Part 109: Welcome to Yuthul Gor
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Chapter 80 - Welcome to Yuthul Gor
Music - "Scorching Wind"
Download (Thanks to Grawl)
I suggest you listen to this music. It's quite different from anything heard in lush Ferol, and it's really appropriate.
Date: Unknown
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I didn't know how long I lay there, drifting in and out of consciousness, but it was long enough for the sun to set.
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Eventually though, I heard footsteps approaching. Two sets, heavy and light. They stopped several meters away.
"About the Game" posted:
These voice actors are actually really good, so watch this video.
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I had a sudden flash of pain and groaned.
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I heard the lighter footsteps running off, and the heavier ones approached me.
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The orc roared, and if you've never heard an orc roaring in your ear, let me tell you that it's better than triple-strength coffee when it comes to instant wake-ups.
I groaned, blinked and figured out how to stand up again.
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He was speaking in common instead of orcish, now.
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I blinked. I was still dazed, and having a bit of trouble keeping up with the sudden topic shifts. "Why do you ask?" I inquired warily, hoping this wasn't about to turn into an attempted robbery.
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He walked off.
"About the Game" posted:
Orcs are no longer the enemy. To emphasize that things are different, choosing the "Die orc scum!" option doesn't result in hostilities at all. See the Behind the Scenes section.
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Garth roared to indicate that it was safe.
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I looked in my pack and retrieved my shield, dagger and helmet. I strapped on my weapon and shield, but the helmet was badly dented and unwearable. Apparently I had landed on it. It would need the expert service of a blacksmith with a hammer and anvil.
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"About the Game" posted:
Jeremiah's status
Let's take a look at Jeremiah, now that the player has control.
Becoming the Divine One had an instant noticeable effect. I got 5 free level-ups and went from level 43 (with 10 stat points free) to level 48.
Before coming here, I sold off all the accumulated loot I had been hoarding. I now have 1,323,090 gold. That is not counting the gemstones (which come to about 48,000 or so gold, or the other charms I have which monsters dropped, but I never used. The silver ones should sell for about 20,000 gold each, so that's another 300,000 gold or so.
Now that I have reached level 48, I can max out any skill I want, since many of the top-tier skills require you to be level 48 to put the fifth point into them. That's why I wanted to be level 43 for the Divine Ritual, so I would have the freedom to do whatever I wanted with my skill points.
Oh yeah, speaking of skills, 5 levels means 6 skill points (every 5th level you get an extra point), so let's check that out and...
First of all, 35 free skill points is incredible. That's 29 before the ritual. That is the result of me exploiting all those skill books I stole from bookshelves.
More importantly though, look in the lower right: 8 new skills have appeared there. Those are the Divine skills. They're a mixed bag. Some are useless, but others are some of the most useful in the game. See the end of this chapter for the full run-down.
I approached Garth and Drox.
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I forgot to breathe through my mouth and not my nose.
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I examined the cliffs. There were plenty of handholds, but the rock was soft and crumbled at the touch. I'd also have to discard my armor and gear to scale those. And even then I only just might be able to climb them. Might.
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I took a few steps away from the orcs, and then I stopped and looked up at the sky.
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I shook the confusion off.
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As I lowered my gaze from the stars, I saw something shoot by overhead in my peripheral vision. I looked back up, but it was moving too fast to identify. I had a nagging feeling of familiarity, though.
I went back to Drox.
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The night passed uneventfully.
"About the Game" posted:
Cacti are the new Alchemy plants in this area. Standard colours apply. Green is poison, and new in this area are white-flowered plants. White is restoration, so you can harvest those directly and cut out the middle step of finding red and blue and mixing them.
Drox is a trader, but he can't repair your equipment, so hopefully you'll have a point in the repair skill by some means.
Drox is the first trader in the game who sells Gold charms. But those prices are crazy. 95,000 gold per gold charm is a 90% markup. He buys yours for only about 18000 gold. The problem is that your previous reputation - in my case, 51, which would normally boost disposition by that much - doesn't mean anything at all anymore.
While you can buy gold charms, and I will, it will be from someone else, where I can get MUCH better prices. In fact, once you reach the second trader, there's no reason at all to talk to Drox.
Drox and the other trader also sell spellbooks, but I already got all I needed long, long ago.
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Date: Unknown + 1
The harsh light of dawn broke early. The landscape was bleak and oppressive. There was hard-packed sand and wind-worn rocks as far as I could see. The cliffs continued on all sides but east. It would be a tiring journey; even this early, the sun was making things hot, and there was little shade, save the cliffs.
But I had not returned without some new talents.
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"About the Game" posted:
Heaven's Blessing
- This skill is the only self-buff in the Divine skill set, and it's probably the best Divine skill of them all. At Rank 1, it boosts all your attributes and resistances by 20% for 30 seconds. At Rank 5, it boosts all your attributes and resistances by 40% for 150 seconds.
I bolstered all my abilities, making me stronger and more resilient. I instantly felt the effects of the heat lessen. I set off looking for the canyon which would lead to the orc village which had been attacked. I hoped to find survivors who could help me, or supplies. Ferol was a long way off, and the growling in my stomach told me that I would probably need food for the journey.
Unfortunately, I was spotted. A gang of red-skinned imps showed up to confront me.
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Indeed, I could sense that the Imp Chieftain was a very powerful enemy. But I had just gained a some of the powers wielded by the Gods themselves. And after watching my friends and allies die, I was in no mood to negotiate.
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I casually waved my hand. My thoughts became reality; I no longer needed to speak the words.
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The single cast of my spell killed their powerful chief instantly.
"Run! Run!" shrieked the now-terrified imps. They ran, and I continued picking them off for emphasis.
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One or two of the faster ones actually got away. Hopefully, they'll warn their buddies that it's not a good idea to bother a demigod.
"About the Game" posted:
Divine Death
- Kill your target, no questions asked. This instantly kills anything with a spiritual resistance below 10/20/30/40/50. Unfortunately, despite the damage it says it does in the description (100-210 at rank 1, 100-250 at Rank 5), it doesn't do any damage at all if the enemy has a high enough resistance.
That's probably because the damage it would do is the highest in the game and would be tremendously overpowered if it hurt enemies who resisted the instant death effect..
It's got an average mana cost for a Rank 5 skill, which makes sense because it's got a limited utility: only the imps and stone gargoyles are affected by this by default.
However, there are plenty of mini-bosses with 2000+ health, and this is the fastest way to take them down. Hit them 3 times with Rank 5 Curse, and that lowers the enemies resistance to below 50, then this skill will finish them in one shot for a grand total of about 84 mana or so, which is much cheaper than trying to whittle their health down with spells that do damage.
This is one of the most worthwhile Divine skills, so go ahead and max this after Heaven's Blessing. This doesn't work on the bosses, even once you take their spiritual resistance below the line.
This is what Zandalor used on the Dragon Rider way back at the end of Act 1. After 600 years, he had picked up a few very special tricks.
Imps
The imps haven't appeared much before, but they're here in painfully huge numbers and are always hostile. They're very much like the infamously annoying Flayers from Diablo 2 in that they come in huge numbers, and they run around and blow-dart you. The damage can build up very, very quickly, so don't take the imps lightly.
Even though most imps are vulnerable to Divine Death, I ended up using Hell Spikes more often. That is because often there are Imp shamans and Imp mages mixed in with other imps. They have 100 Spiritual Resistance and are thus immune. The Shamans can summon in more imps, so they should be priority targets - but not THE highest priority target - Imp Chieftains do a lot of damage if they hit you, and they always have 2000+ health, so nuke them with Divine Death as soon as you see them.
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In the shelter of some long-dead trees I found a recently abandoned camp. Probably the one Drox and Garth had abandoned because of the imps.
I continued on.
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Not all the imps had learned that I was not to be trifled with.
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I was not going to waste more words convincing them. If they wanted to commit mass suicide, I didn't care.
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I found the canyon Drox had mentioned and I followed it, keeping an eye on the clifftops for more imps. I was prepared for an ambush, but not what I saw after emerging from the valley.
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Next Time: This Can't Be True!
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Behind the Scenes
A HUGE Behind the Scenes update today.
Let's start off with the traditional map. Behold:
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Some parts of the map can be seen from the start, presumably while Jeremiah was falling back to the ground.
This is the final "Act" of the game. It's extremely short. I said that we were done with side questing? It's true. There are no side quests in this act, just the main quest. There are only a few NPC's as well. Most of the act consists of fighting monsters. This is the act which suffered when the publishers told Larian to just finish the game off already.
My helmet is not actually damaged, I just want to go bare-headed for the moment for *reasons*. But if you think about it, the helmet was the one piece which Grisha never repaired and reinforced. That's just a coincidence, but I like it.
Ferol? The Teleporter Stones?
We can't go back to Ferol anymore.
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Any quests we didn't resolve are considered failed. I do not understand why the game thinks I failed the teleporter activation scrolls quest, because I have all six.
Before I left, I went to Sir Patrick and borrowed 10,000 gold. Oh dear, it seems that I cannot repay him (with interest) now. What a shame.
But what about the teleporter stones? What happens if you have left one or both behind? Not to worry. On the map above, I marked "Teleporter Stones"
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They're hidden behind this cactus at a spot just a short way northeast of the start. If you had one or both of your teleporter stones out of your inventory, this is where they inexplicably appear. If you have both in your inventory already, they're still there and not in the desert.
You will seriously want to have these in the desert because it's a long walk back to the traders if you do not have them.
Alternate replies to Garth
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Additional conversation between Garth and Drox
If you wander a screen away from Garth and Drox, they talk when you come back.
The Axe of a Hundred Crusades
In the center of the eastern part of the map is an imp who carries the super-unique Axe of a Hundred Crusades.
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If you have 5 points into Know Creature, you can identify him because he is an Imp Shaman whose stats you can't see. He is above level 50. If you don't have Know Creature 5, he just seems like an extraordinarily tough imp.
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Once he's dead, he drops the super-unique axe.
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It isn't even the only super-unique axe in the act, but if you've been using them, it's a welcome addition to your arsenal.
Divine Skills
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All the Divine skills have no level requirements, and they all cost 20/21/22/23/24 mana at Ranks 1 through 5. I will be discussing these skills from most useful to least useful. For the purposes of the narrative, you can assume that Jeremiah knows all of them but Spirit Form (and possibly Teleport).
Heaven's Blessing
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Divine Death
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It's got an average mana cost for a Rank 5 skill, which makes sense because it's got a limited utility: only the imps and stone gargoyles are affected by this by default. Even then, the Imp shamans and Imp mages have 100 Spiritual Resistance and are thus immune.
However, there are plenty of mini-bosses with 2000+ health, and this is the fastest way to take them down. Hit them 3 times with Rank 5 Curse, and that lowers the enemies resistance to below 50, then this skill will finish them in one shot for a grand total of about 84 mana or so, which is much cheaper than trying to whittle their health down with spells that do damage.
This is one of the most worthwhile Divine skills, so go ahead and max this after Heaven's Blessing. This doesn't work on the bosses, even once you take their spiritual resistance below the line.
This is what Zandalor used on the Dragon Rider way back at the end of Act 1. After 600 years, he had picked up a few very special tricks.
Temporal Storm
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Lightning Cascade
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Scorch
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Spirit Form
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Translocate
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If there's a wall in the way, though, you can't go any further. This skill is not useful at all, don't waste a point into this. If Divine Eye worked, this might possibly be useful for safely crossing long distances and bypassing the hordes of enemies. Maybe. This skill falls under "Awesome Divine Power with little gameplay utility."
Divine Eye
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What's fake in this update?
- As soon as the animation of Jeremiah landing ends, he automatically gets back up. I decided to have him lie there for a while instead, so all the images of him lying on the ground were fake.
- I also tweaked the images of Jeremiah at night to remove most of the glow around him.
- I faked giving the helmet 0 Durability. It is in fact in perfect condition.
- The shots with the imp chieftain were faked. Specifically, the additional imps. The conversation was also fake.