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Showing content with the highest reputation on 03/21/20 in all areas

  1. I was going to make an "locked down, unshowered and stir crazy" joke but nah - I'm simply always like this.
    6 points
  2. Ok, that is all I have
    4 points
  3. Today I climbed the big mountain in our area, Mount Hamilton. I decided to go solo and embrace the socially distance moniker. It took just under 7 hours, and came out to 82 miles with 7900 feet of climbing. Hitting the snow line was amazing. It was also cold up there, so it was good I brought layers. Nutrition is still a work in progress, but I am getting better at it. I stopped for a sandwich at mile 60 and that made a world of difference. https://en.wikipedia.org/wiki/Lick_Observatory
    4 points
  4. know that you have my sincere hope that you and yours get well soon.
    3 points
  5. https://store.steampowered.com/app/203160/Tomb_Raider/ Tomb Raider is free on steam.
    3 points
  6. I think part of my struggling with the current cabin-fever conditions is in knowing how ideal I would've considered it had it happened before I had kids. Staying at home and seeing nobody but my spouse, apart from occasional grocery shopping? Amazing! I know that I really have no serious grounds to complain-- a global pandemic and my part of the suffering is that I have to spend time with my kids. We're not especially economically impacted. Both the wife and I can work remotely. She's under some pressure to keep her hours-billed up, but it's not anything she'd get canned over if she falls short. I'm allowed to work at 3/4ths normal time at standard pay, and I have ample leave saved (and an understanding supervisor). But there is some expectation that both of us will spend some time working each day, and the kids (3 and 6, although the little guy levels-up in about 5 weeks) need active minding by at least one of us for the 14 hours/day they're awake. Makes all the stuff I see around teh inertnets about what folks are doing with the extra time they have on their hands burn a little. Also, I'm discovering that I'm a pretty lousy kindergarten teacher, and lil' bro is still young enough that I feel limited by all the guidance on excessive screen time for kids. (Also, he only seems to want to watch Octonauts, which, despite being among the less-bad kids-show options, I'm kinda sick of.) Schools and preschools being closed means I can't keep parental-inadequacy anxiety at bay by having professionals instruct them anymore. And the lack of a clear end-date to all this is somewhat daunting.
    3 points
  7. Just wanted to share this. You've probably seen it, or not. Even better if it's the latter. Class: Monk/Barbarian. Weapon: Lord Darynn's Voulge (Maxed). Possibly the highest DPS build I've had. I also ave seen over 500 damage at higher levels, but I never took a screenshot. Imagine this with Heartbeat drumming added and with Blood Thirst so you can do this again and again. Imagine having a party of healers and buffers and really strong characters that can make themselves invulnerable and when they're done casting everything this character will have already cleared the room solo.
    2 points
  8. 2 points
  9. Congrats to my Bucs for their forward thinking and long term solution at QB. I'm sure they will get many years of productive play from Brady behind that porous offensive line. Well... he won't throw 30 picks, 9 of which were pick 6. So it IS an upgrade. I wonder what will happen to JW now? IDGAF really... as ling as it happens elsewhere.
    2 points
  10. perhaps never before have so many been relieved to realize they have a runny nose. HA! Good Fun!
    2 points
  11. Mable & the Wood giveaway for another 36 hours. No idea what the game is about, but it's free
    2 points
  12. She's in for a surprise. Most dudes ar ejust gonna be sitting arounding drinking, playing video games, and masturbating unless thye already have a girlfriend/wife. They ain't gonna to waste their time pretending to listen to the nonsense spewing out of Kaitlyn's mouth when there will be no reward for at least months. LMAO Or they'll fake it while masturbating to her. LMAO x 2
    2 points
  13. One can dislike one extreme without symphatizing with the other extreme. Spectrums, political or otherwise, have this nice feature where there's sections inbetween the two ends.
    2 points
  14. I'd say I really don't know quite how to rank things to get to a few condensed points, I'm going to regret my decisions later I think. Rules wordings. The game is really assinine about this. Punching someone with a fist? It counts as a "melee weapon attack", but not an "melee weapon" or "attacking with a melee weapon". You have to keep in mind whichever kind of attack your spell/ability/feat ties into, and your GM might have to ruin your carefully planned out turn and have you restart your planning. This is not a problem specific to melee, but they're the ones that most often get hit the hardest by this. Concentration: You can only keep one concentration spell active at a time. Great in some ways, but a hassle to keep track of and makes spells that hold your concentration much less appealing. You will also almost always choose the same non-concentration spells, because it gives you one less thing to remember, which leads to a very much cookie-cutter feel. A cleric will always have Spiritual Weapon handy, it's non-concentration, uses a bonus action and it's a relatively low level spell. Spiritual Guardians is the same thing, use an action to cast, Concentration, does Continous AoE damage that scales with spell slots spent, and slows down enemies for a 10minute period or until your concentration is broken.. Feats: Ties into the one above. You have very few feats, they come at fixed points in the class and not tied to character level, can be used to either raise stats or get a feat. Some feats are just so very much better than others. War Caster gives you advantage (Roll 2d20 and pick the highest dice) on Concentration checks against damage, allows you to use Somatic spells without needing a free hand (So you can have a weapon and shield always at the ready, instead of having to drop your weapon and pick it up from the ground if you want to cast a spell) and let's you cast a single target spell as an opportunity attack. Or you can take Weapon Master and gain proficiency in 4 weapons and +1 to your Dex or Str ability score. Not bonus, score. Yay. Skills; Are generally all determined at character creation, if you want a new skill you have to use a Feat to gain 3 different skills or tools. You don't dole out points anymore, skills are your ability score + proficiency bonus (That rises with character level), so if something changes after character creation you will have to sacrifice that build you wanted next time you get an Ability Score Improvement (Feat) if you want to learn that skill. Or spend months with a personal trainer, paying him every day. "Bounded Accuracy": 5E is based around this, essentially all checks and ability scores are "limited" to 30, except when they aren't, so they've limited the scaling on everything. Proficiency bonuses range from +2 to +6, you only apply this bonus to things you are proficient in. So you can't really roll for attributes anymore, because those stat bonuses are worth too much, if you get lucky you can start with +5, so you apply that as a wizard would to Intelligence, the Cleric - devout as he is - chooses Religion as a skill, he has studied under the High Priest of Amaunator - but he will still, statistically, be schooled about his own religion by that Wizard, until level 13 when they will be equals.. Doesn't really help with point buy either, since Intelligence is less important than both Wisdom and Constitution, and possibly Strength if the cleric wants to punch people in the face for whatever silly RP reason. And that "bound" is not very difficult to break in various ways, rogues and bards get "expertise" in certain chosen skills allowing them to double their proficiency bonus, so hitting +10 in a skill by level 5 is far from hard. So you will end up with cookie cutter attributes aswell, 15-14-13-12-10-8, I actually ended up the second smartest character in a group because I refused to use the cookie cutter attributes, with 10. General encounter balance. The game is "balanced" around 6-8 medium combat encounters per day. If you don't mind that kind of slog, the game will eventually become somewhat balanced, because the casters will be able to do bugger all because they will be out of spell slots since they recharge on long rests, and fighters, monks , rogues and warlocks will become more balanced since they recharge on short rests. My group would never stand for something like this, it'd be a boring non-stop grind, but if you don't do this your casters will have access to all of their slots, so you need to up the ante - and it's easy as all hell to wipe a party this way because the maths get thrown out of whack. The monsters. 3.5Ed had tables for upping monsters level, 5e does not, so you have to improvise. I wanted my group to have an encounter against a minotaur in a mansion, it'd be an easy encounter for the group. I gave the minotaur a chain-mail upping his AC by two, increased his attack bonus by +1 and 34 more HP to even out the action imbalance. Nearly wiped the group out. Classes. Certain classes have really been left by the wayside. I felt so bad for the GM's girlfriend that decided to play a Beast Master Ranger... Magic Items. They're supposedly really rare now, meaning that the only way to really get a magic item is through dungeons since you can't buy a magic sword for your fighter. And your fighter really, really needs that magic weapon, because while casters don't care about mundane weapon resistance/immunity, because spells, Melee Warlocks, monks and shapeshifter druids get "natural" magic weapons after a while, your ranger, rogue and fighter don't ever get something like that. "Oh, look, a golem... anyone wants pizza? I'm sitting this one out"... ... "Hey guys, the pizza is getting... I was about to say cold, but it mutated legs and walked out... Oh, and me and Mindy started a family, and now our daughter works at the nursing home. Speaking of which, she wonders if anyone here needs their diaper changed?" **** me if some fights won't turn into a slogfest, especially at higher levels when casters have to plow through the books to find out the exact wording of a spell, check the AoE range, reference either the drawn board or ask the GM to specify the exact positioning of enemies, double check the action economy if they can actually do what they planned, and then execute. The fighter rolls his three attackrolls, the rogue gets two rolls, back to the next caster... Atleast the old editions had morale rolls for enemies that could cut things short, but why have any replacement rules for that? Wow, I have to send a kudos to whoever decided on the time between auto-saving time on the forum software, I got 3 hard reboots out of nowhere. Also, sorry for the rantiness Indira, I tend to grow bitter from remembering I've had to play 5e for months while waiting for my favourite game to come up again..
    2 points
  15. Larian make Bethesda look like Dostoevsky.
    2 points
  16. Greetings fellow spacers, The next time you launch The Outer Worlds, you should see Patch 1.3 ready for downloading and installing! The patch has been released for players across all platforms, and it is required in order to fix specific issues and apply any changes included. If you do not see this update right away, please know that it may take some time to populate and become available. Changes/fixes that are included in this patch are as follows: Top Community Requests: Added a setting to adjust the size of text throughout most UIs Updated font colors to improve visibility Updated NPC corpses to remain interactive even when they have no items to loot Added support for ultra-wide monitors (loading screens & cinematics) Added the ability to toggle sprinting so the player can continue moving without holding any buttons Added functionality to see beacons for inactive quests while viewing maps Added an option to show the HUD reticle only when aiming down weapon sights Audio: Fixed an audio inconsistency with skill button presses Design: Fixed an issue where the Extra Paranoid flaw debuff could become permanent after fast-travelling out of a restricted area Improved the quality of item drops when killing Manti-Queens Fixed an issue where corpses would consume Adreno from their inventories Increased the rate of casual clothing items dropping in containers and in townie NPC inventories Fixed an issue with some SuperNova effects being removed when entering conversations Fixed the effects of Encumbrance not working correctly with the Confidence Perk Fixed an issue where the player could become immune to melee damage after dodging through Raptidon spit Fixed the Level 40 Inspiration unlock not working correctly after level transitions Fixed an issue that caused players suffering from Hunger, Thirst, or Exhaustion to die instantly when using the Electro-Charged Surface armor mod and equipping a melee weapon Quests: Fixed an issue where players could not speak to ADA if they neared the end of the game without any companions Settings: Added a setting to invert the X-axis UI: Fixed an issue that could cause players to be permanently stuck in the Modding UI at a workbench Locked doors will now show the name of the corresponding keycard if the player doesn't have the skill or mag-picks required to pick the lock Fixed the player's level being incorrect in the Vendor UI Fixed an issue where gamepad users could become permanently stuck in the inventory menu Fixed an issue that could cause the image of the player to briefly disappear from the inventory screen Fixed formatting issue with colons in French localization Fixed the AoE Radius stat on flamethrowers displaying as 0 Fixed an issue with Japanese and Chinese characters not displaying correctly when the language is set to Korean Fixed an issue with nonfunctional UI prompts when modding items with a single mod slot Fixed an issue in the Japanese localization of Vending Machine text Fixed an issue when trying to break down items directly from containers Added an option to trigger the Idle Camera from the Pause Menu Fixed the Chromatic Aberration setting not saving Fixed Adreno not auto-equipping in the Medical Inhaler correctly if the player was completely out Fixed the tutorial for the Emergency Medical Inhaler repeatedly being marked as Unread General: Fixed a rare crash when starting a new game Fixed a potential crash after using all of your Adreno and picking up more Fixed an issue causing duplicate stacks of Adreno to persist in the inventory Fixed a rare crash when transitioning between levels Fixed an issue where certain delayed events could occur in a new playthrough after being triggered in a previous playthrough Fixed a rare crash when opening the Inventory Fixed an issue where players would be instantly killed when fast travelling off of a ladder To continue to report issues you come across and to share suggestions for the game, please visit the Technical Support forums for The Outer Worlds and search to see if a fellow player has already made a thread about it to help reduce duplicate threads. If you find a thread that matches your issue or suggestion, then please feel free to leave a comment and include any details you would like to share. If you are not able to find a similar thread, then please share it with us on our forums and then visit our publishing partner, Private Division, and share this issue with them through their support website. This will help ensure that your specific issue or suggestion is in their queue and will allow us to prioritize requests to provide the fastest possible turnaround time. Thank you all for being so awesome, and have fun continuing you exploration through the Halcyon Colony!
    1 point
  17. Yes, the Helwalker's MIG boost (+1 MIG per wound) does stack with everything since it's a passive ability. The +1 INT per wound from Duality does not stack with INT inspirations because that's an active ability (all modals are actives - and it's also on the left side of the ability tree).
    1 point
  18. Nice idea. I would suggest Fighter multiclass because Mob Stance works a bit like Reckless Brigandine (mechanics are a bit different). Defender Stance would also work. Pick Abraham as pet and use Armored Grace and you will be good in terms of attack speed. With Karabörü you want to take Disciplines Strikes I guess (because of the crit conversion) but Tactical Barrage is also nice for your spells. The summoned Great Sword is also nice by the way. Its corrosove lash is quite strong and scales with your "correct" dispositions (if they match Berath's preferred dispositions). Clear Out is a nice combo with Karabörü since every crit in the cone can lead to a Karabörü-cone attack as well. Another option is Whispers of the Endless Paths. It is quite crazy with Clear Out (because lots of hits due to AoE*AoE mechanic). What looks quite well with Reckless Brigandine is the Whitewitch Mask. It's also quite handy once you get overwhelmed (triggers Repulsive Visage then). The other headgear (besides gear from the Seeker, Slayer, Survivor DLC) that looks nice with the Brigandine you can't get because you would have to kill the Queen to get it. So I think the only good looking headpiece (with the Brigandine) is the mask.
    1 point
  19. Probably best to go with Fighter for tankiness, but you can also go with Monk as they have more DPS than any other class by far if you go for crit build. Synergizes well with Karaboru as well with Monk for lot's of free hits per attack. The only downside to multi with Priest is that some of the best abilities come at power level VIII such as Symbol of Berath and Incarnate at IX is also really strong as you get to summon Berath herself as the The Pallid Knight ánd The Usher. I've tried single class Priest and it's pretty strong with all the buffs you can get, but you're going to have to wait for all those casts as the recovery time is pretty long.
    1 point
  20. Spirit Lance is one of the best weapons in the game. Not only has it increased base damage (25 average) which is a huge plus, but it also comes superb (meaning the already high base damage gets a +45% boost alongside the ACC of +12) and on top of it all it also has the speed enchantment which is - along with wounding - the best dps enchantment there is. If you also take Savage Attack and Two Handed Style you can do serious damage while being super fast (with Alacrity). We Toki and stuff only prone/stun on crit. Their base dmg is way lower. And it's not easy to reliably crit a dragon when solo on PotD as a wizard. So yeah: a solo wizard who goes into melee should use his summoned weapons imo, mainly Spirit Lance (which is also a great mob killer).
    1 point
  21. I really hope it gets better for you console players. The game itself is too good to get trashed because all of those quirks on console.
    1 point
  22. The exact same thing as Alt Right: they are both meaningless and can be used to mean whatever you want.
    1 point
  23. Playing 'Control', it's just...wow. Gameplay is great and there is some weapon/character customization and upgrading, but it's fairly shallow. If you're looking for a complex RPG you won't like it but it's greatest flaw doesn't outweigh it's greatest virtues. My biggest gripe is actually the fact that it's a massive system hog. I have to turn Ray Tracing off and set it to low settings to hit my 165 fps sweet spot. Should be able to bump it up to "Medium" with the next Gen hardware though, whenever that comes out (probably next year thanks to COVID).
    1 point
  24. The issue isn't the majority of people, it's the minority that's at serious risk. The elderly, people with their immune system compromised by other conditions or treatments, etc. With a disease this virulent, even a mere 1% mortality rate can mean the death of millions across the globe, nevermind the collapse of the healthcare structure and the effects this could have in other people in need of assistance and so on.
    1 point
  25. Screenrant - Mandalorian Season 2; Rosario Dawson cast as live-action Ashoka Tano
    1 point
  26. @Hurlshot: Im more figuring, when the uncooked eggs are getting close to the expiration date, I could boil them to push that out farther.
    1 point
  27. I cant stand watching live tv because of the commercials. I DVR 99% of our shows just so we can fast forward through the commercials.
    1 point
  28. I would rather struggle a bit and have fun, then die of boredom. Try making FPS RPG on a budget of your average isometric game, and see how smooth it plays. Give isometric game a budget of a FPS and we will have a grand RPG.
    1 point
  29. 4E came up with abilities that fall into four different categories: At-Will, Encounter, Utility and Daily, and they do exactly that. You can either use them every round, once per encounter or once per long rest which isn't necessarily a day but never mind that. You can select new powers and replace old ones you don't like at level up. Utility powers can be limited to once per encounter or day depending on the power. It also made multiclassing weird. Multiclassing was a line of feats you took where you could essentially shuffle some powers around and possibly qualify for your multiclasses's progression paths later on but you'd need to multiclass within your role and to a class using the same primary stat for this to even work in any way. Work meaning to not gimp your character. Essentially you'd just take the MC feat not to roleplay something but to gain access to a certain class trait you'd like. In order to drive home how useless the first multiclass feat sometimes was, often they'd just allow you to pick an At-Will of your multiclass and make it a daily power for your character. An encounter power if you're lucky. MCing to Rogue allowed you to sneak attack once per encounter and gave thievery skill training. Later MCing feats allowed to swap an encounter, utility and daily power between classes. That is where it would get interesting, alas, is that really worth four feats? It also had the cookie cutter stat spreads. You had a couple of stat spreads to choose from in the PHB, but realistically only three of them made sense, and that are the ones where you can put 18 in your primary stat (with a +2 bonus for your race, choose accordingly or gimp yourself). Everything else is a bad choice. Every build path has a clear primary stat and depending on the complexity or your choices a clear secondary and perhaps a tertiary stat. Unless you roll for stats that leaves three viable choices under the rules: 18 13 13 10 10 8 18 14 11 10 10 8 18 12 12 10 10 10 The second one being the most common because you can have a 20 and an 16 in your primary and secondary stat. The first one looks deceivingly interesting but falls flat as you'll want to increase your primary stat by leveling up and racial bonuses come as even numbers. It's pointless to have two 13s there, that's dead weight. In order to fix the weird multiclassing later revisions introduced hybrid classing - a concept where you're two classes at once, but with one character level and special rules for all possible combinations. A veritable nightmare to work with. Mixing abilities is a pain the arse, the rules aren't at all clear especially when it comes to level increases and eventually you'll just wish you went single class instead. Plus the actual amount of viable hybrid builds is somewhat limited and further constrained by what's already in your party. I played a Warlord/Cleric combination specifically to combo buff and increase group mobility. It's not a good combination in general but it worked for the party. You can even top that off by taking the MC line of feats on a hybrid. Hm.
    1 point
  30. Eh...I've always played with groups that "Rule 0"ed stuff we didn't like or didn't want to deal with. If the game rules aren't fun for the group (including the DM) they gotta change.
    1 point
  31. Conclusion: it's a game designed by lawyers.
    1 point
  32. Here it is. I'd like to think that rule won't apply to dungeons, dragon lairs etc. but we'll have to wait and see. Honestly, I'm really not a fan of spells per day or anything that breaks the flow of play and forces you to run back to camp to click the power nap button. It works great in tabletop where there's a DM stopping you from resting every other fight, and the tempo is completely different. In CRPGs, it encourages gaming the system and taking constant breaks, and I've really grown to hate when that's the optimal way to play a game.
    1 point
  33. I don't remember reading that short rests are applied after every encounter, from what I remember you have to make a dedicated "short" pause to actually rest undisturbed for a while. There are some more hardcore people that run days as short rests, and weeks as long rest, but the Challenge Rating system isn't tuned for that at all. Suddenly all guidelines in the Dungeon Masters Guide get's thrown out the window, but that said I do like the idea. Oh, you can break the game something insane with Warlocks. Google Coffeelocks or Cocaine-locks... Granted, they take a bit of effort to get going and your DM might come down hard on you if you do that, but theoretically they can have an unlimited number of spells given time. If i remember correctly, the gist of it is you take a multiclass level Sorcerer, they can convert spellslots into Sorcery Points and sorcerypoints into spellslots. There's actually no Rule as written that you have an actual limit to the spellslots, just how many you get per day, so you convert your warlock spell slots to sorcery points, and your spell points into Sorcerer slots and repeat. You would have to avoid long rests though as they ruin everything, which can be fixed with a quick snort of 100gp worth of diamond dust each day to cast restoration on yourself as a Divine Sorcerer or Celestial Warlock to cure the exhaustion... Hence Cocaine-lock. The one downside to warlocks are the few spellslots that you do get, max 4 spells in the end, and generally speaking locks don't get free 6+ level slots the same way, they're called Mystic Arcanums and are limited to once per long rest (Thankfully!). A level 9 Warlock has two 5 slot spells per short rest, but depending on playstyle/campaign that can become a ludicrous amount. Generally speaking though Wizards and Clerics reign as usual, without twisting the rules. I hate 5e. Both as a gamemaster and player..
    1 point
  34. am not gonna reexamine our personal criticisms o' deadfire, particularly as we enjoyed deadfire in spite o' those numerous criticisms. however, we will make two quick (brevity is a perpetual elusive goal) observations: 1) deadfire "exploration" were a predictable developer reaction to poe fan criticism. am unable to recollect all the games wherein developers attempted to find some kinda perfect exploration balance. sad reality is developer attempts is near always met with a significant % fan disappointment. sequels is particular targets o' developer efforts to find the ideal mix o' dense locales and opportunities for exploration. sequels which alter the scheme as a response to fan feedback is illustrative as such makes clear just how doomed is developer improvement... and so were the case with deadfire. poe, so we learned from poe feedback, didn't have enough exploration. *sigh* deadfire actual did a goodly job with all those rando mini-encounters spread 'cross the world map. unlike bg1, which had us need overcome near identical encounters ad nauseum, deadfire developers took significant pains to vary those brief world map encounters. each poe2 world map encounter offered a slight different challenge-- quite an achievement considering just how many o' those there were. 'course chances are it didn't matter if challenges were different when players could find an ideal party scheme and set o' tactics with which to overcome 90% o' all encounters. still, deadfire did a much better job o' varying than bg1 and morrowind/oblivion and other sandboxie games which sell exploration. regardless o' efforts and achievements, deadfire exploration were, predictable, criticized by fans. at least as many people were bothered by deadfire solution to poe lack o' exploration. net gain o' 0... at best. exploration is a no-win battle for developers and attempting to add encounters or features to inflate sense o' exploration is wasted blood sweat and tears. 2) the gods y'know, am believing this is gonna be a contrary opinion, but for us, full vo hurt the deadfire gawd stuff. yeah, the gawd confabs were exposition heavy and the info drops were frustrating for the seeming obvious questions you could not ask the gawds, but has been other games with as much ham-fisted narration which did not much bother us. vo made deadfire gawds worse. any other game we woulda' read through the gawd dialogues in seconds and gotten back to killing and 1007ting and faction choices and saving villages, or whatever. however, 'cause deadfire were full vo we actually listened to the gawd's smack. particular during our first run o' deadfire, a few o' the more tedious narrative interruptions no doubt felt much longer than they appeared to be when viewed from the pov o' the game script. am knowing people were general much in favor o' the deadfire full vo even if they didn't approve o' the cost o' vo. contrary pov is deadfire didn't improve our game experience at all and may have hurt 'cause were a personal tendency to listen to the more tedious deadfire dialogue exchanges as 'posed to giving 'em a quick read and click inspection. ... so, maybe not quick observations after all? nevertheless quick for Gromnir. baby steps. HA! Good Fun! ps we did like erik the viking approach to communion with the gods. skip to ~8:30. apologies for poor quality, but is a not particular popular movie, and is a 1989 release, so not many clips from which to choose.
    1 point
  35. Sets the mood for a global pandemic.
    1 point
  36. IIRC, in chests/containers in those initially inaccessible areas in The Shattered Passage. You can reach two of them by using Waidwen's Sundial, and the other by using Betrayal when talking to the Kuaru Spirit guarding the non-existent bridge in the NW corner (it's a dialogue option in this case). Edit: Misremembered slightly. One Void Shard is in a chest to the west of Rynhaedr One Void Shard is in a chest past the Kuara Spirit. You need to use the Water Switch near The Drowned Kingdom portal to approach the Spirit and need Betrayal to get the bridge to form to get the chest. One Void Shard is in a chest nearish the gate to The Endless Queries that is blocked by some water. Using Waidwen's Sundial in the sunbeam near it will cause a Water Switch to pop into existence, which in turn lowers the water so the chest can be opened. Old post, but for those coming across the thread now, yes, three is the max.
    1 point
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