To your left is the Storage room, which contains some good loot, but is locked. Speaking to it will give you some information about the Academy, but is otherwise unnecessary. It can be repaired if you have a Phase Capacitator, which is used for a variety of actions here in the Academy. You will fight it after ending the dialogue and receive the Covenant's bonuses as well as the loot and XP).Īs you head in deeper, you will find a variety of interesting places and people to talk to.ĭirectly ahead of you is " The Seneschal", lying broken near the Waypoint. If you plan to accept the Covenant you can lower the Voidwoken's attitude by attacking it during dialogue. If you refuse, nothing changes and you can continue onward (Optional: Attack & defeat the Voidwoken for tons of XP plus good loot such as divine grade helmet. In any case, if you accept and become Sworn, your Bless ability will be replaced with a "Curse" ability, you will receive 2 free revives upon death, and you will gain 2 Attribute points, 2 Combat Ability points, and 2 Talent points. This will drastically change your quest path to a more evil one, but it can be broken with the Swornbreaker, which you can either craft (see " The Key to Freedom" for details) or get later on in Arx. Chat with it and it will ultimately ask you to accept a pact with the God-King. You will immediately receive 20075XP upon entering. You have entered the Academy, the final path on your quest to ascension and Divinity. Increases movement speed by 2m per AP and gives an additional 1 AP per turn.The Academy is a Quest in Divinity: Original Sin II. Blessed Webgrants Haste while in the area and for 1 turn after leaving it.Blessed Smoke grants invisibility while in the smoke and for 1 turn after leaving it.Holy Fire and Blessed Fire Cloud, in addition to the healing, grant 20% Fire Resistance and Immunity to Frozen, Burning, Chilled, Warm, Wet and Enwebbed while in the area and for 1 turn after leaving it.Scales with the Hydrosophist level of whoever blessed the are. Cures Burning, Poisoned, Stunned, Frozen, Suffocating and Petrified. Blessed Ice surfaces have a chance to apply Magic Shell for 1 turn when a character walks trough the surface.Scales with Geomancer level of whoever blessed the area. Removes Poisoned, Bleeding, Burning, Acid, Decaying. While Fortified, the target cannot be teleported. Blessed Oil applies Fortified for 1 turn, Provides Physical Armour.Healing scales with the Hydrosophist level of whoever blessed the area. As well as at the start of every turn, while in the area and for 1 turn after leaving it. Blessed Poison and Blessed Poison cloud restore Vitality immediately when characters make contact with the blessed area. This effect can trigger multiple times per action point spend on movement.
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