She’s also a pretty good rogue, though might not be quite as compelling a choice if you’ve already rolled one of your own or have a solid party mix at this point. One of the new companions, the Devil of Caroc, is a living automata with an interesting story. And then there are the occasional miscreants wandering around this snowy wilderness along with a few local quests to tackle. Something will need to be done with them, too. There’s also the matter of the ogres attacking the village when you first arrived. The mayor of Stalwart wants the party to check things out in the hopes that it will help inject new life into the collection of ratty huts and half-burned down hovels scattered about. But that hasn’t stopped others from trying and that’s where our intrepid party comes in. Adventurers have tried to pry their way in to no avail and over the years, Stalwart soon withered down into a fishing hole on the edge of the frontier beset by ogres, wolves, and the elements. Then, suddenly, the Battery shut its gates and no one ever heard from the dwarves inside again. The village of Stalwart wasn’t always a dying husk when trade flowed between the Battery and the merchants of the region. See, decades ago, Durgan’s Battery used to be the source of Durgan Steel, a wonder metal prized for its extremely high quality. In the White March itself, there’s also a new dragon in the region along with a new dungeon, Durgan’s Battery, filled with its own riddles, traps, and dangerous encounters along with a few wilderness side areas. The prize at the end, however, was worth the struggle - and the reloads - as a neat companion pet bringing back memories of Morte (though without the silver tongue) who also doubled as a summonable creature in battle. Even at max level, mistakes turned my seasoned party of ardra-dragon killing badasses into pulped mail and stained robes thanks to clever mixes of brutal monk halflings, new undead slayers, and savage magic. It can be a brutal affair depending on your choices (though the big angry foozle at the end of that journey is still going to want to kill you). If you wanted more of that, this is the quest that delivers it. The relatively short side campaign, against that mysterious mercenary force, is pure combat. Players that have gotten to around level 8 or 9 should feel fine here where my party at level 12 felt utterly overpowered without raising the difficulty. The actual White March campaign feels set up to be the “default” difficulty for the expansion with assumptions made on who might be brave enough to try it. Things start off with not one, but two requests for help - one to deal with mysterious forces gathering for a potential attack on your keep, Caed Nua, that will be a brutal test of your tactical savvy - and the big one taking you to the village of Stalwart in the far north region of White Run. My party had hit the max level in Pillars before taking on this adventure, so your mileage may vary depending on which quests you want to take on first. It’s also aimed at parties that already have a bit (but not quite too much) of experience under their belt. It’s not perfect, but it’s perfectly fine for players that can’t get enough of the world that Obsidian has established as its own fantasy playground. This is part one of the expansion to Pillars of Eternity paying tribute to Icewind Dale’s combat-heavy setting and snowy landscape. (Full disclosure: I was a backer on Pillars of Eternity) Should be challenging.The White March has its own share of dangers though seasoned parties might find them a bit underwhelming. Just following the normal course of things prior to White March opening up can get you a decent chunk of exp.īut I am planning on playing a considerably less thorough path on my next playthrough just to get Devil as early as possible. The woodend plains gets cleared on the way to the Bay after that, and there's a few sidequests you hit just getting through the Bay normally to the Temple without metagaming it. That's more an RP thing so I dont feel guilty leaving Kana behind after. I usually do Madmhr bridge just before hitting Caed.Īnd like I said I do enough of the Endless Paths to clear Kana's objective. Doing everything Gilded Vale related will also involve clearing Magran's fork, Black Meadow, Anslog's Compass, Esternwood and the Temple of Eothas. Raedric's Hold is a Gilded Vale related quest, just as I said. After Maerwald, immediately going down the Endless Paths to dungeon level 3 is hardcore - depending on the chosen difficulty mode. One can complete everything up to visiting Maerwald, and then Raedric's Hold would be the only area that's left for a bit more XP. The Gilded Vale related quests don't add so much. Rather it must be the stuff you do in Defiance Bay that gains you several levels. Originally posted by D'amarr from Darshiva:Not so sure about that.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |