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About klinwen

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  1. I wondered similar things myself when I first came here - what class to pick? I didn't want anything too micro, but I also wanted something interesting. Then I learned that your main character is only one sixth of gameplay. Each of your team members contributes equally to combat. This is not a game where your main carries all the battles and the henchmen mop up the blood. You're not playing one character, you're playing an entire party. And you're also equipping an entire party, so even if you play a monk, all that cool loot will find its way to someone who appreciates it, and makes a real
  2. And since patch 2.01, Concelhaut's Parasitic Staff and Citzal's Spirit Lance are considered universal weapons, so they will both get +6 accuracy as long as you've picked any weapon focus talent. Doesn't have to be Peasant or Soldier, but picking one of them is a good idea anyway, since you'll be able to use a regular quarterstaff or pike when you're not using the magical ones.
  3. I think those ogres are meant to scare you out of the Endless Paths and back to the main quest for a while. That's why you get frequent fast travel points in the Endless Paths, so you can easily come back later. In fact if you do manage to clear several levels of Endless Paths, when you return to the surface the main quest fights might be too easy for a while. So yeah. This is a game where you sometimes need to choose your fights. Even on Normal difficulty the early game is tough whilst you're still learning things and your characters have few abilities and poor gear. That said, it
  4. You'll lose the personal quests of those companions, their banter and quips during exploration, and the comments they sometimes interject into main story conversations. They also have a lot dialogue that fleshes out the world, and some of it is unlocked as you advance through the game. Depends on you whether you consider all this significant or not. If you can handle the management, you can use 4 custom companions and 1 premade, do their quest, then swap for another. But in two cases this isn't possible because the personal quests only advance based on the time those companions spend in yo
  5. Ways to make a tanky chanter more interesting: - Invest in Lore and use scrolls tactically. You'll want Lore anyway for a talker character. Not a "magic user" in the traditional sense, but not bad either. Scrolls are pretty cheap to make after the first few levels. You might even want to pick up the extra quickslots talent. - Wear equipment with spellbinds. - Don't just stick with one chant, make four and switch frequently based on how the battle is going. - Use many different weapons, pick one for the situation. - You can make an invocation-based chanter by only using first-level phrases
  6. Yeah I got the numbers a bit wrong with who starts with how many points. Listen to Nobear, he's got it right.
  7. I don't think any of the order specific talents make you a noticeably better tank. The Shieldbearer abilities actually give other characters better deflection, so you're actually making someone else a better tank. Unless you use Lay on Hands on yourself, but as a tank you shouldn't need as much healing as someone else, so you're depriving someone else of it. Maybe you could think of it another way? What does a tank do? They stay alive better than anyone else. So pick something that lets your allies benefit from the fact that you're still standing. Darcozzi's Inspiring Liberation is gre
  8. I prefer mechanics on my PC too. But if I had to choose an NPC, I'd probably pick Kana or Aloth. Kana starts with a point in it, and he's a frontliner, and he's naturally along in the place where the most traps are. On the other hand, as a chanter, he's not doing much during combat, so having a high Lore lets him throw scrolls around, and you don't have enough points for both. There's not always room for him in a party either. Being a wizard, Aloth doesn't have much use for Lore, because he's going to be casting his own spells. So you can spend all those points on Mechanics. He's also
  9. Oh and playing Darcozzi with Clever and Passionate dispositions? Total hoot. Quick wit, big mouth and gung-ho attitude, total disregard for subtlety or consequences. The Doemenels are a bit annoyed at me.
  10. Got frustrated with trying to create a paladin because they can do so many things but not everything at once. So I took the gordian knot approach and now I'm happily swinging away with both my paladin and Pallegina. My front line consists of my paladin, Pallegina, Kana and a fourth tank, who can be either Sagani's Itumaak, Zahua or Devil of Caroc. Aloth handles the damage from behind them in the form of beating with a big magical stick. The final slot changes around, anyone works really. With zealous focus and zealous endurance combined with Kana's chants, Durance can actually do somet
  11. Didn't set out to build a priestless party as such, but I seem to be doing just fine without Durance. I'm doing double tank paladins: my main is one and Pallegine the other. The double auras are just super, and they're there right from the start. Kana is the third frontliner. Just starting White March so experimenting with replacing Kana with Zahua. Everyone wears the biggest DR armor I can find and mostly sword and shield, but my main has Forgemaster's Fingers for when you need to burn stuff to the ground. Aloth stands behind them, whacking with Concelhaut's staff and Chitzal'
  12. That cipher I started, wasn't really feeling it after all. It was maybe even TOO fiddly. I rerolled a paladin instead. Mostly he just stands there looking handsome and shiny so I have time to focus on my party members. Eder shoves everyone down, then Aloth pulls a frigging giant soul-sucking quarterstaff out of his as...tral pocket and beats everyone senseless with it. I imagine that poker face of his doesn't even twitch. Durance mostly shouts at people from the back row, confusing everyone. I think he even heals by shouting at party members so they stop bleeding out of fear. I LOVE it! You're
  13. Thanks one and all for the nice welcome! Feels like I accidentally spawned a great introductory post for any newbie... I think it Nobears post was the most important one for me. I'm too used to the division of having a main character and henchmen. But looks like Pillars is more about full party, like Icewind Dale. I will play with NPCs because why wouldn't I? They make the story all the more interesting. I could never drop an NPC for a custom character, much less solo... tried that with Baldur's Gate, never succeeded, because something was always missing. So I'm going to have my hands
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