Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. Necromancer is the diseased lady in the tent. Shapeshifter is the Dwarf medic helping the old guy. Rain Blood however can't be found in vendor inventory. You craft it by combining any Necromancer book with any Hyrdomancer book. You can also loot one in the fort itself, High Judge's quarters.
3)Kinda. You'll want a later spell for Necro to use its full potential. Necromancer by itself is pretty bad until the middle of the game, then it gets strong only because you spam the Source "ultimate" spells over and over. Its more cheesy than good, though eventually its one of the strongest builds.
4. You can skip any part of any companion quest, though you won't know the next step when you come to it. That doesn't stop you from doing those steps in most cases though and eventually you'll hit a point where you can progress.
5/6/7) If you don't plan to keep Ifan/Fane/Beast in your party, don't worry about it. When act one and act two transition you'll be on a ship. Once you learn how to get the ship moving you'll enter a ship battle. All companions you don't actively have in your party will die when this transition happens. Pick your team and NEVER worry about the others.
8) There's a whole Tyrant set, though its pretty much all vendor trash. The set isn't worth using. There's a special Captain set as well though. There's many other unique tier items in the first act though.
9)No. They are dead. The black cat might be stuck somewhere unless you find his body.
10) Might be a mod for that but there's no option in the game for doing so.
2. Le nécromancien est la femme malade dans la tente. Shapeshifter est le médecin nain qui aide le vieil homme. Rain Blood ne peut cependant pas être trouvé dans l'inventaire du vendeur. Vous le fabriquez en combinant n'importe quel livre de nécromancien avec n'importe quel livre d'hyrdomancien. Vous pouvez également en piller un dans le fort lui-même, les quartiers du Haut Juge.
3) Un peu. Vous aurez besoin d'un sort ultérieur pour que Necro utilise tout son potentiel. Le nécromancien en lui-même est assez mauvais jusqu'au milieu du jeu, puis il devient fort uniquement parce que vous spammez les sorts "ultimes" de la source encore et encore. C'est plus ringard que bon, même si c'est finalement l'une des constructions les plus solides.
4. Vous pouvez sauter n'importe quelle partie de n'importe quelle quête de compagnon, bien que vous ne sachiez pas la prochaine étape lorsque vous y arriverez. Cela ne vous empêche pas de suivre ces étapes dans la plupart des cas et vous finirez par atteindre un point où vous pourrez progresser.
5/6/7) Si vous ne prévoyez pas de garder Ifan/Fane/Beast dans votre groupe, ne vous inquiétez pas. Lorsque l'acte un et l'acte deux feront la transition, vous serez sur un navire. Une fois que vous aurez appris à faire avancer le navire, vous entrerez dans une bataille navale. Tous les compagnons que vous n'avez pas activement dans votre groupe mourront lorsque cette transition se produira. Choisissez votre équipe et ne vous souciez JAMAIS des autres.
8) Il y a tout un ensemble Tyran, bien que ce soit à peu près tous les déchets des vendeurs. L'ensemble ne vaut pas la peine d'être utilisé. Il y a aussi un ensemble spécial de capitaine. Il existe cependant de nombreux autres éléments de niveau uniques dans le premier acte.
9) Non. Ils sont morts. Le chat noir pourrait être coincé quelque part à moins que vous ne retrouviez son corps.
10) Peut-être un mod pour cela, mais il n'y a pas d'option dans le jeu pour le faire.
2. The sick person in the tent near the Magister gate sells necro books, and the doctor outside the Elf cave sells polymorph books. Note that some vendors won't have a "show me your wares" dialogue option, so you'll need to click the icon in the top-left of the dialogue window to trade with them. Blood Rain isn't sold anywhere, but is rather crafted by combining a basic necro book with a basic hydro book.
3. Polymorph works well with virtually any build as a secondary skill tree. Note that, if you're a necromancer, you'll want to invest heavily into Warfare to generate a bunch of physical damage scaling. Points in necromancy don't actually improve the damage of necro spells, they just enhance lifesteal.
4-7 You're really not expected to juggle party members like you might in a game like Dragon Age or similar. Pick your companions and stick with them. I don't think missing stuff in act 1 will cause any long-term issues, but there certainly might be some if you miss stuff in future acts.
8. Do you have the Devourer's Gloves? They're very nice to have later on, as you complete the set in future acts. The Tyrant's set is nice for a brief bit of time, but isn't essential to gather.
9. No way to do it within the game itself, not sure about cheat commands.
10. No idea, sorry.
1. Le tortionnaire est explicite quant aux effets de statut auxquels il s'applique. S'il n'est pas répertorié dans la description du talent, cela ne fonctionnera pas.
2. Le malade dans la tente près de la porte Magister vend des livres nécro, et le médecin à l'extérieur de la grotte Elf vend des livres polymorphes. Notez que certains vendeurs n'auront pas d'option de dialogue "montrez-moi vos marchandises", vous devrez donc cliquer sur l'icône en haut à gauche de la fenêtre de dialogue pour échanger avec eux. Blood Rain n'est vendu nulle part, mais est plutôt conçu en combinant un livre nécro de base avec un livre hydro de base.
3. Polymorph fonctionne bien avec pratiquement n'importe quelle construction en tant qu'arbre de compétences secondaire. Notez que, si vous êtes un nécromancien, vous voudrez investir massivement dans Warfare pour générer un tas de dégâts physiques. Les points de nécromancie n'améliorent pas réellement les dégâts des sorts de nécro, ils améliorent simplement le vol de vie.
4-7 Vous n'êtes vraiment pas censé jongler avec les membres du groupe comme vous le feriez dans un jeu comme Dragon Age ou similaire. Choisissez vos compagnons et restez avec eux. Je ne pense pas que manquer des éléments dans l'acte 1 causera des problèmes à long terme, mais il pourrait certainement y en avoir si vous manquez des éléments dans les actes futurs.
8. Avez-vous les Gants du Dévoreur ? Ils sont très agréables à avoir plus tard, au fur et à mesure que vous complétez l'ensemble dans les actes futurs. L'ensemble du Tyran est agréable pour un court laps de temps, mais n'est pas essentiel à rassembler.
9. Pas moyen de le faire dans le jeu lui-même, pas sûr des commandes de triche.
10. Aucune idée, désolé.
Your answeres help me.
I might have others in the future, cause I always have.
I have two more questions already:
Is it useful to invest point in memory or its natural increase through leveling is enough?
I found a abandoned lighthouse at the north of the island, close to the lady vengence. There is fog with lightning at its top and a corps of a lezard undead named Maria in it. Can I acces it? There is some vine on the light house but I can't reach it.
Otherwise, about 15 memory is fine for most other builds for the first act.
I require once again your help!
I'm looking for a cool build for the red prince.
I'd like to use the changing skills mirror before leaving the island.
Currently he's a tank whith points in strengh, constitution and warfare. He hasn't many skills because I've focused in stats for the moment. He's using 1 hand weapons with a shield.
Most of the time he's too slow to reach ennemies and when he does he just swing his weapon twice and then has no action points left. And he doesn't deal that much dammage.
I'd like to make him a support/healer tank.
Do you know how I could do this?
I think warfare school is suited for the support aspect. Is there someone that sells those skills on the island?
What could be cool to add for the healing aspect?
Any other suggestions?
For the record, I use:
-Lohse as main character, as nercomancer-metaporph with melee-distance damage that count on necromancy to steal life and sustain. Plus few healing and status options with necro skills. (Couldn't choose...)
-Fane as a full summoner, tower+minions etc... Quite straight forward.
-Sebille as a rogue, (what a surprise). Stealth, moving, dealing damage with criticals.
You can actually do the same for the summoner and if you can find some +hydro and +Geo gear, I’d give that to your summoner and make them do the healing. The summoner should stack to 10 summoning immediately, then start dipping two points in every magic skill so you can craft the infusion spells to change the incarnate’s element at will. Do that by crafting any summoning book with any book of the four magic elements to create the basic infusion. Change one of those books for a source skill book to make the source infusion for an even stronger incarnate buff. Don’t bother giving the summoner much strength/finesse/intelligence for damage scaling and instead focus memory for more spells and buffs, and con for health. They can take some damage scaling stats to equip armors, but that’s about all you want. Stack them up with healing and armor restoration spells and let them support their team and their incarnate, they’re arguably the most “useless” given their hefty skill investment into summoning, so they’re the best candidate for healing (since a dedicated healer isn’t all that important either.)
If your worry is that you won’t need the magic infusions given your physical damage focused team, the Necromancer can always splash into Geo a bit for earth and poison magic since there’s a few natural synergies in there with Necro anyway and once you cap Warfare on them, they’ll have room for more skills anyway. This will give you options for dealing magic damage where needed, while also tuning the element to your needs using the summoner so you can focus high physical armor enemies with low magic armor. Split damage is really the best way to go anyway, but having access to it is still good, even if you’re focused on physical.
I'll try all of these.
Isn't it useful to put more invocation points to increase my summoning's stats?
What is source infused summoning?
Source infused summoning is a handful of spells that have to be crafted. Take any summoning skillbook and any of the four magic element skillbooks, the specific book doesn't matter and combine them in a crafting grid. You'll get the infusion spell for an element unique to that magic skill. Geo is a bit odd because it has two elements associated with it, poison and oil (earth), but you only get one of the two. You can't get the other, I think oil being the one it crafts but I don't remember for sure.
Anyway, SOURCE infusions are crafted simply by replacing either the summoning skillbook or the magic skillbook with a book that teaches a source spell. These books have a silver starburst icon behind them in your inventory and the cost to cast is the green AP circles as well as some silver diamonds representing the source points required to cast as well. Crafting those together will yield a special infusion like Cursed fire incarnate or Cursed lightning. These infusions also unlock a source spell relevant to the element chosen. Fire gets the Epidemic of Fire spell, a sort of chain lightning spell that inflicts fire damage and leaves a cursed fire surface behind. These are quire powerful spells that the incarnate cannot learn otherwise. Not all players who play a summoner even know about them. It does require two points in the relevant magic skill to cast however, which is why you really can't afford to make a summoner/something else build simply because a "proper" summoner that knows all the spells relevant to summoning needs 8 points out of summoner, two for each magic skill.
So, there's that for ya.