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There are no spell lists anywhere. Magic was an afterthought in this game, so I'd recommend against being a caster.
So, I am guessing Diplomacy also improves prices. (Needs confirmation)
Been running a devious strategy while I sell expensive potions with the hospitaller, I steal them back with my thief, and I resell them again = profit!
As far as i can see, selling prices depend also on suspicion level. I am pretty sure you can't sell stolen goods to most merchants.
Don't worry you can enjoy a Champion build without loss of efficacy for a few reasons that weren't considered.
For e.g Champions are actually pretty good with a two handed heavy weapon, which the author did not account for, if you spec that way, they are an even more sustainable armsmaster, though to get a two hander early you will have to take Rolands two handed great sword.
You can get cleave around the same time you would get multiattack with an armsmaster which is all you really need, with high enough str and decent feat selection you can out heal and outdamage what most enemies can throw at you. Lesser regen is also pretty cheap for what it does and you can kite enemies or stay out of their range to get free heals if you really wanna cheese but its not necessary...
Its kinda overpowered all things considered, but then again the 2d6 system is pretty easy to game as the stat ceiling isnt very high as the OP pointed out. Choosing champion (with the right spec) is a very optimal build (im playing on hardest difficulty btw with a couple options turned up for more challenge and still steam rolling fights) with added benefit of diplomacy/presence stats for buying selling and camp buffs, and you dont' NEED the two hander from Roland though it does help. The +2 damage you get from the tier 1 spirit spell is amazing early on and you can have both cheap healing and damage buff at level 1 if you want.
Agreed about battle magos though, he is undertuned, maybe decreasing cost of spells like flaming fist to 4att and buffing spell burn ability might help a bit. Currently, you get significantly punished for using spell burn with a magic aptitude build because you routinely take way more damage than the attunement (which works like mp) you replenish.
Since the Battle Magos' spells are mostly close range he should probably get 3 or 4hp a level instead of the stingy 2hp/level.
Spell burn sucks
1-4 self damage (plus magic aptitude) for 3-6 att makes no sense.
lets say you have magic aptitude of 4 (my char currently has 6) you're doing 5-8 self damage for a measly 3-6 att most attack spells cost about 6 att except for that earth spell (swarm of knats) that costs 3....you have low vitality with a magos so a few burns and your basically dead unless you rest all the time which makes spell burn irrelevant at that point...so yeah bad trade. ALSO it has a 3 round cool down (I mean really?) ALSO ALSO it scales terribly (not at all except counting self damage *rolls eyes*) for a 6 point investment (that's equivalent to two levels worth).
It being only a move action is a good choice though for what it does.
I am enjoying the game overall so kudos to the dev but the game could use a few tuning passes so hope he's listening to the forums.
Should thief really go for "ranged backstab"?
I feel that by maxing agility instead of strength, the melee +hit ends up being too low. Also a lot of late game monsters cancel your stealth when you approach them.
There may also be some mismatched tooltips though, not 100% sure.
this is how my rogue companion is ending up only now getting archery feats and doing pretty well from the beginning highest dps when it hits with the backtstab, have that automatic hide in combat feat so its guaranteed first round more or less, been using starter bow and worst arrows cuz they are usually cheaper too so I'd say it is pretty viable.
That's what I'd like to know too. What is Body Magic? I wish I knew without having to drop points.
Classes like the arms master just seem better at the above since with a 2H build you could dish out 3 high damage attacks a turn (2 attacks + 1 cleave).
The ranger is also awesome at the above since some of the later feats boast up their max attacks per round.
The Officer can also be good for this, but it is harder as Presence is not the main stat for him, which is a bit weird. No one is probably playing an Officer for the combat ability and the unique Leadership tree is all centered around Diplomacy increases which you will be forced to get if you want any of the cooler combat abilities.
I actually feel mage classes synergize well with melee. Late game many enemies are damage sinks.
On higher difficulties because of reroll mechanics hits and damage will tend to always at the high end, so this is where utility like stun becomes useful. Nothing is ever resistant to stun, not even boss enemies.
Some spells that I found most useful:
* Poison orb - air tree: Area stun and poison at range (can this be boosted with the ring of +aura?)
* Thunderclap - air tree: Stun and damage every enemy
* Summon Ooze (Earth) and Summon magmite (Fire) - summons a melee resistant mob that can tie up enemies for many turns
* Swarm of gnats - Earth 2 - super cheap 3 mana attack spell that reduces dodge (much better than magic missile it seems)
* Arcane shockwave - Earth - 3 range stun spell
* Distort mass - Earth 4 - Deals 15-30 damage + aptitute (late game about 10) to one enemy
* Diamond form - Earth 4 - +7 soak and immunity to acid, cold, electric, fire (few enemies use these though), critical hits and a number of status effects
* Strength and agility buffs (body and nature tier 2, so not mages) - fantastic, cast it after you rest, remains up until next combat
Fire tree seems to suck at high tiers.
You do have to rest between every 1-2 battles.
To the contrary - the problem is that cooldowns are shared between abilities. So you can't use that 3 turn cooldown rally ability one turn, and the 3 turn cooldown +attack the next turn. Using the first ability puts all abilities on cooldown.
It means a lot of points are wasted if you pick up every cooldown ability. You can only use one. Better to only pick up one or two.
An officer is like an armsmaster that every 3 turns can use a party ability.
Every character that goes melee should put max points into strength. Officer also gets double attack.
Yeah the mage is big letdown if you focus on damage spells for the current game balance.
All the various buffing / Damage over Time / Debuff spells for the current balance are much more useful by comparison.
For raw damage the fighter / ranger classes are much better for wiping out a tougher enemy in a single round.