Whisper
Arcane

- Joined
- Feb 29, 2012
- Messages
- 4,074
Quick question. Do I have to take an elf for certain searches in this game? Or will a rogue with 20+ int suffice?
Rogue with 20 int is enough.
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Quick question. Do I have to take an elf for certain searches in this game? Or will a rogue with 20+ int suffice?
Quick question. Do I have to take an elf for certain searches in this game? Or will a rogue with 20+ int suffice?
Rogue search does not include Detect Secret Compartments I think? At least according to website. But I always bring 1 elf so I dont know.
Before level 15, you can use Transform to get full BAB. I am playing a green wizard level 2 suffering.Rogue search does not include Detect Secret Compartments I think? At least according to website. But I always bring 1 elf so I dont know.
Yeah, that was my concern. The guidebook (I skimmed it) seems to imply there's certain search checks that only elves get, but is infuriatingly vague as to confirm it either way.
Also, speaking of wizards, I had this funny idea for another playthrough of taking a half-giant muscle focused green wizard with a focus on grappling, buffing, and summoning. My only concern is if it would be viable pre-level 15. It probably wouldn't be but it felt like something funny to try.
My level 1 and level 2 game experience is so bad. I would like to play the second party. Is there any module starting at level 5?
It's a good tutorial and I wish it had been available when I first played.My level 1 and level 2 game experience is so bad. I would like to play the second party. Is there any module starting at level 5?
Did you play tutorial? It is a good module and you gain levels fast in that one
Knights of the Chalice 2 Version 1.39
Hello everyone! KotC 2 version 1.39 has landed. Here is the list of changes:
- Added a new option in the Game Options screen under 'Display'. You can now turn off the calculation and display of the chance to hit of enemy attacks of opportunity in order to accelerate gameplay. Simply click on 'Display Enemy AOO Percentages' under 'Display'. Do this if attack calculations are slowing down your game.
- Fixed a performance issue during combat when a character has many conditions and effects.
- During combat, the game will now display the character class of the acting character and the class of any moused-over character.
- After a charge or a full attack, if your character can perform a swift combat manoeuvre, the game will no longer skip to the next character in the initiative list even if you have the option 'Automatic End of Turn' switched on.
- Fixed a source of crashes occurring when a character is falling down and a script is triggered, such as the dialogue displayed in the tutorial when a character is knocked out for the first time.
- Fixed a bug with the spells Remove Curse and Mass Remove Curse.
- Fixed a bug with the feats Improved Magic Missile and Greater Magic Missile.
- Fixed a bug with Spell Penetration bonuses from items that should apply to the caster level check when targeting enemies that have Spell Resistance.
- Fixed a bug with the number of uses of Barbarian Rage not being reduced properly after activation. Also, you won't be able to start a Rage out of combat.
- Fixed a problem with the five-foot step action ignoring inter-square cover. This problem was more visible in the Hearkenwold module.
- Fixed a problem with the game displaying a five-foot step move + attack when actually you can't take a five-foot step to reach the enemy. That was related to inter-square covers. This problem was more visible in the Hearkenwold module.
- The game will now remove the Monk's 'Flurry Of Blows' condition when combat ends or when your character is knocked out.
- Using the Curing ability on allies when your character also has the Flux domain will no longer require a ranged-touch attack roll.
- Fixed a bug in the box 'Activate Items And Special Abilities' if you click on the heading to change the order of the list of abilities.
- In the 'Activate Items And Special Abilities" box, you can now right click on a line to open the help entry for the associated spell, if any.
- Fixed some scrolling issues when using the single-panel dialogue interface.
- Added a bit of text in the help entry about Damage Reduction explaining how 'DR / x AND y' works, as well as 'DR / x OR y'.
- The help entries for spells will now indicate if a spell is a Spread spell, in the list of descriptors.
- When you have to select an item in your inventory as part of a dialogue taking place during combat, you'll now be able to open bags and chests in order to select items contained inside.
- Fixed a display issue in the Weapon or Armour Details screen.
- In the Inventory Screen, fixed an issue with the display of weapon and armour names when mousing over item slots.
- In the Inventory Screen, fixed the comparison tooltip when mousing over Wands and other items with charges.
- In the Inventory Screen, fixed the comparison tooltip when mousing over Shields.
- In the weapon and armour enchantment box, fixed an issue with the expected enchantment cost when it exceeds 10 points.
- Fixed a link to the help entry for the Grease spell in the text of the Tutorial Adventure.
- Added some text in the Tutorial: << Note that Ronja has multiple attacks. Left clicking on a nearby enemy directly, without using the Combat Actions menu, will let her perform all her attacks on the same enemy automatically until the target is defeated or your character has run out of attacks. However, you can use the attack commands in the Combat Actions menu to give more precise orders. You will then be able to select a different target for each one of your attacks. You will also be able to take a five-foot step in the middle of your attacks.>>
- Added some text in the Tutorial: << When you're viewing someone's Character Sheet, pressing the left or right arrow keys will switch the Character Sheet to the next party member. However, if the Character Sheet's active tab is one of the spell tabs (Arcane, Divine or Psionic), then pressing the left or right arrow keys will switch to the next party member that has spells of the same type as the active tab. Therefore, if you want to cycle between all of the characters, and not just magic users of a certain type, you should switch to the Attack tab before pressing the left or right arrow keys. >>
Thank You For Your Support, Brave Heroes Of The Realm!! Enjoy!![]()
New patch broke piza fight, have not tested other encounters yet. Game crashes turn 2-3 with multiple tries
New patch broke piza fight, have not tested other encounters yet. Game crashes turn 2-3 with multiple tries
I'm not saying Pierre didn't screw something up, but just in case, have you tried doing the validate and repair function on the game just to ensure there wasn't an error somewhere in the patching process?
New patch broke piza fight, have not tested other encounters yet. Game crashes turn 2-3 with multiple tries
I'm not saying Pierre didn't screw something up, but just in case, have you tried doing the validate and repair function on the game just to ensure there wasn't an error somewhere in the patching process?
you mean "verify integrity of game files"? Tested now did not help
Why would you want a Rogue with 20+ INT anyway?Quick question. Do I have to take an elf for certain searches in this game? Or will a rogue with 20+ int suffice?
Sure he does but casting spells is not what Rogues are about. You tell me that you pump INT instead of physical stats on a rogue? Mind you, i haven't played with a rogue so i have no practical knowledge but i always thought that you use rogue spells as secondary rogue tool, for buffs and if needed try a low DC spell. This is how i planned mine at least. You tell me that some people use Rogue as spellcaster first and pump INT, not DEX?Rogues need INT to get casts on their spells, but hard to beat Mantis Rogue and there you’re stuck with 14 max, which is why your Wiz/Warlock ends up needing to cover the Searching for a bit at least.
Sure he does but casting spells is not what Rogues are about. You tell me that you pump INT instead of physical stats on a rogue? Mind you, i haven't played with a rogue so i have no practical knowledge but i always thought that you use rogue spells as secondary rogue tool, for buffs and if needed try a low DC spell. This is how i planned mine at least. You tell me that some people use Rogue as spellcaster first and pump INT, not DEX?
Obviously you CAN make a rogue spellcaster first but what would be the point? You'd end with a weak spellcaster + weak melee damage dealer. This my question.Sure he does but casting spells is not what Rogues are about. You tell me that you pump INT instead of physical stats on a rogue? Mind you, i haven't played with a rogue so i have no practical knowledge but i always thought that you use rogue spells as secondary rogue tool, for buffs and if needed try a low DC spell. This is how i planned mine at least. You tell me that some people use Rogue as spellcaster first and pump INT, not DEX?
Evidently yes as rogues can use scrolls (even spells they don't normally get), and the game provides a shit ton of them. There's evidently an argument that this is more effective than going for sneak attacks (I don't know if this is true). Also, they have at least one spell that goes all the way up to 20d6 damage.
My point was if a rogue could find everything that an elf could. Sources are vague if elf searching and rogue (with high int) search are the same or different. Elf stats suck as others have mentioned. I'd prefer not to have one.