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Promises they never kept. Kinda like the Upper City we don't have.
What irks me far more though are the soul coins. The "most valuable currency in the Hells" are literally just a 1d6 bonus to damage while Raging for Karlach and nothing else.
Crafting and the Upper City were never promised. They were planned. And sometimes plans fall through.
The ingots probably were meant for a crafting system. BTW, there is a crafting MOD at Nexus called the JWL crafting framework where you CAN use them to craft stuff.
The Internal Alloy is for Dammon to make stuff. Once you've used two Infernal Iron for Karlach, there's no more Dammon can do for her. But any Infernal Alloy or Iron you find >2, Dammon can use to make Lesser Helldusk armor pieces. As the name suggests, they are inferior to (Full) Helldusk Armor pieces you find as loot.
Now lemme get to the Soul Coins. You can definitely see some hints they were meant to be used as some kinda tradeable currency ... maybe with Raph, Mizora, other fiends? Dunno. But then Larian made them tokens for the coin clot in Karlach's Internal Engine. BTW, I hate the implementation. To use a Soul Coin, Karlach must first enter rage (one action), then use a soul coin (another action), and then only after those two actions ... what is she getting for essentially eating the soul inside the coin? ... a bonus 1d4 (not 1d6) fire damage to her attacks that lasts as long as she's raging. Craptastic.
If you're sensing, yeah, I don't use them. But I let Karlach get bonus fire damage from a lot of other less craptastic ways, like taking the Rage of the Pit subclass. Or Strike of the Fire Giants. Etc. I also tend to use Weapon Oils to give her the flaming battle axe she should have always had.
So Larian talking out of their ass is not exactly an undocumented occurence.
In any event, the crafting system which *is* present is both weirdly in-depth with component interchangeability and the amount of in-universe documentation and extremely shallow with how the recipes are just automatically learned the moments you extract the ingredients, so the few supposedly unique ones (like Thisobald's poison) you can find out about are actually common knowledge, and there's no need for experimentation or really thinking as to what you should save up on.
Meanwhile most weapons don't even have a non-unique +2 version despite the models and the entries being there. How about letting the players enchant the gear themselves or something? NWN2's crafting system still reigns supreme in that regard.
Yeah. It's strange. At several points, you can find Alchemy Recipe Books for Potions and Poisons. The items are meaningless, as you automatically learn the recipes once you have the ingredients. But the presence of the recipe books suggest that Larian at one point was thinking about having you learn the recipes, then scuttled that.
I also agree it's not a good UI thing that you can't view the tooltip for the items you're making with alchemy to see what the resulting concoction does. Poor UI. Also, JMHO, but there are many grenades you can't make with alchemy, I mean, you can't even make smokepowder grenades (let alone the best ones), wussup with that? Fortunately - mods for that.
IMHO, if you want to make full and proper use of the game's alchemy system, make an Alchemist. (Three versions at Mod.io - get the third - you'll know it's the right version because it talks about the Philosopher's Stone.) Seriously. It upgrades what you can do with alchemy, and the results of alchemy.
If you want a crafting system that makes you go through actual crafting, get the JWL Crafting Framework mod. You actually need to assemble materials. Sort of like you do with adamantine or sussur weapons.
If you're lazy like me, get Weapon Oils. Take any weapon, apply the oils, it's presto now a +2 weapon with bonus fire damage.
I definitely do agree some weapon categories are really lacking in vanilla, and one I'd say has a terrible selection are battle axes. Odd that Karlach is often shown wielding one in cut-scenes, but the available vanilla choices suck.
Really where exactly does that work? I did assume at the beginning that it would be possible since the OS games have that too but never found it and then just didn't bother anymore (since it wasn't necessary anyway). But please tell (or show) ^^
https://steamcommunity.com/app/1086940/discussions/0/6045572169619356357/
Posted by user "EHVela" in 2023 (who is still here):
There are water pumps scattered where your character can fill them. (EDIT: I've done it several places, but the buckets have to be placed correctly.)
[snip][end]
A pumpkin helmet is actually a good early headgear option while getting nine inch nails installed on everyone's footwear as well as playing around with whatever could be enchanted with pixie dust had actual benefits. If anything, it would have been cool to have more recipes and combinations, as it was a part of how interactive they've aimed to make the world.
Reminds me of this recent story: https://www.msnbc.com/top-stories/latest/aaron-rodgers-misinformation-football-nfl-elon-musk-rcna180376 ...
Wouldn't matter, the fires outside Waukeen's are programmed to be permanent pretty much. Inside, many of them go out on their own after a long rest but without said long rest they destroy the water spot and come back, just like the one outside in the archways.
Best bet is to grab the water barrels, place them in specific spots to make the water cover a large area. The fire will destroy it to make permanent steam. Steam gives you the wet condition. Now you're immune to the perm-fire floor.