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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRODUCTION | CHARACTERS | COMBAT RULES | AREAS
About the Walkthrough | About the Maps | About the Author
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General Guidelines:   Character Planning  |  Skills Planning  |  Resting or No Resting
Good Party (Core):   Alliria  |  Aloth  |  Eder  |  Pallegina  |  Mirke
Good Party (Ship):   Xoti  |  Serafen  |  Ydwin  |  Fassina  |  Konstanten  |  Rekke
Evil Party (Core):   Zarathos  |  Xoti  |  Mirke  |  Tekehu  |  Ydwin
Evil Party (Ship):   Aloth  |  Eder  |  Serafen  |  Maia  |  Konstanten  |  Rekke

TEKEHU, M MARINE GODLIKE THEURGE (WATERSHAPER / STORMSPEAKER)

Tekehu

Stats

Abilities

1st Level - The Skies Opened and Vengeance Rained Down: One of his starting Chanter abilities. It replicates the Druid's Draining Bolts spell, but as a Chanter Invocation.

Blessed Was Wengridh, Quickest of his Tribe: One of his starting Chanter phrases. It adds +10 to Reflexes and a bonus to Stride as well. It will be one of the buffs that I can extend with Salvation of Time.

Not Felled By the Axe, Nor Broken By the Storm: Another of his starting Chanter phrases. Adds +4 to Slashing Armor and +4 to Shocking Armor. Can be useful for some fights, but in practice I tend to rely on other Armor buffs.

Ondra's Whip: One of his starting abilities. It's a useful summon that I often use during the early parts of the game.

Tanglefoot: Part of his starting abilities.

2nd Level - Nature's Mark: It's one of those 1st-level spells that has lasting value throughout the game, as it applies a -10 debuff to both Deflection and Reflexes for enemies.

3rd Level - At the Sight of Their Comrades, Their Hearts Grew Bold: Adds +10 to Fortitude and Will. Another buff that can get extended endlessly by Salvation of Time.

4th Level - The Cave Provided Shelter Throughout the Storm: Automatically obtained as a 2nd-tier Stormspeaker Invocation. It replicates Bulwark Against the Elements as a Chanter Invocation.

Blizzard: Obtained automatically as a 2nd-tier Watershaper spell.

One Dozen Stood Against the Power of the Saint: - A phrase that provides Resistance to Constitution and Resolve Afflictions. Another buff that can get extended through Salvation of Time.

Two Weapon Style: The +20% bonus to Action Speed will benefit Tekehu, either when he fights as a Shark in Spiritshift form, or when he dual-wields his Scimitar and Wand.

5th Level - Wildstrike Corrode: The Spiritshift power can also be extended with Salvation of Time, so it is worthwhile to invest in increasing its power. I went with the one that offered bonus Corrosive Damage, since not a lot of monsters have high Armor or immunity to Corrosive Damage.

6th Level - Taste of the Hunt: It's a spell that basically functions as one Primary Weapon Attack, but it inflicts extra Raw Damage over time and also recovers some Health for the Druid. It doesn't sound like a big deal at first. But things come into place once I can put the Brilliant Inspiration on him and extend that and his Spiritshift form indefinitely through Salvation of Time. He can make the attack over and over again as the Brilliant Inspiration will recoup his spells. I script his AI so that he'll use it when he has both an enemy in melee range and an Intellect Inspiration.

7th Level - Great Amira Let Her Wrath Be Shown: Automatically obtained on his 7th Stormspeaker level. It's basically a replication of the Crackling Bolt spell.

Chill Fog: Automatically obtained on his 7th Watershaper level. This is one of his key offensive spells. His use of the Fog inflicts its usual Freezing Damage and Blindness on enemies caught within, but it won't affect allies. Tekehu can therefore freely drop it in the thickest part of the battle without a worry.

Ancient Memory: Although the evil party is not as reliant on passive regeneration as the good party is, I still find this helpful to improve survivability, especially during the early phases of battles. And it can be prolonged endlessly with Salvation of Time.

Nature's Balm: - Applies the Robust Inspiration to all allies, but within a very small radius. The Robust Inspiration provides both +2 Armor Rating and +10 Health every 3 seconds. A standard game plan will be to huddle everyone close together to start combat so that I can apply my buffs, including this one. And eventually I can prolong its duration endlessly through Salvation of Time.

8th Level - Combat Focus: The Holy Meditation spell from Xoti will allow Tekehu to accumulate Concentration over the course of a fight. But sometimes it's helpful to have at least one point of Concentration in place at the start of the fight, especially when both need to start the fight off with their buff spells and before Holy Meditation can really make itself felt.

9th Level - Purge of Toxins: It provides a single character with complete immunity to any diseases or poisons for 30 sec, which can be useful in some battles (especially spiders). It can be extended endlessly with Salvation of Time too.

10th Level - Ngati's Power Struck the Shore Again: Automatically learned as a Stormspeaker. It both Stuns and inflicts Crushing Damage, but I don't use it very often if at all since it hits party members too.

Boiling Spray: Automatically learned as a Watershaper. It both inflicts Burning Damage and Pushes back its targets. And again I don't use it very often since it will hit party members too.

Aefyllath Ues Mith Fyr: It's a Phrase that adds +15% Burning Damage for allies' weapons. It's one of the staple Chanter buffs that I plan to extend with Salvation of Time.

Moonwell: Adds +10 for all Defenses, and restores +8 Health per 3 sec. It's one of the key Druid buffs that I likewise plan to extend endlessly with Salvation of Time.

11th Level - Greater Wildstrike Corrode: It increases the bonus Corrosive Damage from his Spiritshift form from 15% to 25%.

12th Level - Hail Storm: It's an option for casting area-of-effect damage on a group of foes, like archers or spellcasters, who are a considerable distance away.

13th Level - A Cool Wind Washed Over The Tribe: The wind can both push enemies away at least 3m and restore Health to party members. It's a card that can come into play in the right circumstances.

Ocean Burst: It inflicts 50-62 Crushing Damage in a 2.5m Radius and at 8m range. So it does provide an offensive option with decent range. Its range still isn't quite the same as for Hail Storm, which is why I got that one too.

Seven Nights She Waited While the White Winds Wept: It's a useful Offensive Invocation in its own right when hordes of enemies surround the party from all sides. There's the additional point that all of the bolts together amount to multiple Empowered Attacks, and that makes it a trigger for multiple Tier-3 Inspirations for Tekehu when I get the Least Unstable Coil for him much later on.

Relentless Storm: A key spell that I've been waiting for. Hits enemies in a 5m radius around the caster with bolts of electricity that both inflict Shocking Damage and briefly Stun (-5 Might, Cannot Engage, Cannot take any actions, -4 Penetration) their targets, every 3 sec for 15 sec. Offensive damage and crowd-control rolled into one.

14th Level - Rapid Casting: Reducing casting times is always a good thing for dedicated spellcasters, but that is especially the case for Druids, whose spells usually have lengthy casting times.

15th Level - Practiced Healer: The 15% bonus to healing will enhance his use of Nature's Balm and Moonwell as buff spells.

16th Level - Not One Foe Was Spared Amira's Wrath: Automatically gained as a Stormspeaker. It's the equivalent of the Wizard's Chain Lightning spell, but one that a Stormspeaker can use.

Watery Double: Automatically gained as a Watershaper. It's the Watershaper's version of Substantial Phantom. It will inherit all of Tekehu's equipment, including his weapons.

Improved Critical: The bonus 10% Damage for Critical Hits also applies to Critical Hits scored with damaging spells, which definitely makes it a welcome passive for Tekehu.

Rot Skulls: It's a summoned weapon that only occupies the main-hand weapon slot, leaving the off-hand free for another weapon or a shield. Its initial impact scores Crushing Damage on a single target. It then unleashes the Rot Skulls condition on any enemies within a small area-of-effect, which inflicts Corrosive Damage over time. The idea is that for very long fights I can cast this spell, then summon a Watery Double that will have the Rot Skulls equipped, and then Tekehu can use his Shark Spiritshift on himself.

17th Level - Garden of Life: It can become a powerful source of healing for the particular situation of where you've already managed to pile up some dead bodies. Casting the spell over those dead bodies turns each of them into sources of healing pulses that tick every 3 seconds. It can be a really powerful spell during very long battles against massive hordes.

18th Level - Tough: More Health is good for any character, but especially for characters susceptible to taking damage.

19th Level - Within Ngati's Embrace, Nothing Could Touch Her: Automatically gained as a Stormspeaker. It's the equivalent of the Druid's Weather the Storm, but as a Chanter. It can be useful when facing enemies' attacks that can damage multiple party members, like Dragons, as it provides a +6 boost to Armor Ratings against those elemental attacks to all allies within its radius. It also relieves the need to select it as a Druid spell.

Blast of Frost: Automatically gained as a Watershaper. Works just like the Wizard's Blast of Frost, but it won't damage allies. Can be useful in some situations.

Her Tears Fell Like Rain: It upgrades Seven Nights She Waited, so that each bolt triggers a small explosion for additional area-of-effect Freezing Damage when the bolt first hits a target in its path.

Rusted Armor: It lowers the Armor Rating of a single target for a significant length of time, which can make it really useful against bosses.

20th Level - Many Lives Pass By, Each Leaving Footprints: I make this part of a separate Chanter Phrase Modal, apart from my usual Phrase-buffs. The Phrase-buffs like Aefyllath Ues Mith Fyr and Blessed Was Wengridh and so on will end up getting extended endlessly by the Salvation of Time-Ancestor's Memory loop. There will be no benefit to recycling the Phrase-buffs modal at that point during long fights. And at that point I can switch over to a different Phrase Modal that uses Many Lives Pass By exclusively, which sends a new Skeleton into battle with each utterance of a Phrase.

Inventory

TekehuSasha's Singing Scimitar: Purchased from The Dark Cupboard at #3 in Periki's Overlook. The key reason for making this one of his weapons is that its Refreshing Finale enchantment will, upon using an Empowered Chanter Invocation, immediately restore 3 Chanter Phrases and 1 Empower Point. It is literally the only opportunity to use Empowered Attacks as once per Encounter abilities without having to Rest. That makes it the easy choice over Encore, at least for purposes of a no Rest run. And Tekehu will acquire other items that have powers that trigger on using an Empowered Attack, which makes his weapon a linchpin albeit very late in the game.

The Weyc's Wand: Looted from a chest at #4 in the Quarantined Section. The 25% chance to Confuse its target on Hit, and the potential for extra Raw Damage that comes with one of its upgrades, certainly make it a worthwhile weapon. The key point is that one of its upgrades will provide a bonus +3 Power Levels for 20 sec on using an Empowered attack. And again, Sasha's Singing Scimitar makes it a once per Encounter power, and Salvation of Time plus Ancestor's Memory on Xoti will ensure that it lasts the whole fight.

Baubles of the Fin: Looted from the Broodmother at #7 in Hohina Ravine. The +1 bonuses to both Constitution and Intellect benefit him personally. The other perk is that the whole party enjoys a +3% bonus to Damage.

The Magnificent Escape Cape: Purchased from a Vendor at #4 in The Sacred Stair. The bonus to Defenses vs. Disengagement Attacks may at times help him as a spellcaster to simply walk away from melee attackers. The real point is the brief +50 bonus to Deflection when he's reduced to less than 50% Health. It can get extended endlessly when Xoti later on can use Salvation of Time endlessly.

Robes of the Weyc: Looted from a chest at #3 in the Spun Terrace. The Robes has 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.

Gauntlets of Accuracy: Obtained from a crypt in the Ancient Training Hall of the Engwithan Digsite. It provides an Accuracy boost to his spells, several of which cause status effects like Afflictions in addition to inflicting damage.

Kuaru's Prize: Purchased from Kipeha at #8 in Ori O Koiki. The +1 Intellect, +1 Perception and +5% Damage with Spells are all natural fits for his role as the offensive spellcaster in the core evil party.

Ring of Overseeing: Looted from Tahae at #3 on the east island of Wakara Reef. It will expand the area-of-effect of his spells, many of which will not affect his allies.

Least Unstable Coil: Obtained from Neale at #5 in the Temple of Toamowhai after winning enough fights in The Crucible. The key benefit from the newest rendition of the Coil is that it can bestow a random third-tier Inspiration (e.g. Brilliant or Energized) on its wearer when the wearer uses an Empowered Attack. However, if a Chanter uses Her Tears Fell Like Rain / Seven Nights She Waited as an Empowered Attack, each individual bolt that connects becomes an individual Empowered Attack. That means aiming the Invocation right so that its cold bolts hit multiple enemies as they close in and surround the party can mean unleashing multiple Empowered Attacks in one go. And that means the wearer can gain more than one third-tier Inspiration. And that means a carefully aimed Her Tears Fell Like Rain / Seven Nights She Waited can get its wearer some or even all of Brilliant and Courageous and Energized and Intuitive and Robust and Swift. And all of them can get extended by the Salvation of Time-Ancestor's Memory loop. And with Refreshing Finale from Sasha's Singing Scimitar, that makes it a once per Encounter power. The electrical bolts from Thrice She Was Wronged / Her Revenge Swept Across the Land also count as multiple Empowered attacks for purposes of the setup. But their range is far too short for my liking.

Vithrack Silk Slippers: Purchased from Vessatraz at #8 in the Spun Terrace. This gives a 5% chance to recast any Spell cast by the wearer a second time. 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.

Ways To Improve: This kind of character is ideal for inclusion in a party that can set up the Salvation of Time / Ancestor's Memory loop, whether it's Tekehu or another character. Troubadour would actually be the perfect Bard subclass for this kind of build. Leave Brisk Recitation off, so that the linger of your Chanter Phrases lasts longer and thus is more likely to be included in the loop. Once the loop keeps the buffs going indefinitely, switch to the Phrase Modal based on Many Lives Pass By. It will spit out Skeletons even faster in combination with the Robes of the Weyc.

The Watershaper subclass is only available to Tekehu. But the Lifegiver subclass can likewise benefit from a build like this when it's included in a party that can set up the loop. The loop will keep the Spiritshift going indefinitely, making sure the Druid always has the +5 bonus Rejuvenation Power Levels and never suffers the penalty that would result from Spiritshift expiring.

Come to think of it, combining Troubadour with any other spellcaster would be good if the other spellcaster offers buffs (e.g. Arcane Veil) that can be included in the loop.

Single Class Druid: A single-class Druid has some potent spells that are worth considering, like Greater Maelstrom that is great against hordes and Entropy that is great against powerful single-targets. If you include a single-class Druid in a party that can't set up the loop, you may want to build the Druid around Wildstrike Frenzy. Each killing blow by the Druid will extend the duration of Spiritshift. One thing to keep in mind is that the Shifter subclass cannot cast spells while shifted.


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