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== Act Three ==
{| class="wikitable" style="margin:auto"
* The following permanent character bonuses can be obtained in [[Act Three]] of the game's story.
! Ally !! Recruitment !! Boon
{| class="wikitable"
! Name !! Effect !! How to Obtain !! Notes
|-
|-
| Partial Ceremorphosis|| Gain access to tier 3 Illithid Powers, and automatically unlock all tier 1 Illithid Powers and the Fly tier 3 Illithid Power || Consume the [[Astral-Touched Tadpole]] offered by [[the Emperor]]||
| style="text-align:center;" | [[File:Volo Model.png|100px]] {{clear}} [[Volo]]
| style="text-align:left;" |
*During Act One, complete [[Rescue Volo]] to free him from the goblins at the [[Goblin Camp]].
*During Act Three, Volo is encountered again near the [[Steel Watch Foundry]] in the [[Lower City]], tied to a chair in front of several Smokepowder barrels. After battling Volo's captors and saving him before the barrels explode, he will join your camp.
| [[File:Book Tome M Image.png|center|150px]] '''Volo's Guide to Monsters''': +2 to Attack Rolls, Saving Throws and Ability Checks.
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| [[Bless (Condition)|Bless]] || Gain a {{DieIcon|d4|Slashing}} '''+1d4''' bonus to {{Attack Roll}}s and {{SavingThrow}}s. || Pay [[Boney]] in the [[Circus of the Last Days]] 5000 gold to construct a statue of yourself.|| Can only construct a statue for a single character. The effect begins once you long rest.
| style="text-align:center;" | [[File:Auntie-Ethel-Hag.webp|150px]] {{clear}} [[Auntie Ethel|Hag]]
| style="text-align:left;" |
*Complete [[Get Help from Auntie Ethel]] and following part of the [[Save Mayrina]] questline. After fighting Auntie Ethel and reducing her health a sufficient amount, Ethel tries to make a deal for a permanent stat boost in exchange for keeping Mayrina, leaving their deal intact.
*If the party killed Ethel, they can still work with her by finding her disguised as [[Captain Grisly]] during [[Save Vanra]]. If the party kills [[Lora]], then Ethel is willing to strike a deal with them, even if they killed her previously, as she is so amused by the turn of events.  
| style="text-align:center;" | [[File:Action EndGame HagInvisibility.png|center|150px]] Lorem Ipsum is simply dummy text of the printing and typesetting industry.
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|Monk's Hideous Laughter
| style="text-align:center;" | [[File:Rolan.png|150px]] {{clear}} [[Rolan]]
|Gain casting of [[Tasha's Hideous Laughter]] per long rest
| style="text-align:left;" |
|Carry the [[Sentient Amulet]] from [[Grymforge]] to a casket under the [[Open Hand Temple]] in [[Wyrm's Crossing]], completing [[Help the Cursed Monk]]. Must choose to accept the curse yourself.
* In Act One, complete [[Save the Refugees]] by siding with the Tieflings.
|Possible wisdom loss if you fail Constitution/Wisdom saves. The sentient amulet seems to lose all of its abilities after the quest completion.
* In Act Two, don't let [[Isobel]] be killed or kidnapped during [[Resolve the Abduction]], then complete [[Find Rolan in the Shadows]] by saving Rolan.
|-
* In Act Three, Rolan is found in [[Sorcerous Sundries]]. Complete [[Find the Nightsong]] by siding with [[Dame Aylin]] against [[Lorroakan]] to have Rolan take over [[Ramazith's Tower]].
|The Tharchiate Codex: Blessing
| style="text-align:center;" | [[File:Action EndGame RolanArtillery.png|center|150px]] '''Rolan's Firestorm''': Calls down a massive fire attack.
|Once per long rest, gain temporary hit points
|Read [[The Tharchiate Codex]] (found at the end of the Vault puzzle in [[Ramazith's Tower]])
|Remains active if [[The Tharchiate Codex]] is also used to obtain Danse Macabre
|-
| [[Danse Macabre]]|| Create 4 ghouls that fight alongside you || Read The Tharchiate Codex (found at the end of the Vault puzzle in Ramazith's Tower), then read the last page of the [[Necromancy of Thay]] (from Act 1) and pass a 20 Wisdom Saving Throw || Comes with a curse that lowers Constitution by 5, but can be removed with the [[Remove Curse]] spell while keeping Danse Macabre
|-
| [[Mirror of Loss]]|| Gain +2 to an [[Ability Score]] of your choice (and optionally +1 to Charisma)  || Offer a prayer (DC 25 Religion Check) to the [[Mirror of Loss]] in the [[House of Grief]], then sacrifice one of the following: Constitution, Wisdom, Charisma, or your knowledge of the [[Necromancy of Thay]]. You'll receive the option to choose a +2 bonus to any ability.
 
If you sacrificed an ability, you'll receive the '''Stolen Vigour''' curse (-2 to that Ability). This can be cured via {{SmIconLink|Remove Curse Icon.png|Remove Curse}}(this curse as of v4.1.1.3686210 goes away upon a long rest, and you retain the +2 bonus).
 
Occasionally, when sacrificing an ability to the mirror, you may receive the '''Patriar's Memory''' buff (+1 CHA). If this happens, interact with the mirror again, sacrifice your knowledge of [[Necromancy of Thay]], and choose an ability to receive a +2 bonus. After both interactions, the mirror is sated. Cast {{SmIconLink|Remove Curse Icon.png|Remove Curse}} and you are left with +1 to Charisma and +2 to an ability of your choice. '''(See notes!)'''
| Can be raised above 20 (up to 24, for all memories, including the Patriar's)
If no prayer is offered prior to sacrificing memories, no bonus is received.
 
As of Hotfix #4, all bonuses from the Necromancy of Thay are retained when you sacrifice its knowledge, along with the Ability Score increase - this is likely a bug.
 
As of Hotfix #4, it is unclear whether the '''Patriar's Memory''' buff is a bug, as it doesn't trigger every time. This may require several save-and-load attempts to attain. It is also unclear whether there is a way to gain a +1 bonus to ability scores other than Charisma - possibly a class-specific Arcana check? {{verify}}
 
In order to ensure you receive '''Patriar's Memory''' the story the Narrator tells you must be the following: "Disappointment floods your mind. You were sure to succeed Stelmane, but Lord Enver Gortash has stolen your support. All that charming and cajoling in the parlous of the Upper City, Wasted." You can continue to reload until you receive this specific memory.
{{anchor|Mirror of Loss}}
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| [[Unstable Blood]]|| Your blood is now highly flammable and will explode on contact with fire || Give your blood to [[Araj Oblodra]] in [[Moonrise Towers]] in Act 2, then meet her again east of [[The Blushing Mermaid]] in Act 3 and help her again. She will give you a potion that grants this feature once drunk. ||
[[Category:Gameplay Mechanics]]
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