Dark Dealings in the Blackpits

Paladin Thom
Paladin Thom
Location Reaper's Coast
Suggested Level 15
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Dark Dealings in the Blackpits is a Quest in Divinity: Original Sin II. Paladin Thom asks you to investigate the dark dealings in the Blackpits. What will you find?

 

 

Important NPCs

 

 

Dark Dealings in the Blackpits Objectives

 

  1. Visit Paladin Thom and ask how you can help.
  2. Investigate the Blackpits region to find out the White Magisters' motives.
  3. Encounter a White Magister, Jonathan (optional).
  4. Approach the docks.
  5. Save the Black Ring prisoners from being executed by the Magisters (optional).
  6. Find evidence of what the White Magisters have been doing in the excavation site.
  7. Dispatch a war owl to the Paladins.
  8. Help the Paladins survive the ambush.
  9. Speak to Paladin Thom and receive your reward.

 

Dark Dealings in the Blackpits Walkthrough

At the Paladin Bridgehead Waypoint, Paladin Thom Hardwin will ask you to investigate the white magisters in the Blackpits.

Travel to the Blackpits and past the wooden structure where the "On the Ropes" quest is located. Approach the harbor, and you will see 2 shriekers. You can either use the purge wand to get rid of them, or use source vampirism, which is learnt in the Powerful Awakening quest. Be careful not to approach from the front; teleporting behind them and then sneaking close to use the skill on them works well. Alternatively, you can also run around the back door and teleport each Black Ring prisoner to safety, then engage the magisters in combat.

In any case, enter the harbor and you will see that Magister Reimond and Magister Vorrh are in the harbor, planning to finish off the Black Ring members. When spoken, they will initiate combat, so be prepared (both magisters are level 16). Reimond will also try to flee when low on health. Kill them all; Reimond and Vorrh will grant 40,125XP each, the two silent watchers will grant 20,775XP each, and the two source hounds will grant 2700XP each. Killing Vorrh will also release the Black Ring members from their shackles during the fight, who will help your party. Once the fight concludes, you will gain yet another 26,200XP (20,775XP if on XP rescaled patch). The grand total of XP earned is therefore 153,400XP (147,975XP on XP rescaled patch).

After the magisters have been defeated, you can loot the place and read the notes and letters to learn what happened here. You can also use Spirit Vision and talk to the spirits, or let an elf eat the corpses. Most of all, if the Black Ring prisoners survived, you can talk to them for a little information. Nikor, one of the Black Ring survivors (if he survived), will vouch for you when you reach one of the Black Ring encampments later on in Act III, the Nameless Isle. On the other side of harbor, you may find Quartermistress Anna guarding the entrance to Blackpits mine. Defeat her.

That mine is filled with lots of explosives and oil traps. You can use crates to block the oil traps and/or disarm them with trap disarming kits. You can also fly, leap, teleport, or use teleporter pyramids to safely get through. When you enter the deeper part of the cave, you will find yet another shrieker guarding the waypoint. Same thing as before, use Source Vampirism to destroy it. There is also a corpse on a broken ledge nearby - you can teleport/leap/fly to that ledge and then teleport yet again to the other ledge and bypass the shrieker.

Moving forward, you will see some Voidwoken creatures fighting magisters at the excavation site. Defeat the Voidwoken, then you can pass a speech check to persuade the magisters (if any of them are left alive) that you are simply passing by. If not, you will have to kill the magisters as well. On one of the magisters' bodies, you will also find a key to a room nearby, where there is a hidden wall door. With enough wits, you should be able to discover it and open. There is also a strange device nearby that will eat 1 source point in exchange for teaching you the recipe to make a Shapeshifter Mask.

In any case, leave the excavation site and enter the workshop, where you will find a group of magisters. You need to defeat them and destroy the crumbling gate (use fire skills on the oil barrels - this will also provoke the magisters to attack if you passed the speech check to make them non-hostile earlier) to open the path to Ancient Temple. Interact with the device in Ancient Temple to acquire more information.

In the heart of an Ancient Temple there is a puzzle, where you need to activate the shrines of the seven gods in the correct order. 

The riddle is:

"Our first lord babes with power glowed, our second's born in blood that flowed. Our third's young to the wind returned, our fourth's to glowing flames adjourn. Our fifth lord's cubs with minds were blessed, our sixth's had brawn beyond the rest. Our seventh's brood spread from earth to glen, and thus no king shall rise again."

The key to the puzzle is located within a journal on a corpse in the Ancient Temple chamber. It will say on the second page that each god is a representation of an element or power. In any case, simply activate the statues in the correct order: Amadia, Tir, Duna, Zorl, Xantessa, Vrogir, and finally Rhalic, and you will be able to move to the ancient sarcophagus.

Interact with the sarcophagus and an Eternal will appear. You can talk with her or watch the interesting conversation with your god and the Eternal. Ultimately, you will need to defeat the Eternal and her eternal stalkers. The Eternal will grant 31,150XP, while the stalkers are worth 5200XP each. When they're all a crumpled pile of dirt in the ground, loot the place and leave.

Now, use the war owl whistle and send word to Paladin Thom. You will gain an easy 18,700XP (7500XP on XP rescaled patch).

After you return to the Paladin Checkpoint, you will find the paladins ambushed by a bunch of Shadowcloaks. Kill them all. You will receive 14,450XP per Shadowcloak Spellweaver (there are 2), and 7225XP for each of the rest of the Shadowcloaks (there are 4). This adds up to a total of 57,800XP.

You will also find the sentries, Paladin Nesta, Paladin Johnne and Paladin Lora dead, unfortunately. It appears that Shadowcloaks have killed them. Regardless, speak to Paladin Thom and you will be rewarded with 11,225XP and gold (depending on the sum you requested for your services at the beginning). The quest is now officially complete.

 

 

 

Rewards:

  • 153,400XP total for killing Reimond, Vorrh, 2 Silent Monks, and 2 Source hounds in the harbor fight.
  • 18,700 Exploration XP upon entering the temple of the Eternals past the crumbling wall.
  • 31,150XP for killing the Eternal. Her stalkers are worth 5200XP each.
  • Sending word to Paladin Thom with a war owl will net you 18,700XP.
  • 57,800XP total for killing all 6 Shadowcloaks in the ambush.
  • 11,225XP and some gold upon completion of the quest.

 

 

Quests
A Craftsman of Dreams and Nightmares  ♦  A Danger to Herself and Others  ♦  A Familiar Face  ♦  A Fate Worse Than Death  ♦  A Generous Offer  ♦  A Hunger From Beyond  ♦  A Hunter of Wicked Things  ♦  A King Reborn  ♦  A Man and His Dog  ♦  A Most Urgent Matter  ♦  A Prize Kill  ♦  A Rare Prey  ♦  A Taste of Freedom  ♦  A Trial for All Seasons  ♦  A Web of Desire  ♦  A Wolf Alone  ♦  Aggressive Takeover  ♦  All In The Family  ♦  Almira's Request  ♦  An Existential Crisis  ♦  An Eye for an Eye  ♦  An Unlikely Patron  ♦  Artefacts of the Tyrant  ♦  Battle at the Gates  ♦  Bitter Tonic  ♦  Blessing from Afar  ♦  Blood Dowry  ♦  Bound by Pain  ♦  Burial Rites  ♦  Burying the Past  ♦  Business Rivals  ♦  Call to Arms  ♦  Champion of the Gods  ♦  Counting your Chickens  ♦  Crippling a Demon  ♦  Delusions of Grandeur  ♦  Doctor's Orders  ♦  Drowning her Sorrows  ♦  Eithne the Trader  ♦  End Times  ♦  Escape from Fort Joy  ♦  Every Mother's Nightmare  ♦  Fane  ♦  Fane (Quest)  ♦  Finder's Fee  ♦  Finding Emmie  ♦  Finding Lord Arhu  ♦  Grebb the Scholar  ♦  Hammerfall  ♦  Healing Touch  ♦  Heroes' Rest  ♦  Hide & Seek  ♦  Hot Under the Collar  ♦  Infestation  ♦  Invaders  ♦  Keep Calm and Carrion  ♦  Lady o' War  ♦  Lost and Found  ♦  Love has a Price  ♦  Mercy is Power  ♦  Most Dangerous When Cornered  ♦  No Laughing Matter  ♦  No Way Out  ♦  Nothing But Child's Play  ♦  Old Flames  ♦  Old means Gold  ♦  On the Ropes  ♦  Opposites Attract  ♦  Past Mistakes  ♦  Popularity Contest  ♦  Powerful Awakening  ♦  Press-ganged  ♦  Proving Ground  ♦  Red Ink in the Ledger  ♦  Redemption  ♦  Running like Clockwork  ♦  Saheila's People  ♦  Saheila's Signet  ♦  School's Out  ♦  Seed of Power  ♦  Seeking Revenge  ♦  Shadow over Driftwood  ♦  Signs of Resistance  ♦  Silence Broken  ♦  Speaking in Forked Tongues  ♦  Strange Cargo  ♦  Stranger in a Strange Land  ♦  The Academy  ♦  The Advocate  ♦  The Arena of Fort Joy  ♦  The Arena of the One  ♦  The Armoury  ♦  The Bark's Bite  ♦  The Burning Pigs  ♦  The Burning Prophet  ♦  The Collar  ♦  The Consulate  ♦  The Covenant  ♦  The Cursed Ring  ♦  The Driftwood Arena  ♦  The Drowned Temple  ♦  The Druid  ♦  The Elven Seer  ♦  The Escape  ♦  The Eternal Worshipper  ♦  The Execution  ♦  The Forgotten and the Damned  ♦  The Gargoyle's Maze  ♦  The Imprisoned Elf  ♦  The Injured Magister  ♦  The Key to Freedom  ♦  The Last Stand of the Magisters  ♦  The Law of the Order  ♦  The Loremaster  ♦  The Merchant  ♦  The Midnight Oil  ♦  The Missing Magisters  ♦  The Missing Prisoners  ♦  The Mother Tree  ♦  The Murderous Gheist  ♦  The Nameless Isle  ♦  The Purged Dragon  ♦  The Reluctant Servants  ♦  The Sallow Man  ♦  The Secrets of Bloodmoon Island  ♦  The Secrets of the Dwarves  ♦  The Shakedown  ♦  The Shriekers  ♦  The Silent One  ♦  The Snoozing Adventurer  ♦  The Stoic Spirit  ♦  The Teleporter  ♦  The Three Altars  ♦  The Tribe of Saheila  ♦  The Ugly Little Bird  ♦  The Vault of Linder Kemm  ♦  The Watcher's Mercy  ♦  The Weaver  ♦  The Wrecked Caravan  ♦  They Shall Not Pass  ♦  Thinning the Herd  ♦  Threads of a Curse  ♦  To the Hall of Echoes  ♦  Treated Like Cattle  ♦  Troubled Waters  ♦  Unlikely Lovers  ♦  Unscholarly Pursuits  ♦  Up in the Clouds  ♦  Vengeance for the Fallen  ♦  What a Fuss to have Wrought  ♦  Window of Opportunity  ♦  Wishful Thinking  ♦  Withermoore's Soul Jar



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    • Anonymous

      This is how I saved the 3 Black Ring Prisoners:

      I blocked off the backdoor with crates when my main character was in Dialogue, so that everyone was forced to walk the long way around the building.
      I also Nether Swapped all prisoners outside behind the building. (Using the Silent Watcher as one of the Nether Swap victims)

      I had a 4-man team on Tactician Mode, Lohse was the only person on my team with Cryogenic Stasis (Hydro skill). This ability has a 4-turn cooldown so it took a LOT of stalling on Vorrh while killing everyone else.
      Used Teleport/Nethswap, which all my party had.

      Lohse also had Restoration which came in handy when one of the prisoners was getting low (Vorrh would get Team-Hit because of shackles)

      Because I only had 1 person who knew Cryogenic Stasis, it took a long time, but if you prepare and allow your team (at least 3) to learn it for this fight, it will be easy.

      Once everyone is alive and the fight is over, you can kill the 2 nameless prisoners (they give EXP). I personally kept Nikor alive since I saw he can re-appear later, but otherwise I would have killed him since Black Ring is inherently bad people. I killed the 2 extras with an absurdly heavy chest with telekinesis, I was in dialogue with Nikor so I don't think it should aggro you, but maybe it was due to the chest cheese.

      For Lone Wolf:
      have both members with Stasis and at least 1 or both with Skin Graft, it will take a lot more planning but I can see it working.

      • Anonymous

        Relatively easy way to control Vorrh:
        1. Have your fastest char strip his little magic armor and Chloroform him.
        2. After he wakes up, use standard tactics to keep him knocked down.
        3. (Optional) Kill him last so Black Ring don't do stupid nonsense like setting the whole area on fire.

        • Anonymous

          I saved the black ring folks easily as follows:
          1. My tank talks with Vorrh
          2. Use Oil (flask or barrel) on black ring people
          3. When battle starts, someone must have more initiative than Vorrh and cast Bless on the oil
          4. People in blessed oil get fortified and physical armor. The physical armor blocks shackles of pain from Vorrh :-)
          (5. 3 Scrolls of fortify should also work)

          • Anonymous

            1. Tele silent watcher at door away and murder face.
            2. Kill other silent watcher in back and tele corpse out front.
            3. Tele all the bodies in the side room to same place on dock.
            4. Tele both magisters to pile of bodies.
            5. Sneak char with mass corp explode in range.
            6. Initiate dialog with other team member and start fight. (this step is critical because apparently Vorrth is immune until aggro)
            7. Mass corp explode them to glorious bloody death.
            8. Finish off the dogs.
            9. Kill the black ring folks before they leave for more xp. because who likes the black ring anyway?

            • Anonymous

              I wanted to save the black ring folks. I was just about to give up. Either let them die, or maybe go finish everything else in act 2 to maximize my exp and one shot the damn shackles of chain guy. Instead what I did was I teleported all 3 of the black ring into the other room (with the rat and ghost) while another character was in conversation. I healed them up and then blocked both entrances with boxes. I then nuked the magic armor of the chain guy and mind controlled him. Level 13 lone wolf Lohsa/Sebille.

              • Anonymous

                Well i did that annoyying fight the way it was intended but let me tell you if you can cheese that fight do it. I absolutely hate how this gimmick just bypasses all the rules of shackle of pain to simply become a stupid hostage gimmick fight.

                • Anonymous

                  I tried nearly every tactic below and not one works -.-
                  I pushed wits on every char (lvl 15) nearly to 30 and Vorrh (wits 25) always gets the 2nd turn. ALWAYS, no matter how high my wits are. Teleport tactics doesn't work either because Vorrh mass shackle over the whole map.
                  After 3 hours of trying i give up and let the prisoners die :(

                  • Anonymous

                    The way I cheesed this extremely annoying fight (if you want to save the prisoners though):
                    0. Have a character with higher initiation than Vorrh or saving the prisoners it's probably impossible, it's super important to kill or stun him on the first turn so he won't be able to cast the mass Shackles of Pain.
                    1. Go to the other entrance that is on the boat/dock side > Teleport all of the dead bodies on the ground near that bastard Vorrh (be careful not to damage him).
                    2. On the other entrance (pointing to the Blackpits) teleport all of the 3 prisoners on the beach because they are quite weak even if you kill Vorrh they can die later in the fight.
                    3. Start the fight with your character that is on the dock/boat entrance with Mass Corpse Explosion.
                    4. Finish Vorrh with the high initiation character or at least stun him.
                    5. Kill the other bastard Raimond immediately after because he will try to escape on the boat (if he is close to the boat teleport him away from it).
                    6. Kill all of the other enemies before the stupid prisoners come back to the fight and suicide.

                    NOTE: I REALLY tried to outheal and to cheese the fight by not killing Vorrh on turn 1 but it seems almost impossible to me.

                    • Anonymous

                      Out of curiosity, I decided to kill Magister Reimond in Driftwood (as soon as I arrived there, before going anywhere else) in order to see whether: 1) you could still pickup the quest from Paladin Thom Hardwin, and 2) if Reimond would be somehow pulled from the Hall of Echoes and make a presence in the Blackpits region. The short answer is yes, and no.

                      Killing Reimond in Driftwood (it's possible to do this cleanly without the entire town becoming hostile) does not prevent receiving the Dark Dealings in the Blackpits quest. And even though his still boat sails off from Driftwood after I killed him, he (and his two silent monks) are indeed dead-for-good and do not show up in the Blackpits (I half expected the story to assume Dallis resurrected him or something). This meant that only Magister Vorrh, and his two source hounds, were present with the Black Ring captives, which made the fight trivial.

                      • Anonymous

                        So, I managed to teleport both Magisters (Reimond & Vorrh) out of the building and immobilized them with Worm Tremor (via Torturer Talent), then proceeded to kill off the silent monks and source hounds. So far, so good, prisoners alive and healthy. Then Reimond pulls out an ace up his sleeve on Tactician Mode and starts relentlessly attacking his comrade Vorrh. I'm like, WTF? Then I realized that all the damage to Vorrh passed directly to the prisoners via the Mass Shackles, and now the prisoners are all dead. Damn clever, Reimond. Damn clever. At least I managed to kill him before he escaped on his boat.

                        • Anonymous

                          This quest has nothing to do with Blackpits Mine subregion. After you acquire informations from Black Ring prisoners (dead or alive), the quest will automatically proceed to last step that shows "We have the proof we were looking for...We need to get this information to the Paladins". After this point, you'll get ambushed by Shadowcloaks when you approach Paladin Checkpoint, even if you didn't send the owl right away.

                          The whole Blackpits Mine walkthrough is related to 3 quests: "Generous Offer" from Ryker, "Midnight Oil" from Ryker (or simply entering Blackpits Mine), and "Almira's Request" from Almira. You don't need to enter Blackpits Mine to finish this quest.

                          BTW, There is a spirit at the Blackpits Mine gateway will give you some hints about what's going on here, which will be added to the quest log as well, but won't give extra EXP.

                          • Anonymous

                            After a long time trying managed to save the three black ring guys at Lvl 14. Hopefully this might help someone:

                            1. Kill the silent watchers - they won't attack;
                            2. Teleport Vorhh down the beach- he stands still;
                            3. Kill Reimond - he doesn't fight back;
                            4. As soon as you aggro Vorhh he will cast shackles of pain from anywhere on the map. To get round this you need to wipe his armour and then have another turn before he casts. I teleported all bodies from the storeroom beside him, changed equipment so my ranger had at least 29 initiative, used mass explosion which stripped his armour, knockdown arrow with ranger. From then on it's a matter of keeping him from having a turn and he goes down pretty easily;
                            5. Source hounds can then be finished off.

                            • Anonymous

                              If you leave the 3 black ring guys where they are at the start of the fight, Vorrh will immediately use mass shackles of pain, making it very hard for them to stay alive. Here's what I did on tactician:

                              1. Initiate conversation with the magisters
                              2. Use teleport, or nether swap (if you don't want to dmg them) with another character and bring the black ring guys down to the beach. You want to bring them pretty far away, else the Silent Watchers will try to kill them.
                              3. Place someone who can CC by the back door (closest to the boat). This will help stop Reimond from escaping by boat

                              At this point you can basically proceed normally. As with most fights, if you have a character with Uncanny Evasion, it may be useful to initiate combat with them while keeping the rest of the group out of combat for the first few attacks. This will prevent your group from taking heavy damage right at the start, especially so if you aren't running anyone with high wits/initiative.

                              • Anonymous

                                My finding with this was that it is Vorrh spotting you that initiates conversation (which in turn leads to combat). If you teleport Vorrh down to the beach, you can freely attack Reimond just as you would with the Silent Monks for an uncontested kill. Attacking the Source Hounds, however, initiates combat.

                                • Anonymous

                                  Easy fight: start talk with Vhorrh;
                                  teleport the three chainned guys;
                                  examine Vhorrh, in my playthroug he has 23 initiative, set hasted any of your char to put their initiative higher then 23, this char will attack first, and need to kill or knockdown Vhorrh. Voi la!

                                  tips: u can put some barrels with oil close to him and attack with some fire weapon, after that you can use silence, sleep, etc. Be creative!

                                  • Anonymous

                                    For DE: If you don´t care about the xp for handing in the quest with Thom, you can let him die to net some sweet loot from his corpse. I got 4 legendaries and one epic item (Lvl14). The quest will close normally.

                                    (I didn´t do it on pupose on my current playthrough btw, tried to save him even, but living on the edge didn´t save him for some reason and I m pretty sure he had 1 turn left : / )

                                    • Anonymous

                                      i did it lvl 14 and got only half of the exp mentioned in the post, 20k for each magister and 10k for the watcher, it is because i am low level?

                                      • Anonymous

                                        Another cheese method to kill Reimond and gang. First get rid of the shriekers. 2. You CAN walk past the silent guardian. He just lets you. 3. Use telekinesis to put barrels of oil by both Reimond and his talking partner. I stacked like 6 barrels. 4. Form a chain of barrels back to the entrance. 5. Place 4 barrels around the silent watcher guard. 6. Stand back. Use your ranger to send explosive arrows at the nearest oil barrel. And voila. easy way to kill or heavily wound Reimond and gang. I barely did any mop up. Cuz you might even save some Black Ringers, since they won't be near the exploding barrels...

                                        • Anonymous

                                          Is Paladin Thom suppose to say anything after the Shadowcloak attack? I never sent the war owl and just told him personally and finished the quest that way, after the attack on the bridgehead

                                          • Anonymous

                                            So i forgot to grab the quest from Hardwin and when fighting the scarecrow i accidentally triggered the black ring attack because at that time i had completed the black pits. After that fight, Hardwin still game me the quest and whistle but when blowing it the war-owl didn't come. So i went to the blackpits again, destroyed a shrieker, consumed the source from the 3 black ring, then tried to blow the whistle... and hey presto, the war owl came! Then went to Hardwin and completed the quest with full xp.

                                            • Anonymous

                                              Incredibly easy to cheese, if you want to call it that. It's all just strategy given to you. You can destroy the front door that houses the 3 Black Ring members (one of them being Nikor). The source hound will be suspicious, but not do anything. With only one of your characters around teleport the hound away from the building. Around the tents is a good place. Kill dog. Run from fight possibly if Vorrh is chasing you.

                                              Next, bring your remaining party to you and position them on the decks to your liking. High damage archery is useful and pyro especially. You'll want to teleport Vorrh onto the beach. But before doing so, move and position all the oil barrels (5, I believe) on the beach spread out. Preferrably someone with telekenisis as this is faster. Then destroy all the barrles. Now you have a oily beach. Teleport Vorrh there. Mass shackles will be gone. Any of his actions are just moving out from the oil very slowly. Use ranged and pyro attacks. If he gets close, teleport him back to a spot where he needs to do more walking. He won't even get a move in.

                                              • Anonymous

                                                You can cheese the entire fight with the voidwoken by using cryogenic stasis to keep gwydian rince from using source skills

                                                • Anonymous

                                                  Just wanted to mention that all those oil and fire voidlings that you killed in the Jonathan fight also count as corpses... I did 14,076 damage (over half were crits with savage sortilege and 58% crit chance) to Magister Reimond (Magister Vorrh's combat log truncates due to so many hits). Yea, it requires some time to set up, but geez... This was at level 13. I do not use all my attribute and skill points immediately upon level up, so Intelligence can be probably gain another 10 from here (+int +polymorph). Divinity 2 - Magister Vorrh - Mass Corpse Explosion Or if that doesn't work here:

                                                  • Anonymous

                                                    The Shadowcloaks gave me 14450 experience each (for 5 of them) and 7225 (for the skullcrusher), for a total of 79475 experience (Definitive Edition). You can pretty easily get 27000 experience for the Shadowcloaks killing the Paladins. I engaged the paladins before the fight with one of my characters so I would get the experience for the shadowcloaks one-shotting 5 paladins at the start of the fight. (5400 experience each). I approached from the East side of the bridge and used telekinesis to toss a reinforced crate at Paladin Lora Charlet. This aggro'd 3 paladins, including Hardwin. Then I walked forward to trigger the encounter with the shadowcloaks. They spawned, wiping out 5 paladins for 27000 experience. Then I walked away and fled the battle with my unchained character, before stepping forward with the rest of my party to enter the fight.

                                                    • Anonymous

                                                      Did it at level 13 with a typical mass corpse explosion strategy. You can kill the silent watchers first without aggroing anyone else for two extra corpses, and you can teleport all the corpses in the adjacent room and the room with the magisters for a nice big booby trap. To make the trap work, you can have three characters hidden in the adjacent room with the following skills: teleport, teleport, mass corpse explosion. Clear mind is also useful so you can cast it on the character who's doing the talking to make sure they go first in the fight. Once the fight starts (hopefully your character goes first because they hit very hard otherwise) just teleport the two magisters onto the body piles and use the third character to explode them. Tada! You'll be left with two weak source hounds to deal with and a ton of XP.

                                                      • Anonymous

                                                        Vohrr has low magical armor, engage fight with magic damage on Vohrr, with archer (if you have one) deal physical damages on dogs+monk AND Charming arrow on Vohrr. At his turn, he Mass Shackles his own ally without Phys armor (dog+monks), just focus him to kill all the creep at the same time.

                                                        • Anonymous

                                                          Dunno why no one thought of it or wrote it, but don't even engage in talk. I just stood outside the cabin and teleported both white magisters outside on the beach, and killed them there with no problem... They didn't even try to run back or put up a fight.

                                                          • Anonymous

                                                            Split party , engage convo with one , teleport Nikor out to entrance of area , Vohrr didn't cast Mass Shackles ; all done in definitive edition .

                                                            • Anonymous

                                                              Mass explode traps is too powerful, didn’t even know Reimond tries to escape here. His magic armor and HP were gone with 4 traps and 1 fireball...

                                                              • Anonymous

                                                                You can teleport source hounds to the Shriekers to die there, but that does not seem to work with the magisters for some reason

                                                                • Anonymous

                                                                  In my playthrough Votrh got to have all the fun with the Black Ring prisoners, Reimond being preoccupied with matters at the bottom of the ocean off the coast of Driftwood, where I dumped his body shortly after my arrival.

                                                                  • Anonymous

                                                                    I passed the speech check with the Magisters, after helping them with the Voidwoken, yet they still decided to attack me (something like "wait a moment, I bet you're the reason, why the Voidwoken are here in the first place", I didn't say anything, that would give away, that I'm a Sourcerer, but they are Magisters, so I didn't have to, I guess, it's their job), no answer to them worked, the persuation check was successful with the sound confirming success, but they still fought us. Maybe it's a DefEd thing, I don't know, but in my playthroughs, there's no way to NOT FIGHT them, they will always go aggro for deeming me the reason for the Voidwoken showing up there.

                                                                    • In case you're thinking that if you avoid this quest that things will play out differently in Act 4, I can confirm it does not. I slaughtered all of the paladins at the bridgepoint (including the innocent dwarf) before entering the Blackpits which closed the quest. In Act 4 the guy in charge found out the incriminating evidence all on his own supposedly without your help and things progress the same as if you had done this quest.

                                                                      • Anonymous

                                                                        Nikor of the Black King has dialogue if saved, and will appear in Act 3 to vouch for you. You can kill him and his friends there if you want.

                                                                        • Anonymous

                                                                          With the way the Torturer talent works in the "Definitive edition", it's quite easy to not let Reimond escape - with it Rupture tendons goes through physical armor. Attack Reimond with some spells to lower his HP a bit, then rupture his tendons and let him bleed to death while running away. He left a nice long trail of blood for me and died at the end of it, in sight of the docks ... Other than that, I saved the Black ring prisoner as mentioned in one of the posts below - teleport them away before the fight, keep a character with Cryogenic stasis out of combat and use it to remove the shackles of pain. In my fight Vorrh also shackled Sir Lora :D.

                                                                          • Anonymous

                                                                            I was able to kill the silent watchers outside without even initiating a fight. I just kept attacking until they were dead, they just stood there.

                                                                            • 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. 2 for 1! Hope this helps.

                                                                                • Anonymous

                                                                                  1) you can kill the silent watchers outside without aggroing the fight 2) there are a bunch of free corpses nearby in the side room, 3) start teh conversation teleport the black ring guys away, to the docks 4) teleport the free corpses in the side room and the silent watchers all next to the two magisters 5) use mass corpse explosion corpse pile 6) thats it they dead just kill teh dogs and go talk to the saved ass prisoners

                                                                                  • Anonymous

                                                                                    Did it at lvl12. Had to fight them one by one. One keeper, the other keeper, the first dog, than start the dialogue, kill the second dog, teleport verrh to the shore, f*cking close all the doors and put crates in front of them to avoid the white coward run away, than nuke Reimond, and FINALLY nuke Verrh. Doing this, it's easy. In any other way would have been impossible at my lvl.

                                                                                    • Anonymous

                                                                                      Funny fight, after Verrh's mass shackle was a big bother since it doesn't seem to end ? the two first times I tried, I then got everyone but Verrh killed, even Reimond, who charged me instead of running off quickly like he does most of the time, then I fled the combat scene, and became out_of_combat, quick rest and then back to fight Verrh who was now alone, fortunately this time he didn't mass shackle the prisoners, only my mage, so I could quickly dispatch him :)

                                                                                      • Anonymous

                                                                                        After a few failed attempts to save everyone, I teleported both magisters to the quartermaster, got everyone in position to save the prisoners before they could run back to me, and on the first turn a hound shot and ignited the oil barrels, killing itself and the prisoners. Completely outplayed by a hound, I left it like that.

                                                                                        • Anonymous

                                                                                          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..... 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.....

                                                                                          • Anonymous

                                                                                            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.

                                                                                            • Anonymous

                                                                                              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.

                                                                                              • Anonymous

                                                                                                You also get 3750 exp for reading the "Scrawled Instructions" in the corner of the room near Nikor on the desk.

                                                                                                • Anonymous

                                                                                                  Every time I attempt Vorrh uses Mass shackles and I end up killing the black rings. Don’t know what to do lol.

                                                                                                  • Anonymous

                                                                                                    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. 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.

                                                                                                    • Anonymous

                                                                                                      At the docks, Reimomd and Vorhh killed all the black ring members then Reimonds *****ass ran off in the ship.

                                                                                                      • Anonymous

                                                                                                        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.

                                                                                                        • Anonymous

                                                                                                          on the docks go around the back and kill the one guy there. he won't fight back or agro the others so after killing him, go thru the door and start the encounter. It doesn't take much for Reimond to run for the boat like a b*tch so this is the best way to prevent his escape. he has some good loot so stun/freeze/teleport him. Cryo Stasis on the only Black Ring guy that matters after the other guy shackles them all.

                                                                                                          • Anonymous

                                                                                                            use source vampirism, which is learnt in the Powerful Awakening quest. Be careful not to approach from the front; teleporting behind them. Really does not work.

                                                                                                            • Anonymous

                                                                                                              Sometimes when killing Reimond he goes into a long tirade saying something like "This isn't over!" and a bunch of other stuff. Other times he just falls dead.

                                                                                                              • Anonymous

                                                                                                                You don't need to loot the mine to complete this. Once you defeat Vorrh and Reimond and free the Black Ring guys, just use the war owl whistle and return to the Paladin Checkpoint.

                                                                                                                • Anonymous

                                                                                                                  Adym Eastwin is also killed at the paladin bridgehead. He was instantly killed just before the fight started and I approached with my party.

                                                                                                                  • Anonymous

                                                                                                                    The Silent Watcher at the front of the building can be teleported away and murdered. He won't even begin to fight you. However, trying the same with the source hound will begin the huge fight.

                                                                                                                    • Anonymous

                                                                                                                      The journal entry "Two White magisters mentioned how members of the Black Ring were being used..." is totally bogus. There are no "two white magisters", before or after the Gwydian Rince / Jonathan fight. There is only an axeman at the camp near the docks building, and he joins the fight when you engage Jonathan.

                                                                                                                      • Anonymous

                                                                                                                        to handle the prisoners: it's actually fairly easy to do if you use the conversation lock teleport.
                                                                                                                        1. 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.
                                                                                                                        3. finish the fight.
                                                                                                                        4 leave someone with shackles of pain with the prisoners and walk down to vorrh.
                                                                                                                        4. 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.
                                                                                                                        5. kill vorrh.
                                                                                                                        6. talk to the prisoners

                                                                                                                        • Anonymous

                                                                                                                          To save all the prisoners
                                                                                                                          while one of your chars in dialogue have other 3 kill off the 2x hounds and 2x silent idiots.
                                                                                                                          still teleport the black ring prisoners outside, put the two oil barrels nearby Vorth, explode them near him while still in dialogue because most other attacks wont reduce his health
                                                                                                                          have a character with "set silenced" spell like "vacuum touch" from airbased spells right next to Vorth, better have that char immune to fire and have high initiative to take action before Vorth
                                                                                                                          have that char hit Vorth with set silenced effect spell and he wont be able to use MSOP in his first attack, your other 3 chars should attack him and kill him off before he gets to have a 2nd round
                                                                                                                          it would be best if you start the fight after lvl 14 to increase chances of success

                                                                                                                          • Anonymous

                                                                                                                            So, I teleported the hostages to safety, won the fight with the dialogue-lock technique, but the hostages still miraculously died outside, untouched. I guse cheaters never prosper. OR those mf's were never supposed to live?

                                                                                                                            • Anonymous

                                                                                                                              You can kill the 2 dog + 2 guard during the dialogue with your other 3 people (bit cheesy tho) during the real fight you can shackle on the prisonner to overwrite the magister one (i had 2 necro so i saved 2 of them)

                                                                                                                              • Anonymous

                                                                                                                                Anyone have a bug where you can't see and or target the damn Shriekers at the docks or the one down in the mines? I can't destroy them because I cannot see or target them :(

                                                                                                                                • Anonymous

                                                                                                                                  They have since fixed it so that you can't teleport the black ring prisoners away to safety. There is no range on the magisters shackles of pain ability. Put them on the dock next to the boat and teleported him outside the other entrance of the house and it still won't break it

                                                                                                                                  • Anonymous

                                                                                                                                    I was staging block stairs and ladders, removing the oil barrels so it wouldn't harm the Black rings, when I accidentally dropped a barrel on a hound, since the Magisters were talking with one of my characters they didn't turn hostile, so I killed all monks and hounds and when my other character was done talking I didn't have to worry about the lack rings.

                                                                                                                                    Pro-tip: kill the black rings yourself, idk if in battle they will give xp, but the info they share isn't that important

                                                                                                                                    • Anonymous

                                                                                                                                      am I the only one who didn't think to bother saving the prisoners but barricaded the docks so the magister couldn't get on the boat and do god knows what other than deprive me of his loot and xp? and even then a watcher broke the packages after 2 turns. Bring some method of immobilization. Spider legs are wonderful.

                                                                                                                                      • Anonymous

                                                                                                                                        Rather than teleporting the prisoners, alternatively you could teleport the two white magisters away and gang up on them before moving in to rescue the prisoners.

                                                                                                                                        Make sure to teleport them, especially Vorrh, far away from the warehouse so he won't hit the prisoners with shackle of pain. The location near the talking turtle would be ideal .
                                                                                                                                        (they are both talking so the fight won't be triggered immediately by teleporting them) .

                                                                                                                                        • Anonymous

                                                                                                                                          If Vorrh is charmed during his first acting turn he will fire the MSOP spell but it will fizzle. I recommend magical nade/arrow followed by charm nade/arrow on your highest WIT character.

                                                                                                                                          • Anonymous

                                                                                                                                            I tried the teleport trick, and the Magister's Mass Shackle of Pain affected the Black Ring NPCs even though they were about a screen's length away from the building. If you try that, move them farther.

                                                                                                                                            • Anonymous

                                                                                                                                              Well. I just teleported the black ring people out of the building. Then I killed Vorrh. One the prisoners were free, they attacked me. Not sure if that's an update or what. But if that's always the case, I say let them die. Ungratful bastards

                                                                                                                                              • Anonymous

                                                                                                                                                BEWARE
                                                                                                                                                i've been to the blackpits harbor, and kill the two white magisters BEFORE meeting paladin Thorn,
                                                                                                                                                now the quest is bug, i already have all the proofs, but can't send the war owl
                                                                                                                                                i can't tell him directly what i discover.. shamefull bug

                                                                                                                                                • Anonymous

                                                                                                                                                  Well if you want to fight on harbor without using teleportation on prisoners, you can cast your own shackle of pain on those prisoners to break Mass Shackle Of Pain (Need to cast 3 times). I got whole team with this skill so Mass Shackle Of Pain isn't really a big deal.

                                                                                                                                                  • Anonymous

                                                                                                                                                    I didn't have any Quartermistress Anna where she's supposed to be (At the entrance of the mines), where could she be exactly if not there ? Inside the mines ? Or did I kill her some place else ? Can she be outside somewhere else ?

                                                                                                                                                    • Anonymous

                                                                                                                                                      The eternal fight on hard mode is bullshit, 2 turns and 3 deaths... with guys on 16 level, against 14, good luck on honour mode.

                                                                                                                                                      • Anonymous

                                                                                                                                                        Magister Reimond fled at the start of the battle with full health/armor, I guess cause I closed the door to make whoever goes through first waste a turn. Anyone know if he pops up somewhere else or is just gone?

                                                                                                                                                        • Anonymous

                                                                                                                                                          Will I need The Black Ring Prisoners after the battle? I did the technique of teleporting them out (because I advanced to that section without Source Vampirism, I didn't end up taking the Shriekers on the docks out). After I finish the battle and go to the beach, all three walk straight into the Shriekers. Will they be present later in the story? Don't mind the spoilers, just want to know before advancing on without them.

                                                                                                                                                          • Anonymous

                                                                                                                                                            What's the use of the War-Owl Whistle? The Paladin gives it to you and seems to expect you to use it but apparently you don't?

                                                                                                                                                            • Anonymous

                                                                                                                                                              I've killed the eternal, looted everything and left. But when I went back to the Paladin checkpoint nothing happened and the quest is stuck. Any ideas or is it bugged?

                                                                                                                                                              • Anonymous

                                                                                                                                                                In the harbor pre-battle, if you want a safe way to save the prisoners you can run around to the back door (the guards won't aggro) and teleport each Black Ring prisoner to safety. The magisters will (disappointingly) not react to it at all. You can then initiate the battle without worry of the prisoners dying or getting mass shackled, assuming you want to save them :P.

                                                                                                                                                                Additionally, you can place the massive amounts of oil barrels all throughout the building and harbor and watch the fireworks :D

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