description
Advisor
Favoritism
Generals gain experience 33% quicker
Woljif
Reminder of Piety
+10 Energy Point Income (lol)
Arueshalae
Fighting the Marauders
+20 Material Points Income
Lann
Hired Caravan Guards
-5% mercenary hiring cost reduction
Wenduag
Caravan Masters
Generals gain +15 movement speed
Dorgelinda

Caravan masters and Favoritism are the strongest picks here, but of the two I give edge to Caravan masters movement speed buff especially if you haven't focused on it. Though more general experience makes generals especially new generals able to win you battles quicker. The remaining three buffs; +10 energy, -5% cheaper mercenaries and +20 material points can be gained by building 1-3 buildings. +20 material points isn't bad, but by time you get to really take use of it you can afford to buy the materials you need.

Logistic Rank 5: General/Crusade Buff
Description
Advisor
Insider in the Field
+10 Daily Finance Points and 1 Material for each region you control
Woljif
Demonstration of Mercy
Effects of morale of Finance, Material and Energy Points increased by 30%
Arueshalae
Demonstration of Rigor
Defeating enemy armies by army led by general grants 1000 Finance Points
Wenduag/Lann
Demonstration of Loyalty
5% bonus to Finance, Material and Energy Points income
Dorgelinda

Demonstration of Mercy is strongest pick by narrow edge if you are consistently on high morale. Demonstration of Loyalty isnt bad, Insider in the Field and Demonstration of Rigor share same problem of being rendered useless when you start having cash throw around.
Important Scripted Encounter (Soon After Leaving Drezen)
Maybe you re-evaluate your choice of prey as you see what swoops in to interrupt you. Whatever you do pause your game as soon as soon as the cut scene ends. The timing can be hard, but if you paused fast enough and began immediately running into the opposite direction of the dragon you should be able to escape its clutches.

Note: This event can repeat!
Temple of the Good Hunt
Remember to move your armies and check crusader mode every day!

There are no enemies here so, if you are exhausted and the dragon event triggered for you already you do not need to rest. Outside there are only few cooking ingredients so without further adieu let us head inside the temple.



Inside you will find Kyado whom we met earlier, chat to him if you wish though its not required. He also acts as vendor, but boringly has same wares as Drezen's cleric.

At the back of the main hall you find statue of Erastil, hidden with the offering bowl is secret button to reveal a hatch. Kyado will pipe up in protest and now you can get the truth from him alongside the key if you manage the skill check.

Kyado confesses he might die if we enter so question naturally arises, should we? Short answer is no, trust me we will return later. If you are trickster you can take the mythic option and enter consequence free now. If you are angel take the option, but do not enter yet.

For those curious about what happens if you decide to ignore his warnings and enter after you come back out he dies and transforms into swarm of rats. Down in the crypt you will find tomb of the person this temple is dedicated to you can crack it open for +2 holy bow (can only be used by good characters) and +3 leather armor that gives +2 caster level on plant domain spells.

You can also animate Delemere if you are a lich and potentially recruit her. Last I checked lich unique "companions" say one or two lines whole game. If you are enjoyer of story kino do not force her to join you yet.



We are not done with the temple yet, head west to loot Ultimate Predator and notes mentioning our favorite sentient sword Finnean, read them and chat with him (in your inventory.)

On the east side you can find our first Belt of Incredible (+4) Dexterity, Magic Essence and Elven Notes!

and that's it another location explored and checked off from the list.
Ashen Grotto
We arrive in place suspiciously similar to place we visited before, but just ignore the error in the simulation and head inside the cave. You should see lone sleeping giant and that is the signal to you to apply your buffs.

I will have to give slight spoilers here after you kill the giant you will be ambushed by lone tick swarm who can be pain in ass depending on your build. Firstly, they deal constitution damage which is pain and secondly, tick swarms are immune to weapon damage (unless you have Swarmsbane Clasps also elemental enchantments still work.)

Strategy wise rush the giant and summon summons as old ones die and allow them to take the hits while you kill the tick swarm.

Thraz the Spinebreaker
Cave is linear and as you can expect there is fight waiting for you in the chamber. Hold the choke point, throw down Guarded Hearth and summon bunch of summons (Remember Duality of Conjuration and Summoning etc) you want to strike balance between having enough at the start and being able summon wall up as giants will cleave through them. If you have elemental caster (eq fire ember) cast protection from fire (it applies to your summons.)



Couple of swarms also back up their hosts which is why you should play this battle in turn based to slows them down. I find them much bigger threat even compared to the Thraz and his (2) friends speaking of which I know I haven't spoken of him and reason for that is I find him unremarkable as long as you have good tank.

After your victory make sure to loot the Cheese Crostata recipe, Magic Essence and Nature's Chorel, a quite decent blunt weapon to keep as your secondary.
Grimwood & Artisan's Tower (The Dragon Hunt)
Once you arrive in Grimwood rest and make sure you slot in your fire protection, but do not cast your buffs yet. Once you have rested interact with the burned out campfire Greybor will lay out the plan how we will take down the dragon terrorizing us.

Incidentally this will pass time 17h which is why we did not buff ourselves yet, throw down Guarded Hearth without triggering the fight, buff yourself, summon your summons and make sure they get the protection from fire buffs.



Devarra herself (himself?) has impressive AC of 56 which with buffs and guarded hearth isnt unreachable for us anymore, but if you lack ability to buff your attack that high rely true strike/volume of attacks or ray spamming as Devarra has pitiful AC of 23 which pretty much means that with guarded hearth/reduce person you are hitting on every ray.

Lastly, but not least he/she is vulnerable to ice magic so ice mages among you rejoice or just use Rod of Mortiferous Blizzard (DLC item) to turn all your elemental dmg to cold dmg :)

Next we will be heading to Bloody Trail just south of Drezen after which we will be bouncing to Drezen for rest (and to use buff bot) before we head to Artisan's Tower just beneath Bloody Trail.

On your waystop to Drezen you will be most likely swarmed by different events. Most of these are meaningless few that matter (eq Wenduag stolen knife event) I have put on their own page.

Note: You can tackle Shrine of Sacrilege on the way if you want as I will do. If you do jump to next section.

WARNING: We will enter Artisan Tower via storybook event that happens before we reach location on the map and we cant pull out until victory. So make sure you are rested!

Artisan's Tower
As we approach our destination we will be thrust into storybook event and presented multiple skill checks. Just take the ones you have best chance of winning. You got little bit room to fail (eq Greybor catches you as you fall) but if you still ♥♥♥♥ up lets just say you will be put in bad position and that is why I recommend you reload in those cases.

Assuming you did not fall right into dragons maw you start on wooden platform leading to hole in the towers wall. Before you head there, apply your long term and lets discuss whats happens next.

When you get to the hole Greybor starts dialogue with you. There are multiple options, but the two real ones are the stealth check or sneak away. Choice here might be obvious, but in reality its not so clear cut, if you succeed in the stealth check (IIRC I believe its two or three in row) Greybor charges in and gets hit in dealing some respectable damage. Problem with this? He will solo tangoing with the dragon way out of position and if that wasn't bad enough he is considered "essential" this mission meaning you get game over if Greybor dies!

But take this with grain of salt as this used to be the case and I would be surprised if Owlcat hasn't fixed it yet. In either case I know Toybox had option to fix/mend this issue.

If you choose to sneak away on the other hand this turns to normal encounter meaning you are free to position and charge in at your leisure, but you wont get the free strike in cutscene with Greybor.

Slaying the Dragon
Fight against Devarra is the same as it was last time expect this time he hastes himself but the strategy remains the same. Apply buffs expect haste and protection from fire which you will cast after you have summoned some meat shields. This combined with guarded hearth and some ray spamming should be enough to see you to victory.

When you have managed to lower his HP past certain point he flies away for the last time. Chase him and finish him off with however you would like, a single ray will most likely do it. (he should have 10 hp)

After the beast lays slain Greybor will initiate conversation where you get the option to hire him permanently and get the benefits of having him as advisor etc. He requires 12500 payment of to be retained, yet you can go above and pay him 25000 twice the sum he asked for. There is benefit to this as this raises his respect for you which influences his questline higher the better obviously. I am 99.9% certain you can easily max it without paying him double, but for sake of being sure I did so myself.

Talk to the Storyteller whom asks you to find his Elven Note's do so and loot the Demon Blood along with Half of the Pair and Bracers of Abrupt Onslaught while you are it.

We are not done yet its time to clear the downstairs while we are here. (You probably dinged I will cover level up later.)

Downstairs (Three Mandragoras)
You think the dragon was the worst we have to face today? No, in the basement lies the more dangerous foe, three plants. They are invisible at the start and attack you once you move into the next room.



My recommendation is to aggro and run back and use the door way, but before that you might want to rest as some of them have more AC than the dragon itself, they also poison so remember delay poison! Guarded Hearth/greater invisibility is much appreciated in this battle, but I managed without by crit fishing, but make sure you tank is up to task if you try this route as their attack is high (48 base). Luckily though they do not have true sight so displacement can come clutch, but they compensate by having outright immunity to mind-affecting effects (and evil eye!)



The three mandragoras also come in three varieties. You got the "enraged" one with the highest attack, "spelleater" that should cast greater dispell area, but for some reason that did not happen for me (and trust me it was not because I killed him fast enough) my theory is that he casts it immediately and be retreating he misses your party and, lastly the "silent" who hangs at the back and does AOE insta death thing but this is coming from my memory as in my game he killed himself.

Your reward for dealing with them is Lesser Kineticist Rod, bet you wish you had kineticist in your party, eh? Next we will be heading back to Drezen before we tackle Green Gates and Molten Scar.
Shrine of Sacrilege
Shrine of Sacrilege sounds like a good name name for metal band, but that tangent aside I will be starting this section inside the cave. Outside you will only find couple of plague wolves and pack of normal babaus (and approximately 2000 gold if you look around.)



Cave
Inside you will find it same as outside, but this time there are some traps (where the path forks) as added hassle to deal with. Just lure the babaus in and hug the wall with your trap disarmer.

Voracious Glabrezus
This is where Owlcat drops us to the deep end after having lured us into the ease. We are up against pack of babaus that act as distraction that at worst will ignore your tank and go for your backlines, but whats worse is there are two Voracious Glabrezus, these guys are bastard with their 48 AC and HP of 306, but what I find most annoying is their reach as they will often switch targets to your melee damage dealers.

Their weakness are their low reflexes (18) and will saves (21), if you bought DC boosting items and have DC caster you should golden. Did I bring one? Well....No. So if you are in same boat as me alpha striking (mass charge) is your friend. Glabrezus have relatively low AC flat footed and if you manage to kill closest one quickly enough you should be able to crit fish (or true strike) the remaining glabrezu and the babaus are just pests.

Remember true sight allows you to ignore their mirror image!

Gormandizer
Soon you will come across narrow bridge with couple of babaus standing guard behind them is the leader of this rabble, Gormandizer with few of his Glabrezu slavers.

Babaus and Glabrezus we know well enough at this point so I will skip straight to talking about Gormandizer. Gormandizer has deceitfully low AC of 39 but his base attack is scary 48 which while surpassable with well built and buffed tank is nonetheless intimidating.



Which is why I recommend either holding on the bridge and forcing the enemy to stand in grease and other such spells. Kiting them with movement buffs until Gormandizer is dealt is also option. In either case your archer buffed with hurricane bow, aspect of the falcon, cat's dexterity, bull's strength etc should cleave through the opposition if they are under fortune or Sosiel's bit of luck. if you are still intimidated Guarded Hearth and flooding the bridge with enough summons to clog it will guarantee your victory.



Claim Blitz Cut from our slain foes corpse. Shortsword that pierces any resistance is handy to have for certain enemies, but if you want the gold you can sell it. Other than that make sure to loot Demon Blood, Magic Essence and the Puzzle Slabs.
Next on the Agenda (+ Storyteller´s Artifacts)
We will be returning to Drezen to rest and clear some (council, Verg's message) events. Once those are dealt with talk to Irabeth to inform her that the dragon is dealt followed by the Storyteller (check the map for his location.)

Greybor Approval
For those who want to get Greybor approval high via talking with him in the tavern.

"I want to know more about you" > "Tell me about your past." > "You had your reasons." > "Do you have a family?" > Good/Chaotic > "What's your opinion on the crusader?" > Evil/"Sounds logical."

"Tell me about your craft." > "Are you haunted by remorse?" > Evil/Chaotic/"I hear you."

Storyteller
Talk to him about the tower if you wish, but you may now start feeding him the Elven Notes you find on your adventures, oh and before I forget make sure to show him Terendelev's Claw. Its been while, but do you remember how he restored the Covenant of the Inheritor for us? We can once more ask him to restore artifacts we find, this is why I was so intent on you collecting every Magic Essence, Demon Blood and later, Hide of a Magical Creature you find.

Take note that while you can find enough resources to craft every artifact (IIRC) doing so might delay you drastically from getting the ones you really want which is why I have made chart showing what is available.

Artifact
Cost
Description
Location & Act
Notes
Ring of Summoning
4 Magic Essence and 2 Cold Iron
Ability to summon Axiomites or Souleaters (randomly determined each day.) Every ally in 30 feet radius deals +2 extra damage and gains +2 to saving throws against chaotic creatures.
Houndheart Campsite - Act 2
Summons are trash, but handy to have. +2 to saves however is very handy considering we will be fighting chaotic demons most of the game.
The Stern Hand
Ronneck's Sacrifice
Wintersun - Act 3 (Can be restored in Act 4) Standing Stone Puzzle


Note: I was considering making list of how many materials you get each act, but that would be too autistic even for me. Maybe I do it in my next run and add it here)

Level 11
Arueshalae: Espionage Expert (11) Combat Reflexes (Probably mistake)
Camellia: Alchemist Vivisectionist (5) Beast Totem, lesser (Feel free to go for something else)
Daeran: Oracle (11) Improved Critical (Ray)
Ember: Stigmatized Witch (11) Spell Focus: Evocation
Nenio: Wizard (11) (Spell Specialization)
Regill: Armiger (3) Improved Critical
Seelah: Paladin (11) Mounted Combat
Sosiel: Cleric (11) Spell Penetration
Ulbrig: Griffonhearted Shifter (11) Raking Claws
Wenduag: Spawnslayer (9) Hammer the Gap
Woljif: Vivisectionist (7)
My Character: Sword Saint (11) Improved Critical, Improved Vital Strike

Deeper I get into this run more I regret my build choices. My only cope is they will stand as proof you can beat this game on unfair with bad builds.

Note: Section "(Unfair) Companion Builds" provides decent builds for all companions (when I get round to finishing it.

Where to Next?
At this point Arue should have approached you in Drezen, asking you to visit Greengates or if you didn't recruit her early you should have had storybook event pointing you that direction. If for some weird reason you haven't yet gotten the "A Demon' Heresy" quest do not panic and tackle it later when it shows for you.



After Greengates we will be heading to Molten Scar which is undiscovered unless you have played "The Lost Scouts" card, if you haven't yet done so you can also manually find the place by succeeding in perception check near it.

Note: You can get to Greengates with buffbot buffs (eq visiting the location under Drezen to buff going back to Drezen to drop the buff bot back, but you will most likely be fatigued or exhausted so consider taking Seelah with you or couple restoration scrolls.

Note: Lann/Wenduag have unique choices at Molten Scar along with Seelah to lesser degree.
Greengates (A Demon's Heresy)
This location plays slightly differently depending on if you recruited Arueshalae earlier or not, not that it makes any major difference.

Soon after entering we will run into our first demon pack and to describe them I will just paraphrase Neo from Matrix "Hmm, upgrades."

So what exactly is arrayed against us? From highest threat to lowest Derakni Devastator, Two Kalavakus, Vrock and Babau. Not insurpasable by any means but its marked up threat from schirs, cultist and babaus we have grown used to slaying. There are no fancy advise I can offer you help you this battle other than aggro them and pull back to the tight alley you came from and be careful with the Kalavakus they have tendency to ignore you tank.

Your reward for victory is great however in the north-western corner of the room you can find Cold Iron and Aroden's Wrath, a great item that changes Smite Evils AC bonus to sacred from deflection which is bigger deal than it sounds, remember usually Same AC bonuses don't stack!

After looting head forward and go south and climb up the stairs, you should see Derakni and Kalavakus.



Rift Drakes and Bugs
What you don't see are the two Rift Drakes behind them (and one more Derakni.) Apply protection from Acid and either set up charge on the Derakni and try to quickly overwhelm the opposition or aggro with an archer retreat and fight at the stairs.

Make sure to loot Wind Master Helmet in some nearby vases, +4 to initiative is not half bad.



Continue heading east and you should come across pile of rubble, disarm the trap and jump it. You should spot bell´s clasper with your perception. Loot it and jump back over it to where you came from. Now head north to that intact building, once inside fix the bell and loot Demon's Terror, okayish flail and Boots of Free Rein, great boot you should sell. Even when you can cast freedom of movement yourself its useful when enemy dispels you and the like.

Back over the rubble we go and forward (west) towards another battle.

Diseased Meatballs
You should see retriever staring at you, now I know you might be tempted to charge as you see its weak AC, but hold your horses its just another demon trick. Flanking it are couple of Gibrieth which while new are not threat though watch out their acid spit (your protection from acid from the last battle should see you through.)

Behind them are Kalavakus (who will cast haste) and Glabrezu. Strategy wise shoot, the retriever to death and maybe charge if you feeling the bravado in your veins (pull back after.) Focus the Kalavakus and Glabrezu after as they tend to ignore your tank after while.



Jaruunicka
Only comment I have to offer about the wicked witch is this: What a jobber. Dreadfully low AC, dreadfully low attack, but I guess she can casts displacement on herself? Yawn.

After defeating her I would just kill her. If you try to talk to her she does her politician empty speak and tries to escape magically (after two or three questions) If you fixed the bell IIRC it stops her. If you are lore nerd you can ask her one or two question and execute her after, don't feel bad hags are evil.

Loot wise you can pry Amulet of Circulating Blood from her corpse (after returning to her corpse) which always tempts me to try run as Bloodrager stacking every fast healing buff available. In nearby container you can find Crippling Kiss, S tier +3 Estoc that on crit gives enemy -2 to attack and saves.

In the nearby tower you can also find our first Belt of Physical Perfection.
Molten Scar (Attack out of Nowhere)
This area is relatively short and easy so if you are fatigued and aiming for sadistic game design think twice before resting. True sight is also incredible nice in this area, but once again not required.

Circle of Vrocks
Our old foes return, luckily this time we have ways to deal with their mirror image and for the spores stone skin works well. Not much else to say here expect remember than you can bait their stunning screams



Strange Vrock
Down the hill you will find talkative Vrock. Do not attack straight away and dont go for the skill checks either instead ask him questions. After that take your pick between two bluff checks or (IIRC) one intimidate check.

I went with bluff route and had one vrock pillager to mop up, your results may wary. Fight should still be easy.

After your victory...
  • 1. Pick and read "Page Smeared with Blood and Soot" that the Vrock dropped.
  • 2. Loot Magic Essence and the Gloves of Arcane Eradication, god tier item for ray spammers (+4 bonus to hit!)
  • 3. Talk to Wollard, pick any mythic option or send them with Wenduag/Lann if you brought her/him.
  • 4. Talk to Jannah Aldori and either jail her or set her free (I went with Jail.)

After you return to Drezen show the note to storyteller and choose the following options The center of the magic shape was a prisoner. > It looked like a small rift was opened to the Abyss. > They repeated the word "Ravukh."

Note: If you didn't bring Seelah here talk to her and inform her of what has happened.

Where Now?
You got two options, you can either head straight to Wintersun or complete any miscellaneous objectives you might have to be slightly closer to level up.

Wintersun marks the end of the early Act 3 (Yes, we will be here for while) and will be probably be the biggest challenge we had to face post-drezen. Which is why I say later of two option I offered is probably the wisest course of action, but I myself will be heading straight to Wintersun as I am pretty comfortable that I can handle what the game will throw at me.

I strongly recommend you bring greater dispel (scrolls) and Goggles of Truesight to Wintersun! Fire based magic caster come useful too but not required (eg ray spammer Ember/Daeran.) I highly recommend you do not bring Ulbrig (or any character with bite attacks.)

Remember Control+F + the location/quest name is your friend when our paths diverge!

Note: If you are romancing Arue bring her to Wintersun with you.

Note: You can get to Wintersun with buffs from your buff bots. Rest and cook xxx, go to Lost Chapel, apply buffs, teleport to Drezen to drop buff bot off and afterwards proceed to Wintersun.

Before I rested I traveled to Inconspicuous camp and talked to Crinukh. When he asks you question make sure to reply with "That wouldn't happen" or the (Chaotic) option. Also ask him to move to Drezen.
Wintersun (The Final Sunset of Winter)
I quite like Wintersun, it is nice big open area that you can tackle as you please. Breath of fresh air compared to the few on the rails maps we have been doing recently and like I said earlier it also marks the end of early Act 3.



1. Ferocious Smilodons
Coming down the hill we run into some familiar faces, at least they are not undead this time. Your tank should be able to hold them especially with protective luck, but displacement can work wonders here. Be very wary as they like to charge your backline which they will very likely mince through thanks to the pounce ability allowing them to make full attack.

So either commit your archers to the fight later or protect the most likely target with displacement.



2. Blighted Treant
Lone ent should not cause you any trouble, just adding brief section here to warn you to be careful with your pets and party members who have bite attacks as biting the ent might deal dexterity and constitution damage to them!

They also have weakness to fire if you are struggling for some reason.

Near by you should also see first of the standing stones. Do not dismiss these as mere lore dumps they will be important so make sure to interact with all of them.

Note: Its very important you succeed in the skill checks associated with the stones. Save scum or save for later. Deeper Explanation later.

3. Ent & Lightning Treant
When you come to the crossroads take the western route and climb up the hill when the path forks again.

You should come across lone ent patrolling, but as my titles so often spoil there is another ent further up and will cast lightning which deals nasty damage. Still with protection from electricity up this should be easy battle and from my limited testing ents stop casting if you get in melee with them.

After your victory climb to the top and loot Ring of Protection +3 from behind the tree and talk to the mad woman to unlock new quest.

4. Ancient Blighted Treant
Come down from the stone tree and walk slowly across the stone slab until you see babaus, that is your sign to stop for you have arrived at contender for the hardest fight in this area, so lets dissect it.

We will be up against single lone treant, but this one isn't same push over as his kin, he rocks AC in the 60s and list of nasty nasty buffs. Chief among them being Winds of Vengeance which renders ranged attacks useless (50% of miss before we even roll the attack.)

Attack wise he is also a beast, rocking base attack of 54 which his cleave makes good use of. We could play around this easily enough sadly this kit synergies very well with another ability of his that being overrun. Overrun allows him to basically charge in line and trample all who were in his path under his foot, stunning them and knocking them to the ground, wide open for his cleaving attack.

This battle is also pretty unique for the fact we have some pseudo help here as group of babaus is after our prey. They are no threat, but keep in mind that they will take swipe at you if opportunity presents itself and when you have killed enough another group spawns on the stone slab.



So how can we overcome our opposition? Your best chance is using Goggles of True Sight and cast greater dispel on him. This should make the battle easy especially if you bring out greater invisibility/guarded hearth etc.

But lets say you like certain other person whom I wont name just happened to forgot bring those scrolls, what should you do then? The answer is you must unleash all the buffs in your arsenal and chief among them being True Strike. Forgot ray spamming as the concealment will cuck you, instead trust in AOE spells like Fire Snake. With your archers and character who are not doing anything throw Alchemist's Fires which you should have surplus off.

In either case think twice how you position your team and try to avoid giving the boss the ability to hit multiple with overrun. When he inevitably does dimensional door (mass) can be used to save the knocked down team mates.

You should also be able to see another standing stone with 24 knowledge check you should try to make sure you pass it. Down the hill you can also find Padded Armour of Refined Maneuvers straight out trash, but its worth 7k.

5. Ancient Blighted Quickwood(s)
Backtracking one slope down you should see ruined straw huts. Head west from there and you should come across next tree to be felled.

Not much to say here, high AC foe you might struggle to hit but your tank should be online at this point. Throw enough attacks at it and you will hit, but if you are on clock for some reason touch attacks are your friend (or greater invisibility for your archers.)

Behind the one we just slew you will find two more, but its the same song and the dance.

6. Sarkorian Outcasts
Behind the trees you will find group of Sarkosian outcasts made up of three brutes and slayer (melee), two archers and a druid. They also have some animals with them that are inconsequential.

What makes this battle little bit special is the fact some precious positioning is required for charges just like back when we were stuck in Shield Mazes, but before we get to that I would like to mention as almost always archers and druid are the biggest problem here. Archers will most likely target your MC and druid will start by casting stoneskin (followed by vine trap which can paralyze.) As we want to stop druid ASAP I suggest casting displacement, protection from arrows, stoneskin and the like to mitigate the danger of the enemy ranged contingent (remember the dark veil if you have it!)

Roughly where Wenduag is standing is where I managed to get charge of.

Positioning wise put your party under the bramble bush. Exact position is hard to say, but if fortune favors you should be able to get charge right to the druid and hopefully kill him quickly. Start the battle with either using Scroll of Tsunami with magic caster who is standing behind the rock or alternatively if you brought Nenio via her illusion magic.

After your victory loot the minor magic items they were equipped with, but more importantly The Illustrious Sweep the druid had. There is also Studded Armor of Trinity behind them, behind a hut in chest.

Remember to do the world check on the standing stone here as well!

7. More Ferocious Smilodons
Taking the dirt path down the hill (north) from the ruined hut I talked earlier leads us to another fight with bane of my early game, smilodons. You will be up against boar, bear and two smilodons and the usual rules apply with them; be careful with their attempts to flank.

8. Boars and Smilodons
Continue on wards until you see collapsed smilodon. Don't worry about him he isn't hostile, but behind are two more who are and they will be joined by bunch of 70 hp boars. Just stand behind tree pictured below to force aggro on your tank and spring upon them.

With that we are can cruise clear into the cave just remember to do the standing stone just before it!
Wintersun (Part 2)
9. Soanna's Cave
There is not much for us to do here. Progress forward pick up the letter you find along the way and read it in your inventory. Loot the loot peppered on your way and talk to Soanna and exhaust the dialogue with her and do not kill her.

Note: You will be attacked upon leaving the cave.



Upon leaving the cave and wandering few steps we will be attacked by Orso. Fight is nothing to special as our foe has base AC 42 and 30 flat footed. What makes him slightly dangerous is his access to dimensional door meaning he can teleport in middle of your party and make full attack on your vulnerable party members.

So if you are feeling paranoid protect them with spells or pu them some distance away from your tank. After your victory take crack at the skill checks and spare the bear.

Now you are free to return to Soana and learn the truth of the matter. Choice you have to make is hard from roleplay sense, yet easy in gameplay. Gameplay wise its moot unless you are Aeon in which case sparing her apparently unlocks something in Act 5 (if other factors also align).

I personally have always killed her, but for curiosities sake I will spare her this run. Which roleplay wise means Sarkosians aren't forced to leave, because they are defended by the possessed animals.

10. Kalavakus and Babau (Eliminators)
Swinging all the way to the east you should come across wandering pack of babaus led by lone kalavakus, but not all is what it seems on first glance. Kalavakus will cast haste on babaus and this might lead you to believe he is the biggest threat, but no for among the lesser babaus are two babau eliminators who are the biggest pain in ass.



They have high AC and are rocking buffs which you might want to bother dispelling though I would recommend just using greater invisibility. What makes this battle very tricky is the fact that while you can get everyone focused on your attack every enemy in this encounter has the habbit of disengaging and going for your backlines so make sure you have some distance or that there is wall of summons in the way.

Near by you should see another standing stone, there is also chest next to it that has Sequence of Murder inside it. Weapon itself is not half bad as extra 1d12 is always welcome.

From the standing stone head north-west down the hill to the stonehenge looking structure. Don't touch the skeleton yet we will get to that latter for now continue ahead, be careful as there are two smilodons up the hill. Enter the cave at the end of the path.

11. Morveg's Cave
Inside we will find Morveg pleading us for help, exhaust the dialogue if you wish and agree to slay the demon. This cave is completely linear and only thing worth a note is standing stone on the way to our target.

Derakni Devastator
I have bad memories of this deskaris spawn, but he is weaker than he is appears. While his AC is in fifties we have tools to nerf that and buff to close to gap. He is also alone so we do not have to worry about positioning or doing anything fancy. If you brought Arue and your tank is solid just use quarry on him and its only matter of time until you have crit fished him to death.



Only thing to note here is that if your party is melee leaning be careful as our foe likes to switch the targets so its probably wise to send in only your tank. Devastator also casts cloud kill if you don't get in close quarter combat with him immediately so remember your delay poison.

After your victory loot the robes of Elemental Imbuement from the nearby chest. +2 elemental damage per dice rolled is nothing to be scoffed at and you can trigger yourself.

Shrine of Gollum
Once you enter you might want to stop and read ahead. Fight against Morveg can be hard if you enter into it with wrong mindset or without being prepared.

Our foe has base attack of +54 which can be troublesome for even the most well optimized tank builds. Of course its still doable if you place your faith in displacement/stoneskin and debuffing the enemies attack, but I would not recommend.

This in turn means we are in damage race where we will have to deal 400 damage in 1-2 turns (or until your summon wall breaks.) Luckily 40 AC is not enough to stop us this far into game and 10 DR likewise wont save him.

If you have access to ethereal summon from something like being an angel (spirit paladin?) this fight can be cheesed. You see our foe cannot damage ethereal summons thus they will completely lock him in place, allowing you to whittled him down with your ranged weapons.

After your victory enjoy your spoils and make sure you loot Monster Caserolle recipe and Warden of Darkness. Oh and be careful you don't sell Fang of Malice!

Level 12
Arueshalae: Espionage Expert (12)
Camellia: Alchemist Vivisectionist (6) I Discovery: Feral Wings
Daeran: Oracle (12)
Ember: Stigmatized Witch (12) I Spell: Heroism, Greater
Greybor: Slayer (12) Dispelling Attack/Crippling Strike
Nenio: Scroll Savant (12)
Regill: Armiger (9) +STR (Fighters Reflex)
Seelah: Paladin (11)
Sosiel: Cleric (12)
Ulbrig: Griffonhearted Shifter (12)
Wenduag: Spawnslayer (10) l Slayer Talent: Wearying Strike (Or Dispelling/Crippling Strike)
Woljif: Vivisectionist (8)
My Character: Sword Saint (12) l Magus Arcana: Dimension Strike

Very important level up! My MC finally gets access to dimension strike allowing him to make his vital strike to enemies touch AC! This will allow me to easily most foes and the good news dont stop there as Ember finally gets access to sixth tier spells and I had to make hard choice between heroism, greater, dispel magic, greater and true seeing. Wenduag also finally gets access to wearying strike allowing us to inflict stat damage against our foes on sneak attacks!

12. Morbid Gibrileths
Next we will be heading south-east hugging the maps corner where we will find to flying diseased meatballs. There is not much to say here as we are in for easy fight. Only thing of note here is the standing stone behind them.

Next we are finally free to enter namesake of this area, the settlement of Wintersun (Its just next to where we are standing.)

Wintersun
Wintersun is pretty linear and you will soon run into where we have to go and get to have chat with the local head honcho. After your conversation is over and continue moving forward until you find big statue of the Lady of Wintersun, next to that should be our next person of interest Gesmerha.

Note: If you cant find her check the next picture. She is where my party is standing on the map.

Talk to her and pick these options. They should be obvious and non-spoilery.

"I am the Knight-Commander of the Crusaders..." > "I've been looking for missing crusaders..." > "There's something strange going on in Wintersun..."

Good blind Gesmerha will task us with little egg hunt for Rune Stones. If you need help their locations are in the picture below. When you have found them all talk to Gesmerha again and share your findings.

Wintersun (Part 3: Marhevok, Spectres and Standing Stones)
With all that done and dusted with we are finally free to enter the clan hall and confront Marhevok (choose the option to expose the rune stones sabotage in dialogue.)

As you can probably guess it wont end peacefully so buff wise make sure you apply protection from cold (after you summon your summons.) I also strongly recommend greater invisibility (+ true sight) and that you don't play this battle in turn based mode.



Why? Because in turn based mode kalavakuses and dragon are very likely to ignore your tank and ♥♥♥♥ up your backline. In real time you are much more likely able to tie the Marhevok with your tank and the rest with your summons while rest of your party takes care of the kalavakuses. I strongly recommend you save the dragon for the last.

After defeating him and his cronies before you chase him down loot his bedroom (east) for Bracers of Dominance. While the effects are unlikely to procc it can be life saver when it does.

Fate of Wintersun
When you have chased Marhevok down you will get to choose Wintersuns fate. Will you preserve the lie and the peace or is the bitter truth better?

If you preserve the illusion Incubus trader will move into the village. This sounds better than it is in reality unless you are heavily specced into pets (Lich/Azata MC with pet class) or eartbreaker wielding evil character.

Breaking it gives no concrete benefit as IIRC I am pretty sure Gesmerha will still act as our merchant, but I might be misremembering.

Second question is the fate of Marhevok. Will you let Jerribeth spirit Marhevok away or not?I would suggest killing him. This will make Jerribeth "angry" and she will not give us "advice" later on, but we can do without her help.

After you have made your choices talk to Gesmerha for you reward and check if anything of what she sells interest you.

Spectres
There is one more matter left in Wintersun for us take care of before we leave? Well two technically, but more on that later. Do you remember that Stonehenge type of place with the skeleton? Its time to head back there. (If you forgot the location its just below Morveg's Cave entrance.)

Click the skeleton to open the storage window. Do not loot the Brazen Whip yet for once you do angry spectre will demand you put it back, if you refuse to do so at specific points in the map super powerful spectres will attack you (Lvl 25 IIRC.)

These can be hard fights without proper play and reward do not match the effort required, but for sake of completion and in case it is required to sadistic game design achievement I will cover them.

My advice is that you should save this for later visit (we will be back) when you are leveled up, but you are your own boss. (Turning Phylactery of Stevanius we got in Act 2 into bane of spirits ring is great here as it allows you to deal full damage to the ghosts)


Note: Every Spectre* can be soloed by character equipped with Shield of Magical Retribution. Just remember death ward!

Spectre #1
This one spawns when you proceed towards Morveg's Cave from the stonehenge (At the top of the slope.) and trust me when I say while it might feel hard the game is still using lube it will get much much worse than this.

So what exactly are we up against? Well we are up against incorporeal ghost which is first annoyance as we currently lack the methods to damage them. You should have Finnean and my recommendation would be to give him to Arue if you brought her along for she deals great damage with her quarry. (Divine zap cantrip works in pinch and always hits.)

Second annoyance and blessing is the ghost like the shadows in Kenabres market have touch based level draining attacks. Meaning death ward will make us immune to them, take note however the ghost likes to switch targets so you likely wont be able to cruse by with just one cast. (Remember the equip the amulet you got from Gesmersha before casting it!)

So in summary death ward (2x) and crit fish the first spectre back to undead.

Spectre #2
This one is located straight north from entrance to Wintersun (the settlement) next to the carriage and splitting block.

This one is same as the last expect it starts combat by casting baleful polymorph which you really don't want to hit you as it turns your character permanently into wolf. You can cure it via remove curse or remove enchantment but have to role against DC. Just avoid it by having summons and immediately pulling back to trick the AI into wasting it. After that crit fish.

Spectre #3
Located just above eastern area exit. This one has one cast of spike growth which means every 5 feet of movement deals damage otherwise same as the other two.

Spectre #4
Located down the hill from where we fought the boss treant and babaus. This one casts volcanic storm which is lot milder than it sounds. Fire resistance isn't even required for this one.

Spectre #5
Located in the ruined village where we killed the living trees (not treants.) Now we are starting to get into the nasty territory. This one starts by casting sirocco which is AoE spell that deals solid damage, makes you fatigued and potentially knocks you down. Did I mention it also stays in place? Like with the Spectre #2 summon baiting the sirocco is the key to victory here. Onside note this is the first spectre that casts second spell, but luckily for you its only stone call.

Spectre #6
Located west from entrance to Morveg's Cave. One of the easier spectres as this one casts sickening entanglement. Just have delay poison up on your party and you are good.

Spectre #7
Located south from eastern map entrance in the area where we fought the flying meatballs. This one is pain, this one is dread. So far we only had to deal with one nasty spells this spectre has whole kit designed to deleted you.
  • First Spell: Creeping Doom
  • Second Spell: Firestorm (Note: if you are in melee Firestorm is prioritized)
  • Third Spell: Summon Elder Worm
  • Fourth: Finger of Death x3
Creeping Doom while annoying is something we can deal with. Firestorm is though where it starts to get bad as it can and will deal massive damage. Luckily, we can still play around this with protection from/resistance to fire spells. Elder worm is once again nasty, but tolerable however Finger of Death is where the pain starts as in all likelyhood it will one shot any party member it hits.

As such I either recommend quick route of greater dispel followed by true strike/touch attacks or the slow route of starting the fight and baiting the spectre to waste its spell as you back away powered by movement buffs.

For me battle went smoother than I expected. I took no damage from the firestorm and my nabasu summons from Duality of Conjuring level drained the worm and the swarms. I let the spectre waste its fingers of death before I pounced with rest of my party and finished him off.

Once you do the same return to where you took the whip for well earned experience.

Standing Stones
You might be wondering why I made such big deal about finding every standing stone and succeeding in every skill when interacting with them. Reason for that is simple as when you have collected them all you can go to the "Heart of Stone" to open it Back Rank Assitance, Ricocheting Heavy Crossbow and most importantly Tatterred Ancient Boots a very very powerful artifact Storyteller can restore later!

After Wintersun: Ivory Labyrinth or Mythic Level?
After having completed Wintersun we have finally wrapped the three introduction quests given to us by Irabeth at the start of this Act. Now the next step might seem clear as all the quests have pointed us in someway towards Ivory Sanctum, yet there is another option available to us.

You could complete your mythic quest (its labelled as such in your journal) and this opens up another location for us to explore. Why this is relevant is because its where we get our next Mythic level and depending on your class+mythic level combo it could be priority for you.

For example for me as trickster the next mythic level allows me to unlock perception rank 2 giving me access to unique feats. If I leveled in the meantime I would have to postpone the level up until I got the mythic point with multiple characters.

And for that reason I will be doing my mythic quest first and this in my case means talking to Cobblehoof to get flight to Pulura's Fall.

(Note: Tricksters path to mythic level is relatively long as you will first have to complete the mythic quest, then wait for a edict to finish and after that wait for 10 days. Of other mythic paths IIRC azata is fast to grant access.)

Preparations for Ivory Labyrinth
You are free to complete whatever quests and locations (Just don't do Blackwater) you can find before you tackle Ivory Labyrinth but if you have been following so far you are the correct level for it.

Make sure you bring your anti-swarm gear (and buy the ones you haven't.) I also recommend bringing CC caster (Nenio) as it will make many of encounters much more tolerable.

You should also carry 20 or however many you decide restorations scroll for piece of mind.

Relics for Ivory Labyrinth?
I suggest you do the crusader project to turn Phylactery of Stevanius the Rotten into the Bane of Spirits ring. The ability to do force damage will be massive help against certain incorporeal foes we will have to face.

I also recommend turning Altar of First Retriever into Web Striver (padded armor) for that sweet sweet +2 morale bonus to dexterity, but this is more of luxury and not strictly needed. There are also other relics that are either nice to have or needed for build so feel free to take look at the relic section.

Cooking Recipes & Overlevelling for Ivory Labyrinth
If you have The Treasures of Midnight Isles DLC and you have already gotten the prompt to go to the Murky Grotto that is also good idea. The Chaplain there sells most food recipes in game and some of them are quite overpowered, he also sells (rare) food ingredients required to make them and scrolls like true strike/sense vital/shield/dispell so consider stocking up.

I will be going into more detail on its own page, but if you wish to over level Murky Grotto is good place to head to. Ulbrig's personal quest is also good bet as it rewards you many powerful magic items.
Pulura's Fall (Act 3, Trickster Version)
Pulura's Fall is interesting location in that to get access to it early you need to be either trickster or angel and of those two angel gets much more content (earlier.) This section will made from Trickster perspective so apologies to angels among you. If you need help with the puzzle check section covering Act 5 version of this location.

Wights and Spectres
Heading straight north-west from Cobblehoof towards the tree will introduce us to meat and butter of this area: Wights and Spectres. Oh boy, luckily this group is nothing special. If you are wondering about the 3 daggers they are for angel quest, if you are trickster or any other mythic path feel free to sell them.

Wight Ambush
North(-east) of Cobblehoof you should see corpses of Wights. Don't be fooled they will attack you once you get too near or engage the specttes near them. Loot the 4 daggers from their bodies + one nearby.

Spectres & Elder Earth Elementals
Taking the athletics check up you should see three spectres. Take care of them and afterwards move only your tank forward to loot the backpack and the corpse (for another dagger.) Once you click one of them (IIRC I think it was the corpse) three elder earth elementals will spring out of the ground to attack you.

Luckily, their AC is measly 41 so assuming you took my recommendation with the positioning ensuing fight should be easy.

Berserkers and Greater Ravenous Shadows
Heading towards western edge of the map we will find sole weight near cliff. Kill him to loot another funeral dagger on him and one next to him.

Heading south to the apocalyptic landscape riddled with holes you should be able to see two beserkers. Be warned when you have killed the last one bunch (10ish) shadows will ambush you. As long as you have two deathwards on your team you should be fine. You could also hold the slope to bottle neck them.

Near the ruined boat you can find the object of our search, the Sarkorian Stone Tablet.

Corpulent Spectre Ambush
Continue east along the western edge with your tank ahead of your party as you will be ambushed by six or so spectres.

And that was actually the last battle for us trickster. Now we are free to return to Drezen via Cobblehoof and talk to our great king in the tavern. Sadly, we have to complete the coronation decree to be able to access our next target (for those going for the mythic level.) Oh well atleast that will give us 14 days to do side content.

Note: At some point next trickster council meeting will be called. I wont cover it as nothing will happen from it, but after it happens talk to every council member and do the skill checks.
Scrubland By A Bend In The River (Woljif Companion Quest: Crescent of Abyss)
At some point after meeting Woljif again you will be tasked with going to Scrubland by a bend in the river with him to slay cultists and their llk. Before I start the I want to just mention why I didn't make section for the random event where we get Woljif back.
  • 1. Section was short and on rails.
  • 2. When the event fired was greatly randomized thus it was hard to place in guide.

With that being said. After you arrive take moment to buff yourself as you will be running to fight shortly after you take your first steps. What you say in the initial conversation makes little difference, but take the Chaotic skill if you care.

Voetil
Our villain of the week is 41 AC glabrezu backed by your bog standard cultists, hexblades, clerics and the like. Luckily for you this isn't Warhammer and being named is not enough to save you, assuming you applied basic buffs fight should pose little trouble.

This was where Nenio started managing to land her Illusion spells in my runs, as Voetil's will save is 19 and Nenio's Phantasmal Putrefaction DC was 32.

After the fight is won make sure to be pick the option "You can't survive on thanks alone." to get amazing ring for any ray spammer, Steady Finger. +3 to hit is nothing to scoff at!

Good loot doesn't stop there as you can find Belt of Demonic Shadow from one of the butchered here as well which automatically summons your own shadow demon when you cast spell of level 6 or higher! This is better than it sounds as SD's have pretty good resistances so they can tie up certain enemies very well.

Remember to talk to Woljif when you return to Drezen! Last and chaotic option give point toward the good ending and rest give point toward the evil ending.
Ravaged Longhouse
Short and sweet little map. There are some minor loot on the surface which you are free to look around for, but just don't do the athletics skill check to descend by the well.

When you are done, enter the hut in the middle of the map. You will find stairs, but before you descent apply buffs including death ward on all your party members or be prepared to lose them.

The Bereft One (Bodaks)
Another throwback to the first Act, down in the cellar we find bodaks. Best strategy here is to use both to hold by west. You will likely need second tank or summons to hold down the east too as from the hole in the wall more bodaks will come to the aid of their brethern (This may or may not happen.)

There is not much to say about the enemy other than the fact that aside from looking identical they are divided into three types, normal bodaks, sneaky bodaks and the so called boss which is barely different from the sneaky variety. They all have outflank which could lead to nasty AoT combo if you don't have protective luck or kill them quickly



After you have put the dead to rest from the west in chest you can find On the Brink of Death a shirt which lets you reflect attack (you still take the damage) when you are below 50 HP, sadly its tied to 24 reflex save which makes it trash on higher difficulties.

Aside from that you can find Cold Iron in the cave portion alongside Slabs with Blue Symbols.
Terendelev's Lair
Another quick one, proceed across the stone bridge and up the stairs. When you you are at stop and apply light buffs if you hadn't already.

If you want to play it safe send only your high AC characters into the ruins in to bait enemy AI into targeting them and only move rest in once the fight begins.



After the fight ends like all the others involving cultist you will be pleaded with to spare one of them. If you couldn't guess from the name of location we are in sparing is requirement for unlocking the Golden Dragon mythic path.

What if...
You might be wondering what happens if you attack the medic? Well you will get option to slay another dragon. The fight itself is easy provided you protection from fire up and heroism, greater.

Reward for your toils if you choose this path is next to useless Helm of Devotion which grants you +2 morale bonus to attack and damage for 3 turns, if you are hit with negative energy or fire damage. I thought dragons had nose for good loot, but alas it is not so, straight into vendor this one goes.

And I hope I don't need to say certain paths are forever closed if you choose to kill him.
Heart of Mystery (The Secret of Creation)
There is nothing major outside, once you enter make sure to loot the Darkness Mask in bone pile just at the bottom of the stairs. You can also find Elven Notes in the puzzle area.

As for the puzzle we cannot solve it in this act.
Befouled Barrows
Located south from Heart of Mystery you can find Befouled Barrows which as nice change of pace isn't actual location, but storybook event! As such bring your skill monkey (eq Nenio) would be wise.

I will not completely break down the event as you cannot die here unless you are on low health and possess constitution of wet piece of paper. Just know that when you get to end choose the "See if there is anything of value on the crusaders bodies" over the (Good) option to get some decent loot.



If you are interested in examining the nitty gritty of this storybook event Pathfinder wiki has great page on it.[pathfinderkingmaker.fandom.com]
The Treasures of the Midnight Isles (Introduction to DLC, Murky Grotto & Summaries of Each Isle)
At some point in Act 3 Anevia will prompt you to visit Murky Grotto and this will reveal new area right next to Ashen Grotto (West of Drezen.) I have not nailed down the trigger when this happens, but I heard 2 weeks after entering the Act or timer starting after Wintersun.

To those who have played Kingmaker Treasures of the Midnight Isles is this game's Tenebrous Depths and for the uninitiated that means good old dungeon diving. Sadly unlike, Tenebrous Depths which felt like welcome change of pace every now and then this DLC overstays it welcome in my humble opinion.

Still its important we tackle it not just for the experience and loot, but also for making the secret ending easier to get.

Note: You can get to Murky Grotto with 24h buffs, if you rest & buff in Lost Chapel, teleport to Drezen (drop off your buff bot) and then travel there.

Murky Grotto
So you have arrived at Murky Grotto? Just know that outside there is not much to loot other than some minor +1/2 items. So find the entrance to cave and head inside and accept the proposition offered to you.

Before I continue I would like give special mention to the Chaplain. He sells very powerful food recipes which we are meant to get much later now and along with the ingredients to cook them. His scroll stock is also great and you should consider stocking up on true strike/shield/sense vitals/restorations/dispels and the like.

When you are ready to start however you mouse over the ship's wheel to start your voyage. Be warned however there is no pulling out until we are finished!

Here is small scouting report for you with summaries on what we will be facing and what you should bring.

Treasure Island
Summary
Recommendations
#1 Treasure Island
Difficulty is front loaded into early rooms with ethereal SD's and alchemists with force bombs (AoE damage!)
Bane of Spirit, 1 Dimension Door or DC caster (Nenio) for the alchemists. (Death Ward/Protection From Cold will negate SD's damage)
#2 Treasure Island
Lots of undead alongside necromancers casting boneshaker dealing guaranteed damage.
Bring Healing Items and Swarmsbane Clasp. Bring items to counter archers (Mirror Image/Displacement/Protection From Arrows...)
#3 Treasure Island
Ghosts that AoE fear.
Heroism, greater and Bane of Spirit!
#4 Treasure Island
Difficulty spike! Beefed up SD's backed by SD/Vrock Votary's
True Seeing is must as is freedom of movement. Other combat buffs recommended
#5 Treasure Island
Yarrr pirates. War priests whom cast plague storm which deals heavy stat damage! Free rest just before the boss!
Life Bubble for plague storm or restoration scrolls for dealing with it afterward. Fire protection for hell hounds/fireball spam.
#6 Treasure Island
Yarr pirate island 2 electric bogaloo. More or less similar to last island. Robes that can grant immunity to crits at cost -6 constitution.
Life bubble and/or restoration scrolls!
#7 Treasure Island
Super Babaus, SD Brutes & Minotaurs/Succubuses. Item that grants permanent +2 to athlethics and fortitude saves!
Something to counter the babaus, be it greater dispel or greater invisibility.
#8 Treasure Island
SD's, Undead and Earth Elementals. Quicken Metamagic Rod and hat that grants +2 to attack when you kill for 3 turns!
N/A
#9 Treasure Island
Modifier that buffs undead. Vampires (dominate), Undead and Votaries. Boss drops Glasses of Undeniable Truth which grants the wearer true seeing along other great effects.
N/A (Recommend strong buffs)
#10 Treasure Island
Game changing modifier! Check the section for more information. Undead, Hell Hounds, Cultists. Robe of Unspeakable Truth that grant +2 circumstance bonus to wisdom is the reward for defeating the boss. Free rest at the end!
Freedom of movement is must! Bull's strength recommend. Restoration, greater if you are particularly worried.
#11 Treasure Island
Votaries, SD, Undead, Brass Golems. Boss is 78 AC summoner, who drops cloak that gives +2 to evocation spells DC.
Dimension door and restoration scrolls (for tick swarms and votaries)
#12 Treasure Island
Undead, Votaries, Minotaurs, SD Brutes, Hell Hounds.
N/A
#13 Treasure Island (Boss)
Single room with the boss. If you defeat him you get Broken Trickster one of the best goggles in the game! For more details on the boss and the item check the dedicated section.
AoE damage, greater invisibility, guarded hearth, mirror image/displacement highly recommended. Note: Boss is neutral so smite evil/mark of justice wont work!
#1 Treasure Island
Lets get cracking. When you arrive at the first door apply protection from lightning to your party, true seeing is nice to have, but not mandatory.

Once you open the door you should see shadow demon, don't worry this one isn't as nasty as ones we had to face before. He is also backed by SD's votary who will spam lightning, couple cultists archers and demodands. Just use the doorway to your advantage and pull back your vulnerable party members if they are targeted by enemy archers.



Deep Shadow Demon Brutes & Cambion Alchemists
Nasty fight, we will be up against beefed up shadow demons who have touch AC attacks and that's not end our problems as behind them are two alchemists who will toss force bombs every turn dealing guaranteed AoE damage.



Your best bet is to use some sort of control spell on them as their saves are low (Nenio works great) or if you want to be fancy just dimensional door to your way to them (getting the angle for dimensional door can be wonky, I recommend doing so from the throne in eastern corner.) Of course just eating it and killing them with your ranged party members is choice as well.

Note: You actually get visual on the alchemists if you carefully move out of the doorway.

Demodands & Ranged Contigent
Little bit less intense room thank God. Immediately once you step inside you will be spotted by two cultists archers, try to make wrangle your tank to stay in place so they don't switch their target.

Move the rest of your party and deal with the cultists and the axe throwing minotaur. Then the only thing left is mopping up the demodands and we are done!

Just as warning the room has couple trap inside it so keep your eyes open and there is also secret room with some not so stellar loot inside it (mithral chainmail +2 and quiver of cold iron.)


Panel to open the door to room is next to it (perception check.)

Succubus, Minotaur & Painajai
Further we get easier the rooms get. Most challenging part of this room is disarming the trap in front of minotaur as long as you manage to do that you are golden, just remember death ward on your tank and protection from evil since we got succubus in play!

There is also conjurer conjuring trash at the back of the room.



Assassins & Minotaurs
Next room has minotaur and assassins backed by two conjurers. On account of none of them being a threat there is not much for me to say expect that the conjurers will cast cloudkill after they run out of summons so remember your delay poison.

Solfan the Jailer's Scourge
And so we arrive at the final encounter and with it the boss who is attempting to block our escape. What exactly are we up against? Three minotaurs, two being the axe throwing kind and one the greataxe kind. Be warned the melee one likes to charge your backline so play around that.

In play also is Cambion cleric who will start by casting useless spells, but has access to nasty ones like harm. What about the boss himself? Well...I think Owlcat forgot to tune him for unfair...



In short only danger here is the minotaur guardian. Once you down him you are free to cruise to victory and leave this island.
#2 Treasure Island
Immediately after going on your next voyage you should see undead in the room with you. I would recommend rushing your tank in to draw the attention of the skeleton archers, the two greater skeletal champion guards only act as walls to tie your party members. Their high AC is only thing they got going for them.

The real threat here is the treasure-hunting necromancer as he likes to cast boneshaker so take him out first and then the archers and you should be golden.

Deep Shadow Demon Brutes & Skeletal Archers
Atleast this time the SD's don't have alchemists to support them. Aggro, pull back to force archer to target your tank. Greater invisibility is your friend here as is death ward which I forgot to mention last time blocks their negative energy damage.

Cambion Bards & Demodands
Entering carefully into the next room you should see demodands and behind them cambion bards. Sadly, they aren't there just to buff as with their first action they will cast shout dealing sonic damage in cone and potentially (most likely) stunning you, leaving you wide open to the two assassins who will come from the left of the door.



Trick to this fight is taking care of the cambion bards quickly. Go to the eastern corner of the room and melee the closest cambion, tie the demodands with your melee while your ranged characters kill the one further away. You could also just focus on the closest one as you can back away out of the shouts way when you see its being casted.

Autumn Golem & Undead
Don't worry this golem isn't so bad and the real problem in this fight are the skeleton archers. My recommendation is to leave your team in the last room and send your tank in solo. Once they got the aggro pull back to the end of the corridor and fight them there. With protective hex and well built tank golem and guardians shouldn't be able to hit you so let your archer start culling theirs.



Note: At northern wall in the middle in secret door which you can open by the demonic slab (also at same location.) Inside there is only +1/2 trash loot to sell.

Fiendish Tick Swarm
In the next corridor you will find lone tick swarm. You did bring your swarms bane clasp right?

Minotaur & Cambion Bard
Next room is quite easy only having single bard and minotaur backed by two conjurers. Only thing that slightly changes the encounter is the web trap in the middle of the room. Pay close attention to your party members if you are playing in real time.

Ewzen the Treasure Plunderer
Only one can climb out of the treasure hunter crab bucket and it shall be you. Blocking our exit today is Ewzen whom unlike his predecessor is more tougher and rocking some nice buffs like mirror image/displacement, still his AC is no threat and his attacks shouldn't be threat to your tank.

What more bothersome are the two necromancer at both the opposites sides of the room and the minotaur in middle with two skeletal archers in his back. This leads to very chaotic battle where we have to bounce all around reacting to threats.

My recommendation is that you tie the minotaur and Ewzen with your tank while you split your melee dps and archers to deal with the necromancers to whom you can actually get clean charge to if you carefully skirt around the circle we are fighting on. Just be aware that enemy archers like to target the party members dealing with the necromancers so mirror image/displacement/last stand are probably warranted.

You can also switch to turn based when you see minotaur charging your backline if you are feeling particulary cheesy.

Your reward for victory is pretty swell as well as Ewzen drops Iron Prayer, +1 sword gets +2 enchantment bonus on attack against demons and deals extra 1d10 damage on hit!
#3 Treasure Island
I hope you are faring better than I as only 3 islands deep I am starting to feel the fatigue anyways the first room is populated by two ash giant wreckers, but be careful of cambion bard behind them. Inch close enough to get visual and then shoot him. Not much more to say here other than watch for the trap next to the statue.

2. Bard & SD's Votary
Next room might cause you some grief if you don't have restoration on stand by as we will be faced with two skeletal guardians, bard and SD's votary who will cast the usual phantasmal putrefaction/web. I do not know what logic dictates order he casts spell, but I recommend simple strategy of starting the fight by sniping and tieing up skeletons while you your melee goes around them to finish the votary and the bard off.



3. Succubus, Bard & Minotaur
I would actually focus down the minotaur here first because of their habit of charging your line and bard after. Succubus has high AC, but will waste her first few turns casting, trying to drain your levels and dominate. There is also skeleton berserker here but he is just fodder for your party to tear.

Inside this room you can find lesser persistent metamagic rod. Woe is me as the dungeon becomes more open at this point forcing me to make map, oh the humanity!



4. Fire Elementals & Hidden Archers
Annoying encounter as without forewarning you will likely start fighting the fire elemental only to lose low AC party members to the skeletons. Send your tank alone until enemy is locked in.

5. Incubus Dominator
Cool name, gives me hellraiser flashbacks. Sadly thats were the noteworthiness ends as we can simply ignore his skeletal guards and kill him outright before he casts his drain attack.

6. Malkari the Strangled
This monk is quite the mediocre fighter and so possess little threat to us, same with the axe throwing minotaur and hidden assassin. Leaving the guardian as sole threat and priority for you.



Despite the ease of the encounter the boss drops amazing Apprentice Robe which grants you 1 AC while under effects of magic armor! Very nice in the eternal AC/Attack arm race we are in, the boss also drops Flaming Seed which you should loot.

7. Ghosts & Giants
This fight went somewhat interestingly for me. So we are up against ghostly guard, couple of Ash Giants and prophet of Baphomet (minotaur.) I would say that the Prophet of Baphomet is red herring in this battle as you should be able to tank his spells at this point of the game. What is more problematic is the Ghostly Guard whom can AoE fear you which heroism, greater doesn't protect you from some reason (thank you Owlcat.)



This led to Camellia running miles away thanks to all the movement speed buffs I had on her leaving me to scramble to make some sort of defence against the giants and ghosts so learn from my example and banish the ghost to the underworld first.

If you click one of the yellow paintings in this room you will open secret room with nothing noteworthy inside.

8. Two Ghostly Guardians & Vrock's Votary
Kill the vrock first harm and blade barrier still pose threat to us, luckily the ghosts damage is so low that you can just eat the AoTs and bonk the votary. You might also want to clear other encounters you have left before attempting this one as the two ghostly guardians feared me into running into another encounter.

9. Fiendish Fire Elemental & Tick Swarm
Not much to say here than this guy is noticeably stronger than other fire elementals we found in this dungeon. True strike and fire protection are your friend.
#4 Treasure Island
Another day at depths of the purgatory and we are not even half way there, my only conciliation is the fact I gotten this far on single rest. Anyways enough of my whining, the starting room is only populated by two giants and succubus. As the giants move slow I would recommend charging the first one and moving onto the succubus.

We get option to go south or west, I will go west for now. As small side note, if you go south you can attack the western room from "behind" making it easier and vice versa.


Note: I missed fight in the guide and on the map. It was just below 7. and was against brass golem and two votary's.

2. Deep Shadow Demon Brute & Two SD's Votary
I need to figure some abbreviation for these shadow demons. Annoying room as we will be up against shadow demon, but unlike others we have faced this one casts spells if not in melee starting with polar ray that deals cold damage and damages our dexterity followed by I think elemental assessor and sunburst.

If that wasn't enough SD brought two of his votary's along who will cast the usual phantasmal spells followed by lightning/fireball.

Strategy wise I strongly recommend freedom of movement and true seeing. The goal is to tie the SD in melee with any character you have while your damage dealers stop the votary's from casting.

Note: There is also secret room in west that has scroll of blade barrier

3. Bucket of Cold Water (SD Brute+SD's/Vrock's Votary's)
I admit I have been thus very lazily been cruising through the treasure islands, but this room gave cause the wake up.

We got the SD of the last room expect this one doesn't cast spells. Behind him are three votary's, one Vrock's and two SD's. If that wasn't enough from the left of the door way Vrock will come to assault you. He is not threat per say, but he will distract your back line in moment we really need it do its job.

My recommendation is to cast haste and ignore the SD and focus down Vrock's Votary to stop him from casting destruction and the rest. Keep the vrock occupied with summons, but be warned summons like to start wandering towards the SD for some reason.

Also don't forget mirror image/displacement/protection from arrows as there is single skeleton archers with the votary's.

4. Vrock & Two Votary's
Going in half circle brings us to the room we would have started with if we went south. Title pretty much sums it all, luckily we are behind the two votary's allowing as to set up clean charge on one and if initiative allows finishing the other before he casts.



5. Ghosts & Skeletons
Taking the stairs down you should see ghost. Moment you attack him another ghost and skeleton guard will reinforce him.

Not the most challenging fight, but very dependent on your will rolls. After your victory loot the rooms as you can find Quiver of Marksman's Aid in one of them. Very valuable as +2 can be huge when we are fighting AC stacked foes, but something I often forgot to use.

I also leveled up here which I am currently holding with most of my characters as I am waiting mythic level.



6. Just Skeletons
Proceeding down the corridor you will notice room on the side. Inside you will find only skeletons, just send your tank in alone to draw their aggro and go in. Only other thing of note is the trap in front of the door so watch your steps.

7. Giants & Votary's
Annoying room in that regard that the (two) votary's are standing far behind the giants. Luckily this battle can be cheesed by killing the first giant quickly and running far back to either end the encounter or waiting until the votary's are close and turning on turn based mode.

8. Captain of the Drowned
This lord of the undead is protected by his two guards, one skeletal and one incorporeal. He is also watched over by succubus assassin who for me just stood there after draining one level.

As we are are all aware what the other opponents are like, I will skip straight to talk about the boss whom he is war priest. His stats are nothing special, but neither is he truly weak. In combat he will spend first few turns debuffing before casting enthrall which leaves those who fail the saving throw fascinated meaning they cant take actions until they take damage.

There is no specific strategy to be employed here other than my recommendation of focusing the boss down quickly.

Loot wise he drops alright loot including Belt of Mighty Constitution +4 and Guardian's Battleaxe which is adamantine weapon that gives +3 on AoTs that turns to +6 when combined with Guardian's Shield.
#5 Treasure Island
Almost half way done... At least we get new tile set to look at. After you move little bit you should spot couple of pirates above you. You might think it would be advantageous to attack them from below and force them to come to us, but not really as it gives their archers the ability to target us with impunity. Better to climb up and dictate the battle on your terms.

This fight against pirates it uneventful to say the least, we have archer, swashbuckling dual wielder and your average fireball spammer, but what I would like to mention is this special trait they have. Its nothing we can do anything about but its something to keep in mind.



Hell Hound Alpha
Introduction to new annoying enemy, the Hell Hound. Highish AC, if you are not running on full buffs combined with okay attack and solid hitpoints, thesort of enemy you don't want running into your back lines, but which does. Behind is also another pirate archer and spell caster (will cast ice spray at the start.)



In this battle you can do some fancy maneuvers if you wish. Charge the hell hound and then with your melee characters skirt alongside the trap to the wooden wall. Wait until the spellcaster and archer get close then spring out and kill them.

Vicious Besmara's Fanatic
I hope you brought restorations scrolls with you (which you should always have in your inventory) as behind the two hell hounds is warpriest who will cast Plague Storm dealing AoE stat damage from which only way to defend yourself from is life bubble/aura of purity. (After casting plague storm he will spam flame strike.)


My recommendation is casting greater invisiblity on your archer followed by movement speed buffs and true strike on your melee then charging the hell hounds with your tank. Your victory condition is to go first in the initiative and hopefully alpha striking the fanatic. Your other option is baiting the plague storm with summons.

Two Pirate Spellcasters
Welcome pallete cleanser. We have some chaff in the front and two spellcasters at the back. Funnily enough if you have fire resistance up they will do most of the heavy lifting for you by damaging their own.

In any case hold with your tank and slip past to the spellcasters with your melee.



Another Besmara's Fanatic
This time we can atleast get visual on our foe and hopefully take him out before he casts which I atleast managed. What caused me more grief was pirate archer who razor focused on killing Arue for some reason so consider casting protection from arrows/mirror image/concealment spells.

Pair of Hounds & Archers
My advice is stand behind the corner with everyone in your party expect your tank. This should prompt the archers to target your tank or they might actually be foolish enough walk towards to you.

Another thing you should consider is that the hell hounds have outflank which significantly boosts their hit chance so consider casting shield or the like.

You can find Evil Outsider Bane Composite Longbow +1 which might seem trash, but consider the fact that the +1 enchantment bonus is boosted to +3 when fighting evil outsiders (demons) making it quite decent. (There is also argument to be made enchantment bonuses are not that important as greater magic weapon spell exists)

Gold Golem & Pirate Spellcaster
Not much to say here other than that Gold Golem explodes on death and if you fail the fortitude save you will take constitution damage. You can also find Quiver of Holy Ammunition on the tower east.

Kerdrin the Mutineer
And so we arrive at the end of this island with only the captain of pirates ahead of us. This encounter follows the overall trend of the Midnight isles and by that I mean the mini bosses are relatively weak, the grunts however are quite annoying in this battle as we will have to deal with three buffed ghostly guards at the same time alongside hell hound.



My recommendation is to shoot the hell hound and pull back on the ramp where you should place guarded hearth for your sanity's sake as with it heroism, greater and Owl's wisdom you will have good chance of passing the saves (tm.)

Boss drops Guardian's Shield which grants immunity to prone and as always I recommend you to hang on to any immunity items you find.

Note: Just before the boss you will discover mysterious statues which when interacted with acts as full rest meaning you can use it before the battle to restock or after to continue pushing forward.
#6 Treasure Island
Woah, we are halfway there...You might have noticed the modifiers on the previous islands the reason I have not commented on them before now was because they were largely irrelevant, but that changes on this island.



While I am not sure if my game is bugged or not I have not seeing roaring gale work yet and as for random lightning strikes just keep your resist/protection up and heal when you are low.

Alright back into the regular programming, from your arrival point you should see the two paths to proceed forward, but in reality there is only one as northern path leads to small tower with two pirates on it so kill them and proceed onward.

Pirate Mob & Ghost
Yawn, Ghostly guard backed up by pirate caster, archer, and fighter. Mage will cast ice spray.

More interestingly to the east you will find clothing line with one of the best robes,Robe of False Death. Outright immunity to critical hit is strong even with the drawback of -6 constitution, especially valuable if you don't have protective luck. Not something I would wear all the time, but if you are in fight where enemy is throwing lot of attacks its something to consider.

Besmara's Fanatic & His Hound
Another fight we seen before. Fanatic will cast plague storm (will damage the hound funnily enough) followed by flame strike (might also start by if you go into melee with her.)

There is also archer on the side.

Two Besmara's Fanatics
Slightly more interesting encounter continuing forward you should get visual on some tower shield skeletons and if you stand close to the edge of the wooden walkway you should spot the two fanatics they are protecting.

Unfortunately or fortunately for you one will cast plague storm and the other will cast flame strike. If you party is ranged focused snipe them from the wooden walkway and if its melee walk around the guardian skeletons.

Traps & Pirates
Next up you will be fighting against pirate caster and archer, but chiefly against your own laziness as the caster is standing behind a trap. Can you find enough will power to turn off party AI and micromanage your characters?



Undead & Necromancers
Fight with same premise as the last one. Guardian skeleton stands in front of archer who in turn is standing behind a trap and to the side there is berserker with necromance behind them.



I set up the charge on guardian killed him on spot, vital striked the berserker and then skirted along the trap to kill the archer. Necromancer arrived too late to help and was sniped by Arue.

Besmara's Fanatic Behind Skeletons
If every fight is puzzle question this fight asks of you is how do you kill fanatic hiding behind three layers of skeletons, starting with guardian skeleton at narrow passage way and two archers after that.



I had the worst luck in this battle hitting the fanatic luckily I keep good stock of restoration scrolls on hand. Ideally you want to kill or walk past the guardian and kill the fanatic before they start casting, if your characters have life bubble they will often ignore them and go for those who don't have it even if that includes coming closer to you.

Rustclaw
When you see lilitu know that you have reached finale encounter of this isle. This time around our final opposition comprises of two pirate archers, lilitu and hidden retriever turned miniboss Rustclaw.

I would comment more on Rustclaw, but I caught him flat footed and proceeded to one shot him before getting good look at his abilities woops...but that should tell you all need to know and we have fought retrievers previously. Lilitu is not big threat in this encounter atleast but in future they will be annoying clawed blenders and magic casters.



After your victory loot the the Skull of the Thief of Names, Lesser Empower Metamagic Rod and Bracers of Bravery which grant +2 morale bonus on all will saving throws which might become useful for certain portions of game, ability to get free heroism, greater is not half bad either.

Note: I have seen people say you can find Ray Blocker light shield on this island, but for life of my I couldn't locate it.
#7 Treasure Island
New environment and open map? Am I being spoiled or just battered house wife? You decide.


Bloody Meat marked on the map gives permanent +2 modifier to athletics checks and fortitude saves. Also please keep in mind that location of babau infiltrators might be slightly off due to them teleporting.

1. Pair of Vrocks & Their Votaries
Immediately to south you will find vrock. Setting charge is tricky, but can be done. You should know behind him are two votaries one whom will start casting blasphemy and other by casting destruction, obviously this cannot be allowed happen as such I recommend you immediatly reroute your melee damage dealers to them as well as your archer focus or just cast some c(rowd)c(ontrol) if you have access to that.



2. Elder Earth Elemental
Skirting along the northern edge east you will find lone elder earth elemental. Not much to say here other than you should start the with your ranged characters and send your tank in followed by waiting a bit before your rest of your team in. Reason for this is the likelyhood that the elemental hits unintended target is quite high.

3. Deep Shadow Demon Brutes
Continuing east you will soon come across familiar set of foes, pair of SD Brutes, Luckily they don't cast spells, but the succubus behind them does cast confuse followed by non threatening debuff spells. This can lead to funny situation of her being chomped by spell munching dragons.



Not much to say strategy wise as at this point you are used to them. I used quarry(big game gloves) and evil eye to lower their AC and took them down.

To the east of them you will find Belt of Physical Form +2 and as the path is blocked we will be going south.

4. Succubus & Minotaurs
You should come across group of minotaurs (guardian and axe thrower) little bit south of you with them is also succubus.



What I recommend is setting your vulnerable characters hugging the rock. This lets you shoot and get visual on the succubus while denying the guardian his charge forcing him to focus down on your tank. Focus the succubus down first as confusion can be deadly if it lands.

5. Babau Infiltrator & Hell Hound Alpha
Continuing south when you see fires emanating from hell hound stop and pull back, we are in for annoying fight as behind him is babau infiltrator on all sort of buffs whom with his first move will teleport to target of his choosing and make attack.

My recommendation is to go in only with your tank and force the babau to teleport to them, but be warned he likes to change his targets and his reach is quite long. Consider using special buffs for sanity's sake.

6. Lone Vrock & His Votary
Backing slightly and going west from where we killed the minotaurs we will run into lone vrock and his votary. Not much to say here as we get free charge onto the votary's back, but after you kill him I recommend backing up so the vrock wastes his screech.

7. Babau Infiltrator & SD Brute
Continuing our brush motion of clearing the map west we will run into annoying duo of babau infiltrator and SD brute. Same strategies apply as last time. Go in with only your tank and only then bring your other characters in and either buff or entirely avoid bringing your MC as infiltrators will attempt to destroy them.

8. Tender Cutter
This fight breaks the mould of this DLC as the boss is quite decent. Her AC reaches into 60 and he is kitted out with all sort of buffs, but luckily if you have decently build tank she wont be able to land hit on you leaving you free to dispel her buffs (dc is around 23) or crit fish/true strike her to death.

She is guarded by minotaurs, but as long as you charge down and kill the guardian quickly you can more or less deal with this battle on your terms.

Loot wise she drops Gloves of Phlebetomy which let you deal 1d6 bleed damage on every crit...if the target fails fortitude check. Sadly this places the gloves into the meh tier on higher difficulties unless you are stacking save reductions.
#8 Treasure Island
Few steps and you will be face to face with first enemies on this island; 2x SD Brutes and SD's votary, on a side note you can find Robes of Earth on nearby corpse.



1. SD Brute & Votary
Taking the western path south will lead us to exact same battle, but easier



2. First Earthian Pillar
I will be honest I got no clue what the earthian pillar does, but what I do know is that you can snipe it without aggroing the earth elementals. Praise the Owlcat coding.

3. The Usual Subjects (Skeletons)
Heading east and little bit south you will run into same skeletons we been laying to rest for god knows how many treasure islands.

4. Second Earthian Pillar (Skeletons & Evoker)
Continuing south from skeletons we will run into slightly more interesting encounter with another Earthian pillar. This one has has two skeleton archers and evoker (who casts Fire Snake/Icy Prison) alongside the elementals guarding it.

5. Zombie Skald
Making a heel turn and going north-east we will run into new enemy, a zombie skald! Believe me, I jumped from joy from seeing fresh enemy type in this bland dungeon dive. Sadly, this encounter poses no danger as we can get free charge against him which most likely ends in his death and the necromancer at the back is not enough to swing this battle in their favor.

6. Third Earthian Pillar
Heading down south you should spot another patch of mud on the ground, the tell tale sign of another earthian pillar and this one brings slight challenges as it has around six or so elder earth elementals defending it.

This could lead to a situation where they overwhelm your tank under barrage of blows (otherwise known as crit fishing) or some ignoring your tank. Still with protective luck you should be fine tm, if you are paranoid you can always kite them.

7. Bloody Bones Beast
East you will find some skeletons with interesting name, would it ruin your buzz if I told you they are just barbarian tm variant of fodder we have been killing for god knows how many islands?

8. Fourth Earthian Pillar
Little bit south you can find our fourth earthian elemental. For some reason you can pull the elementals one by one and I do not why.

9. Gwalum, Dagon's Chosen
North you will find the boss of the week. Gwalum will start by casting blasphemy and then switch to hell ray. He is also joined by evoker and both of them are protected by two Vrock Pillagers, my recommendation is to setup charge on one of the vrocks and then move on to mages before remaining vrock can react.



All in all another easy battle and speaking of the loot, its great, first of all we have found our first Quicken Metamagic Rod which allows us to cast spells up to sixth tier swiftly! Good loot doesn't end there as Gwalum was wearing Hat of the Bitter End which gives +2 to attack rolls for every kill (lasts 3 turns.) I probably don't even need to tell you how potentially strong this can be.

10. Tying Lose Ends (Spell Casting SD Brute)
Heading south to area we have not explored yet you can find lone shadow demon, be warned this is the spellcasting type so get into melee quickly or enjoy polar ray to your face. However if you follow the path behind him you can find crate with Selective Metamagic Rod in it.
#9 Treasure Island
I am clocking in for my second shift of guide making by the power of Red Bull. On this island our enemies are more or less the same yet for me it felt like slight difficulty spike. Start by following the corridor and taking turn north at intersection.



1. Vampires!
This scuffle really sets the tone for this island difficulty wise as the vampires we are facing must have been buffed by demon lord (DC to dispell is 31.) You know its bad when archer has AC of 56, but to examine this fight in finer detail we face two of them divided into sharpshooter and fencer variant.

Fortunately the archer is not prone to target switching, unfortunately the fencer is, but his low HP is the silver lining here as with true strike/greater invisibility you should be able to kill him before he causes too much damage.

Remember Protection from Evil/Chaos as the vampires will use dominate!

2. Undead & Vrock's Votaries
In room north of us we find in my opinion more annoying encounter with undead and two votaries who cast our favorite spells blade barrier and destruction. While this isn't anything new what makes it annoying is just how far they are and that makes it tricky to reach them in time. My last stand actual procced in this battle which infuriated me quite a bit as I have done all these islands in one rest (0 not counting the free rest.)

There is not much to stay about strategy than walk past the shield bearers with mirror image etc and kill the votaries and hold your archers fire until you see them. If you get close they often switch to blasphemy which gives you a turn.

This fight might be easier if approached from the other entrance so feel free to bottle this one for later.

3. Skellies & Ghost
Exiting the room you will get visual on much more safe and familiar group of enemies; skeletons and ghost. Just send your tank in with heroism, greater and go in with rest after the ghost has screeched.

4. Skeletons & SD's Votary
Heading into the northern room we find another calm before the storm fight with your bog standard skeletons, lone SD's votary we can snipe easily and conjurer who does nothing as conjurer do in this game.



Only thing of note here is that on the table you can find Wand of Cure Moderate Wounds.

5. Vrock & Votaries
Leaving the room and snaking along the wall to south and then taking the room east you should be able to see lone vrock pillager in middle of room. Charge him and you will get visual on his two votaries standing next to each other, what happens rest is up to your initiative rolls.

Be also warned that there is skeleton archer in the room too. Bastard sniped my pet :(

For sake of journaling I am loathed to notify you that there is secret button in the corner of this room that opens secret passage to room with nothing that wont be thrown at the next vendor.

6. Brass Golems (Fire Damage!)
The only route available to us lead us to fun room with brass golems. Make sure you fire protections are up as with the two brass golems that explode upon death and evoker at the back there is no end to it.



There is also annoying necromancer and his gaggle of skeletons (guard/sharpshooter) for you to deal with.

In one of the Iron Maidens in the room (middle one) you can find Coin of Protection.

7. Succubus, Cambion Cleric & Skellies (+Conjurer)
Not hard fight on paper as we have done it in the past, but for me it almost turned into disaster. I went hard for the cambion cleric to stop him from casting harm (vine trap, harm) in which I succeed and likewise I downed succubus followed by the archer shortly after, but what I didn't account for was the guardian skeleton switching targets which is something that has never happened to me before. I of course responded with summons, but the modifier on this island meant it healed as it killed them while ever creeping closer.



Somehow I managed to salvage the situation somehow, but now question arises. What wisdom can I impart from this to you? I suppose I should have prioritized the skeleton guardian over the succubus and kept my back line further apart?

8. Ywrag the Defiant
And so we arrive at the end of this expedition. This time the boss is no slouch though neither is she out of this world as we have the tools to overcome AC in the fifties, supporting her are SD brute, votary and skeleton archer.

My recommendation is that you charge the SD and then reroute your melee to the votary, when the votary is killed prioritize Ywrag. Be warned Ywrag likes to switch targets and has reach, however if you move out of the way she will likely retarget. Mirror image is your friend and will keep your martials safe.



Not much else to speak about is there? Other than the loot that is and this time we got real gem on our hands as the boss drops Glasses of Undeniable Truth which grant you permanent true seeing effect when worn, +2 to initiative and +2 competence bonus to intelligence when worn with Robes of Unspeakable Truth.

Note: I don't remember if I have mentioned this before, but items that give you free spell effect when worn are valuable for situations when we cannot buff or the enemy dispels. Remember that magic items are tools to help you solve the puzzle of the given encounter.
#10 Treasure Island
Before we start I actually have to mention the island modifier this time. As the picture below tells you we have age counter and as we "age" we gain penalty to physical stats and bonus to mental ones up to +6. This can lead to your weaker characters not being able to move with their gear and whats worse at 20 your characters will be permanently staggered. Now, intended or not Freedom of Movement renders you immune to the staggered effect, without it your martials will be rendered useless (unless they are specced for vital strikes)

Restoration, greater also lowers the counter to zero serving as expensive temporary fix.



Hell Hound & Skeletons
Hell hound with his breakfast (skeleton guardian) and lunch (sharpshooter.)

Babau Infiltrator & Alchemist
Teleporting babau makes it appearance with the class I fear the most in enemy hands. Luckily one alchemist isn't the end. Bait the teleport, if you want to be fancy you can even pull back and lure the alchemist your firing line.

Messy Brawl
Messy scuffle will be waiting you in the next room as enemies are placed in the corners with skeleton shield boy blocking the door. You could use dimension door outside to get on the nearby ledge, this would put you in position behind the archer, but also most likely start the fight, I would just recommend charging the skeleton guardian.

Other than the skeletons you will will be facing necromancer, cleric and votary.



One of the torches in this room open up secret room with Light Shield of Lesser Negative Energy Resistance. Item which I wont even bother talking about, whats with this DLC and secret rooms being bad?

Three Evokers*
Bring your protection, maneuver around the skeleton. No need to say more, sometimes they cast icy prison and sometimes they go straight out damage.



Enemies on Highground
Interesting encounter as we get another opportunity to potential use dimension door to our advantage. The word of the day is potential though as teleporting to the archer and cleric could lead to more trouble than its worth, so its best probably to either pull back into the door way or charge the SD brute.

Keep the votary in the back in your mind too.

Greater Kalavakus
Big name for small fry as the kalavakus is quite weak. I would rate the hell hound and necromancer in the room with him higher threat (but not the evoker.)

Just prepare summon wall with elemental protection (evoker/hell hound) and you should be fine.

Wand of False Light, Greater on a torture rack in this room. Excellent wand as sometimes there is no way to avoid damage.

Hell Hound & Cultists
Once you come into the next room my recommendation is that you hug the western wall until you get outside, then its only matter of following the path until you get visual on two door ways, one to east leads to this encounter and one to the left leads to next encounter.

You should have visual on skeleton archer, with him is also votary whom thanks to our approach is not too far off. Be also wary of the hell hound who will be sure to aid his fellows.

Note: Boss in next room is hidden behind DC 50 perception check

Gorebark
Mercifully simple boss to ease us out this place. Gorebark is beefed up quickwood from Wintersun with base attack in 40 which is well out of reach of good tank and his lackeys leave much to be desired fortunately as well as he is joined only single cambion bard (whom you can get visual before the fight and snipe.)

This leaves only two threats to you.
  • 1. Shout cast by cambion bard stuns your frontline leaving opening for Gorebark
  • 1. Your bite attack lands triggering the tainted sap resulting in your death due to stat drain

From the fallen tree you can liberate Robe of Unspeakable Truth.
#11 Treasure Island
in the starting room with you are vrock pillager and vrock's votary, if you are damage aversant dimension dooring behind the vrock to kill the votary first is valid, but so is tanking the blade barrier.

Library Fight
Arriving in the library you should quickly notice that both ways of approach are blocked by SD brutes and whats worse behind the bookshelves are cambion bard, vrock's votary and succubus. My recommendation is teleporting behind the bookshelves and engaging the back line directly, but be warned there is trap there. One could also apply some sort of CC first and then teleport. I let you be the judge if its worth it or not.



Brass Golem, Skeleton Archer & Tick Swarm
As long as you brought your swarmbane clasps you should be fine as largest threat from the brass golem is the self explosion and the skeleton archer should prioritize your tank.

In the worst situation you should be able to restoration spam yourself to victory.

Skeleton, Vrock and Casters
Heading east you will find dead end with skeleton and vrock acting as frontline with evoker and cleric acting as back line.

Skeletons
Heading south-west you will find lone tick swarm, little bit further from where you purged it you will find Bashing Shield on shelf.

You should see group of skeletons. This is your bog standard fight against skeletal champion guard/berserker/sharpshooter just know that behind them is treasure seeking necromancer.

SD Brute Caster & Cambion Alchemist
South-west you can find SD brute (caster!) and cambion alchemist.

Brass Golems, Skeleton Ranger and SD Votaries
Another easy fight which renders me without much to say.

Eye Collector
Now about this fight I have more to say, for starters we are at the final encounter of the dungeon and our crazy fey has AC of 78, will she break the trend of easy boss fights? Well, yes and no while she has ridiculous AC check to dispel them is 26/31 which you should be able to manage. Another fact that weights the odds in our favor is the fact that she acts as summoner and her summon spam poison spit which single Delay Poison renders us immune to.

I actually rate the necromancer and two skeletal guards as higher threat as I always fear they will switch their targets (which they likely wont)



Anyways how should we kill this AC hog? Short answer is crit fishing, arue for example depending on your luck should be able to take her down with quarry in max 10 turns. The other answer is stacking every short term buff (vision of madness, guarded hearth, greater invisibility) and reducing her ac via dispels and other means.

I killed her by using true strike and combining that with dimensional strikes to turn my attacks into touch attacks.

Be Warned! Upon leaving the island the islands modifier to constitution is removed meaning you could die! Make sure you aren't too low before you leave.
#12 Treasure Island
We start this treasure island by running straight into skeletal guard, ranger and evoker.

Skeletons, Hell Hound and Votary
Bog standard fight against skeleton guards and archer on one side and hell hound and (SD's) votary on the other.



Just wait until the hell hound is on your tank and walk past him to kill the votary.

SD Brute/Votary & Cambion Bard
Very treasure island fight, you got two SD brutes and hiding behind one (south eastern one)
is cambion bard with votary.

One thing though I want to note that do not attempt to teleport to the bard and votary with dimension door as they are standing next to Shout trap AND you will trigger the nearby alchemist/babau infiltrator duo to join in the battle.

Speaking of which you should kill them after you win this battle before continuing onwards

SD Brute, Hell Hound & Archers
Another simple fight. My recommendation is that you prioritize the hell hound which you should be able to kill in turn or two and then roll with momentum to the zombie ranger behind them.

This should leave you enough time to swing to meet the coming SD Brute, but just be careful as there is skeleton sharpshooter and evoker on the ground below and moving eratically might cause target switch. Protection from arrows and mirror image are your friends here as always.

Skeletal Guard, Alchemist & Babau Infiltrator
Slightly more challenging fight, but only barely. If have plan to deal with the babau teleporting in middle of your party (greater invisibility etc) you should be fine.

Minotaurs & Undead
To the east you will find skeletal guardian with minotaur axe thrower and to the west inside a corridor minotaur with greataxe and axe thrower.



Strategy wise you want to pick side and quickly run through it and pendulum to meet the others sides enemies. I went with the pure minotaur side as the minotaur guardian is the biggest threat, just be warned the axes can hit quite hard and as you are erratically moving, you might not be able to dictate whom the axe throwers target.

Fallen Time Guardian
And so we arrive at the end once again. Be warned there is trap (dispel magic) and the trigger to disarm is right next to the boss whom is in stealth waiting.



One of the more interesting bosses, this one has unique mechanic of being able to trap you in place if you fail 24 DC fortitude save, he is also prone to spamming the slow spell.

Looking at his abilities he should be able to age you and then kill you once your age reaches venerable, but I have never seen him do this (he also AoE fears.) This in turn gives gives you the opportunity to dispatch him however you like.

DC to dispel his buffs is 26. For your efforts you will receive Wind Breath amulet that gives the wearer +4 to initiative along with the Star Rattle.

Be Warned! Upon leaving the island the islands modifier to constitution is removed meaning you could die! Make sure you aren't too low before you leave.
Star Rattle & Aftermath (#13 Treasure Island)
Last treasure island functions as arena for our battle with the Star Rattle we read so much in the story events. There are no puzzles or other fights, just some acid trap flowers. You will get achievement if you can manage to avoid being damaged by them.

Star Rattle
What is nice in this boss battle is that we aren't immediately thrust into cutscene or dialogue, leaving us free to take our time setting up once we get visual on him. Take a moment to examine his stats, AC of 50 good on chaff, but no problem on boss, his base attack of 49 should be within range of your tank. He also has some other minor modifiers like having a chance to ignore crit or causing extra effects on hit if you fail fortitude saving throw, but all of these are secondary to his most annoying ability.

When you have damaged him to certain point (70-80% HP) every damage will start spawning copies of him with same stats (AC and attack) luckily these copies will likewise disappear after taking any damage. Be warned as they can spawn behind your party etc so use displacement, mirror image and the like.

You need decide; do you try to blitz him down as soon as possible or take more slow approach of cleaning the clones as they are spawned into existence (take note they don't disappear once you slay Star Rattle.)

Summons are your friend here as ever as are AoE spells as long as you can get through the magic resistance. Consider not taking attack the boss with party members with low damage output and dedicate them instead on taking care of the adds.

I myself went the blitz route, taking him down in 2-3 turns with greater invisibilitied Arue. I used guarded hearth as well for good measure. This cost me life of Ember and Seelah (whom I mistakenly brought along) but it got the job done.

Star Rattle himself will most likely attack and cast chaos hammer. His stat sheet says he also has access to greater dispel and destruction, but I have never let him be alive long enough to see him cast either.

Note: Sorry for big block of text! I forgot to take picture...

Loot & Aftermath
The hours you have spent dungeon diving are finally rewarded as from Star Rattle's cold corpse we can liberate one of the best goggles in the game!



+6 to charisma and wisdom are huge if you are not running brown-fur, but even with one the DR is amazing for those situations where we cannot avoid damage and the fact enemies cant use smite on the wearer is just cherry of the top.

After you are finished salivating take the exit where we are met with some story progression after which we are able to finally able to talk to the chain! Do so and ask about his memories until you get storybook book event of his memories of Star Rattle. Your choices in the event are purely cosmetic and do not matter, the main thing is that you do it.

Congratulations! You have escaped the purgatory for this act!
Core of The Riddle (And Set Random Event Near It)
(If you are wondering why I am doing all these minor locations and quests its because decree required for my mythic quest has not finished yet.)

Nearby the Core of the Riddle that is south-west of Drezen you will stopped by "random" event. Do not dread, you are not in any danger I am just adding this portion to tell you that the correct answer is locked behind 34 DC nature check and your reward for successful answer is bunch of scrolls.

Core of The Riddle
Outside there is nothing of note and likewise there are no fights. Slabs With Blue Symbols needed for the puzzle inside the ruin can be found in Ravaged Longhouse south of Drezen or more accurately south of Wintersun.

Now what about the puzzle itself? If you wish to solve it yourself remember the two core rules.
  • Row with outer symbols needs to match the outer symbols, but do not have to be in order.
  • Adjacent slabs must be connected with same symbol

If the pieces still aren't connecting in your brain and you would like more help check Silver Dragons excellent guide for solving this puzzle. However, if you just want the solution its in image below.



Make sure you loot the Elven Notes in treasure room after you solved the puzzle!
Crimson Dust
Short and sweet area. When you reach scene of slaughter apply your buff as you are in for fight against Sinful Senew, undead with AC of 52 and flat footed/touch AC hovering close to mid thrities. Please note he has DR of 15 (2x) with the exceptions of silver and good/magic, this combined with his HP pool and regeneration of 5 can lead to him being quite sturdy.



There are no tips or tricks here its simply a question if you buffed or not as his base attack of 46 shouldn't be problem for you.

Loot wise Sinew drops Amulet of Natural Armor +3. On the nearby corpses you can also find recipe for Blazing Parfait and Chainshirt of Life Vim a +3 chainshirt (light armor) that grants +4 profane bonus to AC against attacks from the undead.

In whats an actual rarity in small maps you can find Skinned Leather Cloak if you explore the map diligently (north-western corner, in bag next to a skeleton.) Cloak forces enemy to do DC 29 fortitude saving throw when you land first hit on them in the round or suffer 2 constitution drain for 1d4 rounds and become staggered.

Bit of meme cloak and probably not worth on higher difficulties over cloak of resistance, but its fun on stat drain specced slayer.
Legacy of the Ancients (More Than Nothing)
To the west of Core of the Riddle you will find Legacy of Ancients and like with the core you will be stopped by set random encounter. This time the correct answer is locked behind knowledge check (31 IIRC) and the reward is greater reach rod.

We cannot complete the puzzle in these ruins yet as we do not have way to access to slabs yet, still you should pay this place a visit for Demon Blood which lays in vase at the entrance of the ruin proper.

(On personal note I have been sick for about week, but I am almost healthy now. I will be back working on the guide in 1 to 2 day.)
Call of Stone (Ulbrig's Companion Quest)
As I take the first steps to recover from my demon plague we pick back up with me doing companion quests to pass ten days needed to access that mythic level that has been long denied to me.

We start by returning to Currantglen (remember to bring your swarmbane clasps), I don't have much to say about this portion other than when the path forward appears buff after going through the portal since for some reason going through progress time forward for two hours.

Greener Pastures
After your arrival into the new verdant lands apply your buffs and equip your swarmbane clasps as few steps ahead you will be introduced to the new enemy type.

What are we graced with today? Well in short our new foes are swarms riding around in skin suit which when cut down reveals the bhoga swarm inside it. Other than that all the regular swarm tactics work and I wouldn't count mark them as anything too special.

Bugs At The Gate
At the foot of hill more demanding encounter is waiting to cross swords with you as few skinriders and couple swarms are getting ready to reap their bloody harvest.

Not much to say about this encounter, if you brought your swarmbane clasp and have your buffs up you should be fine. Play in turn mode, take steps back, let AI allies take the aggro when you can and as always swarmbane archer with greater invisibility will win this battle for you.

Gundrun
As is RPG tradition enter new settlement means doing the tour of talking to everyone so to save everyone time make sure you...
  • Talk to the guardsman at the river. Use diplomacy/Intimidation/Mythic to open the way.
  • Do not go through to the other side yet. Instead go to the north-eastern corner where you can find Ysenna. Exhaust all the dialogue with her.
  • Head across the river and while in market square (middle of city) talk to the Troubled Merchant and agree to help. (Feel free to talk to Arysen Krei little bit south of him to trade. He sells more swarmbane clasps.)
  • Continue west and enter the Chieftain's House. Talk to Sigvorn first and exhausted the dialogue then do the same with Bjordolf.
  • East of trade square you will find something of interest. After a brief cutscene talk to the individual invisible drunk
  • Go talk with Ysenna about the drunk, she tasks you with fetching item from Arysen Krei, Sigvorn and the remains of consumed potion. You may either give the drunk the potion or go with Arysen's or Sigvorn's solution.
  • On your way to the infirmary (its marked on the map) talk to the Smart Boy in front of it. Exhaust dialogue and then head inside the infirmary and confirm they ate the food.



Caravaneers
After having talked with everyone we are finally free to explore beyond the town so why not help the caravan as we promised? (the location is marked on the map)

Warning: Following the caravan will take you into no rest zone and progress time forward 2 hours!

Caravan Defence
Hopefully you took my warning seriously as I went into this with precious few spellslots on hand and was punished for it by one character perishing.

So what exactly will happen? Once you discover carriage that is tipped over know that going little further forces cutscene in which your team is moved, robbing you of any positioning before the fight starts (assuming you force it.)



You will be surrounded by pair of ferocious zombie lord at your back (29 ac trash) with pair of greater skeletal champion guards in your front. Tefan, the boss of this encounter stands on top of the cliff with his skeletal archer. Below is a list of containing rest of the enemies in this encounter, note that it includes what I already listed above.

Enemies
1x Greater Skeletal Champion Berserker
2x Greater Skeletal Champion Guards
2x Ferocious Zombie Lords
2x Ferocious Skeletal Champion Archers
2x Carrion Storm (swarms)

As for concrete advice for the fight itself know that Tefan must die or be controlled as he will cast Grasp of the Death on his turn potentially one shotting multiple of your party members. Ulbrig actually works great for this purpose as if initiative allows he can use Death from Above to grapple him which will very likely prevent him from casting.

You could of course instead try other tactics such as dimension dooring away to hopefully force Tefan to close the distance.

Of the other enemies archers are the biggest threat and I strongly recommend stoneskin/protection from arrows/dark veil for peace of mind as archers targeting can be hard to direct in this encounter.

The two carrion storms can be annoying as well, but in general only true danger if Tefan or the archers have tipped the scales in the favour of the enemy.

After you emerge victorious leave and go collect your reward, the Bracers of Mighty Boar from the troubled merchant.



Whence Moves the Hunger?
Next on our chopping block is taking care of the demonic that haunts Gudrun, atleast temporary. We do not exact location of the foul creatures nest so in the next spoiler I will give hint towards its location and outright spell it out in one after that.

Head back towards the portal and on your way you should spot clues (perception check.
The place where you can take the mobility check to access the cave entrance is right where Ulbrig first commented about the bug filled animal.



Having found the cave inside we fill just what would expect. To the left (north-west) you can find bhoga swarm and devoured horse. Make sure you take care of them first before you attempt the bigger fight to the right (north-east) which features couple of swarms and multiple devoured guardsman, still overall easy battle if you have stoneskin and way to deal with nauseated eq alchemist shirt or good saves.



After you emerge victorious make sure to interact with the cave to update to quest, but we are not done yet as interacting with the wooden wall results in brief cutscene and ability to tear down the wall.

Fiendish Purple Worm
Ready to bag yourself achievement? I would talk more in detail about the worm we are slaying tonight, but spoiler alert I killed it in the charge as I caught it flat footed so I didn't get the opportunity to see what it does in action.

What I did notice is that the worm has the smite ability and poison. He will also be joined bhoga swarm (not the thin variant, it will come from behind you) which marks the first time we seen one.

Remember to burn the corpse once you are done and report to Ysenna who will give you Belt of Physical Form +4 for you efforts.

When you are returning to Ysenna at the gate to her "grove" talk to the sad old man right next to the pumpkin patch. Interact with the dog for good measure.
Call of Stone (Gundrun) Part 2 (Ulbrig's Companion Quest)
Didn't think this would second page, but here we are. I admit I am positively suprised by Ulbrig's DLC as I wasn't expecting new area.

Pilgrim & Brass Golems
To the south-east you will find brass golems. Do not go past them, but instead go on the edge of the cliff nearby. You should be able to get visual on our suspect and as you may surmise attacking will cause the golems to become hostile.



The three golems are nothing special but their attacks will cause stat damage via poison and contrary to their stat sheets they do not explode upon death.

Ending the Quarantine
Head back and talk to Sigvorn apply protection from fire if you are feeling particularly paranoid. we have enough evidence to out his advisor which causes him and the numerian researchers in the room to turn hostile as well and they will bombard us with fire spells in combat (fire snake/burning arc)

Into the Dark Forest (Ghast Knights)
With that we are free to enter the Forest of the Forgotten Spirits (south-west.) Before I forget there are two Derakni Devastators blocking the entrance, but at this point in the game I do not need to go into further detail.

Warning: The forest is different during night! I am assuming you are entering the area during day (before 00:00)

Inside the dark forest you will soon find door, but as we cannot open it yet let us proceed on the only path left to us which in turn brings us to scene of ghast knights devouring some corpses.



The four ghast knights are pest at best, but what you should know is that they will be joined by four or so nabasu which can be more annoying if you didnt apply death ward before hand!

Sick Scouts
Taking the north eastern path you you should see a ghost. Loot the note near if you pass the perception check and turn around and climb the small hill where you will group of sick scouts.

If you got remove disease (not sickness) you can heal them with it otherwise solution will be more complicated but we will get to that for now lets keep on exploring.

Wights
Continuing forward from where we saw the ghost the path will become swampy and narrow, know that this is the time to separate your party and let your tank go alone in front. When you loot a bag on that very same path a group of wights will spring from the ground.



Wights themselves are similar enough to others of their kind we have faced but they come in numbers and can easily enough kill your more squishy characters. Be warned that they have habit of charging your back line and remember your death ward!

Devoured Bear & Swamp
Leaving the not so straight, but narrow path we walk straight into opening. Be aware that there is devoured bear walking around, but he is not noteworthy compared to others we slain.

To the west you should see swamp. Be warned that you will be stopped by enemies rising from its depths like you were playing pokemon.

At first it was 4x Zombies, but don't let that fool you as it will soon be single omox accompanied by few zombies that will assault you. I believe I was accosted by three or four times by group of omoxes and its undead thralls.

While not threat by any means the omoxes can spawn next your vulnerable party members and should you lose initiative will batter them without mercy. So heal if needed before taking any more steps.

Gathrius the Bookworm (Swamp Cave)
At the end of swamp you will find cave and upon entering you will find hostile wizard oh boy. Luckily for us his AC is low as benefits wizard as is his HP pool.

But on other side of the coin he can hit like truck with chain lightning and by truck I mean potential wiping half of your team so cast protection and resist just in case! Luckily and funnily enough you can snipe him out triggering fight without his omox bodyguard (there are two of them at the start and 2 more will join on the next turn.)

As is the due of the victors you rip two Midnight Lilies from his corpse, item that cannot cure any disease which we can use on the scouts. Goodies dont end there as you can find another set of Apprentice Robes and Quicken Metamagic Rod!

Oh, and the key we need for the door we saw earlier, but who cares about that.

Leaving the cave and continuing forward into the west you should see some spirit wolves fighting demons. Feel free to come into their aid, but don't enter the shrine past them yet we will come back to that later.

For now lets head to the abandoned cave right opposite to the swamp cave.

Rugdur the Cold-Blooded Rage (Abandoned Cave)
Hope you haven't grown too comfy as we are in for a interesting fight. Rugdur is giantic incorporeal bloodrager bolstered by what feels like every buff from the shelf. The most notable being seamantle/protection from arrows rendering ranged characters weak to him when combined with his AC of 57. See invisibility he has doesn't help us either as it robs as of using greater invisibility.

So things are looking bleak. What advantages do we posses? Well we are free to set the battlefield as we like. Rudgur saves are quite low (18 reflex, 23 will) rendering him vulnerable to dedicated DC casters. His buffs also while powerful are only 28 DC away from being dispelled which is achievable even by non dispel focused spellcasters.

Before we talk how we should attempt to bring this beast down there are couple of other things I would like to mention.
  • Rudgur will ignore your tank. (I did not test sending only tank and then rest of the party)
  • Rudgur has access to vital strike
  • Rudgur has weird ability where can heal from kills and it triggers even if your last stand is procced.
  • 50/50 coinflip if Rudgur focuses on your MC (assuming they are melee) or go for your backline (He will trigger lot AoTs and moves slow)

So tactics and strategy? Well guarded hearth will more or less make this battle a cake walk if you have ability to deal with incorporeal eq Bane of Spirits. Start this battle with dispel to rob him of his barkskin and see invisibility (making greater invisibility work) throw in couple more things that lower his AC like evil eye or quarry (with that one glove I never take off) and he will be more or less naked to your blows.

If you don't have access to guarded hearth (like me) or for some other reason your damage output is weak this battle turns more complicated. Having enough summons is always the "hammer" answer to every battle and in this case it could give you the time to dispel his buffs. His touch AC is low at 30 so ray spamming might prove the better answer. I did not experiment with movement slowing effects, but assuming he doesn't have immunity (didn't check thoroughly enough) it should render him even more prone to wasting his turns moving which maybe gives you enough time to kill him with your party's archer (Arue should be able to hit him with fortune/greater invisibility+buffs even despite the seamantle.)

That's all the aid I can offer you!

Funnily enough you do not need to defeat him to free the Spirit Catchers as you can freely walk over to their cage and free them without any hassle. At least we got another key from killing him.
Call of Stone (Gundrun) Part 3 (Ulbrig's Companion Quest)
You are now free to return to the spirit hunters (marked on the map) but that doesn't end our involvement with them as we still have to find their lost horses which you can find by hugging the rock wall starting from abandoned cave and continuing until you come across hill.

The horses are guarded by 2 carrion swarms and devoured horse. interact with the horse to complete the errand.

Shrine
You are free to enter the shrine now. When you talk to Kerenai say to her "Kerenai, you are wrong to forsake the people of Gundrun..." this gives you choice to name either Ysenna or Sigvorn as her "chosen." I can already see this effects the questline, but as this is my first time playing with this DLC I don't know how much. I personally went with Ysenna.

After Dark
As you might have gathered from the context clues we need to explore this area during dark so when you are ready either rest or skip time to 00:00 continue. (make sure you put the key in the door during the day)

First thing you will likely notice are the wandering ghosts which come in three different varieties.
  • Ghostly Maledictor - Will cast Bestow Curse giving you -6 to stat. Ulbrig grapple neutralizes them completely and they shouldn't be able to hit dodge tank. (if they do remove curse or death are your cures)
  • Ghostly Warrior - Warrior version, AC sponge. Dedicated pajama tank can dodge them until kingdom comes so whittle away.
  • Ghostly Spellcaster - Annoying, will cast inflict wounds, mass, boneshatter and blind and has high AC.
These ghosts are littered everywhere on the map, most of them are alone, but one or two are in pairs. Be warned if you leave the area all of them respawn. (Everybody was Owlcat coding...)

Second thing you will notice are the Midnight Lilies like the ghost they are everywhere in great numbers. Collect all of them as you will need them for Sick Scouts and other quest.

Ghostly Woodsman
In the south-eastern corner of the map you will ghostly woodsman and his two hounds. Fighting is nothing special as despite his respectable AC the ghost trios attack leaves lot to be desired. Cull the hounds and slay the spirit after.



Three Shrines
Speaking of the other quest, near the Spirithunters tm is shrine you might have spotted during the day which we can interact during the night. Spirit will give you an errand to collect 7 midnight lilies, do not worry there will be enough left for the scouts.

Second spirit dwells in the altar where we found the Spirithunters horse (and fought the carrion swarms) he asks you for 10 dust that the ghost drop on death and that you bring him living sacrifice, you can either bring the spirithunters or the scouts once you cured them.

Third spirit dwells on the hill above the special door. Before we can get to him we are required to deal with cultist evokers conducting some sort of unholy ritual. The fight itself is breeze, but know that they will cast fire snake and frozen prison.

Note: You may want to complete the other spirits tasks before you continue

You will need to put the strange charm we found in Currantglen in the brazier and this will call forth the third and final spirit; bear.

Bear is bit different from the other spirits as it will ask you to kill the other spirits, hey you do what you need to do for exp though I am surprised Ulbrig doesn't comment on this.

Smilodon Spirit
Assuming you fight the Smilodon spirit be warned as it has AC of 64 and base attack of 54! Key to victory here however is that he doesnt have any buffs so displacement/mirror image/greater invisibility render him quite weak, but be warned as he is smilodon he will likely change his focus to your vulnerable party members!

The Cave of Lamentation (Pale Marrowgnaw & Pale Rotwhisper)
We have only one thing more to do in this forest and that is to put the key of dusk into the door we saw earlier.

Behind the stone doors we find the twin bosses. Marrowgnaw being melee and Rotwhisper being a mage. What makes this fight special is that that we have to slay both bosses in same turn or the dead brother will resurrect with full HP!



Marrowgnaw has nasty 61 AC, but the good news is good chunk of those are from buffs, bad news is that DC to dispel is quite high for non specialized character so I hope you brought those goggles with you (which I forgot...) aside from his AC Marrowgnaw is just beefed up ghoul which your tank should be able to keep engaged with no issue.

His brother Rotwhisper on the other hand, oh boy. He is caster which already is issue as we cannot simply alpha strike him and his spell collection while not the worst we seen is pretty annoying as he will cast.
  • Ice Spray (Line cold camage)
  • Soul Reaver! (150 damage, lf you fail the save. Bye bye Ember!)
  • 3x Rift of Ruin (Pit spell)
Ice spray is pretty much free turn for you if you have protection from cold up, Soul Reaver is nasty, but his AI makes him hone on your vulnerable party members which you can use to your advantage by keeping them away so he has to move. The rift of ruins are unavoidable however, but you should have at this point pretty good saves when buffed making it unlikely you fall in.

As for fight itself there is not much else for me to say, if your party's damage output is low take the route of lowering hit points of both to low before you go for killing blow. Be prepared to use heal scrolls combined with true strike for damage etc you might have to get creative if you lack the right tools.

Bonus (Currantglen)
With the ghoul brothers dealt with we should be free to leave and take the portal back to Currantglen (check your quest log) but before I can put the finishing the period I have to mention that there are two things to do in Currantglen
  • There are some bandits in the cave (marked on map) with great loot, the fight can be avoided. (Maximize Rod and Ring of Mad Duelist, which grants +2 to AC on your chosen target!)
  • Just north of Area exit right on the top of the corrupted patch of land you can find group of renamed ghouls. The melee are not threat, but the spellcaster will cast sirocco! They drop the Cat's Boots which completes the set!
Morbid Ridge ("Strange Quests")
Normally one would come here after Ivory Labyrinth (or more specifically after receiving Lann's or Wenduag's next companion quest) but as I am intentionally passing time I decided to do it now.

The area itself is short and sweet and enemies are relatively weak (25-30ish AC) which is why I will be skimming through this section. With those warnings out of the way let's start.

Arrival
Apply protection from fire and buffs (light buffs will do you fine) before proceeding forward as you will almost immediately run into a fight.



Opposition here are weak, with only the firecasting mages being any real threat. There are vital striking archers, but they rarely target anyone vulnerable making this fight a wash.

Ruins
Soon after dealing with the corrupted on the bridge you will come across ruins. You may enter now or continue forward and return later.

You might want to apply death ward as you will be fighting Barrow Wights, but even that might be unnecessary as I didn't notice my Camellia go exhausted and even in that state she managed to avoid most blows.



Picture is worth thousand words so I will let the map do most of talking, but in the room with braziers solution is is to put one diamond in each one, if you do not have diamonds on hand you can find one in secret room in the ruins and another one in cave. Do not take them out once you have placed them in!

If you are smart boy and figured solution on yourself don't retrieve what you put in yet.

Barrow Wights
Be slightly on the guard when you reach the waterlogged part of the ruins as every few step or so 2-4 barrow wights will pop out from the ground, after this has happened few times you will reach the boss.

Barrow wight commander is slightly stronger than his brethren at 44 ac, but such numbers are not threat at this point of game. He is backed by two archers and regular barrow fight and when you have defeated them small group mirroring what we faced trying to reach him will spring up from the water to try to avenge him.



By the way do not put faith in your ally in this fight, he will most likely fall in opening strikes.

There is mobility check near by to some minor loot.

Ghosts
Returning to the braziers I am assuming at this point you solved what I can't call puzzle. You are now free to retrieve your diamonds, but be warned when you do angry ghosts will manifest themselves to punish you for this sacrilege.

Ghosts themselves aren't the strongest at 44 AC, but come unprepared and the ice spray, poison and other spells may well catch you off guard.

Cave
Coming out of the ruins and continuing forward you will run into another pack of flame spewing goblins. Same kind you fought on the bridge so nothing of note.

Inside the cave you will more goblins (suprise) you can pull rope to stun and damage them (initiates the fight)

When you are done with culling the local goblin population and story progression at the back of cave you can find huge chasm. Dimensional door is your bridge across and back.

And with that we are more or less done with this area. Your reward for your effort is solid Cape of Mordan anything that grants immunities is welcome addition to my tool box in my humble opinion.
"Underground Army" (Wenduag's Companion Quest + Following Events)
In today's episode of burning time we are returning to Neatholm to drag the mongrels out of their caves. If you chose Lann you get more or less the same mission and I will cover the more important bits, but with that said, let's get cracking!

Neatholm
After you finished your chat with Sull you may or may not have succeed perception check to notice that Dyra is supplying Lann with magical potions. Either way talk to Dyra, don't sweat if you failed the perception check this is not matter of import.



Secret Hideout
Well we all knew this would this way, make sure you buff Wenduag before you move any further. Assuming you are aiming for the best outcome insist on honorable duel before the fight starts.

Speaking of the fight, Lann is quite easy to beat as he lacks any buffs (or has lights ones, if you didn't stop him conniving with Dyra) but if Lann manages to catch Wenduag flat footed or crits, Wenduag dying will lead to game over! Those on Last Azlanti consider yourself warned.

After Lann has kissed the cave floor and if you passed the perception check ask Wenduag why she is hesitating.

If you want to spare Lann you need to appeal to his sense of loyalty to the group. With that in mind correct dialogue options are(Lawful) "You claim to be fighting for mongrels..." > "You may try." > (Lawful) "Whatever you might think..."

Lann's Version
Lanns version of this guest ("Back to the Roots") follows same storybeats as Wenduag's and so also ends in duel. As is common with her the right dialogue options are bit harder to pick than with Lann.

Do not accept her outright as your slave, but take the evil diplomacy check and pursue that line of conversation.

Wenduag's New Events
Completing this quest allows new events involving her to trigger and as you probably guessed they are important and will be covered in this section. Its good habit to check on her and Sull in Drezen every 5 days or so.

Event 1: Irabeth will inform you that Wenduag has been causing a ruckus in tavern I'll deal with this personally > I've made my decision > Wenduag, come with me > Now you're going to pay for your insolence silly cat > I thought you were proud of being strong > Don't push it... > [Grab Wenduag] > Exhaust questions > End

Event 2: 5 days after the quest Wenduag will be drilling mongrels when you approach her in Drezen. The correct dialogue to pursue is "Whats going on here." > "I'll repeat my question..." > "Let's play your game. Kneel, Wenduag!"

Event 3: Dyra will at some point go missing. Talk to Sull about it which starts unmarked side quest. You can find her body in the cemetary after you have found the victim report back to Sull whom will point you towards next clue. secret cache is located left/west from Drezen front gate.



When you have finished your scavenger hunt and inspected its content in your inventory go talk to Wenduag Firstly you can tell her about Dyra' murder for 37 experience. After that show her the book you found and follow that by "Its dangerous book. Dangerous because Dyra was killed for it..."

This might seem counter intuitive but this order of action will give you give you point of Wenduags respect and we need her respect for good ending. You can still of course directly accuse her which leads to her leaving you and teleporting away or you can report her to Sull leading to her execution.
Desolate Hovel ("Best Liquor in the World")
Note: You will not be able to leave until you are done, so stock appropriately. That being said I consider this location easy.

Note: If you are romancing Arue bring her along as this location will unlock new camp event.

Our mythic quests might have taken us in different directions, but this is where they merge back for time being as one way or another you will be asked to visit here (or in Azata's case actually teleported) and the area is same for all. Some of the upcoming choices will influence our chances of reaching the best ending, so if you are aiming for it pay attention.

(If you are lost as for what to do in the hovel press the highlight key and interact with the table)



Areelu's Laboratory
Stuck like flies in fly trap, well not truly as you will soon see. The only door is locked so do the only thing you can and interact with the projector.



Venturing out or into the trap depending on your perspective you will find two doors. One to north has only Cloak of the Ancient Herald nice item for compulsion specialist. The room to the south however...

Four Shadow Demons
Despite suspense eliciting words in the last paragraph the encounter in the room is quite easy. You are against three regular stock standard shadow demons (33 AC) and one at the back will attempt to cast buffs like haste. I say attempt as at this point if you like me have already wrangled with the deep shadow brutes in Treasures of Midnight Isles these posses no threat.

Venturing ever onward be careful off the trap just ahead.

Four Rat Swarms
We aren't in Kenabres anymore and so can breath sigh of relief as these vermin are no threat to us. Make sure you loot Piece of Ancient Cloak in this room!



You can open the door to the "Old Wing" that is right next to the rat room, but for now lets keep ourselves on this path.

Pair of Greater Carnivorous Crystal
Probably the hardest fight of the dungeon is what's in the store for you next. You should see open door ahead of you, be warned inside are two slow moving crystals that emit AoE stun (fortitude save 38 btw.)

This has to be taken into the account and you can approach this encounter in four ways.
  • Dimensional door past the door. (There is no loot in there)
  • Guarded Hearth & Prayers (Buffmaxx)
  • Fight Smart (Render yourself immune, eq ice body)
  • Fight Smart-er (Fill the the corridor with summons and shoot them to death)

Be warned there is also single demodand patrolling the hall way. Its not a threat by any stretch, but you do not want tangle it while fighting the crystals.

Three Loot Room
Room after is filled with goodies. Expedition Boots for athletics/mobility checks, Elven Notes and Experiment: Suture crystal for projector.

Same story for the next room as you will find Midnight Bolt there, which you haven't been using like I instructed you, riight? You can also find the quest item there for Lich/Trickster here (highlight button)

Third room has trap in middle of it and Skullberry Pie Recipe.

Last Room
This room exist mainly for story fluff, but make sure you loot the Cold Iron on the shelf at the back!

Ignore the stairs to the "Heart of the Laboratory" for now as it's time to tackle the Old Wing.

Note: Opposite of Last Room is Areelu's room. It has some lore notes inside and is hidden behind perception check.
The Old Wing (Areelu's Lab)
First room you come across has a captive in it. Wenduag is right, do not trust.



Minotaur & Demodands
Before you enter the next room take care of the minotaur patrolling the hallways. We don't want him flanking us.

You should position your tank(s) right next to the door and rest of your team hugging the wall (If you are you are not running strong buffs haste, greater invisibility etc.)

Reason for our positioning is to bait the charge of the minotaur, but he and the two demodands are not the problem here. They are just chaff shield for the shadow demon who after buffing will try to dominate you (remember protection from evil!) and confuse after buffing.

Incubus & Omoxes
Up next are two rooms. One to the west with empty door is empty, closed door to the west has omoxs and two incubuses (complete cakewalk.)

The room after those two has Helmet of Comradery in it, but is otherwise empty. Helmet itself is decent as morale bonus to AC is great.

Big Bad Demon Crew
Next on the chopping block, behind two doors you will find large group of demons. Upcoming fight will be good representation of what we will be facing in the future, but now to focus on the present we have Nalfeshnee who will waste his first turns on buffs and useless spells like stinking cloud, but unholy nimbus (22 will save aoe daze) can be nasty. Next up in threat ranking we have coloxus defiler who will cast song of discord after mind fog. The two vrocks are just meat shields.

Room layout doesn't leave much for fancy maneuvers, but I suppose you could try to bait the song of discord if you are feeling paranoid. I would use greater invisibility and haste, but that's about it.

Omoxes & Shadow Demon
Up next we have room filled with omoxes. Be warned upon entering there are two omoxes, but do not let your guard down as the real fight is further into the room against omoxes and the shadow demon who has been pestering us.

SD has the same annoying spell as last time, but notably when you have killed him he will heal himself on the next turn.



In the room itself you will find Elven Notes and in the two connecting storage rooms you can salvage; Magic Essence, Heavy Crossbow of Degradation and "Secrets of Great Sorcery" Crystal

Ignoring the barrier and stepping outside towards the other one the perceptive among you might be able to spot hidden room! Inside you can find some minor magical loot and story fluff. With that done we can finally return and enter "The Heart"

The Heart of the Laboratory
Without spoiling when you come to the exit consider buffing yourself up and as we will be immediatly be thrust into combat upon exiting.

Opposition is mish mash of different demons and fiends. You got minotaur, coloxus, tarry demodand, kalavakus and incubus. As you can see from the list its nothing too scary, but the awkward position mixed with bad initiative can lead to surprisingly bad places.

The Choice
Proceeding forwards bring us to the major choice, do we take the book or not?

We get level of mythic power by taking the book, we also require it for the best ending. However, I have been told you can refuse to take i and even let Suture gobble some of that mythic juice and then pick it up and still get the mythic level up. I haven't been able to test this as I am far too paranoid game will auto save.

That being said take the book and do not attack Suture!

As final note rejecting the book gives you "Legend Flag" which makes certain check you might have to make (depending on your choices) easier. Spoiler: Its not worth it.


After making your choice loot another projector crystal and Buckler of Ray Negation which does what it says on the tin. 5 AC against ranged touch attacks is pretty nice, its shame monk dips are just too strong.

Mythic Derakni & Mariliths
You are now free to take one of the corridors that circle back to where we were as we are now able to open those blocked doors.

Behind one of which you will find Mythic Derakni and his two Marilith guards. On the off chance you came here before Ivory Sanctum mythic demons self revive to full health once and Mariliths are excellent crit fishers as they throw tons of attacks per turn.



That being said if you have protective luck and high AC or summon wall you are pretty much guaranteed to win this fight with greater invisibility. In the room you can loot White Dragon and Lockpicker's Kit II

Wrapping Up
You are now free to free the trapped angel and open the rift (same room as lexicon) remember to tell the survivors you have done so!

Read the spoilers if you are azata and have completed Ivory Labyrinth.
Telling the hand you have found the way to breech Midnight Fane starts 30 timer to next act, now as Azata you get unique option to attack it early which gives you unique azata content. This means you have to attack initiate the attack before the queen arrives (before the 30 timer is finished) meaning you could miss some companion quests in this act or other content.

All this to say you might want to wait a week or so before you tell the herald.


Bonus: Arueshalae's Camp Event
Bringing Arue along unlocks new camp event for her, I am not sure if its romance exclusive or not. The important dialogue bits are "I am not angry with you.." > "You're beating yourself..." > "You know, thoughts are like water..." > "That's why it's so important for you to live among mortals..." OR "If you ever feel like that again..."

The last two are the important choices. Route you take to them doesn't matter, just make sure you end with either..
Level 13 & 14 + Mythic Level 4
This section exist to catch up on level ups. At this point you probably have weened out of my recommedations (not to mention builds I have run in this playthrough are not the strongest...)

Level 13:
Arueshalae: Espionage Expert (13) I feat: Improved Improved Critical (Longbow)
Camellia: Instinctual Warrior (5) I feat: Crane Riposte
Daeran: Oracle (13) I feat: Improved Improved Critical (ray)
Ember: Stigmatized Witch (13)
Greybor: Slayer (13) I feat: Improved Improved Critical (Dwarven Urgrosh)
Nenio: Scroll Savant (13) feat: Dispel Focus (Not sold on)
Regill: Armiger (10) feat: Power Attack (I am memeing and trying the intimidate build)
Seelah: Paladin (12) I feat: Outflank
Sosiel: Cleric (13) I feat: Greater Spell Penetration
Ulbrig: Griffonhearted Shifter (13) I feat: Improved Improved Critical (Claws)
Wenduag: Spawnslayer (11) l feat: Improved Improved Critical (Throwing Axes)
Woljif: Vivisectionist (9) l feat: Improved Critical (Kukri)
My Character: Sword Saint (13) l feat: Improved Improved Critical (Fauchard)

Note: Remember I picked improved critical with Dwarven Urgrosh instead of dwarven waraxe on accident.

Level 14:
Arueshalae: Espionage Expert (14) I Combat Style Feat: Point Blank-Master
Camellia: Instinctual Warrior (6)
Daeran: Oracle (14)
Ember: Stigmatized Witch (14)
Greybor: Slayer (14) I Slayer Talent: Crippling Strike
Nenio: Scroll Savant (14)
Regill: Armiger (11)
Seelah: Paladin (13)
Sosiel: Cleric (14)
Ulbrig: Griffonhearted Shifter (14) I feat: Greater Weapon Focus (Claws)
Wenduag: Spawnslayer (12) I Slayer Talent: Crippling Strike
Woljif: Vivisectionist (10)
My Character: Sword Saint (14)

Mythic Level 4:
Arueshalae: Rapid Shot (Mythic)
Camellia: Last Stand
Daeran: Point-Blank Shot (Mythic)
Ember: Extra Mythic Ability: Extend Spells (QoL pick. Pick Point-Blank Shot or one that boosts evocation spells strength)
Greybor: Destructive Shockwave
Nenio: Spell Penetration (Mythic)
Regill: Weapon Focus: Gnome Hooked Hammer (Mythic)
Seelah: Extra Mythic Ability: Mythic Charge (My Seelah build is FUBAR. Thank god, she is not my first pick this run.)
Sosiel: Mythical Beast
Ulbrig: Weapon Focus (Mythic) (Claws)
Wenduag: Improved Critical (Mythic) (Throwing Axes)
Woljif: Two Weapon Fighting (Mythic)
My Character: Perception Rank 2, Athletics Rank 1 and Improved Critical (Mythic) (Fauchard)
Ivory Sanctum
So we have arrived at Ivory Sanctum. I would say completion of this dungeon marks little bit past half way point of Act 3, but I am getting ahead of myself. When you are ready find the pile of skulls in middle of map and open the path to Ivory Sanctum.


Note: I had to make this map few days later after I completed this area so it might be more inaccurate than usual.

1. Welcoming Committee
Unless you are Azata you are in for warm welcome and I mean that literally as our opposition brings four brimoraks to the field. Alongside melee contingent of 3 schirs and minotaur assaulter and ranged core of two cultist snipers and two minotaur axe throwers.



This battle is basically scaled up version of fights we have done so far. As long as you can deal with the guardian minotaur attempting charge your backline and have fire protection up you will be fine.

Note: There is trap right next to the door.

2. Nalfeshnee & Coloxus + Fleshshields
Carefully creep into the room. Schirs you should spot quickly. but if you are careful you can also get vision on Nalfeshnee. To the left from the door way past our vision are also coloxus and evoker (fireball, icy prison.)

Strategy wise charge the Nalfeshnee, while your tank(s) attempt to juggle the schers in attempt to buy enough time for your dps to kill coloxus and evoker. Be wary of Nalfeshnee's ability to aoe daze.

To open the way further in stand on the pressure plates

Deal or No Deal?
Familiar face appear before us after we open the way offering information and aid. Should we accept? Before telling her nay or aye you should humor the request and push for information.

As for the question should you accept I would say yes as it makes some of encounters here easier. Don't worry we can kill her afterwards, but its not big deal if you decide to tell her no.


After going through the door way you should see button. Be warned that when you click them more often than not instead of opening door you will be greeted by rolling boulder than will instantly kill you, but hey if you are lucky it may kill your enemies.

Speaking of which there is pair of minotaurs patrolling the hallway (melee and ranged)

3. Xanthir vs Jerribeth Followers
Entering the corridor (east) where the minotaurs came from brings us to circular room where you will find two groups bickering.

You can either take intimidate check to make some leave or the diplomacy check to make them fight them among themselves (you will be hostile to everyone.) Jerribeth's mark also gives unique option which I assume makes some of the demons friendly (I always take the diplomatic check for exp.)

The fight itself can be nasty as present there are.

Enemies
2x Minotaurs (Labyrinth and Propher)
1x Painajai
1x Coloxus Marauder
1x Disciple of Xanthir
2x Followers of Jerribeth
3x Cultist Evokers
2x Cultist Archers

You will be familiar with the most of the foes listed here other than followers of Jerribeth/disciple of Xanthir. Xanthirs disciple are nasty foes as they can make themselves ethereal, can can cast plague storm, harm, soul reaver... and the list goes on. Try to prioritize them when you can.

Strategy wise assuming you set the demons at each others throat your best is to pick of one or two of them and retreat. Let them pick themselves apart, if you took the intimidate check or failed the roll control spells are your friend. Consider also pulling back to the door way.

Remember that the enemy will cast plague storm be ready to tank it and cure it afterwards or cast life bubble.

After the fight assuming you succeed in perception check you can spot secret compartment right from the buttons make sure you loot Quarterstaff of the War mage as its one of the best items in game (+2 to DC.)

Button Puzzle 1
You probably noticed the buttons on the wall that I mentioned. Its up to you whether you want to wait until you find or if you want to brute force it (You take damage on failed attempts.)

Just make sure you remember to solve it as it will be important!

Right order is in the picture below. The reward for solving it are Circle Mask (Nenio's quest and Cloak of Carnage (Evocation DC.)



4. Babau Dispellers
Heading back and taking the other route lead us to closed door. Upon opening it you should be able to see some cultist and if you are lucky one or more of three invisible babaus.

Your opposition today is 3 babaus (one of them dispels), kalavakus, 3 cultists archers and Deskari Cutthroat who will transform himself into glabrezu unless killed quickly.

Not much to say about strategy itself other than if you are scared feel free to hold at the doorway. Just make sure to loot Finnean Notes in the nearby chest and the Midnight Bolt.

Painajai & Cultist Snipers
Connected room to north is much chiller. Just two painajais and four cultist archers. You can find Creme Soup With Snout Recipe in one of the chests.



Corridor Patrol
Reversing direction and going back to the last room we can follow the unexplored corridor. Be warned there is trio of minotaurs (guardian and prophet) and distorted mythic babau patrolling. Mythic enemies return to live once after they have been killed and going forward often have other annoying abilities.

After you have tangled with them ignore the door to the north for and instead head to south where you should spot two skulls on the wall. Interact with both of them to reveal secret door. Interact with the object inside and loot the Phantom Slayer's Bracers (and hint for one of the puzzles.)

Moving back to the door north we avoided we are in for rough ride.

6. Illusionists & Reinforcements
Troubles ahead are heralded by the fact you have to be very careful stepping into the next room or you will trigger the fight prematurely.

As for what you will be fighting against, well things arent quite as they seem. You should see in front of you Schirs that you may have correctly identified as meat wall. Behind them are three SD's Votarys.

But that's not all, to the east (between the bookcases) lays disciple of Xanthir, and after certain amount of turns or trigger which I haven't identified nalfashnee and marilith will teleport into the middle of the room.

As for how to handle this fight I charged right in, but before I actually attacked victim of my charge I paused and targetted the disciple of Xanthir (who should be your priority one.) Alternatively one could try to teleport past the schirs and try to take out the Votary's out quickly.

Be careful and weigh in your mind what buffs you want to bring. With haste, greater invisibility/heroism this fight can be quite easy, but if the votarys get their CC out and nalfashnee starts to daze you you can end in quite bad place indeed. (4 of my party members were stunned for majority of this battle.)

It might be wise to hang back in the corridor with your casters/archers until the nalfashnee has wasted their daily uses of unholy light.

If you pass this the gauntlet make sure you loot the Elven Notes on the table.
Ivory Sanctum (Part 2)
Going forward leads us into room with another press symbols in correct order puzzle, but what makes this one special is that there are two correct sequences for two different rewards. You can find hint in note at corner of the room.



When you have managed to find the correct sequence to open the door make sure to loot balanced defender from the chest. (There are also some scrolls in hidden chest which you reveal by interacting with hidden skull on the nightstand.)

7. Confusion Rich Enviroment
Starting from the painajai and cultist sniper room and venturing forward brings us to the room I rate among most annoying in this dungeon (atleast in terms of regular fights.) We have SD´s + vrock's votary at one side with three kalavakuses on the other, and at the other end of the room is coloxus.

If we don't kill the SD's votary we risk falling to CC, if we don't kill vrocks votary we risk harm one hitting someone and if we don't kill coloxus in two turns we risk mass confusion and our team killing each other.

You got two ways of handling this room.
  • Hang back in the corner and bait the CC with summons, pet, or one party member.
  • Dimensional door right into the votarys and trust in your teams DPS.

If you have Nenio with you or yourself or your merc is CC caster one wouldn't go miss this room as even one cast will very likely stun atleast one of the three targets we have to kill ASAP giving you more wiggle room.

With all your party members hopefully this alive loot the Fortune's Temper in the chest. You can also open secret compartment by pressing hidden button at the end of the stairs. The door can be opened by pulling the books.

8. Quarreling Cultists
In the next room we once again find demons quarreling. Divide them, kill them all or take the trickster option.

Undivided in total you would be facing Follower of Jerribeth/Xanthir, two Deskari's Brutes, and two cultist archers. Nothing too major, but Xanthir's plaguestorm can act as resource tax.

9. Mythic Vrocks/Incubus+Succubus
Once you get too close to the prisoners in cells they will turn hostile. Treat mythic vrocks as twice reviving buffed minotaur guardians (they like to charge towards your backline.)



As for mythic succubus and her incubus partner I would recommend sending your tank alone while the rest of the party stays in cell where the vrocks where. You can actually hit through the cell walls with reach.

10. Transformed Nabasu
Heading out of the prison for rejects brings us to a corridor. Be very careful with opening the next door as you should take the time to buff up as next fight can be hard.

Upon entering the room you will be presented with three skill checks.
  • Magic (On success you will be told its not spell)
  • Disperse the locust (On success you move past)
  • Move through the locust (On success you move past, but take damage)

If you fail vrock in the room will be transformed into mythic vrock.

You will be facing disciple of Xanthir, coloxus, vrock, cultist archer, SD's votary, two locust swarms, but most dangerous enemy here is the transformed nabasu.

Transformed nabasu has access to flame pillar, thunderburst and cold ice strike and he can cast multiple spells per turn. Your best bet in this fight in my humble opinion is to stay back and force enemy to waste their move coming towards you. CC (Nenio) makes this fight much more tolerable, focus down the nabasu followed by coloxus/xanthir/SD's votary in order you prefer. I would advise use of heavy buffs for this battle.



Upon your victory loot Demon Blood from a chest in the room, puzzle hint note on the corpse of the archer and key from the corpse of SD's Votary. There is also Xanthir Vang, "On Nature of Demons" skill book which upon reading gives (you) +1 caster level on all enchantment spells! There is also Ravager of Dead ring in the adjacent supply room! +4 morale bonus against confusion is welcome tool to have in ones arsenal.

(to open the door stand on the pressure plates and press the button by the door)

Horde of Schirs, Kalavakus and Glabrezu
Next room is standard fight against group of demons. Nothing special, just be wary of flanking demons and the invisible glabrezu.

Enemies
1x Voracious Glabrezu
1x Grown Nabasu
2x Kalavakus Marauder
7x Schirs (3 Regular, 4 Ferocious)

As for the golems in the room the correct password is password. Be free to either take the eggs to Drezen or Azata option.

Familiar Faces & Brimoraks
Dont take the area exit yet, instead take the northwestern door. Your next battle is behind the next door you see.

Its stock standard fight against some minor demons and votaries. Bring your fire protection and you will be fine. Only thing out of norm is the cutscene as you enter the room and painajai and marilith that appear as reinforcements on turn 3 or so.

If you want to play it fancy send only your tank to hold the doorway.

Enemies
2x Brimorak Warriors
1x Kalavakus
2x Abrikandilu's Votary
1x SD's Votary
1x Cultist Archer
Reinforcements - 1x Painajai and Marilith

If you spared someone back at Kenabres you get to meet them again here, your options with them are purely flavor. As for loot make sure you loot Barding of Elder Beast and more importantly "Baphomet the Imprisoned" skill book for +1 CMD/CMB.

13. Enigmatic Minotaur
Going forward you can find enigmatic minotaur patrolling the passeways. Be wary of his bronze mask ability that allows him to make gore attack on everyone within reach.

14. Eternal Guardian #1
After disarming the traps on your path, take the first turn you come across and that should take you omnious button. Upon pressing it Eternal Guardian will come from the wall and oh boy, these guys are nasty. Ethereal (use bane of spirit!), 60 AC, love to overrun and cleave. Their only weakness is low touch AC.



Your best bet at least with this one is to have your team in the corner with your tank in front of them and hoping the beast focuses them down. True strike is faithful friend here, that or Arue with quarry and Finnean/Bane of Spirit.

15. Three Prophets of Baphomet
Title says it all, be aggresive and force them to waste their turns by casting divinie power and heal instead of flamestrike and hellray.

Button spawns rolling boulder which can kill you or if you lucky the minotaur axe throwers further down.

16. Eternal Guardian #2
Taking the first turn again leads us to another button, I bet you can guess what pressing it spawns. On the other end you can find corruption removal and another puzzle note along with Demon Blood.

This Eternal Guardian spawns from where you entered and AoE fears you so cast greater heroism on your tank and rush to the guardian. If you reach him quickly enough rest of your party should be safe. Funnily enough I didnt have greater heroism up and my Camellia failed her safe. I though it was over as she ran away, but luckily the guardian followed her instead of killing rest of my party.
Ivory Sanctum (Part 3)
Next up three axe throwers, nuff said. There is flame strike trap between them.



17. Prophet of Baphomet, Guardian Minotaur and Enigmatic Minotaur
Title once again sums it up. Just be wary of the trap separating the Prophet of Baphomet from the rest. You can usually bait him to come closer instead of wasting time disarming the trap.

18. Eternal Guardian #3
Taking the first turn we see brings us face to face to our third eternal guardian. This one has overrun which instantly makes him worse than the others we faced as other than mirror image/displacement you don't have concrete way of saving your party members who got unlucky enough to be picked as target.

Spacing is key, try to surrounded it when its get too close to save your whole party from being trampled.

19. Three Mimics
In the next room you can find three mimics disguised as chests. Use the narrow entrance to your advantage.

Solve the button puzzle on the wall, but before you enter the now opened vault read the next section.



Eternal Guardian #4
Upon looting the bones in the vault the last eternal guardian will appear. This one has all the tools the other guardians had in their tool box. Meaning he can dazzling display, he can overrun and uniquely he can also the "bronze mask" ability to hit multiple party members.

There is also of negative energy healing originating from the vault that heals him, the range reaches the closest pillar in the room. Its pointless to do any damage to him when he is in the healing radius, unless you can kill him in one turn somehow.

There are no unique cheeses I can come up for this battle, it will devolve into dirty brawl. Send your tank alone into the vault, when the minotaur aggroes pull them back, have rest of your party in the corridor or behind the pillars which you can use to shield them from overrun, go wild with buffs after that all you can do is bane of spirit/true strike & pray.

You will be rewarded well upon your victory however as Demonic Resentment, Bracers of Breaching and White Wind's Cloak are all great items! Bracers of Breaching I think are even worth specific mention as while they are saving throw item which I usually dislike the ability to give enemy piercing vulnerability when you crit are superb on the likes of Arue or anyone who crits often.

We are free now to take exit to outside from the dragon egg room.

Outside
Breath in that fresh air, but don't get too comfortable, we aren't out of the woods yet. From where you are standing you should be able see our next set of foes.

If you go in opposite direction you can take mobility check to meet yet potential another familiar face.

If you spared the vrock at Molten Scar you can find them here. You get now another set of choices. If you are trickster you can "give" him the purple stone knife, note you do not actually give it. You can also take any of the skill checks to make him leave and if you fail or attack you will get to fight him and two elder vrocks.

Kalavakuses & Nalfeshnee
Stock standard fight against nalfashnee and three kalavakuses. Just know vrock and elder vrock will appear as reinforcements, likely in between your backline and frontline.

Three Minotaurs
Final speed block on our way to real trouble. You got two melee minotaurs and behind them prophet of Baphomet. Hold the guards with your tank while your dps finishes the prophet, as easy as it comes.



Before you proceed forward I strongly recommend throwing guarded hearth on middle of the stone bridge. Apply your buffs (protection from electricity) as well as your summons (nabasus from duality and conjuring are superb here), you wont get second opportunity.

The Biggest Hurdle
You have approached the great filter of Ivory Sanctum, I would say either this fight or the fight against last eternal guardian is the most challenging encounter of this entire dungeon.

Alright enough doom and gloom from me, so what exactly are we up against?



Lets go over the chaff first, we have six dretches of whom three are mythic. These act just as you would expect, they will spam stinking cloud and go in melee after just like three mythic schirs.

Up next we have mythic babau and gibrileth. Who are far more effective, but nothing we cant handle.

Mythic vrock and glabrezu are where the problem starts. Vrock you see is kineticist and can deal damage in line, glabrezu is just brickshit house with nearly thousand hitpoints. His stats aren't too high, but you have to kill him twice.

This is however where I will do complete heel face turn, if you brought Nenio along like I recommended this fight turns quite easy. Phantasmal putrefaction+web (with persistent metamagic) can neutralize all of the enemies, especially if you have overlevelled and have gotten your hands on quicken metamagic rod.
Ivory Sanctum (Part 4: Xanthir Vang + Events "The Outcast")
When you are ready proceed into the last room, don't worry fight wont immediately start upon you entering. You should now take the moment to switch into your anti swarm gear. I am talking swarmbane clasps and DR (coin of protection, that one cape, stoneskin etc.) don't forget protection of energy for whatever element your AoE spells are.

This fight can be broken into three phases (or more, more on that later)
  • Phase One - Xanthir Vang casting spells (Baleful Polymorph, Obsidian Flow, Buff spells)
  • Phase Two - Upon defeat he splits into ♥♥♥♥♥♥♥♥ of locust swarms (scientific) term.
  • Phase Three - Upon clearing the locust swarms he turns back into his humanoid form, but as his first action he will try to transform into a shambling mound.

Leave majority of your team at the entrance, prepare your summons and true strikes and go close enough with tank/dps to initiate the conversation. Your initial goal is to kill Xanthir quickly, how much you want to risk getting hit by baleful polymorph is up to you. (Do you wait until he has wasted it before going in.)

Regardless you should be able to deal with first phase with relative ease. Second phase is what trips most people, but can be handled with relative ease with proper preparations. Optimally, you want to retreat back to towards the entrance in order to hopefully draw few locust swarms to attack the random demons, but mainly its game of balancing how many locust swarm are on what party member and AoEing them down.

Third and last phase he transform back into his humanoid form, if you are lucky you can kill him before he transform, but most likely not. Fortunately his shambling mound form only has 40 AC and its attacks are not too devastating meaning if the last phase didnt do number on you this means easy victory.

Xanthir Vang Defeated
After you have defeated him for good (tm) he offers to give you information if you can answer three questions. The correct answer are Drezen and "That's where the Nahyndrian crystals were being sent."

Warning: If you reveal the fact Jerribeth plans to enslave his horde you will have to do the fight again! However it will net you achievement.

Spoilers for unlocking Swarm-that-walks mythic path (You should read this even, if you are non swarm player as it unlocks skill book to)
You must do following dialogue"Who are you Xanthir Vang > "I want to know more." to be able to loot his notes (the skill book) and you must do the crusader project after picking them up.

Loot wise you are richly reimbursed for your valiant efforts with: Headband of Vast Intelligence +6, Old Grimoire, Diary of a Student of the Great Xanthir the Plagued One and Touch of Mercy.

Loose Ends
There is nothing for us here expect to go to talk to Jerribeth. Depending on your choices If you killed Marhevok or freed Wintersun from her illusion she will attack you after one question unless you are Demon and take the associated mythic option.

Question you ask doesn't really matter.


Whether you chose to kill her or the situation is forced upon you by your choices. In combat you should treat her as buffed up coloxus. Phantasmal putrefaction, dominate, confusion, she has it all in her bag of tricks as for her two aids they will turn into glabrezu on their turn.

As you figure fight is easy, if you manage the saves or kill her in turn one otherwise you can end up the creek.

Things to Know
There are few things you should be aware now that you have completed Ivory Sanctum.
  • 1. If you spared Kaylessa soon after leaving Ivory Sanctum an encounter will fire on campaign map (combat) so it might be unwise to loot yourself overly encumbered. This CANT be avoided by teleporting to Drezen right away.
  • 2. Remember when I told you ages ago that time would come where you should curb your spending? Yeah, that time is now. You are probably flush with funds and might feel the urge to extra frivolous, but don't. That money will disappear in flash in the next act.
  • 3. Read the spoilers if you are Azata and have completed the next main story dungeon (place where you get mythic level 4.)
    Telling the hand you have found the way to breech Midnight Fane starts 30 timer to next act, now as Azata you get unique option to attack it early which gives you unique azata content. This means you have to attack initiate the attack before the queen arrives (before the 30 timer is finished) meaning you could miss some companion quests in this act or other content.

    All this to say you might want to wait a week or so before you tell the herald.

The Outcast (Kaylessa Event)
You will find wounded Forn in the wilderness. Skill checks or certain companions will tell you he is faking it.

Fight itself cant be avoided and tonight your opposition is comprised of Forn himself, and five maguses and fencers. You probably remember what enemies here do, but fencers are your normal melee chump whilst maguses will throw five million scorching rays your way.

The key here is to have your tank at the front acting as target. Apply displacement/mirror image when needed.

Poor Camellia under the effects of baleful polymorph still being great tank.
Zanedra ("Seek and Ye Shall Find") / Regill's Companion Quest ("Watch Your Step")
Zanedra fled before we could bring her to justice, but where? Perhaps you can hazard a guess or got the answer straight from Jerribeth. In either case her hiding place is Temple of the Good Hunt.

Door Guards
Before we can get at Zanedra we will have to go through her guards. First set is nothing special, just be wary you don't pull the second.

Enemies
2x Minotaur Axe Throwers (One Half Fiend)
x2x Cultist Archers
1x Baphomet's Hexblade

Second group blocking the door is more or less the same.

Enemies
1x Half-Fiend Guardian Minotaur
2x Abrikandilu's Votary
1x Baphomet's Runeblade
2x Cultist Evokers,
1x Cultist Sniper

Note: To the east of the door on the small clift is small group of cultists consisting of: nabasu's votary, SD's votary, cultist sniper and baphomet's runeblade.

Zanedra
In the temple's basement you can find Zanedra with her two voracious glabrezu guards. Fight is easy, but do apply acid and electricity protection as Zanedra will throw those for the couple turns she got left to live.



Hellknights Outpost
When you have arrived at the beleaguered hellknight outpost instead of going across the bridge immediatly take slope down to the riverbedand loot Grand Owl Wisdom for +1 to all skill checks!

Across bridge you will fight omox and after moving little further three more omoxes. We are familiar with these foes so I wont dwell on them, but once you have dispatch them survivor will come running out from inside the outpost

Fouler of Virtue
With hidden perception check you can figure out the truth. Ensuing fight itself is easy as even though our foe bears fancy name he is equivalent to normal shadow demon.

Before you progress further into the outpost, I would recommend that you apply your combat buffs if you did not already as you will be surrounded. Stoneskin, protection from arrows, displacement and mirror image can all come in handy.

Kiranda
Little bit further into the outpost will make Regill run in alone and drag us with him into the dialogue with Kiranda whom graciously invites us to sit with her. Go with Regill's recommendation and join her. Next up, if you succeed on hidden perception check you can say "You said you knew I was coming. How?" after that reject Kiranda's offer twice which results in fight.

Fight against Kiranda can be nasty if you were negligent with your buffs. Below I have listed enemies taking part in the fight, take note that about half will come in from little further away and the rest will surround you. Oolioddroo's do not cast any spells.

Enemies
2x Oolioddroo
4x Incubus
3x Abyssal Hunteress

Note: You probably want to keep couple of the shock bows for Blackwater

Shadow Demon Rumble
Before you enter inside buff up this fight will be serious one. I kinda gave the gig away, but once again demon will be trying to trick you and once again with perception check you can call them out.

Without cold, electricity protection and protection from evil you are goner and those are the minimum. As the title foretells your enemies are mainly deep shadow demons (at least they are not brutes) backed by few succubuses.

The four deep shadow demons will throw spells like ice spray and chain lightning around. While the "Angler of Vice" whom is stronger than his brethren mainly casts buffs (Cats grace, greater heroism etc) on his allies before moving to more harmful spells like insanity.

After victory surviving demon will take one of cultists hostage. Allowing the demon to retreat will get you Martyr's Testatement which at the cost making you vulnerable to fire gives you +4 bonus on will saving throws and outright immunity to mind-affecting conditions. Amazing, but you should still refuse the demon twice and kill it because (heavy spoilers in next spoilers.)

This will heavily influence Regill companion quest as it gives you one point of three needed for bad ending of Regill's questline (Regill will die.) Other sources of points include being any chaotic mythic path eg azata, trickster, demon.. and others I will cover when I get to them.

After the battle loot the chest containing Demon's Blood and Sun Stroke. Back outside you can discuss the matter with Regill. You can get Yaker to move to Drezen, if you treated him well previously and object to his punishment. Paralictor Aminos Renth is also now available as vendor in the outpost.
Dragon Burial Ground ("Dusk of Dragons")
You might think Dragon Burial Ground north of Blackwater is unreachable in this act judging by area being grayed out on the map, but that's just to mark we cant capture the region for crusade...yet.

Cave
After entering the cave you should spot the creepy crawlies quickly. They constitute majority of our opposition and of that opposition are the only threat. 48 AC, concealment and irritating habit of pushing past your front liners can lead to bad time if you are trying to minimize your rest. Luckily though their will saves are laughably low.

With that said fights here do not differ from another expect in amount of spiders you will have to face, and the battles where you are facing the undead are only against pair of shield bearers and skeleton archer.

As such I will breaking convention and posting only the map.



When you reach the end do not kill the guy.
Arueshalae's Companion Quest ("Borrowed Dreams")
Borrowed Dreams is relatively short and sweet quest you receive sometime after dealing with the two main story dungeons, and revolves around finding and talking to NPCs in Drezen. Its sort of quest that doesn't need section, but I know in past people have had trouble finding the characters so below is map for your convenience.



Afterwards
Few days later Anevia will prompt you to go talk to Arueshalae who is in horny jail. In the next spoilers is the correct route for dialogue, please note that you can take slightly different path eq I think your first three answer don't matter. "Don't worry..." > "Please talk to me..." > "You haven't fallen in love with me, by any chance?" > "I think I understand." > "Mortals can also have bad thoughts and desires." > "You know, I'm not without sin either" > "I've lied... (or any other)" > "You don't have to hide away from me in this cell..." > "You want to learn to live like a mortal?" > "You've told me yourselves..." > "There's no use in trying to hide from your nature...."
Blackwater (Read Before)
Blackwater is one of the most infamous location in the whole game. Is that reputation warranted? Well, that's hard question to answer. If you are on your billionth run probably not, but as new player you can easily end up here unprepared especially if you are the sort of who likes to do all the side content before main story.

So what should YOU do to make your run of Blackwater as smooth as possible?
  • Save it for last - Simplest answer, as I hinted most of the grief comes from people not being high enough level or having the correct gear.
  • Adamantine (Electricity) - You need electricity damage to finish regenerating enemies you can find here and most of the opposition* is weak to it. Game will give you wand of call lightning, but you may want more. You also need adamantine weapons for harder foes and I suggest you equip one on each of your party members.
  • Nenio/Ember (CC and/or Ray spammer) - Not strict requirment as whom you want to bring is influenced by dozen of different factors, but Nenio's CC abilities should be fully online by the time you go, that being said if its question between guarded hearth or CC I would go with guarded hearth. Ember is also very useful against the AC bloat foes with her ray spells.
  • Scrolls - Have your basic covered. Animate dead for summons, protection from x element, restoration for stat drain and resurrection for when you win but one of your party members died. Having for example 5 resurrection scrolls in your bag for times one of your party members dies protects your hairline from norwood reaper.



1. Arrival & First Fight
Be aware when enter the room you see before the doors will slam shut behind and you will be locked into confrontation so buff up! (Apply protection from electricity and consider displacement/mirror image as you will be in close proximity to the enemy.)

We are introduced into three new enemy types in this fight. Augmented Spellcaster, Defender and Grunt. Defender is basically reskinned skeletal guard, grunt is apply named, but the spellcaster is little bit more special as they can cast: banshee blast, wrecking ray, icy prison and chain lightning. Take note that all augmented enemies have electricity weakness and low will saves (12-16.)

With that said in this encounter you will be against two grunts and defenders with spellcaster supporting them. There are two turrets that will constantly spam call lightning, you can disarm them if you get close, but consider this another trap as protection from electricity renders you completely immune so disarming them is just wasting your turn.



To The South
Way ahead is blocked by locked door which some among you will undoubtedly brute force open, but for now I will be heading south. The code is triangle, rhombus, circle with dot.

Which is where you will run into trio of patrolling augmented. Defender and spellcaster we are familiar with but this fight introduced us to sharpshooter, but whats different from lets say skeletal sharpshooter is that these guys fire 4 shots at once, almost like shotgun so pay extra attention that they target your tank when they are on the field.

2. Augmented Squad Leader
Entrance to the next room is blocked by small pod made of augmented. (Sharpshooter, 2x defenders, and grunt)

Just be cautious that you don't pull the squad behind it. Not that its major problem if you do as the only thing that separates it from its predecessor difficulty wise is the inclusion of augmented squad leader, 38 AC inquisitor with seize the moment and some minor buffs. These encounters are truly the calm before the storm, so don't get too cocky just yet.



You can open some doors via the computer and make sure you loot the flaming lockpick and fuel from the crate in the room! These are the gimmick of this dungeon, with them you can unlock some doors to progress. Take note with dimension door you can save the fuel with few doors.

Before you head back explore to the end where you can find two doors. One of them you can open to reveal room with non hostile augmented workers, on one of their bodies you can find a note with hint. With that done we are free explore the passage north, but on your way open one of the locked doors we saw on our way here, don't worry you will find more fuel behind it and mediocre tongi Scream of Pain.

3. To The North
Behind some steel doors you will find the first challenging augmented fight, well as challenging as resource tax fights get.

When you see the defender hug the wall and you should be able to get vision on the spellcaster, with him is augmented assassin whom acts as one would guess. Invisible/stealthed until they get in melee range, so be read to intercept him when you get vision.

From the bridge grunt and two sharpshooters will attack you. Be careful with the sharpshooter they love to target your vulnerable party members and are prone to retargetting at least for me in this fight.



You can talk to the spellcaster after the battle is over and get hint about the door code by touching the stranger contraception and then taking the skillcheck.

4. Augmented Salamanders
Delving ever deeper you can find group of neutral salamanders. Before we test their neutrality be warned these guys are much tougher than other augmented so consider using your CC and/or limited buffs.

Salamanders are also sadly the type of foe who will retarget if they whiff their attacks too often so killing them quickly is the key. You can also climb the nearby ladder, salamander didn't manage to hit me up there, but I make no promises it will work for you.



Whether you use ladder cheese or tackle them traditionally loot the Numerian Bomb up the ladder.

Open Sesame
With both the information and tools in our hands we are ready finally open the door. The code is triangle, rhombus, circle with dot. Alternatively you can just blast it open the explosives.
Blackwater (Part 2)
5. First Batch of Augmented Demons
Ah, this is where trouble begins. Where do we even begin?
  • 3x Augmented Greater Kalavukus Marauder - 59 AC, 500 HP, prone to retargeting. Yeah, we are in trouble. No notable weakness though will save of 23 is not insurmountable by repeated illusion CC spamming. Needs to be finished with adamantine
  • 2x Augmented Incubus - 56 AC, 400 HP, 21 Will Save. Yeah these are just buffed up assassin still nasty though and prone to smart targetting. Remember your delay poison. Needs to be be finished with adamantine
  • 2x Augmented Succubus - 62 AC, 400 HP, 29 Will Save and Touch Attacks. Your normal succubus buffed to higher realms, you can lower their AC if you are willing to bother with dispelling their mage armor. Aside from that standard rules apply so remember your protection from evil. Can be finished with electricity.

Opposition and arena does not leave much for fancy maneuvers. Liberal use of summons and buffs combined with CC spells and true strike should hopefully carry you to victory.

How the battle will most likely play out is that you will distract the succubuses with your tank along maybe 1-2 kalavakuses/incubuses before they go for the rest of your party. When they do always try to wiggle out of the engagement by taking 5 tile movements and filling the blank with summons, hopefully you have displacement/mirror image to make this less painful. At this point you will need to start whittling them down one by one with either true strike or ray spells.

Once they fall be ready to finish them when you get the chance, preferably with party member who doesn't have anything vital to do for that turn. If you did not bring adamantine like me cough cough be ready to be forced to play whack a mole and praying coup de grace works. Ember evil eye helps and anything that does stat drain (slayer/rogue talent, weapon...) works in a pinch.

All Doors Lead To...
With the demons dealt with we got three doors to choose from and of those three we can currently only open the middle one. Going through it leads us to another pair of doors, lets tackle southern one for now but be warned that opening it starts fight immediately.

6. Second Batch of Augmented Demons
Last fight but easier at least numerably speaking so I wont repeat myself. I also had greater luck tying enemies with my tank this time too, no clue to as to why.
  • 2x Augmented Greater Kalavakus Marauders
  • 1x Augmented Incubus
  • 2x Augmented Succubus


After dealing death to the demons go through the door at the other side of the room. This takes us to corridor that goes around in circle, try opening all doors along the way and remember which ones are locked. I should probably also notify you that there is trio of augmented defenders/grunts patrolling, but after the demons that doesn't seem to relevant.

Soon you should come across room with machine that allows you unlock another door and progress deeper into the compound, where we will be facing....

7. Chief Khara
More demons, don't worry this fight isn't too bad if you employ your head. You see what makes this fight special is that our miniboss Khara is on top of platform and stairs up to it are blocked by two energy barriers. Now we could of course do this as Owlcat intended by turning them off via skill check, but that would mean we would have to deal with the enemy archers and fight in the open.

So why not instead take dimension door straight to the platform and turn it into our advantage instead? Be wary demons (at least succubuses) can come through the northern barrier for some reason and all of them can strike you if you stand too close to the platforms edge or the barrier. Still this tactic often breaks the AI and they will waste their movements running around trying to get in range and in cases they manage to get in the platform is small enough to be easily blocked by summons.



Just remember to have mirror image/displacement up when you teleport as the incubus archers get nasty amount of attacks and its really up to luck if they shoot your tank or not.
  • 2x Augmented Greater Kalavakus Marauders
  • 2x Augmented Incubus (Archers with Khara on Platform)
  • 2x Augmented Succubus

Loot the Numerian Key during the aftermath and backtrack to south and open one of the locked doors for some minor loot. But more importantly from the opening trap of this dungeon (turret room) go south. You should be able to open door to warehouse (no battle) where you can find Ring of Devastating Will, Stormlord's Resolve and Hundred-Face's Circlet.

8. Three More Augmented Kalavakuses
With Khara defeated we can return to the tree doors and take the right most (north) to progress, however upon descending the stairs your path will be blocked by at this point familiar faces.

I got nothing for you here. Go into battle with summon wall and replenish it as needed.

9. More Salamanders
Having triumphed over the augmented once more take the first door you can open. It should lead you to neutral salamanders. Hold by the door and attack with greater invisibility the ensuing battle against four salamanders should be easy.

They go hostile if you haven't killed them by the time you loot Components for Hundred Face's Circle. in nearby crate.



You might have noticed the locked door here. It requires one flame pick fuel and has some minor loot behind it.

10. Solution for Psionic Doors
With the components secured head further into the corridor as the next room has what we need to turn them to something useful, more precisely a "key" for the psionic doors. (Interact with the computer and pass the magic skill checks)

To my knowledge there is no way to save Athara Vahns.

11. Psionic Door Demon Fight
Just next to the salamander room you can previously impassable psionic door. Be careful as behind it are augmented demons. Nothing we havent faced before so I wont yap too long, upon their defeat you can loot Flamepick Fuel and Eluding Swing from the room (ghost touch mace!)
  • 1x Augmented Greater Kalavakus Marauder
  • 1x Augmented Incubus
  • 2x Augmented Succubus

Before we head forward head further south from the salamander room to the psionic door we previously passed. Behind it you can find some minor loot and Triple Fin Helmet. I swear I will get around making full natural attack build someday....

13. Puzzle Room
Before we head to the boss of this dungeon I might as well mention north from where we fought Chief Khara you can find door we can use our flame lockpick on.

Inside is small puzzle. Start by interacting with computer, option with the skill check pretty much solves it for you, but if you are in a hurry answer is Hand, Wind. Then lockpick the door and the door in the test chamber (Dont press the fire symbol!) Your reward is Certainty of Death dwarven urgrosh that deals force damage if last hit dealt no damage. Pretty handy!
Blackwater (Part 3: Hundred-Face)
After having painstakingly cleared this dungeon of every augmented and opening every door we have finally reached the end of the gauntlet. The end is in sight so from room with Athara head north, this should bring you to the bridge blocked by purple psychic powers.

If you have the psionic crown you can walk through it with no issue, if you failed the skill check you can tank the damage with one party member or dimension door across.

Before you step any further I HIGHLY recommend you make sure you have dimension door spell ready, protection from electricity/fire is also highly wise to have up.

13. Hundred-Face Boss Fight
After brief dialogue violence is inevitable, what you should know is that Hundred-Face wisely hides behind force field. Forcing us to spend time travelling to corners of the map disabling the purple crystal devices whilst he harasses us with spells and the turrets spew lightning.

However, you can skip this by dimension dooring to his force field enclosure where he and his 44 AC doesn't stand chance though I must note his spells are quite nasty, he can cast sunburst that deals AoE fire damage and potential applying blind. He also has access to sirocco, chain lightning, fireball and burning arch.

After the battle with your retinas hopefully in tact. You get the choice of what to do with the machine. My take is destroy it for item worth 37500 gold, if you keep it you get project to get some augmented for your crusader forces. In my experience however they are quite mediocre, but perhaps Owlcat has buffed them since I last tried them.

Numerian Greatsword
One more thing! Do you remember Hundred-Faces room located below the room where we fought Chief Khara? You can go now to loot Numerian Greatsword from there!

Level 15:
Arueshalae: Espionage Expert (15) I feat: Improved Improved Improved Critical (Longbow)
Camellia: Instinctual Warrior (7) I feat: Stat Focus - AC
Daeran: Oracle (15) I feat: Improved Improved Improved Critical (ray)
Ember: Stigmatized Witch (15) I feat: Metamagic (Empower Spell)
Greybor: Slayer (15) I feat: Improved Improved Improved Critical (Dwarven Urgrosh)
Nenio: Scroll Savant (15) feat: Metamagic (Heighten Spell)
Regill: Armiger (12) feat: Cornugon Smash & Dreadful Carnage
Seelah: Paladin (14) I feat: Mounted Shield
Sosiel: Cleric (15) I feat: Metamagic (Extend Spell)
Ulbrig: Griffonhearted Shifter (15) I feat: Improved Improved Improved Critical (Claws)
Wenduag: Spawnslayer (13) l feat: Improved Improved Improved Critical (Throwing Axes)
Woljif: Vivisectionist (10) l feat: Improved Improved Critical (Kukri)
My Character: Sword Saint (15) l feat: Improved Improved Improved Critical (Fauchard) Magus Arcana: Quickened Magic
Sacred Lands
Sacred Lands located just above Blackwater is mainly giant puzzle section, length of which mainly depends on your IRL INT stat (or if you decide to look up the solution.) There is some (potential) combat at the end, but should be doable with light buffs. For tricksters doing sadistic game design no need to rest as you get the option to skip the encounter.

As you arrive there is nothing of note other than single local. Talk to them and accept, but be aware once you go into the puzzle section you will be alone so if you are not running your long duration buffs back up and apply them before proceeding.

Bridges Puzzle
Puzzle itself is simple one. Sixteen stone platforms with buttons that are to connected each other by bridges controlled by aforementioned buttons. You can clearly see from from the colors what button control what bridge, but what adds some complexity to this puzzle is that getting across is not enough. We have to do so in manner that certain buttons are pushed by the time we reach the end (represented by raised blocks at the end)

It also bears mention that to my knowledge you cannot cheat by for example dimensional dooring to finish. There is also Elven Notes in one of the chests!

Solution to puzzle is in image below.



End
You will meet Lilitu at the end who asks you to kill the treant. You got few ways you can approach this. You can take the mythic options which start a fight, but with some minor help (Trickster notably skips.) You can agree to help the demon and then talk to the treant and then go kill the lilitu with your team or alternatively you can kill the treant like she asked.

Note that if you start the fight alone your team will join you, but it might take a while and in combat Lilitus are blenders and without mirror image/displacement or summons/heavy movement speed buffs it might be over for you.

If you side with treant you will get much more valuable Wand of Cure Moderate Wounds and if you side with the Lilitu you will get the Wand of Inflict Moderate Wounds. You can also kill the one whose side you took if hunger for exp overwhelms you.
Seelah's Act 3 Companion Quest ("Till Death Do Us Part")
Seelah will at some point in the Act 3 approach you thus starting this quest. You are directed to go meet her at the jewelry shop. The choice there between helping Seelah to buy the ring (1k gold) or not isn't meaningful. It might effect what demon you will have to fight later, but the encounter itself is easy either way.

The Wedding
One doesn't need section for this bit (or the quest overall) but for the sake of completion its here.

You can get "bad" ending to this quest if you don't get 2 out of the 3 clues, but as long as you talk to everybody and succeed in some easy skill checks you should be in the clear.

After arriving at the wedding you can find Kiana at the west side with Arsinoe, whom you can talk to end whole bit after you are done, but for talk to the bridesmaid who is in the west section. She will ask you to find bone which you can either lockpick from the nearby skeleton or pick from table (hidden perception check) your reward for this grand task is Shiny Ring (500 gold.) There is also hidden perception check of 20 at the end of the conversation.

To the east you can find men's section. Talk to the best man at the entrance and if you manage the perception check take the "Fey, what is tiara you are wearing?" after that ask to take part in the treasure hunt. When you have conquered the mighty labyrinth take its spoils to Evan and with that we are done and you can go wait with Arsinoe, but before you do....

End of Festivities
Apply buffs and cure your exhaustion before you skip the time with Arsinoe. If you passed the arcana skill check or you are Aeon tell Seelah that there is something wrong with the jewelry.

You knew what was coming when I said apply buff. Your opponents today are omoxs, giblirieth, abyssal hunter, distorted mythic schir and greater shadow demon. Suprisingly weak foes at this stage of the game, but I am only thankful. There is no strategy here other than pull back and regroup if you are feeling paranoid. Be careful with Seelah dying as I do not know if her dying here results in game over.



After the havoc is offer be alerted that the way you answer to Seelah can potentially Affect her quest line as she has same mechanic as Ember and Woljif, but this time its between Lawful vs Good. If take lawful responses with her she will turn to a more standard paladin at her questline end.
"A Noble Intent" (Drezen Murderer Quest)
By the time you are reading this you probably had the notification about murders in Drezen and I will assume you chose to investigate option. 5 days after that Anevia will stop you in the streets and talk to you.

None of her dialogue is important, but do as she says. There is hidden perception check for droplet of EXP.

Finding the Murderer
You can find the murderer in the abandoned house in the lowest "tier" of Drezen, in the southeast corner (right from Wenduag.)

You should only read the spoilers once you found the killer.
It turns out the killer was with us from the start though to be fair the hints were there from the start. Remember Camellias introduction? I don't think the cave in killed that man.

What can we do with the hand we have been dealt with?
  • 1. You can attack her - She turns hostile! Be careful if she is your tank!
  • 2. If you humor her you get the option forbid her from killing anymore
  • 3. You can let her complete the ritual (chaotic) and if you do she will propose having sex after. As far as I know you can start the romance without having sex with her here, but I haven't tested it. You can also take the (evil option) to allow her continue killings more on that in next spoilers.
  • 4. After 2 or 3 you can still betray her to Anevia leading to her removal from your party.

Also of note there is hidden perception check to ask how many she has killed. IIRC this comes up later, but its nothing too major.


Camellia has murder counter and this affects her final quest. If its above five you can talk her down from killing in her final quest, if its not she will attack you if you deny her. Granted I don't find this very meaningful as mechanic since if you are dragging her along you are already fine with murder.

I have seen reports that you can dodge this by romancing her, but I have memories of her attacking me anyways. Maybe I was wrong or it was changed in patch.

Targets you can feed for her to kill are
  • Nurah, if you imprisoned her - Not available for us.
  • Ramien or Hulrun - Do not let her kill Hulrun. He will be of use.
  • Graham, if you imprisoned him - Free kill!
  • Soana - voids good ending to the quest
  • Kaylessa - Free kill! Though likely in past.
  • +1/2 potentially from one of her personal quest.
  • +1 potentially from one of her personal quests


After the Quest (Romance)
After the quest is over the murderer has new dialogue paths for you to explore. One of these goes something like "We made love during your ritual/You suggested we make love during your ritual." and that is the dialogue that starts the romance.

This unlocks new campsite event for Camellia which can be missed if you do not trigger it early enough. To trigger it normal rules apply, camp in location meaning not on map or rest in Drezen and have her with you.

Here is the correct dialogue for that event. "Alright let's discuss...ahem...strategy." > "A general should always be in full view of his forces."

Romance Event
If you haven't sniffed petrol you should be able to figure out the right dialogue choices in Cams first romance scene after her quest.
"I can accept that at least for now" > [Pick up the glass] > [Stop holding back]

Afterwards you can talk to her for point towards her romances good ending.
"I want to talk about us" > That's why I came to talk to you..." > "You're my best friend..." > "You're the best thing in my life..." > "I also wanted to tell you I miss you so much... > "I don't know how to bring our next meeting any closer/I promise that I won't see anyone but you..."
Sosiel's Act 3 Companion Quest ("The Impostor")
As with the other companion quests you will get this quest most likely after Areelu's Laboratory and Ivory Sanctum. Quest starts with Anevia bringing in someone, jail them and go talk to them with Sosiel.

This will give you the objective to visit Extirpators Camp which is located deep south of Drezen, past Wintersun. Make sure to bring solid combat party on your visit.

Extirpators Camp
Once you arrive on the scene be sure to apply your buffs as after little bit of wandering you will be attacked by AC hog of a worm.

Gluttonous Maw
59 AC, HP closer to a thousand and around 30 DR if you don't have adamantine. Nasty, but luckily the beast isn't prone to reevaluating targets. Keep his cleave in mind, tie him with your tank and close the AC distance by method of your choosing. I personally went with greater invisibility, vision of madness, bane of spirits and heavy buffs.

Ravenous Greater Shadow
We aren't done yet. Look around and find athletics check to climb nearby cliff. Be warned you will be in for combat once you climb so be ready. (Apply Death Ward if you want to be safe)

This time our opponent is ghost of Act 1 come knocking again. Remember ravenous shadows in the marketplace? Yeah, its one of those, but with 64 AC. Same basic principle as when we fought the wyrm apply here. Below are my attack rolls if you need help. Note the favored enemy from instant enemy spell Arue has.



And with that we are done time to return to Drezen after looting so loot your reward consisting of scrolls Holy Aura/Mass Heal from the bag. There is also trash tier cloak of Living Flame on the battlefield.

Back 2 Prison
When you return to Graham make sure to pick "You said three of you survived. Where are the other two?" followed by "Wait this is only one person's side of the story..." when they come up in the conversation.

This gives us the objective of visiting Lost Chapel to talk to the [spoile]remaining deserters.[/spoiler] exhaust the dialogue. How you treat them does not matter, but when Sosiel asks you what you make of all you have learned your answer matters. Heavy spoilers in spoiler.

In Sosiel's questline you can influence his opinion of his brother to three different viewpoints and these are: monster, victim and hero. Of these victim is preferable and only one that leads to good ending. So if you are aiming for that answer "Your brother hoped to keep his heart pure..."

And that's the quest wrapped up. You can report to Hellknights Outpost about the fate of Extirpators for sweet 20k.
Ember's Act 3 Companion Quest ("The Wayward")
As usual you get this quest after progressing the main story (Ivory Sanctum+Lab.) It is heralded by Ember gathering her very own congregation (talking to her about gives alignment options but they don't affect her quest line)

Sometime after that petitioner will come to your court in Drezen and tell you that Ember is kidnapped You are on rails at this point, but there is hidden perception check to reveal the fact that she is a cultist but this is mostly for rp.

Baphomet's Shrine (Fight)
Off to Baphomet's Shrine we are. Its located east of Ivory Sanctum. Be warned that there will be combat against high AC, but low will save foes.

Once you take few steps forward you will whisked into a cutscene and fight will soon ensue. Your opponents today are three Glabrezus (regular, voracious and conqueror) and two minotaurs (axe thrower and warlord)

As I said they have high AC, in fifties to be specific. Also note that one them casts confusion at the beginning so if you are lacking in saves staying back for couple second is not the worst choice. Other than that, there is not much else to say.

The Choice
After you have pacified the local demon population you get a choice. If you have read my previous spoilers about Ember you know whats up, but I will explain once again. TL; DR through out Embers questline you get chances to sway to her, if you sway her to lawful or good you will get "good" ending though good is mechanically better. If you sway her to evil or are uncommited you will get "bad" ending.

Here the choices are pretty "color" coded. If you pick the option without alignment you fail the quest.


Remember to loot the meh/meh Blazing Crown and tsunami scrolls from demons. Map also contains some other very minor loot.
The Price of Knowledge
You get this quest either on your 75th day into Act 3 or when Galfrey is 5 days away from arriving. So, if you are Azata be ready to assault Midnight Fane before she arrives!

There is also slight variation in quest depending on if you managed to save Klaem back in Kenabres library or not, IIRC you get slightly worse outcome if he perished.

Wintersun
The order representative tasks you with finding their former leader. Assuming you talked to Miammir when you were last in Wintersun (woman by stone tree near treants) you know where to head to, otherwise you will have to go talk to her, return and then go back Wintersun.

Note: Be warned you will have to fight strong foe so bring party that is up to the task! Ray caster and Guarded Hearth/Mark of Justice recommended! Archers and CC (illusion) not so much.

After you arrive at Wintersun you might want to pause for second before you ascend to the top of the hill and read next section.

Miammir
Talking to Miammir reveals she is being kept here. If you dare the voice to show itself it will, you cannot barter with him so your choices are fight or leave unless you are lich in which case you skip the fight.

Now why did I tell you read the next section? Well you see Siabrae is akin to the ancient ghosts we fought in Wintersun and by that I mean bloated AC, crap ton of buffs, and wide variety of nasty spells. Speaking of spells lets go over them first.



Siabrea will always start by casting Polar Midnight, be aware that that this deals cold as well as dex damage in huge area for long duration. He also has access to other spells we are familiar with, with probably worst being Sirocco and Finger of Deaths assuming you have access to something that negates Plague Storm.

Ice/Iron Body spells are your best bet for outright immunity (If you have Brown fur as merc) as they will render you immune to the stat damage. Just be wary of fire damage if you go with ice body and make sure to pair it with item that grants immunity to fire. Siroccos can dispelled (point) and of course resistance/protection to fire is must.



As for his buffs they are up there in quality. Biggest pain is Sea Mantle as that renders ranged characters almost useless. Sadly, I don't know the dispell DC for these.

Siabre Fight Strategy
Safest way to tackle him is to throw your allies to the wolves and approach with only your tank and then perhaps dimension dooring away. This approach relies on Siabrae wasting his spells on your summons and allies.

The other route and which I took is to kill him in 1-2 turns and taking the gamble he cant get Siroccos and what have you's out in time. Ray caster is your best bet here as Siabrae touch AC is in 25-30s. In my case Ember with quicken metamagic rod spamming Hell Rays and my MC with true strike managed to kill him before the fallen druid got his second go.

As for fate of Miammir when you emerge triumphant sending her to rear to heal is the best choice. IIRC this only option if you have Klaen with you.
Midnight Fane & Act 4 Preparations
Its been long time coming, but we are finally ready to enter into the next age and obviously this marks sort of a point of no return so I have devised for you a final checklist to help you finalize your preparations, and few notes on what you should know and what you don't need to bother with.

Checklist
  • Quests - Obvious, but check your quest log in case you forgot something. Please note that Nenio's quest "More than Nothing" can't be completed in this act.

  • Reagents - Make sure you stocked up on cooking ingredients, diamond dust, and dinosaur bones (Jade too, if you use it.) We can purchase spell ingredients in Act 4, but that requires some questing.

  • Relics - We cant access crusade mode in the next act, thus we cant make relics (not to be confused with Storyteller's artifacts.) So take the time to ponder what you don't need and what you cant skip, I will doubly stress that when we get the opportunity to craft them again the game will be almost over.

  • Scrolls - Summon scrolls (animate undead from treasures of midnight isles vendor) are ALWAYS useful, as are restoration, resurrection, mind blank, freedom of movements and protection from energy scrolls. How heavy you want to invest depends on your run (difficulty/sadistic game design.)

    [*Radiance - Remember to bring Radiance with you! If you sold it check the vendors or in worst case use Toybox to spawn new one.

  • Equipment & Inventory Management - Once you have decided on whom you will along, inspect equipment and belt slots of your remaining party members for magic items that could aid you. This is very common pitfall of mine so make sure you too haven't misplaced your goggles of pure sight, other items to keep eye on are any items that give immunities or buff party. This is also good opportunity to take last look at the vendors

  • Crusade Mode Currencies - Spend your remaining crusade mode points as they along with your troops don't carry over. Your forts and generals however do and speaking of forts citadels are wise investment as you wont have any troops when you return.

note to self check if they fixed general unassign timer

Party Composition
Midnight Fane is long dungeon in vein of Ivory Sanctum and Siege of Drezen so it would be wise to bring party that can tackle variety of situations. That being said what will most likely give you the most trouble is certain optional "secret" boss fight that has become infamous in the community and for that reason I would lean towards party more capable of tackling those (which in practical sense most likely means making room for Mark of Justice/Guarded Hearth in your team.)

Slot few "Shield of Laws" on your cleric!

Last Minute Preparations
When you are ready, go to Lost Chapel with your party and buffbot, If you don't have one consider investing into one (brown fur transmuter) now as they become really useful in next act. Rest and apply the 1h-24h buffs and teleport to Drezen. You are now ready to talk to Galfrey and begin the assault!

Note: If you are doing the Queens romance your choices in the small extra scene you get don't matter from what I gathered.
Midnight Fane (Start and First Portal)
You entrance will be immediately met by horde of babaus led by kalavakus, most of them are chaff but keep eye on the few present babau infiltrators as those are dangerous.



Once you are finished with the initial counter attack and have gotten a moment to breath and more important applying any buffs you were missing we can start heading to west through only passage that is currently open.





1. More Chaff
At the corridors end we find yet more demons waiting for us. Getting close starts dialogue followed by combat.



Like title spelled out fight itself is wash and I really don't have anything else to say.

Enemies
4x Babau Eliminators
1x Babau Warrior
1x Distorted Mythic Schir
1x Schir Brute

When you are done DON'T take the athletics check to jump over the meat wall instead lockpick the door to the west which leads to another mop up of a fight (4 schirs.)

2. Retriever & Greater Kalavakus
Be careful with the traps in corridor. When you come to the next room know that you can disarm the traps there without triggering the fight if you are careful.

This time you are face to face with two greater kalavakuses and retriever. You are familiar with both types of foes so I wont yap too much here.

3. Door Fight
Don't jump into the abyss just yet instead take the door that will take us behind the meat wall. Use the door to your advantage and clean out the trash.



Enemies
2x Babau Eliminators
3x Ferocious Schir

You can find the Bliz laying on the stone afterwards and while you are here you can jump over the meat wall for experience be warned that this will spawn to kalavakuses.

4. Three Nalfeshnees
Jumping into abyss you should see three Nalfeshnees. Not much to say here kill them quick enough to avoid the saving throws, CC them or have high enough saves.

5. Carnivorous Crystals
My one of most hated foes in WOTR return. In the next cave hiding will be four man eating crystals which in case you forgot or skipped the last encounter radiate stun pulse (fortitude save.)

Its not impossible to pass the saves, but I wouldn't risk it even with holy aura, greater heroism and mind blank. Ice body (or equivalent) is your best bet as it will render you flat out immune. In a pinch AoE spells like blade barrier or pit spells which take advantage of their low reflex saves will work, and if you extremely paranoid wall of animate dead and constantly pacing backwards whilst shooting should win you the day.

6. Omoxs Befouler
Your way into the next set of caves is blocked by omoxs, and that's all I have to say.

7. Vavakia
Going over the crystal bridge to the north-east brings us into the room with Vavakia. Be wary of his breath attack that can potentially stat drain or stagger you other than that despite his respectable stats he shouldn't cause any issues.



In the corner of the room you can find Full Plate of Spell Nulify. This quite fun item if you have someway of stacking spell resistance.

8. Baphomet's Runeblades
At the end of the cave you can find three runeblades and they probably mark the start of annoying/challenging fights. You should aim to tie them all in melee to prevent them from casting greater dispel and speaking of dispel their AC is quite high (62), if you don't have other tools to lower it dispelling their buffs isn't the worst idea.

9. Two Carnivorous Crystals
Coming out of the Vavakia cave don't cross the crystal bridge back yet instead head south to find two more carnivorous crystals (one ancient and one normal.)

10. Succubus Ambush
Crossing the fallen crystal and continuing forward brings you face to face with single Omoxs. Dispatch it, but be careful not to pull the babau close to it as engaging the babaus starts the REAL encounter.

The first wave consists of babau eliminators and warriors, the second brings more babau eliminators backed by succubus archers. I have had wildly different experiences with this fight in the past. Sometimes the archer have switched targets and causeD me pain and sometimes I have slaughtered my way to them without any problems.

If you don't have protective luck (or deflect ranged attack) on your tank be careful as this fight starts trend of enemies crit fishing you by volume of fire. Mirror Image, displacement, and protection from arrows can give you some peace of mind, but you can do without them.

First Wave
3x Babau Eliminators
2x Babau Warriors

Second Wave
4x Babau Eliminators
1x Abyssal Huntress
2x Succubus Sharpshooters

Out of the Abyss, Into the Frying Pan
Taking the portal out of Abyss brings back the Midnight Fane map where we are faced with two corridors, go open the door at the end of south-eastern one, but don't go through.

After the brief cutscene take the other corridor back to your allies.

First Horn Fight
Upon your return you will find your allies besieged by demons. Despite the fact that they will be butchered in seconds without your aid you may want to keep your empathy in check as this is another fight where enemy gets reinforcements so rushing out may leave you exposed.

The second wave will come from two different directions. Voracious Glabrezu and 4 Babau warriors will come from previously hidden corridor (east) with the one flanking Glabrezu coming from south (stairs near the demon lord altars.)



Safest choice here is to hold at or near the corridor where we came from the room, if you don't have enough tanks (or pets) to hold the reinforcements.

First Wave
2x Babau's Votary Murderer
1x Marilith
4x Babau Eliminators

Second Wave
2x Voracious Glabrezu
4x Babau Warriors

11. Hidden Cultists
After banishing the demon waves go into the corridor the reinforcements came from, inside it pull down the lever to reveal hidden compartment.



Inside which you can find group of cultists hiding from your wrath. Only thing of note here is that one of the votaries is invisible at the start. Inside the chest in room you can find Nightmare a very mediocre falcata

Enemies
2x Marilith's Votary
1x Cultist Evoker
4x Cultist Archer
Midnight Fane (Part Two: Second Portal and First Two Priests)
12. Baphomet High Priest
Time to rob Baphomet of his high priest and speaking of dastardly deeds I must confess I have done you a disservice. I did not take look at what spells he cast before attacking and would you know it I killed him with a crit so there is no corpse to inspect...woops

Luckily you can get view on him and inspect him for yourself before the fight starts. I also have vivid recollection of him casting plague storm in my previous runs.



As for his aids he has three enigmatic labyrinth guardians with him. Two will be with high priest and one will be at the door be ready for few turns of whacks from them if you decide to charge and alpha strike the priest.

Loot wise your victory is rewarded with Banshee's Heart (glaive +5), breastplate +3 and Belt of Physical Flow +4.

13. Succubus/Incubus Bedroom
Proceeding downstairs keep going until you get vision on succubus. The upcoming actually requires some slight amount of brain power so here are few things you should know.
  • There are two SD's votaries in the back whom will go through their usual CC routine, but afterwards will spam fireball until your fire protection breaks.
  • There is acid fog trap underneath the succubi whom you see through door way
  • The succubi and their male variant have the tendency to retarget
My recommendation and how I tackled this fight was to start by charging in with my tank. I then hugged the wall with my martial until I got to the votaries whom I dispatched with the help of my archer. My pet in the doorway kept my archer and casters safe when the enemies retargetted. At this point I could turn my brain back off and kill them one by one.

There is Magic Essence in room so make sure you loot it after you are done!



Note: Numbers below feel little bit off to me. Go in expecting twice the number of succubui/Incubuses

Enemies
2x SD's Votary
2x Distorted Mythic Incubus
3x Distorted Mythic Succubus

Note: Last chance to check you have Radiance in your inventory before you proceed!

14. Familiar Faces
Next room you are greeted by Storybook event.

Knowledge check (30) and Break Enchancement/Remove Curse will ensure survival of the husks, allowing you the chase Minagho safely. If you went with the (evil) option or tried to intimidate her the husks lives are accordingly forfeit if you chase her.

You are free to talk to the survivors now or should I say the survivor as there is but one worth talking to. You can hand Yaniel the sword to upgrade it (+4 Holy). The (evil) and (chaotic) options will kill Yaniel, but also upgrade it (+4 Bane Living.) Take note your choice here also determines in what alignment is needed for the swords special effects to work.

You should take good look at the sword as it has nice effects including granting spell resistance which if stacked can become useful (though I haven't tested if it (still?) stacks.)


15. Pursuer Retriever
Going forward you will find retriever in narrow passage with trap in middle. If your tank is also decent lockpicker best choice is to send them alone to disarm the trap then bring the rest for the kill.

16. Babau Infiltrator
Few steps out of the portal and you will be face to face with another mini babau horde. Not much to say here.

Enemies
1x Babau Infiltrator
3x Babau Eliminator
1x Babau Warrior

15. Distorted Mythic Vrock
The other portal next to you takes you to the other side of the blue barrier where you can find single distorted Mythic vrock (and trap.) IIRC this is the route you would come in if you attacked Minagho.

17. Gresilla, Priestess of Nocticula
Past the babau welcoming committee you will find Gresilla relaxing, but before you run to her arms I would recommending leaving most of your team at the narrow passage ways near the portal (you didn't come from.)

You can actually skip this encounter via diplomacy. If you pursue that route you will have to pass will save (25) or the next skill checks are harder (which funnily results in more experience.) Passing the skill check gets you Twisted Temptation (lowers enemy will saves and boosts your enhancement DC!) without having to kill her and of course the key which you get even if you failed.

You can backstab her like true demon after attempt at diplomacy. If you didn't get Twisted Temptation can also loot it from her body after laying her low.




As for fighting Gresilla she is quite the one pump chump (maybe she learned it from her lovers?), but that one pump is mighty indeed. Whole encounter is built around Overwhelming Presence which she will cast as her first move in combat. It render your party helpless unless you pass whooping will save of 44 OR have immunity from item or spell like Shield of Law (Cleric spell, psst guess who accidentally slotted inferior holy aura instead?)



She is backed by three succubi archers and two succubi melee guards (AC of both is in 50+.) Both types act as you might expect of succubi. Main danger from the guards is their speed and danger of archers is either volume of fire or them picking squishy target.

So in summary, if you can render yourself (or at least your tank) immune to Overwhelming Presence and utilize choke point the battle is yours to win at your leisure. If you don't have that option either rely on undead summons or alpha strike Gresilla (her touch ac is in 26-30 range.) As side note IIRC Joyful Rapture you break the effect of Overwhelming Presence.

Loot the Mantle of Night from the camp before continuing on.

18. Nabasu & Coloxus
Soldiering on past the crystal bridge is where the fight waits for you. Time to see how you have evolved since the time you fought coloxus in siege of Drezen.

Enemies
1x Greater Kalavakus Marauder
2x Coloxus Defiler
1x Grown Nabasu
1x Distorted Mythic Nabasu
Midnight Fane (Part 3: Final High Preist)
19. Gallu Warmonger
Going through the portal bring us into the room with bunch of schrs and new enemy type! Gallu have annoying ability to deal bleed in AoE luckily you can remove it via healing effects so be prepared for that. Other than that expect high ac (60) and good buffs like mind blank etc.

Much like the earlier succubus battle this fight has trap in middle though this time its much worse (stormbolt?) My recommendation is to let the enemies or should I say the first wave come to you.



Yes, there is second wave consisting of melee votaries, archers and single evoker (whom will notably cast fire snake.) After you are done with the first group you can try to go around the trap and disarm it, but honestly you are probably better just waiting until the fight is over.

Loot wise there isn't much to speak of though you can find Finnean notes in the trapped chest of the room where cultists came from. Though to my knowledge its just lore.

First Wave
1x Gallu Warmonger
4x Schir Brute

Second Wave
2x Abrikandilu's Votary
4x Cultist Archer
1x Cultist Evoker

20. Babau Ambush
Be warned that shortly after going through next door you will be met with cutscene AND ambush of babau eliminator behind your back (coming from the lava.)

This can very easily lead to avoidable damage so go trigger the cutscene and the ambush with your tank.

Enemies
5x Babau Eliminator

Second Horn Fight
Go aid your allies same route the enemies went to attack them. This fight is much the same as the last time. Do not depend on your allies, stay in the corridor. Be on look out for the enemy reinforcements.

First Wave
1x SD's Votary
3x Nabasu's Votary
2x Grown Nabasu
1x Marilith

Second Wave
1x Voracious Nalfeshnee
2x Vrock Pillager
2x Marilith

21. Deskari High Priestess
Time to tackle one of three toughest fights in this dungeon as the final high priestess is hard nut to crack.

AC in 60s? Check. 600 HP? Check. Good DR? Check. Sea Mantle? Check. Spellcaster? Check.

Moment you enter the room fight starts. The boss is accompanied by two buffed swarms which while annoying are something you should ignore as you really on the clock. You see High Priestess has access Polar Midnight, Ice Spray, Blizzard, Ice/Flame Storm, Boneshatter and Harm. While this sounds tolerable trust me she will break through your ice protection (Did I mention she has access to quicken spells?) Be careful with dex drain of Polar Midnight.

If you have anyone with ice body and that one cloak that renders you immune to fire damage you can simply hold her at the door while rest of your team waits further back for her to waste her spells. This is in fact valid way to handle this fight, but just be sure you can heal the boneshatters she will throw at you. In pinch throwing enough summons for her to waste her spells should also work.

What about the quick and flashy approach? Well, your best bets are ray caster as her touch AC is only 38 AND she has vulnerability to fire, combine that with one of the great equalizers (Touch of Madness/Guarded Heart/Mark of Justice/Dispel.) and you should be able to take her down. Her saves also are relatively low for someone in her weight class, but being undead renders her immune to lot.

Take care with your pre battle prep. Make sure you have ice/fire protection/resistances up, apply ToM before you go in and cast true strike with extend metamagic rod.

Remember to collect the last key we need from the corpse!

22. Ravenous Greater Shadows
With the last key in tow we could now go back to the entrance and open the door to the boss, but we are not done yet.

For now go "behind" the statue of Deskari in the room. If rolls favor you you should spot the secret door. Be warned the arcana check teleports you to face to face with four ravenous greater shadows with no room to maneuver!

With ghosts exorcised you are free to take the few skill checks over to the shrine. Make sure you loot the Ring of Deadly Swings right next to it. The Ring is A+ item if you happen to have any throwers in your party.

23. Archer Trouble
We just dealt with one of the toughest fights, now how about most annoying? Up next tons of target switching archers!

From Deskari statue take the north-eastern stairs until you see Kalavakus marauder.

Enemies
2x Kalavakus Marauder
Tainted Retriever Watcher
4x Succubus Sharpshooter
2 Abyssal Huntress

Order of the battle, if you go blind will most likely be the following: You will kill the first marauder without issues, retriever comes forth and engages your tank whom you sent front, the second marauders ignores them and goes for your back line.

I didn't mention the enemy archers in that synopsis because the archers here are pretty unique. Target switching archers are one thing, but these are also AGGRESIVE meaning once they got their sights on you going behind corner isn't enough to dissuade them. They will sprint at mach 10 to get vision on you, even if it may put them in compromising position.

As you can tell anything that anything that helps against archers is great here. Displacement, protection from arrows etc.

Strategy wise you could hold at door way and peak out to lure enemy archers closer when they target away from your tank. If you have secondary tank you can send your main tank into the fray against the archer to distract them and hold the door with your secondary.

Despite these paragraps decent DC CC can make this battle cake walk.

24. Marilith Conquerors & Votaries
Taking the southern stairs from Deskari statue you will find small pack consisting of two
Marilith conquerors and their three (marilith) votaries.

Note: There is dangerous group next to them be careful not to pull it!

25. Destruction, Destruction...
So what makes this fight so dangerous? The hint is in the title as among the minotaurs and conjurers are three Vrock's Votaries whom will each cast destruction (they also have access to blade barrier and heal which they will prioritize if they are low.) You cant get scot-free access to them either as they will be well behind the minotaurs though it is possible if you are willing to brave the danger and have movement speed/health/mirror image/displacement to back up your bravery.

Easiest way to handle this fight is to pick the first votary with your archer and then use last stand to survive the next wave of casts while your team neutralizes the remaining votaries. CC and/or summon meat wave of course also works well.

Speaking of archers if you are playing on real time mode keep close eye on whom they are shooting as I have noticed they sometimes switch targets to closer minotaurs for some reason...

Enemies
2x Half Fiend Guardian Minotaur
1x Enigmatic Labyrinth Minotaur
2(3?)x Vrock's Votary
2x Cultists Conjurers
Midnight Fane (Part 4: Wrapping up, Optional Boss & Secret Puzzle)
To the East
One of the corridors leads to dangerless loot room containing alchemy ingredients and reagents with okay goggles for Aeon. The other leads to barrier you should ignore.

We still have one unexplored portal we haven't plunged into left, just be aware there are couple of ghouls waiting for you at the other side.

Enemies
3x Ghoul Stalker
2x Unhallowed Bodaks

27. Vrolikai
When the path ahead forks next encounter is near. This time you are against Vrolikai, nabasus and ghouls. I can't remember if I talked about Vrolikai earlier in the guide, not that there is much to say. They generally are mariliths and nabasus mixed together meaning level drain and torrent of blows each turn. Don't waste your displacement or mirror image on them as they have true sight.



As for the fight itself you will face enemies coming from both directions though not evenly and the amount can change, be wary of the reinforcements that occur after you killed x amount of ghouls. Safest way to handle this fight as it often is to pull back little and force both hordes into one passage.

Enemies
2x Vrolikai
3x Grown Nabasu
4x Unhallowed Bodak
7x (?) Ghoul Stalkers (Reinforcements)

You can find Rebound for Regill on nearby corpse.

When the paths converge and you come across slaughtered demons read the next section

28. Playful Darkness
Does the name ring a bell for you? If you have ever come across people discussing the difficulty of WOTR? "Playful Darkness" is inevitably brought up and for a good reason as it is one of the hardest encounters in the game and we are going up against it right now.

So what exactly are we up against? 1064 HP, 90+ AC, 58 touch AC, 74 base attack, oh and encyclopedia worth of buffs and special traits.


Note: DC to dispel is 31

Most noticeable special ability he has is his divination immunity meaning true sight wont help you against his blur/concealment. The other I would like to mention is his self regeneration ability, while this is nothing we haven't seen before hitting him with positive energy to finish him off can range from trivial to hair loss inducing (channel positive energy being easiest and hitting him with healing spell being harder.)

He also has some goons with him that aren't anything to special but fulfill annoying role which I will explain in next section...

Enemies
1x Deathsnatcher
4x Ravenous Greater Shadows

Set up & Fight
You will want to drop guarded hearth where path forks again. Apply all of your buffs, true strike with extended rod, use goggles of true sights ability and other "specials" that that come to the mind, Summon lots before your start as well. The fight begins when one of your party members walks to the big bone pile, sadly you cant trigger it with summons.

Funnily you enough you can fight the deathsnatcher apart from the rest by aggroing it with summons or running around in the tunnel (don't tell Owlcat.)

As for why the minions are annoying, optimally we would like our summons to mob the boss, but they may part like the red sea for him as they target shadows. You may mitigate this by having your team positioned closer to the slaughtered demons.

If you survive the first turns your position is likely secure with the only looming danger being running out of summons to throw at him. At this point you should dispel him at least once with goggles of true sight whether you want to keep trying after that depends on your hit chances, as for me with Mark of Justice, Guarded Hearth, Evil Eye, Quarry, Touch of Madness, True Strike and my various class buffs I managed to close the gap between his AC and my base attack enough to down him.


I have no clue why Clemency of Shadows effect of summoning spiders triggered by Playful Darkness slaughtering my undead hordes, but I am not complaining.

Spell wise I wouldn't bother with rays though your mileage may wary. Boneshatter and other spells that always hit are worth gold here. Even Pillar of Life, a spell I would ordinary never use is serviceable in the context of this fight. IIIRC Creeping Doom + Source of Dividing Power (robes) used to be able to cheese this (and most other) fights as I recall boss having trouble hitting swarms, but upon killing him I found swarmbane clasp on his corpse so I think Owlcat have plugged this weakness.

Speaking of items found on his corpse. Loot here is quite good aside from the minor magic items on his body in his boney lair you can find Manual of Quickness of Action +2 that permanently buffs character that uses with +2 dex! There is also much less impressive Helmet of Weakening Torture hidden behind perception check.

Note: The stat gains to same stat from the different books we will find in the future don't stack (according to my memory.) I will update this section with recommended usage once I refreshed my memory, but the gist is you may want to give this buff to companion and one that gives bonuses to multiple stats to yourself.

"Secret of Secrets" Puzzle
There is still one obscure puzzle (and a fight) left before we can continue with the main objective.
You see, if you close all the doors in the dungeon while keeping only the two doors with levers marked by the Deskari symbol open, a secret room will be revealed!

Note that to do this you will have to go to Midnight Fane's lower floor and take subsequent the portals to the other side.



Enraged Vescavor Swarms
Before you rush to open the chest in the secret room know that:
  • Its trapped
  • Opening it after disarming spawns four enraged vescavor swarms
Despite these nasty buggers having 66 AC with 600+ HP our tool box has increased greatly since the Leper's Smile. The two main issues with this fight is confusion which feeds to the second issue of swarms doing always hitting respectable damage so we have to start culling their numbers immediately.

Confusion can be negated with shield of law, boosting saves or with the Bookworm's Headband. You can mitigate the damage with damage reductions, summons, but the best way to is to get rid of the swarms.



Speaking of getting rid of the swarms, while their AC is high their flat footed/touch is only 44 so Arue/Lann/Wenduag should be able to carry you here here with greater invisibility.

Your reward for your toil is another Manual of Bodily Health +2, Earth Unleashed alongside 300 diamond dust and some minor loot.
Midnight Fane (Part 5: Darrazand and After)
(Sorry had to separate this due to word limits)

With all the keys in tow you can insert them into the altar to unlock the boss of this dungeon. Luckily this time we are in for better time than the last few fights.

(Note the dialogue choice pre-combat doesn't matter.)

I have the fewest words to say about Darrazand. He is 70 AC (600 hp) martial with mediocre buffs, most notable thing about him is that he acts as suicide bomber that upon death deals 200 dmg (mix of fire and unholy damage.) He will retarget if he whiffs for too long, but time that takes to occur is quite generous.



The two Marilith conquerors act as is expect as do the two vrock votaries: blade barrier followed by destruction. This renders them priority to kill.



Optimally prepare summon wall and guarded hearth before triggering the dialogue and use the time the summons will buy you to deal with the votaries. You can also leave your team behind the door way and send only one character ahead to trigger the fight and let the votaries cast the blade barrier on the doorway (where you have retreated your tank to.) If you then move further back the votaries will most likely kill themselves on their own blade barriers.

No Good Deed...
Our entrance into the next act starts the same way as our entrance to this one.

You will be judged on how you conducted this act. You might be wondering why I didn't mention this before and the reason for that is outside the rp the outcome doesn't truly matter.

You can "fail" the grading by getting single point unless you are angel and take the mythic choice.
  • Being chaotic or evil mythic (Lich, Demon, Trickster)
  • Failing in the crusade mode (not sure of exact criteria, let Drezen fall?)
  • Using vescavors in siege of Drezen
  • Having Arueshalae in party and failing the skill check
  • Attacking Midnight Fane early as Azata
  • Killing Regill in Reliable Redoubt
  • Failing to come to the aid of your allies when they sounded the horn
  • Failing the skill check to hide Lexicon from Galfrey (If you didn't give it earlier)


And that brings us to the end of this Act. See you at the start of your suicide mission in Abyss!
The Nexus (Act 4 Start!)
Here we are! The last really meaty part of the game, but before I start yapping about this act lets finish the introduction
  • Talk to the Herald
  • Head inside the cave.
  • Loot the Elven Notes, Demon’s Blood and the Key to the Nexus Portals.
  • Talk to the Succubus This is trick by Nocticula to manipulate you. Sparing or killing her doesn't change anything meaningful.
  • Go to lower level of the mine.
  • Talk to Suture. DO NOT KILL
  • Loot the Hide of a Magical Creature, Boots of Stampede, and another Key to the Nexus Portals
  • Share what you found with the Herald

Nexus
As you might have already figured game changer in this act is that we have no overmap. Instead we can easily teleport to Nexus to rearrange and rebuff. Herald also dulls out unlimited heals or you could cook skullberry pie that gives you regeneration.

If you aiming for the sadistic design achievement this is the point in the campaign where you can cut down most on your rests. But even to those playing normally, you should think how to take advantage of this party comp wise. For example you could have Ember drop fortune on everyone then drop her or run party full of martials and switch to mage for the harder fights.

Herald & His Approval
I couldn't find better place to segway into this, so I guess I will mention it here, Herald bro has approval meter that is tied to some of your actions. I wont be mentioning what gives or lower his approval to save space, but it is really self evident and easy to keep high. (Good/kind options raise, evil/cruel lower, he will also usually make clear what choices he prefers.)

Having low approval will close the tap on his free heals (or so I have heard), high approval will let you save him later on.

When you get to low health (downed?) herald will heal you and join the fight. This can happen up to three times before he gets captured. Last I played this was buggy and I have seen him spawning and then becoming stuck multiple times.

Next section I will tackle back log of level ups. Feel free to skip ahead.

Level 16 & Mythic Level 15

Level 16:
Arueshalae: Espionage Expert (16)
Camellia: Instinctual Warrior (8) l Beast Totem
Daeran: Oracle (16)
Ember: Stigmatized Witch (16) I Major Hea
Greybor: Slayer (16) I Hunter's Suprise
Nenio: Scroll Savant (16)
Regill: Armiger (13)
Seelah: Paladin (15)
Sosiel: Cleric (16)
Ulbrig: Griffonhearted Shifter (16) I
Wenduag: Spawn Slayer (14)
Woljif: Vivisectionist (11)
My Character: Sword Saint (16)

Mythic Level 5:
Arueshalae: Distracting Shots
Camellia: Unstoppable
Daeran: Second Mystery: Nature
Ember: Greater Enduring Spells
Greybor: Unrelenting Assaults
Nenio: Improved Abundant Casting
Regill: Abundant Smite Evil
Seelah: Battle Meditation
Sosiel: Enduring Spells
Ulbrig: Thundering Blows
Wenduag: Expose Vulnerability
Woljif: Thundering Blows
My Character: Spellcaster's Onslaught, Knowledge Arcana (1)
Lower City (Alushinyrra)
One final note before we start, one of the gimmick of this act is going between different layers of the city and in true RPG fashion there will be lot of backtracking involved. To keep this barely readable guide readable I will attempt to go layer by layer whenever possible with few notable exemptions (such as beelining for the vendors.)



Start!
Once you are out of Nexus and all buffed up, directly to the west from the portal you can find chest in the water Remains of the Colorless One and Buckler of Protective Elements.

Few steps ahead you should see the port that will take you to this acts Treasures of Midnight Isles. Its up to you when you want to tackle it. I myself will wait for level up and better gear.



Continuing up the stairs you should see lockpick able chest on the roof where brief cutscene between citizens happened (also in pic,) This is excellent segue into fact about Alushinyrra and that fact is there are a lot of rooftoop goodies which you will need dimensional door to access, this is why I recommended buying the scrolls earlier on.

Anyways this chest contains Magic Essence and Finger Freezer.

Shifting City
Next up you are introduced into yet another faced of the city and what drives most players to madness. The seemingly random shifts, how I cope with is that I simply hold middle mouse button down and rotate the camera until the city shifts the way I want to.

For now you should keep heading north-west up the stairs. But feel free to loot the chest at the northern route for Demon's Blood.

You should soon see entrance into "Bad Luck Tavern" take it.

Bad Luck Tavern
Ransack all the rooms and you will find Prismatic Ring and Cold Iron! But that's not where the goodies end, if you followed my advice all the way back in Leper's Smile you should find "Familiar Face" in the tavern, whom when talked to rewards you with Ashmaker, 10/10 staff for ray spammers. NPCs relevance ends after this, do as you will.

Bhurgaz

Note: "Show me your wares" procs Wenduag's romance event if she is in your party and passes the time for 8 hours (though my buffs duration didn't lower.)

When you are ready talk to the Inn keep and pick "Where can I find Nocticula." Even if the answer may seem obvious especially to demons among you, take it just to reveal new option that updates the quest log.

Next say "Tell me the latest rumours" and pay the trivial fee as this will net you another teleport coin upon your exit out of the conversation

As final note sleeping in the inn will result in you getting ambushed by demons. So just rest in Nexus.

Wenduag's Romance Event (Bad Luck Tavern)
You will be rolling three fortitude saving throws going from 18 to 22 and finally 26. Easy threshold to pass even as wizard with buffs as such I have never seen how the event alters if you fail, please keep this in mind.

Only dialogue choice that matters is at the end, pick the "Of course they're fiction. But what else to die for if not these fictions?..."


Note: You can pick up permanent modifier for you and Nenio at Battlebliss (north eastern corner of lower city) for 30k each. Check "Clearing Lower City..." section for more details.

To Next Level
With the market place as our goal take the exit up the stairs and head south. This brings us to Ember event which you already know how they function if you read my previous spoilers.

Much more interestingly you might have noticed very high religious skill check on the wall. Feel free to take it, but just make sure you can pass it. These will be important later, for now lets focus on getting to these next layer and you got two routes for that. You can either take the skill checks to climb (near the religious skill check, up there you will find really good Librarian's Cloak for Nenio) or talk nicely to the senior guard (39 DC intimidation check or fight.)

Lower City Guards
If you choose violence quick warning that the imaginatively named "guards" have access to horrid wilting that deals AoE unavoidable damage so tie them in melee to stop them from casting! Aside from that the enemies are 100% trash.

Note: Once you ascend to the middle class be very careful with moving as you are few steps away from hard fight!
Picking Up Quests & New Vendors (Fleshmarket + Ten Thousand Delights)
As I mentioned previously few steps out of the gate will bring you into another confrontation. Luckily for you good positioning makes this fight cake walk.

To talk specific you will be surrounded by mix of greater-ish demons which on themselves wouldn't be problem, but the fact you cant easily control the demons does and what adds more pain into the mix is that Mutasafen is alchemist and alchemist must die immediately before they work through your elemental protections (Fire/Acid in this case.)



Now CC caster or pre-battle horde of summons can deal with what I wrote above well enough. Your true saving grace is the fact that the alleyway right next to the gate is perfect corridor to block demons and from what I tested Mutasafen likes to run past his demon buddies to grenade your bunched up teammates in the back and that leaves him wide open to be dispatched.

Enemies
1x Mutasafen (Alchemist)
2x Marilith
2x Vrock Pillager
2x Greater Kalavakus Marauder

Gold Sinks
With the ambush survived our road to the market can continue (straight ahead and take the portal.) As side note this wont be the last time we are ambushed in Alushinyrra and not even the areas you have previously explored are always safe as your renown grows!

Note: There are even more vendors we can unlock in this act. You may not want to spend all of your gold before you consider all the options.

That being said we are now the Fleshmarkets and you can finally spend all that hard earned gold you have been saving up (you did hoard gold right?) For more on vendors check the next section, but now some things you should know...
  • Talking to Duynk with Camellia in the party prompts small romance interaction. Replying with "I-I understand what you're talking about." grants the good etude.
  • One of the vendors has the mask Nenio needs. You need to kill them to get it, but you are in no rush.
  • Loot the Jaws of Jackal and Hide of Magical Creature from the random containers scattered around
  • You can liberate/get most of the slaves (IIRC doesn't work with gladiators) for free by killing their master, but this removes them as vendor!
  • Of the slaves, send the gladiators and Aasimar to the Nexus for the best outcomes. Rest are inconsequential or actively harmful.
  • Attacking the diseased IKEA ball turns almost everyone hostile in Flesh markets hostile. You should first buy what you want from other vendors, then kill them one by one AND only then finally attack the meatball.

Note: You do not have to buy out the merchants stock and kill them right now. Instead I recommend you do it bit by bit as you progress. Further details are in next section.

Harem of Ardent Dreams
Once you are done perusing the slavers wares, head to the markets end and descend down the rubble. Here you can do the whole rotating camera until the landmasses connect thing.

This brings us to the Harem, we may lack the renown to get in peacefully, but that never stopped us before. Battle against the guards is almost identical to the lower city gate guards so I wont comment on it, just threaten the tall boys and you will be fine.

Once Inside just seek patronage of Shamira, but do not offer her information afterwards (about the purple knife!) With new quest and teleport coin in tow let us head south before swinging north.

Thrall Hunter Master
This fight is exactly what it looks like on the tin. Unavoidable damage in form of two alchemists, vavakia, and thrall masters Ki Shout backed up by mediocre CC.

Just have your buffs up and focus Alchemists/Vavakia and you will be fine. At least you will get solid drop in form of Robe of Determination.

Enemies
1x Thrall Hunter Master
1x Vavakia
2x Cambion Alchemist
1x Incubus Butcher
1x Succubus

Rotating Platform Puzzle
Before we head north lets finish this simple puzzle down south. Well, if we can even call it that, as you do not need to perfectly align the platforms at once. Just align one closest to you and move party member on top of it, rinse and repeat.

The reward we get for this simple task is great! Welcome Respite others effect might be bit ♥♥♥♥♥, but it grants immunity to fire AND acid!

I would have gotten you exact rotations needed, but I half mindedly click few times before saving...

Aasimar
Swinging to north, along the way you will run into Aasimar pleading for help. the game will drag you kicking and screaming into a new side quest and potential (easy) fight that can avoided with (44) intimidate check.

I will cover this quest later, but whatever you do don't send the aasimar from Flesh Market to him, instead shelter them in your nexus.

The Ten Thousand Delights
Continuing along after another camera rotation and portal taken you should be at the door of much acclaimed brothel.

There is Arueshalae romance interaction inside (bet you couldn't see that one coming.) Its not the actual conversation before you enter, but the one after that matters. Intimidating Rokhorn away grants you the good etude.

But more importantly you can get new quest by talking to the Chivarro, feel free to pick Morevet's side quest as well.

Up next we will be dipping into lower city.

Note: To those doing Camellia's romance Unlocking brothels services starts her next quest and she will start dialogue when you return to Nexus. Answer her with "Great Idea! I was going to ask you to go with me!"

Fleshmarket and Its Merchants (Act 4 Vendors)
Note: Compared to previous vendors separating must have item from a good one is harder in this act. I recommend you double check vendors for yourself.

Note: Treasures of Midnight Isles Cleric sells 4 small bags of holding, and dimension door/phantasmal x scrolls

Raggy
Only truly must have item I feel Raggy has is Amulet of Quick Draw. Other have the tendency to seem good on first glance, but are weak on higher difficulties.

Note: You can get the coin for the fleshmarkets for free by killing him, same applies to golarion slaves, you get herald respect for sending them to camp. (Remember to talk to them until you trigger dialogue.)

In battle Raggy is one of the easiest slave traders. He is 48 AC archer and has one archer guard helping him. Only thing to note is they wont target the closest and will try to spitefully take your party members down with them.

Item of Note
What does it do?
Price
Amulet of Quick Draw
+2 insight bonus on attack and damage rolls against large and larger foes. +4 to initiative!

Amazing!
55500
Rusty Dawn (Battleaxe)
+4 Battle axe, 4x instead of normal 3x critical damage, also reduces enemies STR & CON by 3 for 2 rounds. Corrosive burst (acid damage on crit)

Note: You must pass 37 DC athletics check on crit or weapon becomes "stuck"
100000
Call to Violence (+4 Cape)
Cloak of Resistance +4. All enraged allies in 30 feet radius get +2 to attack and damage.

Great, if you have class that can enrage allies.
38000
Blackened Rags (Robes)
+10 competence bonus to arcana skill checks. +1 to DC for witch spells and hexes.

If you got DC witch this might be okay, or if you are playing on lower difficulties.
45000
Time Stopper (+5 Heavy Crossbow)
On hit enemy must past 30 DC will save or be unable to attack or cast spells. On paper great, but in reality 30 DC is not so great at this point in game. On lower difficulties good or you are willing to stack debuffs on target.
99000

Krebus
One of the more important merchants. He has solid stock of scrolls which should interest even the most consumable phobic amongst you as he sells the scrolls of Sea Mantle, Ice Body, Imminent Demise, Foresight, Iron Body, Heal (Mass) and much much more. (You should REALLY buy the heal (mass) scrolls for harder fights.)

Note: buy restoration (greater) scrolls for treasures of midnight isles.

Item wise he also sells tons of goodies and other extras like rods. You should postpone killing him as long as you can.

However when you do, do not take his slaves to nexus.

Item of Note
What does it do?
Price
Ring of Imminent Demise
+2 competence bonus on attack and damage rolls with two handed weapons.

When you hit enemy AoT they must succeed 26 DC saving throw or be knocked prone.
54000
Phantasmal Guide (Quarterstaff)
+5 ghost touch quarterstaff. Illusion spells are cast 3 levels higher.

Amazing, buy buy buy.
92000
Boots of Arcane Persistence
When you cast same spell for fourth time its automatically quickened.

Amazing for CC And ray spammers alike.
56000
Robe of Malice
+3 dodge bonus to AC and +5 to unarmed damage and attack rolls.

Your reward for being monk dip connoisseur sir.
44000
Unholy Shepherd (Ring)
Summon two half fiendish minotaur three times per day. However if the wearer dies, they are summoed as enemies.

Summon spamming is strong. Good purchase, but maybe after the others.
66613
Maximize Rod/Greater Maximize Rod/Greater Empower Rod
Maximize three (up to 6th level) spells per day, Maximize three (up to 9th level) spells per day, enpower three (up to 6th level spells) per day.

Buy at least the maximize spells when you got the gold.
64000/125000/85000

Wirlong the Black Mask
Seller of the exotic magical weapons and one we need to kill for Nenio's quest. Hard one to make purchase recommendations for as the exotic weapon he is selling might be the best in slot for you if you are focused on that weapon type.

Note: Wirlong is one of the few slave traders whose slaves you must purchase before you attack him as they will fight (and die) alongside him. Send them to Nexus.

Item of Note
What does it do?
Price
Robe of the Overmind
DR/2 -, 18 spell resistance, 4 resistance to all saving throws and DC of mind affecting spells increased by one 1.

Great, must purchase.
75000
Holy Devotee's Wrath (Longsword)
+3 Holy longsword. Allows you to smite/MoJ neutral enemies.

Good, if costly tool to have in your repository.
105000
Longbow of Leeching Strike
+5 bleed longbow, enemy suffers 1d6 for every 5 feat of movement on crit for two rounds.

Very good bow, bleed can cheese some fights.
101000
Artificial Predator (Falcata)
+4 cruel bleed falcata. When wielder is in melee and there are no other enemies in 15 feet radius enemy gets -2 to attack and saving throws.
100000
Rulebreaker (Tongi)
+4 Anarchic Tongi. On successful charge, the enemy loses dexterity bonus to AC for one round.

Amazing effect that isn't tied to saving throw? Sign me up! Consider though if any on your roster can use it before purchase.
108000
Display of Power (Belt)
Belt of Strength (+6), 15 ft radius enemies suffer -2 to will saving throws.

Amazing, must have.
88000
Interceptor (Rapier)
+5 Keen rapier. AoO gain +2 attack and damage, on kill you can make one more attack next round.

Nice, if you are running Camellia as tank though bit costly for questionable effectiveness.
111000
Divine Dismissal (Earth breaker)
+4 Holy Earth Breaker that allows you to cast dispell magic, greater at will equal to your character level.

I added this as bit of meme, but I haven't tested dispell magic build with martial weapon proficiency...
110000


Storyteller

Your reagent merchant in the abyss whom also sells few nice items and scrolls.

Item of Note
What does it do?
Price
Robe of Virtue (good monk only)
+2 dodge bonus to AC and +2 competence bonus on attack against evil beings.

Your reward for monk dip sir.
34000
Gloves of Martial Excellence
1d8 bludgeoning damage on unarmed attacks +10 competence bonus to athletics.
50000
Nordic Welcome (Throwing Axe)
+4 Icy Burst Throwing Axe. On first hit enemies must pass 27 DC fortitude saving throw or suffer -3 damage.
990000
Ring of Boreal Might
Allows spontaneous spell casters to cast; ice storm, cone of cold, cold ice strike, ice body, polar ray & polar midnight.
75000
Dragonfall (scalemail)
+4 Scale mail, +4 insight bonus to AC against dragons and +2 insight bonus on attack against dragons.

Okay for future, whether you want to spend the gold is up to you.
56000
Scroll of Heal
Heal spell in scroll form. VERY good idea to have these on hand!
1650
Fleshmarket Fights
Dyunk the Slave Trader
Duynk tough bastard to take down in fight. Like others of his kind he emits that annoying dazing aura that incentives you to waste resources on him (be that to boost saves or outright immunity like shield of law.)

His AC 79 mixed with his tendency to go straight for the most vulnerable members of parties is super annoying mix for those wishing to cut down on your rests.



Most reliable way to take him down without using valuable resources is to hug with your tank and boxing him in corner with summons. At least in my experiments in turn based mode this kept him stuck near the wall letting you to crit fish him at your pace. Also keep in mind that the nearby guard will also join him in combat and you need to tie him to prevent the AoE death spells.

Wirlong the Black Mask

Note: If you haven't somehow started Sosiel's quest Prisoner of Abyss (passing the perception check during battlebliss quest) make sure to bring Sosiel when you talk to Wirlong!

Note: Buy the gladiators and send them to Nexus before you attack Wirlong (and wait for them to leave the area.)

Wirlong the Black. How does he measure up in combat? 56 AC doesn't render this alchemist great survivability and his Gallu bodyguard isnt much use either however he does have one special trick in his book.


It's picture of Wirlong I swear!

He will start the combat by throwing bomb which renders you unconscious for 3 turns in splash if you fail 46 DC fortitude saving throw! Take this into account in your planning of the encounter and you will be fine.

Krebus

Note: Consider twicewhen you want to kill Krebus! Buy at least the restoration (greater) scrolls, they will save you grey hairs.

When you decide its time snuff out Krebus he transforms and summons shadow demons. Be warned this fight can be bit annoying to deal with and definitely furthered my hatred of Shadow Demons.

Initial positioning wise you might be inclined to hold "down the hill" in good chokepoint. I warn you that enemies can and will sling spells at you while your own archers and spellcasters will have to move to the front.



Enemy wise expect to be pelted by Polar Rays, Chain lightning. cold ice strike etc basically anything that can be casted by shadow conjuration, so at least protection from cold/lightning is must (ice body etc better.) Your saving grace is that aside from Krebus SD's have very low will save which you need to exploit if you want to have any chance of your protections lasting.

Once you have neutralized his goons, weather Krebus limited casts and victory will be at your fingertips. At that point its just question of whittling him down which granted might take while thanks to his 69 AC.

Enemies
1x Krebus
6x Deep Shadow Demon Brute

Sarzaskys
The master of fleshmarkets. As reminder before you even think about taking him down deal with the other slave traders as they (and their guards) will aid Sarzaskys. As with other tougher fights you probably read the whole thing before starting.

Sarzaskys is fight is also on more harder/chaotic side.

Warnings aside positioning and preparation is very key in the upcoming fight as there will be three guards who will all cast horrid wilting and deal unavoidable damage! To further complicate things they are all around the map and Sarzaskys who is in middle is excellent AoT attacker with his reach, base attack of 66, and ability to trip you if he hits. Bring animate dead scrolls and AoE heal scrolls (Treasures of Midnight Isles Merchant sells them.)

Positioning
Map out where the three guards are starting. One will be to the east and two the west of Sarzaskys, you will need to figure out how to tie them when the fighting starts.

The way I did it is I started near the lone one with my dps chars and with summons ready before the fight to tie him up, I had one pet next to one of the two to the west, and after I started the fight with Camellia I ran her to tie the third one.

You might want consider mirroring what I did and start near the two guards, but be aware archers will spawn there.

Execution
Way it all went down with me is I talked with Sarzaskys with Camellia and started the fight. Dealt with the lone guard and slave trader next to him. Moved my melee dps char around to my pet to help kill the guard and the archer.

Note: Asking "Why did Hepzamirah and Shamira buy your slaves?" will kill one of the guards. We need Suture alive for the secret ending so saving him is required, you can either pay 30k or rescue him after victory. Remember to talk to him afterwards!)


10 exp if you can tell what is happening here.

Soon after the fight has started Sarzaksys will get reinforcements. Fight is chaotic so numbers and positions might be bit off, but as far as I can tell two more archers will spawn between the two guards, and succ + senior guards (50 ac melee chaff) will spawn on the lone guard side.

Your goal at this point is to remove the trash and keep Sarzaskys contained. I strongly recommend playing in real time as Sarzaskys is much more prone to moving around your summons in turn based. I don't have much to say about Sarzaskys, 80 AC, 66 Base attack, and 1000+ HP. Nasty for sure, but he doesn't have anything special about him.

Dipping into Lower City
To unlock the remaining two merchants we need to progress quest "The Art of Making Friends" and complete "Grudges to Settle." If you are not in hurry feel free to clear rest of the slums just know its not accounted for in this section.



To progress Art of Making Friends you either have to.
  • Pay the inn keep
  • Talk to lot of lower city beggars until you are prompted by them to find "the king of beggars." Whom you can either pay or take the multiple 40ish skill checks to get the information for free
Note: Please be aware that there is encounter of just east of Bad Luck Tavern. Do not take the athletics check instead come from the inn.

After that just talk to the Ziforian (north from the gate, next to the arena teleport thing)

Slaver Gang
Easy fight against enemies who shouldn't be able to hit your tank with one (or two) potential stumbling stones.
  • 1. Enemy reinforcements will drop right next to the athletics check to climb the wall
  • 2. There are two babau eliminators and reinforcements bring in babau infiltrator. Both are prone to switching aggro. Prioritize!
Enemies (+ reinforcements not listed)
1x Slaver Gang Leader
1x Succubus
1x Grown Nabasu
2x Babau Eliminator
2x Brimorak Warrior



So in summary, come from Bad Luck Inn, send your tank forward to trigger the fight and focus on the babau. Reinforcements consist of mainly (elder vrocks) and in general is more trash (aside from the infiltrator.)

Assassin
On way to Rotten Guttery you will be stopped by assassin. Up to you whether you want to avoid the fight (mention Minagho lost her powers) or bloody your hands.

Arueshalae Romance Event (Beggar)
Coming with Arueshalae near Rotten Guttery entrance triggers small romance event for her. Pick "So did you pass it on" > "Why don't you repay the debt right here and now?" > any aside from last three for the etude.

Note: Upon entering Rotten Guttery you will be immediately attacked in tight space with no room to maneuver.

Rotten Guttery
Not the most infernal fight that is out there, but certainly no cake walk either. Hope you applied your buffs as enemies will be immediately on your throat

As for specifics I don't have much to say. They are all decently buffed and pretty balanced role wise. Caster will spam channel positive energy, rangers will surprisingly cast phantasmal web, but you should have high enough saves with buffs not to come undone (spell resistance also works pretty well.)

As we don't really have room to maneuver or ways to easily control aggro keep close eye on whom rangers target as they easily kill your casters and archers.

Enemies
1x Torlek
3x Sellsword
3x Sellsword Rangers
1x Sellsword Caster

Afterwards you get choice whether to kill or spare, I recommend kill for slightly more loot. Before you return to Chivarro there is secret room behind the cabinet with some nasty traps and more loot like Feral Charge the meh shortbow.

Once you talked to Chivarro just leave and return, and hey presto, you just unlocked brothels services and portal coin.

Note: If you use enough of brothel's "services" you gain "Tender Nights" a permanent buff for your MC. (+4 concentration, +3 saves vs. sleep, +3 DC to your sleep spells, hexes and abilities)

Next up we will be heading to upper city to unlock the final vendor.
High Spires (The Art of Making Friends/Mage's Tower)
Our next task is to find the Mage's Tower in the upper city and in pursuit of this goal we need to first gain access to upper city, which can be done in the same way as we accessed middle city.
  • Intimidate (44) or kill the guards. Easyish fight, but the lone coloxus will cast song of discord and has 61 AC.
  • Take the many athletics check in alley way near the gate (to upper city.) One alley down from the nearby portal.
Usual warning when navigating Alushinyra, be buffed up and be mindful, this is the last time I will give this generic warning, but more pressingly there are several fights on our route but they can be avoided if you pay attention so I wont be mentioning them in this section.

From the upper city entrance
  • Forward
  • Left (north)
  • Portal
  • Head north and across the bridge (rotate camera)
  • Continue forward, go past Loather of Mortals quickly to avoid fight
  • Climb raised circle past the lava bridge, activate the crystal and head inside



Mage's Tower
Your entrance is greeted by whole array of traps, but other than that first floor doesnt hold anything of note. Next floor has more traps and two adamantine golems which are lot weaker than their name sounds.

Clear the outer layer of traps. You should see spinning platforms that move as you rotate your camera, so just rotate it until they form bridge that you can use to cross to crystals. You need to only activate two crystals to unlock the next floor, but activating all brings down chest with 15k gold and useless Spirit Tracker shoes.

Note: You can stand on the platforms to stop them from moving. The most complicated platform requires you to do this when the platform next to it has the bridge.

Third Floor
Only obstacles on the third floor are some traps. Headband of Rigorous Training and Lethal Conductor are in chest which you can access via camera rotation, a page of Elven Notes can also be found on the third floor.

When you are ready interract with the door to summon Storyteller and thereby unlocking our final vendor and gaining access to relic crafting in this act. Hurray!

Galfrey Romance:
If you are doing Galfrey romance ask Storyteller "How is Galfrey?" and return to him later

Note: Next section we will start clearing lower city. Power gamers among you may want to complete "Rapture of Rupture" quest first as completing it grants you one of the most powerful amulets in the game!
Clearing Lower City & Getting Started On the Arena
Took bit of a break but I am back and in this section we will be clearing the lower city. Lets start that by finding Minagho, her hideout is marked on your map.



1. Minagho Fight
This fight can be bit of a hassle. Your biggest problem will be the sellsword rangers whom after casting their spell (song of discord, haste...each casts different spell) will start shooting at you and, yes they are the kind whom will constantly retarget so be ready to be constantly to dip behind the walls or cc them to free yourself of the hassle.

The other grunts are nothing of note other than they too will retarget so use the doorway to your advantage.



Note: In front where Minagho starts is creeping doom trap (swarms.) They are relatively weak, but can catch you off guard if you don't have methods at hand to deal with them.

Minagho herself will cast slumber few times on the first person she sees (ice body etc will render you immune.) After while she will charge in, be careful she has lot of attacks and while your main tank should be fine pets etc will likely turn to mince meat under her base 48 attack.

Again just use the door way to your advantage, she will fall in not too long.

Enemies
1x Succubus
3x Sellsword Ranger
2x Incubus Butcher
1x Minagho's Bodyguard

After your victory you essential get the choice to either spare or kill her. If you aren't Azata or Aeon killing Minagho is "the best choice." If you Azata or Aeon go for the path specific options.

2. Chivarro Fight
Might as well deal with Minagho's girlfriend next. Chivarro is in all regards just straight up harder, Her base attack is 58 and her AC can go all the way to 70 if she gets few turns of buffing. Like any annoying melee opponent she also will go after your rear after few turns of missing (or immediately.)

She will cast dominate monster followed by Transformation. Dispelling transformation (relatively easy to do) will make her waste her turn to reup it.

What complicates this fight are the babau's backing her up. Eliminators are annoying with their dispels (that hardly land) but true annoyances are the infiltrators whom will teleport in middle of your party and unleash full attack.



CC is great help in this fight and I recommend using quickened rod on your first turn. Tactically there is not much to say here, kill the infiltrators and try to take down Chivarro before she decides to put your mages into the meat blender.

Chivarro's flat footed AC is relatively low so if you surprise her or are first in initiative consider getting few licks in.

Enemies
2x Babau Infiltrator
2x Babau Eliminator
1x/1x Incubus/+Incubus Butcher
1x Ferocious Schir

Remember to pick up your reward from Herraxx at some point!


3. Abyssal Salamanders
How about nice easy battle to calm us down? Salamanders are easy to handle, their puny 46 AC doesnt work well at this point in the game. Only thing of note here is sometimes they cast fire snake so remember your fire protection!

Enemies
1x Frozen Salamander
3x Abyssal Salamander

Xorges
Right next to the still hot salamander corpses is Xorges and Xarra. Talk to the pair and free the child and send them to the nexus.

4. Intoxicated Demon Leader
I don't have much to say about this band of trash right next to the arena other than the leader carries nice bow for you to loot. Cambion bards shout spell is only real annoyance here.

Enemies
1x Intoxicated Demon Leader
1x Abrikandilu Wrecker
1x Cambion Bard
2x Ferocious Schir
1x Babau Eliminator
1x Abyssal Huntress

5. Insolent Demon
Our first battle on the rooftops and lucky for you its easy one. Make sure you have enough HP to survive the initial barrage of unavoidable damage and you have won, prioritize eliminators so they dont drain your buff or alchemist.

Things to note.
  • Babau Eliminators will use dispel magic (DC 29)
  • Coloxus Marauder will cast contagion (stat drain)
  • Coloxus Defiler will cast shout
  • Cambion Alchemist will throw force bombs. Damage is tank able, but will add up if not dealt with.
  • Insolent Demon will cast haste, followed by vampiric touch.


Enemies
3x Babau Eliminator
1x Coloxus Marauder
1x Coloxus Defiler
2x Cambion Alchemist
1x Insolent Demon



South from the Cambion Alchemist on the roof you can find unique starknife, Pocket Lightning.

6. Deathsnatcher
Nested high on the rooftops you can find one of the two secret boss fights on the rooftops. If I had to describe the boss quickly I would say lesser version of Playful Darkness and on that line of thinking you can handle the boss right now, if you wish as you should have the tools for it.

I however will wait until I level and get some gears. Due to space limits I will have to put my thoughts on the fight in separate section, apologies.

Battlebliss Arena
Oblivion nostalgia anyone? You can find the arena in north-eastern corner of the lower city (note that you might need to rotate the camera for entrance to become accessable.)

Getting straight into things you should first consider do you want to Demongraft buff from the Arena Healer for 30k. My general advice is yes, I might consider twice, if I was playing archer or doing Last Azlanti run but otherwise its solid buff. You can also get the buff for Nenio by paying another 30k.



Moving onto Zeklex ask him to set up fight for you. Your first opponents will be group of 7 scorching ray spamming 27 AC Memphits, meaning this is one of those fights you can do on auto.

Flayer Twins
Before the next fight, Zerlex wants you to get him some slaves. Even if its seem obvious do not buy him the gladiator slaves, instead buy and send them to Nexus. IIRC you can buy/send the golarion slaves to the arena if you want and it shouldn't impact anything meaningful (it will also slightly help you in the battlebliss questline), but my recommendation would still be sending them to nexus. Deciding to not buy slaves for him wont result in anything bad.

Flayer Twins are pair of 57 AC Derakni, expect drone and enervation. The "twist" of this fight is your party will be teleported all over the place in spite of this its quite easy fight.

Remember to loot the cloak that grants outright immunity to acid and ring that grants +2 AC if you have back to back feat (I always forget this ring exists.)

Up Next
Your next task from Zeklex is to hire succubi. I recommend that you do not skip this task as gaining their aid allow you the opportunity to debuff your final opponent in the arena and might be required to be able to use their services in Ten Thousand Delights (after the quest line.)
"Rapture of Rupture"
One of the what I consider big three quests in Alushinyrra. The reason I usually always do this quest right after unlocking the services of vendors is that completing it well rewards you with what is probably "the best in slot" amulet in the whole game! +5 to natural armor AND +2 to your highest stat!

Note: If you are romancing Wenduag or Arueshalae bring them along on your initial visit!

You should have quest already in your log so to start just head to the upper district and head east and then south and take the southern bridge across. You should see "circle" for lack of better word that takes you to "Rapture of Rupture."

Note: Next to the circle is pile of boxes, you should maybe interact with it. Maybe...

Seek Vellexia's patronage. The way you do it doesn't matter, at some point she will ask your name. I will be honest, I got no clue what changes if you give it to her and I couldn't find answer on the internet, but I can see it gives "etude." As I trust hand bro inexorably I have always denied giving it to her.

If you brought Wenduag with you at this point she will start acting out. Choose following lines for good etude "Wenduag what's wrong?" > "Wenduag, you do realize..." > "Of course I like her."

If you brought Arue with you when you exit the conversation its her turn in the spotlight. Just pick supportive answers.

First & Second Date
Right, I will have tell you how the sausage is made In order to get the best reward you must not bore Vellexia. This means not scoring 5 points in any alignment, in practice try to avoid alignments you have already picked to be safe. Down below are what I chose.

Neutral > Good > Chaotic

At the end of the first date you are presented with choice, you can probably already see the outcomes. IIRC If you intervene and make Vellexia snatch the bodyguard you will have to fight them as well if you decide to attack Vellexia. Same deal other way around as far as I know.

Lawful > Evil > Chaotic

Zealous Follower of Baphomet
The bridge back to Vellexia will be blocked gang of minotaurs (or at least it was for me probably depends on your renown.)

I don't have much to yap about the miniboss himself. He is war priest which is kinda neat, he has 55 AC and he has diehard (meaning he will not immediately succumb to death when his HP are in negative.)



He will also charge at your backline after few whiffs like his kind is wont to do so be prepared for this inevitability. (Old switching to turn based works)

Enemies
1x Zealous Follower of Baphomet
2x Enigmatic Labyrinth Minotaur
2x Labyrinth Guardian

Note: Close to the portal to the Vellexia's manor is group of Gallu challenging you to a fight. You can go around them if you want, but the fight is covered at the bottom.

Third Date
Make sure you apply buffs (even the short lasting) before you enter Vellexias lair. I recommend at least blur, haste, greater invisibility, mirror image and dark veil for total concealment, but I recommend touch of madness, true strike and other very short duration buffs as well since if you are not demon or trickster things will end in violence.

CC mage is greatly recommended.

Evil > Good > Lawful

Unless you are demon I recommend fighting Vellexia for loot and experience. You can take the trickster option after having fought her.

Vellexia Fight
Oh boy where do we even start dissecting this fight? I guess I should start from the boss, so Vellexia is 64 AC wizard with access to destruction and baleful polymorph. But spells we are not so keen to get hit by, but what I find more concerning is our initial positioning.

We have two succubus archers on high ground at our flanks, we are immediately face to face with Marilith and another one with Bloody Freak is not too far away.

Add to that Vellexia is with 5 cambions and of those one is bard and another alchemist. We are in target rich environment for sure so it might be necessary to accept you will not be walking out of here without casualties.



Depending on your initiative I recommend that you secure your flank or focus Vellexia down. Marilith cant be allowed to unleash torrent of flows on your weaker party members and Vellexia will start destruction spamming on her second turn (first turn she will casts slow.)

I managed to kill Vellexia in the first turn thanks to true strike/touch of madness vital strike followed by Arue buffed to high heavens, but you should be able to replicate the results with Ember and Arue for example.

Enemies
2x Marilith Conqueror
1x Bloody Freak
2x Succubus Guard
2x Cambion Defiler
1x Cambion Alchemist
1x Cambion Bard
1x Cambion Marksman

By the way you can actually dimension door down to the tables of food and find Forest Tracker Boots hidden behind perception check.

Deadly Duelist
Deadly Duelist is stock standard Gallu given some CC abilities (Most notably he will start by casting hold monster, mass.)



His AC is 60ish, just make sure you can pass the saves or be immune and you should be fine. Gallus will ignore your frontlines but the time it takes to happen is quite generous.

Misc Clearing "The Third Wheel/Mercy/Fearless Flirt"
With magnifying amulet in tow you are once again free to tackle abyss however you want to. I myself will be returning to my old from low to high formula.

To that end we have few errands to take care in Bad Luck Tavern (make sure to take Cam with you if you are romancing her!)

Talk to Jeocot to complete the Fearless Flirt errand, we can also finally talk Red Mask whom might have brushed you off earlier.

At some point Camellia will pipe up, pick following dialogue choices for good romance etude.

"Why has this story affected you so much" > "I hear you."

After that its back to Latverk. In case you have forgotten teleporting to Harem of Ardent Dreams is quickest way to get in.

Latverk Fight
This is one of those fights which are like brick walls if approached in traditional sense. I would say game encourages you take the time to inspect your opponent if it didnt feel like car crash.

Alright with the whining out of the way what are Latverks strengths and weakness? Well he has AC of 85 thanks to his royal armory of buffs, Flat footed of 57, and touch of 60. His saves like wise are high expect his will of 32.

So what are your routes to take him down?



  • 1. Brute Force - Nothing is stopping you from coming to the fight with the underworld worth of skeletons and then critfishing him at your leisure.
  • 2. Dispel - His buffs dispel DC is at 30 which is quite low at this point in the game. Easiest way of course is greater disepl with Goggles of True Sight, but even without them, Nenio spamming scrolls should get through if given enough time.
  • 3. Flat footed/Touch - The easiest and most luck reliant way is to hope for good initiative roll and trying to take him down in turn, if you are feeling devilish you can of course make him flat footed by switching to turn based in middle of combat... Like wise rays are great provided you either boost your own attack or lower his defenses first, preferably both.
  • 4. CC - His will save is low, but you would likely have to dispel some of his buffs to make it work. If you go this route go over his immunities carefully.

As you can see this fight is all about balancing your resource usage (ToM, Guarded Hearth, Mark of Justice) with how much time you want to spend hiding behind summons, with the wild card being alpha striking if initiative favors you. Oh right and I totally forget. Boneshaker/shatter also works great here.

As side note don't hold at stairs without summons and two tanks as Latverk WILL find way to sneak past you. I know because I tried.

Afterwards just send the remaining Aasimar to the Nexus and enjoy little bit of trolling if you are Trickster.

Gang of Demodands
If you haven't taken care of the demodands to the west of the Aasimar house you should do so now. They are the most unremarkable group foes you will ever come across but they will drop Belt of Venerated Champion and much more importantly Thanatotic Titans Minor Rune.

Watchful Conspirator
Fight in much same veins as the last expect slightly harder. You can find this random mob directly west from Ten Thousand Delights door.

Expect dominate monster (Lilitu), hold monster (Gallu/Oollioddroo) and phantasmal killer (Oolioddroo.) DC are quite low, Oolioddroo may snipe your pets.

Enemies
1x Watchful Conspirator (Lilitu)
1x Lilitu
1x Gallu Warmonger
2x Oolioddroo

Zerieks
Right near to the Watchful Conspirator is the spot on from which you can climb the wall, do so and you will find Zerieks whom will you offer a choice. You have been tricked. Zerieks and Succubus are in cahoots and this is game for them. If you kill Zerieks the succubus will be angry, if you don't you will unlock her services in brothel and get reward for 30k gold.

Zerieks in fight is your normal Vavakia.


Envious Marilith
Depending on your renown when coming down you might run into Envious Marilith & co, luckily you are in perfect position for this fight. Remember to apply ice protection (and potentially re up it in fight) as Cambion is prone to spamming ice spray. Defiler will of course go for mind spells and should be your first target.




Enemies
1x Envious Marilith
2x Marilith
1x Oolioddroo
1x Coloxus Defiler
1x Cambion Defiler
Misc Upper City Clearing
I firstly would like to apologies for lack of map in this section. I had hard time making the map readable.

This section revolves around clearing upper city of miscellanious fights and puzzles. I am holding off from companion content for now for guide formatting reasons, but you may do them as you will.

Magical Materials
Our path starts from where one climbs to the upper city. If you are coming from the main gate just head forward and when you see the bridges over lava take the northern one and then head north-west. Take the corridor that leads to edge and portal to a house (not down.) Outside you can find chest with Cold Iron.

Inside the house you can find Demon Blood, Hide of a Magical Creature, and Life Deliver.

With the house looted go down a level and head towards Storytellers tower (northern rotating bridge) but before you cross it go along the edge past the tree to north west where you can find another chest near a cart with Hide of a Magical Creature.

Be warned past a bridge you will run into another fight.

Loather of Mortals
I dont have much to say about this. Despite unique name Noble Loather of Mortals is just marilith with fancy name. Cambion marksmen never annoyed me, but your mileage may wary.

Enemies
1x Marilith Conqueror
1x Noble Loather of Mortals
1x Succubus
3x Cambion Marksman

Palace of Incest and Degeneracy
This palace is one room, but its where you find the succubi we need for arena quest line. (Evil) option nets you small amount of pocket money (5k IIIRC.)

As this is Abyss succubi will attempt to scam you out of your gold, but its nothing good old intimidation check (44) wont fix.


Deathsnatchers & Vampires
Past the pillar that takes you to the storytellers tower you can find one of the more annoying fights, if you are on unfair/last Azlanti read before you dive in. In the last fight we had archers that were none issue in this fight its the polar opposite.

Note: Remember vampires will cast dominate! DC is quite low, but still better be safe with protection form evil.

Your opposition consists of deathsnatchers which aren't a issue, fencers which again aren't the issue and FIVE vampire sharpshooters which ARE the issue.

I highly recommend you bring your anti archer tool kit. (Mirror Image/Displacement/Protection From Arrows/Dark Veil and Wind of Vengeance if you are feeling particularly paranoid)

As for the strategy you want to send your tank(s) and high AC pets in while rest hide behind the pillar/raised circle. Your goal is for your tanks to tie up deathsnatchers/fencers, do not worry about some of them splitting of and attacking your pillar team this is actually want we want to happen as it allows us to pick them of one by one.

When you have picked of their melee you can start sending in summons. Start carefully picking of their closest sharpshooters with your own ranged whom usually shoot their attackers, or targets in melee close to them (provided they didnt have juicier target when the combat started), but they will sometimes beeline for your backline. Be ready for this opportunity, with your own counter attacks, but quickly hide behind the pillar once you are done.

Enemies
1x Deathsnatcher
1x Vampire Pack Master
2x Vampire Fencers
5x (!) Vampire Sharpshooters

Upper City Rotating Bridge Puzzle
North-east from Storyteller's Tower, across the lava bridge you can find puzzle involving rotating platform. Task is quite clear here you, you got 5 bridges you need to align to get cross and you rotate them by clicking buttons to your left and right.

What might not be so obvious is that you can stand on the platforms to stop them from rotating once you aligned them perfectly! Making this one of the puzzles you can brute force by haphazardly clicking.
  • Platform One: right 3, left 1 (Note: put party member on each platform as its correctly aligned)
  • Platform Two: right 2
  • Platform Three: right 3, left 1
  • Platform Four: right 1, left 1, right 1
  • Platform Five: right 1, left 1

Please note that the chest at the end is booby trapped with wail of banshee. Due to camera it might also be bit wonky to interact with it. I had to move all my characters to it and recenter the camera multiple times after moving, still the rewards are worth it.


Can you picture it? Trickster build with class that gets automatic confirmations to crits like slayer, so many builds, so little time...

Note: Be warned there is encounter east of bridge (before you get on it.)

Next up we are heading back to the center of upper city and taking the center most bridge. Only thing we are looking for right now is the Lone Wolf's Cloak on the bridge, but you can explore bit further if you would like.

Merciless Tyrant
Piss easy fight if the initiative favors you, if not? Well....just make sure you rig the game in your favor with buffs and items before you go in (protection from fire/lightning up.)

Merciless Tyrant himself is named Balor, nothing special. Just glorified suicide bomber. Remember you can protect yourself from the fire damage but unholy will go through, that's 100 damage on unfair! Vrolikai, and Coloxus Defiler I have spoken enough already in this guide.

But where it gets interest is with the two Tyrant's Minions. One is simple enough to get read on, chain lightning bad. Monkey needs to kill.

The other one is bit more mysterious as I at least couldn't see any spells as inspected him, but I recall from memory from years ago that the bastard casted some annoying spell (I am pretty sure it was wail of banshee.)

Now you can probably see what I meant with the initiative. You really want to stun/kill the two minions as quickly as possible.

Enemies
1x Merciless Tyrant
2x Tyrant's Minion
1x Vrolikai
1x Coloxus Defiler

Shadow Wing
Take the bridge to the Vellexia's mansion and go through the portal that is next to the mansions entrance.

Be aware that next fight takes form of a ambush and is straight ahead. If you succeed in perception checks you should be able to see it in time. If you want to play the fight carefully position yourself near the lava tree like in picture below and then go trigger the fight with your tank.



Like the picture gave away your opposition is six vrocks (Shadow Wings.) There is not much else to say they are pretty much fodder at this point in game with their 44 AC, but the attrition comes from the fact that three will spawn behind you.

Enemies
1x Mythic Vrock Assassin
5x Shadow Wing
Misc Upper City Clearing (Part 2)
Watchful Conspirator
Up from the high you probably already have spotted few vampires down below. Next encounter starts when you go down to them and interract with the "Watchful Conspirator" (He warns you to back off, I haven't tested if he actually attacks if you don't.)

Vampires fencers, ecorche flayers and even the mini boss himself are unremarkable. Biggest threat to you are the vampire sharpshooters. Luckily there are only two this time and thanks to the surroundings with proper positioning they are quite easy to take care of.



Basically have all your characters stand far away from the edge minus tank pet at the stairs, send your tank in alone to trigger the fight. When the fight starts engage the closest vampire sharpshooter with your tank and focus fire them with your ranged characters quickly before they get opportunity to retarget. The remaining vampire archer should be too far away to shoot you giving you opportunity to focus on the rest of the trash, if you see them move however pull back from the edge and then attack again.

Enemies
1x Watchful Conspirator
2x Vampire Sharpshooter
2x Vampire Fencer
3x Ecorche Flayer

Next encounter is only few steps away and will be triggered by interacting with the holler, if you brought Wenduag she will prompt you go inside the nearby mansion where her companion quest is, feel free to say no for now. IIRC progressing it causes her to leave your party for one rest so depending on her importance to your party you might want to wait.

Equip Thick Pelt Cloak on your tank if you have it!

Alushinyrra's Arrogant Aristocrats
Clash I found annoying, but that's probably just on me for not having played for while (what heat does to sleep pattern of nordic vampire...)

Your first instinct might be to pull back to position we utilized on our previous fight, but I would caution against it as we have soft time limit on this fight (more on that later.) My recommendation to position yourself in melee distance with skeletons between you but not quite in their face as they will teleport little bit closer when the battle starts.



The two bluebloods shouldn't cause you too much trouble, one is magus and other one is fire kineticist which is dangerous considering his high attack targets your touch ac but luckily for you he specializes in fire and in my testing aimed at the closest target and never switched, meaning thick pelt cloak will render you immune.

3 Cambion Defiler are the annoying factor (along side the succubus guards) as they will start spamming dispels on turn two (on first they will cast flame curse.) Either take this fight when you are ready to rest or apply CC liberally.

Rest of the enemies are nothing we haven't seen and are listed down below.

Enemies
2x Alushinyrra's Arrogant Aristocrats (Magus + Kineticist)
2x Gallu Warmonger
3x Cambion Defiler
2x Succubus Guard
2x Incubus Butcher

In case I forget to mention it later there is chest on roof of the mansion that contains Crumpled Relic Helmet (artifact), and Goggles of Piercing Gaze that gives 1 insight bonus on attack/damage and +10 competence bonus to persuasion. You can access the chest dimension door scroll, just be careful with the trap covering it!

What's Next?
If you are curious on the order I will be completing remaining tasks I listed them below.

Arena (Experience Bliss) > Companion Quests > Treasures of Midnight Isles (AAAAAAAAAAAAAAAAA) > Various Secret Fights/Quest > Shamira's Quest (Art of Making Friends) > Finishing the Act

Level 17

Level 16:
Arueshalae: Espionage Expert (17) I Seize The Momentum
Camellia: Instinctual Warrior (9) l Toughness
Daeran: Oracle (17) I Greater Spell Penetration
Ember: Stigmatized Witch (17) I Improved Critical
Greybor: Slayer (16) I Improved Improved Improved Critical Improved Dwarven Ungrosh (Remember I miss picked)
Nenio: Scroll Savant (17) l Greater Dispel Focus
Regill: Armiger (14) l Frightening Ambush/Lunge
Seelah: Paladin (16) l Missile Shield
Sosiel: Cleric (17) l Metamagic (Completely Normal Spells)
Ulbrig: Griffonhearted Shifter (17) I Improved Improved Improved Critical Improved
Wenduag: Spawn Slayer (15) I Improved Improved Improved Critical Improved
Woljif: Vivisectionist (12) l Improved Improved Improved Critical
My Character: Sword Saint (17) l Improved Improved Improved Critical Improved/Greater Vital Strike
Conquering the Arena (Experiencing the Bliss)
When you have successfully secured the succubi we can get with mopping up the arena quest, but before you do you should know that you will be separated from your party, they will rejoin when the fighting starts, but I would make sure I have my buffs up and secondly if your Commander isn't skilled in persuasion having Obsidian Mask of the Champion will allow you to skip bluff option to make the final fight bit easier.

Atselm
Your opponent this time around is jobber from the Nahyndrian League. Atselm is alchemist meaning I should fear her inherently, but as she is alone, has 60ish ac, and the game lets you set up perfect start (she starts as neutral) I don't. The fight should be over in few turns.

(Good) option after the fight gives tiny bit of EXP.

Brought to Heel
Deep inside the arena you can talk to few people to make the final fight easier. People of interests are in following order.

Starting Room > Going Left (North) > Going Right (South)

PoIs
What can you do?
Zeklek
  • You can start the fight by talking to him when you are ready
  • If you are feeling ballsy you can refuse his help bringing your party in
Irmangaleth
  • You can snitch Zekleks plans to him. If you do he will curse Rokhorn for you.
Atselm
  • You can get their help by asking for it and picking either "It will be fun to betray Irmangaleth!" or "I know the secret of your immortality." in the ensuing dialogue.
Dire One
  • With perception check you can spot that he is Sosiel's brother. Don't worry if you don't.
  • There is magic shield in container near him
Ruksa
  • You can ask for his help. "Correct" justification is "Irmangaleth will rig the fight. He will fight alongside Rokhorn despite his words.
Rokhorn
  • With bluff check or showing him theObsidian Mask of the Champion will make him arrive sooner
  • If you bought the succss you can ask them to either poison or exhaust him. (sickened vs fatigued) fatigued is generally worse for him as it stops him from raging.

Final Bout
Finale is quit dissapointing, but I will cover it shortly nonetheless.

Your warm up fight is swarm of Fire Memphits. Yawn.

Semi finale is against two Demon Gladiator (Vrocks) and Glabrezu. Uneventful fight for certain.



Final bout you will be up against Rokhorn and surprise surprise Ruksa (+ Atselm if you didn't persuade her.) I don't have much to say here other than prioritize Ruksa so he doesn't get the opportunity use his breath while you tie Rokhorn down. Ruksa might look intimidating and Rokhorn might talk big, but in the end Ruksa has 46 AC and Rokhorn around 57 (lower depending on his debuffs)

When you have claimed the champion's mantle You get choice to kill one of the arena masters. If you do nothing one will die anyways, as far as I know this choice has no consequence other than ending slide, and yes I am taking trickster special option into account.

Remember to reequip your Commander's amulet!
What is your heart's desire?/Dreams in Ruin (Camellia/Arueshalae Act 4 Companion Quests)
Time to start banging through all the companion quests we accrued, nuff said.

Camellia's Companion Quest
Short & sweet quest. Go talk to the brothels proprietor IIRC you need to have completed her tasks, but if you are reading this I will assume that you have.

Whether you choose homunculus or pleasure slave doesn't matter expect pleasure slave increases her "murder counter" more (not bad) if killed.

Down in the basement first door has optional trash fight which you can skip with intimidate check. Second door has some dinosaur bones and minor magical loot.

The third floor is where the action happens. Other than the perception check your choices boil down to spare or kill. Unless you are rping I would go with the kill as it gives you "good" etude.

And that's it! Just talk to Camellia back at Nexus when you have time.

Dreams in Ruin
If you haven' yet talked to Arueshalae ("Conversation with Arueshalae") do so now to get her next quest. None of your dialogue options shouldn't matter (as long as you agree to help her.)

Dimalchio's mansion is located in Upper City, straight north from the entrance gate past the lava river. Apply combat buffs before you go inside!



Dimalchio
You are on the rails at the beginning only real choice you get is at the between whether you You make the cooked dragon your ally (Trickster) or take the diplomatic/bluff check to reduces Dimalchios HP/make one one of the succubi run away.

Fight itself is relatively simple. Give the sharpshooters something shoot and try to kill the guards before they get too much opportunity to maul you.

Enemies
2x Succubus Enchanter
4x Succubus Guard
3x Succubus Sharpshooter



Phase 2 of the fight makes you fight against Dimalchio himself. He has respectable AC of 67 (71 buffed) but fortunately he will stay razor focused on his target and his offense is lacking. Kill his mythic succs and summons and whittle him down at your pleasure.

Enemies
1x Dimalchio
2x Mythic Succubus Eliminator

Back at Camp
You are prompted to have talk with Arueshalae back at the nexus. If you haven't already had her tell you about losing Desna's protection that will take priority over the quest dialogue, so just talk to her again.

In the dream just proceed with the dialogue normally and avoid evil option unless you are committed to demon playthrough since choosing the evil option here makes Arueshalae leave you, you can get evil Arueshalae back in the next act. I do not recommend evil arue for multiple reasons. 1. You lose lot of time and content with her 2. Her evil build is worse 3. IIRC you can keep her as party member as Lich, its just demon who doubles on his mythic choice she will leave.
Dark Moon Rising (Woljifs Act 4 Companion Quest)
You get this question automatically after "A conversation with Woljif" weather Woljif went alone or you went with him doesnt change much other than one more point towards demon ending, though I haven't personally tested this.

Before you rush of just quick warning you will have to fight AC bloat monster (Around 80), so make sure you have either greater invisibility or some other high AC counter tool.

Abandoned Mansion
You can find the mansion in upper city just south of the teleport portal (same island.) Once inside don't worry about the other rooms for now just head straight and once you are past the stairs buff since this will be your last opportunity.

What you want is protection from lightning and greater invisibility on your ranged chars alongside your regular combat buffs.

Once ready approach and you will be treated to easy fight against lone foe (if you went with Woljif.)

Visions
Next up it's time for the plot. Your choices here give you more points towards either human or demon ending. To further explain between what you are choosing here from demon ending he gets +2 profane bonus to dexterity and intelligence, demon resistances... and his human ending might be considered "good" and allows you to loot the mansion (IIRC since its been while since I did demon run.)

I am just gonna rapid fire through the visions, 1 and 2 are pretty obvious. Visions 1 and Two first choice gives the point towards "good ending." Third Vision is bit more tricky since if you pick "Take your power and destroy the old Woljif..." you get point towards demon ending and AUTOMATIC demon ending, however if had more human points overall Woljif gets possessed and you will have to kill him in the last act (IIRC.) "To win, I need you and all the loyal friends I fight alongside..." works in similar way however if demon ending had more points Woljif will leave you. Last two options basically let your points decide the ending.

Ygefeles
The final fight is against Ygefeles and his four (weaker) copies can be annoying if you didn't prepare. You will start in the middle of surrounded by two copies on both sides leaving you with two options.

  • 1. Pull back
  • 2. Try to rush Ygefeles as killing him ends the fight.



I don't have much else to say here. Be warned Ygefeles and his copies are prone of switching targets. So be ready to summon skelly walls if you can't end the fight quickly.

Rest of the Mansion (Human Ending)
Loot wise east from where you fought Ygefeles past secret wall (human ending) you can find (watch out for the traps) Wandering Conman robes that grants +10 competence bonus to your athletics and trickery alongside +2 attack on your AoTs.

West from where you fought Ygefeles in the lava room you can dimension door past the lava to area in south and find Saboteur caustic punching dagger that grants +10 competence bonus to your trickery and +4 to damage rolls for 5 mins when you disarm trap. APPARENTLY this works with any weapon as long as you disarmed the trap with this knife, but don't quote me on this.

Rest of rooms contain only minor loot.

And that's a wrap! Congrats on completing all Woljif content.
Blood Whispers (Wenduag Act 4 Companion Quest)
When you are ready to tackle Wenduag's personal quest head to the upper city and take the bridge south to "Vellexia's island."

Note: For those playing on ironman be careful with bringing buffed Wenduag

Meeting Savamekh
Once inside climb the stairs until you come into little room. Going further than that will start dialogue and combat soon after.

Most dialogue here is lore, but "Wenduag, listen to my voice!" gives you skill check to snap her back to reality (diplomacy 39, you got intimidate too) if you fail she will be against you.

Enemies (Initial)
8x Robust Corrupted Mongrel Skirmisher
6x Robust Corrupted Mongrel Skirmisher

Fight against the mongrels is just horde brawl. They got decent stats (49 AC and enough attack to threaten your backline) and that's about it. The two things you want to know is that the small room from where you entered is where the reinforcements (listed below) will spawn. So, if you want easy cruising prepare for it or retreat back to the stairs. Second is that mongrels skirmishers on the raised platforms also have traps in front of them so keep this in mind.



Enemies (Reinforcements)
1x Robust Corrupted Mongrel Brute
1x Robust Corrupted Mongrel Guard
3x Robust Corrupted Mongrel Skirmisher

Bewary of the traps on stairs and on chest when looting. Only real loot you can find is Fatal Mark downstairs on the lava patio.

Aftermath (Wenduag Romance)
As is obvious the next step is to talk to her. Make sure you have triggered her events with Vellexia and at the inn before you do though!

Note: Time will pass two hours (it might be pseudo full rest) and your spell slots will be recharged. Whether this counts as rest for Last Azlanti is beyond me.

To get the proper romance etude you need to pick the correct dialogue option at the end "You've been through a lot, hang on there." Just in case you need help getting there "full" list to avoid the obvious conversation bombs is below. Don't stress about the skill checks btw.

[Go with Wenduag] > "Is this a date" > [Tend to Wenduags Wound] > Exhaust Dialogue > [Burst into laughter] > "Next time, give me a warning, at least." > "That's ridiculous" > "I don't care about what other people think." > "You've been through a lot, hang on there"

Where is Wenduag?
Whether you had tryst with Wenduag or not you, you probably have noticed her disappearance from the camp. Resting will make her reappear, but you can also find her at back at Savamekh's Mansion. I recommend you go there, and either leave or take the 32 + 38 DC stealh checks (if you are sure you can pass them.) We need to talk to Wenduag when she returns to get correct etude for her good ending, IIRC if we reveal ourselves we cannot do that.
A Matter of Reputation (Greybor's Act 4 Companion Quest)
Note: This quest starts via "Conversation with Greybor" if like me you have it and talking to Greybor does not give you this quest (because he is standing outside the Nexus Cave.) Take him to your party and teleport out of Nexus, then return and talk to him. This fixed it for me.

Willodus's Mansion
The mansion like the word implies is the big house at the north of Wizard's Tower in Upper City. Be aware that upon entering you will be thrust into storybook event (lot of skill checks,) game will automatically save, and you will be immediately in combat upon exiting.

If you can remember the one random location in act 3 that was storybook event I will be handling this one similarly aka I wont list every skill check here for sake of brevity, if you are interested in the fine details you can find them on pathfinder wiki.[pathfinderkingmaker.fandom.com]

The short gist of it you will be thrust into different room where you will face skill check and upon completing one will be allowed to pick new from a list. Your goal is to avoid retracing steps and reach the "the rod."

To my knowledge you don't need to go through Willodus's dialogue, but you probably should just to be safe.

Willodus Fight
Willodus fight is quite easy, if you buffed and initiative favors you. He will cast both insanity and confusion on his first turn, and I suggest you make it his last as his incubus butcher allies are just trash at this point (and should target your tank if you charged them at Willodus)

Willodus AC is 58, sadly I killed him too quickly to get his full stats :(

Enemies
1x Willodus
5x Incubus Butcher

Assassin Guild
Quickest way to get to the Assassin Guild is via teleporting to Fleshmarket, taking the portal up, and heading north. Location of the guild is marked on your map.

Be aware, that the next part has potentially nasty enemy for your knight commander, and enemy that dispels buffs on hit.

Note: You can dimensional scroll up to the patio where Yozz is standing to cheese the potential fights

Talking to Yozz inside the guild sets the wheels in motion. After the prelude you get your first three choices.
  • Accept the gold (100k)
  • Attack
  • Refuse the blood money

If you take the lump sum you will skip some gear, and you will have to share 20k (IIRC) with Greybor or lose favor. Third choices, just loses you Greybor's favor. Peaceful options lead to possibility of Greybor joining the guild, if you tell him no you lose two points on his counter. Him joining or not joining IIRC effects only his ending slides eg whether he returns to his family or not.

Finally for demons, taking the peaceful route gives you the option of forming alliance with Yozz.

Fighting Yozz & Co
So back to the main event. If we want to kill Yozz, we will have to go through his entire guild. Fittingly the first of the four waves is against 4 of his regular assassin goons. As they AC ranging from 40-47 I will just jump to the next wave.

Tigers of Sin
Before the next bout commences, we will get our usual alignment coded dialogue options. Observant worm tongues among you might have noticed Greybor would probably like one of these options and you are indeed correct. Picking the neutral option eg "I shall prove to you the superiority of my skills!" before every fight from now on will grant you one point on the Greybor counter.

About the fist fight we find ourselves in, this is actually the hardest "wave." Tigers of Sin have respectable AC of 66 (47 Flat, 57 touch) and are one of those enemies who will beeline for your commander. While their attacks aren't threat to a dedicated tank, they can make mince meat of any unprepared knight commander.



If you aren't using the cheese spot to trivialize this fight, mirror image/displacement, DR maxxing is your friend here, or barring that CC as their saves don't match their AC (27 fort, 32 reflex, 25 will) just be aware they have fear immunity so Nenio cant kill them outright :(

Of course killing them faster than they can whittle through you is always option.

Boulder & Bloodmoon
"Champions of Golarion do not back from a fight." is the correct dialogue option this time.

Much more boring fight (which I welcome) Boulder is common demon turned bigger and Bloodmoon is your base born deep sleep spamming succubus turned bigger. That being said I didn't get good look at her spells as Arue decided to get crit fish her immediately, but I don't have any recollection of her being a threat.

Boulder (60 AC, 45 Flat, 31 touch) and I could leave it at that. Touch spells are where the fence is the lowest, but you can get through where you want.

In summary kill Bloodmoon where she can cast, and Boulder occupied with tank isn't problem.

Yozz
"Enough flowery speeches. Let's see what you're worth in a fight." fitting correct line for this fight.

Funnily enough I would categorize Yozz (48 AC) as the easiest foe of the gauntlet due to his low AC. He has annoying perk of attempting to dispel your buffs when he lands a hit, but that's about it.

Aftermath
Yozz upon his defeat will offer his daggers in return for his life. I would suggest accepting, unless you are demon in which case take the unique option.



You can ask Horzalah to join forces with you, but this will work only with demon, this unlocks option to give future boss sickened condition and deal some free damage. (look at demon having more reactivity in one quest than us trickster in totality of act 4.)

Make sure to loot the terrace where the Yozz was towering over us. You can find good amount of reagents and quality scrolls up there.

Enraged Citizen
Upon exiting the guild, if you head south you will run group of newly spawned enemies. Nothing we haven't seen though. Enraged Citizen (55 ac) is slightly buffed gallu, and his cohort is even more non remarkable.



He drops +5 thundering Rumbling Falchion. ♥♥♥♥ as far as uniques goes, but its more gold in your pocket

Enemies
1x Enraged Citizen
1x Marilith Conqueror
1x Cambion Bard
1x Incubus Butcher
1x Incubus Dominator
1x Succubus

Talk at Nexus
You will unlock more dialogue option with Greybor upon your return. Asking Greybor how he feels about his restored reputation to get another chance to gain more rep with the Lawful/Evil option
Act 4: Secret Encounters & Rooftop Goodies
Act 4 contains probably the most secret boss fights crammed in small space in the game. Most of these require dimension doors to reach (can be bought from treasures of Midnight isles vendor.)

Soul Hunter
Located in lower city, fastest way to access him is to teleport to Bad Luck Inn and taking the back door. You can tell the right rooftop from the loot icon on it.



Difficulty wise Soul Hunter is probably easiest secret foe we will crush, but he still has few nasty perks. He has 77 AC. and 50-ish touch AC. I actually couldn't get his base attack down as he will spent his first 3 turns casting (Circlet of Death (unavoidable AoE damage yum!) > Divine Power > Prayer)

Preparations wise the most important thing is that you have something to counter or work around his AC (greater invisibility wont work.) Be that True Strike/MoJ/Guarded Hearth Maxxing or using ray spammers.

Encounter starts once you interact with the "Soul Hunter." Be warned that he will be joined two ecorche flayers (right behind him) and one normal death hunter behind the person whom you sent to start the fight.



That about covers it. I just want to stress you really want to focus the boss down & quickly. His adds wont be a threat after he is gone. The one other thing is think about his circlet of death, do you want to tank it or do you want to leave your team little bit back and try to bait him into casting on some pre-prepared skellies?

Reward wise you will get Assailant's Belt, 6+ DEX belt that grants two +2 circumstance bonus for 3 turns to attack and damage after confirming a crit!

Triumph of Pain
Moving to Middle City you can find trident at the location pictured below.



Pathetic Quasit
Next up, one of the fights I dreaded to have to do, but ended up being lot more easier in practice. It kinda helps my build is built for this encounter.

You can find this encounter in middle city on roof of Aasimar's House. Be careful as the rooftop is trapped (two.)



I will get straight into the making of the sausage. Flavor of this fight is phases, and you are going to have to survive through three to win. Secondary theme I would say is buffs as the boss is rocking the whole kitchen sink with most of his AC being linked to it. I should have tested if he reups them between phases (which I am pretty sure answer is yes to.)

TL; DR: Dispels & Touch AC

I don't know where his concealment comes from, but true strike should get through it.

(Quasit) First Phase
First phase is basically time limit of can you kill the target before he gets of wail of banshee. Which shouldn't be too much of problem as his 65 AC, 44 Touch isn't comically high.

He is joined by three Grown Nabasu.

Energy Drain > Displacement > Wave of Exhaustion > Haste > Wail of Banshee (45 DC, 400 DMG!) > Wracking Ray

Note: He casts two spells per turn (sometimes?) keep this mind in your preparation.

(Quasit) Second Phase
Second phase is easiest as far as his casting goes. To balance things though he is joined by five succubus guards, and has has higher AC of 73 this time. His touch tough still his achilles heel by still being low 43.

Phase 2: Magic Missile > Icy Prison, Mass (23) > Elemental Spray > ?



(Quasit) Third Phase
Third phase he transforms himself to dragon! If you haven't yet used greater dispel combined with the take 20 goggles now would be the time.

His AC with all the buffs goes as high as 73, but his touch as always remains low.

I don't know much about his spellcasting this phase as I one shotted him.

Transformation > ???


Screencapped wrong part of the log, just trust me.

Reward for killing this secret boss is Misty Cover cloak that grants +2 AC against flying or summoned creatures.

Abyssal Conspiracy
You remember that thanatotic rune we picked up from corpse of demodands in middle city? I think its time about time we started pursuing that thread, though I must warn you it leads to one of the hardest encounters in my opinion of the entire game.

But we have some busy work to do until we are there, so let's take take it one step at a time.

Enchanted Rune
Our task at hand is to find those "slots" in wall all around the city, and slot our rune into them in order.

Be aware of two things
  • They are religion check gated, if you fail check you are screwed. Very important for sadistic game design players. Use items, abilities or merc to get 100 odds.
  • Slotting the rune will start combat. You will be surrounded, and encounters are pretty hard.

First slot is located in Bad Luck Inn, the quickest route is via teleporting to Back Luck Inn.


Note: this encounter can be cheesed. By teleporting your party, minus the tank on the rooftop of Bad Luck Inn. Then slotting the rune with your tank, and running towards rest of your team.

First "wave" will be spawned all around, if you do things the intended way. Your enemy is 51 AC normal demons with twist of dispel slinging babau (luckily they are pretty bad at it.) Please note that the enemies are all named "slaves" this, and me using the cheese spot which resulted in me fighting them peace meal might lead to some erronious numbers.



Enemies
5x Slaves

Second wave spawns immediately after the last, and has few coloxus in the mix. Expect haste, mind fog, confusion, song of discord, and greater command.

Enemies
6x Slaves

Final wave is "greater" demons expect mariliths, painajai, and derakni.

Enemies
4x Slaves

Great Rune
Next "slot" will be at middle city, on the side northern side of the Aasimar's House. Fastest way to reach it is via by teleporting to Harem of Ardent Dreams and going north.

Like the last rune this can be cheesed by teleporting to the roof of the house, which I highly recommend.

The first wave is quite easy. three "panajai" (44 ac) and one "shadow demon" (56 ac.) Not much to say here, other than remember your delay poison as one of them will cast cloudkill.

Second wave is much more dangerous. Four shadow demons, but they access to dangerous spell list. Be prepared to be pelted with Polar Ray, Sun Burst, Elemental Assessor, Cone of Cold, and Chain Lightning. This wave in particular is reason I like to cheese this fight as its much more manageable to render one party member immune to the elemental damage coming our way than all.

Third and last wave you will be faced with 2 mariliths (52) and two dominate spamming lilitu (50 ac)
"Abyssal Conspiracy"
You remember that thanatotic rune we picked up from corpse of demodands in middle city? I think its time about time we started pursuing that thread, though I must warn you it leads to one of the hardest encounters in my opinion of the entire game.

But we have some busy work to do until we are there, so let's take take it one step at a time.

Enchanted Rune
Our task at hand is to find those "slots" in wall all around the city, and slot our rune into them in order.

Be aware of two things
  • They are religion check gated, if you fail check you are screwed. Very important for sadistic game design players. Use items, abilities or merc to get 100% odds.
  • Slotting the rune will start combat. You will be surrounded, and encounters are pretty hard.
  • Many of the encounters have dispel casting enemies so do them when you are ready to rest.

First slot is located in Bad Luck Inn, the quickest route is via teleporting to Back Luck Inn.


Note: this encounter can be cheesed. By teleporting your party, minus the tank on the rooftop of Bad Luck Inn. Then slotting the rune with your tank, and running towards rest of your team.

First "wave" will be spawned all around, if you do things the intended way. Your enemy is 51 AC normal demons with twist of dispel slinging babau (luckily they are pretty bad at it.) Please note that the enemies are all named "slaves" this, and me using the cheese spot which resulted in me fighting them peace meal might lead to some erronious numbers.



Enemies
5x Slaves

Second wave spawns immediately after the last, and has few coloxus in the mix. Expect haste, mind fog, confusion, song of discord, and greater command.

Enemies
6x Slaves

Final wave is "greater" demons expect mariliths, painajai, and derakni.

Enemies
4x Slaves

Great Rune
Next "slot" will be at middle city, on the side northern side of the Aasimar's House. Fastest way to reach it is via by teleporting to Harem of Ardent Dreams and going north.

Like the last rune this can be cheesed by teleporting to the roof of the house, which I highly recommend.

The first wave is quite easy. three "panajai" (44 ac) and one "shadow demon" (56 ac.) Not much to say here, other than remember your delay poison as one of them will cast cloudkill.

Second wave is much more dangerous. Four shadow demons, but they access to dangerous spell list. Be prepared to be pelted with Polar Ray, Sun Burst, Elemental Assessor, Cone of Cold, and Chain Lightning. This wave in particular is reason I like to cheese this fight as its much more manageable to render one party member immune to the elemental damage coming our way than all.

Third and last wave you will be faced with 2 mariliths (52) and two dominate spamming lilitu (50 ac)

True Rune
Our rune needs just one more power up before it can fulfill its purpose, and to do just that head to the upper district, and head north from the storyteller's tower until you hit the "House of Wicked Knowledge" then take portal to get to top of it. Up there you can find the slot.

Sweat might drip from your brow, "this fight is probably harder than the last, and the nearby rooftops are fenced. I can't cheese this fight!"

Well don't you worry for this guide has you back. If you place one character near the "slot" and rest near the portal with the game paused, you can actually place the rune and teleport back down! Now you might want to apply haste before you do make your get away cleaner.



First wave consists of two omoxes (53 ac) and most annoyingly of three dispel slinging babau (46 AC) if you are cheesing this fight, I like to place character without major buffs closest to babau to bait their dispels.

Second wave consist of two more omoxes and one vavakia (46 ac) be careful with its breath attack, if you see it going on its hind legs pull back to dodge breath.

Third wave consist of two vavakias backed by three archers (46 ac.) Archers have trash saves, and are otherwise weak but can kill your archers/casters as usual. If you are cheesing I suggest you retreat out of back combat and pick the archers of via phantasmal killer one by one or use some sort of CC.

It is possible to dodge the breaths of two vavakias, while keeping tank in front to hold focus of the archers but it is pain.
The Treasures of Midnight Isles (Act 4)
This section is very much WIP and might be merged or deleted with other sections.

Brief summary on each isle. At this point in the game recommendations hold less water as I assume you have all the basic buffs on.

Treasure Island
Summary
Recommendations
#13 Treasure Island
The aging mechanic from island 10 returns, eg gain mental stat, lose physical stats.
Buy restoration (greater) scrolls from Krebus, and/or Storyteller.
#14 Treasure Island
Easy enemies we know, free rest (mysterious statue.) One swarm fight, and couple fights that start immediately.
Remember swarmbane clasps, and come when you are ready to rest?
#15 Treasure Island
Slightly harder than last dungeon, few unavoidable dmg using enemies. Robes of Seven Sin and Bloody Meat (+bunch of rods) can be acquired here! Check last section for details.
-
#13 Treasure Island
Your return to island hopping is greeted by wide variety of golems. Not much to say here, they are there just to build your aging counter.

Remember that this island shares the aging mechanic of the 10th island.



Enemies
1x Autumn Golem
1x Summer Golem
2x Gold Golem
1x Adamantine Golem


There is another trap in room 7 or 8 that I forgot to note down.

2. Babau Infiltrator
Following the corridor and taking the first door (to east) will bring you face to face to incubus dominator, if you are careful you also spot the babau infiltrator (56 ac) around the corner.

You might want to just send your tank in first to bait the babau, but I did fine just alpha striking the dominator. The babau just stood still patiently. Also be aware of the oolioddroo, she will cast feeble mind.

Enemies
1x Incubus Dominator
1x Babau Infiltrator
1x Oolioddroo

Swinging west after your victory be careful of the trap in the hallway to the west.

3. Demon Gladiator
Taking door north has a new enemy type, demon gladiator! Luckily for you they are weak magus whom are unlikely to get their haste+vampire strike off before their low ac (47) is their doom.



Cambion defiler is as unlikely to live long, but in case they do expect the usual elemental spell spam. (Hellfire ray, sirocco, polar ray, ice storm, cone of cold, chain lightning.)

Enemies
1x Cambion Defiler
2x Demon Gladiator

4. Marilith Conqueror
The first "challenging room", you might start to feel the aging at this point. The major annoyance here is the coloxus defiler (62 ac) who might stun your pet and leave it to vulnerable to be either sniped even by the relatively weak archer or slain by the demon it was blocking. Coloxus also like to charge you after it gets its usual CC spells of which you are no doubt familiar with.



I would recommend just charging the marilith in front of you and then peeling one or more party members off to kill the glabrezu, then moving to the archer before finally flanking the coloxus.

Enemies
1x Vrolikai
1x Colobux Defiler
1x Glabrezu Conqueror
1x Cambion Marksman
1x Marilith

5. Fiendish Greater Earth Elementals & Vavakia
Simple fight, one elemental in front, one at back with vavakia in middle. Just ignore the elementals until you have dealt with the vavakia

Elementals are cute with their smite good ability, but they grunt enemies both damage and defense wise (47 ac.)

6. The Gnasher
Still in the same room, up the metal stairs you can find the boss of this room, if you wish to go the other way through the door skip ahead.

Gnasher personification of miniboss. Powered up mook, or in this case a vrolikai. (64 AC, 719 HP, saves in 34.) Catch him flat footed, and he will drop like sack of potatoes. Like him the two mythic succubus eliminators are nothing too scary with their AC of 49, and lack of flanking or beelining.



Your reward is much the same as the boss itself. Jab Stab is +1 ghoust touch punching dagger that deals extra 2d6 piercing damage on sneak attack (at least it multiplies on hit.)

Enemies
1x The Gnasher
2x Vrolikai
2x Mythic Succubus Eliminators

7. Group of Elementals
Probably the hardest fight of the short island. The elementals have good resistances, and annoying abilities. Water does dot damage around, but more annoyingly the air elemental (52) does decent size AoEs which can hit your melee backline.

Also depending on your luck with positioning, be wary of them trying to push through your tank. I would just use greater invisibility on archer with melee ready to intercept any flankers to save on the stress.

Enemies
1x Fiendish Greater Earth Elemental
1x Fiendish Greater Fire Elemental
1x Fiendish Greater Water Elemental
1x Fiendish Greater Air Elemental

8. Trio of Demons
Last fight of the island is against trio of demons guarding greater selective metamagic rod. Not much to say here, kill and move on to the next.

Enemies
1x Marilith Conqueror
1x Lilitu
1x Abyssal Salamander
#14 Treasure Island
Let's get second or the fourteenth island depending on your view out of the way. This island too has modifier, but it's irrelevant so I wont mention it.


There is "Mysterious Statue" aka free rest just before the boss. Don't ask me if this counts as rest for sadistic game design btw.

1. Mishmash of Demons
Few steps from the spawn you are immediately greeted by mish of demons. We fought all of them before, but be aware among them is our friend Deep Shadow Demon Brute, so be ready for the usual elemental spell spam.

Enemies
1x Vrolikai
1x Deep Shadow Demon Brute
1x Gallu
1x Omox Befouler
1x Ecourche

2. Zombies
In the halfway leading out of the room you will be ambushed three zombies. They are literally trash, but take this as primer to lead with tank. (All the zombie ambushes are the same three zombies.)



Enemies
3x Zombies

3. Nahyndrian Rhapsodist
Nahyndrian Rhapsodist are back! I didn't miss them, if zombie rangers target your back line use corners to break line of sight.

Be careful of the two traps in middle of the next room.

Enemies
1x Nahyndrian Rhapsodist
1x Ecorche
2x Zombie Rangers

4. Ghosts & Zombies
Interesting new enemies, but piss easy fight. Zombie Skald has no one support with his abilities, and will die to strong gust of wind. Ghostly oracle is annoying to be sure as they will spam blind, boneshatter, and animate undead however if you any source of your spell resistance you will likely be immune as with my meagre spell resistance of 28 I shrugged of all his spells.

Enemies
1x Zombie Skald
1x Ghoul Stalker
1x Ghostly Oracle

Note: You can actually skip huge parts of dungeon by dimension dooring through the chicken wire gates. You won't miss anything, expect exp and money in form of minor magic items.

5. Elementals Led by Oollioddroo
We got trio of the same elementals we fought in the last island in the next room. Oolioddroo punisher (58 AC) will also to their add from further away, they had affix so I thought maybe they will cast something weird, but sadly I killed them too fast to check their spell list. It will however use smite good which is pretty cute.

Where the wind elemental is in image is a trap.



Enemies
1x Oolioddroo Punisher
1x Fiendish Elder Air Elemental
1x Fiendish Elder Fire Elemental
1x Fiendish Elder Water Elemental

Heading out, our paths split. Heading straight brings you to the next encounter, be warned opening the door will start combat immediately.

6. Trio of Deathsnatchers
Potential annoying fight, as the deathsnatchers (47 ac) will charge, and can be prone to beelining for your backline. Mayhaps, you should keep your backline little bit further back before you open the door?

They will of course all cast finger of death potentially dealing unavoidable damage upon failed fortitude throw.

Enemies
3x Deathsnatcher

Equip your swarmbane amulets as next door from room we are currently in has swarms in it, oh and combat will start moment you open the door.

7. Swarms & Salamanders
Typical swarm fight. Read: annoying. The two salamanders will also cast at least one horrid wilting if given chance.

Enemies
3x Fiendish Tick Swarm
2x Abyssal Salamanders


8. Three Zombies
Taking the new door to circle back where we started we hit more zombies and trap we can disarm.

Enemies
3x Zombies

9. Glabrezu & Trio of Mythic Succubi Eliminators
We fought both of these enemy types before, and there isn't anything special positioning wise I have to say.



Enemies
1x Glabrezu
3x Mythic Succubus Eliminators

10. Three Zombies
The last zombie ambush.

Enemies
3x Zombies

11. Burnt Root Warden
Miniboss of this isle is fallen druid, and his corrupted woods straight out of Wintersun. Primal Treants (48 ac) didn’t overrun me (thank god,) but they did definitely try to go through my party.



Root Warden (51 ac) will waste his two first turns summoning elder worms, but he has access to more annoying spells like death clutch, firestorm, creeping doom, finger of death, dispel magic, greater.

Enemies
1x Burnt Root Warden
2x Primal Treant
1x Ancient Blighted Quickwood
1x Blighted Quickwood

Quicken Rod of his body is surely useful. Cloak of Cinder is solid too as it is out of bag +5 resistance cloak, that does 2d8 fire damage every turn to enemies close to you. Situational, but potentially very useful tool in your kit, if you are facing non fire resistant enemies with untouchable AC.
#15 Treasure Island
From the first moment of arrival, you will be face to face with Coloxus Defiler. Just synch a charge, and kill it quickly, not much to add here, expect step back with rest of your party before you finish the baelor (52 ac) if possible. I don't call them suicide bombers for nothing.

There is trap near the stairs in the corner.

Enemies
1x Coloxus Defiler
1x Marilith
1x Lilitu
1x Baelor

New Nahyndrian Cultists
In the next room we will find come across some new faces, at least I can't remember them, and that might be for very good reason.

Nahyndrian Deadeye (45 ac) is archer just like any other, and the usual warnings apply. Luckily, I didn't see any dangerous homing behavior in its AI.

Sedative Knife is even more joke. 38 AC doesn't carry far at this point in the game.



This is also the first fight where the "Aerial Pillars" play role, and last time I will specifically mention them. 4 AC against ranged attacks for enemies is at the worst annoying, and easily countered by either destroying the totem, or luring enemies closer. They also occasionally will spawn new elementals.

Note: There is trap immediately to west (left) from the door you entered (curse of weakness.)

Note: Be careful opening the door(s) to the next room, as the fight will start immediately.

Enemies
2x Elder Air Elementals
1x Nahyndrian Deadeye
1x Sedative Knife
1x Adamantine Golem

Six-Handed Doom
Your biggest threat here is the Vavakia Soul Crusher as he will below his breath, and potentially one shotting some of your party members. I highly recommend you send only your tank to open the door, to dodge the initial breath attack.



Six-Handed Doom is named marilith, but be aware he is prone of using his reach to hit your back line. You want to drop him, or the coloxus soon after.

Note: There is trap in middle of the eastern part of the room.

Enemies
1x Six-Handed Doom
1x Vavakia Soul Crusher
1x Coloxus Defiler
1x Gallu
1x Cambion Bard

Lich
Lich (42 AC), and his zombie thrall. This might read as boss battle, but it is not. While lich has annoying spells (and seemingly exactly same spell list as the actual boss. Chain Lightning, Wail of Banshee, Hellfire Ray...) his low stats makes quite easy to interrupt his spell casting.

Enemies
1x Lich
1x Zombie

Vrolikai Shadow Keeper
Most annoying perk of this fight is there is line shaped trapped in front of the vrock pillager which can be really easy to trigger. Other than that, not much to note here. Vrolikai Shadow Keeper (55 ac) is you guessed just a named vrolikai.



Enemies
1x Vrolikai Shadow Keeper
1x Succubus Enchanter
2x Vrock Pillagers
4x(?) Elder Air Elementals

We got two doors, the door to the west will leave to a side encounter.

Areskhagal Cultists
Simple fight against fresh faces. Areshkagars cultists trick is that they like to charge even when engaged at someone else. Luckily for me they charged at my mirror imaged MC, but your luck may vary. Balance killing their melee with the need to kill the mage (47 ac) (and the archer), as the mage has access to nasty elemental spells which they will move to cast after two polar rays (followed by sirocco.)

Enemies
1x Areshkagar Cultist Evoker
1x Areshkagar Cultist Rogue (38 ac)
1x Areshkagar Cultist Reaver (44)
1x Areshkagar Cultist Archer

Succs & Traps
Trap centric fight. You might be tempted to charge succubus sharpshooter standing out in the open, but resist! There is sirocco trap just in front of her, I recommend going the otherway towards Lilitu. This way archer will walk over the trap to come get you once the fight starts.

Make sure you have protection from lightning up before the last room.

Enemies
1x Lilitu
1x Sedative Knife
1x Assassin
1x Succubus Sharpshooter
1x Succubus Enchanter

Demon-May-Care
Next room brings us to the end of the dungeon, and its boss. The two enemies of note here are the siege golem whom can pull you in the middle of the enemy pack, to which you have no other real counter than staying away or walking away when he does it.



Second is the titles name sake himself, Joestantin (50 ac). He has the exact same spell set as you would expect, in fact I swear its identical to some earlier fights we had. Doesn't make him any of less of a threat though, he will start by casting chain lightning. After that he moved to firey body but you might have different experience. Just don't give the chance to cast wail of banshee, and you will be fine.

Enemies
1x Demon-May-Care Joestantin
1x Siege Golem
2x Adamantine Golem
5x Elder Air Elemental

Loot wise you are in for one heck of treasure haul. Greater Quicken/Persitent Rod alongside Maximize Rod. Robes of Seven Sins that increase your spellcasting level by 3, and DC by 1, and 5 to penetrate spell resistance!

And, there is more. You can find another Bloody Meat in a chest in the room for permanent +2 to your athletics and fortitude!
#16 Treasure Island

1. Vavakia & Balor
First encounter is couple of centimers to your right (east.) You should spot the enchanter first, but you creep along you should get vision on Lilutu, and Vavakia.

I didn't manage to line a charge on the vavakia, but he obviously is your priority target. Behind the Lilitu is tough balor whom you should prioritize next.

Enemies
1x Vavakia
1x Tough Balor
1x Lilitu
1x Succubus Enchanter
13 Comments
Senok el Tirun 3 Oct @ 2:21pm 
Nice, but you forget to mention some of the classes. Druid, Hunter, Ranger, Shifter and Witch.

Druids can have some real strong build with the Last Sarkorian DLC and some of the Mythic Feats's combination - Master Shapeshifter and Brutality Incarnate turns it into a melee fighter, with Natural Spell it can cast spells as an animal too.

Hunter - pet-heavy builds, extra meat-shield while you can slay from afar with your ranged weapons.

Ranger - less practical, but has some useful Archetype for potential dips.

Shifter - new Archetype with the Last Sarkorian DLC, a shapeshifting fighter. You never will be weaponless.

Witch - Full Spellcaster, mainly Int, but some version can get a pet (with a DLC - don't remember which one), or a brutal close-combat fighter with powerful Hexes. Those spell-like abilities can cause hard fights into cakewalks, properly chosen, with a bit of luck.
Whitestar505 17 Jul @ 11:40am 
Thank you for making a great guide on a game that I love. Played it several time but always searching for new things to learn from it.
Albertillo 2 Jul @ 10:14am 
Dude, i've followed your guide word by word and it has helped A LOT. I'm at where your guide has ended now, except the dates with Vellexia and I think I can keep going for myself for a while before having to resort to other guides out there for romance/sidequests and main story choices. Big big thank you for all your effort :cozybethesda:
sonicfani  [author] 27 Jun @ 3:02am 
Thank you for your the comments everyone. I haven't had chance to reply, but they always make my day when I get the notification.

@Team Aqua Grunt
I am still chipping away it semi regularly even though I don't have the time I had when I started. Luckily next act is short and there wont be that much left to do (other than hardcore builds and relic section I need to complete.)

Thanks for the tip! I need to test Polymorph on those two on my next run.
Team Ąqua Grunt 20 Jun @ 4:38pm 
hopefully the guide gets updated, one of the best ones out there!

small aside, idk if this is a difficulty thing, but both Pale Marrowgnaw and Pale Rotwhisper weren't immune to polymorph, so baneful polymorph quite literally oneshot them both lmao
jef-27 15 Jun @ 3:56pm 
Thank you for this guide, unfortunately I'm at the end of act 4, so the next best guide is on gamefaq now.
Just wanted to say that this guide is miles better because of the Unfair difficulty approach, and all the great tips you share along the way!
Kicool 15 May @ 6:34am 
Many thanks for your guide ! very useful :)
Fengar 20 Mar @ 9:34am 
Very good guide, thx!
Very good guide
sonicfani  [author] 13 Jan @ 8:15am 
@Oberion Thank you for your kind words :)