Epsilon
Cipher
- Joined
- Jul 11, 2009
- Messages
- 428
Cooper Blakemore wrote a guide. http://steamcommunity.com/sharedfiles/filedetails/?id=1102237744
I don't know if the perk chests are lockpickable, so I am keeping the perk keys for now.Any sense in keeping Locksmith Keys/Common Gate Keys/Perk Keys around, or is lockpicking enough and I don't need these and can sell them?
My advice is to head straight for the Shrine of the Raptor to clear it 100%, then explore Aquavia and pick up some better equipment. There's also a chest in the woods not too far from your starting position, which has a spear that might be helpful (perhaps the chest contents are semi-randomized, though, in which you case you could find even better equipment, especially if you save-scum).
So if I am correct, speed is affecting when my characters take their turn in combat, and eventually I want my Bard (if doing crowd control) to have LESS speed than other characters on purpose. Or, for that matter, any character who is focused on crowd control. Is this a correct assumption??
So if I am correct, speed is affecting when my characters take their turn in combat, and eventually I want my Bard (if doing crowd control) to have LESS speed than other characters on purpose. Or, for that matter, any character who is focused on crowd control. Is this a correct assumption??
Also, the cursed items seem powerful, but there must be a spell later on to remove them.
So if I am correct, speed is affecting when my characters take their turn in combat, and eventually I want my Bard (if doing crowd control) to have LESS speed than other characters on purpose. Or, for that matter, any character who is focused on crowd control. Is this a correct assumption??
Also, the cursed items seem powerful, but there must be a spell later on to remove them.
So if I am correct, speed is affecting when my characters take their turn in combat, and eventually I want my Bard (if doing crowd control) to have LESS speed than other characters on purpose. Or, for that matter, any character who is focused on crowd control. Is this a correct assumption??
Nope. You wouldn't want to use the sleep harp the entire game, would you? In a few hours you're going to find paralyzing, charming, damaging and other instruments. So it'd be better to disable/kill enemies earlier than they can act.
So, is there anything important on Spirit Cave? Having only two spellcaster users that can hit them(one is a fucking cleric with no damage spells) is killing me.
I'm in Crowl and half my party is fucked up with status effects I can't get rid of because I've used all my consumables. Is there a straightforward temple-like structure that I can pay to get cured?
I'm in Crowl and half my party is fucked up with status effects I can't get rid of because I've used all my consumables. Is there a straightforward temple-like structure that I can pay to get cured?
Combine them in the item workshop.Is there some way to combine stacks of potions and such?
Yes - Doors - you've probably figured out they are riddles, each column contains one letter from the answer, and your green stars at the bottom give you the number of incorrect guesses you have until something bad happens.I've picked locks by mere trial and error, but is there a logic behind the lockpicking minigame?
if you click the little boxes first, it shows which chains match upI've picked locks by mere trial and error, but is there a logic behind the lockpicking minigame?
I've tried that, but the merge items is always greyed out. Is there some skill required for this?Combine them in the item workshop.Is there some way to combine stacks of potions and such?