Of course, Figgy, but is what he said about not really changing your attributes true, the exception being when you need to acquire a new combat skill? That seemed to make sense, and made things less overwhelming for me. I'm kind of bonkers about stats in stat heavy games. If I screw up even a single point, I get all flustered. I don't know if anyone else is like that, but I hate wasting limited points for some reason.
If I go the armor/shield route, I may choose a pirate. They look like they're perfect for that role. I liked my rogue, but I also liked Gladys, and she had higher social skills. You only need one character to be able to make use of those talents, right? It doesn't have to be your character? If so, I might not go the rogue route again. Combat has been difficult so far, so a bad ass pirate wouldn't necessarily hurt.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
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FiggyFighter of the night manChampion of the sunRegistered Userregular
Get Armor Use I, II, and III when encumbrance from armor starts to rise above eEC (effective encumbrance). I don't quite understand the eEC all that well, though. It sounds like in the end, almost everyone should get Armor Use along with Shields. I'm also not quite sure what TAV means.
Encumbrance explained
Every piece of armour has an "Encumbrance rating" listed on it. A piece of leather might be 0.4, where a piece of chainmail might be 3.
The encumbrance of your equipped armour is then added up and listed on the bottom right of your character sheet, below the weight of your inventory. Every level of "Armour Use" decreases this, and the remaining is your Effective Encumbrance.
For every point of Effective Encumbrance, you lose 1 point in Dodge Value (DV) and you have a 50% chance of losing 1 point in AT and PA.
TAV explained
Your TAV is your Talent Value. This is basically the number beside each of your talents. When you roll for a check, say to pocket picking, the game rolls 3 D20s, one for each attribute related to the talent.
In the case of pocket picking, that's Courage (CO), Intuition (IN), and Dexterity (DE).
Let's say there is no added difficult modifier (I'll get to that in a sec), so the rolls on your dice need to be equal to or less than the relative attribute. If the roll is higher, you can then use points from your TAV to reduce that roll in order to make it equal.
For example, you have 12 CO, 10 IN, 15 DE. You have 10 in Pocket picking.
You roll (18CO, 6IN, 17DE)
Your CO roll (18) is higher than your character's CO (12), so that's a fail. But you can now use your pocket picking TAV to reduce that roll. The game take 6 points in order to make your 18 roll now a 12, thus equal to your CO.
Your IN roll (6) is lower than your character's IN (10), so that's fine.
Your DE roll (17) is higher than your character's DE (15), so you'll need to dip into your TAV again, but now you've only got an effective 4 TAV in pocket picking, since you've used 6 points to compensate for your shitty CO roll. That's ok, you only really need 2 now, making your DE roll really a 15.
At the end of this roll, you now have 2 remaining talent points, which is known as TAP*. The game looks at this variable to determine whether you are successful or not in all checks. If it is a 0 or above, you're fine. In this example, it's a 2, so you have picked a pocket and are now the proud owner of some fluff. Good job, asshole.
SOME actions have difficulty modifiers. If you're picking a lock with a difficulty of 15, that is subtracted from your TAV. If your lock pick is only 5, that means your new TAV is now -10 (5 - 15).
That means every roll must be that much lower than your attribute. In other words, add 10 to whatever you roll. That's how they handle difficult situations in the game... add shit to your dice rolls.
Yeah, I decided to read the whole guide through instead of just the weapons/talents/stat distribution. You posted your explanation just as I finished reading it in the guide I posted above.
I'm still pondering what my character should be. Argh. Bad ass pirate? Rogue? The rogues are the best looking characters in the game, but I like Gladys so no need to have two thief-like characters in the party. Hmmm.
Lanrutcon: It's a bit overwhelming at first, but not all that difficult. That guide I posted helped me a bit, and Figgy explained the rolls very well, too. It sounds like you're basically going to want to have your TAV (Lockpicking - 13 points invested, for instance) higher than the associated attributes, or at the very least, max them the heck out. From what I read, you're also not going to really be changing the attributes much, either. They're expensive, and it seems best to put points into them generally when you need the prerequisite to buy a new combat ability or something (Shield Use II or Lunge or Whirlwind, you get the idea).
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
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FiggyFighter of the night manChampion of the sunRegistered Userregular
Of course, Figgy, but is what he said about not really changing your attributes true, the exception being when you need to acquire a new combat skill? That seemed to make sense, and made things less overwhelming for me. I'm kind of bonkers about stats in stat heavy games. If I screw up even a single point, I get all flustered. I don't know if anyone else is like that, but I hate wasting limited points for some reason.
If I go the armor/shield route, I may choose a pirate. They look like they're perfect for that role. I liked my rogue, but I also liked Gladys, and she had higher social skills. You only need one character to be able to make use of those talents, right? It doesn't have to be your character? If so, I might not go the rogue route again. Combat has been difficult so far, so a bad ass pirate wouldn't necessarily hurt.
Look at my reply above for just how important your stats are. They're pretty important, but so are your talent points! In most cases, your talent points can actually make up for your shitty stats... so don't worry if you're a tad low in some areas.
I would say he's mostly right in that you don't want to spend hundreds upon hundreds of experience rising your attributes until you need them. STR is a good skill because it raises your attack, your vitality, and in the end your HP (which in this game is the damage you do.. weird I know)
STR is also a good stat because it allows you to use Armour Use, which will reduce your effective encumbrance, thus reducing your penalties. Keep in mind tho, it's not all that bad to have a few encumbrance, as most characters will. Just don't expect to be dodging unless you want to wear cloth all the time.
And you're right in that you only need social skills on one character, since the game will check using the character with the highest. I still like having my main as a rogue though, just because. Being part of the thieve's guild isn't too shabby either.
Yeah, I decided to read the whole guide through instead of just the weapons/talents/stat distribution. You posted your explanation just as I finished reading it in the guide I posted above.
I'm still pondering what my character should be. Argh. Bad ass pirate? Rogue? The rogues are the best looking characters in the game, but I like Gladys so no need to have two thief-like characters in the party. Hmmm.
Keep in mind that Gladys is a terrible fucking thief character. I use her as a caster/healer.
So you roll a 1d20 against each of the 3 governing attributes of a skill, where a roll higher than your attribute score fails. You then use your bonus/skill levels in the skill to reduce any rolls that fail. Once all your rolls pass, and if you have any skill bonus left over, you succeed. Do I have that right?
Holy hell this must be a pain in the ass to play PnP.
So you roll a 1d20 against each of the 3 governing attributes of a skill, where a roll higher than your attribute score fails. You then use your bonus/skill levels in the skill to reduce any rolls that fail. Once all your rolls pass, and if you have any skill bonus left over, you succeed. Do I have that right?
Holy hell this must be a pain in the ass to play PnP.
"Ok, before we start, I'd like to ask how many D20s everyone brought. Little hint: the answer is Not enough."
Lanrutcon on
Currently playing: GW2 and TSW
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FiggyFighter of the night manChampion of the sunRegistered Userregular
So you roll a 1d20 against each of the 3 governing attributes of a skill, where a roll higher than your attribute score fails. You then use your bonus/skill levels in the skill to reduce any rolls that fail. Once all your rolls pass, and if you have any skill bonus left over, you succeed. Do I have that right?
Holy hell this must be a pain in the ass to play PnP.
You got it. Any difficulty modifier also reduces your roll too. So if the chest you're trying to unlock has a difficult of 10, take 10 away from each roll... in other words you need to roll 10 under each stat....
Well, picking a class was easy, in any game with pirates i'm pretty sure its a crime not to pick pirate. But i'm an hour or so in and I cringe whenever the time comes around to open up the character sheet =0
Well, picking a class was easy, in any game with pirates i'm pretty sure its a crime not to pick pirate. But i'm an hour or so in and I cringe whenever the time comes around to open up the character sheet =0
I just made a female pirate. She looks bad ass.
Is pick pocketing fun and worthwhile? Figgy mentioned Gladys is a bad thief, but what about the male rogue you get in the beginning area? Is going around stealing someone's purse is a good venture, I think I'd want a good, conniving bastard in the group to do it.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2009
Just have a look at the stats related to those skills on the char sheet. I found Dorian was terrible at picking locks. My main character (Thief) is fantastic at it, as well as pocket picking.
Keep in mind it's an exercise in patience. 9/10 pockets will have some junk and fluff. But that 1/10 will have some jewelery, some money, or even a weapon.
Yeah, after reading those two guides, I'm pretty sure I'm playing a pirate. Need to double check the stats though.
When I made her, I dumped the stats from the weapon skills other than Mace/Axe, put the remaining points into Willpower, and that left me with about 79 points. The guide says it's good to put 1-3 points into Vitality and Endurance early game, too, so those 79 points could go there. That seems like a good start for Svenna Gesjondottir.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
Yeah, after reading those two guides, I'm pretty sure I'm playing a pirate. Need to double check the stats though.
When I made her, I dumped the stats from the weapon skills other than Mace/Axe, put the remaining points into Willpower, and that left me with about 79 points. The guide says it's good to put 1-3 points into Vitality and Endurance early game, too, so those 79 points could go there. That seems like a good start for Svenna Gesjondottir.
Pretty much exactly what I am going to do, depending on the pirate's Attributes. Do they start with Mighty Blow or anything?
Indeed, sir, and it looks like we're going to want our pirates to finish that combat line. I'll be saving my points up to spend on Armor Use and Shield Fighting, too, and quickly get Offensive and Defensive Combat.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2009
The elf is better than Gladys. Hands down.
Summon an animal, and you've got a nice distraction in combat. She's also good with a bow, allowing her to stand back and fight whereas Gladys would have to run in with her little sewing needle and get knocked the fuck out.
The only drawback (haha archery pun) is that you need to keep her at 0 encumbrance, since having a ranged weapon gives you 0 PA.
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited March 2009
Does anyone that's able to run this have DaemonTools, by chance? While reading the German forums, I saw someone having pretty much the same problem as me and it was fixed by uninstalling DT.
How do I interpret shield values? In other games, it's a single number and generally the higher the better. Shields in this game, however, have stats displayed as -1/3 and I have no idea what that means. :P
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
Does anyone that's able to run this have DaemonTools, by chance? While reading the German forums, I saw someone having pretty much the same problem as me and it was fixed by uninstalling DT.
I have Daemon Tools installed and running and I had no problems with the German version.
How do I interpret shield values? In other games, it's a single number and the higher the better. Shields in this game, however, have stats displayed as -1/3 and I have no idea what that means. :P
That particular shield reduces your attack value by one and raises your parry by three.
How do I interpret shield values? In other games, it's a single number and generally the higher the better. Shields in this game, however, have stats displayed as -1/3 and I have no idea what that means. :P
-1 attack and it adds 3 parry to.. something. It only adds the parry to the second parry I think.
Renegen on
---Yeah
0
FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2009
The biggest benefit of shields is the ability to parry twice in one combat round. That means you can fight two mobs at once and parry both.
I'm glad I started over and went with the pirate. He's so freaking bad ass with his shield and axe and he looks so intimidating.
Oh man, that fight in Wagoner's Home. The first time I did it with my rogue and Rhulana, we almost died. With my pirate? I gave him Offensive and Defensive Combat and Roundhouse. I set him to Defensive and then unleashed a Roundhouse attack. He tore those mother fuckers apart and Rhulana and I didn't get hurt one bit.
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
So, about training skills. Are they fixed to the class? If I start as a rogue, will I never be able to train disarm traps? Or is it something thats fixed to the attributes in some way that I'm unable to pierce without a rulebook in front of me?
So, about training skills. Are they fixed to the class? If I start as a rogue, will I never be able to train disarm traps? Or is it something thats fixed to the attributes in some way that I'm unable to pierce without a rulebook in front of me?
If you don't start with a talent, you just have to find someone to teach it to you. You can then rank it up normally.
Of course, that isn't to say you'll be any good at it.
Fair enough. I went with a healing mage, but its been pretty blasty so far. You get mana back really quickly, at least it seems that way. With a charisma that high, I don't think I'll have any problem with the romancing or the etiquette.
seabass on
Run you pigeons, it's Robert Frost!
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2009
You get mana back quickly out of combat, yes. Once you start fighting 3-10 enemies at once, you'll notice just how slow in-combat mana regen is.
I'm playing the Arabian necromancer dude, and I finally bought the flame burst and lightning bolt spells in Praios Square.
I love that skeleton, but god damn its about time I got some fire power.
Is there a list somewhere of all the spells available? I'd like to know if I am going to get better/different summons than the skeleton.
Also Dranor is a poncy fop and I love it.
If it's anything like the summon animal spell, you get different summons with more power. As you level up the spell, you'll notice you can "increase" it on your hotbar. Not every level of spell = another level of increase though.
When I cast my animal summon at level 0 it summons a wolf rat. At 6, it summons a wolf.
FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2009
I've come to the first point in the game where there is a very clear choice to be made, and that choice will lead you down a very different path, it would seem.
Before this, all choices have really only affected the quest involved. So.. I've got an extra saved game now to go back to if I don't like the bed I made :P
I'm playing the Arabian necromancer dude, and I finally bought the flame burst and lightning bolt spells in Praios Square.
I love that skeleton, but god damn its about time I got some fire power.
Is there a list somewhere of all the spells available? I'd like to know if I am going to get better/different summons than the skeleton.
Also Dranor is a poncy fop and I love it.
If it's anything like the summon animal spell, you get different summons with more power. As you level up the spell, you'll notice you can "increase" it on your hotbar. Not every level of spell = another level of increase though.
When I cast my animal summon at level 0 it summons a wolf rat. At 6, it summons a wolf.
Ah, I see. I changed from level 1 to 2 and the skeleton showed up with 5 more vitality and endurance, and a sword instead of a wimpy hatchet.
I'm thinking about re-rolling, I only so far got the vouchers i needed to enter the town. I originally made a melee guy cause that's sweet, but the Amazon chick you pick up at the hotel seems to be all the tank i need. I am lacking in the casting from afar category though.
DrunkMc on
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
edited March 2009
Aha! I figured it out.
I have to have the Performance Option setting on Low. Everything else can be cranked up, but that one thing has to be set on Low. I'm not sure why. I haven't actually tested it further than character creation, but I was able to cycle through the different classes and stuff without getting a BSOD.
I got my 50 ducat reward from that first big quest and spent 30 of it upgrading talents and gear, although mainly for my pirate and Rhulana. I did get the dwarf Shield Fighting I and a shield, though, but nothing for Gladys. I don't quite know what to get her, or even if I should. I'll probably be swapping her out for someone better in a short while, right?
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
You can leave the first area with about 50 ducats if you play your cards right.
Yeah, where the hell do you get those tongue delicacies? I have a feeling you need a dwarf who will find a secret passage or something.
Nope. Go here:
Right behind the merchant beside the toll guy who stops you from going to the town
I never got the ducats from it because I fucking ate them in front of him like a fatty. Didn't you, fatty? I am, however, filthy stinking rich because I pick every pocket I come across and never leave any loot behind.
I got my 50 ducat reward from that first big quest and spent 30 of it upgrading talents and gear, although mainly for my pirate and Rhulana. I did get the dwarf Shield Fighting I and a shield, though, but nothing for Gladys. I don't quite know what to get her, or even if I should. I'll probably be swapping her out for someone better in a short while, right?
Not really "a short while," but you will be if you're anything like me. I absolutely LOVE the new caster that I'm using. Pretty much party member + 1.
For those spell casters, would it be prudent to buy them the dodge talent? Everyone else I've been giving Shield Fighting and Armor Use, but for Gladys or whoever comes next to replace her (someone mentioned a better caster than her coming up), those two talents would hinder instead of help.
I'm kind of sad about my pirate. I found a better weapon for him, a mace, but the axes look so cool in his hands. I better find a better axe soon! Looking cool while slaying things is a necessary ingredient to combat, and not just good stats!
Dashui on
Xbox Live, PSN & Origin: Vacorsis 3DS: 2638-0037-166
Whoo, Drakensang get! Went to Best Buy again today and they had one copy on the shelf, wedged between two games on the 'completely out of order' shelf. I had almost given up when I didn't see it where it should have been in the alphebetical order (like, not even a place where it could have been).
I've already looked over some of the guides posted previously, which I think will help me some when I start working up a character... at least give me some idea which direction I should go and all that. Can't wait to get home tonight and try this out.
For those spell casters, would it be prudent to buy them the dodge talent? Everyone else I've been giving Shield Fighting and Armor Use, but for Gladys or whoever comes next to replace her (someone mentioned a better caster than her coming up), those two talents would hinder instead of help.
I'm kind of sad about my pirate. I found a better weapon for him, a mace, but the axes look so cool in his hands. I better find a better axe soon! Looking cool while slaying things is a necessary ingredient to combat, and not just good stats!
Well, slight spoiler I suppose
The next caster you get has Dodge II.
And dodge is viable for a spell caster since you aren't going to be pumping up their armour use for two reasons: metal armour disables spells and strength is required for armour use. You don't want strength on your spell caster because it's a waste of points, since it won't ever be in melee range.
I have found a caster/archer is a great combo. My thunderbolt is doing around 18-20 damage, which is like 1/2 - 1/3 of the HP of these mobs I'm fighting.
Also, there is a skill you get that guarantees a wound. That is sweet.
Posts
If I go the armor/shield route, I may choose a pirate. They look like they're perfect for that role. I liked my rogue, but I also liked Gladys, and she had higher social skills. You only need one character to be able to make use of those talents, right? It doesn't have to be your character? If so, I might not go the rogue route again. Combat has been difficult so far, so a bad ass pirate wouldn't necessarily hurt.
Encumbrance explained
Every piece of armour has an "Encumbrance rating" listed on it. A piece of leather might be 0.4, where a piece of chainmail might be 3.
The encumbrance of your equipped armour is then added up and listed on the bottom right of your character sheet, below the weight of your inventory. Every level of "Armour Use" decreases this, and the remaining is your Effective Encumbrance.
For every point of Effective Encumbrance, you lose 1 point in Dodge Value (DV) and you have a 50% chance of losing 1 point in AT and PA.
TAV explained
Your TAV is your Talent Value. This is basically the number beside each of your talents. When you roll for a check, say to pocket picking, the game rolls 3 D20s, one for each attribute related to the talent.
In the case of pocket picking, that's Courage (CO), Intuition (IN), and Dexterity (DE).
Let's say there is no added difficult modifier (I'll get to that in a sec), so the rolls on your dice need to be equal to or less than the relative attribute. If the roll is higher, you can then use points from your TAV to reduce that roll in order to make it equal.
For example, you have 12 CO, 10 IN, 15 DE. You have 10 in Pocket picking.
You roll (18CO, 6IN, 17DE)
Your CO roll (18) is higher than your character's CO (12), so that's a fail. But you can now use your pocket picking TAV to reduce that roll. The game take 6 points in order to make your 18 roll now a 12, thus equal to your CO.
Your IN roll (6) is lower than your character's IN (10), so that's fine.
Your DE roll (17) is higher than your character's DE (15), so you'll need to dip into your TAV again, but now you've only got an effective 4 TAV in pocket picking, since you've used 6 points to compensate for your shitty CO roll. That's ok, you only really need 2 now, making your DE roll really a 15.
At the end of this roll, you now have 2 remaining talent points, which is known as TAP*. The game looks at this variable to determine whether you are successful or not in all checks. If it is a 0 or above, you're fine. In this example, it's a 2, so you have picked a pocket and are now the proud owner of some fluff. Good job, asshole.
SOME actions have difficulty modifiers. If you're picking a lock with a difficulty of 15, that is subtracted from your TAV. If your lock pick is only 5, that means your new TAV is now -10 (5 - 15).
That means every roll must be that much lower than your attribute. In other words, add 10 to whatever you roll. That's how they handle difficult situations in the game... add shit to your dice rolls.
Will I need a degree to play this game?
Currently playing: GW2 and TSW
I'm still pondering what my character should be. Argh. Bad ass pirate? Rogue? The rogues are the best looking characters in the game, but I like Gladys so no need to have two thief-like characters in the party. Hmmm.
Lanrutcon: It's a bit overwhelming at first, but not all that difficult. That guide I posted helped me a bit, and Figgy explained the rolls very well, too. It sounds like you're basically going to want to have your TAV (Lockpicking - 13 points invested, for instance) higher than the associated attributes, or at the very least, max them the heck out. From what I read, you're also not going to really be changing the attributes much, either. They're expensive, and it seems best to put points into them generally when you need the prerequisite to buy a new combat ability or something (Shield Use II or Lunge or Whirlwind, you get the idea).
Look at my reply above for just how important your stats are. They're pretty important, but so are your talent points! In most cases, your talent points can actually make up for your shitty stats... so don't worry if you're a tad low in some areas.
I would say he's mostly right in that you don't want to spend hundreds upon hundreds of experience rising your attributes until you need them. STR is a good skill because it raises your attack, your vitality, and in the end your HP (which in this game is the damage you do.. weird I know)
STR is also a good stat because it allows you to use Armour Use, which will reduce your effective encumbrance, thus reducing your penalties. Keep in mind tho, it's not all that bad to have a few encumbrance, as most characters will. Just don't expect to be dodging unless you want to wear cloth all the time.
And you're right in that you only need social skills on one character, since the game will check using the character with the highest. I still like having my main as a rogue though, just because. Being part of the thieve's guild isn't too shabby either.
Keep in mind that Gladys is a terrible fucking thief character. I use her as a caster/healer.
Maybe? I'm still trying to figure this out.
So you roll a 1d20 against each of the 3 governing attributes of a skill, where a roll higher than your attribute score fails. You then use your bonus/skill levels in the skill to reduce any rolls that fail. Once all your rolls pass, and if you have any skill bonus left over, you succeed. Do I have that right?
Holy hell this must be a pain in the ass to play PnP.
"Ok, before we start, I'd like to ask how many D20s everyone brought. Little hint: the answer is Not enough."
Currently playing: GW2 and TSW
You got it. Any difficulty modifier also reduces your roll too. So if the chest you're trying to unlock has a difficult of 10, take 10 away from each roll... in other words you need to roll 10 under each stat....
I just made a female pirate. She looks bad ass.
Is pick pocketing fun and worthwhile? Figgy mentioned Gladys is a bad thief, but what about the male rogue you get in the beginning area? Is going around stealing someone's purse is a good venture, I think I'd want a good, conniving bastard in the group to do it.
Keep in mind it's an exercise in patience. 9/10 pockets will have some junk and fluff. But that 1/10 will have some jewelery, some money, or even a weapon.
When I made her, I dumped the stats from the weapon skills other than Mace/Axe, put the remaining points into Willpower, and that left me with about 79 points. The guide says it's good to put 1-3 points into Vitality and Endurance early game, too, so those 79 points could go there. That seems like a good start for Svenna Gesjondottir.
Indeed, sir, and it looks like we're going to want our pirates to finish that combat line. I'll be saving my points up to spend on Armor Use and Shield Fighting, too, and quickly get Offensive and Defensive Combat.
Summon an animal, and you've got a nice distraction in combat. She's also good with a bow, allowing her to stand back and fight whereas Gladys would have to run in with her little sewing needle and get knocked the fuck out.
The only drawback (haha archery pun) is that you need to keep her at 0 encumbrance, since having a ranged weapon gives you 0 PA.
That particular shield reduces your attack value by one and raises your parry by three.
-1 attack and it adds 3 parry to.. something. It only adds the parry to the second parry I think.
Oh man, that fight in Wagoner's Home. The first time I did it with my rogue and Rhulana, we almost died. With my pirate? I gave him Offensive and Defensive Combat and Roundhouse. I set him to Defensive and then unleashed a Roundhouse attack. He tore those mother fuckers apart and Rhulana and I didn't get hurt one bit.
Fair enough. I went with a healing mage, but its been pretty blasty so far. You get mana back really quickly, at least it seems that way. With a charisma that high, I don't think I'll have any problem with the romancing or the etiquette.
I love that skeleton, but god damn its about time I got some fire power.
Is there a list somewhere of all the spells available? I'd like to know if I am going to get better/different summons than the skeleton.
Also Dranor is a poncy fop and I love it.
If it's anything like the summon animal spell, you get different summons with more power. As you level up the spell, you'll notice you can "increase" it on your hotbar. Not every level of spell = another level of increase though.
When I cast my animal summon at level 0 it summons a wolf rat. At 6, it summons a wolf.
Before this, all choices have really only affected the quest involved. So.. I've got an extra saved game now to go back to if I don't like the bed I made :P
Maybe i'm seeing something that's not there and is just a result of odd wording, but is
seriously just an intro to the game? Anyone know what the max character level is?
I checked your spoiler even though I'm not there yet... I have a habit of clicking those things in all threads.
But 20 is the max level. Reviews quote this game at about 80 hours.
Ah, I see. I changed from level 1 to 2 and the skeleton showed up with 5 more vitality and endurance, and a sword instead of a wimpy hatchet.
I have to have the Performance Option setting on Low. Everything else can be cranked up, but that one thing has to be set on Low. I'm not sure why. I haven't actually tested it further than character creation, but I was able to cycle through the different classes and stuff without getting a BSOD.
Yeah, where the hell do you get those tongue delicacies? I have a feeling you need a dwarf who will find a secret passage or something.
Nope. Go here:
I never got the ducats from it because I fucking ate them in front of him like a fatty. Didn't you, fatty? I am, however, filthy stinking rich because I pick every pocket I come across and never leave any loot behind.
Not really "a short while," but you will be if you're anything like me. I absolutely LOVE the new caster that I'm using. Pretty much party member + 1.
I'm kind of sad about my pirate. I found a better weapon for him, a mace, but the axes look so cool in his hands. I better find a better axe soon! Looking cool while slaying things is a necessary ingredient to combat, and not just good stats!
I've already looked over some of the guides posted previously, which I think will help me some when I start working up a character... at least give me some idea which direction I should go and all that. Can't wait to get home tonight and try this out.
Well, slight spoiler I suppose
And dodge is viable for a spell caster since you aren't going to be pumping up their armour use for two reasons: metal armour disables spells and strength is required for armour use. You don't want strength on your spell caster because it's a waste of points, since it won't ever be in melee range.
I have found a caster/archer is a great combo. My thunderbolt is doing around 18-20 damage, which is like 1/2 - 1/3 of the HP of these mobs I'm fighting.
Also, there is a skill you get that guarantees a wound. That is sweet.