Quest Page: Spoiler Warning.
This is a page describing a single quest in detail, and thus it may (and probably will) reveal plot or quest details. Spoilers will not be hidden from view. For a spoiler-free description of the quest (including difficulty and prerequisites), go here. |
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This quest gives a chance to earn xp to all skills and powers. | ||||||||
This quest gives a chance to earn Adventurer Tokens. | ||||||||
Note: Like Quest:The Caves of Westwold, this starts as a formal adventure but must be completed by traveling to a different location. Not listed in Adventure Log. |
General Information[]
Tips[]
- You can head back to Eastfell at any stage along the way to the tower for a REST and a SAVE there. The caveat is that afterward you'll have to reroll the "Stealth" check(s), as well as every single fireball-dodge (if choosing that option over the unrewarded use of your powers) on the way to the tower.
- The difficulty of each battle against Carverclaws depends on how many are in a group. As the number of Carverclaws increases...
- ... their "to-hit" value / MR rating also increases (see details in Walkthrough section)
- ... their SP also increases, in general, but only slightly
- ... apparently Carverclaws are closely-enough related to goblins for Goblindoom to provide a bonus against them
- Choosing a non-lethal power (such as Gating, in this case) to prevent the witch's escape, will result in greater XP rewards, as you'll get to 'duke it out' with her for an additional 17+ combat XP.
- You can leave Eastfell and complete the adventure later, if necessary.
Prerequisites[]
There are no prereqs for The Wounded Horseman in Talinus. Once you've completed it, you will be able to access the later stages of the adventure by traveling to Eastfell.
Walkthrough[]
Part 1[]
This is the adventure to be completed in Talinus. It's mostly exposition, but you have the opportunity to heal the horseman (Restoration 10+ for 16 XP). Either way you get 32 Gen XP.
Part 2[]
While traveling to Eastfell, you are waylaid by six bandits. You have options to:
- Hold your ground and engage the bandits...
- You will fight 2 Bandits (9+ at MR 36-38 Approx, 40 SP, 1-2 XP). (At the combat intro screen, you will see the message, "Fighting from the saddle. Your enemy has an advantage." OR "Fighting from the saddle. You have an advantage." The message most likely depends on your Horsemanship skill.) Once you defeat them, the other four flee, you rescue the 2 soldiers, and you proceed with the quest.
- Attempt to flee...
- Random check (1-100). 72 is a win. 22 is a fail. If you pass, you escape and proceed to the next section (you don't rescue the horseman's companions as you do if you fight). If you fail, you fight the bandits as above.
On the outskirts of Eastfell, you are confronted by 3 Carverclaws.
- Avoid: use Archery, Gating, Illusion, or Horsemanship (no minimum level requirements, likelyhood of success by choice on decision screen, 16 XP to skill used if successful)
- "Hold your ground and meet their advance." Leads you to fight them individually as Carverclaw (9+ at MR 41-45 Variable, 44 SP).
Then you arrive in Eastfell, which is a SAFE location and allows travel.
Part 3[]
- From Eastfell, choose the option to Approach the Watchtower
- You'll be subjected to a Random check (1-100 + Luck * 1 + Thievery * 0.25 + Woodsmanship * 25). 59 is a win. ?? is a fail. Win or lose, you'll fight random groups of the enemy; however, if you fail:
- you'll still fight a group of Carverclaws, but...
- you won't make any progress (i.e. you have to make the check again - verification needed)
- After you've SUCCESSFULLY passed the check(s), you'll begin your approach, confronted by your foes all along the way, until you 'rack up' a sufficient number of 'kills'. Regardless of the number of Carverclaws in any given group, they all possess a seldom-used special attack dealing 3-10 SP damage (observed values):
- 2 Carverclaws (9+ at MR 44-49 Variable, 48-69 SP, 4 XP), rare 3-10 SP special attack, you have to attack 2 times before you can flee
- 3 Carverclaws (9+ at MR 52-53 Approx, 53-65 SP, 4-5 XP), rare 7-8 SP special attack, you have to attack 2 times before you can flee
- 4 Carverclaws (9+ at MR 54-58 Variable, 56-68 SP, 4-5 XP), rare 4-6 SP special attack, you have to attack 2 times before you can flee
- 5 Carverclaws (9+ at MR 61-68 Variable, 65-82 SP, 5 XP), you have to attack 2 times before you can flee
- 6 Carverclaws (9+ at MR 69-75 Variable, 68-79 SP, 5 XP), rare 4-10 SP special attack, you have to attack 2 times before you can flee
- 7 Carverclaws (9+ at MR 78-85 Variable, 72-88 SP, 5 XP), rare 5-10 claw special, you have to attack 2 times before you can flee
- 8 Carverclaws (9+ at MR 89-92 Variable, 80-89 SP, 5 XP), rare 6-10 SP special attack, you have to attack 2 times before you can flee
After each group, the total amount of dead Carverclaws is listed in bold numerals in the action pane.
- The screen updates your kill count in a fashion similar to " A Dark Cave", once you've killed enough (at least 50 total), the links will change. Go back to Eastfell, REST and SAVE.
- Head back to the tower, and make your final approach.
- You'll have to avoid damage from 8 fireballs (1 'introductory' and 7 counted by the game text); you can use Fortification (20+), Elementalism (20+), or can attempt to dodge. You get NO experience even if you use a Power. If opting to dodge, you're faced with a Random check (1-100 + Agility * 1 + Luck * 0.5). 50 is a win. 41 is a fail. You dive clear of the fireball. if you pass. You'll be singed for 16 SP worth of damage(variable) if you don't pass. In between fireballs you may retreat but would have to start the sequence over. The second fireball repeats so the count ends at 7, but leave admin alone to keep working on important things.
- Before entering the tower, you're confronted by a Massive scar-faced Carverclaw (9+ at MR ??-65 Approx, 102 SP, 4+ XP), you have to attack 2 times before you can flee or a Massive snarling Carverclaw (9+ at MR 47-48 Approx, 115 SP, 4 XP), you have to attack 2 times before you can flee
- Once inside you have to fight 3 Carverclaws (9+ at MR 52-53 Approx, 53-65 SP, 5 XP), rare 7-8 SP special attack, you have to attack 2 times before you can flee, then 3 sets of 2 Carverclaws (9+ at MR 44-49 Variable, 48-69 SP, 2 XP), rare 3-10 SP special attack, you have to attack 2 times before you can flee, as you climb the stairs inside the tower.
- 4 XP to Fortification(30+)/Elementalism(20+), or attempt to dodge the sorceress's fireball, when she finally appears. Then, pursue her to the top of the watchtower (you're also given the option to leave).
- 8 XP to Gating(20+)/Telekinesis(30+)/Illusion(20+)/Necromancy(20+)/Archery(20+) if used to prevent her escape (you can rush at her for a probable skill check, or simply stand in place). Using Telekinesis, Necromancy or Archery, she is killed; using Gating, you get to fight her: Painted Sorceress (9+ at MR 44-46 Approx, 66 SP, 36 XP)
- In this topmost room of the watchtower, you spot a wooden box, the content of which are automatically added to you inventory:
- 8 Adventurer Tokens
- 2 Kepbekk Elixirs
- Unidentified Silver Ring
- Unidentified Iron Rod
- Receive your completion reward
- Eastfell is no longer a Nearby Location for Talinus
Rewards[]
Part 1:
- 16 experience to Restoration if you use it to heal the horseman's wounds
- 32 general experience for completion
Part 2:
- minor combat experience
- 16 experience to Gating (?+)/Illusion (<=10+)/Archery (?+)/Horsemanship (?+) against the three carverclaws
Part 3:
- 60+ combat XP for the wanton slaughter of Carverclaws
- No experience to Fortification (20+)/Elementalism (20+) for dodging the fireballs on the way to the tower
- 4 XP to Fortification (30+)/Elementalism (20+) for dodging the sorceress's fireball inside the tower
- 8 XP to Gating (20+)/Telekinesis (30+)/Illusion (20+)/Necromancy (20+)/Archery (20+) for preventing the escape of the sorceress (and, depending on the power/skill used, for killing her at the same time)
- 17 combat XP for killing the in combat (if non-lethal power was used to prevent her escape, such as Gating)
- 8 Adventurer Tokens
- 2 Kepbekk Elixirs
- Unidentified Silver Ring (Sorcerer's Battle Ring - MR: +1, SP: +2, Aura: +1, Mind: +1, Spirit: +1, NR: +1)
- Unidentified Iron Rod (Iron Rod - Quality: Magical, Power: Minor Flame, MR: +5, Agility: +1, Might: +1)
- Completion reward