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I'm looking for a consistent way of killing the Adra Dragon I tried killing the adra dragon couple of times without 'cheese'-ing, the only thing I did for convenience is to line my characters in a certain way around the dragon and then attack. Cheese includes: 1) paralyze scroll chain (thats how i beat it once but its too cheese!) 2) killing her companions first without aggro-ing her (i believe its not intended that way) I did try to use maelstrom scrolls without paralyze but im just getting whipped (literally!) too fast with all those AOEs and the little reptalians that go for my backline to do ever more pressure... I try to use resurrection scrolls a lot but at some point they just don't bring characters up again The ONLY damaging spells that work are: 1) Priest level 5th pillar of holy flame 2) Wizard level 5th blast of frost 3) Scroll - maelstrom 4) Wizard 5th wall of force but not as strong as blast of frost (i die before duration end..) Problem is they can't always do full damage due to resistances. I can't reduce dragon resistances due to its ... well ... resistances !!! All the resistance-lowering spells from Aloth and Durance that I try miss. And whats the point waiting for iroll100 for the slight chance that they WILL hit ? The most I was able to do spamming those damaging spells is to get her to Injured before I can't resurrectmy party anymore (not sure if bug or intended so resurrect wont be abused?). Not to make this post too long, i'll just add i do drink some defense potion of Eder and everyone ate food ofc +2 might. Summons don't do much except maybe holding xunatrip at bay. Suggestions ? For fun I posted an image of the Adra dragon dying due to cheese (paralyze fest and lucky resistance-reduction spells... look how much I crit!):
I think I sympathize with the creators' decision not to include an ending where your character achieves the power of the Engwithan entities (which, while not really Gods, are still pretty frickin' powerful in this setting). The game only goes to level 12, and they're setting it up for a sequel. Even if you are evil, you can't just usurp the soul power immediately for yourself. I think I've figured out a way to spice up the ending a bit, without ruining the continuity of the RPG experience. The reason I've been thinking so much about the setting is I've started using it with our Pathfinder group, and I've even ported a few races and classes (like Aumaua, Godlike, Cipher) to PF. Anyways, for those of you who completed the game, you'll remember the giant adra statue in the Endless Paths of Od Nua. Now we well know that adra conducts soul energy in this universe, and that the spirit world largely interacts with the physical world through this organic substance. So it's one of the biggest adra structures in the game, and is largely underground, which is believed to be the "realm of the gods." I'm thinking it could be used as an adra nexus, and one of the options for your character at the end after you kill Thaos and get control of the machine is (assuming you killed the adra dragon) to funnel the soul taken from the Hollowborn during Waidwen's Legacy and shunt them into the statue. Think about it: it's your own personal keep. What better place for a power-monger like my character to start his ascension to godhood? I played an evil wizard, and was kind of disappointed that the only evil things to do really were to release the souls to "entropy" or send them to Woedica. So yeah, it's definitely something to consider, and in a D&D-style campaign I'd really throw the doors open, and let the players be creative in what they'll do with the souls. By the time I reached Sun in Shadow, I hadn't really committed to any of the gods' demands, and could've done anything at the end. So yeah, really interesting stuff to think about, because then the campaign becomes about other Nexus of power, possibly deeper in the earth than even Od Nua. And if you get control over enough of them, maybe you attain the power to break the Cycle of the Wheel. Or if you're more of a do-gooder you could do what you think is right, like empowering Hylea or some other do-gooder god. One thing I like about this setting is the lack of alignment, so what actually constitutes good and evil is entirely subjective. So much creative potential. I'm gonna save my pennies for the next Eternity Kickstarter, if that's what they do!
Hey, I found Grieving Mother in Dyrford Village and fascinated by simile "shimmering like adra" during conversation, however I would like to kindly ask you if anybody know meaning of this simile? Please see below image for more details about simile am talking about: Thank you!
Update by Josh Sawyer, Project Director An agent of Dunryd Row attempts to perceive a "housed" soul within a piece of evidence. Hello and welcome to today's class update! We'll be discussing some newcomers to the Dyrwood's "magic" scene, the enigmatic and deadly soul-manipulators known as ciphers. Read on to learn how ciphers went from being an animancer's theoretical possibility, to the feared foes of Dyrwoodan settlers, to an integral part of Defiance Bay's secret police, Dunryd Row. Cipher Mechanics Contemporary ciphers are fighting casters, like the Glanfathan "mind hunters" who invented the discipline. When engaged in physical combat, they use an Ability called Soul Whip to contact and drain the psyches of their targets. Recognizable by the purple flames that engulf a cipher's weapons, Soul Whip generates a Focus resource that ciphers can use to power their abilities. Though ciphers begin combat with a modest amount of Focus, their more advanced techniques demand large expenditures of Focus. Additionally, repeated uses of even minor powers will quickly drain a cipher's Focus, requiring them to dive into physical combat to generate more. Cipher powers are not limited to mental manipulation. They have abilities that allow them to use a target's soul energy to "leak" and burst into flame, to generate a physical shockwave of that knocks down everyone behind the target, or even to bend back toward the cipher, creating a field of protective energy around him or her. With the exception of Soul Whip, all cipher powers require Focus and a nearby target other than themselves, one with a "housed" soul. In practical terms, this means that ciphers must always target a nearby ally or an enemy with their powers. It is impossible for them to target themselves, a distant target, or open ground. Here is a sampling of some of the cipher's abilities: Soul Whip (Modal) - At close range, the cipher's weapons generate fields of parasitic energy that lash out at a target's soul. The Soul Whip mode reduces the amount of damage caused, but each successful hit briefly lowers the target's Psyche defense and generates Focus for the cipher (attacks Psyche). Mind Wave - The cipher violently intrudes into an enemy's mind, Stunning the target (attacks Psyche) and generating a cone of concussive force behind him or her that can knock down anyone in its path (attacks Fortitude). Soul Shock - The cipher causes an ally's soul to "crack" and violently release energy into the physical world. The resulting explosion of electrical (Shock) energy damages everyone nearby except the target (attacks Reflexes). Psychovampiric Shield - The cipher drains Intellect from enemies and uses it to temporarily increase his or her Deflection. The increase in the cipher's Deflection is dependent on how much Intellect he or she successfully drains from victims (attacks Psyche). Mind Blades - The cipher uses the souls of nearby enemies to generate attacks against the subjects themselves. Each target is attacked once by a slashing "mind blade" which then moves on to the next nearest enemy up to a maximum of five targets (attacks Deflection). Recall Agony - The cipher causes the target to re-experience the pain of a wound moments after the target originally suffered it. The damage is a percentage of the original value, but it ignores the armor of the target (attacks Psyche). Ectopsychic Echo - The cipher and an ally generate a bolt of psychic energy that periodically rebounds between them, causing Crush damage to anyone caught in the area (attacks Reflexes). Cipher Lore Many classes have abilities that allow the user to channel the power of their own soul or ambient soul fragments to produce incredible effects. Paladins ignite their souls to produce auras, wizards draw soul fragments into grimoires to shape and cast spells, and monks use personal suffering to focus energy through their bodies. While these classes often develop abilities that allow them to affect the minds and souls of others, the power is always generated by the user. Feared for their mental powers and extreme hostility, the vithrack were once eagerly pursued by animancers for research purposes. In the field of animancy, which focuses on the study of souls, researchers wondered for centuries if they could develop a discipline or technology that would allow people to connect with the soul of another living thing -- not just reach or strike out toward it. Wizards and priests had developed abilities to overwhelm or inspire the mind, but not to connect with it. Animancers theorized that it could be possible for one soul to reach out and connect to another, but they had no proof. Animancers studied folk legends about figures called Watchers who reportedly were able to see lost souls and perceive an individual's ancestral lives, but claimants to that title were typically charlatans at best or mentally unstable and violent at worst. A few intrepid animancers attempted to communicate with the reclusive spider-like race known as the vithrack. The creatures, obviously of advanced intelligence and extraordinary capabilities, seemed to possess the ability to connect to an individual's soul -- albeit with horrifying consequences. The dangerous nature and rarity of the vithrack combined with their inhuman physiology have still proven to be insurmountable obstacles in understanding how their powers work. Still, the animancers had a few other leads to follow. Over a century ago, during the Broken Stone War, soldiers in the Dyrwood reported wild tales of having their minds invaded, of seeing comrades lose control of themselves, of orlan and elven Glanfathan warriors wielding knives engulfed in purple flames that "cut away" the souls of their victims. The war was a new experience for everyone involved, so many Dyrwoodans dismissed many of the more outlandish tales over time. But over the decades that followed, more settlers reported similar violent encounters with Glanfathan guerilla fighters. In the War of Black Trees, Dyrwoodan animancers confirmed many of these experiences across a wide number of soldiers and settlers. However, with Dyrwoodan settlers in a state of war with the population of Eir Glanfath, the researchers couldn't find many Glanfathans who were willing to talk about it. After the Dyrwoodan revolution for independence, the Dyrwood officially stopped the Aedyr Empire's practice of exploring and plundering Eir Glanfath's sacred ruins -- the practice that had ignited the earlier wars between Dyrwoodan settlers and Glanfathans. In the years that followed, the tribal princes of Eir Glanfath allowed Dyrwoodan animancers to speak with some of their brîshalgwin ("mind hunters"), the elite warriors that had terrorized Aedyrans and Dyrwoodans in past wars. From the brîshalgwin, the animancers learned that Glanfathans had developed mental abilities that allowed them to perceive and contact what animancers categorized as "housed" souls, i.e., souls held within a physical vessel. They initially developed these talents in an attempt to communicate with souls held in the Engwithan ruins they were sworn to protect. When the tribal princes outlawed this practice as disrespectful and dangerous, their councilors advised the princes to turn the efforts of the brîshalgwin towards protecting the ruins and developing new methods of warfare. Standing stones of adra like these were carelessly knocked down by early Dyrwoodan colonists, starting a conflict with the local Glanfathans that erupted into what became known as the Broken Stone War. Excited by these revelations, animancers in Defiance Bay began working with the brîshalgwin, whom the animancers had previously described as "ciphers" due to their mysterious nature. Given Dyrwoodans' general discomfort with the Glanfathan language, the cipher name stuck and continues to be used in everyday conversation. For decades now, the ciphers and animancers have worked together, each generating new ideas and expanding their collective understanding of soul manipulation. Today, Dyrwoodans and foreign visitors from Aedyr, the Vailian Republics -- even distant Rauatai -- have learned and expanded the ciphers' growing field of techniques. Recently, encouraged by the potential the ciphers have shown and dismissive of the superstitious concerns of locals, Lady Webb, a prominent noble and advisor to the duc, petitioned the Dyrwood's erls to create a spy service in Defiance Bay consisting primarily of ciphers. The erls approved, creating what would become known as Dunryd Row, a respected, if somewhat feared and mistrusted, organization that operates out of an old, vine-covered house in the city's Brackenbury District. Though ciphers' powers are still being explored, unlocked, and debated across the civilized world, most people recognize that their abilities hold great potential -- for good or ill -- in the cultures that develop them.