NPC Conversation Bonuses by FenixStrife
Annah
- Ask her what she was doing looking for bodies in the Pregnant Alley, then ask her why is she lying to you. She will tell you that she was drawn there for 2500 XP.
- Ask her what she found on your body when she found it in the alley for a Ring of the Traveller.
- Ask her about Pharod until she tells you why he was searching for the Bronze Sphere for 2500 XP. This can probably only be done after Pharod instructs you to go fetch the sphere for him.
- After you meet Ravel, follow the conversation threads until you get to kiss Annah. This will give her a +5% resistance to fire and a +5% resistance to magical fire.
Dak'kon
- First of all, just getting Dak'kon to join you is worth 1000 XP.
- Identifying Dak'kon as a slave is worth 3000 XP. You can do this by listening to him talk to another githzerai if your wisdom is high enough and asking him about the conversation. Or, if you find your previous incarnation's arm and talk to Fell about it you can ask Dak'kon if he was the slave. Finally, Ravel will point it out to you if you still don't know.
- If you find your arm in the crypt and take it to Fell, you can have Dak'kon translate for you, and then ask him about the four that traveled with you. This will lead to you finding out about the blind archer for 3000 XP. He will refuse to say anything more of any worth while you are in the tattoo parlor.
Mages get the most goodies with Dak'kon:
- If your wisdom is higher than 11 you can study the first circle of Zerthimon for 300 XP.
- If your wisdom is higher than 11 you can study the second circle of Zerthimon for 600 XP and the Second Circle of Zerthimon, which teaches you the spell Scripture of Steel.
- If your wisdom is higher than 13 you can study the third circle of Zerthimon for 900 XP and the Third Circle of Zerthimon, which teaches you the spell Submerge the Will.
- If your wisdom is higher than 14 you can study the fourth circle of Zerthimon for 1500 XP and the fourth Circle of Zerthimon, which teaches you the spell Vilquar's Eye.
- If your wisdom is higher than 15 you can study the fifth circle of Zerthimon for 3000 XP and the fifth Circle of Zerthimon, which teaches you the spell Power of One.
- If your wisdom is higher than 17 you can study the sixth circle of Zerthimon for 5000 XP and two sixth Circles of Zerthimon (one for you, one for Dak'kon), which teaches you the spell Balance in All Things.
- If your wisdom is higher than 18 and your intelligence higher than 15 you can study the seventh circle of Zerthimon for 3000 XP and 5000 XP and two seventh Circles of Zerthimon (one for you, one for Dak'kon), which teaches you the spell Missile of Patience.
- If your wisdom is higher than 18 and your intelligence higher than 18 you can study the eighth circle of Zerthimon for 6000 XP and 10.000 XP for you and an additional 10.000 XP for Dakkon. This also gives you two eighth Circles of Zerthimon (one for you, one for Dak'kon), which teaches you the spell Zerthimon's Focus. Finally, doing this gives Dak'kon a +1 to STR, a +2 to DEX, and a +2 to CON.
- If you raise Dak'kon in the final battle, and have unlocked the eighth circle (and hence he has pronounced two deaths as one), you can remind him of it. This will give him 2.000.000 XP, heal him and give him an additional +1 STR, +3 DEX, and +3 CON.
Fall-from-Grace
- Getting Fall-from-Grace to join you is worth 20.000 XP.
- Asking her about Morte's baatorian smell will allow you to power him up in a conversation with him.
Morte
- The first time you confront him about lying about the tattoos on your back will get you 1000 XP.
- After you rescue him from Lothar you can ask him about his new special ability (Skull Mob), but he will have it regardless of the conversation.
- If you have talked with Grace about Morte and know about his baatorian smell, you can confront him about it for 12.000 XP. If you continue until he tells you of the Pillar of Skulls and then absolve him, you will get 12.000 XP, Morte's strength will increase by 4, his dexterity by 2, and his constitution by 2.
Nordom
- Adding Nordom is worth 36.000 XP.
To show Nordom you are the Creative Director you need to fight the Mage Construct in the maze with Nordom in your party. If Nordom knows you are the director, you can do the following:
- If your strength is greater than 16 and you are a fighter, then you can order him to increase his fighting skills and accuracy for 36.000 XP, and -2 INT, -2 AC, +1 CON and +1 DEX for Nordom.
- If your intelligence is greater than 16 and you are a mage, then you can order him to increase his introspection routines for 36.000 XP, and +2 INT for Nordom, several pieces of Junk, and the Twisted Gear of Enoll Eva which teaches the spell Enoll Eva's Duplication.
- If your dexterity is greater than 16 and you are a thief, then you can order him to increase his stealth and accuracy for 36.000 XP, and -2 STR, +2 DEX for Nordom.
- If your charisma is greater than 16 and less than 19 then you can order him to become more than he is for 36.000 XP, and +1 STR and +1 CON for Nordom.
- If your charisma is greater than 18 and less than 25 then you can order him to become more than he is for 48.000 XP, and -1 AC, +2 STR, and +1 CON for Nordom.
- If your charisma is 25 then you can order him to become more than he is for 60.000 XP, and -2 AC, +1 Luck, +2 STR, and +1 CON for Nordom.
- If your intelligence is greater than 17, you can go through his duties, and when you get to the part about the extermination of errors ask him about better weapons. You can suggest bolts with pyramid heads for 10 "Rule-of-Three" Bolts.
- If your intelligence is greater than 16, you can go through his duties, and when you get to the part about the extermination of errors ask him about better weapons. You can suggest bolts with more accuracy and a feather decoration for 10 Winged Bolts.
- If your intelligence is greater than 16 and you are evil, you can go through his duties, and when you get to the part about the extermination of errors ask him about better weapons. You can suggest viciuos bolts for 10 Bolts of Wincing.
- If your intelligence is greater than 16, you can go through his duties, and when you get to the part about wayward item recovery you can ask him about item identification for a Magnifying Lens.
- If your intelligence is greater than 16, you can go through his duties, and when you get to the part about wayward item recovery you can ask him about what he found on his last trip for 3 Junks, a Stinger Earring, a Gold Bracelet, a Glass Eye, a Fanged Mirror of Yehcir-Eya, and 333 copper pieces.
- If your intelligence is greater than 15 ask him how he ended up in Rubikon. Explain to him that his separation from the source has caused his change in perspective for 36.000 XP, +1 INT, +1 CON for Nordom, and full healing for Nordom as well.
Ignus
- If you have gotten Ignus' story from Reekwind, ask him about it for 10.000 XP.
- Talk to him about yourself until you remember teaching him for an additional 10.000 XP.
- As you keep talking to Ignus, quite randomly (or maybe there is a specific trigger) he gets angry and says he doesn't want to speak anymore. Tell him you wish "only to talk about fire and burning" to calm him down (1.500 XP). [Possibly EE only; thanks gibberishh!]
- Sometimes when ending a conversation with him, he'll get angry and goad you to talk about flames. Ask him if he "ever felt a building aflame with the fire consuming the wood and peeling the building paint" to pacify him (1.500 XP). [Possibly EE only; thanks gibberishh!]
If you are a mage, you can get Ignus to teach you, with the following consequences and benefits:
- The first time you will get +3% Fire Resistance, +3% Magic Fire Resistance, -1 Hit Point, 6000 XP, and Ignus' Charm (teaches the Seeking Flames spell)
- The second time you will get +5% Fire Resistance, +5% Magic Fire Resistance, -3 Hit Points, 12.000 XP, and Ignus' Hand (teaches the Infernal Orb spell)
- If you have your eyeball you can ask him a third/fourth time for +3% Fire Resistance, +3% Magic Fire Resistance, -2 Hit Points, 12.000 XP, and Ignus' Eye (teaches the Ignus' Terror spell)
- Finally, if you have your intestines you can ask him a third/fourth time for 24.000 XP, and Ignus' Innards (teaches the Infernal Shield spell).
Vhailor
- First of all, when you meet him, recognizing Vhailor is worth 60.000 XP. Just getting him to join you for the first time is worth 90.000 XP.
- If your charisma is 21, you can disagree with him ("Mercy is strength...") and either convince him that justice is meaningless or that his cause is impossible due to all the people he cannot convict and thereby cause him to cease to exist for 90.000 XP. If you try this with a charisma less than 21, he will attack you.
- Talking to him to gain the memory of imprisoning him is worth 90.000 XP. You get there by asking him to judge you after stopping him from judging Annah or by asking him to judge himself.
- Ask him how he died and persist in questioning to cause him to cease to exist and gain 12.000 XP.
If you are a fighter, and if you are lawful, you can ask Vhailor how to use the axe. He will judge you, and:
- If you have a law rating of 14 then you gain 1 point of strength, a +1 to your damage, and 90.000 XP.
- If your law rating is 15-24 then you gain 2 points of strength, a +2 to your damage, and 120.000 XP.
- If your law rating is 25 or higher you gain 3 points of strength, a +3 to your damage, and 150.000 XP.
- In the final battle, raising Vhailor and telling him of the injustice done by you and The Transcendent One will give him 25 STR, 25 DEX, 25 CON, and 2.000.000 experience points.
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