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I don't even know how to unlock the library in Tor'Zag, every time I've visited it's been "temporarily closed."
(Edit: I'll find out how to unlock the library on my own. I don't want to be spoiled; my point is that I don't even have access to the quest to get in there but passengers wanted to go there)
This game is an rpg-like game, it means you have to make choice every step. Your choice was taking passengers, but you have had other choice - not taking them. Also those passengers don't have time limit, so there is time to take them there after access will appear.
Great concept. Reminds me of AD&D 2nd Edition Undermountain. A vast underground magical dungeon that changes every time you enter it. Poor delivery.
Obnoxious repeating encounters that do nothing but drain the player's time and sanity.
I might skip this since I'm playing Wealth ambition. Is there really any reason to finish this one?
Edit: did I mention the encounter rewards? I've spent hundreds of Bross to get here and I'm bleeding money every day I stay in supplies. My reward for every 5th encounter? A common jewel. What the hell?
Also the spectral residue can be sold for money alone in some places (and should find plenty of those in any section),
Are you using half rations while you are exploring the tower: no need to keep them well fed while they have nothing to do; also, if you have a large comitatus you can consider to downsize before getting to the sunken tower.
That said the fights are indeed overly frequent and repetitive and not really especially interesting; it'd be better if they were rarer but appreciably more difficult and mixed enemy types from the different pools more routinely (i.e having shadows, corporeal undead, shards, and human ghosts mixed in with elf ghosts and orbs; could maybe even throw in the odd arx mortis-type ghost. The orbs in particular are extremely dull to fight, given how long their high evade and immunity to basically everything can stall out an unthreatening combat encounter; getting an encounter with six orbs is genuinely nauseating if you've been at the tower a while (and to add insult to injury you typically don't get any reward for the pure orb fights). Stacking magic resist is generally enough to trivialize any real risk or substantive attrition from the ghost/orb fights too. Fights with human parties of insane stranded adventurers (given how long the tower has been around you could pull enemy comp from basically every humanoid NPC archetype in combinations not normally seen, which is the kinda diversity you want for an infinite dungeon) or demons from a tear in the fabric of the tower or whatever could also help spice things up, particularly if paired with meaningful optional rewards (as with the luck talismans, although the fight you do for those is pretty unremarkable).
In general the tower might benefit from adopting a mechanic similar to the Dead Forest whereby repeat attempts in close succession cause you to accumulate some sort of 'fatigue' effect that makes subsequent dives much more dangerous and eventually nonviable, but the probability of plot encounters was increased such that the total number of excursions needed was appreciably to significantly reduced (so you couldn't just do it all in one go but also you didn't need to grind nearly as many trips of the same events just to get each macguffin to even get to the stage of grinding the knowledge ambition macguffins). IIRC it's already been improved from launch and the rate of unique finds/plot progress to excursions isn't that bad once you hit the archives, but the total number of trips needed and associated repetition of fights remains very large.
The later stages become very profitable, and, if doing the knowledge ambition, almost necessary to fill out missing codex entries, since you eventually get a way to do that.
It takes a lot of grinding to get there though. Talking years of RNG.
Though might get lucky.
Orbs are rough because they are very strong against Nedir and Finn, who dominate the other enemy types in the tower.
If having unstoppable and strong other characters, they become pretty easy, E.G. with any of these: Ren, Criftaa, Eylani, Skornar, Fully buffed Goro'Goro, Garrik or Harvek as an example build. Would need unstoppable on each of them though, whether through the various items (I have found at least 4, but there are likely more) that do it or blessings of unbinding. You unlock the option to get a blessing of unbinding in Vitrar, which isn't too far, just go up there every so often to refresh.
Otherwise shamans in the tower can bless 2 of your companions, once for gold and once for spirit dust.