Triozum, Wild Orlan Crusader - Fifth Update: Exploring the archipelago south of Neketaka
We sail towards the Oathbinder‘s Sanctum first and encounter the Diccila, our first bounty target and boarding battle. Deck-to-deck combat involves a lot of characters and is quite fast-paced. Xoti buffs the party with dire blessing and casts devotion of the faithful (something she will do for nearly every battle from now on), while Serafen goes into spirit frenzy, Aloth starts with arcane veil and ironskin (he will usually go for 1-2 protective spells at the beginning, due to being very squishy – this also gives Xoti time to cast her buffs, so his aggressive spells will be more impactful) and Maia goes for a gouging shot (since her attacks are slow and powerful, almost all of her shots can usually be modified in some way - mostly as gouging shots or (accurate) wounding shots at this point). Aloth adds combusting wounds as I realize at this point (way too late) that Ryngrim’s Repulsive Visage is NOT the spell I thought it was – I confused it with Ryngrim’s Enervating Terror… too bad (I don’t do retraining in this run due to personal pride).
Meanwhile,you can see why it was useful to level and gear up our companions: Konstanten wrecks the enemies at the rear by calling in two ogres. At the same time, Ydwin end Edér enter the enemy ship on the other side. The remaining foes will soon be surrounded.
Maia takes down Diccala, and soon the victory is ours.
Into Oathbinder’s Sanctum. A group of shadows is easily disposed of. Downstairs, the same happens to some beetles and desert imps – these are probably intended to be fought on the way to Neketaka, not after already doing most of the quests there, so … yeah, we outlevel these enemies:
But we cannot underestimate them. In the northeastern part of the third level, there are dank spores with a bunch of sporelings and vine lurkers. Dank spores, same as in PoE1, are dangerous at any level due to intellect afflictions they can apply – we pull back out of range of dank spore attacks to take out the sporelings first:
I didn’t know what vine lurkers could do – they pull Xoti across the battlefield, alone, towards them. She immediately uses withdraw to keep herself safe. Triozum gets pulled back as well, but he should be fine - Sarafen can tank the sporelings for now.
This does take us into range of the dank spores, and while we clean up the sporelings and lurkers, once we approach the spores Xoti gets charmed.
Same thing happens to Aloth a bit later, but Xoti gets free and keeps everyone alive with two healing spells – victory is ours.
Also, I kind of forgot that I had a ring with supress affliction. Oozes and trolls wait in the next level. They can’t disturb our positioning, and Triozum holds the front line. Aloth can fireball the mass of enemies from a safe distance. Fairly easy. Next some xaurips. Now THAT is a good barbaric roar, Serafen:
Finally, we find Oswald, being accosted by a bunch of steel garrote types. Big battle down here. The usual dire blessing + devotions, but Aloth goes for confusion this time around, while Serafen uses his roar to interrupt the backline and Maia starts shooting at the spellcasters. Serafen, seeing as the enemy spellcasters are going for another round of spells, interrupts the backline AGAIN. Nice work from our orlan pirate. Aloth prepares noxious burst, which is bound to hit hard.
While the woedican agents are able to threaten our own backline with some quick teleportation (maybe via "Escape"), they are taken down before they can injure anyone, and the battle is ours:
Some rotghasts are taken care of to the south before we leave. Maia equips the Cowl of the Piercing Gaze. We sail further south, towards some xaurip caverns – having to take down some xaurips and sand blights on the way. The actual cave is a bit underwhelming compared to the Temple of Woedica – this is the warchief after Maia hits him with the red hand (well, it hits twice in a row, so it’s two hits, really).
We sail a bit west to pick up some supplies near fort deadlight and run into Well-Weathered Cormio, another ship battle ensues. Easy enough, not worth commenting on. We got after the Meryl the Mad bounty, where we get a stone of power for Aloth. Next, the ship of Assila Wave-Skipper, and we pick up Elewy’s Locket (good for Xoti) at an island far south where we also find the Temple of Tangaloa Ruins. Captain Angfor has a bunch of crazed marauders here, and once again Maia tries to go for the spellcasters.
Confusion gets the ogre pirate to our side, which basically ensures our victory. Around that time the party levels up:
Triozum: Aegis of Loyalty
Xoti: Rapid Casting, Revive the Fallen
Aloth: Rapid Casting, Farcasting
Maia: Accurate Wounding Shot
Serafen: Leap, Uncanny Luck
We sail further east and north, and board Beggar Wifruth (the lowest level ship in the game, I believe). Next is the Purakau bounty and the Tahae bounty.
A ring of overseeing is very helpful loot here for Xoti. We sail south again for Ruddy Rabel, another low level ship. On the way back we encounter a crookspur captain, which we are barely able to escape. That would’ve been dangerous!
We circumnavigate the Neketaka island and fight the ship of Biakara. This one is a bit harder, and Aloth gets under heavy pressure, using call to slumber to secure his survival.
However, he suddenly dies to friendly fire – overwhelming wave by Teheku. Wait. Isn’t Teheku’s watershaper subclass supposed to stop friendly fire for water and frost spells? Yes, it is – how did this happen? Does his subclass feature not work if he’s not in the party? Does anybody know?
Well, in any case, Xoti resurrects Aloth and we still win easily. Our first wound (second if you count Xoti’s during her personal quest). We also take down Hurangi's ship directly next to the city. Instead of going right into Neketaka, the party leaves by foot to kill Nomu the Marauder for another bounty – his ring is also what gets Maia to 20 perception, meaning she should be able to detect all hidden things now.
We turn in various quests – mostly bounties, the exploration quest and the quest for Kahn. A spyglass is acquired, and, due to the wound on Aloth, we rest with food: Our second of three Hylea’s Bounty charges for Triozum, fried ugly for both Aloth and Xoti, glazed chops for Serafen, mariner’s porridge (because I had nothing better left) for Maia. We have apparently also found a dragon pendant (probably in a shipwreck) that Serafen is going to equip. A quick trip back to Port Maje for Maia’s quest, “Courier’s Calling” – from there, far southwest to the sandswept ruins (avoiding all other encounters on the island) – we are far below the level of this area, but we don’t need to fight here – we barely need to do anything, because Maia has 20 perception. She disarms some easier traps here for the XP, but mostly we open the secret door, take out the sigils of death at range with spells and scepters and find the hidden switch to turn off all traps and even the final mechanism at the end that would start a scripted sequence that can kill you off.
We pick up some exceptional gear and the “Last Word” hammer, a potentially good tanking weapon which Triozum will try out.
I have fairly detailed knowledge of the place because it ended my test run – if you don’t have 20 perception and use the switch, the scripted event at the end can successfully be done by throwing a grenade at the door 3 times in a row. That works 100% of the time. What always kills you is going for 3 necrotic spells (which is what ended my test run – spell options have always been good for me in scripted interactions until that point). What might scores are exactly required for the other option, I don’t know. I recommend only going there with either 3 grenades (which are easy to get) and high mechanics + thief’s putty, or 20 perception on a character (can be improved by +3 just by resting in the Dunnage tavern, I think, and as demonstrated there are 3 easy to find equipment pieces to boost perception (though the ring will only boost perception on certain classes), so if you have someone starting with 14 or 15, that should be enough.
BTW I did go here much later in my test run, so there is still content left I have recently seen. I will mention when I get past the stuff that I’ve already done on PotD.
Now, we land at Fort Deadlight, raising the Principi colors. This and Dunnage shall be our next stops.