Editing Orin

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Orin can only be at one place at a time: if a disguised Orin stays in the visual range of a party member she can't take the appearance of other NPCs elsewhere and thus is effectively pinned in place. This way it's possible to talk to the other genuine NPCs without triggering Orin's apparitions.
Orin can only be at one place at a time: if a disguised Orin stays in the visual range of a party member she can't take the appearance of other NPCs elsewhere and thus is effectively pinned in place. This way it's possible to talk to the other genuine NPCs without triggering Orin's apparitions.
These NPCs can also be 'saved' by not speaking to them until the party reaches Gortash at [[Wyrm's Rock]]. Once Gortash informs them that Orin has compromised their camp by shapeshifting into one of their companions, she will no longer attempt to impersonate any of the potential NPCs listed below.


Lastly, it's possible to identify when an NPC is actually Orin as they'll be level 12, though without the large amount of hit points that would be expected from that level. When examined, these NPCs can be observed to have Orin's passives, giving away their true identity. If attacked straight away, Orin will transform and disappear without her usual threats.
Lastly, it's possible to identify when an NPC is actually Orin as they'll be level 12, though without the large amount of hit points that would be expected from that level. When examined, these NPCs can be observed to have Orin's passives, giving away their true identity. If attacked straight away, Orin will transform and disappear without her usual threats.
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