divinity 2 what to do with the soul jars

This guide was written by Drakus. You can read the original guide on the divinitiy original sin two steam community hub.

The Hold

This is where you will get-go later on Character Cosmos (Maybe non for undead or Fane, Unsure yet). Y'all'll be collared which prevents Source Magic before your character even wakes up. But this is simply the beginning.

I will not be including the personal quests of the Origin Characters in these sections but volition make annotation of specific places where if you lot have an Origin Character on your team, you might need to be enlightened of certain things.

Regardless, you should outset talking to the Magisters on the boat. Except for Payde, exercise not talk to him yet. You can boodle the areas y'all can go to including barrels and such to trade for things you do want. Like starting armor, or weapons, or healing items. Nonetheless, unlike the Early Admission, NPCs do Not retain everything you trade to them. So continue the important stuff in your own inventory, such as your backpack, resurrection scrolls, healing items, and possibly most chiefly at least one Bedroll.

Once y'all are done with that, decide if you want to impale the magisters or not. If yous do want to kill them, you lot tin be sneaky virtually it and close the doors allowing you to choice off Waters and Siwan without the others noticing, then maybe have on Cadoc and Marel at once if y'all are feeling brave, earlier trying to take on the larger grouping in the chief Property area.

You could additionally open the door next to Payde by talking to him, and once all the Magisters are aggroed run in and bring Windigo into the fight. She will immediately kill all the magisters except for Siwan. Regardless of how you handle that situation, you tin go on onwards to the adjacent floor past witnessing Windigo go crazy.

On the next flooring, there are a number of chests, magisters, and even barrels and crates to loot. But don't forget to suspension into the locked room. You should bargain with the Source hand earlier that if you intend to kill those magisters, but it's entirely possible to persuade them besides preventing whatever combat from occurring. Though you could only kill them after even with that existence done.

At that place will be a Magister with a note and key in their inventory behind a minor wall of fire. Get that key and open the door with a skull painted on it to witness some tentacles breaking into the transport and releasing some deathfog. Practice not enter the deathfog if your character is living. Undead are unphased by it.

You lot should proccede to the Deck at present where you'll exist attacked by a couple voidlings. Dispatch them, before deciding if you want to attempt getting the EXP from the helm and Magister Knight at the helm of the ship. If you act quick, or summon your incarnate near the oil barrel, yous can intiate combat before the tentacle can ignite the oil and kill them both.

Go interact with the lifeboat afterwards, and hold to go rescue the others. Utilise the ladder to return to the starting time part of the ship, and dispatch the Voidlings that appear here. With them dead, should Magister Siwan yet live you'll accept a chance to go endeavor to help her if you so desire or go on out to go for the life boat. Either way, you will end up at The Starting Beach afterwards.

End of The Agree

Currently, the most corporeality of experience yous can go out The Agree with is iii,100 giving yous a stiff start at level two, and ane,100 EXP towards level 3. Gold and items are highly variable, but if you are lucky yous can go out the ship with a total fix of level ane bones gear. Weapons included.

Fort Joy Beach

- ane,420 Potential EXP

Fort joy beach

Fort joy beach

You lot'll arrive on the shore regardless of where you were when the boat sank. Gather your bearings and unlock the nearby waypoint before exploring the full general area. There is a boy named Tam, every bit you lot should do with every NPC you come across, talk to him, merchandise with him. You never know when a NPC has something of value, and if you were hoarding things from the gunkhole, this is a good chance to offload the useless stuff for something that might come in handy.

You should quickly spot a couple of voidlings forth the beach, impale them. Once they are expressionless, you can go talk to The Reddish Prince if you desire, or completely ignore him if y'all'd rather not (Or someone in your party is playing him). You can go on exploring south until you reach a wall, I do not suggest entering here yet, and carefully avoid getting too close to the group at the gateway as you explore.

Y'all should quickly spot a couple of voidlings forth the beach, kill them. Once they are dead, you lot tin can go talk to The Red Prince if y'all want, or completely ignore him if you'd rather not (Or someone in your party is playing him). You tin can continue exploring south until you reach a wall, I do not propose inbound here yet, and carefully avoid getting too close to the group at the gateway as you explore.

That lady is Dallis, and you'll be giving her a existent bad time soon. But not notwithstanding. Right now you demand to focus on getting equipped and getting stronger. At that place should be a barrel virtually the broken bridge, be certain to gather the Yarrow Flower growing near it. From that butt head eastwards, by now a Black Cat should take started following you.

The Cat can become a summonable if you tin can keep it alive through the entirety of Fort Joy and make it to the Hollow Swamps with the cat. Regardless near hither should be two digging spots. One will have the Dusty Pouch. The other will have the Freshly Cached Corpse. If you cannot dig for some reason, the heart section of the cleaved bridge has a shovel on it you can collect and use to dig.

Once you have those, travel closely along the wall on the east side of the Beach, you should notice a Hidden Apse and a tree that has a Chest hidden backside information technology. Collect the boodle from the chest before heading into the Alcove. You lot should see Fane momentarily and can decide if yous want to talk to him or non.

Once finished with Fane, you can either ignore the toxicant and power through it to climb the vines, or you tin burn it away letting you climb without getting poisoned. Coral and Unnis are here. Talk with them both, be nice to Coral and take reward of Unnis for some pocket-size goodies and EXP.

Continue past them to accomplish the Turtle Beach function of the area where the three turtles will attack yous. Kill them before exploring the beach, there is a dig spot hidden along the shoreline closest to the east side, and a locked breast on the west side.

With everything y'all tin currently achieve looted, you can either enter Fort Joy Ghetto via the front end gate where the big group is at, or you can climb up the ladder that is somewhat hidden merely west of where the grouping is at. If this is your get-go playthrough only go through the gate as there is lore to be learned, just exist enlightened yous miss out on a Unique Detail, Achievment, and a decent Clamper of EXP if you fix off this event now. Taking the Ladder and avoiding trigger the event will allow you lot to go all three of those things in time.

Offset Revisit

- one,800 Potential EXP
You should be returning hither in one case you have either the Teleportation Gloves, or the Teleportation Skill Learned. Start at the Embankment Waypoint, teleport a party member onto the broken function of the bridge and fully explore that area, including the somewhat subconscious path to the Mount Superlative. Return to the Subconscious Alcove afterwards, and look around until you lot see the hidden chest past the rainbow. Teleport it over to yourself and open it for some decent loot.

Odds are you are likewise nearly completed with The Teleporter Quest. Yous tin can consummate it if you and then desire by teleporting Gawin across the gap equally he asks. Exist enlightened he WILL leave yous behind, so put oil down across the gap first if you can. Bring an Oil Butt if you do non take Fossil Strike yet and teleport information technology beyond the way, then use annihilation that makes burn down once you gain the quest EXP, and enjoy some extra EXP at the expense of someone that was going to leave you to die. If you follow the tips your grapheme gives you lot, yous will terminate up inside the Underground Tunnel from here.

Dallis Revisit (optional)

- 11,180 Potential EXP
The attempt to fight Dallis and her coiffure. Do not take her or them lightly, as they volition completely curb-stomp y'all if you are not absolutely set. You should exist level 4 with a big number of skills aqquired before attempting this, and even and so you should probably have decent gear as well.
Prepare upwardly well in advance. Tar pits blocking easy admission to your characters, characters in high basis to give yourself as much of an advantage as possible, do not be agape to apply consumables at any point in this fight as they can decide the class of battle.
Once y'all accept prepared as much equally you tin can/want to. Begin the fight by preferably seperating Dallis far from her goons into a location you already prepared for your allies/party to ambush her at, with hopefully a massive field of oil in betwixt her goons and that location. Only make sure that Atusa is still within sight of 1 of your characters until she is dead.
If yous cannot take her down in two turns, reset to the concluding save and get stronger before trying again. Because if the combined might of substantially your entire party isn't enough to reduce her to half health, then you cannot hope to survive her goons when they arrive.
When she falls below half wellness, go your team away from her otherwise they volition ALL exist knocked down. When she leaves with the Bishop, accept out her pets ASAP because even without Dallis they can striking like a truck and will take out your team in a few turns if left unchecked.
With a bit of luck and skill, you lot should be abl to have out both Hammers Pets, Magisters Timery, Hansa, Sevek, and Borris. Collect your gold hammer and bask in the glory that is you for yous having beat Dallis at probable half her level!

End of The Beach

If you successfully completed everything mentioned above, you should obtain a total of 14,400 EXP from the starting embankment.

Fort Joy Ghetto

- 8,880 Potential EXP

Quests you lot may find in this surface area include:

  • Every Mother's Nightmare
  • The Shakedown
  • The Murderous Gheist
  • The Imprisoned Elf
  • Withermoore'southward Soul Jar
  • Blood Memories
  • Artifacts of the Tyrant
  • Signs of Resistance
  • Saheila'south Signet
  • The Teleporter
  • The Arena of Fort Joy

Assuming you entered via the Wall Ladder, talk to Magister Yarrow to initiate The Merderous Gheist. Take a human being party member talk to Fara to outset Every Mother's Worst Nightmare, have said same character talk to Jeth, then talk to Fara over again to complete Every Mother'south Worst Nightmare. That washed go and unlock the waypoint before talking to the Elf Elodi.
For the maximum experience gains, talk the thugs out of fighting her then take someone add Ifan to their party if anyone wants him. Then attack and kill both Kana and Burro for their exp. Get talk to Nebora who should be within sight now and larn that she tin can maybe remove a collar. (The Shakedown)

From here go west nearly the big bonfire, Gawin should talk to you every bit y'all approach. Accept his quest (The Teleporter) then go along through the breach in the wall towards the crocodile location on your map. Yous should come up across a crab named Septa forth the path, kill him for some small corporeality of EXP.

You should be about the crocodiles at present, sneak and set up your position before having everyone unsneak, or take your most durable character charge in and have all your teammates/party members uncloak by doing their about powerful assail/skill. The crocs should fall rather quickly.
Loot the area. You should detect a journal that gives yous the Vault of Braccus quest and the Teleportation Gloves. Yous're not going to continue The Teleporter quest nevertheless however so continue along the beach until Narin confronts you (You should still have the Red Prince in your party). Kill him for some decent EXP, wait for Margo she should be nearby and will give you an detail for letting her talk near her family.
That done expect for Baladir and Saam, they should exist arguing nearby. If you lot talk to them, Baladir WILL kill Saam, so I suggest yous shorten the procedure and kill them both. More feel that manner anywho, endeavor to time it so no other campsite members get aggroed though. Practise not kill Laslor or Rezik all the same and flee if they are initiating gainsay with y'all.
Once y'all are washed with Baladir and Saam, head due south past their tent and have Ifan talk to Buddy to initiate Finding Emmie. He should unbury a key for you also. Caput due east from hither till yous spot Physician Leste and Dain. If you accept a restoration on a grapheme, separate that character from the party, and have The Cherry-red Prince talk to Doc Leste. Have The Red Prince give her the booze but remain in chat. After the booze have been given to Leste, take the character with Restoration heal Dain. For fifty-fifty more EXP, take The Blood-red Prince ask if she has any potions, then use his special dialogue well-nigh the Yarrow Flower.
Dain should exist talking to your healer, and should give y'all the Sparkler Card once you lot exaughst dialogue with him. Keep from here to the east. You should take a Yarrow flower past now, give it to Migo when the option is available and he'll give yous his ring. (The Murderous Gheist) Go to the Camp Kitchen now where Griff is. Talk to Sebille and have her join if you desire her on your team, or otherwise ignore her or possibly even kill her.
Go talk to the elf Amyro to initiate his quest  (The Imprisoned Elf), though technically Griff gives it to y'all. Talk to the elf once more, show Griff the Sparkler Card then talk to anybody in the Camp Kitchen. Once done with that become talk to Nebora and you should learn that she can remove a collar. Return to Magister Yarrow now and give her the ring. Talk to the Carte Sharks next, use the sparkler just practice non mention how you got it for some decent gold and fugitive the fight.

You tin and then immediately impale them all for the EXP, which I suggest. Go from here to Stingtail, make sure you leave Sebille far away as you deal with him. Check the Marked Crate about him, earlier talking to Stingtail himself. You will need persuasion to get him to willingly requite y'all the oranges which also gives EXP, but regardless of how you lot obtain them, exercise not kill stingtail.
Transport ane party member to Griff with the orangish, tell him who stole information technology, then attack Silence with your party when she attacks Stingtail. Talk to Stingtail afterward (Make sure Sebille is far away) for some EXP and gold reward for saving him. From her render to Migo, and talk to Magister Yarrow for your reward (The Murderous Gheist).

Once you obtain it kill Migo and Yarrow. Exist warned, Migo is healed by toxicant. Endeavour to either always keep him on fire or otherwise forestall there from being poison as much as possible. When you have won, y'all should get to the Cavern and complete everything for the initial visit there.

First Revisit

- 760 Potential EXP
Subsequently you complete everything in the cavern, you should go talk to Gawin again now that you have the gloves and send him on his way to the Alcove, only do not follow him yet. Start, you lot need to commencement immigration out some NPCs in the area, but exist careful to avoid getting Rezik or Nebora irritated. I suggest taking out Brother Bire, Dominic, Fara, Jeth, Myra, and Vissar. You lot tin impale Laslor if he gets into the fight, simply mostly you lot are only trying to articulate the area out for when yous eventually fight Dallis the Hammer. Do non attack any Magisters even so.
In one case the by and large area is clear and you lot can sneak from the Waypoint all the way up the ladder without beingness detected, from a number of angles, you should exist adept. Go to the Arena of The Ane now. (The Arena of Fort Joy)

Second Revisit

After completing the Loonshit of the One, get talk to Nebora and have her remove 1 Collar from 'The One.' Be sure to continue that character out of sight of Magisters for the residue of your time in the Ghetto. Generally keeping them in the Kitchen will keep them safe. You should either exist very shut, or at level iv by now. Regardless, there is a flake of EXP yous left in the Arena of the 1 you should go and collect now.

Third Revisit

- 4,080 Potential EXP
In that location isn't much left to do now, search for Margo and kill her. Most of the items effectually the Ghetto should be unclaimed past now, get gather the vast majority of them and sell them to Nebora or one of Griff'south Merchants. Yous should be level 4 by now, then go collect all the skillbooks you desire from the merchants. Once you take everything you want from the merchants, you can begin slaughtering them all. Nebora, the entirety of Griff's Crew, Maol, Stingtail, Doctor Leste, and Dain if he isn't already dead. Try to avoid aggroing the Magisters for the moment. And set up the expanse in preperation for fighting Dallis for the showtime fourth dimension. Also open the hugger-mugger passage Wither had told you about, but don't enter it just yet.
Note: If Sebille is in the political party, talk to stingtail with her nearby when you intend to kill him. You lot can merchandise with him just before you would impale him. DO NOT FINISH SEBILLE'Due south DIALOGUE OR Y'all Go NO EXP. Look for the dialogue that mentions Griff, and attack him then, that way the quest progresses, but you still get EXP for killing him.

Fourth Revisit (optional)

- 2,800 Potential EXP
Once yous render afterwards beating Dallis, go around and murder the hell outta every single Magister that yous encounter. Kill them, kill their dogs, bunrn everything they dearest and cherish to the ground. Leave simply Rezik, Laslor, Maol, and Mona to call back your deeds on this place, and call up the solar day you crushed these magisters similar the puny insects they are. One time finished flexing your newfound power, reminice that once you lot were nervous about attacking these people. Your business hither is done. You should only come up past at present to sell thins to Rezik, Maol, or Mona from now on or if traveling to one of the areas connected to the Ghetto.
Be certain to return to the Starting Beach at least in one case before moving on to merits things before unreachable thanks to teleportation.
You should now go to the beach where Migo was and uncover the entrance the Elves told you about before coming back, then going into Withermoore's entrance instead. This will accept you to the Underground Tunnel.

End of The Ghetto

If y'all take completed everything listed above, you should take managed to gain a total of sixteen,520 Experience from the man

Cavern

- iii,480 Potential EXP
If Lohse is in your party, ship her outside while you talk to the elves. Take someone other than The Cherry-red Prince initiate conversation with the Lizard Kalias, as he strongly dislikes The Red Prince. Once you are finished talking to the Elves, go break through the blocked off department.
You should gain some EXP after you become by the initial poison, non far beyond that you should encounter a pocket-size circumvolve slightly off your path in the minimap. This is Mody's Hole-and-corner Area, and y'all get some EXP and items from teleporting a party member up there. If playing multiplayer, everyone has to go up in that location to get the EXP.
Return to the path, and proceed until yous get ambushed past frogs. Kill them with extreme prejudice, and endeavor to avoid their corrupted ooze. Return to the elves once finished for an exp reward. Talk to Mody at present and comes with the Hide and Seek. The commencement fourth dimension he will be visible, the 2nd time he will be invisible. He'll be near the ladder you can climb but farther into that apse.
In one case yous find him, he'll reveal a mound of dirt you can dig up if y'all don't take the wits to do so yourself. Dig information technology up and Enter the Forgotten Prison cell. (Withermoore'southward Soul Jar)

First Revisit

- 760 Potential EXP
One time you no longer have a need for them, you lot can impale all the elves in the cavern likewise as Kalias. The children, however, cannot exist killed, though Mody should notwithstanding be with Withermoore. Only do this when you are sure y'all need nil more from Kalias.
Note: This may have long-term consequences in-game in regards to Sahelia.

(she volition accept a office in Human activity 2)

End of The Cavern

If you have done everything listed above, you should have gained a total of four,240 EXP from the cavern as well equally a number of items from the different characters here.

Forgotten Jail cell

- 720 Potential EXP
Y'all gain some experience simply for entering the Forgotten Cell, once inside go talk to Mody, and so to Withermoore. When he asks, take your character with the highest forcefulness pull out the spear, and agree onto that its part of the fabled Braccus Set. Withermoore should give you his quest to find his souljar. Hold to his terms and render to the Ghetto for now. (Withermoore's Soul Jar)

Beginning Revisit

- 1,400 Potential EXP
The but reason y'all should revisit this place is to intermission Withermoore'southward Souljar with him, which I suggest you do so you can get his belt anyways.

End of The Cell

If you have done all this, y'all should have gained a total of 2,120 EXP from this area alone.

Arena of The I

- 1,560 Potential EXP
Loot the pots around once you load in earlier talking to Mia. Tell her you're a believer, and she'll wave her arms in the air before giving you a buff that lasts for 50 turns. Talk to the Thorny I and assent to fight in the tournament for The I.Destroy your enemy, before taking on your friends if they don't wish to allow you to be The One. Once a victor is decided render to the Ghetto.

Showtime Revisit

- iii,360 Potential EXP
During your showtime and last revisit, impale all of the competitors. Try to continue Gordon away from your DPS as he hurts. Only they should be easy enough to mop up. Loot any remains before conveying on to the Ghetto over again.

End of The Loonshit

Once yous've washed everything here, you lot should have gained a total of 4,920 EXP, a sizable amount considering how little there is to be done here.

Secret Tunnel

- 3,840 Potential EXP
Later on doing your initial visits via the Beach Elf entrance and Withermoore's entrance, yous'll stick with Withermoore's entrance be sure you lot hit the lever to open the door rather than using a lockpick on it. If you are completing The Teleporter, the character/person doing that should consummate it at around the time you go by that Cell. For the moment the only iv things you demand to worry near are the Magisters at the end of the hall interrogating Deloris, Vasyna, Verdas, and the Caved In Holding Cell.
The first matter you lot should do is bargain with the Houndmaster and his goons. Try to teleport the oil where it won't lite Deloris on burn since y'all want him to stay alive. Destroy the other Magisters with extreme prejudice. Once they are nil but corpses apply restoration or the dialoge option to requite him a healing potion to heal Deloris. He'll give yous some information earlier running off. (Unsude if you lot tin become EXP from killing him)
Now loot your goodies, and go explore that caved in holding prison cell. That done get open up all the cell doors and loot everything inside them. Do not go through the pigsty in the back of Vasyna's cell notwithstanding. You can talk to both Vernas and to Vasyna if you want but don't expect any help from either of them currently. That all existence done, climb the stairs and set to enter Fort Joy Prison house.

First Revisit

- 3,600 Potential EXP
You lot tin render to endeavor healing Vernas anytime after you leave, though I have no confirmed fashion to remove Decaying from him currently. Bated from him, there are the Fire Slugs you tin can bargain with. Yous can get some dialogue with them if you have Pet Pal, including a note yous can simply get via dialogue with them. You can still kill them subsequently for the EXP and ballsy item.

End of The Tunnel

Once you lot've finished everything in the Hugger-mugger Tunnel, you should have gained a total of 7,440 EXP.

Fort Joy Prison house

- 14,680 Potential EXP
You should enter via the Surreptitious Tunnel. Immediately start weeding out the Silent Monks 1 by one. But exist conscientious not to get within range of the Magisters nevertheless. Once all the Silent Monks in the hallways are dead, go talk to the Magisters with one graphic symbol and have the others gear up to ambush the Magisters equally they try to go out. Do every bit Deloris instructed and tell them about the Madam, but DO Not tell them that Deloris is the one that told you lot.
You'll get some EXP when Han talks to that graphic symbol immediately after. Bandy to one of your other characters and fight the two Magisters. They should become down easily. With them down, loot the area and so get and talk to the Hounds. If you have Pet Pal, tell Emmie near Buddy. This'll give some experience, and y'all can still kill them afterward if you desire.
Enter the Houndmasters room for some EXP, then open Birdie's muzzle with the elaborate central for some more than EXP. Persuade him for another batch of EXP earlier making your way into Kniles Playground. Impale him and all his pets with extreme prejudice. He tin can exist hard so split up your political party and fix accordingly.
With them all dead, leave Hans lone for at present and become almost the stairs you entered at. Look for a Lever near in that location, and use information technology. This will reveal the way to the Ancient Passage. Enter and take intendance of business there. Once you return, go UP the staircase merely near there.

Outset Revisit

You should simply return once Fort Joy is completely Empty of Magisters and anyone else yous intend to kill. You'll talk to Han to leave the Fort and enter the Hollow Marshes.

Terminate of The Prison house

At the end of the Prison you lot should have obtained a total of fourteen,680 EXP if you followed this guide.

Ancient Passage

- three,480 Potential EXP
Yous volition immedietly gain some EXP for entering the place. There are two fights in this room initiated by you lot interacting with Souljars. Facing towards them all from the stairs, the farthest one, and the closest i on the right volition initiate fights. 1 will have all melee skeletons, the other Magic Skeletons. They can be healed to expiry if you so please.
The Souljar furthest on the left side is Withermoore'southward. Selection it upward either before or later on interacting with it. You'll be bringing information technology to WIthermoore himself. Climb upwardly the ladder where the Aeromancer Guardian was. Interact with the statue and scratch it. This should drop the Braccus leggings.
Loot the tomb earlier leaving, and provided you did both fights with the skeletons in that location is no reason to come back.

End of The Passage

If you did everything you could here yous should proceeds a total of 3,480 EXP.

Fort Joy Proper

- 14,940 Potential EXP
You should immediately see someone talking to magisters outside the building you are in. Turn completely abroad from them and enter the part of the building behind you. You should run into High Judge Orivand here. He will beginning some dialogue with you, I suggest you lot iniate a fight with him though yous can learn some lore via the dialogue.
Kill him and his goons, prioritize Orivand and his mages. Once they all go down, go raid Orivand'southward room. There is a Teleportation Tome in at that place and I am sure that'll be useful to at least one member of your party. Take whatever you want from the area before returning to where y'all get-go entered and exit the edifice to assist Paladin Cork.
In that location are Six Magisters in this courtyard area. Keep Paladin Cork alive and destroy them all. Be aware you cannot get EXP for both saving and killing Paladin Cork here. YOu can simply do one of the two, and saving him now is a net gain overall.
Once Paladin Cork is saved and talks to you for a moment, he'll vanish leaving you to loot the area. Ane of the Magisters should have a key for the gate to the Harbour. Open said gate and you should recognize this every bit where Gawin abandoned you at. Continue unitl yous no doubt spot his corpse and the Magisters responcible. Impale the Magisters, but be careful to avoid having them hurt the Silent Monks. You'll desire to kill them yourself for the EXP.
With all the Magisters expressionless, boodle the area before locating the creepo to lower the draw span, then return to the Prison to talk to Han and enter the Marsh.

End of Fort Joy Proper

If you have washed all of the things listed above, you lot should gain a total of xiv,940 EXP.

Hollow Marshes Part one

- 15,800 Potential EXP
Yous'll gain some EXP for entering the expanse with Hans. He should talk to yous giving yous options for how to keep. Explore the surface area along the beach and collect whatsoever loot you can, there isn't much merely you might've burned some items on one of the previous fights. Slowly head northward. You should observe a few paths leading e. One will have strange bulbs, another volition take undead, and once yous pass the Lucian waypoint yous should come accross Zaleskar.
He is a good identify to sell and buy gear, then practice not kill him now. If ever. Once done talking with him, go on north. You should see a Source Hound, merely ignore information technology for now. Yous should hear some kind of magical discharging going on. It is Windigo, way back from The Hold. Thank her for her courtesy past killing her and talking to her rat. You lot should also search this island equally in that location is a dig spot. Continue north forth the beach until yous spot another small island you can walk to. There should be another dig spot here (Might exist on you lot minimap), so continue further nonetheless down the beach. Y'all should somewhen see the lesser of a tower, proceed this location in mind for later because there is a piece of the Braccus set in it.
Return to the Source hound and talk to it and larn what happened. Kill it later on for some small EXP. Exercise non bother with the undead for now and avoid getting too shut. Y'all should have the Bulb path the kickoff time through. Teleport them out of the manner of your path as y'all become through, just keep an heart on the right side of the path for a dig spot, and for the impaled heads.
When you reach the impaled heads, teleport ALL of the bulbs away out of the water and FAR from the breast. Once every single bulb has been moved, get rid of the water via contamination so burn. And then, and ONLY and then should you lot open the chest. With the loot obtained, keep onwards until yous come up across a small ruin.
Some Voidlings will attack y'all here in three waves. Three in the Outset, Four in the 2d, and V in the Final wave. Once they are handled, look around the ruins for some more of those noxious bulbs. Teleport them out of your path and get rid of the lingering poison afterwards. Ring the bell and Bahara will come talk to you lot. Mention you saved Hans and she'll throw down a rope letting y'all climb up and enter the Sanctuary of Amadia.

Get-go Revisit

- 7,560 Potential EXP
You should accept left out the other side of the Santuary of Amadia, so not far forth the beach should be a few Void Salamanders. Impale them before standing forth the beach, there should be a dig spot in the wrecked ship. You should continue until you see the illusionary cave archway. Don't enter that nevertheless, head from the embankment to the area you were attacked by the voidlings before heading north. You should find some flaming pigs, have someone with Pet Pal talk to them and persuade them that you'll assist them.
After succeding both Persuasion checks, the pigs should stay even so making it easier to bless them later on. From the pigs head east, but exist conscientious. A massive ambush lies in wait for you. Carve up your party up and accept whatever ground you need the private members to take. Impale the undead first with either healing spells of via fauna forcing them down with magic or concrete damage. Accept out the Void-Dweller as speedily equally possible afterwards.
Once the area is clear, become up to where the void-Dweller started and collaborate with the Statue to enter The Hall of Echoes for the starting time fourth dimension.

2d Revisit

- vi,300 Potential EXP
Y'all should now have Anoint on all your characters. In the Early on Admission this costs no Source, it supposedly will cost 1 Source in the Full Release. So I would suggest not revisting the pigs yet, only instead continue due north to where there is a blind Magister named Loke.
Confronting what you probable want, let him try to shackle you. Before he tin can succede, a number of undead will assault. They can exist rough then save earlier you lot talk to him, or while talking to him. Regardless you tin can kill Loke afterwards for some more EXP. Slightly to the east is a comport cup you can kill for minor EXP. After, you should head west to the two points you lot saw undead earlier but didn't attack them. At present you attack them earlier heading upwardly the vine near a dead magister to the area Tarlene is at.
Caput past her for now, and teleport a character with HIGH Magical armour into the electric cloud filled tower. Have them apace grab Braccus'south Boots before getting them the hell outta at that place. With the boots obtained, save. Gareth SHOULD be fine, but you exercise NOT want him to die to the magisters.
Go to the Lucian Waypoint and return to The Sanctuary of Amadia Waypoint, but do non linger, you demand to become to the Illusionary Cave entrance yous discovered before and enter The Nighttime Cavern.

Tertiary Revist

- 10,080 Potential EXP
You should take obtained a Purging Wand from the Dark Cavern. Time to start making use of it. Return to Tarlene and kill the Shrieker with a single bandage of Source Vampirism. You do non want to utilise the Source Vampirism too much as for the moment your means to get source are VERY Limited.
With the Shrieker killed, Tarlene will help you assail the Magisters in the ruins. Kill them all and kill them fast otherwise they WILL impale Gareth, and that is not something you lot want to happen. Once the Magisters are dead, and Gareth is yet alive he'll return to The Sanctuary of Amadia. You'll exist going there soon, but get-go explore the Bedraggled Ruins.

4th Revisit

- 5,400 Potential EXP
With the Mask of Braccus obtained, yous should be able to go enough source betwixt the Wand and Helm to anoint all the flaming Pigs, and then brand apply of the Magisters you left dead. Not lot they were doing much with their souls to brainstorm with. Try to avoid using the Mask four times since I believe a level 8 demon volition spawn when you lot've used it iv times. You want to salve him for subsequently on.
Bless all four pigs, and a skeleton named Scapor will appear. Mislead them into leaving you be for the most experience. Yous cannot get the persuasion EXP and the EXP for killing them. And the persuasion EXP is the best selection if you accept it.
The pigs all blessed and skeleton takken intendance of, boodle her basic for the Torch of Braccus. Y'all should take the boots, legs, chestpiece, helm, spear, ring, and now mace of Braccus. Head south and near the ruins yous fought the voidlings should be a vine you can climb leading to a crumbled building. Otherwise known equally the Gargoyle maze.
Since you lot have the Ring of Braccus yous can skip the unabridged thing past showing it to the gargoyle. I suggest you practise this at outset. Once past the maze, you should enter the Necromancer Belfry.

Hollow Marshes Part 2

5th Revisit

- 2,940 Potential EXP
Having completed the Necromancer Belfry, talk to the statue just outside and it should send you back to the offset of the maze. Enter the maze itself at present using the first flaming skull to open the door to the room with the Historian. Iii flaming skeletons volition attack you. Use healing spells, or hydro spells to deal with them, simply Practice Non Use FIRE!
You will need at least i source to help the Historian. I suggest using one of the charges from the wand if any remain on one of the many dead magisters about. If none remain, use the Mask instead. You should accept only take bandage anoint a total of vii times before this, significant you will likely summon the demon if yous hadn't already.
Try to fix for this and drain a Magister near some loftier ground yous can make use of, and rain hell upon information technology. Once the demon is dead, loot information technology earlier blessing the blood under the Historian before approving the Historian himself.
Y'all aren't done yet though. Now you will head dorsum to where yous constitute the carry cub and caput a bit further due east. Yous should see Feder the Pig. Tell her to go to The Sanctuary of Amadia, and call up this spot for later. You'll be coming hither again.
With all of this finally done, you now should return to The Sanctuary of Amadia yourself for the Commencement True revisit.

Sixth Revisit

There is not much left to do. If there was anything that needed Source to complete, your wand Should be refreshed now so go drain some magisters to finish them, and top your characters off in terms of Source. You'll refill it once more before leaving the Island unless you lot really enjoy palying with Source Powers. Return to the identify Feder was as a pig and continue on that path.
You should see a dragon named Slane there. Breach the bondage that demark him and concur to help him. If yous truly intend to help him prepare for a difficult fight as you head to the finish of the beach he is on and into the skull shaped cave known as the Witch Cave.

Seventh Revisit

After Exiting the cave, no doubt worse for the wear. Y'all take a choice. You tin can return the wand to Slane and he'll assistance you a when you assail the magisters in a few moments from now. Or you can kill him for Feel. This is the only case where I will non include the Experience in the Potential so you tin brand an informed choice when deciding this.
If you lot requite him the wand, he will kill V Shriekers blocking entrance ways into the Fortifications where you lot will exist attacking the Magisters and you lot gain 120 EXP.
If y'all continue the wand (A 2d Purging Wand), and impale him you lot have to bargain with all the Shriekers yourself, only instead gain ??? EXP. Be warned, he hits HARD.
One time you lot have decided what to do and successfully achieved either goal. Return to the fork in the road and rejoin with Gareth and his crew. Apply all the charges remaining on your purging wand(s) and accept Gratiana refill them.
You lot'll notice every Seeker you healed is here, likewise every bit a number of others. On the mostly they will not exist inbound the fight about to come up, but if they are not at full health, elevation them all of with a restoration or ii. You should nonetheless have Migo's Ring given its a quest item and cannot be sold.
Once you have fully prepared yourself you are ready to begin the Last Push. Make sure you have done everything else you want to on the island before moving on.

Terminate of Hollow Swamp

If you have completed everything listed to a higher place, you should accept gained a grand full of ??? EXP from everything.

Sanctuary of Amadia

- 300 Potential EXP
As you enter, talk to Bahara. If the Red Prince is in your Party he tin benefit from talking with her in his personal quest. That done continue onwards and talk to Han and the Lizard caring for him. You tin give Han a potion to help him feel improve just it has neither benefits nor consequences other than spending a single potion.
You should see the adult female Simone just past them tending to the wounded. Talk to her and insist on helping. Yous should notwithstanding have Migo'due south Ring and then even if you do non have the Restoration Skill learned (At least One character should know it by now), so make utilise of it to heal Jules, Klaud, Matis, then Simone herself. Once you are all finished healing them, you lot tin can talk to Simone once again.
Keep down the pathway and talk to Exter. He should tell you about Gareth. Agree to assistance find him earlier conveying onwards. Talk to Dysan and Leya with everyone in your party, as they will give more inofrmation on removing the collars. One time done talknig with them, talk to Gratiana to leanr more virtually where Gareth is exactly every bit well every bit the Goddess Amadia. I suggest yous be squeamish to Gratiana as for the entirety of Act 1 she is your ONLY way to replenish Purging wands.
Interact with the Statue of Amadia after talking to Gratiana and be supportive of it in order to bless the water there. This is important for later on and tin can effectively nullify any damage sustained during fights by running through it.
Y'all'll talk to Kerban afterwards, yous can obtain a unique rapier here though y'all volition demand to repair it. Its non a great weapon, just clearly has some realm of importance to the character and who knows what'll happen if y'all really kill Dallis with information technology.

Starting time True Revisit

- 4,200 Potential EXP
Your get-go real revisit to the place you actually will want to put the captain of Braccus and Purging wand on the basis before talking to Gareth. He'll suggest you talk to Gratiana to observe the very same purging wand you gear up downwards. Go option it up every bit well as the captain again and offer her the Souljar that be hers.
She will now recharge your Source Wands when they are empty, which the wand should be by now so recharge it. Feder the Hog should also be here so go talk to her. Tell her she should soak in the shrine'due south water and she will plough into 1 of the best merchants in Act 1, provided you interacted with the statue earlier.
With these things done, talk to Leya with a character that still ahs their Source Neckband on to get them all removed one time and for all. With that your should be good to return to the Hollow Swamp.

End of The Sanctuary

If you lot did everything properly, you lot should gain a total of iv,500 EXP from The Sanctuary of Amadia.

Hall of Echoes

- 600 Potential EXP
Certain events volition occur here that will stop with you obtaining the Anoint Skill. In Early Access this skill costs only AP, just supposedly in the Full Release it will additionally cost one Source Indicate. Afterward obtaining this skill, y'all will be returned to the Statue you interacted with.

Dark Cavern

- 22,860 Potential EXP
Upon inbound you'll gain some EXP. brainstorm exploring the surface area, merely on the generally ignore Trompdoy. Yous tin can loot everything jsut be aware most things are illusions. There is a illusionary bridge behind the illusionary crates. And yes you are going to exist SICK of that word very shortly.
As y'all venture deeper into the cavern Trompdoy will assail yous with yet more illusions of himself. 3 for this first fight. In that location are a few surreptitious paths hidden around. Bank check the walls advisedly, and always double check the minimap.
You should eventually reach a rat and a statue. The rat gives a hint about the statue, and should y'all successfully figure out the riddle yous proceeds some EXP adn the proper door opens. Though 1 of the 'fake' doors has some loot behind it.
Once you lot take the proper way through, Trompdoy will attack y'all over again. This time additionally with his real self. I practice not know for certain if killing the illusions hither grant EXP, simply I volition include what I obtained at the cease of the fight. Focus on killing the existent one ASAP otherwise. If yous wish to compare numbers, when I killed the real Trompdoy I got 2400 EXP for killing him, followed past 7200 as his illusions all vanished and the periodical updated.
Once you enter the Vault, get wild and take whatever y'all can. The chestpiece of the Braccus set is likewise located here. Selection up all the souljars here minus the Illusionists. Every bit y'all approach it he will implore you to nail his souljar. I suggest you agree and do so given the EXXP reward. Also make sure you take the Purging wand, that is the atypical About Of import item in the vault.
With all your loot obtained, you can pull a lever to close down the bulwark and get out at whatever time.

End of The Illusion

If you did everything right, y'all should have obtained a total of 22,860 EXP from the Dark Cavern.

Decrepit Ruins

- 2,400 Potential EXP
As you lot enter you lot will spot a decaying Magister. You cannot save him, nor should you lot want to in one case yous realize what he was going after. Regardless with Purging Wand in hand, you lot should be able to drain three dead magisters and utilize 1 Source to bless the Lever. With the lever no longer cursed, y'all should be able to carefully manuver a singe character to apply information technology. Successfully activating the lever volition grant some EXP.
One time you accept washed that, teleport a character with source and bless over the cursed blood. (Repeat for multiple Players). Yous should gain EXP upon entering this room. Have a character with Source Bless the object that y'all are clearly meant to interact with before using the third Source Indicate while interacting with said object.
After a moment the Helmet of Braccus will be bachelor for you lot to catch. Information technology also gives Source Vampirism just like the Purging wands, but with a grab. If you use it too much, a Demon will spawn intent to cease your shenanigans. Save that meet for later on regardless and try to use the helmet sparingly. With these tools in hand, render once more to the Hollow Swamp.

Cease of The Ruins

If you lot completed everything above, yous should have obtained a total of 2,400 EXP from the area.

Necromancer Tower

- ??? Potential EXP
Upon inbound the Necromancer Tower, yous should quickly spot the three skeltons for which the identify is named. Go talk to them, with a persuasion check y'all can avoid a fight and obtain their quest. I am not certain if this was bugged for me only I obtained no exp doing this quest, and as such practice not have the bodily numbers you can become from regularly killing them.
Regardless of how they die, oncce the necromancers are dead, yous can get a cardinal from them to open the large door. You should run into a pit that has burn in information technology. Move an vace onto the center of the fire to stop the trap. Avert the pressure plate and unlock the metal door nigh the vace you just placed. Enter and look for a piping. Interact with it to travel to a different section of the tower. Pull the lever earlier returning to the surface area you were simply at.
Carefully explore the now open doors in the area. yous should somewhen discover yourself at a large bluish barrier. Achieve out to the mechanism and when prompted nteract with information technology using source. This should crusade the bulwark to drop, assuasive y'all in to accept the loot, including the gloves of Braccus. The concluding slice of the set y'all were missing.

End of The Tower

The current amount of EXP obtainable from the Necromancer Belfry is currently Unknown to me.

Witch Cave

- 5,460 Potential EXP
There are a large number of traps immedietly in the start of the room. Either destroy them, disarm them, or tyyr to avoid them. But exercise non activate them all at one time otherwise yous will tak massive damage and possibly dice.
Once yous have circumvented the traps, the difficult part begins. You need to set up for the inevitable boxing confronting Radeka. She will summon forth 5 Bloody Corpses, iii Carrion Beetles, and an Undead Medat. I have no advice here except exist ready to flee if or when things go south. Information technology is a difficult fight even if you lot are fully prepared for information technology.
Consider using heaing spells on the undead, and keeping some poison spells for when you are inevitably decayed. Considering information technology will happen at some betoken. And unless you lot want to use a sourcce betoken to bless someone and remove it, Radeka is just as likely to utilize restoration on them.
When y'all manage to beat her and all her minions. Loot them all for the Black Rose too equally some unique items and the Second Purging Wand that Slane wants. Combine the Black Rose with a empty Canteen to make perhaps the nigh powerful potion in the game. The Altar of the Black Rose. Get out the cavern when you lot are finished looting.

Concluding Push

Last Minute EXP

- ??? Potential EXP
Equally you are preparing to get out the Reaper's Centre for good, there are a number of characters you can kill if you so want I haven't mentioned above. I'll listing them here, likewise as the EXP gains from each individual NPC, provided they actally provide EXP.

The Last Battle on the Island

Until some time afterward the full release, this battle is where my guide will cease. There is a picayune chip more to Act 1, merely if yous have made information technology this far I have full religion you lot can figure out the puzzles and tricks information technology offers, and can likely think of a few ways to solve any, if non all of them but across this last battle.
Regardless, every bit to the boxing itself. Bishop Alexander and a number of Magisters volition be in the surface area and you need to distract them so your remaining allies tin can take the boat. I propose you have out Bishop Alexander ASAP. He is the greatest threat on the field when you starting time commencement the fight.
This volition quickly change once the Void Wurm attacks. Get all but your most survivable characters OFF THE GROUND. Pick off magisters when you tin, only otherwise focus all your burn on killing that Wurm. Because it CAN attack NPCs exterior the building, and will if you do not keep it preoccupied. When the Wurm finally goes down, chop-chop loot everything yous can, equally you do not take much longer on the isle.

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Source: https://divinityoriginalsin2.vidyawiki.com/Act1:+Walkthrough

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