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To clarify to whoever might get here thanks to a google search (like I did), Dante most *definitely* counts towards the follower limit, regardless of *anything* in the unofficial patch (i tried during quest, with wait, etc).
Making a parter member "wait" while you´re above the maximum limit with actual companions, seems to have a decent chance at locking you to the official maximum limit, so be very careful with that (vollinger wouldn´t re-join my crew, even though thorvald is supposedly holding a free slot. Can´t remember if I tried having Thorvald wait and re-join, but I´m pretty sure that he counts as a "real" companion to the system once you´re back from the Isle of Despair).
TL DR if you really wanna run with the maximum allowed (consistent) companions, it seems best to get your entire team up and running before you go to the Isle of Despair, as the companion limit gets a bit wonky once you exceed the maximum allowed actual companions.
@Fluffball, you forgot magic. Not only can wizards summon a bunch of different magical monsters they can keep active, but they can freaking *dominate mind*, which means that you can take over *any* NPC you want, and have them "join your team" (so long as you don´t run out of fatigue, lol). I personally think that mechanical and normal magical creatures shouldn´t be mentioned in this context (because they aren´t really companions), but NPC´s that you overtake with Dominale Mind *kinda* feels like they *almost* should count as it (I can tell you that having an army of Madam Lil and her lovely "friends", was infinitely amusing).
Hope this helps someone, or at least give them a slight chuckle ^^
I guess that I have broken this playthrough a bit for followers but have been looking around for tips, just wanted to add here that there is a way to get one more follower I guess if you are using the Arcanum Multiverse Edition version since there is an option to set max stats to 24...
https://steamcommunity.com/sharedfiles/filedetails/?id=760410053
... It seemed a bit too much in the realms of breaking the game for me, but I did set my max level cap to 100 "just in case" so maybe any followers that I get won't be hoplessly underlevelled by the end hehe... though I guess by that point my character will be a god, lol. It would make a nice change since the last playthrough I vaguely remember doing everything and got to the last fight and my party simply could not win :).
Vivifier.
permanently increases all your attributes by +1.
can be crafted if you got high enough chemistry and therapeutics.
be aware that on your way to getting there, do therapeutics absolutely first, so you get +INT (and other) pots that last for 4h - and their buff can be used for leveling therapeutics & chemistry up to max, so you dont have to spend more than 15 points totally into intelligence.
same works for the lvl2 electrics ring, which is great to start the game with, besides lvl2 smithing sword.
-> lvl3 smithing via manual in tarant for the axe that's then with further manuals turned into pyro- & venom-axes (requiring lvl1 explosives & lvl6 chemistry), given u spend a week in tarant questing and check the inventor shop's daily. each manual adds as much expertise as you have intelligence when picking it up, so just drop it -> buff INT -> pick up. by stacking manuals, once you got 20 INT, you can easily craft all non-academical recipes, which are the real fun ones.
result?
plenty of points left for persuasions & charisma & beauty. or whatever else you like to add into the soup.
~*Zen-Moding out into Space*~
2. Regardless, to the best of my knowledge, there's only one Unknown Chemical Compound in Vendigroth, so you're only getting one Vivifier.