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rnarchlord

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Everything posted by rnarchlord

  1. If there is a roadblock of any sort, e.g. narrow corridor or doorway or party member in front, companions in the back will "jump" or "dance" trying to get to the front to complete their assigned action. This happens mostly in combat but can happen traversing areas if the back companions are told to move while the front ones are stationery.
  2. If you refer to your journal the quests and tasks lists will point you where you have to go when you don't remember.
  3. Also companion dialogue often gives clues in this game.
  4. Based on the lore in POE the White March was inhabited by master craftsman dwarves and the white forge was the epitome of their craft. So I doubt it would be tied to the Engwithians and their soul machines. Hopefully, it will expand on the lore of other races from that time period. Also, the lore implies that the area was bleak and inhospitable which further implies an arctic setting. The settlements there would have very tough and hardy inhabitants to survive in such conditions.
  5. I talked to him in Sun in Shadow and closed it there on my first run through because I kept forgetting to talk to him before that. I have taken my alzheimer meds and remember better now.
  6. You can find a pair of Gauntlets of Accuracy but I don't remember just where or if they are tied to a particular day drop.
  7. The only category that you can overwrite with higher enchants is the Quality of the item. In the other two categories the cost is the same for all enchants.
  8. Have you checked Otherside Entertainment's site for the info on the successor to Ultima Underworld Titled Underworld Ascendent? Sounds like the world they are building will be very similar to your wish.
  9. She is in Woodend Plains in the right edge center of the map just above the road. On my sixth play-through and she is always there.
  10. Only after you complete the quests the gods give you and pray to them again will the dialogue options to finish the quest occur. Usually you will see a talk icon on Durance after exiting the Elms Reach temple.
  11. After killing Pelham have you tried clicking on the breastplate and moving it to a character's inventory instead of letting it go into the stash when looting the bodies?
  12. Songsmith Roska is not in the ruins but in the NW area of the map. Sometimes you have to load another area (go into ruins) then load back in to make her appear.
  13. You can also see how much room you have left for enchantments by looking at the little icon on the info sheet that looks like an anvil with numbers like 2/12.
  14. The arrow hits the initial target then passes straight through to the next target if there is an enemy behind the initial target. Just as in real life arrows do not fly in a curve.
  15. If you are relying on the info in the strategy guide got bad news for you. The guide is wrong in several instances as to dialogue choices. This conversation is one of them. Another is in Heritage Hill. Possibly changes were made to the game after the guide was finalized.
  16. Actually the Knights never join you at the hearings. You are led to the gallery as an emissary of the knights. Their spokesperson is already down on the floor in the chamber.
  17. Maybe it refers to the fact that racism is rampant in Eora and humans are treated better than the other races by other humans?
  18. Actually most of the keys do not disappear but remain in the quest items of the stash. This also holds true for the notes in the sanitarium. Five playthoughs and each ends with a mess of keys in stash.
  19. And you have to use it often with Durance as he rarely initiates dialogue after the initial meeting if you have him in your party.
  20. Need to be more specific as to the type of help you need. Is it at the top of the tower or just getting in the door for example?
  21. The two most prevalent dialogue attributes seem to be resolve and perception. There are pieces of gear you can switch to and foods you can craft that will raise both with the food items having temporary effect but stacking with the gear. So you can run less than 15 in both those attributes.
  22. To open the door you need three seals not just the one. Did you get the other two seals and use them prior to posting the inventory thumbnail? Once you have all three seals the dialogue should activate to use them on the door.
  23. One general thing about this. You won't be very happy as the game progresses if noone in your party has mechanics. That lock isn't even hard to pick. That door requires mechanics 4. The highest level trap in the dungeon is 7. You need mechanics to get into some areas and to disarm traps on chests in this game.
  24. After you select the level (I, II, etc) you click on the spell you want to use then on the enemy/area you want to cast it at. Some of the spells are auras around Durance so they don't have any other place to click after being selected.
  25. In many other games dual wielding produces a penalty to both damage done and attack speed. Unless you are truly absolutely ambidextrous you cannot wield two weapons, whether different or the same, equally effectively and as quickly as one weapon. So both accuracy and rate of attack will suffer which is more realistic. In some European styles of fighting two weapons are used but the off hand weapon is basically for defense (parrying) and the attack effort is mostly exerted on the dominant hand weapon. The off hand weapon generally has projections like the Ninja's Sai or elaborate hand guards to hold/twist the attacking blade from reaching you. This makes for highly crafted daggers and short swords used for offhand fighting. This type of fighting was mostly confined to duels rather than the battlefield.
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