Rogue Fable III

Rogue Fable III

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MechWarden Jan 8, 2019 @ 4:53pm
What are people's compulsive choices in-game?
What I mean by compulsive choices are decisions you make in game that just have no variance, when it could, and maybe should... but you just don't pick it.

For example, when Skills had a cap of 20, I and many other people likely just sunk all of our points into one key stat, only ever putting points into another when forced to; and often very late into a run (this can be seen in the web version). Sometimes when I had enough cash, I'd hit up a Skill Trainer and have two skills at 20 (and some extra), and often was really powerful... but only in those stats.

Now the Skill cap is 10 and you run into needing to pick a secondary Skill mid way into the game (and maybe a third later on!), rather than never or only near the end. I actually like it. The lower Skill cap got me out of my habit of just min-maxing one skill, and some runs are ironically a bit better because of it, since I had more HP and/or MP; which I actually needed, but never felt comfortable getting.

Another mechanic that I (at least) feel like it falls into the same issue as the Skill cap 20 did is the Stat increases (for Str, Dex, and Int). I just push towards the main stat for the character, and rarely look back (but am looking back now). Anyone else do this? Is there any decent benefit for splitting things up?

And what about weapons? For me, I've found the Greater Poison Staff to be really powerful later on in the game, with the Greater Storm Staff easily coming in second. Thought the Staff of Power (and Staff of Energy) were good buffing staves, and the physical damage type is a bonus at times when you get terrain advantage. Regardless of the caster type, a good poison staff just has so much DPS, even vs groups if you are able to get the shots off.
(in the web version, it isn't as good, because you don't have the generalized Magic Mastery Talent)

As I've says in another thread, Rogues with Axes are something I just lean towards in this game, though Halberds and other reach weapons are good too. As much as I'd love to have a sword, with that nice stacked parrying bonus, just killing enemies quicker seems better; and sneak attacking 3 or 4 in one go is pretty satisfying, but maybe broken.


Is there anything you guys find yourself consistently going for, despite that nagging feeling to try something else?
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Showing 1-4 of 4 comments
DirectOrder Jan 10, 2019 @ 4:38pm 
I will take the summon skeletons, swiftness, and sprint talents every time I see them. They are just too useful. Charm is also extreme useful. I will always take a book at the well of wishing (unless I'm at death's door, or already have every single talent I want).
MechWarden Jan 11, 2019 @ 10:32am 
It took playing a Necromancer in a serious fashion to really get the feel for Summon Skeleton. I never really got comfortable using Skeletons since it is one of those things that you have to go all in for to be effective. And when you do, and have a good source of MP, it is really powerful! But I would like a way to dismiss them, and a count of how many are up.

I also go for Swiftness (or gear with Haste if I can take the HP hit), Sprint, and Strafe Attack. Haste with Strafe Attack is a very powerful combo for any class and really hard to pass up.

I rarely wish for any books at the Wishing Well, and maybe I should. Typically go for whatever gear type that would help out my character the most. Usually weapons (or Staves) early on, then rings or charms, and sometimes 'armor' (actual armor or mage outfits) when really needing protection or when not in dire need for anything else when in late game. If I don't get what I want, typically I can transfer the enhancement bonus to something I can.

I also look for what I call a 'Room Clear' effect (to quickly clear rooms packed with enemies), either via a talent, or a worn Charm; but sometimes a Wand can deliver on that as well. But that feels more like a gameplay necessity for most classes than a compulsion; and it feels like there are several ways to go about it, so I don't have a single minded compulsive on how to do it. Except maybe an aversion to Disease (what I call the "Kill Myself" spell), since it is liable to kill you in the process, thanks to a Hasted or Blinking enemy.
Last edited by MechWarden; Jan 11, 2019 @ 10:47am
DirectOrder Jan 11, 2019 @ 11:02am 
Originally posted by MechWarden:
I would like a way to dismiss them, and a count of how many are up.

Yes, these would really nice. In addition, a count for how many turns you have left on a charmed enemy, and a way to "dismiss" them as well so you can manuver them into a good spot and then turn on them. Or maybe part of the balancing of Charm is that you can't choose when it wears off.... A turn counter would still be nice though.


Originally posted by MechWarden:
maybe an aversion to Disease (what I call the "Kill Myself" spell), since it is liable to kill you in the process, thanks to a Hasted or Blinking enemy.

Yeah, I keep trying to use Disease and usually end up regretting it. I get the feeling that it's either not worth it, or you need to wait until your toxic resistance is high enough that you can just shrug off the damage it does it you.
Del_Duio Jan 11, 2019 @ 5:28pm 
And I.... have found 1 coin in a pile on the 1st floor.
Perhaps I'll have something more to add once I get farther along lol.
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Date Posted: Jan 8, 2019 @ 4:53pm
Posts: 4