It does require Pet Pal, but it's worth it. You'll begin this quest near Driftwood, although it ends up taking you around the local region a bit. Being an Elf will make this quest a lot easier. It's very short, has a nice experience reward and is rather comical, in that horrifyingly tragic sort of way. This quest can begin shortly after reaching Reaper's Coast. It also lets you not worry about the Purging Wands at all, so if you have no mages, or simply don't want to bother finding all the wands, do this quest instead and you can say goodbye to those pesky Shriekers. However, if you pull it off it will make the final boss battle in the Fort Joy region much easier. This is a tough one, because it requires you to beat a very difficult fight in a cave. Do be warned, the Magisters will all become hostile towards you if your collar is missing. It can be handy to have done and is simply nice, since it lets you equip necklaces once it's removed. Want that darn Collar taken off? Do the arena! This quest line, although tough, will result in you having your Source Collar removed far earlier than normal. The uses for this are many, such as moving objects in the world, or removing enemies from your vicinity during combat. Since it's a permanent enchantment, this means any character you want can have Teleportation as early as 30 minutes into the game. They are enchanted with Teleportation, one of the most useful spells in the game. Early on, you're tasked with finding a pair of gloves. The whole reason for doing this is less about the quest, but the item involved. Note that this quest is only truly worth doing if you have a Two-Handed Strength character, since that's the main stats that the set increases. We highly suggest you can do it, not only for the stellar set of armor you obtain but also because the helmet acts as a Purging wand, something integral to the main plot. It's not very long, but the poor pup has lost his love and needs someone to help him! Found in Fort Joy, this quest begins with you speaking to the sad dog in town. If the Idol did full revive you, by itself, I would be more inclined to agree with you (though I'd still choose the damage).This is less about the reward, and more about the journey. The idol doesn't indirectly give you a talent, it only gives you the ability to avoid having to revive someone (wasting AP). ![]() The idol doesn't full revive you, you have to spend a talent for that. ![]() ''a full revive means getting a talent + someone else must revive you.'' I also don't even bother with morning talent, it's not a bad talent but not as useful as other ones. I'd rather take the lower chance to die, period, than the backup ''if I die''. And the increased damage also makes it less likely for you to die to begin with. Honestly, if you're dying more than once a battle, there is something fundamentally wrong with either your party or your tactics. 10% more damage on all attacks and skills. A talent is far more important, you don't get many of those. +2 STR can be found on tons of items, and it's just one level. Originally posted by Euphytose:I don't know, a full revive means getting a talent + someone else must revive you.
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