Not having low-light vision is like super hard mode. I had a bunch of lights but the enemy was between two rocks and somehow that made him totally unlit. I guess the dungeon is made out of 100% black unobtainium that just doesn't reflect any light.
Really loving what I've played so far but holy wow story and dialogue is so not Tactical Adventures' strong suit. The voiced dialogue scenes are pretty rough.
The solid gameplay makes up for a lot of it though. Playing a Battle domain Cleric, a two-handed Spellblade fighter, the poison-y, climb-y Rogue, and a Green mage.
- The Four Horsemen of the Apocalypse (2017, colorized)
I dunno, I feel like it has a fun charm to it. Like I'm playing a homebrew D&D campaign. I haven't been nearly as annoyed by the writing as I was expecting to be
Some of these random encounters aren't kidding with you. Just got absolutely murdered by a caster and two warriors in full plate who were attacking both thrice per round when my party was lvl 3. My first game over even though I burned through all of my spells. Seeing three flame bolts all miss is always fun - I think I had 2-3 rounds in a row where all my attacks missed them. AC 21 or so.
Also bought a darkvision ring for my stupid, stumbling in the dark human cleric. Shouldn't have made a human in the first place I guess but at least that fixes that.
Alright, been mostly loving this despite some complaints up until this undead keep. This place is really good at draining my will to keep on playing, though. First a boss fight that I don't seem to be even close to winning, the enemy regens almost as much damage as I can do if all I do is damage, but eventually I have to heal or deal with her minions and then she just heals back to full. Small room, no space to maneuver and just plain not fun in any way. Especially since she spams AE debuffs as well and is resistant to the damage types I can deal. Somehow she isn't even vulnerable to radiant damage despite being undead.
Eventually after trying twice to fight her with pitiful results I win the fight by spamming save & load and persuasion so I can skip the whole damn thing, only to end up in a maze full of cryptic arrow markings, locked doors and pressure plates. I fucking hate that shit. I have no idea why developers keep on adding mazes, only thing they are good at is making people mad.
Rant over. I guess I'll eventually check a walkthrough or something and muddle through the maze but if it leads to a tiny room with a super-hard boss fight I'm done.
She is tough. Definitely hardest encounter in the game so far for me.
she is a vampire and you likely do not have enough DPR to drop her through her regen and bite regen. However she is sunlight sensitive. So if you open up the boarded windows and let the light in (or cast daylight*) she will have disadvantage on attacks in that area and take 10 dmg/rnd rather than regening which is 20 hp/round swing plus disadvantage. Plus the fight is pretty close to 100% avoidable I think (you lose out on the loot but still get XP)
*though due to a bug you might want to hold onto daylight. I don’t think daylight prevents darkness being cast in the area but I do think it properly counters her darkness if she casts it
She is tough. Definitely hardest encounter in the game so far for me.
she is a vampire and you likely do not have enough DPR to drop her through her regen and bite regen. However she is sunlight sensitive. So if you open up the boarded windows and let the light in (or cast daylight*) she will have disadvantage on attacks in that area and take 10 dmg/rnd rather than regening which is 20 hp/round swing plus disadvantage. Plus the fight is pretty close to 100% avoidable I think (you lose out on the loot but still get XP)
*though due to a bug you might want to hold onto daylight. I don’t think daylight prevents darkness being cast in the area but I do think it properly counters her darkness if she casts it
I had the bright idea to blow up the boarded up windows myself... until I did so and it turned out it was nighttime outside, so there was no light to let in.
The fight is really shitty though; her sheer number of actions coupled with her insanely high attack bonuses shred even my tankiest characters. Her Legendary Resistance making her essentially immune to status effects doesn't help much either.
Edit: I managed to win through pure cheese. Rested until daylight, passed her persuasion check to let me maneuver my party as I pleased, pre-broke the windows, kept everyone in stealth until she turned hostile but before detecting my party, and unloaded everything I had on her in the surprise round. I got her down to 4 HP before she auto-cast her dark veil on her first non-surprise turn and then regained 8 HP on a successful hit, but having my Cleric burn a third level spell slot for Magic Missile sealed the deal.
Also as a general fun tip for anyone who wants to roll with a Spellblade: using a two-hander with the associated fighting style means that as long as you have that weapon, ALL 1s and 2s you roll get auto-rerolled, including for your spells. I don't know if this is intended or an oversight, but giving my Spellblade a virtual guarantee to do decent damage with a cantrip or Magic Missile is very nice.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
She is tough. Definitely hardest encounter in the game so far for me.
she is a vampire and you likely do not have enough DPR to drop her through her regen and bite regen. However she is sunlight sensitive. So if you open up the boarded windows and let the light in (or cast daylight*) she will have disadvantage on attacks in that area and take 10 dmg/rnd rather than regening which is 20 hp/round swing plus disadvantage. Plus the fight is pretty close to 100% avoidable I think (you lose out on the loot but still get XP)
*though due to a bug you might want to hold onto daylight. I don’t think daylight prevents darkness being cast in the area but I do think it properly counters her darkness if she casts it
I had the bright idea to blow up the boarded up windows myself... until I did so and it turned out it was nighttime outside, so there was no light to let in.
The fight is really shitty though; her sheer number of actions coupled with her insanely high attack bonuses shred even my tankiest characters. Her Legendary Resistance making her essentially immune to status effects doesn't help much either.
Edit: I managed to win through pure cheese. Rested until daylight, passed her persuasion check to let me maneuver my party as I pleased, pre-broke the windows, kept everyone in stealth until she turned hostile but before detecting my party, and unloaded everything I had on her in the surprise round. I got her down to 4 HP before she auto-cast her dark veil on her first non-surprise turn and then regained 8 HP on a successful hit, but having my Cleric burn a third level spell slot for Magic Missile sealed the deal.
Also as a general fun tip for anyone who wants to roll with a Spellblade: using a two-hander with the associated fighting style means that as long as you have that weapon, ALL 1s and 2s you roll get auto-rerolled, including for your spells. I don't know if this is intended or an oversight, but giving my Spellblade a virtual guarantee to do decent damage with a cantrip or Magic Missile is very nice.
That is not intended I don’t think
Also worth noting that you don’t get XP for killing her if you passed the speech. So you could have just left and ignored the loot. (Which is OK. There is plenty of loot in the game as far as I can tell even if the loot for that fight is relatively good). Also note that anything short of a TPK you are probably fine because there is a large amount of revivify available.
I fireballed her twice ignoring the minions, daylight spell AFTER she cast darkness and I had her illumiated. 2 or 3 lucky crits with Radiant Damage and some Ranger Shenenigans. Deffo a tough fight. Still took me 5 reloads. The loot is worth is though imo, my ranger got a very nice frost greatsword crafted.
As for the maze after I found it refreshing to think a bit and not throw Fireballs around all day, all according to taste I guess.
I've completely turned around on my opinion of the writing and voice acting. The writing is really charming at times and some of the banter has gotten some solid laughs out of me. The voice acting is still pretty bad (a major NPC who follows you around a while has gotten at least four different pronunciations of their name so far), but it's that "so bad it's good" level.
- The Four Horsemen of the Apocalypse (2017, colorized)
I'm only a couple hours in (I'm not even done that first location), but I'm loving this. This is basically how I've wanted every D&D-based game to play. I wish I had access to all the classes and subclasses from the PnP game, but understand why that won't happen.
Hopefully Tactical Adventures makes enough out of this to license DND 5 proper for a new game.
Well the issue with all the classes (not even the subclasses) is that they don’t have a huge team and so more or less have to have everyone on something else besides making more classes. I think the team is 11 people total?
Deets in spoiler: One deet not in spoiler since its an ongoing issue and is in bold and is important
Do not equip the Orc Javelin, Orc Shortbow or Ogre Javelin - saving while having one of these item equipped will corrupt the save, preventing you from loading it later. These corrupted saves will be fixed in a future patch.
Known Issues (that we're working on)
Do not equip the Orc Javelin, Orc Shortbow or Ogre Javelin - saving while having one of these item equipped will corrupt the save, preventing you from loading it later. These corrupted saves will be fixed in a future patch.
Beards are not always properly affixed to the characters' face
If you're playing from an Early Access save, Bring the Sword back to Merton has a bugged cutscene that prevents you from completing it
Some people have a black screen / weird clouds when starting a new campaign. Workaround here
The Landing Plaza in Caer Cyflen has some new decoration that it shouldn't have
Major Fixes
Fixed a "white dice" appearing when attacking multiple times too quickly
Dungeon Maker: You can now add a Thumbnail to your Custom Dungeon when uploading them by having a .png or .jpg file with the same name than that of your dungeon in the custom dungeon folder.
Fixed AI sometimes using a bonus action to do an additional main action attack instead. AI be cheating. DM does not approve.
Fixed an issue with the Arena Quest where the door could get stuck, blocking quest progression
Fixed magic items crafted or bought from vendors sometimes not being identified. Mystery potion! Gotta love them!
Crafting Tooltip now displays the crafted item tooltip even if missing the ingredients
Fixed some issues with Chinese Localization
Fixed some long duration AoE spells not being visible when cast directly on a character
All in-game backer items are now identified by default
Fixed 6 League Boots incorrectly doubling your movement speed instead of giving you an additional cell of movement
Fixed Dwarven Bread not being equippable. Get that +1 CON Bonus!
Fixed Early Bird not working properly. It showed the initiative bonus but it didn't give any. What a scam
Fixed Cog of Cohh not properly giving +2 CHA
Re-added a missing cutscene in Halman's House
Counterspell can now correctly fail when targeting spells above level 3
Fixed Acid Arrow "acidified" condition sometimes being removed too early
Added Arrow parts to Gorim's Store
Fixed a HUGE missing component of the end game fight. Really huge. Like, physically huge.
Minor Fixes
Fixed female halfling animations going banana and clipping all over the place
Fixed Flying Snakes and Fire Osprey moving multiple times after attacking for no particular reason
Fixed Ray of Enfeeblement projectile moving super slowly
Fixed Strike of Oblivion color to match Necrotic damage
Fixed missing VFX & Light on Sacred Weapon
Added a Dodge animation to Eagle Matriarchs
Changed Crossbow Bolt icons to avoid mistaking them with Arrows
Added an Idle animation in combat to Ghasts
Fixed a certain Schrödinger boss incorrectly being displayed as both dead and alive after loading a save
Fixed a lighting issue on the Character Portrait & Inventory
Fixed an error that could trigger at the end of the Lowlife Background QUest
Tome of All Things is now a Quest Item
Added a missing quest marker to a certain mansion
Fixed attack animation while flying
Fixed Pheromone duration being incorrectly calculated after loading a save
Fixed a tooltip issue when hovering above the Armor Class value
Updated Maul icon
Fixed characters shadows sometimes missing in some cutscenes
Fixed an error that would trigger in Caer Lem if no one can read Ancient Tirmarian (should have paid attention in class)
Fixed some lipsync issues
Fixed some doors not being placed in their correct spot
Fixed a certain backer document not displaying the proper content
Fixed some pathfinding issue in a certain quest late game
Monsters in one specific fight are now immune to lightning. Because teamkilling half of your minions isn't a particular wise move
Fixed one haircut magically hovering above the character's head
Fixed missing quest marker not appearing in the Spy Background Quest
Added missing waypoints to Gallivan & New Empire Embassies
Cleaned up some spell tooltips that displayed unnecessary / wrong information
Revivy & Raise Dead tooltip no longer show "Unknown Effect". We all know what it does. Unknown my butt
Fixed Skybox missing in Monastery
Half Plate +1 now correctly has Stealth Disadvantage
Fixed Mage Armor not being castable more than once
Traps no longer trigger when the attempt to disarm them fail in the Dungeon Maker
Fixed Armor of Survival tooltip not appearing
Fixed an issue where buying back scrolls from merchants could cause a crash[/quote]
I dunno, I feel like it has a fun charm to it. Like I'm playing a homebrew D&D campaign. I haven't been nearly as annoyed by the writing as I was expecting to be
This has been my view on it. It's cheesy in a nice, homey way.
For a strength based spellblade, is there a reason to go with something other than Great Weapon Fighting?
Worth considering the dueling fighting style. Dueling gives you +2 damage with a one-handed weapon, while still letting you use a shield. A 1d8 longsword with a +2 bonus is the same average damage (7) as a greatsword, and you still get the +2 shield AC.
For a strength based spellblade, is there a reason to go with something other than Great Weapon Fighting?
Worth considering the dueling fighting style. Dueling gives you +2 damage with a one-handed weapon, while still letting you use a shield. A 1d8 longsword with a +2 bonus is the same average damage (7) as a greatsword, and you still get the +2 shield AC.
The downside is not being able to cast spells while holding a shield until level 7 (unless you turn that off in the options).
For a strength based spellblade, is there a reason to go with something other than Great Weapon Fighting?
Worth considering the dueling fighting style. Dueling gives you +2 damage with a one-handed weapon, while still letting you use a shield. A 1d8 longsword with a +2 bonus is the same average damage (7) as a greatsword, and you still get the +2 shield AC.
The downside is not being able to cast spells while holding a shield until level 7 (unless you turn that off in the options).
Ah, I see. I haven't played Solasta in quite a while now, but in PnP, even if you don't have any other way to circumvent it (like the war caster feat) you can just sheathe your sword and cast your spell. Next round, draw your sword again and carry on. Will Solasta not let you do this?
Edit: although I guess that wouldn't help you with something reactionary like the Shield spell. Ah well.
For a strength based spellblade, is there a reason to go with something other than Great Weapon Fighting?
Worth considering the dueling fighting style. Dueling gives you +2 damage with a one-handed weapon, while still letting you use a shield. A 1d8 longsword with a +2 bonus is the same average damage (7) as a greatsword, and you still get the +2 shield AC.
The downside is not being able to cast spells while holding a shield until level 7 (unless you turn that off in the options).
Ah, I see. I haven't played Solasta in quite a while now, but in PnP, even if you don't have any other way to circumvent it (like the war caster feat) you can just sheathe your sword and cast your spell. Next round, draw your sword again and carry on. Will Solasta not let you do this?
Edit: although I guess that wouldn't help you with something reactionary like the Shield spell. Ah well.
You can do this. You can even (currently) just take the shield off so long as you have it on your quick weapon bar as an option (there are, iirc, currently some issues with how the quick weapon bar operates but this is neither here nor there)
But its lame and you should definitely not do it because i personally am biased against these options. Just use the two hander or versatile weapon.
the second vampire fight was hilariously easy. I was level 7 by then so the cleric dropped daylight and the wizard dropped black tentacles and the ranger dropped silence... and he failed his save Vs the tentacles and just sat eating dmg[/quote]
I'm having trouble with flying. I want to just fly my wizard up the way certain enemies do, but I can't figure out a way to do that. Some googling tells me there should be a plane button somewhere, but I can't find such a thing. Anyone able to help?
I'm having trouble with flying. I want to just fly my wizard up the way certain enemies do, but I can't figure out a way to do that. Some googling tells me there should be a plane button somewhere, but I can't find such a thing. Anyone able to help?
Enjoying this, but there seem to be alot of bugs with feats, stuff dying/getting stuck in walls, and some real problems with the RNG - or, all the dice I have destroyed in the past have returned as digital ghosts in this game.
This looks good! Think I'm going to wait for some updates and mods, though. I appreciate that they focused on level 1-10 rather than trying to fit all 20 levels in one chunk.
This looks good! Think I'm going to wait for some updates and mods, though. I appreciate that they focused on level 1-10 rather than trying to fit all 20 levels in one chunk.
Me too, but I always vastly preferred 'lower' level AD&D vs mid teens and up.
I installed this last night, as I'm hankering for a old style RPG.
Spent an hour making a party, and started the game.
I guess I'm playing this for the next month, as I loved what I saw, and I'm really in the mood for some turn based combat.
I might restart and change my rogue to a ranger, though, I can't decide.
If I give my ranger the lowborn background, can I get lockpicks from the start ?
Actually, I think I'll have to restart, and redo my skills and you need three specific perks to be able to craft. I can't craft poisons, for example, because I don't have the doctor perk.
Did I just break the game by being a ranger and bow attack on the rogue tutorial mission? Shot the Loan Shark, he didn't find me, game is just stuck looking at everyone now. Let's see if a reload fixes it. And it seems the entire game is locked up... restarting it and 1 shoting him this time went smoothly. Hopefully that's not a common thing.
Posts
The solid gameplay makes up for a lot of it though. Playing a Battle domain Cleric, a two-handed Spellblade fighter, the poison-y, climb-y Rogue, and a Green mage.
- The Four Horsemen of the Apocalypse (2017, colorized)
Also bought a darkvision ring for my stupid, stumbling in the dark human cleric. Shouldn't have made a human in the first place I guess but at least that fixes that.
Eventually after trying twice to fight her with pitiful results I win the fight by spamming save & load and persuasion so I can skip the whole damn thing, only to end up in a maze full of cryptic arrow markings, locked doors and pressure plates. I fucking hate that shit. I have no idea why developers keep on adding mazes, only thing they are good at is making people mad.
Rant over. I guess I'll eventually check a walkthrough or something and muddle through the maze but if it leads to a tiny room with a super-hard boss fight I'm done.
*though due to a bug you might want to hold onto daylight. I don’t think daylight prevents darkness being cast in the area but I do think it properly counters her darkness if she casts it
The fight is really shitty though; her sheer number of actions coupled with her insanely high attack bonuses shred even my tankiest characters. Her Legendary Resistance making her essentially immune to status effects doesn't help much either.
Edit: I managed to win through pure cheese. Rested until daylight, passed her persuasion check to let me maneuver my party as I pleased, pre-broke the windows, kept everyone in stealth until she turned hostile but before detecting my party, and unloaded everything I had on her in the surprise round. I got her down to 4 HP before she auto-cast her dark veil on her first non-surprise turn and then regained 8 HP on a successful hit, but having my Cleric burn a third level spell slot for Magic Missile sealed the deal.
Also as a general fun tip for anyone who wants to roll with a Spellblade: using a two-hander with the associated fighting style means that as long as you have that weapon, ALL 1s and 2s you roll get auto-rerolled, including for your spells. I don't know if this is intended or an oversight, but giving my Spellblade a virtual guarantee to do decent damage with a cantrip or Magic Missile is very nice.
- The Four Horsemen of the Apocalypse (2017, colorized)
That is not intended I don’t think
Also worth noting that you don’t get XP for killing her if you passed the speech. So you could have just left and ignored the loot. (Which is OK. There is plenty of loot in the game as far as I can tell even if the loot for that fight is relatively good). Also note that anything short of a TPK you are probably fine because there is a large amount of revivify available.
As for the maze after I found it refreshing to think a bit and not throw Fireballs around all day, all according to taste I guess.
- The Four Horsemen of the Apocalypse (2017, colorized)
Steam: MightyPotatoKing
Well the issue with all the classes (not even the subclasses) is that they don’t have a huge team and so more or less have to have everyone on something else besides making more classes. I think the team is 11 people total?
Deets in spoiler: One deet not in spoiler since its an ongoing issue and is in bold and is important
Do not equip the Orc Javelin, Orc Shortbow or Ogre Javelin - saving while having one of these item equipped will corrupt the save, preventing you from loading it later. These corrupted saves will be fixed in a future patch.
Do not equip the Orc Javelin, Orc Shortbow or Ogre Javelin - saving while having one of these item equipped will corrupt the save, preventing you from loading it later. These corrupted saves will be fixed in a future patch.
Beards are not always properly affixed to the characters' face
If you're playing from an Early Access save, Bring the Sword back to Merton has a bugged cutscene that prevents you from completing it
Some people have a black screen / weird clouds when starting a new campaign. Workaround here
The Landing Plaza in Caer Cyflen has some new decoration that it shouldn't have
Major Fixes
Fixed a "white dice" appearing when attacking multiple times too quickly
Dungeon Maker: You can now add a Thumbnail to your Custom Dungeon when uploading them by having a .png or .jpg file with the same name than that of your dungeon in the custom dungeon folder.
Fixed AI sometimes using a bonus action to do an additional main action attack instead. AI be cheating. DM does not approve.
Fixed an issue with the Arena Quest where the door could get stuck, blocking quest progression
Fixed magic items crafted or bought from vendors sometimes not being identified. Mystery potion! Gotta love them!
Crafting Tooltip now displays the crafted item tooltip even if missing the ingredients
Fixed some issues with Chinese Localization
Fixed some long duration AoE spells not being visible when cast directly on a character
All in-game backer items are now identified by default
Fixed 6 League Boots incorrectly doubling your movement speed instead of giving you an additional cell of movement
Fixed Dwarven Bread not being equippable. Get that +1 CON Bonus!
Fixed Early Bird not working properly. It showed the initiative bonus but it didn't give any. What a scam
Fixed Cog of Cohh not properly giving +2 CHA
Re-added a missing cutscene in Halman's House
Counterspell can now correctly fail when targeting spells above level 3
Fixed Acid Arrow "acidified" condition sometimes being removed too early
Added Arrow parts to Gorim's Store
Fixed a HUGE missing component of the end game fight. Really huge. Like, physically huge.
Minor Fixes
Fixed female halfling animations going banana and clipping all over the place
Fixed Flying Snakes and Fire Osprey moving multiple times after attacking for no particular reason
Fixed Ray of Enfeeblement projectile moving super slowly
Fixed Strike of Oblivion color to match Necrotic damage
Fixed missing VFX & Light on Sacred Weapon
Added a Dodge animation to Eagle Matriarchs
Changed Crossbow Bolt icons to avoid mistaking them with Arrows
Added an Idle animation in combat to Ghasts
Fixed a certain Schrödinger boss incorrectly being displayed as both dead and alive after loading a save
Fixed a lighting issue on the Character Portrait & Inventory
Fixed an error that could trigger at the end of the Lowlife Background QUest
Tome of All Things is now a Quest Item
Added a missing quest marker to a certain mansion
Fixed attack animation while flying
Fixed Pheromone duration being incorrectly calculated after loading a save
Fixed a tooltip issue when hovering above the Armor Class value
Updated Maul icon
Fixed characters shadows sometimes missing in some cutscenes
Fixed an error that would trigger in Caer Lem if no one can read Ancient Tirmarian (should have paid attention in class)
Fixed some lipsync issues
Fixed some doors not being placed in their correct spot
Fixed a certain backer document not displaying the proper content
Fixed some pathfinding issue in a certain quest late game
Monsters in one specific fight are now immune to lightning. Because teamkilling half of your minions isn't a particular wise move
Fixed one haircut magically hovering above the character's head
Fixed missing quest marker not appearing in the Spy Background Quest
Added missing waypoints to Gallivan & New Empire Embassies
Cleaned up some spell tooltips that displayed unnecessary / wrong information
Revivy & Raise Dead tooltip no longer show "Unknown Effect". We all know what it does. Unknown my butt
Fixed Skybox missing in Monastery
Half Plate +1 now correctly has Stealth Disadvantage
Fixed Mage Armor not being castable more than once
Traps no longer trigger when the attempt to disarm them fail in the Dungeon Maker
Fixed Armor of Survival tooltip not appearing
Fixed an issue where buying back scrolls from merchants could cause a crash[/quote]
This has been my view on it. It's cheesy in a nice, homey way.
Worth considering the dueling fighting style. Dueling gives you +2 damage with a one-handed weapon, while still letting you use a shield. A 1d8 longsword with a +2 bonus is the same average damage (7) as a greatsword, and you still get the +2 shield AC.
The downside is not being able to cast spells while holding a shield until level 7 (unless you turn that off in the options).
Steam: MightyPotatoKing
Ah, I see. I haven't played Solasta in quite a while now, but in PnP, even if you don't have any other way to circumvent it (like the war caster feat) you can just sheathe your sword and cast your spell. Next round, draw your sword again and carry on. Will Solasta not let you do this?
Edit: although I guess that wouldn't help you with something reactionary like the Shield spell. Ah well.
You can do this. You can even (currently) just take the shield off so long as you have it on your quick weapon bar as an option (there are, iirc, currently some issues with how the quick weapon bar operates but this is neither here nor there)
But its lame and you should definitely not do it because i personally am biased against these options. Just use the two hander or versatile weapon.
Also, is there any particular reason a 2-hander Ranger wouldn't work?
Steam: MightyPotatoKing
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Shift, it’s still finicky.
2 hander ranger is the ideal ranger due to having loads of bonus actions taken up by spells.
My party is a battle cleric, a life cleric, a wizard scholar and a 2h Ranger.
The ranger is utterly insane in his damage output.
But enjoyable.
Me too, but I always vastly preferred 'lower' level AD&D vs mid teens and up.
Spent an hour making a party, and started the game.
I guess I'm playing this for the next month, as I loved what I saw, and I'm really in the mood for some turn based combat.
I might restart and change my rogue to a ranger, though, I can't decide.
If I give my ranger the lowborn background, can I get lockpicks from the start ?
Actually, I think I'll have to restart, and redo my skills and you need three specific perks to be able to craft. I can't craft poisons, for example, because I don't have the doctor perk.
Time to get out a pen and notepad...
It's got its hooks in me. It's very fun....
3DS Friend Code: 3110-5393-4113
Steam profile
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I really liked it, and it's really got me in the mood for Baldurs Gate 3. I enjoy pushing people off things.
I'm trying not to buy any new games at the moment, but the new Pathfinder game is really testing my determination.
I'm still playing the first game on Xbox, too.