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Found 8 results

  1. EDIT: OK, after reading about kraken's eye on the forums I now think it's not a bug but a feature... There's an undiscovered island below Tikiwara, it looks like a volcanic island. On this island south-east from the Hall of the Unseen the party can pickup Kraken's Eye from a location that looks like a camp. However picking it up makes enchanting buggy: now for every upgradeable item there are 2 Superb enchantments to choose from. I'm using the latest GOG release with all DLCs. Screens with two Superb enchantments and location of the Kraken's Eye: https://imgur.com/a/4ERnBU1 Game save: https://www7.zippyshare.com/v/pUKp8AOi/file.html
  2. Does the additional damage from elemental lash enchantments (burning, corrode, etc.) ignore whatever DR an enemy has against elemental forms of damage? Looking at the way attack damage of this type is calculated, it appears as if elemental lash damage is simply 25% additional damage appended to the end of the damage calculation. What this means is that it doesn't matter at all what type of elemental lash damage you enchant a weapon with because they all apply a flat 25% additional damage regardless of an enemies elemental damage resistances. Is this correct or do I have this all wrong?
  3. Enchanting the Saint's War Armor with the "Fine" quality causes it to lose all its pierce resistance, even the natural pierce DR that scale armor is supposed to come with. It correctly gains 2 DR and 2 Slashing and Freeze DR, but does not display having pierce resist at all. The +3 Pierce bonus displays on the character's detailed information screen alongside the +2 bonus from Fine, but the stat overview on the inventory/paperdoll screen does not show him as having any Pierce DR. I also tried attacking the party member in question using a pierce weapon before and after the enchant to see if this may simply be a tooltip/display error, but the results were unclear - the damage differences between wearing the normal Saint's War Armor, after enchanting it to Fine, and after putting on a leather armor with no natural pierce DR, were all so slight that any changes could have just been natural damage variance. IMAGES Saint's War Armor before enchanting: Saint's War Armor after enchanting (and compared with ordinary Scale Mail):
  4. Do you have a go-to set of enchantments on every armor/weapon you get? Or do you keep changing from gear to gear?
  5. I was looking at the wiki page for crafting, and it says you have to find recipes before you can enchant. I've gotten myself up to level 7, and I have yet to encounter any recipe items while playing. There are a very, very small number of recipes in my "known" list, but I don't know how they got there (or if I started the game with them). Am I missing something?
  6. Say I had a bow that always dealt 20 pierce damage upon hitting an enemy. If I enchanted that bow with burning lash, would it then deal 25 damage (20 pierce + 5 burn) or would it still deal 20(15 pierce + 5 pierce converted to burn) given the enemy had no resistances or DR? I guess what I'm asking is whether or not it adds the burn damage on top of the damage the bow already does, or if it converts some of the damage to the given element. I've searched for this on the forums and on Google and couldn't find an answer. Thanks for your time.
  7. Have you tried crafting yet? What do you think about it and enchanting? I think crafting and enchanting shouldnt be done by your adventurers. Food and SOME potions and scrolls are fine since you have wizards, druids, chanters, priests and such but I think some recepies should maybe be tied to the survivalist and lore abilities (make a party-wide check to see what the highest ability score is). I honestly think towns should have an "Enchanter" merchant though. It could be the person selling you the potions and ingredients in the village for example.Sure you have wizards, druids, chanters, priests and such of your own but it would feel weird if a team of fighters, rogues, and rangers would be able to enchant. In games that have crafting and enchanting I always hoard materials first and then in-between quests or locations I sit down, have a good think and craft/enchant. It feels unecessary to be able to do it on the fly. To me it should be a ritual thing done during moments of pause since it tends to be a big deal, and giving a face to those moments via an NPC that facilitates the craft as a service would help flesh out the system and give it more personality and inmersion, imo. This is of course my issue on how the mechanic is implemented and presented, not about the mechanic itself and the metagame of it. Feel free to give your opinions on that.
  8. As soon as I read the $2.4M goal "Crafting and Enchanting" all these horrible Skyrim memories poured out. "Hey, there's a dragon right there, let's kill it in under 30 seconds and still have 95% of our HP left". or "I just torched this whole village with my super armor and infinite spells because the guards are too weak to defend it". It was only a matter of time until Throne of Baal came to mind too, with their "rogues and wizards can wear any armor" or other equally overpowered capabilities. PLEASE do not allow the crafting and enchanting (C&R) to spoil the fun by making the game too easy. After you finish the $2.4M goal line look back and ask yourselves: - Will this make roaming around the world solo a lot easier? - Is it possible to create an item that's better than the one you got from slaying that Giant_Cyclops_on_steroids that killed half my party? - Will the Expert Mode, Trial of Iron and Path of the Damned be the only real challenges in the game once the C&R is implemented? If you answer any of these questions with "yes", please go back and lower the power level for C&R. Cheers!
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