ministers tree house

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Henry Evans is a renowned magician known for his extraordinary and captivating performances. He has astounded audiences all around the world with his incredible illusions and mind-boggling tricks. One of the main highlights of Henry Evans' magical performances is his ability to manipulate objects in a seemingly impossible manner. He effortlessly makes objects disappear and reappear, leaving the crowd in awe and disbelief. His precision and timing are impeccable, making it nearly impossible for spectators to decipher how he accomplishes his feats. In addition to his mastery of sleight of hand, Henry Evans also incorporates elements of mentalism into his acts.


Head through the door behind the statue and keep going west to run into hostile images of your party. They aren’t as strong as your actual party, but have the same moves and equipment. The main difference is they can use Shadow Blend to turn invisible and move around.

The Emperor has two sides; a tough and highly-skilled martial artist and a beast so consumed by Shadow and fury that it can only live through the destruction of the enemy. Its attack will deal Shadow damage, which makes his attack pretty formidable now, and all its attacks steals its opponent s health, but at the trade off of having its current and max HP cut by half.

Is curse of shadows and thorns intense

In addition to his mastery of sleight of hand, Henry Evans also incorporates elements of mentalism into his acts. He seemingly possesses the ability to read minds, predict outcomes, and even influence the choices of his audience members. His mind-bending performances leave everyone questioning the limits of reality and what is truly possible.

Find Ketheric Thorm's Relic Guide

Find Ketheric Thorm’s Relic is the next main quest in the Infiltrate Moonrise Towers quest line. You get it after speaking to Disciple Z’rell in Moonrise Towers.

Another way to start this quest is by talking to Thisobald in the "The Waning Moon" northwest of Moonrise Towers.

He's the master of this tavern and during the scene with him he'll offer you a drink.

Now, this drink doesn't seem to have any side effects despite your character feels like it burns as it goes down the throat, so it is safe to drink. That being said, during this whole event you'll need to pass several checks. First is [Performance] check between drinks. This is so you can tell him of stories you've gone through. and some made up too.

Like I said above, there will be several times where you'll have to have a drink with him. During these, you'll have either a [Sleight of Hand] or a [Saving Throw] check. This is to fake drinking it, or straight up drinking what's in the mug. Pick whichever gives you the best chances. You can also mix them as you go through. It's important to note that several of your party members (Karlach and Shadowheart mostly) will approve of you drinking.

NOTE: refusing to drink will start a fight against him. And having him drink will end up killing him anyway.

After each drink you'll tell him a story, and after that you'll get the option to drink again, but also ask him some questions. Ask them to get more information about Ketheric. Eventually, after all the drinking he'll end up dying. Drunk too much the poor man. Do note that this will also start the main quest so please continue reading.

Investigate the Thorm Mausoleum

Head north from Moonrise Towers, fighting the Shadows and Shadow-Cursed Harpers along the way. Make sure to bring the Moonlantern or the Filigreed Feywild Bell. As long as you fight within the Moonlantern’s light, you won’t get the usual Darkness penalties to accuracy.

Keep going north to find Arabella if she survived the events of Save Arabella. She will give you the Find Zevlor quest if you haven’t already received it. You also get the chance to send Arabella to your camp and find her parents.

Keep going north and then turning slightly northwest to find the mausoleum entrance. If you are pursuing The Pale Elf, bring Astarion into your party before going forward.

You will encounter Raphael again. He provides slight hints about what to expect, and a Persuasion check of 10 gets him to reveal more. Pass another Insight check of 10 to get a few more details. Regardless of your success, you get the Kill Raphael’s Old Enemy.

If Astarion is in your party, you can make a deal to learn more about Astarion’s past provided you kill the enemy. Head into the Thorm Mausoleum when you are ready.

Once inside, head forward and open the doors. Keep going straight until you reach the empty coffin in the middle. Be careful around the room, as there are several traps. There are three pictures around the room: General, Moonrise Towers, and Grief. You must press the buttons in the right order to access the next part of the building.

The correct order is:

  1. Moonrise Towers
  2. Grief
  3. General

This opens up the path next to the General image. Don’t forget to inspect the plaque in front of the empty coffin before you go. Touch the Traversal Gem at the end of the room to proceed.

Find Balthazar

You will enter the Gauntlet of Shar when you regain control. Head forward and you will see a statue in the middle of the room. Head east and go around it, as it repels anyone who gets close. Ungroup yourself from your party members to avoid triggering traps.

There are four corners in this room with tombs. Jump over the metal plate before the coffins and activate the levers near the coffins. This will lower the lights around the statues, which you should extinguish.

This reveals a safe path around the statue that lets you touch the Umbral Gem in the center.

Continue north through the next door and go up the stairs for a scene. This leads to a fight against Justiciar enemies, though you have allied skeletons backing you up.

Take out the Umbral Tremors first as they continually call enemy reinforcements every turn. They don’t reappear afterwards, letting you focus on the enemies in front of you. The allied skeletons will hold the line for one or two turns, but won’t last long. Focus on defeating the undead Justiciars quickly, taking them down one at a time.

After the battle ends, head west to uncover the Gauntlet of Shar Waypoint. Keep going west of the Waypoint until you reach a shrine. A scene will play which results in another fight with undead Justiciars. Destroy the Umbral Tremors like before, then mop up any remaining enemies.

Several Umbral Tremors appear around the battlefield, though there is a limit. When a Deep Umbral Tremor appears, they stop showing up. However, the Deep Umbral Tremor has more health, making it harder to take down. Thankfully, there are more allied skeletons helping you out, letting you focus on the Tremors. When they stop appearing, turn your attention to the remaining Justiciars.

When the battle ends, a door will open to the west and reveal Balthazar. Tell him you are here because Z’rell sent you and he will give you a task. Warlocks get a Persuasion check but it ultimately leads to the same outcome. Once he gives you the task, you have a Persuasion check for a potential aid.

Check Type Difficulty To Clear Success Failure
Persuasion 14 Get a Summon Golem Bell Get nothing

Attacking Balthazar is an option, but he has a powerful Flesh Golem nearby along with several Ghouls. It will be tough and it’s best to save fights for later. Getting the Summon Golem Bell lets you call the Flesh Golem.

Soft-Step Trial

Head back to the Waypoint and head north on your map. When the path splits going west and north, take the west path through the doors. This leads to the Soft-Step Trial room with a Sacrificial Bowl against the wall. You must bleed into the bowl (it doesn’t inflict damage) to open the door. If Shadowheart is in your party, she offers to do the trial for you and approves of you letting her do it.

This trial requires using stealth to hide from patrolling Shadows. Fortunately, getting caught only damages you 1 HP and sends you back to the start.

Select one party member and ungroup them. Hide and walk forward, watching out for the Shadows’ line of sight. Get to the center of the room where there is a lever. It lowers some walls that lets you reach a table with the Soft-Step Trial Key.

Head to the right of the lever to find a Button you can press. This lowers another wall in front of you, letting you head straight to the end. Casting Invisibility helps you avoid any watchful Shadows at this point. Follow the path up the stairs and use your key to open the locked gate. Grab the Umbral Gem and use the teleporting button to return to the start.

Self-Same Trial

Head north from the Soft-Step Trial on your map. When the path splits to the west and north again, take the west path through the doors. This leads to the Self-Same Trial room with a Sacrificial Bowl in the middle. Shadowheart can start the trial if she is in your party, but you can do it if she isn’t.

Head through the door behind the statue and keep going west to run into hostile images of your party. They aren’t as strong as your actual party, but have the same moves and equipment. The main difference is they can use Shadow Blend to turn invisible and move around.

Try to have each character fight their own image. If they attack someone else’s image, they get the Cheater’s Folly status which lowers their Ability scores by one. It can stack up to three times, reducing your combat performance each time.

The images you fight aren’t bound by these rules and attack whoever they want. But once a party member’s respective image is defeated, they can freely assist everyone else. Equip the Moonlantern on a character to prevent the invisibility effect of anyone getting close.

Alternatively, focus your attacks on a single image without caring about Cheater’s Folly. That brings down the images faster even if it does penalize you. Take a Long Rest to remove the effects after the battle ends. An Umbral Transporter will bring you back to the entrance, but walking back is also an option. Don’t forget to pick up the Umbral Gem opposite the Transporter.

Faith-Leap Trial

Head back to the path split and walk down the stairs to the north. This will lead to another path split with paths going west and south. Head west through the door to find the Faith-Leap Trial. Inspect the Ancient Altar and Shadowheart offers to start it again.

You must walk along an invisible path to the other side. The path you must follow is on the floor near the Ancient Altar. Follow the gold path that leads to the end to avoid dying. Step away from the path and you are teleported back to the beginning. In some cases, you might die (though this doesn’t always happen). It’s best to only have one character move; ungroup them to avoid someone falling off the path.

If you struggle, you can use the Fly or Dimension Door spells to get to the other side. Particularly long jumps are possible as well. Equipping the Moonlantern, approaching from the bottom right, and then using Tactician View with the O key works too. Zoom in and you can see tiny white dots illuminated by the Moonlantern which represent safe areas to walk on.

Take the Umbral Gem at the end and use the teleporter it uncovers to return to the start of the trial. Return back to the path split and head south to find an elevator that brings you up. Alternatively, fast travel back to the Gauntlet of Shar Waypoint and head east, back to where you fought the undead Justiciars.

North of the battlefield is an Ancient Altar where you can place the Umbral Gem from your inventory. If Shadowheart is in your party, she will ask you to find the Spear of Night before continuing,

Finding the Spear of Night (optional)

To find the Silent Library where the Spear is contained, head back to the Faith-Leap Trial and go further south on the map. You should see a white forcefield in front of an area. It’s not a barrier and you can go through it, but it will inflict Silence on everyone inside.

This library contains several undead Justiciars and the Librarian, the Umbral Tremor in the middle of the room. The Librarian is maintaining Silence around the battlefield; it disappears when the Librarian is defeated. Destroy them first to give your spellcasters an advantage.

Alternatively, an all-physical party can do well here. Lae’zel and Karlach are the two best melee attackers. Wyll or Asterion can fill in the other role.

After everyone is defeated, head to the center of the room and look northwest. There’s a button that will lower the gate blocking access to the rest of the library. Press it (the others are traps) and head through.

Before you head through, search the bookshelves (even the trapped ones). You are looking for the Teachings of Loss: The Nightsinger book. It’s in the northeast bookshelf in this image (on the map) but it could be different for others.

Head past the lowered gate and interact with the Riddle of the Night in the center. Put the Teachings of Loss: The Nightsinger book inside and you will lower a nearby wall. Go into the newly opened area to find a Spear of Night in the center. There’s a Dark Justiciar Half-Plate below the Spear, and a Dark Justiciar Helmet in the chest at the back.

It’s time to get the final Umbral Gem that allows you to proceed, and that is obtained by killing Yurgur. This is the Kill Raphael’s Old Enemy quest.

Deal with Yurgir

Go back to the Ancient Altar and head east, going down some broken stairs. Head to the edge and jump down to the level where you saw a black Displacer Beast. If there isn’t a good spot to jump, you aren’t close enough to the edge.

Follow the path to reach Yurgir, who Raphael wants you to defeat. There are two ways to get the Umbral Gem; you can defeat Yurgir or free him from the contract.

There are three ways to resolve the situation. You can fight Yurgir and defeat him, or persuade him to get out of the deal with Raphael. When talking to Yurgir, Warlock characters can try to help Yurgir out of the contract, culminating with a Persuasion check. Non-Warlock characters get an additional method of helping Yurgir out of the contract.

Check Type Difficulty To Clear Success Failure
Persuasion 16 Proceed with the quest Yurgir attacks

Your options are:

  1. Attack Yurgir
  2. Free Yurgir from the contract
  3. Exploit loophole to reduce enemy count and possibly defeat Yurgir without a fight

The third option is not available for Warlock characters such as Wyll.

Helping Yurgir can be done without speaking to him as long as you know what to do. But if you are speaking to Yurgir first, you must have a Warlock to pursue the option.

If you persuade Yurgir, you learn about the last Sharran that must be defeated. Astarion, Shadowheart, Wyll, and Karlach disapprove of helping Yurgir.

Attacking Yurgir

Before going in, if you pass the Perception check, you should notice several Merregon enemies above you, along with Yurgir. The Displacer Beast that led you to the area is also in front of you. It’s possible to take them by surprise and attack them with an area-of-effect spell.

This surprises all enemies, instead of surprising your party if you talk to Yurgir normally. The Displacer Beast can hit with its tentacles and teleport with nearby party members. It leaves behind an image that acts as a clone. The Merregons will fire crossbows from above, while Yurgir does the same.

Yurgir can use Volatile Cluster to set explosives on the ground. They detonate after a turn but it’s easy to move your team out of the way. Concussive Blast pushes units away while dealing damage. When weak, he will use Orthonic Handbombs to throw several explosives around him.

The toughest part of the battle is Yurgir’s constant use of Invisibility. Without a way to reveal him, this battle will be difficult. Bards and Druids can use Faerie Fire to reveal him. Using the Xyanyde mace from Minthara is only useful if you can pull off a missed attack. Given Yurgir’s penchant for long-range attacks, it’s not your best option.

Area-of-effect attacks or spells that deal damage over time are perfect. These can range from a Warlock’s Hunger of Hadar spell to throwing grease on the ground and lighting it on fire. As long as Yurgir takes damage, he can’t go invisible which leaves him open to attacks.

Free Yurgir from the contract

To help Yurgir, head outside the Faith-Leap trial room and you will see some rats near a statue. It helps if you have the Speak with Animals invocation, but it’s not necessary.

Talk or attack the rats, continuing even if they interact with you a second time. Head opposite the Silent Library to find a Cragged Rock you can climb down. At the next level, you should see some rats congregating at the foot of the statue. There’s another Cragged Rock leading down to get there.

If you were hostile, the rats should attack you after a “conversation” (even with Speak with Animals). The rats aren’t powerful and will die in one hit. The real threat is their ability to gang up on you and launch multiple attacks. Some can inflict Sleep, deal additional Necrotic damage, and even explode when they die.

Spells such as Spirit Guardians will mitigate most of the threat. Area-of-effect spells are effective if you can position them close to your party without hurting them.

After all the rats have fallen, Lyrthindor will appear. There is no peaceful resolution and you must defeat them as the last Sharran. Other than casting multiple Sleep spells on your party, it’s not a difficult battle.

Once the battle ends, return to Yurgir who receives you warmly now that the contract is over.

Exploit contract loophole

Non-Warlock characters can listen to Yurgir’s contract by mentioning they can try to help Yurgir out. This leads to options that let you hear Yurgir’s contract in sound form. You will see an Insight check at the top of your screen; it must succeed for this option to be available.

If it works out, you should see an option referencing the lyrics are a trick as a Persuasion check.

You must pass three checks, each with growing difficulty. The first check is 16 and if you pass it, the Merregons aiding Yurgir will disappear. Passing the second check of 21 will remove the Displacer Beast. The final check is another 21, and passing it will get Yurgir to end himself.

Even if you fail the second and third check, the battle is significantly easier since you have fewer enemies to fight.

Activate the final door

Regardless of how you deal with Yurgir, you should have all four Umbral Gems. Pick up the final Gem on the stone steps of the first floor, near the Displacer Beast.

Head back to the first Ancient Altar and step onto the circular platform, using the rightmost Traversal Gem to proceed. Interact with the second Ancient Altar at the bottom and insert your remaining Umbral Gems to open the door.

Go forward and activate the Verge of the Shadows Waypoint, then head into the water to reach the Shadowfell Entrance. If Shadowheart is in your party, she will pray. The prayer won’t take long and you can head in once it’s done.

A notice indicating a Point of No Return will appear. Ensure you have tied up any loose ends and finished every quest you want before proceeding.

Reach the relic

After talking with Balthazar when you arrive, everyone will get the Feather Fall condition. You can’t take falling damage, which is good as you must jump down to low platforms. Follow the path and keep jumping down. Your goal is to reach a magic circle at the bottom.

Balthazar will begin transporting the Nightsong back to Moonrise Towers. There are two options: stop him or let him continue. If you plan to stop him, it may be easier to attack first and let Balthazar waste a turn reviving the skeletons. If you jump down, mention that your friend has plans to get Shadowheart’s approval. Saying you will destroy the Nightsong gets Karlach’s approval.

Alternatively, you can jump down and use Hide to sneak around Balthazar. This lets you get a good position before fighting him. You can throw nearby Bone Piles together to create a group you can destroy with spells.

Stopping Balthazar results in a battle where he summons a large group of undead to fight you. There are several melee enemies which are Apostate Defenders as regular enemies and Apostate Destroyers that can take a hit. Apostate Librarians cast magic while Apostate Sentinels fire arrows.

Balthazar can cast Ray of Sickness which is a focused Poison spell on one target. Cloudkill unleashes Poison damage in an area. The Librarians can cast Ray of Frost, Sleep, and Blindness.

Do your best to avoid the ledges, since Apostate Destroyers will Shove you off if they can. You can also Shove them off to mitigate this threat. Your success will rely on having Lae’zel or Karlach do it, or your character if they are Strength-based. Defeating them quickly will be a big relief.

Due to the large number of enemies, you want to start casting area-of-effect spells to take them out quickly. Get Balthazar in those attacks as well; he’s the biggest threat on the battlefield. Using Shadowheart’s Spirit Guardians is a great way to slow down enemies, especially the Apostate Destroyers.

Balthazar and the Apostate Destroyers are the biggest threats. Rapid burst damage on Balthazar will be effective, but concentrated focus fire is just as effective. Shoving off the Apostate Destroyers removes the biggest threats, as everyone else is considerably weaker. Alternatively, focus fire the Apostate Destroyers to bring them down.

If the battle drags on, make your way towards the northeast part of the battlefield. It’s harder to shove units off there, protecting your units.

The fate of Nightsong

After the battle, loot the bodies and talk to the Nightsong. If Shadowheart is in your party, she will try to strike down the Nightsong to become a Dark Justiciar. Having a strong relationship with Shadowheart allows you to turn her away from it. Should your relationship be near the maximum, Shadowheart will always spare Nightsong. You must force her to kill if you want the Dark Justiciar path.

Trying to dissuade Shadowheart will give you a Persuasion check. Alternatively, try gently dissuading her with your options if you don’t have good Charisma.

Check Type Difficulty To Clear Success Failure
Persuasion 30 Shadowheart turns away Shadowheart keeps going

Continuing to dissuade Shadowheart gives you an easier Persuasion check.

Check Type Difficulty To Clear Success Failure
Persuasion 21 Shadowheart turns away Shadowheart keeps going

Worst comes to worst, you can fight Shadowheart and kill her, but this ends her character quest prematurely.

Taking the Dark Justiciar path will remove the protection over Last Light, dooming its inhabitants. Any quests that were active at Last Light are gone. Shadowheart will gain powerful new equipment as a reward.

Sparing Nightsong will remove the shadow curse spreading throughout the land. This is also your default option if you kill Shadowheart. You can equip the Spear of Night from Shadowheart’s corpse and finish the job if you like. Sparing Nightsong gives you the Moonlight Glaive.

Let Balthazar take the relic

If you let him continue, Shadowheart will turn on your group and leave your party permanently. You can leave through the Shadowfell Portal, where Shadowheart runs away.

Report back to Disciple Z’rell. She will task you with getting Isobel from Last Light, which is part of the Resolve the Abduction quest. If you already completed it and protected Isobel, you can claim that Marcus messed up to get entry. This allows you to visit Ketheric Thorm anyway.

If you like, you can still complete Capture Isobel the Selunite Cleric. Head through the Ornate Door near Z’rell and head to the top to meet Ketheric Thorm.

If you delivered both Isobel and the Nightsong to him, Ketheric will be friendly to you. Otherwise, he forces you to kneel before the altar of the Absolute. The altar is just up the stairs, opposite the Heavy Chest. After the events, you will head to Defeat Ketheric Thorm.

If it works out, you should see an option referencing the lyrics are a trick as a Persuasion check.
Ministers tree house

Another aspect of Henry Evans' magical performances that sets him apart is his unique and innovative approach to magic. He constantly pushes the boundaries of traditional magic, finding new ways to surprise and captivate his audiences. Whether it's using technology, unconventional props, or unexpected twists, Evans always keeps spectators on their toes, never knowing what to expect next. Overall, Henry Evans' magical performances are a testament to his incredible talent, creativity, and showmanship. He continues to amaze and inspire audiences with his extraordinary illusions and mind-bending tricks. His performances are not to be missed for anyone seeking an unforgettable and magical experience..

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ministers tree house

ministers tree house