The Velan Codex

Story

Choices, morality and reputation in this act

(Idea) Three numbers, as Codex section 7 suggests: personal morality, and standing with each side, rep.evane and rep.facets. All three start at 0. Standing moves on whose interests the player serves; morality moves on how they treat people. Section 11 gives the bands. All three run from −100 to 100 and move in steps of 5, as in the other acts (VEL-63). Trust is a separate 0–5 count per person (tamsin.trust, rook.trust).

SceneChoicemoralityrep.evanerep.facets
1.3Let the glyph-hunters go with a warning+50+5
1.3Take their shards, send them home0+5−5
1.3Hurt them and take the shards−100−10
1.3Hand them to the Wardens0+10−15
3.4Steal the Prism Snare half−5−5 (and rep.keepers −5)0
3.4Records: leave sealed0+50
3.4Records: copy for Tamsin0−5 (and rep.wardens −5), tamsin.trust +10
3.4Records: copy for the Facets0−10+10
3.4Records: open to both+5+5+5
4.1Back Aske against Ondine0−5+5
4.2Let The Pull's timer run out (a glass figure cracks)00−5
5.3Tell Rook his buyers widened the Sallow warp00−5, rook.trust +1
6.3Knock Hale out for the records−10−100
6.4Take a cut of the quicksilver dig−500
6.4Break the dig+500
Woken townsfolk side quests (section 15)Each one done+50+5

The act's choices alone can't push a player who arrived clean into the Undermere: the worst run through chapters 1–5 is −15 (Wary). Players reach it by bringing a fall in from Acts 1–2 or from side quests' hidden moral choices (Codex section 8).

From Walkthrough: Act 3 › Choices, morality and reputation in this act