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Pillars of Eternity 2 Video-Based Walkthrough by David Milward

INTRODUCTION | CHARACTERS | COMBAT RULES | AREAS
About the Walkthrough | About the Maps | About the Author
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AREAS: PORT MAJE | FORT DEADLIGHT | NEKETAKA | SOUTHERN DEADFIRE | KANGATI ISLANDS | WAKARA REEF | OATHBINDER'S SANCTUM | TEHIWAI | RETURN TO NEKETAKA | WEST WAKARA REEF | SAYUKA | BURNING SHOALS | BEAST OF WINTER | HASONGO | SLAVERS (GOOD) | SLAVERS (EVIL) | RIKIHU'S MAW | MAGRAN'S TEETH | SEEKER, SLAYER, SURVIVOR | PRINCIPI | VAILIAN TRADING COMPANY | SPLINTERED REEF | FORGOTTEN SANCTUM | MEGA BOSSES | UKAIZO

Forgotten Sanctum: Temple of Revelation | Restricted Section | The Enclosures | Spun Terrace | Hall of Reconfiguration | Assembly of Echoes | Quarantined Section | The Oratory of Wael | The Upper Bowels | The Heart of the Mystery

Spun Terrace

Spun Terrace

Sissak

I start off at #1 on the map of the Spun Terrace. The Vithrack here are hostile. But I intend to get on their good side, so the whole party goes into Stealth mode and sneaks over to the cave entrance at #2.

Now I speak with their leader, Sissak. I make an initial start by showing him the Warden Contract that I acquired earlier. You can follow up by convincing him that he's not bound by the contract, and can leave when he wants. Convincing him requires a follow-up of one of a Metaphysics check of 15, a History check of 18 or a Streetwise check of 13. That will make him and the rest of the Vithracks and Spiders in the Terrace friendly towards you.

But I find it's better not to make him leave with a skill check. A dialogue option that does not involve any of the skill checks will leave him convinced that he must stay to honor the contract. He and the rest of the Vithrack will now still be friendly to the party. But moreover Sissak now rewards me with 2,000cp and an Amulet called The Third Eye.

There will also be Boots of Stealth and a Raggedly Scrawled Note in containers near Sissak's Throne.

*Evil* Robes of the Weyc

I go west. I loot a Cloak of Greater Protection from the chest at #4, and the Robes of the Weyc at #3.

Tekehu binds the Robes of the Weyc to his Chanter class, and wears them for the rest of the game. The Robes have a 10% chance to reduce a Critical Hit to a Hit, a 10% chance to reduce a Hit to a Graze, and a 10% chance to reduce a Graze to a Miss. The real point is that its soul upgrades provide powers that trigger on using an Empowered Attack. The Muse of Mystery power, an upgrade only for Chanters, makes Phrases elapse 50% faster. That means he can get his buffs out for endless extension through Salvation of Time sooner, and then switch to Many Lives Pass by sooner. And Many Lives Pass By will spit out Skeletons that much more rapidly. The Omnipotence power will give the Brilliant Inspiration to all nearby allies. That not only provides an alternative method of giving Xoti the Brilliant Inspiration, but it now also provides for multiple party members enjoying ongoing renewal of their class resources. Those powers can also be extended infinitely with Salvation of Time. And they can be used once every Encounter through the Refreshing Finale power of Sasha's Singing Scimitar.

Vithrack Silk Slippers

I go to the southeast corner. There is a Pet spider called Giftwrapper at #7, but I have no use for it.

I buy the Vithrack Silk Slippers from the Vithrack merchant named Vessatraz at #8. Cast any spell while wearing the slippers, and there's a 5% chance that spell will cast a second time. You can't bank your chances of winning a fight on that 5% chance coming off. But when it does happen, a double-cast Fireball or Ninagauth's Shadowflame or Deathring or Concelhaut's Crushing Doom can be absolutely devastating.

*Evil* Vithrack Silk Slippers

Tekehu gets the Vithrack Silk Slippers in the evil party for similar reasons. I can't bank on it happening in a given battle. But when it does happen, a double-shot of Relentless Storm or Chill Fog or Blast of Frost or Her Tears Fell Like Rain can be really devastating.

Either party now returns to the Enclosures Lift at #1. Selecting the option to go down to "the depths" leads to the Hall of Reconfiguration.



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