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=== Last Light Inn ===
=== Last Light Inn ===
Tumeril can be first encountered at the [[Last Light Inn]], where he guards the entrance to the inn proper and watches over the main plaza from behind a barricade, next to the main door.
Tumeril can be first encountered at the [[Last Light Inn]], where he guards the entrance to the inn proper and watches over the main plaza from behind a barricade, next to the main door.
If the party did not save [[Florrick]] from the fire in [[Waukeen's Rest]], then he will instead be guarding the entrance to the room where [[Art Cullagh]] is lying unconscious. Tumeril explains how Art was found by the Harpers, which can lead to the party starting the quest to [[Wake up Art Cullagh]].


=== Resolve the Abduction ===
=== Resolve the Abduction ===

Revision as of 20:47, 31 July 2024

Harper Tumeril is a high elf wizard who is part of the Harpers in Act Two. He is stationed within the Last Light Inn, guarding the entrance to the inn proper, behind a barricade.

Involvement

Last Light Inn

Tumeril can be first encountered at the Last Light Inn, where he guards the entrance to the inn proper and watches over the main plaza from behind a barricade, next to the main door.

If the party did not save Florrick from the fire in Waukeen's Rest, then he will instead be guarding the entrance to the room where Art Cullagh is lying unconscious. Tumeril explains how Art was found by the Harpers, which can lead to the party starting the quest to Wake up Art Cullagh.

Resolve the Abduction

When Flaming Fist Marcus attacks the inn and attempts to kidnap Isobel during Resolve the Abduction, Tumeril will more often than not fail the save and be Impaled Impaled for the remainder of the battle. If the party fails to protect Isobel, he and everyone in Last Light Inn will turn into a Shadow-Cursed Undead Shadow-Cursed Undead, save for Jaheira.

Assault Moonrise Towers

If the party successfully prevented Marcus from capturing Isobel at the Last Light Inn, and once the Nightsong has been freed from her cage and is headed for Moonrise, Tumeril will follow Jaheira to Moonrise Towers. However, Tumeril is killed during the fight against Absolute forces before the party can arrive. His corpse can be found a few steps past the Moonrise Towers main entrance, before the steps leading down to the main battle.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Dagger
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Piercing Strike.webp
Piercing Strike Piercing Strike ()   –  Dagger
Normal weapon damage

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Scorching Ray.webp
Scorching Ray Scorching Ray ()
D6 Fire.png 2d6 (2~12) Damage TypesFire

Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.

 Range: 18 m / 60 ft
Fire Bolt.webp
Fire Bolt Fire Bolt ()
D10 Fire.png 1d10 (1~10) Damage TypesFire

Hurl a mote of fire.

 Range: 18 m / 60 ft
Mirror Image.webp
Mirror Image Mirror Image ()

Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.

Whenever you successfully evade an attack, one of the duplicates disappears.

 Range: Self

Loot

Related quests

Notes

  • Tumeril's portrait has him wearing a collar identical in aesthetic to the Dog Collar, although it is not physically present in any way in-game.