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Omnicron

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  1. If you do the warehouse quest in Ondra's Gift first, you can side with the Doemels. In that case, you get offocially sent to the house in Copperlane. That might be the requirement to get this dialogue option or another way to not kill them - not sure. I was pretty sure that the only way to get to Doemels was through getting the letter and it was the last Doemels related task (delivery and task in Dyrford Village) I did because I did not want to fight them. I even had the jewel for the next task on me but could not start dialogue with appropriate NPC to join. Good to know it is not so, that's another 6? defeated less. Interesting, well then if you did it that way I guess at the trading company you could choose to kill the guy, but run away & let the doemels do the killing, which might save you a few kills?
  2. There are bugged doors or were prior to 1.05 so its not matter of Stealth but "outbugging" bug. I encountered the same issue as you describe, and needed to use SB 2x so I rested on 2nd floor iirc. Please explain how you did this I have looked at this problem from all angles and I initially thought a second SB would do the trick. But seems it ends when combat ends for me and since they will always detect me and restart combat as I am waiting at the door it seems hopeless Also I tried resting on all three levels and was denied, how did you manage to rest?
  3. Really? I have never seen that choice. Just loaded that savegame (even though it is way back) and these are my three options. All three start combat:
  4. Only 92 Kills, Nice! PS I have a Cipher doing triple crown which is why I do not mind taking party members. Decided on Deep Pockets since there will be situations where I need to fight solo.
  5. thanks for the link It seems I was able to avoid more combat that that thread so far. I am being somewhat silly in that I have not completed the game yet, but I was curious to see what this character could do, which is messing with my ability to choose talents, but with cripple and deep wounds, it was a simple matter of not having a choice, it had to be a rogue talent. But since I am taking party members for fights do I still need deep pockets to win the final encounter?
  6. Meet Cowardly Nimblequick (originally "Nimblequick the Cowardly", but that was 3 characters too long :/ ) To try and finish the game with less than 175 kills (on Hard) I originally designed him as a frightened character who is terrified at life and is pretty overwhelmed and despondent by events that have happened to him. He is not a strong fighter, but has learned how to survive based on his wit and his dexterity, doing everying possible to not get involved in business that does not concern him and running from a fight if possible, which is how he got on the caravan. It was fun to try and roleplay this. I even imagined how he would come into Valewood and be relieved to smell some cooking and a fire after his ordeal, only to find that they are bandits, terrified he does what he knows best and runs in the direction of the town (he has always been an exceptionally fast runner) only to come across some wolves, he runs for a nearby tree or cliff and the wolves consider the bandits easier prey (something like that anyway, not much of a writer but it is fun in my head ) [Confirmed that this does not add to your kill count] Sadly I had to rethink his life story since the quests do not really allow you to be that kind of guy, in order to have the least kills I had to become a clever and cruel assassin who uses other people for his own benefit and tires not to get directly involved if he can help it. (Hence the erratic dispositions) So far so good. Just got to level 6 with only 23 kills. I take party members when I need to do a combat (twice so far), but otherwise I go solo. It has been nice to see how much the game does or does not allow for a non-combat orientated gameplay: Raedric's hold: 1 kill only - Nedmar. You can sneak past all the undead with 7 stealth and get into the room with the animancer, but you wont be able to get out again. So killed Nedmar before going to her. He drops the key anyway if you just kill him, but went to report it to her anyway. All Doemenel Quests: 6 Kills - that knight in Crucible keep, and the 5 guys you need to kill in order to get the letter in Copperlane. (It would have been nice if you could assassinate the one guy with the letter and use shadowing beyond to get out of combat. Sneak to loot and leave. But he is the barbarian and you would have to do it solo, so not likely. Unless maybe you got the hat that gives you whisper of treason and get his own party to gang up on him) Confirmed that you can do the Temple of Eothas without any combat. 10 Stealth allows you to sneak past everything Confirmed that you can also do the Bear Cave in Valewood with 10 Stealth. But you will need Shadowing Beyond to get out without combat. Purnisc: 1 kill for decent xp if you kill the real one & Then there are numerous quests which involve no combat like returning the armor, or reporting that animnacer needs the scroll in Wael's temple, or that woman in the brothel who stole the amulet, Little Derrin etc. I nearly did the lighthouse as well, got all the way to the top without combat (shadowing beyond will get you up the first staircase). But I could not get out due to some buggy mechanics and the floor design: There is a Shade right at the door, and for some reason I cannot jump over him with escape (buggy). I eventually figured out how to pull the sade away from the door by making my detection circle go red and sneaking around him. I still get spotted a few tiles on the other side of the door and go straight into my 2nd shadowing beyond and run. Seemed good except that once ghosts have targeted you they will chase you until they make contact with your body. I managed to run all the way to the little room on the right and a shade followed me all the way in while I was invisible. So you have to let the shades touch you if hey are chasing you, sometimes even run to them so you can tag them, and then position yourself. I managed to get into that little room a second time without any shades following me. I observed the floor carefully from there and there is no way to sneak past. Furthermore, I also got to the door which lets you out of the building on another attempt and there were no shades engaging or chasing me and I was still invisible. Now Combat did not end so I could not leave, and I could also not start sneaking for the same reason, so I was stuck waiting at the door. The way the ghosts are positioned is that they will immediately see you once you appear at the door. So I just gave up. Maybe with another 2 points to stealth I can get through without entering combat at all, but I doubt it. Heritage Hill and Cliaban Rilag are going to be interesting to try and stealth through... Maybe I will take my party for those Skills and Talents: Got Fast Runner, Cripple, Escape, Deep Wounds, & Shadowing Beyond. Not sure what to take next. Either Backstab or some general Talent. I think my best choice might be envenomed strike, the low might is bad for it, but I have a long duration. At level 5 I had 10 Stealth and 6 Mechanics. Think I will take more mechanics at level 6. Otherwise save the points. Edit: you can also steal the dragon egg for zero kills. Trigger engagement and run away. Sneak to interact with egg and run away again Edit2: Just did Sanitarium (The man who waits) with zero kills. Wow, potion of fleet feet is something else. Ran all the way out with 1 Shadowing Beyond
  7. Googled and found this topic since I just encountered the same problem with my solo cipher run. I was Waiting for ring leader for this very reason! Anyway, don't know if it was a bug, but got through. You job is primarily to tank and let spells and summons do the damage. Your damage comes in only halfway though the fight Wall for fire scrolls x2-3, Malignant Cloud Trap x3, Adra Beatle Summon are key. 1st fight is the hardest and you need to make the best of you positioning. 1.Place trap in doorway or chosen choke point. 2. Buff & drink focus generating food. Make sure you have relatiation shield equipped for extra Focus generation. 3.Use Body Attunement for pull and extra DR. 4. Run past trap. 5. Drink Regeneration potion. 6. Summon Adra Beatle behind you (otherwise he gets swarmed) Use his lightning where they are bunched up. 7. Cast Fire Wall 8. Use Silent Scream, or Spirit Lance for damage You might want to swap yourself with Adra Beatle at the choke point. He can take on one of them just fine without getting his AOE interrupted
  8. Just found mine in Raedric's Hold in case anyone else looks to this thread in future: Day 19 Hour 18
  9. OK so I went looking really hard at what talents I can take and I have picked these: Eder: Weapon Mastery: Ruffian (+2 damage on exceptional Sabre) Pallengina: Deep Faith (+2 Deflection +5 all saves) Rogue: Savage Attack (stacks nicely with reckless assault) Durance: Inspired Flame (I am keeping him at range, bonus accuracy would help I guess, just have to swap him from bow to gun and gives a nice extra ability. Open to alternatives. He has inspiring flame and painful interdiction already, the other mods for his abilities look bad) Grieving Mother: Sword and Shield Style (swapping between dagger and shield and bow with her. Alternative is to boost her accuracy with a weapon focus, or take one of the defensive talents mentioned above or +5 deflection, unless psychic backlash is better than I think) Aloth: Arcane Veil (other choices would be a defensive talent I guess, or some kind of weapon focus, or a bonus spell for level 1-4. Gave him Envenomed strike a while back. Using it with Blunderbuss and he also has a rod. Confused now if envenomed strike is per projectile or not...)
  10. Thanks This is my 1st playthrough on Hard Level 10 Party now (need to choose talents for level 10) Main: Rogue - Orlan, Vicious Fighting, Tall Grass Abuser (almost 50% hit to crit conversion) Eder: Tank (Sword and Shield style) Pallengina: 2nd Tanky (Also Sword and shield) Grieving Mother (Stuns and dominate abilities prioritized + mind lance. Not sure what I want for level 10, got ring leader and detonate already) Durance (nothing special here, thinking of taking the +10 accuracy for arquebus and sword, or a definsive talent) Aloth (focus on CC spells, and then some crowd damage, a few personal defensive buffs) I usually try and position so that Eder and Pallengina take the aggro in a narrow spot. Pull with a bow, or use Rouge + escape to pull them and jump behind eder. Something like that. Level 13 of Endless Paths is pretty hard with all the Stuns. just got mobbed. So just focusing on the main quest fr a change unltill I am stronger But wondering where to focus my talents.
  11. Hey, just wondering what people think is a better use of a telent in this game. My party is going to level 10 and I have 3-4 chars for whom I do not have a class talent which interests me. I went down to level 13 of Endless Paths on Level 9 party before I got stuck (Too many Cean Gwla casting Silent scream, I think my party got killed in 2 turns :/ ) Now I had some issues with domination earlier, but I survived ok, just cast my own dominate spells. I still find it annoying, so tempted for Mental Fortress. But if I think about the reasons I am stuck then Body control seems better since my whole party gets stunned, and it will also help for petrify later (not sure body control will help too much with level 10, the raw damage might be the problem too). However, Wont a better will save help me with both of these problems? Wondering what people with more experience think.
  12. Somehow I ended up with two Trial of Iron saves. I did not do anything special like exit during combat or mod. Both were me quitting the game in a non-hostile environment and neither are "auto-saves" from map transitions. wonder if I keep one if I die 0_0
  13. I copied this command directly into my console and it said "No command or script 'AddItem' Accepting 2 parameters exists" I think you either need to be running IE Mod or else have used the iroll20s command (which disables achievements on Steam) first in order to use that console command. Is either of those things true for you? Neither, how do I mod it? (I do not want to loose steam achievements) Thanks!
  14. I copied this command directly into my console and it said "No command or script 'AddItem' Accepting 2 parameters exists"
  15. Hi everyone! Sorry if this questions has been answered. I am going through the Endless paths and I am on level 8. 10 Mechanics seems to be enough to disarm "Gaze of the Adragon" traps, but found some things I still cannot disarm. With other skills (excepts stealth) you get a good indicator of what you skill can do for you (cast level X scrolls) but I don't know what level I want to be able to disarm to get the hardest locks and traps in the game. TIA
  16. am not certain we agree. given how zealous focus can stack with a number o' priest spells, that +6 accuracy is useful all throughout the game, and actual can become more useful later as you develop your synergy with a priest companion. dracozzi liberating exhortation? it includes a +10 accuracy boost for 30 seconds you can use 2x per encounter? that is perhaps a bit too useful compared to other paladin orders, but am not seeing diminishing returns. lay on hands is misunderstood and typical heals for more than is realized and more than the tooltip suggests. we found much use for lay on hands as a single target 'heal' all throughout the game. hastening exhortation is a later game ability, so the boost to attack speed for ~ 45 seconds from a high int paladin is understandable useful late in game. deprive the unworthy is, for boss battles and particular paladin builds, more significant as you level 'cause your foes is gonna be increasing likely to have buffs active. etc. *shrug* HA! Good Fun! Not sure I know how lay on Hands Heal is calculated, is it by might only or also level? That seems ok since it is per encounter which balances with the priest being per rest (although my party is usually exhausted by the time I am out of heal spells) With the Flames of devotion, it seems to encourage 2h weapons to make the most of it since it works with base weapon damage as far as I understand, and so is much more effective early on than when you get a fully upgraded weapon and still get the same damage bonus from it as you did at the start? Also as noted in another thread, would be better if it did not dissapear on a miss. I agree with what you said about Dracozi, but that is why I think that order might be favoured. Kind Wayfarer definitely seem to need level scaling in their talents to be useful Not sure about shieldbearers, seems once can get a lot of deflection easily from other sources. So even if it scaled it seems more useful early on when you do not have the other sources. Goldpact seems situational with the charm thing and I do not know how strong the DoT burn is. Bleak walker also do not need scaling on their abilities. You basically double your weapon base damages with FoD if you connect and frightened cant scale. So overall ya, seems each has its own problems but it is more connected with the larger meta problems of Paladins and each ability can have a place depending on your party strategy. Hmmm....
  17. Hmm... thanks for all the responses. Has me thinking. Is one of the main problems with Paladin abilities that they do not scale with level hence leading to the drop in usefulness later on? I mean the heal for example looks good, but if it does not scale with level then it becomes really meh. Same with every other ability. And I take it the Flames of Devotion and any other related skill only works on the base damage of the weapon? That also seems to suggest a good start which begins to lose its potency once you begin upgrading weapons.
  18. Hi everyone Just wondering from people with more experience which Paladins have some of the more useful abilities for the game. Some seem more equal than others. For example, the Goldpact Knights and the Darcozzi seem to have abilities with very situational applicability, whereas the Shieldbearers and Kind Wayfarers seem to have abilities that will help your party in every combat. I am not sure how good abilities that apply an affect on Kill are (Stange Mercy and Black Path), I am assuming that means the paladin has the be the one dealing the killing blow, which you do not have control over, so skills that interact with their abilities are maybe more consistent in battle? For that reason I think Shieldbearers have access to some interesting abilities that are dependable, but not sure how much that deflection helps? In that sense perhaps Kind Wayfarer Sword and Shepard Ability is worth the pick? Due to lack of experience on what abilities here are most useful I am unsure which path would help me with PotD. Also, with Pallegina I am curently running Zealous Focus for the crits with my rouge. Not sure I need to ever swap it out on Hard. What auras have people found most useful? Zealous Endurance is probably what I would go for and leave it there? Last little thing on Paladin abilties, and also answering a question about Pallegina, I need to choose between Liberating Exhortation, Sworn Enemy, Deprive the Unworthy, and Reviving Exhortation. Any of those worth it?
  19. Yes Recovery affects all actions including spells (otherwise we would all be playing casters with full plate ) AI seems to be programmed to go for targets with the lowest DR. I do not mind wearing robes with my casters since it is a priority for them to cast their spells quickly and I gave them tools to deal with any potential close combat. For an in-depth discussion or recovery and attack times you might want to browse this topic: http://forums.obsidian.net/topic/72272-combat-mechanics-attack-speed-recovery/
  20. Thanks for the replies, and thanks Rosveen for beginning to answer my main question I probably did not have a high enough Int or something with the amulet thing to convince him, because I tried. With the nobles, yeah well, my character is a rouge, so while good I am going to extort evil nobles where I see them. Bye, bye DB rep So it seems like people will leave your party if you are evil in a way that offends them. So no way to build an evil party without making your own chars?
  21. Well, things I consider somewhat good. I realise it might have more to do with personal interests perhaps, but I am thinking about its connections to Raedric's hold, and the fact that I just freed a woman from her uncle who impregnated her for his own benefit and also lost rep, and then there was that guy who set me into the catacombs and I recovered his lover in a medallion. I asked her what she wanted and it was to be free, and he selfishly wanted to hold on to her, but when I broke the amulet (which I considered good and merciful, the guy has to mourn and get on with life and not be so selfish) I got bad rep with defiance bay.
  22. Hi everyone I am still not very far into the game, but it i pretty clear Defiance Bay is evil since anything good I do (except Heritage Hill stuff) seems to lose me reputation with the city. So not sure if there is an alternative way to get the records Edér is looking for since the scribe tell me I need a good rep with the city first and that is not going to happen with the RP of this character. This got me thinking about the idea of creating a Bleak Walker for a PoTD play-through and see how my alternate actions will impact the game. I plan on hiring one adventurer to help out (Monk or Barb) but I am unsure about my party with regards to a cruel attitude. I do want to the party members with me, because I like the NPC interaction but I am unsure about whether there is an alignment system in this game in terms of NPC responses. In BG games your choices impacted on whether people wanted to stay with you and Hiravias got somewhat upset with me when I was doing the quest to get the breastplate from the guy in the Crucible Knights, because i said something cruel. Now will that eventually push one of your party members to leave you? It happened in BG, but there are no evil party member for an evil play-through. No Aggressive Korgan, or Manipulative Edwin. I have no clue where Aloth and Grieving mother would stand, but the others seem to be on the Chaotic Neutral or Neutral Good, and maybe Chaotic Good side of things. So basic question: Does your choices impact on party members staying with you & it therefore feasible to do an evil play-through with NPCs who all seem good.
  23. I agree, it is hugely frustrating. When you have a scripted pasty position like with Maerwald and you need to move your character into optimal positions quickly and they just keep colliding into one another if you do not give them step by step movements. Or worse yet, if you target him with a spell directly and they do not know how to go around I don't remember which game this was (I think it was an RTS actually), but there were 3 options for your characters in terms of movement: 1. Stand where you are no matter what, 2. allowed to move short distance, but always return to your post once moved, and 3. chase enemies and move freely. A system like this for different party styles and encounters could be really useful. I would love it if my party did do auto-attacks, but did not chase enemies into my wall of fire O_o
  24. S/L meaning the save/load exploit? Ya, I kinda feel I need to rely on it. I do not mind, I am not doing to show I can have a flawless run quite yet, and Cipher seems very dependent on whether the spells hit and can sometimes let you down. For now it is still scary to think you could die if you are not careful so it is enough of a challenge without just being plain frustrating. If I want to try a run which does not use save/load then I'll probably go for chanter Thanks for all the info Edit: Killed him 1st try. I chose not to clear either spiders or Beatles, I ran out as room as fight started and placed my figurine at door. I placed myself at the stairs on the way back out in the opposite corner. Maerwald came for me and ignored the figurine, so I used the figurine to fetch the spiders. Stunned Maerwald and ran back into his room and closed the door. Slaughter followed :D So I took no damage and cast 1 spell. lol Also, this is my 2nd run with a Cipher, got stuck with 1st one, and once I knew what to do I hardly had to reload. So I think it might be possible without exploits. I have not been using my food for example, and I really should be.
  25. Very interesting thread Two questions for tips if I may 1. Stats I am running my Cipher with Max Might, and high Resolve & Int. No dump stats. This gives me max damage, long stuns & charms, & some deflection and concentration. Now looking at this thread and other threads it seems that Con is HIGHLY valued for solo play. Aftter messing around with a max health / average deflection barb on PoTD I saw that high health still gets dissolved if you dont have enough deflection so I did not choose it as a stat for my Cipher. So I am actually just really surprised that these stats would work on wizard?: You have huge penalties to deflection everything should hit you all the time and your Con on a wizard does not give you so much with low starting health. And yet it clearly works. Can someone explain where my thinking has gone wrong and suggest stats for a Cipher? I'll keep playing with mine till he dies, maybe it suits my play-style better and I do ok. 2. Any tips for taking on Maerwald? I just killed him with a PotD party, and he was really tough. Hard to think how I can solo him. My plan is to create a safe area in the room opposite to his. Then start the scripted interaction and run away as as soon as combat starts. Cast figurine once I am out the door. Go hide in safe area. Use figurine to pull them into Beatles in room below. Join fight with bow and focus on Maerwald & spam mental binding to give the Beatles a chance. Sounds like a good plan? Just scared of being 1 shot by him
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