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Frak

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Everything posted by Frak

  1. After Maje Island she will do two things if clicked upon 1) If you ask her, she will - not surprisingly, as it is main path - advice you to go to Neketaka. 2) If you haven't heard her backstory before in the game, she can offer you a quick recap on who she is and why you're on a boat. Nothing major. Once you get to Neketaka, you will have so much to do, that a patch will be out in the meantime ;-)
  2. I'd just roleplay my way out of it - greater knowledge of the pain and suffering you put on your soul and others by fisting - and I would argue that the class is likely still viable with high intellect. Yes, it increases the curse duration. But the enfeeble is also increased.
  3. Almost (ignoring intelligence): 1st hit: Stack curse duration = 6secs-resolve [Minor net healing buff] ... 2nd hit Stack curse duration = rest_duration_from_1st_hit + 6secs-resolve (1st curse stack runs hidden expiration timer) ... 3rd hit Stack curse duration = rest_duration_from_2nd_hit + 6secs-resolve (1st and 2nd curse stack runs separate expiration timers. 1st will likely have expired by now.)
  4. Quickly tested Forbidden Fist. Base duration is 6 seconds for each curse. They stack and game remembers each stacks expiration of (6secs-resolve+intelligence?), so each curse stack expire individually, giving one wound and some healing. Viable wound generation, it looks like. My test char had 10 int, so I don't know if intelligence bonus still prolongs curse. Think it does. If you apply a second stack, forbidden fist damage and curse damage increases. Duration for the whole curse stack seems to become (restduration_of_previous_stack+6secs-resolve+intelligence?) . Curse damage (self-damage) increases fast. You should probably not have a stack of more than 2-3 tops.
  5. I've noticed that there exists a bug like this. The Tawernu-related clerk outside the Embassy sometimes wont start talking. He just stands there. No current save. I have narrowed it down a bit. I might be due to whether it is night or day when you first arrive in Neketaka (or pass the embassy). Arriving at night means that the clerk wont trigger in daytime.
  6. Not yet. I'm on GOG - not using Galaxy - so waiting for manual update. Will do once patch goes through. EDit: Subsequent curses no adding duration is likely the (10s+10s) bug. I assume that now the inital curse is not affected by the extra stack. IE, first use duration, (6s-resolvebonus). Second use (restduration+6s-resolvebonus), Third use (restduration2+6seconds-resolvebonus). Something like that.
  7. Now that's what we in the sitcom business call a callback. I can get behind that.
  8. I go for roleplay more than the racial bonuses. I'm quite happy with the fact that they are mainly meant as flavouring. So now I'm a boreal dwarf. And the very selective and rare criteria they have, actually makes me appreciate it more when it pops up in the combat log.
  9. The word hotfix have been mentioned. I'm getting warmed up for the hotfix.
  10. 1) Don't tell Berrie you will take the wheel at the start of the game. 2) Also, maybe not piss of Ryrmrgand too much. You'll know when. I haven't died there, but that was due to me being very perceptive and Rymrgand using some pretty large writing on the wall.
  11. A few tips I use myself in RTWP: You can turn combat speed down to almost a crawl. This makes it less chaotic, but potentially also less fluid. YMMV. You can have the game autopause in combat on a great set of conditionals. You can also have it autopause on a set interval-timer.
  12. Based on Pelleginas feathers, I would not be surprised if deadlikes have black mist where others have hair.
  13. *Triggered due to Forbidden Fist* Druggie monk can also be made a defender. High resolve, stash up on whiteleaf, eat food that heals. Boom, you have tanky with regeneration and free wounds!
  14. Thelee already gave you the main lowdown. I did some low-level testing and my take is thus: Bellower is about powerful invocations and good positioning. This is due to the increased powerlevels when invoking. Those powerlevels give you - longer duration on summons - longer duration on beneficial effecs from invocations - more damage/healing on invocations - more accuracy on offensive invocation - more penetration So bellower is about throwing really powerful invocations out, but rarely, A good offensive invocation with proper positioning can really alter a fight. It will with greater accuracy, it will penetrate more and it will do more damage. The smaller chant radius is the mumbling cost you pay to be able to roar with oomph.
  15. I'm not sure which pirates aggroes after elevator, because we need to know which instance you're talking about. 1) There is the elevator from the Gullet to the Old City. That's the one you took first. 2) There is the elevator from The Undercroft to Delwers Row. I assume that coming from the Undercroft you might aggro the pirates guarding that elevator above, In Delwers Row. But if you can manage to not aggro them, you are golden enough to enter Dereos Hideout, via The Narrows. 3) Anyways, In the Undercroft, there is a boat. This will mean serious sneaking as the boat is somewhere to the east, near the pirate fort. That boat gets you out without aggro.
  16. I got the impression Aloth didn't like his opulence and repeated posturing/bragging about his home.
  17. I've done a lot of restarts, so my perspective is from low-level only But I quite like chanter. 1) They have self-replenishing resources, which means that a fight can be won through attrition. I like that aspect. 2) They are very versatile and have group support. This is a major boon for me. As long as you don't expect to be the rogue-like striker, they can adapt to different combat conditions through different phrases, invocations. 3) I somehow like the singing/bard aspect. Maybe because we all know the power of good music from ourselves. 4) You can be almost any trinity-role. Tank, healing, AOE-damager. You choose! Druid, priest or wizard can also fill these shoes though. Almost. Druid gets a bigger vote from me than the other two, due to the nature aspect and shifting.
  18. Druggie monk is likely the easiest monk. Taking a new drug removes crash effect from previous drug and gets you a new high. As long as you have drugs on you, you are golden.
  19. There are a few individual packs, but nothing totally consolidated. Also, there might be copyright issues with publishing. Just a FYI.
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