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There's at least one that's pretty harmless relatively if you help that elf lady from Fort Joy escape safely.
I think the demonologist that wants to help Lohse's method is also pretty kosher, but had the two extra source point slots by than.
Saheila seems to drain Source from the land itself to empower you. Jahan has you tap into the demons’ power for Source Mastery.
The former came across like your typical nature friendly druidic traditions to me. Definitely nowhere near as bad as small scale extinctions or heart sandwiches.
Edited by Hashil on Oct 8th 2018 at 1:54:42 PM
And now a public service announcement
I learnt a very imporant lession yesterday
At the Lunar shine DO NOT put one of those charger things (you can steal one off those robots in the cave) in the slot marked with a lighting bolt and pull the leaver
Or your entire party will will be zapped to kingdom come and they will die horribly
I always save before flipping levers like that ever since that one lever that curses you if you don't Bless it first.
I'm in Arx now, and holy crap does the Definitive Edition add content. Fighting the Kraken in the Harbor was a shocking moment.
On another note, that room which freezes you in the Harbor was a real pain. It took me a while to realize I needed to light all of the torches.
Edited by M84 on Oct 10th 2018 at 6:50:12 PM
Latest patch removed the ability to craft Grasp of the starved without a source orb,bugger
Edit: Turns out they hadn't but it is weird I couldn't craft them and then later on I could
Edited by Ultimatum on Oct 13th 2018 at 2:34:52 AM
Ah, Isbeil. Still every bit as annoying in DE.
>You've just beaten Isbelle
> Hey what's behind this door
>suddenly deathfog everywhere
The Tornado spell: never leave home without it. It's how I cleared out the Deathfog that was hidden in that one little room so I could grab its loot.
On a side note, I'm really liking the unique Faithful set that was added to DE. Especially since wearing the full set grants permanent Blessing on the character.
It's also pretty well-suited for a "tanky" mage, given every piece of it grants bonuses to Intelligence and Constitution.
Edited by M84 on Oct 14th 2018 at 10:15:09 PM
Don't think I've ever made it to Arx during a for Honour run,this time though I will not fail!
A Faithful set, you say? Where might I find it, and what level is it?
It was added to the Definitive Edition. The set pieces are scattered all over Arx. In Hidden Caches, Tombs in the Cathedral, and some pilgrims sell parts of the set.
The set fills all the equipment slots barring weapons. This includes the two ring slots and amulet slot. Wearing the entire set, as mentioned above, grants the wearer permanent Blessing.
The gear level is 18, but don't let that fool you. It's still pretty good due to the stat and skill bonuses and set bonus. Plus, it looks pretty neat.
Edited by M84 on Oct 17th 2018 at 9:39:32 PM
Idea I've had,if they added 'Demonology' spells they'd probably receive bonuses from Wits since Demons are especially cunning,though to seperate it from Summoning despite the overlap I think it would be more about chanelling demonic powers then actually summoning them,though there would be ablities which would require points in both
Edited by Ultimatum on Oct 19th 2018 at 7:06:13 AM
So I beat that new bonus fight they added to DE Loic the Immaculate from the first Original Sins game.
That fight was a pain in the rear. Between figuring out the best ways to clear out the Deathfog, removing the Deathfog barrels, avoiding Loic's tendency to teleport your characters or teleport Deathfog barrels to instantly kill them, and outdamaging all of the healing the Voidwoken do to Loic...
About the only saving grace is that one of the enemies in that fight is an undead construct that's pretty burly but has no Magic Armor. Charm it to get it on your side for a bit of breathing room.
If you've got a Summoner on your team, summoning the Bone Widow might not be a bad idea either, since it's immune to the Death Fog.
Edited by M84 on Oct 22nd 2018 at 6:41:59 PM
Just a change I've observed but Dallas's pets in the Lady Vengeance no longer appear in the hold after a certain point,or have they been removed altogether?
They're still there at least before you get to Reaper's Coast.
Definitive might of gotten rid of them if you didn't fight before dipping into the Hall of Echoes.
Just read on the wiki that you enchant weapons and amour with Eternal Artifacts
Last play through I had lot of them but I had no idea what they were for
Bumping this topic because a new patch has dropped
the extensive list can be found here
The gist of it is no more abusing resurrection ideals with mercs or turning the Kracken into a chicken
About the Hammer's Pets, they're probably killed when you go through the Hall of Echoes like... everything else on the ship, RIP party members.
Anyway, just got the game a while ago and I've been playing far too much since I started. I have about 30 hours logged and I just beat Mordus in Wreckers' Cave for my second Source point. I'm rolling with Fane, Red Prince, and Lohse, along with my original Lizard scoundrel.
Does anyone have any tips and tricks for the game? I'm finding I really struggle on fights with too many opponents, and my weak points are definitely clear - it feels like my characters are too specialized, so if I'm fighting something with too much magic armor and Fane's turn comes up I often can't do much with him. Same with Lohse, who has 18 Strength but still does pathetic physical damage. (I probably need to give her more Warfare stacks if I want her to be a passable brawler.) Currently I have:
Rogue/Marks Lizard, focus on daggers (Ruptured Tendons + Torturer is broken!) Wizard/Rogue Fane, geo-fire focus Brawler Polymorph Red Prince, two-hander with tank options War Cleric Lohse, water-air
I think my big issue is that I may have spread Lohse too thin, and not given her enough in either Hydro-Aero or Warfare to do enough damage. I've given her some War skills (especially Knockdown) to make up for it, and that tends to help, but too often she runs out of skills four turns into a fight and is just a basic attacker after that.
Edit: Also, yeah, I just got Source Vampirism and I think it's clear that the Seven Gods don't necessarily align with what is good, just because the Void is worse. The fact that your chosen god tells you basically "look, someone's going to get that power and by Me it's going to be the one I pick" really sets that tone early.
Edited by RedSavant on Mar 11th 2019 at 9:25:21 AM
The fact that your God gives you the power to eat souls is already a big hint that they aren't good.
There's a whole palette of greys at work and you won't find an easy set of "good guys" to back in this game.
As far as struggling with groups go, you really want to make sure you're packing proper crowd control. I haven't played the late stages much since the big Definitive Edition update where they allegedly balanced Magic and Physical Armor so that focusing on one at the exclusion of the other would screw your party over, but focusing on physical attacks was originally the best way to go, since the best crowd control in the game is blocked by Physical Armor. You're probably already pretty familiar with how crazy good the chicken morph is.
Dipping into Scoundrel for Adrenaline dramatically increases any given character's action efficiency in short bursts, and those first critical turns when you absolutely need to CC as many guys as possible make it worth it to run on just about everyone. On heavy damage dealers like a well placed archer or somebody with a two-hander running Executioner it's especially good to keep the AP flowing.
Edited by Hashil on Mar 11th 2019 at 7:50:16 AM
Yeah, AP efficiency is definitely something I need to work on. Efficiency and damage per AP spent. I'm definitely loving the Ruptured Tendons-Torturer combo, though - I was getting my ass kicked by Mordus last night until I lucked out. I got him with Ruptured, then Cloak and Daggered across the arena, and luck of lucks, the idiot ran after my rogue instead of attacking anyone closer. He bled for something like 600 damage straight off his health and brought himself down low enough for the Prince to kill him with Shield Throw.
I will admit, I'm not sure about archers just yet. Mostly because enemies in this game are ridiculously mobile - I should invest in Reaction Shot, I think, but so many enemies have Phoenix Dive or Flight already.
In terms of builds, I finally realized that I don't need to keep Fane in a wizard robe, and now he doesn't explode every time a physical damage dealer looks at him.
Edited by RedSavant on Mar 11th 2019 at 10:02:47 AM
Speaking of mobility, unless they're a mage (and even if they are in a lot of cases)
you want at least one special mobility option per character. 2 or sometimes even 3 don't hurt if your build can afford it. The less AP you spend getting into position the better off you are. A lot of them don't open up for a little while for whatever reason, though I think the Scoundrel, Polymorph and Huntsman ones are available relatively quickly.
For physical damage, point for point Warfare is the best thing to focus on until it's capped - better than your weapon of choice for efficiency and better than a lot of other skills aside from Huntsman for raw damage, and Huntsman's only better if you can consistently get to high ground. Generally try and cap it/use gear that boosts it if you don't have priorities like skill access otherwise. Non-unique gear's bonus stats are mostly random, but every time you level up or an hour passes while the game's running, vendors change out their stuff, so sometimes it's best to hold off until you find gear pieces that benefit one of your party members. It used to be that a piece of gear one level higher than another piece was dramatically better than it from chapter 2 on, but DE apparently softened that some, so holding onto gear that's 3 or even 4 levels too low isn't the end of the world if it's got the kind of bonuses you want over something new that doesn't.
Lastly, if you're really struggling, having someone spec into Summoning is a huge help. You have to spend a little AP getting your incarnate up to speed but they more than pay it back with CC and eventually clean up duty, they can be pivoted as magic or physical damage dealers, and if shit goes south they're good meat shields that'll let everyone else live a little longer. It's really Memory inefficient though and you definitely risk spreading a character's build and AP thin in some instances, but I've always had at least one Summoner in my party and they've made battles I struggled with much more manageable.
Yeah, I tried sticking Fane as a summoner earlier and I may go back into it at some point. Especially now that Source is easy to come by, if inefficient from the Meistr's house; I can actually use Summon Fire Slug now.
That point on Warfare is a really good idea. I'll have to see about putting points in for my rogue, because percent damage boosts are really nice. I didn't realize it outperformed the individual weapon skills, too - that should be a great source of points when I go to respec.
Hmm, I do worry about my party balance... I lean pretty heavily toward physical damage right now, in that my biggest damage dealers are the Prince with a two-hander and my rogue. Fane can do some stupid stuff with Spontaneous Combustion, though.
> Spontaneous Combustion
Combine any Fire skillbook with Necromancy and you can get corpse explode,which does a nice amount of physical damage,for a nice combo blow up a corpse then summon a bloated corpse,then use supercharge on bloated summon so it does even more damage
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