Sirian's Page
Diablo II Expansion
Subpoena, Master of the Summons


Normal Difficulty


ACT TWO
So on to the desert. P was clvl 15, with 25 Strength and Dex, 35 or 40 Vit, the rest Energy.
Skeleton Mastery @ 7+1
Raise Skeleton @ 1
Clay Golem @ 1+1
Golem Mastery @ 4
Raise Skeletal Mage @ 2+2

Wand, +2 Skel Mage, +1 Clay Golem Totem, +1 Skel Mastery
P's math was, for the moment, at the top of the curve. He had no skill points saved. He had a strong golem, four mages, and getting the most out of his skeleton mastery. The mages were ripping through targets. (Well, OK. Considering no merc and no curse support and P just standing around giving orders, to him, this was ripping. Someone else might have thought it a little slow).
As such, I have little comment regarding the early part of act two, which was completed like clockwork. No bumps in the road, just steady progress. P's force was more than a match for the opposition. Andariel had been a most worthy opponent, but nobody in the sewers or desert could stand up. Radament, sure he's got lots of health, but with all his minions turned against him (by raising them the moment they hit the floor) and a golem who didn't crumple immediately when breathed on, well... Rad was no problem.
Now vultures, those are usually fodder for iron maiden. They will suicide in one swipe. They are talented at smacking skeletons around, but the mageshot was smacking them around in turn, and they weren't even coming close to killing one of P's army for every bird shot down. Two magic resistant vulture bosses gave me interesting fights, but only because it took a little longer to finish them. Creeping Feature, down in the Stony Tomb, polished off three or four units with his death splash. That was the worst casualty rate early in act two, and replacements were recruited immediately.
In the Halls of the Dead, P had to move uncommonly slowly. With no Terror on hand, no Dim Vision, no direct means of extricating himself from a mess, it just wasn't prudent to charge through doors past skeletons, into rooms possibly full of enemies, to try to get to the Hollow Ones. So... it became necessary, at times, to employ a sort of Scorched Earth policy -- I'll call it the Corpse Earth move. In a hallway, with one Hollow One, a few Returned, and maybe a couple bats or cats, this wasn't required. At almost every doorway, though, or any place where two or more Hollow Ones gathered (and many skeletons with them), Corpse Earth was often the order of the day. Attrition was the plan: starve the enemy of bodies to revive. P would revive them first, raising Skeleton Warriors from every enemy skeleton that hit the floor. As time consuming as this was (and mana hungry) it was faster and safer for P than any alternative I tried. Terror could have sent them all scurrying. DV could have shut them up while I targetted their master. No go. These peons had to be dealt with, as ignoring them was just too dangerous for P. So... there were many battles wherein a tug of war was engaged, and P could only move on to fight the mummies after the revivable minions had been thinned or, in some cases, eliminated entirely. This left huge patches of gore splattered across the floor. At times, the enemy was being shot down faster than I could raise them, even just standing there casting over and over nonstop. My boys would just have to rekill any that were revived. The mess it left... had to scorch every corpse, sometimes. Corpse Earth.
Down in the Maggot Lair, P got hold of some Blood Golem. I made the switch from 1+1 Clay to slvl 1 Blood. The thing is, though, that golem melee damage is sad with low level in golem. Golem Mastery does not help in that regard. Blood Golem was better than Clay, but not by much. Later on, that amount of damage will be next to irrelevent. My skeletons were faster melee killers. No joke. But so it goes.
With no Iron Maiden loophole in play, P sometimes suffered damage as his BG suffered. Poison was the silent leech, but firewalls would become problematic too. Luckily, raising a new BG cost only mana, not more life, so I did that from time to time as the one got into trouble. Funny thing, though. The poison gas bombs of cats in the Lost City did not always affect P's minions. In fact, most of the time, it took a direct hit to poison them. Very strange. P himself spent a lot of time green, though. He had no trouble breathing in several metric tons of that stuff. In the Viper Temple, no need for Corpse Earth. There were Embalmed and lots of snakes, no Guardians. The LEB was of some concern (LEB sparks plus Blood Golem = ouch, and skel mages die easily to stray sparks) but P got through it without any dire pains.
The Palace was surprisingly slow going. By now, P had slvl 8 Golem Mastery, more than doubling his golem's life. A Blood Golem with over 400 life, well, let's put it this way. Skeletorr considered a clay golem with 300 life to be rather surprisingly sturdy... in HELL difficulty. 400, 500 life in normal, that was an invincible tank. Mostly.
Entering the Arcane Sanctuary, P spotted a Monster Shrine and triggered it. Cool, I thought. More experience, free treasure. Heh. Um, not quite.
The random boss turned up Holy Freeze enchanted, and he quite nearly humbled me. P's golem got whacked pretty hard, and this guy and his pals forced me back almost to the waypoint. Oops. I managed to make a stand, but it was an exciting minute or so. I can't ever afford to forget that P has only his minions, nothing else. Nothing else AT ALL. There's no help for him if he gets swarmed, and there's no support for the minions if they get mobbed either. There will come a time, somewhere, somewhen, in which P will have to write off HIS ENTIRE FORCE and clear the Hell out to save his own skin. I was thinking maybe late Nightmare, but this encounter had me wondering if times like that might not be a lot closer on the horizon than that. Hmm.
The Summoner turned up in the first quadrant P cleared, the same one with the monster shrine. Oh cool, not too many minions with him. A couple goats only, and one ghoul. Piece of cake.
Er... OUCH! I was quite stunned to watch P's life orb go from full to, like, almost zero, in an instant. WTF? Wow. Firewall ate even 500 life Golly just like that, and P suffered 30% of that damage through the blood link. Ow. Oucher. Owie. Ooh. Ow.
OK then. BG's out, say Hello to Clay Golly. Also, don't mind me while I gulp one of these full rejuvs from my belt. Ah yes, sweet sweet wine! (Have I mentioned how nice it is to not be concerned about saving up rejuvs? Being able to make them out of three minor rejuvs is one of the best additions in D2X).
Well that tears that. BG = danger. Once I get Iron Golem going, Blood shall not be heard from again. I'll run Iron as default, Fire as alternate, and Clay as emergency spam material, but no Blood Golem. Anything strong enough to discourage me from using Iron and Fire, and force me to spamming, is too strong for Blood anyway. I'd only suicide myself, or nearly so. Yeah BG may be hot stuff with the IM bug, but without it, it's got some problems.
Clearing the rest of the Arcane was NOT quite fully routine. By now, P's math advantage is fading out. There's been no upgrade to my skeletons since the start of the act. In fact, at this point, I've traded in my wand for a Graverobber's Wand of the Wraith (the lifesteal was useless, but it made for a nice red color). This meant +1 to the entire Summoning Tree, which was a good thing. An extra level of each mastery, an extra skeleton warrior, more damage on my blood golem. But it came at a cost: one less mage. Thus, with only 3 magi now, the pace actually SLOWED a bit. I didn't care. Just get me to clvl 24 please.
P's barely clvl 21 now, with three long, long level ups to go. I should get more than one just clearing out the Canyon and tombs -- probably one and a half. However, if you don't know, each level up requires like fully a THIRD of ALL previous leveling combined, to reach the next level. Thus, to level three times means more than doubling your current experience total. So... if you are sandbagging, and especially in single player where there are no experience bonuses of any kind, well, it takes a lot of extra killing -- a whole lot -- to stop and level. I'd bite the bullet this time, though. It was part of the char design.
On into the tombs now. Ouch, a LEB. A LEB for whom I had to employ Corpse Earth just to reach him. This is also a really large tomb, must be Kaa's hangout. So I have another of these fights to "look forward to". Yum.
I must say, that battle took quite some time and patience, and then my BG ate sparks and P had to drink potions. "Snot Blister", what an appropriate name for that bastid. Heh.
Corpse Earth was common practice in these tombs. Lots and lots of burning dead to wade through, and none of them worth jack for experience, because P was too far past their mlvl. At least in NM and Hell, these guys score you experience for killing them. Good grief. In Normal, they might as well be maggot young or flesh worms, for all they are worth.
Kaa's troop forced me to Corpse Earth the place, yet this ran me dry of recruit possibilities. (With Apparitions in play, there was just NO WAY to allow them to be revived. They were too hard-hitting, too dangerous). One problem with the Corpse Earth tactic is that you lose the ability to handpick your corpse targets. Live enemies mixing with dead bodies just clutters the game engine somehow, leaving you no way to "save" particular corpses, such as those that can't be turned against you with enemy resurrection. You end up having no choice but to scorch EVERYTHING if you want to end the cycle. Just clicking to use a corpse, it will use up any nearby if there's no corpse in the exact spot you are clicking. Blah. Such lack of precision sucks, IMO. They should have been able to do better. Yeah, maybe that works nicely for CE players, but P considers it a disadvantage to him. I wonder how that's going to play out when I get to Revive? Guess we'll find that out soon enough.
Anyway, as a result of the inability to save some corpses, P ran completely out for the first time ever.
Fortunately, Kaa was half dead by the time all the mages wiped out, all his minions slain, and all the bodies used up. Still, that left P with nothing but golems, and frankly, it was SUCH slow going with the Clay golem that I opted to use Blood and just drink reds to make up for my resultant health loss via the blood linkage.
Below, you see a patch of Corpse Earth. This was a typical example of a fight between P and four Unravellers. At least two dozen enemy corpses had to be scorched on that one patch of ground.
Clearing all the tombs left P at mid clvl 22, a level and a half to go. How should I go about this? Hmm? Clear the canyon a thousand times? Fight in the Arcane? I decided to go treasure hunting. I'd clear the six gold chests in the false tombs over and over, and just keep doing that until I got to 24. How long could it take anyway?
Treasure Hunt One now done, still clvl 22. Arg. Treasure Hunt Two is through, and P has leveled, but he's still low on 23, a long way to go. Arg.
Treasure Hunt Three, and like the Owl trying to get to the center of the Tootsie Pop, I'm losing patience. I want to bite through and get it over with. So... screw it. I cleared the True Tomb again, and just cleared the other tombs, too. Just clear it all out, dammit. Clear clear clear, kill kill kill. "Are we there yet?" Dammit, even when I plan to level like this, I just can't stand it! :) I tell you, I'm starting to wonder how I'm going to keep my sanity through multiple runs through the Steppes, Plain, and City, and perhaps the River. That's going to take a lot of runs to get to thirty. A whole lot. And all this leveling here is going to mean diddly squat, too. That's the most annoying part of "leveling up". The "advantage" is very fleeting. Five levels later, it's just a blip on your character history. A whole level now will be a tenth of a level later: the equivalent of one or two good Experience Shrines added to your result. Blahhhhhhhhhh.
Anyway, STILL not to clvl 24. So... Treasure Hunt Four. I wish I could say I turned up worthwhile treasures. Well, maybe a couple charms I kept. Otherwise, no. It wasn't TOO bad, I did enjoy playing. But I was quite happy to reach clvl 24 finally, and say goodbye to Tal Rasha's tombs!
IRON GOLEM! Greetings. Slvl 1+1. Duriel is going down. P fashioned his first golem out of a Voulge, then made a beeline for the Orifice chamber, which was already cleared and waiting. P took along seven items to make more golems, all weaponry. I have Town Portal hotkeyed to my ASP key (spacebar) and I expect to have to use it, since I will likely run out of golems. However, I can only carry what I can carry. So here we go.
Into the chamber, and while Golly #1 absorbs the charge, and my three mages are shooting up Duriel, P drops one weapon right there, then walks away a bit and starts dropping the other weapons in a pile. Golly #1 is smacked into next year, so P summons #2. One two is lying in a heap of scrap metal, Duriel eats all my skeletons. *sigh* Ah, but the good news is, he is down to half health already, or close to it. Golly #3 gets charged and bitchslapped. He didn't last long at all. Yikes. The rest are there in a pile, though, and Duriel is doing himself some sizable injuries now. The fight ended with one item left to spare, a stack of balanced knives.
Amazing what a golem with 900 life can absorb. 900! Good grief. And check out Golly's portrait! He even LOOKS like a linebacker! Sam Huff would be proud of this kid. He knows how to tackle even the big ball carriers.
Well now. P has overcome the first two prime evils, and it's on now to the Jungles of Kurast.

ACT THREE
Skeleton Mastery @ 7+2
Raise Skeleton @ 1+1
Clay Golem @ 1+1
Golem Mastery @ 10+1
Raise Skeletal Mage @ 2+1
Blood Golem @ 1+1
Summon Resist @ 1+1
Iron Golem @ 1+1

Wand, +1 Summoning Tree Totem, +1 Skel Mastery
With Iron Golem on hand now, the math is back in my favor, and how.
You see, although the Iron golem itself never improves its life or damage, you CAN continue to improve it over time. The item you use to fashion the golem matters. The game treats it similarly to as if the golem equips the item you use to create it. Thus, if you use an armor, your golem gets more defense and any resists or other bonuses (even gem/jewel/rune bonuses). If you use a weapon, the golem's melee damage is improved.
At the Lurker Lounge, Peter Hu (Blizzard North programmer) explained some of the mechanics involving Iron Golems and the items used to summon them. Iron Golem defense is 111 base. The defense of any item used to create the golem is added. In most circumstances, this extra defense is actually counterproductive, since any use of the golem at slvl 2 or higher is invariably intended to make use of the thorns damage. (That's certainly the case for Subpoena!) Fewer hits on the golem = longer time taken to dish out damage (which IS a problem, when things like ranged attackers and monster regen are factored). If a players wants his iron golem to tank for revives, skel mages, or party members as its primary role, he may want to make the golem out of armors. For all other applications it is better to make them out of weapons. Even the worst cracked dagger is superior in this regard to the best elite armor.
PHu said that the golem essentially "equips" the item used to create it. So for ALL weapons, this adds to the golem damage. If the item has gems in it, those will be put into force. So will most other affixes on the item used, including resistances, reduced damages, chance to cast on striking or being hit, etc -- although some affixes like mana steal won't apply. (Would be nice to know which affixes won't work, but I don't have a list, not even a partial list).
Many iron golem users used to believe that only the item affixes mattered, not the base item type. Players used to buy cheap white items to make golems -- however, that's no longer possible after act two normal. So it's wise now to stock up surplus weapons (cracked junk, even -- a cracked pike beats a Cruel dagger in total damage) in town, to stockpile many such if going to use Iron Golem as main attack against an act boss, and to save one or two weapons to carry over to the next session so you can get started without spending gold. It's also not a bad idea to pick up any weapon that drops and carry with you temporarily in case you run into a boss and your golem gets killed, you can make a new one instantly.
I believe it should be noted that as better and better weapons drop, there is more and more potential to increase your golem's melee damage, and that this is (generally) preferable to increasing his defense. Also, while Ethereal items make those cool-looking translucent "ghostly" golems, they don't seem to have any other special effect, and act just like any other weapon used to create a golem, so they aren't always the best option available.
You CAN use throwing weapons to make golems. In fact, those are a favorite item of mine to carry over to the next session, since franciscas or balanced knives only take up two slots. I have tested with all kinds of throwing weapons, and they all work.
Also, plated belts DO work. Gloves do not.
As for expansion items, these do not work: charms, jewels, sorcie orbs, shrunken heads, and some barb and druid helms. For barbs, the jawbone and fanged helms DO NOT work, but the horned helms DO work. For druids, wolf and hawk helms, and antlers, DO NOT work. I haven't tested the other helms yet.
All class-specific paladin shields do work, as do all assassin claws. (Claws make a great choice, since all the ones without skill bonuses are worthless anyway, and they don't take up a lot of space -- you can drop a bunch of them in piles in Mephisto or Diablo's chambers or around the summit before you wake the Ancients, much easier than you can larger weapons like mauls and polearms, which otherwise make excellent golems). I have not tested amazon items yet, and won't hazard to guess. Circlets also work, and can be a prime choice for defensive golems, with resists or damaged reduced, or may have damage boosts -- or in some cases, both.
I do not know whether or not shield blocking is applied to the golem if you make it from a shield. I also don't know whether or not the innate bonuses from paladin shields are applied, but if I had to hazard a guess, I'd guess yes.
In any single player or private game, blue items can be left in town with complete impunity, they won't vanish on their own, so that magic claw, axe, gladius or throwing weapon that otherwise would be useless could be stashed in town without having to concern yourself with visiting town often enough to "keep the items alive". For P, I store almost everything. Cracked swords and throwing weapons are among my favorites, since they take up less inventory room.
Every item in the game is flagged as Metal or Not, and all of that is solely for the benefit of the Iron Golem skill, as far as I can see. This skill got a lot of care and attention, and it's a hoot to use. It's enormously party friendly, since you can have your thorns out there and use other curses like Amp, Decrep, Dim Vision, or Lower Resist, instead of IM all the time. Amp + Iron Golem and Revive is now much more effective (with the global resists) than Revive + Iron Maiden.

Do golems continue to scale up in health in multiplayer games? As in, to get bonus life when more players join the game? I believe they do, as of 1.08, but with continual server-side changes, all undocumented, you just never know what game you're actually playing any more. I don't believe that any minions should scale up in health in that manner. Make them tougher if needed, but don't scale them. After all, Shiver armor and Iron Skin don't scale up. Slow Missiles and Avoid don't scale up. Why should minions scale up? It's ONLY because Blizzard is sloppy. However, if they DO still scale up, then you are likely to have some very sturdy golems running around, which never die. In those cases, it would benefit you (perhaps) to spend money on a strong item out of which to fashion your golem, since he'll be with you the whole game session, or at worst, large chunks of that session.
For P, it's just the opposite. Oh sure, his golem is inordinately tough here in Normal, but there's no scale-up, and the enemy hits just as hard here as they do in multiplayer. Also, where Blood Golem thrives vs normal, weak opponents, able to steal life and sustain itself, Iron Golem has only a very slow regenerative process, ala Rogue mercs, to restore its life. The only ways to heal your golem are with a well, or a visit to the healer in town. Now I'm willing to visit town often (I scavenge almost everything worth 1k or more, plus for P, I now stockpile surplus weapons). However, with no curse support, no allies, just a few skeletons along (at this point in time, no Revives yet), Iron Golly is all I've really got here. He's my army almost all by himself, and he takes a lot of heat. Thus, I use him up sometimes.
So I don't take any great pains to give him special damage. His melee damage, frankly, pales compared to all the thorns damage he dishes out. Here in normal, it can be impressive to make him out of a maul or pike, but I don't worry about it. If Golly gets trashed in a tough fight, well, I'll use whatever is on hand to summon another one. I'll carry whatever cracked trash I find and use that if I need to. As much as its nice to have a golem with strong melee damage, the most urgent thing for P is just to have a golem AT ALL, and so it's almost as common to have one running around made out of a cracked longsword or stack of throwing axes, as it is to have one made from a Brutal Spetum or a socketed maul. Sometimes I'll remake him when I get back to town, and sometimes I don't worry about it. Like I said, it's not as big a deal as it looks at first glance. The thorns are the real damage dealer there. Among the few times when thorns can't help, like with fetish shamen, oblivion knights, and skeleton archers, I'll have to rely on revives or, if need be, skeleton magi -- or I can take special care to use a stronger weapon at those times, for golem-making. Or I can switch to fire golem. :)

One thing that can be frustrating is finding a unique item... that is also ethereal. Arrgh. :)
Old Buy-a-Vowel here, Sszark the Burning, smacked Golly into next summer, but being the cowardly spider that he is, he then fled to a corner and died ignominiously by way of mageshot. His revenge, drop me that useless belt. Not that it would have been useful to P even had it not been ethereal, but just made the insult even worse.
One thing of note. See those charms? P will have to limit his charms. That's about the max he can carry, since he has a need to deal with more items to maintain his golems and stockpile spare materials.
In the Great Marsh, P found the nicest jewel I have yet seen. Too bad I don't have any mercs to use it on, and have no use for it personally either. It will likely get sold at some point, or perhaps used to make a golem.
Observant veteran players may recognize Tal and Eth runes in my stash, paired and waiting for the next patch, when I intend to make a Stealth Runeword armor for P. He won't mind an extra 25% bonus to casting speed, run speed and hit recovery, I must tell you, not to mention the minor blocking boost of 6 dexterity, and the poison resistance and mana regen bonuses. (Why oh WHY did they decide to shortchange the MAJORITY of their customers, single player users, by reneging on their promise to include runewords. People who never patch at all get ripped off -- and there's NO way Blizz can claim in this case that they "waited until the game was ready" to release it. They moved it out the door prematurely. Why? Who knows. I'm sure many on the design team would have preferred to finish it first, but somebody decided it was shipping first half come Hell or High Water, and that's what it did. Now they are delaying and delaying the patch, and there have been times I regretting buying D2X on the promise that it would be patched for single player "within a couple weeks". Six weeks is not "a couple weeks", Blizz. Yet another promise broken! This patch better be worth this wait.)
Also in the Marsh, P found a new totem: zombie head with +2 Skeleton Magi and +1 Clay Golem -- the exact same stats as he had on his old wand -- along with +1 to Dim Vision. Well, that one will get ignored. P is summoning-only. But I'm not throwing this item away just because it has a feature I don't want. (Some members of my D2X EST growl a bit when they have to discard "illegal" items with illegal bonuses, but... that's a whole other situation. Team variants let you rely on your compatriots, so it's not game-breaking to have to wait for just the right items to come along. :)
So P now has five magi, and the math is going well for him. The extra shooters help a lot, actually, since they take heat off of Golly in addition to killing faster.
The Witchdoctor's crew burnt Golly to a cinder, so for once I had to spam some Clay golems in there to tank for the mages. Worked out nicely.
Below, you can see a nice flower pattern of corpses, as Sarina's maids dropped where they stood after surrounding Golly. They gave him quite a beating, but he was up to the job.
In the Disused Fane, I forgot what the Hell I was doing and almost got P pulverized. Yikes!
That screenshot shows the situation AFTER I wiggled out of the near-swarming I suffered by charging in there. Fortunately, those vampires don't have a killer melee instinct, or this WOULD have been P's first death. It was close, even so, with several potions used, including a full purple.
I must remember that for all of Golly's toughness, P is still just a variant necro with very limited options. I have to maintain frontage at ALL times. In fact, that's half the fun of this character, managing the dynamic situations of tactical combat. As long as Golly can tank the entire enemy force, I'm just peachy keen. If he is overrun, or if he is flanked, then it's trouble. I can sometimes open and maintain a second front using skeleton warriors, but not against the tougher foes. I can foresee a time, perhaps coming soon, when any flanking of the Golem will mean the complete collapse of P's position, requiring the abandoning of ground, to fall back, summon a new golem, and establish a new front. I just hope Revives will take some of the heat off of Golly. He gets rather pounded by magical attacks, against which his thorns do not retaliate.
Fortunately, I had a couple of junk weapons onboard, because I needed them. Three iron golems died here, and many mages, but a victory was finally secured.
Here's what a full clear shot of the sewer looks like (Ember hopefuls, take note):
P had to use more Corpse Earth here, but such is the nature of the beast.
None of the remaining temples lived up to the threat level from the Fane. P worked through them, and he did remarkably well in Travincal, despite heavy enemy magic use. The Council all bludgeoned themselves to death on Golly's Thorns, although it took some mage help to deal with Toorc's stone skin.
The Durance was a ready supply of more golem fuel. Lots of junk items there: weapons to make golems, armors for raising funds. Fights weren't too bad, either, since there were no shamen types around to force me to scorch the corpses.
So we come to the big dance. There's an unexpected guest at the party, a cursed Blood Lord boss. As Golly bravely charges in, he is spammed with firewalls, cursed, and they start whacking off his limbs. Ack! P hurriedly dropped a few extra weapons he had and backed up a bit.
Three dead golems later, P's force stood victorious. He raised new magely recruits and prepared to tackle the now misnamed Bremm Sparkfist. How does P prepare for a large fight? By planting the seeds that can grow into reinforcements for Golly, of course. (Perhaps if P ever changes his nick-initial, he will change it to Johnny Appleweapon).
Does anybody else miss the old Sparkfist? *sigh*
Maffer was no problem. He was all too eager to dispatch himself on thorns. Voidbringer put up more of a fight, and his blood golem pals burnt up a few metal troops. So it goes. By now, P has three or four caches of weapons just lying around. Wyand was going down, it was just a matter of time. Finally he expired. (Have I mentioned yet how much I appreciate the removal of healing from Teleportation bosses? Much tedium has been spared).
Time now to prepare for the big hissing one. The first of the brothers is about to die in vain!
Two dozen golems. Will that be enough? Guess we're going to find out. :)
#1, #2, #3. ... #4, #5, #6. ... #7, #8, #9. ... #10. Will he ever die? If so... when???
SMACK! #11. SLAP! #12. (This reminding you of an old Adam West Batman fistfight? KAPOW! BIFF! SLAM!) #16...
Seventeen golems. Meefy and Golly One-Seven perished together in a rosy patch of Thorns.
Still a few Blood Lords in the back row left to eliminate...
Well well. So far, so good. Next up, Act Four for the next eon and a half, trying to get to clvl 30 before P has to confront Oblivion Knight bosses. Yum. P saved himself a couple stacks of balanced knives and magic throwing axes as starter fuel for the next round.
Subpeona will see you on the flip side of this glowing red portal.

- Sirian



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