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Edit: There's also an area of the game where you'll want some sort of light source outside combat, so that you can see where you are and where you're going.
Even if you're not using elf-bloods or dwarves, you can get rings of dark vision fairly early from the Antiquarians. They use up an attunement slot, but there aren't too many magic items that are actually worth attuning.
Have to say, I disagree about how many items there are that are worth attuning.
TA had originally created a homebrew lighting system as a solution for this very problem. It imposed disadvantage on attack rolls for all characters in dim light, even if they had darkvision. Essentially, darkvision only allowed a character to perceive in darkness better when it came to finding traps, and that was it. It was a nerf that was fair to the vision of this game, as one of the key aspects of Solasta was managing light in dark dungeons.
But the purists hated the homebrew system because it wasn't RAW. Effectively, light spells have become an option that makes the game easier, rather than essential as a result. Those same people now also defend the human as still being viable because light is so easy to create. Well, if light is so easy to create, then why did you demand TA to revert Solasta to RAW lighting? The game would have actually been more challenging, and humans would actually not be completely useless.
How much stuff is there really? If you're a strength melee character you'll want the belt of Frie Giant Strength, a Rogue will want the Boots of Elven Kind, an Archer will want the Bracers of Archery, the caster Rogue and Fighter might want the Headband of Intellect and I suppose everyone can benefit from the Belt of Dwarvenkind, Ring of Abjuration, Ring of the Inquisitor and Cloak of Protection. The rest of the stuff is either situational (like the resistance rings) or useless (Boots of Levitation, Bracers of Sparkle).
That's just the stuff I currently have. My Rogue actually could benefit from Boots of Levitation since she's a Darkweaver. My Cleric could certainly make use of Brightwall if I can get one. Amulets of Health could be useful to many characters. My Wizard certainly wouldn't mind if he could use a Ring of Protection, but he has no open attunement slots. Mantle of Spell Resistance could be useful to anyone in combat against spell casters. There's also Staff of Fire and Staff of Healing, both of which are 1 handed versatile weapons that can use multiple spells and also count as a spell focus, which I think would mean a cleric with a Staff of Healing and a Shield could cast VSM/VM spells without a free hand. For the utility slot there's Wand of Lightning Bolts. Sylvan Armor and Cloth of the Lightbringers (2 types of wizard clothing) both require attunement. And finally Gem of Seeing is very situational, but in those situations it could be very useful.
To be fair, even with the original lighting system there's still little reason to take Humans over the others. They've always been incredibly weak in this game when compared to the other races because they're essentially templates with no special abilities; +1 to all stats in a game where you only need 2 (due to lack of skill checks) isn't very good.
I agree with your other points, though. Even made a mod to just remove dark vision from all races outright and things are immediately more interesting because a free racial feature that completely trivializes a core part of the game never made any sense.
Why is the Boots of Levitation "useless"? Not a rhetorical question. I genuinely want to know, as I am a newbie, and I would think any movement items are valuable.