*Note* This map only shows content that is specific to Part 1 of the White March expansion. Follow this link for content that gets added to what becomes Durgan's Forge during Part 2.
The Adra Disc may be taken from this altar. Aggressive and Clever replies are possible when the spirits of the Battery object.
Taking the Adra Disc will cause spirits throughout the Battery to go hostile, as well as traps to appear at points marked #19.
You will find random potions and creature parts in this chest.
Traps will appear here once you've taken the Adra Disc from #17.
You will have to fight a very large force of Bitter Spirits, Wraiths and Battery Sirens here once you've taken the Adra Disc from #17. They leave behind Spirit Residues when killed.
Here will be a VERY large force of Battery Defenders, Battery Shield Walls, Bitter Spirits, Wraiths, and Battery Sirens. A sound approach is to keep your warriors at the door, and the spellcasters behind. Even so, be wary of the possibility that the Wraiths could teleport a character away from the rest of the party.
There will be a very large force of Bitter Spirits, Wraiths and Battery Sirens here. They leave behind Spirit Residues when killed.
The room also has a large orb in the middle, with Sapphires that can be pressed as buttons. The correct order is "Old Valia", "Living Lands" and then "Ruautai". The door at #27 will open once the correct order is entered.
There will be some coins in this vase.
The chest here will have a Ring of Overseeing, a random high-tier gem (e.g. Sapphire), and a few other random items.
The door here will open after entering the proper sequence at the orb at #24.
This chest will have random scrolls in it.
This chest will have a Battle Axe named Wodewys in it, along with random armors and helms.
This table will have a couple of Durgan Iron Ingots in it, along with a random armor.
Here is the White Forge, which is the focus of The White Forge quest. You can insert both Adra Spheres and the Adra Disc into it during a scripted interaction. Doing so will cause several constructs named Forged Guardians to attack, led by the Fragment of Exandru, the Fragment of Marunn, and the Fragment of Zoltun. Take out Zoltun, since he's the lone spellcaster, and the fight will become significantly easier. Also, position your tanks in a circle around your squishier characters, since the enemies will come in from all sides and are capable of significant damage with each hit. If you succeed, you can loot numerous instances of the following items:
These stairs here lead to the exterior of Durgan's Battery at #36.
Once you've re-activated the White Forge and defeated the Forge Guardians, you can click on this large Adra cone, which will prompt an extended dialogue with the spirits of Exandru, Marunn and Zoltun. Benevolent, Cruel, Clever, Diplomatic, Passionate, Stoic and Rational responses are possible at various points during the conversation. Lore checks of 5, Intellect checks of 16, and the Clergyman and Drifter backgrounds, can also help reveal additional details during the conversation.
The conversation ends with three possible choices:
Free the spirits to rejoin with the Great Wheel and become subject to new lives through reincarnation
Bind the spirits to the cannons of the Battery
Bind the spirits to the White Forge itself
Once you've made your choice, you can click on the Adra cone to have the White Forge meld Durgan Iron Ingots together into a Refined Durgan Iron Ingot. If you freed the spirits of the Battery, or bound them to the cannon, then it takes four Durgan Iron Ingots to craft a Refined Durgan Iron Ingot. If you bound the spirits of the Battery to the White Forge itself, then it only takes three Durgan Iron Ingots to craft a Refined Durgan Iron Ingot. Note that there are no disposition consequences for any choice you make, so binding the spirits to the Forge is the only choice that makes any practical sense.
Refined Durgan Iron Ingots can be used to enhance armors, weapons and shields. The benefits are as follows:
Weapons - +15% Attack Speed, +0.3 Critical Modifier, 20% of Hits converted to Critical Hits. *Note* Two-handed weapons require two Refined Durgan Iron Ingots for the upgrade.
Armors - 15% of incoming Critical Hits converted to Hits, -15% Armor Speed Penalty
Shields - 10% of ranged attacks reflected back at attacker, 15% of incoming Hits converted to Grazes, -15% single weapon Speed Penalty
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"So it has come, my raven. I'll leave this foul partnership and it shall be as if we've never been accquainted. Try not to trip over yourself as you continue your dreary way, aye?" -Haer'Dalis, Baldur's Gate II