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On my last playthrough, I had to try it 3 times to get fireball to not fail the first time, on my current playthrough, my MC ran up to the boxes and broke one with her rapier.
Then she perceptions for the traps, Naurim gets buffed with fastness of body and rushes across bridge 2. It doesnt matter if he survives once he gets across, only that he gets across, Zurb and MC can mop up if he goes down, or Zurb can heal him back up.
Also, spells that fail don't blow your Astral Points, but they do cost you a valuable turn.
Yeah the fireball is awful in this fight, I think there's a bug and the chance is lower. But I also got awful results for healing the time I was close to finish the fight and have save her. I don't think my party can do it without the dwarf.
But I think you gave me a major hint about the traps, I hadn't yet pinpointed and was believing it was automatic. The traps are a huge burden because they block two turns, only once I succeed attract the guys on bridge to let the path open to another character. And then I could get blocked only once by a trap. I should try again that too.
That fight is definitely one of the first really challenging encounters, assuming you care about saving the baroness. Its a lot easier if you play it like an anti-hero and just kill the good guys, while letting her neck break ;)
EDIT: Ooops but I can't give up this one it's main quest, damit!
All in all the dwarf doing all, a fireball to finish open the first path, not on box but on an enemy close, I think on box increase failure chance. The dwarf going to bridge trigger a trap, used a potion and had to have healing support from 2 other chars mixing healing to not die, support to dwarf and perhaps some attack bu mainly move close to fire to make first enemies go on fire. the dwarf trigger a second trap and then one path without trap is open far enough to save the baroness.
About detecting the traps I don't see the purpose, would request disarm them but it's a turn, could save a damage I suppose but my dwarf hadn't the skill to disarm. Good point I understood how detection is working lol.
Ha well that's behind for now. :-)
I'm still interested to know wich attribute can increase spell chance, in game documentation highlight none clearly about that, there's something vague about Cleverness but it's very vague.
Attributes : Every spell shows 3 attributes in their description ( For example Fireball is effected by Courage, Intuition and Constitution ) The higher levels of these attributes, the more likely it will succeed..
Spell level : The higher spell level you have for that spell, the higher chance of success..
Now unless these are at max, there is always a chance that it might fail..
Here is how the maths work for spell chance :
You roll a 3D20 ( Which means you roll a dice with 20 sides 3 times ) . Lets say you have 13 CO , 13 IN and 13 CN and 6 points on fireball spell.. So you roll a dice with 20 sides if the number is under or equal to your attribute point ( in this case 13 ) the spell will succeed. But if the dice is over 13 the spell will fail.. However, the points on the spell will lower the dice ( in this case by 6 points ) So even if you roll a 19 it will still succeed and the game will test this for all 3 attributes.. Hope this helps :)
I'm currently in a bad mood about the game and its failed spells so you help a lot. Ha well currently it's not the only reason of this mood, first fight of Dwarves game is going on my nerves when I quote how unfair the game is with my MC (I retry it now I got a 4th character).
But yes, other than skill directly in a spell, look at the description of each spell to see which attributes it depends on. You must pass a skill check vs each attribute to cast it. Your skill points in the spell are used as "bonus" points to help you pass any skill check you fail on the dice roll.
So I searched google, and this thread is the only result that came up which even attempts to answer the question, supposedly.
However, the information in this thread, such as here:
...seems to be either inaccurate and/or incomplete, and therefore I still don't know what is the actual & real answer to my question.
For example: my main character is a mage who has a 93% chance to hit with the spell Igni Burst of flame.
In contrast, Zurbaran only has a 78% chance to hit with that very same spell.
According to the quoted statements, Zubaran should have a higher chance to hit, not a way lower chance to hit, because the three relevant stats of that spell are listed as Cleverness and Dexterity and Constitution.
My Zurbaran's stats for those are:
Cleverness: 14
Dexterity: 11
Constitution: 12
Yet my main character's stats for those are:
Cleverness: 14
Dexterity: 11
Constitution: 11
And both characters have the spell leveled up to the same exact skill value, which is 8.
So, can someone please explain to me exactly:
1. Why does my main character have a 15% higher chance to hit with the spell than my Zurbaran does, even though the stats relevant to that spell are better on my Zurbaran?
2. How do I fix this problem in order to boost Zubaran's chance to hit up to 93% just like my main character's chance to hit already is?
3. Why does information provided in this thread before now fail to explain discrepancies like this?
What is missing and/or inaccurate about the information that causes discrepancies like this to be possible?
Umm I dont have answers to most of your questions about the game because this thread is 8 years old and I dont even remember the game, let alone the calculations etc. Even if we were 100% right with our comments 8 years ago, there could have been many updates to the game which could have changed so many aspects of the game including some minor calculations.
I'd suggest looking for the answers in a new thread or maybe even with the developers.
It's been a long time, but my first guess would be that you have some kind of item equipped on Zurbaran that lowers his magic chance (something marked "metallic" perhaps?).
One of the main complaints about the game has always been the fact that the trend leans more towards failure than success with spells.
As far as the 'close to the same stats but not success numbers', I think the game is set up where the HERO is always better, than the supporting cast.
Also Josh might be onto something; do both characters have the exact same equipment? If not, than that could interject a difference in the success numbers too.