Divinity Original Sin Into The Dark
Dark Dealings in the BlackpitsPICPaladin ThomLocationReaper's CoastSuggested Level15Next Quest-Previous QuestDark Dealings in the Blackpits is a Quest in Divinity: Original Sin II. Paladin Thom asks you to investigate the dark dealings in the Blackpits.
Important tip in regards to eternal armor that can be crafted before the fight with Aetherian. Collect as many metal scraps, and source orbs as possible (send Han to get some if missing). The one you can craft is one of the best in the game for your fighter.

The problem is that this armor is scaled with your level, so it becomes pretty useless in the following act. You will be able to find more eternal artifacts in nameless Isle, and craft it again on a higher levels with much better stats. IMHO the most useful use of source orbs in the game.
Saved the 3 Black Ring Reavers (3750 EXP each). Close all the doors and kill all the silent monks around the house. The at the back of the house fight the dogs.
I split up Lohse, who had Cryogenic Stasis and Teleport. Initiated the conversation with one of the other 3. Put my other two mates on the stairs and blocked the ladder with a box.
Using Lohse, teleport the Black Reavers to the back end of the dock. Close the door, SAVED and then initiated the fight. Lohse shouldn't be in combat, but if she is, reload and move her back further after shutting the door. Now I used Cryogenic Stasis, after Vorrh's turn, on the 3 Black Reavers. Opened the door and Lohse was in combat and on her turn walked inside and closed the door. Vorrh should shackle of pain one of your party members now but luckily they're really easy to kill with magic. After you save them and talk to them you can kill them.
Each of the Black Reavers are worth 3750exp each and their ghostly dialogue is available as if the Magistar killed them. Hope this helps. The dock fight is so weird to me, I go in at front as normal, expecting to fight all of them in the building. Then Reimond straight up whirlwind all the prisoner despite Vorrh casted shackles on them to hold them prisoners.
Divine Divinity Original Sin Into The Dark
And then he.ing fled!!! He is like,. this., just whirlwind all the barrels in the room and Vorrh is just a sacrifice and I am going to the boat and see ya! Especially when this is my second attempt, the first one is somewhat going on as planned and Reimond flee and ultimately suicided when on extremely low health. The AI go trolling with me use the slient watcher 2-handed fighter to attack Vorrh when he mass chained my party.ty tactics but worked perfectly, all of my party member dies, lmao, wtf is wrong with the AI, it is just too good.
SO everyone talking about the fight in the warehouse. Am I the only one that found the fight against the eternal the hardest freaking fight in the game.
About to give up until I level up a bit (currently level 14.) The main thing that's killing me is that the hounds can attack 3 times in a turn if they don't have to move. Eternal summons two of them with her first move.
Combined with the additional 4 others and the absolute need to focus on the Eternal first makes this a very challenging fight. Can't cheese it by teleporting people away either.
So regarding the captives in the warehouse: I play two lone wolfs, one two hander, one dual-dagger. Entered the fight hasted and enraged on my 2H guy. Shredded the magisters armor before he could shackle the prisoners and knocked him down. Disarmed Reimond with my dagger guy. The prisoners took a bit of a beating from the rest of the enemies, but that was fine. Killed the white magister on the second turn and sent Reimond running away.
The prisoners were freed and buffed themselves, which made them tanky enough. After that I simply picked off all the enemies including Reimond. So in short, the most important thing is disabling the white magisters ability to cast shackles until he dies. Additionally disabling Reimond makes it considerably easier as he deals a lot of damage to the prisoners otherwise. As long as you can control those two it's very possible to save the captives without some sort of teleport cheese. Then again, lone wolfs are OP as balls.
As far as I could discern, only Nikor is relevant to your quests. Here's an easy way to save him, but you'll need Cryogenic Stasis, as this removes Shackles of Pain. Move in the doorway of the backdoor and Teleport down to the docks, so that the dogs won't eat him during the fight. Engage the conversation with ythe magisters with someone other than your guy who knows Cryogenic Stasis. Mid-convo, switch to that guy and now cast Cryog. Statis on Nikor.
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Switch back to your convo guy and engage the fight. Ofc you can do this midfight too depending on the Initiative of your team and theirs, but seeing as my Cryo guy was last in queue and I was really low level for this fight, this was the best option for me. I also had Cryo up fairly soon during the fight because of this, allowing me to Unshackle one of my teammates too. Healing Ritual also really helps on this fight, it accidentally saved one of the other guys for me. Get your main character to start the conversation with Reimond and Vorhh. Teleport all Black Ring to the dock.
Then, with our other characters, teleport both magisters all the way to the Blackpit Mine entrance. They’ll all still be locked in conversation. Then, go back to the room with your main character and end the conversation to start a fight with the hounds and watchers, but without the magisters (lock the door to delay the watcher near the docks).
After that easy fight, you can go back to the mine entrance to face the magisters alone. The only thing you need to be wary of is the Shackles of Pain being cast, otherwise it’s a relatively easy fight. To handle the prisoners: it's actually fairly easy to do if you use the conversation lock teleport. Teleport Vorrh all the way down to the broken boat outside.
Turtle will keep him company 2. Start the fight normally, Vorrh won't aggro because he is too far away. Finish the fight. 4 leave someone with shackles of pain with the prisoners and walk down to vorrh. Walk down to Vorrh, as soon as he sees you he will initiate combat and shackle them. Use your own character you left with the prisoners to remove vorrhs shackles on them.
Divinity Original Sin Walkthrough Guide
Talk to the prisoners. To save all the prisoners while one of your chars in dialogue have other 3 kill off the 2x hounds and 2x silent idiots.