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Pillars of Eternity Video-Based Walkthrough by David Milward


INTRODUCTION | CHARACTERS
CILANT LIS | GILDED VALE | TEMPLE OF EOTHAS | RAEDRIC'S HOLD | CAED NUA, PART 1 | DYRFORD | COPPERLANE | DURGAN'S BATTERY | DEFIANCE BAY | TWIN ELMS, PART 1 | WHITE MARCH, PART 1 | WHITE MARCH, PART 2 | CAED NUA, PART 2 | TWIN ELMS, PART 2
About the Walkthrough | About the Maps | About the Author |
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White March, Part 2:   Stalwart Mines  |  Luminescent Caves  |  Stalwart Village  |  Longwatch Falls  |  Whitestone Hollow  |  Bounties  |  West Tower  |  Iron Flail Fort  |  Mowrghek Ien  |  Abbey of the Fallen Moon  |  Halls of Presence  |  Halls of Silence  |  Cayron's Scar  |  Ionni Brathr Fragment

White March Bounties

Stalwart Village

Metzla

Tealdor is at #21 on the first version of the map of Stalwart Village, and offers a few new bounties.

Durgan's Battery

The first bounty is on Metzla. She and her cult of Berath worshippers can be found at #17 in Durgan's Battery. Fairly standard tactical themes suffice. Alliria tags both Kana and Devil of Caroc with Reinforcing Exhortation, Metzla with Sworn Enemy, and then activates Sacred Immolation. Hiravias casts Moonwell and then Relentless Storm. Grieving Mother uses Phantom Foes, and then Amplified Wave once she's built up enough Focus.

Metzla leaves behind her head, and a Flail called Forgotten Tear of the Beloved.

I have no use for the flail, but I bring the head to Tealdor for 3,000cp and an xp reward.

*Evil* Glittering Gauntlets

The evil party afterwards returns to the rewards chest at #3 in the Great Hall. Inside will be the Glittering Gauntlets, which is a reward for The Glass Tree companion adventure.

Maneha equips them for the rest of the game. The +9 bonus to Deflection seamlessly replaces the bonus provided by the Bracers of Deflection. The Daze effect is especially powerful in the hands of a Barbarian, since it will affect all targets within Carnage's area of effect. That makes the Gauntlets the ideal gloves for a Barbarian-tank build.

Longwatch Falls

*Evil* Ulmar

I show this bounty from the perspective of the evil party, which is against Ulmar and the Gleaming Society. He can be found at #14 on the map of the Longwatch Falls. He will be helped out by a collection of Fighters, Monks, Priests and Wizards.

The tanks take up their usual front line positions. Durance initiates his buffs: Devotions for the Faithful, Shields of the Faithful, Crowns of the Faithful, Consecrated Ground, and Salvation of Time.

Aloth first protects himself with Llengrath's Safeguard, since these foes will tend to surround the party very quickly. After that, he ends the battle almost by himself with Eldritch Aim followed by Death Ring.

Besides his own head, Ulmar also leaves behind the Sandals of the Forgotten Friar. I have no use for it, especially as Zahua does not fight unarmed in my party.

I return to Tealdor to collect 3,000xp and 3,000cp. A legendary companion adventure now also becomes available, although I don't particularly care which one. It happens to be the Liminal Spaces one. I assign Grieving Mother to it.

Swaddling Sheet

The good party afterwards returns to the rewards chest in the Great Hall. Inside will be the Swaddling Sheet, which is a reward for the companion adventure called What the Well Holds.

I have no use for it though, so I sell it along with the rest of my excess loot, rest up, and return to Stalwart Village.

*Evil* Laenric

The next bounty is against a powerful wizard named Laenric. He can be found at #13 on the map of Russetwood.

I show this battle from the perspective of the evil party. Zakara, Maneha and Eder hold the front line. Zahua waits to see if any enemies curl around the tanks so that he can hit from the side.

Durance cranks out his usual extended sequence of buffs. Aloth sets up crowd control with Eldritch Aim, Pull of Eora, Malignant Cloud, Chill Fog. After that, he pretty much finishes them off by himself with a Wilting Wind spell.

Laenric leaves behind his head. Aloth equips the Cape of the Master Mystic that Laenric also leaves behind. The +12 bonus to Deflection will stack with the Deflection bonus provided by the Llengrath's Safeguard spell. The Invisibility power is meaningful for Aloth. Wizards are physically vulnerable, and so should they get struck with a Critical Hit, the Invisibility power provides an escape route and an opportunity to reposition the Wizard away from the thick of things.

The video concludes with the evil party returning to Tealdor to collect 4,800xp and 4,000cp.

Laenric

The good party wins this battle with its usual tactics. I can't fit the cape into my plans for the good party, so I'll just sell it.

An average companion adventure becomes available after collecting the bounty on Laenric's head. It happened to be The Page Unturned. I assign Durance to it.

Firedorn

The next bounty is against a Druid named Firedorn. He and the rest of his Disciples of the True Flame can be found at #19 on the map of Longwatch Falls. The good party slaughters them easily with the usual tactics.

I bring his head to Tealdor for 4,000cp and an xp reward.

Blind Monk's Venom

The good party now returns again to the rewards chest in the Great Hall. Inside will be The Blind Monk's Venom, which is a reward for The Page Unturned companion adventure. I hold onto it, just in case I want to give one of my warriors' weapons that extra punch during a special battle or two.

*Evil* Ethereal Helm

The evil party now returns again to the rewards chest at #3 in the Great Hall. Inside will be the Ethereal Helm, which is a reward for the Liminal Spaces companion adventure. I have no use for it though, so I'll just sell it off along with the rest of my excess loot.

Stalwart Village

Roedwith

The next sets of bounties are offered by a Dwarven woman named Asca, who can be found at #12 on the Part 2 version of the map of Stalwart Village.

The next bounty is on a high-level Dwarven Barbarian named Roedwith along with a large contingent of her Magran's Faithful, which includes numerous members of nearly all of the available character classes. They can be found at #6 on the map of Searing Falls.

Searing Falls

I have Kana go forward to get their attention and lead them past the narrow path and to the rest of the party. Alliria tags both Kana and Devil of Caroc with Reinforcing Exhortation, then Roedwith with Sworn Enemy, and then activates Sacred Immolation.

Hiravias, just as the battle starts and while the enemies are oncoming, casts Moonwell, Form of the Delemgan and then Relentless Storm. Once battle positions settle, he casts Nature's Mark and Venombloom into the thick of things.

Grieving Mother hits the flank, and uses Amplified Wave on as many enemies as she can to render them prone. Sagani and Ituumak train their sights on any enemy spellcasters.

This battle is actually intense and long enough that Kana uses his Ancient Instruments of Death invocation to summon weapons into battle once he accumulates 7 Phrases. The weapons suffice to provide real distractions to my numerous enemies. I eventually wear them down.

Roedwith leaves behind her head as well as the Maegfolc Skull. Sagani wears it for the rest of game. The +4 bonus to Might will obviously benefit her attacks, either from her bow or her Pike. It kind of comes to her by default, since I have other helms in mind for other characters for various reasons.

*Evil* Roedwith

The evil party conducts this battle differently. The 'spokes' around the central area of the Searing Falls can be used as bottle necks for purposes of crowd control. I creep forward until the first enemies come into view. The warriors hold position. Zakara tags Roedwith with Sworn Enemy once the Dwarf gets close enough for me to use the power without having to walk forward.

Durance uses his extended sequence of Devotions for the Faithful, Shields of the Faithful, Crowns of the Faithful, Consecrated Ground, Salvation of Time and then Interdiction.

Aloth sets up crowd-control at the far end of the northeast spoke with Eldrtich Aim and Pull of Eora. He then sets up an offensive blanket over the same area with Chill Fog, Malignant Cloud and then Ninagauth's Shadowflame.

This sequence would often suffice to win many battles in short order, but Magran's Faithful are a good deal tougher than a lot of other enemy groups. I still have some work to do.

Aloth makes repeated use of spells like Wilting Wind and Chain Lightning. Some enemies make it past crowd-control, so Durance casts a Symbol of Magran at the party's feet to give them the extra edge.

Eventually only Roedwith is left. It's easy enough to gang up on her and finish her off, helped along by Flames of Devotion from Zakara.

Aloth gets the Maegfolc Skull in the evil party. The obvious benefit is the +4 bonus to Might, which will soon stack with the +4 Might bonus provided by Abydon's Hammer. Despite the fact that his Might score isn't great to begin with, Aloth is not bad as a damage caster. And he becomes quite good at it through this combination.

Whitestone Hollow

*Evil* The Terror of Whitestone Hollow

I show this bounty from the perspective of the evil party. The video begins with a major companion adventure, A Curse of Cold Clay, becoming available. I assign Pallegina to it.

The bounty itself is against an enormous Ice Blight called The Terror of Whitestone Hollow. It, along with a few Cean Gwlas and several other Ice Blights, can be found at #23 on the map of Whitestone Hollow

Durance initiates his buffs, Prayer Against Imprisonment (to protect against the powers of the Cean Gwlas), Devotions for the Faithful, Crowns of the Faithful, Consecrated Ground, Circle of Protection, and Salvation of Time.

Aloth first protects himself with Llengrath's Safeguard. He then casts Essential Phantom, Merciless Gaze, and then Kalakoth's Minor Blights. After that, he softens up his enemies with a Death Ring spell and then bombs away with his blights. The fight is won in fairly short order.

The Terror leaves behind the Caravan Master's Brooch. I bring it to Asca for 5,000xp and 4,800cp.

*Good* The good party also got adventure called A Curse of Cold Clay, but after bringing back the Caravan Master's Brooch to claim the reward.

Dyrford Crossing

*Evil* Brynlod

The evil party takes a definite interest in this battle. I keep the party at the ford between #6 and #10 on the map of Dyrford Crossing. The reason is that it affords me the opportunity to set up crowd-control. Aloth sets up a Malignant Cloud trap at the south end of the ford. Zakara goes on ahead to get the attention of the foremost of the enemies, and draw the whole horde to the ford.

Just as she's coming back, Durance uses his sequence of Devotions for the Faithful, Shields of the Faithful, Crowns of the Faithful, Consecrated Ground, Salvation of Time and then Interdiction.

Aloth sets up crowd-control through Eldritch Aim and then Pull of Eora at the south end of the ford. He next puts a Chill Fog and a Malignant Cloud over the same spot. After that, he starts a barrage with multiple castings of Wilting Wind.

Soon only Brynlod and a couple of enemy Wizards are left, and they're easily dealt with.

Maneha gets Captain Viccilo's Anger in the evil party. The penalty to Accuracy from the Fatigue effect will stack with the penalty to Accuracy from the Daze effect of her Glittering Gauntlets. In fact, these two items together form the ideal setup for a Barbarian-tank build, since the on-hit effects of both items will affect multiple targets within Carnage's area of effect.

Eder equips The Wind's Arm in the evil party. It provides an option to passively inflict a hefty -20 concentration penalty on all enemies within a 2m radius should he not be able to reach enemies in tight quarters, although that will be admittedly rare.

I bring Brynlod's Head to Asca for 6,200cp and an xp reward.

Brynlod

The good party conducts this battle somewhat differently. It partly depends Kana, Hiravias (via Beetle Shell on Kana) and Grieving Mother sustaining a Defensive Mindweb cycle. Sometimes Grieving Mother accumulates a LOT of Focus, so she'll also throw in a well-placed Amplified Wave for good measure.

Hiravias sometimes has to periodically renew spells like Moonwell and Relentless Storm. Brynlod himself will be helped by several Illusionists and their Duplicates, all of whom keep their distance, so he'll sometimes hit them with spells like Venom Bloom and Hail Storm.

At one point, later in the battle and when Kana enjoys some freedom from Beetle Shell, he unleashes his Ancient Instruments of Death invocation to bring summoned weapons into battle. They serve to distract Brynlond and his spellcasters for the rest of the battle and assure victory.

Kana equips Captain Viccilo's Anger for the rest of the game, although it isn't quite as powerful in his hands as it is in Maneha's. The underlying point is that the stackable bonus to Deflection helps him in his tank role, and there's no need to raise its quality enchant as it is already a Superb weapon. I added the Corrosive Lash and Kith Slaying enchantments to it.

*Evil* Remembrance of Life's Warmth

Now the evil party returns to the Great Hall. Waiting in the rewards chest will be a miscellaneous item called Remembrance of Life's Warmth, which is the reward for the companion adventure called A Curse of Cold Clay. I have no real use for it though, so I'll just sell it.

The video concludes with the evil party returning to the Foundry of Durgan's Battery.

*Good* The good party likewise has no use for it.

*Evil* Captain Viccilo's Anger

I click on the forge itself. I have at the moment seven Durgan Iron Ingots, and have them converted into two Refined Durgan Iron Ingots. One of them I'll use right away, the other I'll save for later.

I use one of them to add the Durgan Iron enhancement to Maneha's hatchet called Captain Viccilo's Anger. Attack speed and greater damage is usually not a top priority for a tank, and certainly not for Eder the way that I've built him. It does, however, make sense in this particular instance. More attacks means more chances to inflict both Fatigue and Daze (from the Glittering Gauntlets), along with their cumulative penalties to Accuracy, on Maneha's enemies surrounding her. More attacks and at greater damage also means more chances to land the killing blow on targets, and that in turn means greater chances of triggering her Barbarian powers like Blood Lust and Blood Thirst.

I also add the Corrosive Lash and Kith Slaying enchantments to the hatchet.

I in turn now equip Eder with The Wind's Arm as a secondary weapon. I also add the Shocking Lash and Kith Slaying enchantments to it.

The video concludes with the party returning to Stalwart Village and resting up at Gref's Rest.

Redwater Lagufaeth

The last bounty is against the Redwater Lagufaeth at #25 on the map of Whitestone Hollow. The good party defeats them easily enough with standard tactics. I bring the Broodmother's Head to Asca for 6,200cp and an xp reward.

Another major companion adventure becomes available, A Whistling in the Reeds. I assign Maneha to it.

The good party now makes for the West Tower. The evil party now explores the Stalwart Mines.



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