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Nere: Difference between revisions
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It is also possible to lock the party out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and {{CharLink|Elenna Thrinn|Sergeant Thrinn}} immediately after he is freed from the rubble. He will then demand that the party help him to kill the rest of the cultists and duergar mercenaries; this will turn all NPCs except Nere hostile an start a combat. | It is also possible to lock the party out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and {{CharLink|Elenna Thrinn|Sergeant Thrinn}} immediately after he is freed from the rubble. He will then demand that the party help him to kill the rest of the cultists and duergar mercenaries; this will turn all NPCs except Nere hostile an start a combat. | ||
If | If defying Nere when he kills the gnome slaves, or when he demands that the party kill the other cultists, and not having a deal with Elder Brithvar, then the party will be forced to fight Nere and all of the duergar at the same time. If, however, having a deal with Elder Brithvar, it's possible to interrupt Nere from killing the gnome slaves and still side with him once Elder Brithvar attacks him, leading to an option of saving the gnomes while Nere is still alive. | ||
Should the party decide to fight his mercenaries before freeing him, an option to convince him that the [[Absolute]] is a group of cultists will appear once freed. That will result in Nere abandoning the Cult of the Absolute and leaving Grymforge for good. | Should the party decide to fight his mercenaries before freeing him, an option to convince him that the [[Absolute]] is a group of cultists will appear once freed. That will result in Nere abandoning the Cult of the Absolute and leaving Grymforge for good. |
Revision as of 09:50, 7 November 2024
“Heretics. Let Nere be your end.„
Involvement
Act One
A group of enslaved Deep Gnomes are trying to free Nere from a cave-in near the main room of the Grymforge. To save him, the gnomes tell the party to find Philomeen, a runaway gnome in possession of an explosive capable of destroying the rubble.
Warning: Fast traveling or long resting more than once causes Nere to die.
After freeing him, the party can decide to kill him and his mercenaries to save the gnome slaves. The party may also complete the quest Elder Brithvar to side against Nere, which will make the fight much easier.
- convincingAlternatively, it's possible to betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.
It is also possible to lock the party out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and Sergeant Thrinn immediately after he is freed from the rubble. He will then demand that the party help him to kill the rest of the cultists and duergar mercenaries; this will turn all NPCs except Nere hostile an start a combat.
If defying Nere when he kills the gnome slaves, or when he demands that the party kill the other cultists, and not having a deal with Elder Brithvar, then the party will be forced to fight Nere and all of the duergar at the same time. If, however, having a deal with Elder Brithvar, it's possible to interrupt Nere from killing the gnome slaves and still side with him once Elder Brithvar attacks him, leading to an option of saving the gnomes while Nere is still alive.
Should the party decide to fight his mercenaries before freeing him, an option to convince him that the Absolute is a group of cultists will appear once freed. That will result in Nere abandoning the Cult of the Absolute and leaving Grymforge for good.
If Nere is defeated or died off-screen from either a revolt or poisoning, it's possible to remove his head to bring it to either Spaw or Glut.
Regardless of his status, the party will receive a Broken Moonlantern, a precursor to a crucial item needed to travel through the Shadow-Cursed Lands in order to get to Moonrise Towers. There is no way to fix this lantern, rendering this item useless, but the the party will have several options to find a working moonlantern later.
Act Two
If Nere is kept alive in Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to Balthazar.
Speak with Dead
Nere can be spoken to with
.Party member: Who are you?
- Nere: True Soul... Nere...
Party member: How did you get trapped?
- Nere: Corridor... triggered old trap... cave-in...
Party member: What were you doing here?
- Nere: Find... path to temple... orders of General...
- Party member: What about this temple is so important?
- Nere: General's necromancer... Balthazar...
- Party member: Tell me more about this General.
- Nere: Absolute's Chosen... Moonrise Towers...
- Party member: What about this temple is so important?
Party member: Where did you come from?
- Nere: Moonrise... Towers...
- Party member: How can I get to Moonrise Towers?
- Nere: Minthara in goblin camp... safe passage... Moonlantern... drider...
- Party member: How can I get to Moonrise Towers?
Party member: Did you come here with the duergar?
- Nere: Mercenaries... Absolute unites...
Combat
Attacks and abilities
Honour mode
Allies
If the party did not complete
, then additional allies will side with Nere:* = Will not join the fight until it gets close to them
Encounter details
If the party completed
then many enemies will choose to ally with them against Nere, significantly reducing the difficulty of the fight.Multiple enemies have spells that can control the minds of the party members. Nere will use Mind Master Dunnol and Mind Master Fonmara will use to force the party to waste actions fighting each other.
, and bothThis battle also occurs next to Lava which will quickly anyone who falls into it. Many enemies have ways of pushing the party backwards into the lava, such as , Thrinn's , or Nere's on Honour mode.
Tactics
It is most important to take out the enemies that can mind control your characters first. Start with the Mind Masters because they have fewer hit points and then switch focus to Nere once they've been taken care of.
It is highly recommended to keep away from the lava as well, as it will almost certainly kill anyone who falls inside. However, this can be used to your advantage if you can knock enemies into it using effects such as Arrow of Roaring Thunder.
, , , , orBringing a Sussur Bloom to the fight can greatly reduce the amount of magic being cast, thanks to its Sussur Flower Antimagic Field. This is particularly effective against Nere himself since his spells are far more dangerous than his physical attacks. Failing that, the party can try to use either the Sussur Greatsword or Sussur Dagger to him if he fails the saving throw.
In Honor Mode, it is important to note that his legendary action, whilst stating that it triggers when Nere is attacked, will in fact trigger on many offensive actions that do not require an attack roll. Even spells that do no damage, and require no save, such as him does not impact his ability to trigger this action, but him will prevent him from using it.
will trigger it.Also, the
triggered by attacking Nere while are active are centered on the character that triggered the , rather than on Nere.Loot
It's possible to get both Gift from the Absolute and Mind Flayer Parasite Specimen by first completing then killing Nere later.
Related Quests
Gallery
Notes
- Grants 90 experience when killed.
External links
- Nere on the Forgotten Realms Wiki