| GAMESPOT.COM | PC GAMES | VIDEO GAMES | PC HARDWARE | GAMESPOT LIVE | GAMEBUYER |
| ||
PC GAMES News Reviews Previews Movies/Media Downloads Hints/Codes GameGuides.com Special Features Beta Center Release Calendar Forums Top Games
PC GENRES |
![]()
Make the journey into the monastery, which lies adjacent to the Tamoe highlands. Use the waypoint system to journey from the rogue encampment into the black marsh. From there, proceed into the Tamoe highlands, through the monastery gate, and into the outer cloister. Locate the waypoint in the outer cloister before proceeding into the barracks; that way, you can retreat out of the barracks and use the waypoint to return to the rogue encampment without using town portal scrolls. Alternatively, just stock up on town portal scrolls and use them once inside the barracks to prepare for your battle against the Smith. UNIQUE MONSTER: The intimidating Smith protects the Horadric malus. The Smith is extra strong, giving him additional damage and to hit-percentage. The Smith protects the forge setpiece that contains Charsi's Horadric malus. The Smith, a large unique monster, is classified as extra strong, making him quite durable to your weaponry. His size and strength make him a bit sluggish, however; your best option is to use hit-and-run (or ranged, as the case may be) attacks against him. Trying to stand in toe to toe will prove quite difficult because of the Smith's durability. As you should against any unique boss monster, attempt to clear out the area of lower beasts and minions before tackling the tough boss. Once you take down the Smith, locate the forge behind his starting location and grab the Horadric malus. Make sure you have the inventory slots available to hold the hammer weapon. Act I, Quest V Log Entry #2: Return the Horadric malus to Charsi. After defeating the Smith, you can recover the Horadric malus from the forge. Use a town portal scroll to head back into the rogue encampment and speak with Charsi. Alternatively, use the waypoint in the outer cloister to instantly travel back into the rogue encampment. Act I, Quest V Log Entry #3: Charsi will imbue an item with magical power. Returning the Horadric malus to Charsi activates the final entry in the fifth's quest log. Charsi tells you, "Oh, thanks so much for returning the Horadric Malus. I will now imbue one of your items with magical power." Speak with Charsi and carefully select one of your items to receive magical abilities. Naturally, you should choose something useful to your current character. For instance, if you're a Barbarian using skill points in sword mastery, you should imbue a sword. Or, if you're an Amazon concentrating on bow and crossbow skills over javelin and spear skills, you should select a bow or crossbow to imbue. Act I, Quest V Reward Upon returning the Horadric malus to Charsi, she will add magical abilities to one item, which could include a weapon, shield, gloves, boots, armor, or helmet. You can't imbue unique, rare, set, thrown, or jewelry items. In multiplayer games, everyone in the party when the Horadric malus is returned receives the reward. Act I Bestiary: You'll find Goatmen scattered around Act I - moon clan, night clan, and blood clan. Expect quite a fight as each carries double-digit hit-points and they're frequently in groups. TIP: It's not mandatory to return the Horadric malus to Charsi or receive the reward. In fact, you can hold onto the Horadric malus and your reward until a later act where you would have access to bigger and more powerful weapons, armor, and items. Certainly choosing to receive the reward and imbue the item now will make the battle against Andariel, which completes the sixth quest and Act I, potentially easier.
|
|
||||||||||||||||||||||||||
| ||||||