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Thanks

 

Got another 3 questsions:

 

1. Is there any particular order, i should upgrade the fortess?

2. Faith and Conviction. In the beginning (except for raedrics hold) i do the quest alone with my ranger. Do i have the paladin with me for the granted reputation bonus?

3. As a Shielbearer of St. Elga should i side with Raedric or with Kolsc? Because i tried the Raedric fight one time in the past and could not beat him, kolsc was pretty easy on the other hand.

 

1.) I like to upgrade the Barracks early in order to hire guards for easy security and influence gains. I also like to get the merchant stalls for a place to buy camping supplies, the inn to allow resting, whichever resting bonus you like I'd build that and I'd build the Curio Shop for an easy place to get Vithrack Brains for upgrading equipment to Exceptional.

 

2.) Faith and Conviction reputations only affect your main character if they are a Paladin or a Priest. NPC Paladins get bonuses based on level.

 

3.) You can side with either Raedric or Kolsc, there are no requirements that class X must side one way or the other. If the fight is too hard come back after you gain a level or two. Or you can cheese it with door tricks and/or kiting.

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If you have a chanter with White Worms then Raedric's Keep becomes trivial. Just choose a nice chokepoint on every floor and lure every enemy there. Turn off gib effects in the options and also don't reload. Now pile up corpses in front of the chokepoint. Let the enemies gather at that chokepoint (let them stand on top of their comrades' dead bodies), debuff reflex and then cast White Worms. It works endless times on bodies. Reloading will let them disappear though. You can one-shot Raedric and everybody around him that way.

 

I also build the barracks asap. The bonuses from hirelings are great and help to avoid those really annoying "Slimes and Oozes will attack you stronghold" encounters while giving you more things like Azurro showing up and such.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

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Ok thanks

 

Got 2 more questions.

 

1. Next to the hero picture is a green war, that turns yellow and red. What is this?

2. I'm in search for the outworn buckler. The wiki says, the blacksmith in gilded vale sells it, but i can not find it. Is it random generated?

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1.: It's your health bar. Your endurance can never be higher than your health. Health only regenerates via resting or wound binding (talent, 40%, only self) or field triage (talent, 20%, self and allies)

 

2.: He sells it to you if you do the quest for him in which you retrieve his stolen goods from the bandits (I believe). However, you have to scroll down a bit in his shop inventory in order to find it. 

Deadfire Community Patch: Nexus Mods

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1.: It's your health bar. Your endurance can never be higher than your health. Health only regenerates via resting or wound binding (talent, 40%, only self) or field triage (talent, 20%, self and allies)

 

2.: He sells it to you if you do the quest for him in which you retrieve his stolen goods from the bandits (I believe). However, you have to scroll down a bit in his shop inventory in order to find it. 

Ok, but why does my health decrease? My endurance heals after each fight, but not my health?

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That's right. You have way more health than endurance. In every fight, when you get hit, the damage you receive will be substracted from endurance and also health. Endurance can be healed in a fight with all kinds of spells, talents and abilities. Health however can only be healed by resting or with those special talents I spoke about.

 

Normally your health is so much higher than you endurance that low health is only an issue if you didn't rest for along time - or when you have an offensive melee build that has poor defenses and relies heavily on healing (or regenerating) in order to stay up and hitting. THose builds will run out of health sooner than others. Also, health loss can be an issue in the early game because the gap between heatlh and endurance is not that high. With every level this gap gets bigger and you will have to rest less often because of health. 
 

Deadfire Community Patch: Nexus Mods

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No. Once you shift you will have two claws. Doesn't matter what you had in your hands before you shifted. No item or it's effects will be available when you are shifted. Only exception: the Wildstrike Belt will give you a bonus to your unarmed damage when you are shifted. 

Deadfire Community Patch: Nexus Mods

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Well that depends. The Crucible Knights will give you a nice sword and a fine plate armor and a free talent that gives you +2 DR. House Doemenel will give you either a lot of money or a good stiletto and a talent that gives you a damage bonus to your critical hits (*1.8 instead of *1.5). The Dozens will give you a nice war bow, you can craft yourself a unique spear and you will get a talent that gives you +5 ACC when you attack the same target as an ally.

 

So, for tanks the Knights are better, for rogues and such the Doemenels. The Dozens can be good for ciphers and rangers. It also depends if you like a faction or not. Most people here hate the dozens' attitude and therefor don't side with them.

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Last time I tried that it didn't work (anymore). So I don't want to recommend that. Maybe somebody can confirm if this was a bug or was patched intentionally.

 

 

 

Are there any side quests or task, i can not do because of the different factions?

Yes - but you can do all the "starting quest" of every faction. This will unlock the shop of the faction (important! - some of the best items in the game you can buy there) and also open up the possibility to do the "real" faction quest. If you take one of those quests you can't do the other "real" faction quests. Those quests lead to the rewards I posted above (mainly a free talent for the main char and a unique weapon).

Deadfire Community Patch: Nexus Mods

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Last time I tried that it didn't work (anymore). So I don't want to recommend that. Maybe somebody can confirm if this was a bug or was patched intentionally.

 

 

 

Are there any side quests or task, i can not do because of the different factions?

Yes - but you can do all the "starting quest" of every faction. This will unlock the shop of the faction (important! - some of the best items in the game you can buy there) and also open up the possibility to do the "real" faction quest. If you take one of those quests you can't do the other "real" faction quests. Those quests lead to the rewards I posted above (mainly a free talent for the main char and a unique weapon).

Ye i did the 2 optional quests for the Doemenels and can trade with this girl. But if i join another faction, can i still trade with the other merchants?

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1. What das "Durgan Refined" mean?

2. Do spells "friendly fire"? Spells like Slicken, Chill Fog or Deleterious Alacrity of Motion

1. Specific enchants, that become available to you after unlocking the White Forge from the WM1.

They can be applied to: weapons, shields and armor.

 

Durgan-reinforced armor: [+15% incoming Crits converted to Hits] +  [- 15% Armor Speed Penalty]

Durgan-reinforced shield: [10% of Ranged attack reflected back at attacker] + [+15% of incoming Hits converted to Grazes] + [-15% single-weapon Speed penalty]

Durgan-reinforced weapon: [+15% Attack Speed] + [+0.3 to Crit Damage Multiplier] + [+20% of Hits converted to Crits]

 

The good thing is that they do not count towards the enchants limit. So a durgan-refined item is strictly better than non-refined one.

 

2. Slicken and Chill Fog do friendly fire. But there is a thing you should know about non-FoE AoEs. They do affect your teammates only in the radius of their base AoE. The extra range you get from INT, is safe.

Deleterious Alacrity of Motion is a self cast.

Edited by MaxQuest
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1. What das "Durgan Refined" mean?

2. Do spells "friendly fire"? Spells like Slicken, Chill Fog or Deleterious Alacrity of Motion

1. Specific enchants, that become available to you after unlocking the White Forge from the WM1.

They can be applied to: weapons, shields and armor.

 

Durgan-reinforced armor: [+15% incoming Crits converted to Hits] +  [- 15% Armor Speed Penalty]

Durgan-reinforced shield: [10% of Ranged attack reflected back at attacker] + [+15% of incoming Hits converted to Grazes] + [-15% single-weapon Speed penalty]

Durgan-reinforced weapon: [+15% Attack Speed] + [+0.3 to Crit Damage Multiplier] + [+20% of Hits converted to Crits]

 

The good thing is that they do not count towards the enchants limit. So a durgan-refined item is strictly better than non-refined one.

 

2. Slicken and Chill Fog do friendly fire. But there is a thing you should know about non-FoE AoEs. They do affect your teammates only in the radius of their base AoE. The extra range you get from INT, is safe.

Deleterious Alacrity of Motion is a self cast.

 

Ye, actually i meant "Combusting Wounds". Is the yellow circle the INT bonus and the smaller, red circle the normal one?

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Ye, actually i meant "Combusting Wounds". Is the yellow circle the INT bonus and the smaller, red circle the normal one?

 

 

 

It is, so the yellow part is always safe. Though Combusting Wounds is actually just Foe AoE, with that you'd be safe anyway.

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2). Most spells attack/damage spells can cause friendly fire. When you go to cast AOE spells you should see two targeting circles. Any area in the circle that is red will effect allies or enemies in the area, yellow will only effect enemies. If both circles are yellow the spell will never cause friendly fire.

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Just read the spell description, it will say either AoE damage or Foe only AoE damage.

 

Foe only ones lets you not worry about hitting your team, makes some spells much more useful. Fan of Flames does more damage but Ghost Blades is Foe only and so I tend to use Ghost Blades a lot more often. This also helps if you play with Expert Mode or with the targeting circles turned off in the game options.

 

I find the ability to cast fireballs to such precise locations that only the enemy gets hit while my own team does not to be too much, especially with a high intellect. It just makes casters even more high powered. You can still eyeball where to cast the fireball and a high intellect gives you a larger margin of error but you can't move the circle such that it perfectly hits every time. It just feels more immersive to me. Also playing with the targeting circle off makes Foe only spells more attractive and really helps Chanters whose spells are all Foe only.

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6 to 9. 6 is very hard and 9 is quite easy. But you will still meet foes in some maps who are too hard. But that's OK - come back a bit later then. Maps from easy to hard: Stalwart-Russetwood-Durgan's Battery- Longwatch Falls. Russetwood is very easy with lvl 9 (except two encounters which may be too hard if you're not an expert).

I say that from my perspective as somebody who played this game for a long time. Maybe beginners see it differently. And I don't use scrolls, potions and other consumables in every encounter, just the hard ones. Food and drugs I only need against dragons.

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

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