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The Wyrmway: Difference between revisions

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3 bytes removed ,  19 October 2023
→‎Chambers of Wyrmway: icons for spells
(→‎Chamber of Strategy: Grammar edit)
(→‎Chambers of Wyrmway: icons for spells)
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In this trial you need to remove a dishonorable judge and give the right punishment to the crime, the crime is shown in paintings starting from "The Apple" and ending with "The Judgement", the paintings depict a man who steals an apple to feed urchin children and went on beyond to steal an artifact, chased around Baldur's Gate and being judged with a punishment.
In this trial you need to remove a dishonorable judge and give the right punishment to the crime, the crime is shown in paintings starting from "The Apple" and ending with "The Judgement", the paintings depict a man who steals an apple to feed urchin children and went on beyond to steal an artifact, chased around Baldur's Gate and being judged with a punishment.


The Judge is in the middle of the shrouded area, and is dishonorable and must be removed. Its invulnerable to all damage sources but you can use a [[Remove Curse|Remove Curse Spell]] or [[Banishment]] to remove him. When you do so, the 3 shadowed paintings can be picked up or inspected. The 3 paintings are named "The Cell", "Freedom", and "The Hanging"; the paintings represent the final judgement for the crime. One of them must be placed on the Empty Niche found at the center of the room.
The Judge is in the middle of the shrouded area, and is dishonorable and must be removed. Its invulnerable to all damage sources but you can use a {{SAI|Remove Curse}} or {{SAI|Banishment}} to remove him. When you do so, the 3 shadowed paintings can be picked up or inspected. The 3 paintings are named "The Cell", "Freedom", and "The Hanging"; the paintings represent the final judgement for the crime. One of them must be placed on the Empty Niche found at the center of the room.


'''To solve the trial, the sentence needs to be proportional to the crime. Place "The Cell" painting on the Empty Niche.'''
'''To solve the trial, the sentence needs to be proportional to the crime. Place "The Cell" painting on the Empty Niche.'''
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After reading the books, you realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If [[Wyll]] is in your party, you can speak with him after reading the final book, and he will directly tell you that Suelto is the one to attack.
After reading the books, you realize that Suelto adopted a cruel ideology that does not fit the council and must be eliminated. If [[Wyll]] is in your party, you can speak with him after reading the final book, and he will directly tell you that Suelto is the one to attack.


Attack Suelto at the end of the chamber to correctly pass this test.  Note, ensure you attack the target only ONCE, and disable any on-death effects (such as the illithid power [[Cull the Weak]]), or it will count as failing the trial, even if you attack the correct target.  If dual-wielding, ensure you disable automatic off-hand attacks.  If one is in a hurry, Suelto can be attacked with a ranged weapon from the entrance platform without dealing with the books or winding pathway.
Attack Suelto at the end of the chamber to correctly pass this test.  Note, ensure you attack the target only ONCE, and disable any on-death effects (such as the illithid power {{SAI|Cull the Weak}}), or it will count as failing the trial, even if you attack the correct target.  If dual-wielding, ensure you disable automatic off-hand attacks.  If one is in a hurry, Suelto can be attacked with a ranged weapon from the entrance platform without dealing with the books or winding pathway.


Failing the trial summons a number of undead and a [[Death Shepherd]] to buff them.
Failing the trial summons a number of undead and a [[Death Shepherd]] to buff them.
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This is a fighting trial that lasts for 4 turns.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier.  Note that the torch is bound to the person that picks it up, preventing other weapons from being equipped and preventing the torch from being passed to others.  As such, it is recommended to be held by spellcasters (ex. wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon (the torch is one-handed, so offhand weapons and shields are unaffected).  
This is a fighting trial that lasts for 4 turns.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier.  Note that the torch is bound to the person that picks it up, preventing other weapons from being equipped and preventing the torch from being passed to others.  As such, it is recommended to be held by spellcasters (ex. wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon (the torch is one-handed, so offhand weapons and shields are unaffected).  


The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial.  Applying [[Sanctuary]] on the torch carrier can trivializes the entire encounter, as this entirely prevents elementals from targetin the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or the water elemenals can be shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to shove).
The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial.  Applying {{SAI|Sanctuary}} on the torch carrier can trivializes the entire encounter, as this entirely prevents elementals from targetin the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or the water elemenals can be shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to shove).


The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed.  These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.
The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed.  These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.
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