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回報翻譯問題
Regarding traps and crits. Anybody can lay traps. Rogues are not the traditional kind of rogue in here. They are basically super squishy murdering machines that can dish out enormous amounts of damage if played right. They can be very hard to keep alive if you aren't familiar with the game though. That's why I wouldn't recommend starting with one.
Personally I'd go Barbarian>Druid>Cipher (I don't particularly care for the Druid npc and Druids have very fun AoE spells), Ciphers are very interestingas a class and the Cipher NPC, while being very interesting, comes very very late into the game if you don't go to her immediately).
Choose what you like. Don't overthink distribution of base attributes. Also don't ignore your gut feeling. There are tons of ways how to play the game. With the expansions, there is companion for every class.
--> https://pillarsofeternity.gamepedia.com/Official_Pillars_of_Eternity_Wiki
You can review the classes, skills and abilities there.
Rogue in this game is not a thief, but a generic ruffian or roughneck mercenary. The focus on doing lots of damage and on causing afflictions with melee/ranged hits.
The Mechanics skill as needed for finding hidden things (including traps), disarming traps and opening locks is class-neutral. Everyone can become the party mechanic. The Rogue class only gets the highest skill bonus, +2 vs +1 of some other classes.
Attributes are important in order to have other ways to solve quest (through dialogue options). As I play a priest, I have high might and intelligence. (So I get the bully options due to might xd).
I miss a lot of options due to low perception and low resolve.
Seeing traps or opening chest is done via mechanics skill
Being concealed or in stealth mode is done via the stealth skill
Skills don't depend on the class
I think that rogues do more damage with critical, (not sure)
They get bonuses while flanking (a cipher spell gives the flanked status to ennemies)
Rogues get an instant teleport in combat (you can use it to flee or to flank)
Now my rogue can get invisible, so it can do a sneak attack in the middle of a fight.
As said by Armanz, it can be difficult to keep a rogue alive.
What class is more fun is subjective, and I am only half way through the base game..
Priest have good buff, some damage
Druid and mage get good damage spells
They require to rest to get the spells again.
Ciphers and chanter get the source for their spells during combat. Chanters can summon.
(For Barbarian and monks, I haven't any in my party)
With the caveat that custom hirelings will be at least one level lower than your main character and the story companions. So, the earlier one hires adventurers, the lower the XP difference with the main character will be.
There is no strict requirement to create Priests with high MIG/INT. One can also create offensive battle priests with high PER and even high RES. And there are conversation checks that require multiple attributes to be very high. --> Stuff that increases replayability.
With attributes/talents one can shift attack resolution or convert a percentage of hits into crits:
--> https://pillarsofeternity.gamepedia.com/Attack_Resolution
Flanked is just one status that affects a Rogue's sneak attack, and using a spell to cause that affliction is just an option - flanking enemies with proper positioning of multiple companions isn't hard.
--> https://pillarsofeternity.gamepedia.com/Sneak_Attack
So you're telling me, the game is quite flexible and I can play whatever I want however I want (in a certain limit of course) ?
To a limit degree there is a risk of building your main character and companions in sort of an inefficient way or as an inefficient team, but retraining can be used to fix that - and there are tons of bonus options, such as food, drugs, enchantments, resting bonuses, ...
Following socalled build guides bears a higher risk. Some "build" authors bragg a lot and give an impression that can be misleading.
May I post my character so you can counsel me a bit ?
The carnage AOE requires a high intelligence, to maximize the radius of effect. Some of the game stats are counter intuitive, for example might effects the damage of spells/magic like powers, so you can't dump might/max intelligence like you would with a traditional RPG.
Experiment, have fun. It is a great game and agree with the prior users regarding Aloth, Eder, and Durance. There is a guide if you want to know how to make a beeline to get as many NPC companions as possilbe. Of course this may have some spoilers.
Strong Perception for more dialogue option (and rp) stron Might since it's recommended (and maybe unlocking variations on dialogues / interactions with environment) etc..
My goal are :
- To unlock as many possibilities as possible to avoid combat or extend dialogues
- To have an archer as character
MIG during conversation is mostly used for intimidation. If aiming at Aggressive/Cruel/Deceptive disposition as early as possible, that will lead to some unique options during the game <-- no spoilers. Though, that disposition kinda conflicts with peaceful resolution of conflicts.
INT 14 is good for the increased duration of abilities, but isn't much for conversation checks either. 16-18 would be high. The highest attribute checks require 19-20, sometimes on two attributes (such as RES or PER/INT) which for most characters can only be done with enchanted equipment and/or inn resting bonuses. There are only rare opportunities to gain permanent attribute bonuses.
The game's class recommendations for attributes are controversial. +5 MIG for +15% damage isn't much. The game wants Rangers to do higher damage at level 1 already. That's all.
The reason I wondered about the choice of a Nature godlike is that you won't benefit from Wellspring of Life while staying out of trouble and attacking ranged. The race is more interesting for character with roles where they will be hurt.