Ummm... Lore needed?
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Ummm... Lore needed?
Just hit some sort of milestone quest putting a dark cloud over Derth. (Storming the city.) After defeating the monsters in the city, I'm told to seek help from either a 'solitary city in the west' (I do know this one, having done that quest...), or the 'Zigur-something' people... I've not heard of these at all, yet the halfling acts as if I'm supposed to be familiar with them. Exactly what lore have I missed?
Understand, I'm not looking for a quest walkthrough, but I would like to have some information about this other faction I'm apparently 'supposed' to recognize, so I can make an educated choice about my options. I'd prefer that any info about this piece of lore be as spoiler free (as it relates to the quest) as possible.
Any help is appreciated, thanks in advance.
Understand, I'm not looking for a quest walkthrough, but I would like to have some information about this other faction I'm apparently 'supposed' to recognize, so I can make an educated choice about my options. I'd prefer that any info about this piece of lore be as spoiler free (as it relates to the quest) as possible.
Any help is appreciated, thanks in advance.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Ummm... Lore needed?
You may not have missed anything.
Anyone who is capable of spellcasting(Mages, Shadowblades, Arcane Blades, the Celestial/Defiler/Chronomancer types as well) will never see Zigur, and while you may have found lore that mentions them, you may not have. Anyone who isn't a caster can easily find the town, though.
Basically, you haven't found out about Zigur because, as a spellcaster, you wouldn't want anything to do with them anyways. It makes sense after the fact, I suppose...
Anyone who is capable of spellcasting(Mages, Shadowblades, Arcane Blades, the Celestial/Defiler/Chronomancer types as well) will never see Zigur, and while you may have found lore that mentions them, you may not have. Anyone who isn't a caster can easily find the town, though.
Basically, you haven't found out about Zigur because, as a spellcaster, you wouldn't want anything to do with them anyways. It makes sense after the fact, I suppose...
Re: Ummm... Lore needed?
If you explore the map a bit you'll find them, provided your not a mage (alchemist, arcane blade etc.). Maybe the message should come with a vague direction (south-east)
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Ummm... Lore needed?
Well, my rogue wasn't magic and didn't find them either... And I thought summoning was supposed to be nature, not spell... Or does that count too?
Based off what you've said though, I'm gathering that they are mage-hating (read: witch-hunting) and probably magic-phobic... I think I'll side with Angolwen then... I had enough of mage-hating in Dragon Age...
And yeah, maybe a direction would help. Or some sort of basic story about the general history of the land, that any character could read before setting out, rather like Portralis had in it's introduction. Assuming the Zigur are a major organization that ordinary citizens should know about, it would make sense for your character to at least have a grasp of what they are, even if they don't know where, or want anything to do with them...
Thanks folks.
Edit: OK folks, I could use one more piece of information, given that I'm down to my last life, and I'd not quite like to end this character just yet... At least not in suicidal stupidity... Roughly what level should I be shooting for in this coming fight? I have a healthy respect for the damage that can be dealt by magic after facing that greater... air elemental (Forgot the proper name). Especially since they can shoot over/past my summons to get to me right off the bat. (Ward helped on occasion, but it wasn't enough to make me feel safe...) Took all I had to barely clear that fight, do I stand any chance at the upcoming fight?
Based off what you've said though, I'm gathering that they are mage-hating (read: witch-hunting) and probably magic-phobic... I think I'll side with Angolwen then... I had enough of mage-hating in Dragon Age...
And yeah, maybe a direction would help. Or some sort of basic story about the general history of the land, that any character could read before setting out, rather like Portralis had in it's introduction. Assuming the Zigur are a major organization that ordinary citizens should know about, it would make sense for your character to at least have a grasp of what they are, even if they don't know where, or want anything to do with them...
Thanks folks.
Edit: OK folks, I could use one more piece of information, given that I'm down to my last life, and I'd not quite like to end this character just yet... At least not in suicidal stupidity... Roughly what level should I be shooting for in this coming fight? I have a healthy respect for the damage that can be dealt by magic after facing that greater... air elemental (Forgot the proper name). Especially since they can shoot over/past my summons to get to me right off the bat. (Ward helped on occasion, but it wasn't enough to make me feel safe...) Took all I had to barely clear that fight, do I stand any chance at the upcoming fight?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Ummm... Lore needed?
I generally like to be 20 for that fight.
You can do it at less, with Summoner, but I don't know if I'd recommend it without having a feel for how the fight works. The boss uses a rather nasty damage over time effect, and can disable you until he's in range to use it. While stun resistance helps, as does healing Freeze with a physical Wild infusion, he's got fairly fast cooldowns and it's easy to screw the fight up if you don't really have a feel for the skills he's using on you.
20 should be fairly safe though.
You can do it at less, with Summoner, but I don't know if I'd recommend it without having a feel for how the fight works. The boss uses a rather nasty damage over time effect, and can disable you until he's in range to use it. While stun resistance helps, as does healing Freeze with a physical Wild infusion, he's got fairly fast cooldowns and it's easy to screw the fight up if you don't really have a feel for the skills he's using on you.
20 should be fairly safe though.
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: Ummm... Lore needed?
Level 12.... Definitely won't be seeing that fight this round... Thanks anyway.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Ummm... Lore needed?
Zigur... they're about on par in terms of importance as magetown's folks, or mages in general. Which is to say they're known more in rumor and shadow than anything concrete, to the general population. A bit more open than the magi, though, because as a rule most everyone not an arcane user hates magic to varying degrees (and with reason, mind), but their methodology leaves them somewhat, ah. Suspect. They take things a little further than even the generally magic-distrustful populace can stomach.
You'll come across lore for the Ziguranth over time, from the stuff you pick off the ground. They're pretty bloody nasty folks, though their overall goal is fairly on the level given Maj'Eyal history. Basic rule one about Maj'Eyal factions: Everybody's a jerk, in their own way. Rule two is that you can probably blame the halflings for anything that's gone wrong
If you're looking Zigur itself, it's on the south side of the lake in the middle-ish of the western map; just to the right of the mountain range in the middle (to the right of Old Forest), south south-west of Daikara. If you've got an arcane resource bar (mana/vim/paradox/positive/negative) before you reach the world map for the first time, you won't be able to see it. It's also invisible to undead.
If you're planning on assaulting what caused the Derth attack, I'd recommend late teens or early twenties... I usually hit th'critter around 18.
You'll come across lore for the Ziguranth over time, from the stuff you pick off the ground. They're pretty bloody nasty folks, though their overall goal is fairly on the level given Maj'Eyal history. Basic rule one about Maj'Eyal factions: Everybody's a jerk, in their own way. Rule two is that you can probably blame the halflings for anything that's gone wrong

If you're looking Zigur itself, it's on the south side of the lake in the middle-ish of the western map; just to the right of the mountain range in the middle (to the right of Old Forest), south south-west of Daikara. If you've got an arcane resource bar (mana/vim/paradox/positive/negative) before you reach the world map for the first time, you won't be able to see it. It's also invisible to undead.
If you're planning on assaulting what caused the Derth attack, I'd recommend late teens or early twenties... I usually hit th'critter around 18.
Re: Ummm... Lore needed?
oh you don't wanna complete the "cloud over derth" quest either till lvl20-ish or till you wanna die.
Re: Ummm... Lore needed?
I actually disagree with this, although it's probably dependent on race/class. With bulwarks, beserkers,alchemists or arcane blades I'd rather do both parts early (around lvl 12-ish). That way there's no ultimate gwegoriths roaming round the town. On a summoner I'd probably wait till later but maybe not, haven't played them enough to have a good idea.Suslik wrote:oh you don't wanna complete the "cloud over derth" quest either till lvl20-ish or till you wanna die.
Re: Ummm... Lore needed?
For the first part, you can enter it ASAP, then leave, to prevent the Ultimate Gwel spawns. A little cheesy, but it makes it easier to do early.
It doesn't matter much, though, because either way, Urkis has Hurricane at all levels, I believe, and as such trying him at L12 is risky to suicidal depending on the class.
Summoners are weird, they can do things at amazingly lower levels than many classes, but with the cost that they crumple like a tin can if anything goes wrong. They're very strong in controlled situations, but once they lose control things can spiral downwards very rapidly. This is why I wouldn't suggest an L20 run.
Having said that, if you wanna give Tempest Peak a go at L12 on a Summoner, it is possible to do. You just could die. If that's not a concern, go for it, get your unlock(maybe).
It doesn't matter much, though, because either way, Urkis has Hurricane at all levels, I believe, and as such trying him at L12 is risky to suicidal depending on the class.
Summoners are weird, they can do things at amazingly lower levels than many classes, but with the cost that they crumple like a tin can if anything goes wrong. They're very strong in controlled situations, but once they lose control things can spiral downwards very rapidly. This is why I wouldn't suggest an L20 run.
Having said that, if you wanna give Tempest Peak a go at L12 on a Summoner, it is possible to do. You just could die. If that's not a concern, go for it, get your unlock(maybe).
Re: Ummm... Lore needed?
A grappling brawler can take urkis at lvl 15 without even using any healing, provided you strangle him ASAP (ie you have two turns, maim then clinch). Probably could do it even lower lvl.
MADNESS rocks