Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They will join the colony to defend against you.
o ok, than it kinda sucks i guess, but alooot of exp
Not really.
You lose 3 Act II stores
You lose 1 Act III store
You lose 4 Act III characters you can interact with
Depending on timing of when you clear out the Duergar, you jeopardize completion of 2 Myconid chief quests and access to special treasure / grymforge-related info area, 1 quest with Omeluum, and 1 quest with Derryth.
So, all in consideration: Glut's offer costs too WAY much to take. Good playthrough or evil playthrough always ends the same on this for me: I say no, he fights me, he dies.
- A
Maybe it is because I didn't approach them during the fight. In fact, I focused entirely on Spaw, who I correctly guessed was the only one you need to kill.
Well. That changes things!
- A
That is correct. You can tell that by the fact that they turn only temporary hostile.
In that case you were lucky that they did not notice. Normally the only ones who do not notice are the Society of Brilliance members since they are so secluded. But then it also matters if you attack Spaw and take him out instantly or start the fight at their borders.