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fgalkin

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Posts posted by fgalkin

  1. There's usually a wardstone in the same area as the Death Sigil. I remember 3, including the DLC.

     

    Sandswept ruins, south from Port Maje; Nemnok's dungeon, north-west of the map; and the above-mentioned pilgrims' camp. The wardstone for the latter is on one of the corpses west from the camp, if I'm not mistaken.

     

    Also, how does one destroy these Sigils without wardstones (i.e hitting them in melee with a mace)? Spells (such as Minoletta's missiles) are deflected back at the caster and firearms don't have crush as their damage type.

    Sigil of Death doesn't have any immunities. The ones that do can be dealt with AOE spells or ranged weapons that don't do pierce damage (the frost bow, that pistol that does raw damage, etc). 

    • Like 1
  2. Each hit from a sigil of death gives you an injury. 4 injuries=death. There are wardstones that protect you from a sigil's effects, which last until the next rest. 

     

    Also, the range of a warbow or an arquebus is greater than a sigil's pulse area, so you can safely snipe at it from far away without any of your characters getting hit. 

    • Like 2
  3. Maybe Kapana Taga with the Unblockable enchantment. Would give you +2 engagement slots and +8 ACC per engaged target. 5 engaged targets = +40 ACC sounds rather awesome for me. I'd pair it with Mob Stance and Reckless Brigandine I guess and pick a Devoted/Streetfighter with Persistent Distraction.

     

    And Sasha's Singing Scimitar. Empowering an invocation would give you 6 phrases without any further enchantment and in theory ou could get back 2 Empower points after using 1 Empowerment. ;)

    If there was ever any chance of the Helwax mold returning, I suspect this thread and this post in particular killed it dead

    • Like 3
  4. It makes a difference because wizards and the like depend on their intellect and knowledge and fighters depend on a strong arm and good constitution. I realize that this is a game mechanic but trying to rationalize it in relation to the world is futile.

    Not in Eora. In Eora, both are dependent on the strength of your soul (represented as the power level, I guess). The most knowledgeable archmages aren't actually all that tough, compared even to the average dragon (which is completely different from, say, D&D, where the dragon would have basically no chance against a wizard like Elminster) 

    • Like 1
  5. DOS2 is actually the only Divinity game I was able to play. I am not a fan of Diablo-style ARPGs, so the original didn't do much for me. I am a fan of turn based tactical games, and, by extension, turn-based combat RPGs (i.e Blackguards), but Larian's writing was always atrocious, so I never could tolerate it for long. DOS2's writing isn't good, but it was tolerable (by contrast, I quit DOS1 after an hour), and the combat is pretty decent. There are elements in that game which I actually liked- the ability to play as a Companion, the ability to switch races for undead, etc, but the world and the story are just plain garbage.  

  6. Last night, I got a really weird party management bug. I used the tavern's party management tab at the Wild Mare to switch Aloth out for Xoti, and the switch happened successfully, but the portrait did not update and continued to show Aloth. Clicking on the portrait did not activate the character, so it wasn't merely the graphical bug when a companion shows the wrong portrait (had a few of those, too). 

     

    Leaving the area through a load screen fixed the issue. 

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