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Lasci

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Everything posted by Lasci

  1. Go with barbarian if you want to wield a two-hander. Monks are dual wielding fist users.
  2. For my Pallegina ending, she was exiled and always felt unwanted or out of place. Odd! Interfering with her personal plot must not be good for her ultimately. Really? Did you not talk to Durance about Woedica's plot? What did you do for Sagani's personal quest?
  3. When they were originally created, the truth of their creation could be devastating to a myriad of cultures who had been fighting for centuries over their practices and the validity of their individual, fake gods. To learn that these had been created and their spread orchestrated by a group of humans who had the power to create gods would be devastating. In more modern times, think about how Eothas/Waidwen was handled -- everyone was in awe of him, whether they were on his side or not. It took the Godhammer to finally stop his campaign, but it proved that gods could, indeed, be destroyed. That they were mortal. Destroyable. That there was a power int he world that was and IS greater than the gods -- a power so vast that it could create divine beings. As the Leaden Key, worshipers of a goddess of cruel, unchanging justice that does not want to see her version of 'order' corrupted, the idea of animancy -- which is presumably a practice that is not dissimilar to what the Engwithans were working with when they created the gods -- and mortals understand the breadth of their potential power could be devastating the gods' reign over mankind. Skimming through this thread, it feels like a lot of people are confused or have... nonsensically specific questions about what ares and what ifs. Everything isn't meant to be revealed. This is not a game with a neatly tied up or even marginally happy resolution to its story, and that's done purposefully. Sometimes -- much like with Eder or Aloth's personal quests -- there simply isn't an answer to be had. Mystery reigns supreme. You aren't meant to know everything. And how could you? Why should the main character have every last detail of the world revealed to her like there's some all knowing CRUCIBLE in the form a child to share all the gritty lore?
  4. So I just finished the game and I was shocked by the fact that very few things had a positive ending. I was curious what outcomes everyone got for the various endings and how they came about them. I chose Berath's plan for the souls and destroyed Thaos' soul. The country slowly recovered and began to regain confidence in the gods now that Waidwen's Legacy was no longer affecting their young, and a new generation of children came to be in a spring of births. I chose to turn off the machine Engwithan machine in Defiance Bay, and the Leaden Key came and reenected history. I sided with the Crucible Knights, fought against animancy in the trials, and gave the Crucible Knights 'credit' for their help in uncovering the source of Waidwen's Legacy, and encouraged them to continue making their artificial soldiers. Looters ravaged Defiance Bay for a time, but order was slowly restored by the Crucible Knights through the use of their constructed soldiers. In the end, the High Justiciar was consumed by the power he wielded and took over Defiance Bay with an iron fist by enacting martial law. Gilded Vale struggled without a genuine ruler and became a relatively laweless but nonetheless thriving location for those that were willing to risk it. Caed Nua was a bastion and fortress of stability in the land. Impenetrable even by the greatest of forces, he strove through the test of time and greatly influenced the region, hosting a wealth of dignitaries and culture. With the 'Master Below' defeated, the stronghold survived the test of the ages unimpeded by devasting attacks from below. Eder settled down in Dyrwood, eventually becoming mayor and hunting down the remnants of Skaen's cult in the area. The place prospered under his guidance -- he gave the offer of free land to settlers, similar to what was done with Gilded Vale but implemented more honestly. Aloth sought out what remained of the Leaden Key, hunting down its members in an attempt to fully purge the cult. Kana returned home. With no true scholarly evidence of his vast findings, he was ostracized by the intellectual community. However, he lived out his days happily maintaining a reputation as an eccentric storyteller of the epic tales he'd learned. The Grieving Mother settled down, returning to Dyrwood and birthing the first non-Hallowborn child. She worked to rebuild and make up for her mistakes at the Birthing Bell. Pallegina was exiled from the Vailan Republic after her part in acting out against her orders. Eventually, they took all they could from the trade agreements she helped set up with Twin Elms, dominating trade in the area. She joined a new order of paladins, though always felt out of place and feared by the people around her. Durance used his powers of Magran only long enough to slay Thaos. Afterwards, he traveled in silent contemplation, wearing his robes as a reminder of the goddess that burnt him, searching for a way to enact his vengeance on the 'fiery whore'. I encouraged Hiravias to rekindle his relationship with Galawain and kill the other autumn stelgear druid. He returned to his tribe, though they did not welcome him. He fought with the elders, brutalizing them in fierce single combat, until eventually they were forced to concede him a place in the tribe. Despite this, he left to continue his journeys. Sagani returned to her village, but there was a hollow pit in her when she returned. Drink, dances, hunts -- life in her tribe in general didn't satisfy her anymore. She taught a new generations of hunters, constantly persevering despite the increasingly dangerous and overwhelming odds. Eventually, on a hunt, she pressed up in a dangerous blizzard when all her companions insisted on returning to their village. She was never seen again. I think (... ?) that's it? I'd love to hear what happened for everyone else -- especially if anyone got a 'good' ending with Sagani, Hiravias, or Pallegina. Was there any evidence for Kana that I missed? Did anyone get a less chipper Eder or Grieving Mother ending? How did the other factions of Defiance Bay fair?
  5. Starcaller and Strike Hard can both be found in Derwn's shop in Hearthsong. As can Kerdhed Pames (DR 8 Resolve +3, Fine) Lost Meadow Mail (DR 13, Regeneration, Exceptional) Helm of Darksee (+2 Perception) From Rhanet: Aimoranet Taluntain's Staff Scon Mica's Roar Dulcanale Erij's Radiance (Neck, OUB: Paladin, +2 Intelligence)
  6. Yes, Carnage's AoE is increased by intelligence. You can enchant any armor; heavy, medium, light, clothing. It can all be enchanted. Enchanting is limited, though, and you can't give unique effects like retaliation on it. This keeps named items from being superior to what you can enchant.
  7. Godansthunyr is in the Sky Dragon's nest at the Temple of Hylea.
  8. Phrases are longer because they're significantly more powerful. If you want to chant lackluster, level one phrases for the sake of getting out your invocations quickly, then that's an absolutely viable choice to make.
  9. Lower level chants are terrible, though? That's the decision you make with the class -- fast phrases and many invocations, or slow but powerful phrases and the occasional invocation?
  10. Paladin, barbarian, monk, or rogue. Paladin is a great roleplaying experience and only the main character can benefit from the obscene defensive bonuses obtained from adhering to your order's beliefs. Barbarian, monk, and rogue aren't featured in the written NPC's in this game, so if you plan on avoiding using adventurers, taking one of those would be best for the full experience of every NPC.
  11. Backstab and Escape are both pretty bad compared to other talents and abilities. I almost never found survival useful. The best consumable buffs don't last long. Lore is more useful for using cheap spells. I only used consumables in my PotD run with Obsidian NPC's on the very hardest battles.
  12. EVERYTHING is viable in this game. It's very hard to create a character that isn't viable. Most of the NPC's that you can pick up in the game aren't optimized in the least bit, but you can easily make them work. 3% increase in damage or +1 deflection or a bit extra duration on abilities isn't very significant considering that damage in this game never goes over ~70 for the most powerful end game spells. Attributes do not a character make. You can easily make someone that can do well up front and also dish out pretty good damage. I used Pallegina as an off-tank two-hander throughout the majority of my first playthrough of the game, which was on PotD. Gear, abilities, and talents are the core of your character, actual stat spreads, while significant low-level, become less so later on. I mean, technically, attributes have a larger effect in the late game than they do in the early game. For Might, your abilities do more damage in general. For Intelligence, there are way more enemies in the later parts of the game than there are in the start of the game. So I definitely wouldn't say that attributes are more important early than late. This is just asinine and indicative of the fact that you don't know what you're talking about. Paladins don't have to be meat shields. The D&D ranger has an animal companion and can focus on either ranged or dual wielding. A dual wielding ranger is not impossible in this game; instead of focusing on ranged talents and abilities, you prioritize gaining more damage and utility through your companion. A dual wielding berserk? Goodness gracious that sounds an awful lot like playing a dual wielding barbarian. It works perfectly fine. In fact, you can do very gimmicky, wonky, "non-optimized" builds and still easily succeed on the highest difficulties. I have no idea what you're complaining about.
  13. What do you mean by maxing the deviation? I don't understand that term? Pretty sure he means deflection.
  14. ~10-12? I'm not sure. I just had Kana dump most if not all of his points into it. Athletics can stay at about three, yeah. Occasionally (but not often) you have the option of avoiding difficult or many fights by using the athletics options. Stealth is basically only good for sneaking up on the enemy and getting off a shot or two early. Mechanics can just be put on any of your adventurers or NPC's. The range of trap spotting is pretty forgiving. Set your auto pause to stop your party and pause the game whenever a trap is spotted. If it matters, survival and lore (eventually, by Twin Elms, ~10) are used for a variety of dialogue options.
  15. What are the consequences of the other two options, other than not being able to access the items?
  16. Are you playing on normal? Hard? PotD? Unless you're playing on PotD, it doesn't really matter. If you're going to be playing with NPC's, it's best to play a barbarian, rogue, or monk. Paladin also works because you get insane bonuses for sticking to the actions of your order.
  17. They all stack. I'm not sure if it's additive or multiplicative, but they do all stack.
  18. You have to go and talk to the guy in the northeastish part of the complex so that you can learn how to successfully answer the questions.
  19. You aren't 'full tank' if you don't have perception and resolve with high values. Your 3 perception is destroying your ability to tank properly.
  20. Everything is viable in this game. It's difficult to make something that isn't viable. You can easily make either of these work. The one-handed style rogue is incredibly accurate and crits fairly often, so rapier isn't the best weapon, per se. You're going to want to swap between flails, daggers, and rapiers to deal with various enemies' DR. Stilettos are also quite good because their DR piercing usually translates into a flat +5 damage bonus. The war bow also works, and is quite safe. I wouldn't say it's 'better' so much as 'easier' because you don't have the micro manage the rogue and keep him safe as much. This is just outright untrue.
  21. I tested this a while ago and it absolutely works. It feels a bit gimmicky, but it works. I went with a two-hander rogue. Combined with the Cipher's Pain Block, it works very well. Any time you're attacked, you get to retaliate with the armor and riposte -- it's kinda insane. It works equally for a barbarian because they're meant to get in there and take damage. Where are the retaliation items found, though?
  22. Jesus, I have no idea. I think I let him go. What option did you have to pick to get into that door?
  23. Presumably this door is supposed to open from a switch. I can't find the switch. Is this an issue with mechanics? It's level 11.
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