Aug Gem: Sir Bellas

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Aug Gem: Sir Bellas
Level: ??
Type: Solo/Group
Starts At: ??
Repeat: ??

Walk Through

  1. [Optional] - Speak to Fiun Rehlyun in Fiun Outpost at 95.9N 57.0W.
  2. Obtain an Insatiable Eater Jaw from one of the four that drop the jaw at the bottom of Insatiable Vault near the exit portal. (97.4N 48.0W near Eastwatch)
  3. Give the jaw to Fiun Rehlyun in Fiun Outpost at 95.9N 57.0W. This flags you to enter the quest dungeons.
  4. There is a portal near the end that many people have a tie to, have someone summon it for you if possible, often called Bellas Portal.
  5. If you can't find someone with a tie you'll need to traverse several dungeons (see maps).
  6. At the end of the final dungeon is Sir Bellas, he drops Blank Augmentation Gems that you can then give to any Augmentation Trainer to get a gem that when used collects the xp and gives you the augmentation. If you make a mistake before using the gem, you can give it to any other Trainer for an exchange. See Augmentations for a list of available augmentations, what they do, and where the NPCs are located.

Sir Bellas is a Knight, and equally vulnerable to all elements. His weapon is also hollow and so ignores Item Magic. He buffs himself randomly against magic if vulned/imperilled (counterbuffing). Use your best weapon against him (I prefer Silvaran Weapons). If you can Imperil and Vuln him, a Knight Slaying Sword (the replica Sword of Bellenesse) will kill him quickly, but most any AR or CS weapon will do. Killing Sir Bellas also earns you one of the notes that can start the Assassin's Roost Quest. He no longer has an uber loot profile, but he does drop boss-level quantities of loot. Without exceptional melee defense he is exceptionally difficult to tank.

Advice

The order in which you take your Augmentations can affect your gameplay tremendously. Here's some simple recommendations.

  1. Pick up the Critical Protection augmentation to increase your survivability; this is one of the most valuable augmentations for the cost, for any character - but particularly for mages or mage hybrids (who don't have 100 innate coordination AND quickness), and/or any character without melee specialized. This makes incoming melee damage much more consistent, and thus manageable. Also important to note is that this can potentially reduce your chance to be critically hit to 1% (theoretical 0) versus monsters near your level or lower, when combined with high melee defense skill. (If I personally had to choose only one augmentation and forfeit all others, this would be the one I'd pick).
  1. The +3 damage reduction augmentation is huge, and the most bang for your xp after Critical Protection (esp. when stacked with a +2/+3 damage reduction trinket, as the effects are cumulative). Iron Skin of the Invincible
  1. Get the Gems that decrease items lost on death. This has the dual effect of freeing up pack space, and liberating you from the risk of leaving a body and having to reclaim prized items. Note: you will still drop Rares. It may be possible for you to only require two of these immediately, and then do Enduring Enchantment before picking up the third, if you are low enough level and the amount of deaths you've had is low.
  2. Pick up Enduring Enchantment. This augment means that when you die, you no longer lose spell buffs. Combined with the first set, you now die and lose nothing, allowing you to immediately resume playing. The only thing you have to worry about is vitae.
  3. Grab the Augments that extend spell durations...if you ever buff yourself! There are five of these, so it will take time, but you will end up with spells of double duration...allowing you more independence and time to play. Level 8 spells will last 3 hours! (Note: This augment does not affect spells cast on you by items, or by others).
  4. If you don't have it, grab the Health Augment Gem.
  5. Based on your play style, grab the Infused Foci augments. This swaps a Foci for a pack slot. DO this before the Extra pack slot because it is much cheaper. Note: You still have to carry scarabs and tapers and the like.
  6. Grab the Shadow of the Seventh Mule augment for a new pack slot. Can't ever have too much pack room!

From this point on, things hinge immensely on your play style.

    1. The +3 Damage augment is extremely useful for any character, but will be most noteworthy for melee characters first, archers second, and mages last.
    2. Mages with low Strength will want to pick up Might of the Seventh Mule, so they can carry more weight and comps without burden. This augment is also good for looters, and archers that carry a lot of bows and arrows. Heck, if you just like being able to carry immense amounts of stuff and never be burdened, these are good augments.
    3. Power Gamers will likely want to proceed immediately to the 10 Stat augments, +5 at a time. Note these modify your BASE stats, so you can't, for instance, improve a base 100 Str to 150. It's basically useful for getting a 3rd or 4th ability score to decent levels. Mages usually pick Endurance* or Quickness; Archers Focus or Endurance*; Melees Focus or Endurance*. *(only choose Endurance if you primarily PvP)
    4. The augments to increase Magical, Melee, or Missile attack skill have varying usage. The Magic boost is the most broadly useful, as the increase is good for all classes when buffing. Missile users can never have a high enough attack skill. Melee users will likely not see much change in effect, although UA users should notice a minor damage increase. These should all be taken, but Magic is high priority, Missile secondary, and Melee will be low priority at best.
    5. True Looters will want to both specialize Salvaging, and get more out of it (5 augments total). Note that everyone gets Salvaging, so the specializing is free.
    6. The Critical Strikes enhancers, not hugely useful - but as far as maximizing your character's damage output, it adds up. Same deal here as with the +damage aug; you'll see the most drastic benefits on characters which attack more quickly (melees), and the effects will be slightly less impressive on archers and mages. They do stack with Trinket effects, however, and are worth picking up once your other essentials have been taken care of. (Note: before taking this, max your primary attack skill and its contributing attributes).
    7. The 5% XP bonus augment is... "okay"... if you still have (significantly) more than 80* billion xp to earn to hit level 275. If not, then either take it last or don't take it at all. 5% of 80 billion = 4 billion, the cost of the augment. Generally, by the time you can afford 4 billion xp to take the augment, you've got less then 80 billion of XP to go. *(It's also very important to note that this bonus XP ONLY applies to monster kills - read the gem closely before using it. Trophy turn ins and quest rewards are NOT affected, so factor that into your calculations).

For Mule Characters, the Augments to Specialize Tinkering and Imbuing are probably key, along with Spec Gearcrafting. The Stat Augments are only 500M each, making them the cheapest to pick up if you aren't playing those characters often. And Might of the Seventh mule of course lets them carry more loot easily, while the Infused Foci and Shadow of the Seventh Mule free up pack space for more Stuff.

Maps

Dungeon Coordinates Wiki Map ACmaps
Insatiable Vault 97.4N 48.0W -- 0096
Augmentation Realm Lower Level 95.0N, 47.1W -- 006D
Augmentation Realm Main Level ?? -- 007D
Augmentation Realm Higher Level ?? -- 0056

Items

Quest Items

Insatiable Eater Jaw

Rewards

Blank Augmentation Gem

Lore & Dialog

Fiun Rehlyun tells you, "You wish to improve yourself? Enhance those abilities which might otherwise languish? Return to me the Jaw of the Insatiable. Prove yourself."

You give Fiun Rehlyun Insatiable Eater Jaw.

Fiun Rehlyun tells you, "One who obtains such as this is truly worthy of that which we would teach. The highest peak of the deadliest isle contains that which you seek."

Fiun Rehlyun closes its eyes and whispers. You feel a subtle vibration within your chest for but a moment, then it is gone.


Notes