(121) - Note the number of Acraban's crew (a useful hint for a later puzzle). (302) - Climb in the rope locker with Karvas. The higher the total from the RNT, the lesser the chance to suffer damage. (51) - Elementalism will also help navigate along the fissue. Otherwise you will get hit and suffer some damage. (63) - The improved Grand Pathsmanship will warn you of the storm early.
Pathsmanship will alert Acraban to a trap faster. (187) - Zinair gives one seeing stone to Acraban (a useful hint for a later puzzle). (90) - Visit the Hall of Judicars and ask the reeve sergeant about Karvas. (1) - Acraban is the brother of Melchar that you met in Caeno, if you have played the previous adventure. Read carefully each text and those preceeding it to determine the setting (e.g underwater, cave, underground, day, night, magic, etc.) Considering that you've the additional disciplines (e.g Grand Weaponmastery, Kai Surge) as well as your weapon bonus and the cumulative adventure bonus, your Combat Skill at the start of your adventure is somewhere between 44 to 48 (without Kai-surge).ģ.
If your initial combat skill at the start the series is at least 30 or more, you will stand a better chance in fighting against your enemies. Pay attention to where your current location is when you're prompted to fight an enemy as to ensure that you can gain bonus Combat Skill from your Kai Weapon.Ģ. Talisman of Defiance (adds 2 to your Combat Skill)ġ.
If you have completed the previous adventures, Grand Pathsmanship would be the immediate choice for the next discipline to be picked for this adventure.ġ.