Triple Quests

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Triple quests are unique challenges added by the Goatperson DLC. They are accessible via the Goat Glade. The first triple quest starts unlocked, and completing it unlocks the second triple quest; completing that unlocks the third.

Each triple quest is a series of three scenarios - specific map, character, special rules - however normal preparations are only available for the first such scenario of each triple quest. The second scenario starts with the finishing inventory of the first scenario; and the third, with the finishing inventory of the second. For this reason, optimal preparations for a triple quest will consider all three scenarios. Furthermore, there is a tangible incentive not to convert items during a scenario, because every item or glyph left may make the next scenario that much easier.

A note on item transfer. Most items transfer normally from scenario to scenario. The only exceptions are:

  • 'Food' does not transfer (this is only valid for Triple Quest 1, Scenario 1, as that's the only scenario that has 'food' in it).
  • Taurog's gear will transfer normally, however only as items. So they will provide the item's effects (+5 Damage / +15% resistance / 5 DR), but not the -1 Max Mana or the +5% Attack Bonus. Converting them will not trigger Taurog's punishment.
  • Glowing Guardian's beads will transfer! However, again only as base items, so none of the previous benefits (i.e. extra health) will be re-added. Furthermore, enchanted beads will have different image and mouse-over, but will have the same effect as the normal Prayer Beads: add 1% magic resistance. It is therefor advised not to take too many of Glowing Guardian's beads in early scenarios, because the inventory effect will hurt also the subsequent runs.

Triple Quest 1 - The Spider Script

Ancient carvings found throughout the Northern Desert have always been a point of curiosity for those intent on studying history. A seemingly unbreakable pedestal in an otherwise unremarkable set of ruins bears a few such carvings... and one old historian has found the means of interpreting them.

Scenario 1 - The Northern Desert

TripleQuest1 Scenario1.PNG

The scoundrel known only as "Junesbury" always took a special interest in arcane mysteries and historical artifacts. For this reason alone, an otherwise sparsely-scrupled ex-bandit developed a friendship with kingdom archaeologist Lemmin Tee, one of the most respected history experts outside the Administrator's small council. The dangers in the desert were present and numerous. Junesbury didn't want the old man coming to any harm.

This map resembles the Northern Desert. It starts the story revolving around the Bloodmage Order seeking to usurp the power of the gods themselves. It also serves to teach the player the Goatperson's first class trait, Herbivore.

Player Character

Junesbury, the Class: Thief Human Thief

Preparations / Resources

Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.

Special Rules

When you kill a monster, some of the closest unbreakable (water) tiles will be removed, just like in Northern Desert. The "boss" of the map, the archaeologist Lemmin Tee is Pacifist, and according to the story, you must protect him while he deciphers the script (i.e. defeat all other monsters).

Monsters

All basic monsters will be present, as well as Monster: Desert Troll Desert Trolls. Monster difficulty is 100%, corresponding to Normal difficulty.

Boss

The boss of the dungeon has two forms.

  • The first form resembles a Class: Sorcerer Human Sorcerer and is Pacifist. He cannot be interacted with until all monsters on the map are slain. Once the monsters are gone, speak to Lemmin and witness him complete reading the inscriptions. You will gain XP as if you have defeated a L10 monster, though you do not actually have to fight him.
  • Then you will see the real boss, the transformed Lemmin Tee: (Monster: Rusalka Rusalka icon, Attack 75, Health 350, Blink, Magic Immune, Death Protection (3) ) Furthermore, the whole map will turn dark again; 50 food will be placed in your inventory; and all tiles where a monster died previously will hold 8 food. Curiously, all the food combined is *not* sufficient to re-explore the full map again, which means that if your fight with Lemmin Tee drags out for too long, you may run out of food, and starve to death. Welcome to the world of a Goatperson!

Strategy

The only preparation that is recommended specifically for this first scenario is the Bear Mace, given how it makes the bossfight significantly easier. If Lemmin Tee cannot blink away, the map loses most of its danger; furthermore, the extra damage from knockback helps especially when you are going through his Death Protections. If you do not have the Bear Mace, consider pre-exploring at least half of the map, leaving several small dark patches, that you can selectively explore should Lemmin blink into one of them. Avoid leaving too vast expanses of blackspace, because should Lemmin blink too deep into blackspace, you will lose a lot of damage you previously dealt to him by the time you get to him. Keep note of his magic immunity - no spell can affect or target him!

However, do consider that the resources you bring into Scenarios 2 & 3 will partially depend on the preparations you take for Scenario 1! Therefor, it is advised to bring at least a Can of Whupaz and a Burn Salve with the intention of keeping them until the boss fight of Scenario 3. Furthermore, some Schadenfreude Potions may come very handy for the boss fight of Scenario 2. Plus, the more general Health and Mana Potions you carry on, the better you odds will be later on.

Through great resourcefulness and desperate measures, Junesbury survived both the desert and the marauding supernatural spirit that had taken hold of the dear archaeologist. Junes had witnessed both terror and mystery during all those years as a marauder. Wherever the two joined, blood magic was often afoot.

Scenario 2 - Havendale Bridge

TripleQuest1 Scenario2.PNG

The elusive order of Bloodmages - perhaps the only clan in existence powerful enough to steal from the gods - has moved its base of operations to the West, near Havendale, after storming the life druid sanctuary for reasons kept hidden. Junesbury was ill-trained in assaulting Bloodmage strongholds, but had a friend with a sword and stout heart. Kel Yi volunteered to travel West and find answers about the desert inscription and its Bloodmage trap. Hopefully, the warrior's long-standing friendship with the life druids could make a difference. Upon Arriving at Havendale, Kel Yi felt a mighty sense of fatigue. Blood magic was at work in this area - combat would be gruelling and difficult to recover from.

This map resembles Havendale Bridge. It teaches another of the Goatpersons hindrances - Prototype.

Player Character

Kel Yi, the Class: Fighter Elf Fighter

Preparations / Resources

No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 1. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon (as well as a secret subdungeon).

Special Rules

The Bridge Troll guarding the bridge cannot be bribed (and instead of the usual Sensation Stone, drops the "Forlorn"). Druids are pacifists and cannot be attacked, however upon speaking to them they disappear and grant XP to the heroine equal to their level. After revealing the boss, whenever you level up or kill a monster, all blood pools will be transformed into Barbing Bushes.

Monsters

The usual Havendale Bridge monster assortment: Monster: goat goat, Monster: goblin goblin, Monster: warlock warlock, Monster: bandit bandit, Monster: tokoloshe tokoloshe, Monster: rusalka rusalka and Monster: druid druid. Monster difficulty is 100%, corresponding to Normal difficulty. Note that druids gain the Trait: pacifist pacifist trait and obey special rules.

Boss

The boss is Trikkistix (Monster: Druid Druid icon, 75 Attack, 397 Health, Undead, Bloodless, Retaliate: Fireball, Physical Immune, Magical Attack).

Strategy

It is recommended that the player avoid revealing the boss as long as possible (the bloodstains on the floor are telltale signs that his lair is on one of the adjacent tiles). Otherwise the Barbed Bushes he grows on blood pools might make the map more difficult to navigate.

As Trikkistix is immune to physical damage, the most straightforward solution to ending him is using BURNDAYRAZ, and having enough health to tank his retaliate hits. As level-ups do not restore the player, it is recommended to engage him at the highest reasonable level (i.e. after having killed all desired monsters). Schadenfreude potions are very useful for this purpose, because they can fully restore Kel Yi's expanded mana pool, and the hits from Trikkistix are guaranteed thanks to his retaliate.

While it is technically possible to use the Glowing Guardian's Cleansing boon to land magical damage melee hits on him, the Prayer Beads will carry over to the third scenario, making inventory management more difficult and providing very little benefit.

Kel Yi managed to gather enough druid survivors for a Bureucratic Council. Xenophobic as they were, they felt reluctant to share much knowledge. But they admitted that the Bloodmages probably knew at least a few of the Spider Script's secrets, placing dark magic upon its indestructible pedestal to kill off other knowledge seekers. They would not give up their findings peacefully.

Scenario 3 - Magma Mines

TripleQuest1 Scenario3.PNG

Kel Yi, though brave, was too broken to continue fighting. The pervading aura of blood magic has taken its toll, and now it was up to the newly-liberated life druids to strike at the Bloodmages directly. An attack was made on the Magma Mines, large and open enough to draw most of the attention while a lone druid known only as The Granite Wizard moved unseen into the depths of the cave...

This map resembles Magma Mines. On top of the regular monsters it hosts Ratlings (Fast Regen, Retaliate: Fireball).

Player Character

Granite Wizard the Class: Wizard Dwarf Wizard

Preparations / Resources

No preparations are allowed for this stage. The initial inventory will be what the player carried over from the end of scenario 2. There are only three shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.

Special Rules

None.

Monsters

The usual Magma Mines monster assortment: Monster: serpent serpent, Monster: goblin goblin, Monster: wraith wraith, Monster: minotaur minotaur, Monster: goo blob(monster) goo blob(monster), plus the unique Monster: ratling ratlings.

Boss

The boss is Mance. He has two forms:

  • Mance form 1 (Class: Bloodmage Bloodmage icon, 90 Attack, 190 Health, Revives);
  • Mance form 2 (Class: Goatperson Goatperson icon, 75 Attack, 2500 Health). As his health is reduced, form 2 will also unleash a set of scripted punishments on the player character:
    • <2000 Health: Binlor Ironshield (resist wipe);
    • <1000 HP Jehora Jeheyu (Poison + Mana Burn + Curse x3 + Corrosion x5 + Weakness x5 + reduce Health to 1 & Mana to 0);
    • <500 HP Earthmother (Corrosion x10, petrify all creatures including plants);
    • <250 Glowing Guardian (inventory wipe)

Strategy

The basic monsters, as well as the first form of Mance, are not very difficult to deal with. However, the second form of Mance can be very difficult to the unprepared. His divine punishments hurt every character severely. It is therefor advised to prepare for them in advance - by not relying overly on resistances; by having curing potions ready; by keeping any items on the floor that are intended to be used against him after his post-GG punishment. Also, given his massive health, having an abundance of resources is ideal to cleave though his health.

Would the Kingdom's Authorities believe this story? Whatever the Bloodmages learned in the desert has divine implications, and the only person outside their order with knowledge of those secrets is dead. Did the creature in these caves really bring the gods to their knees? Did it seal its own fate by abusing that power? Or was it just luck that saved our hero? This situation leaves the Kingdom with many warnings and few answers.

Triple Quest 2 - The Monster Machine

The.

Scenario 1 - Southern Swamp

Player Character

Acco Lite the Class: Monk Human Monk

Preparations / Resources

Preparations are allowed normally, but only for this stage. There are only four shops. Otherwise, the map has the standard assortment of glyphs, potions, gold, altars and stat boosters, and even has a random subdungeon.

Special Rules

Whenever you kill a monster, it inflicts 1 stack of Corrosion on the boss, Chzar. Each monster killed will drop a random item from the following list:

Monsters

All basic monsters. In addition to their normal stats, each monster also has Trait: Corrosive Corrosive: 1. Monster difficulty is 130%.

Boss

The boss is Chzar. (Monster: Ratling Ratling icon, Attack 50, Health 1200, Retaliate: Fireball, Corrosive: 1).

Strategy

As the monsters are all Corrosive, the Monk will be hard pressed to employ her usual regen-fighting technique against them. In fact this, combined with the high monster health / damage, will make kills of higher (or even the same) level very difficult.

A curiously effective preparation tandem for dealing with all these challenges is Item: Fake Beard Fake Beard and God: Tikki Tooki Tikki Tooki. The bonus experience of the beard ensures the player character starts at 2nd level; and Tikki Tooki both offers boons to compensate for low-level kills, and grants piety for them.

Furthermore, at least one Item: Burn Salve Burn Salve is recommended as a preparation to clear the many stacks of corrosion the character will inevitably suffer.

The boss itself should not be very difficult, considering that each monster killed will afflict him with corrosion. Ideally around Level 7-8, after a corrosion wipe on the player's side, he should be readily defeatable.