A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.
There is an inspect button bottom left.. who did you manage to miss that lolMandragora Swarms are supposed to be weak to darkness:
A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.
Have Owlcat implemented that weakness?
They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
Not implemented. Would be cool if Polar Midnight did slow them a lot.Have Owlcat implemented that weakness?
They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
Oh I see. Anyway I don't think fiery body protects from Polar Midnight.... actually the opposite
The weakness to Horrid Wilting is implemented, but that is a damage bonus against plants and not really a bonus for unholy.Not implemented. Would be cool if Polar Midnight did slow them a lot.Have Owlcat implemented that weakness?
They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
They have Poison in their base attack in PnP.
In the kingdom management, click on "map" tab, then click on your settlement (like your capital)
wat?
Sorry, my bad. Click on any part of the region you are interested in (other than the capital building symbol/icon) in the map of the kingdom management screen:
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.
Some of the animal companions can actually tank the mandragora swarms, because their stregth score is so high. My druid's boar had about 20 str left after the battle.It deals with a lot of stuff, not just the mandragora swarms. At end game, the pet is basically useless compared to your character and the concept of the build I was planning was, "throw down polar midnight and sirocco, stand in the middle of it and bash things with a weapon of choice."
I know that but isn't it a sort of modal thing? Or is it a targeted ability?There is an inspect button bottom left.. who did you manage to miss that lolMandragora Swarms are supposed to be weak to darkness:
A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.
Have Owlcat implemented that weakness?
They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
You select Inspect and mouse over enemies and you will get info about them that you were able to pass the check.I know that but isn't it a sort of modal thing? Or is it a targeted ability?There is an inspect button bottom left.. who did you manage to miss that lolMandragora Swarms are supposed to be weak to darkness:
A mandragora swarm in an area of darkness loses its fast healing and becomes slowed, as per the spell.
Have Owlcat implemented that weakness?
They're also not supposed to drain or damage Dex at all, so that's weird if they're doing that
Although how you're supposed to find this info in-game is a slight mystery to me, sometimes my characters roll checks to ID enemies, sometimes they don't, and the abilities section always just says I need to inspect the creature, which I've got no idea how to do...
Or Serpent Prince Destructive Acid +3 Fauchard 18-20/x3Craftsmen are wildly inconsistent lol. Sometimes they give you some shitty +1 weapon, sometimes they give you stuff like this, which isn't even a mastercraft
Chapter 2 got 'Opressor': +4 (most of my weapons are +2, I got a single +3) Bastard Sword that grants +6 enhancement bonus to Charisma and +2 Luck bonus on Will saves. Not only does it provide Valerie with a completely insane Cha boost for her level, it frees up her helmet slot too O_o
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.
Have I got it right that you unlock new advisor's at Rank III?
Currently the bottleneck seems to be BP. I have a lot of free advisors and nothing to make them do that doesn't cost BP I don't have, and that's after spending a lot of gold on BP (which kind of feels like you're cheating). I wish the BP economy was either less tied to gold (as in you couldn't buy BP at all, ideally) or if they had to integrate the economies: make them more integrated so it didn't feel like you were pouring one useless resource into another but balancing your primary resources between the two parts of the game.
Maybe I'm just rushing the kingdom building too much though, since it seems I'm unlocking a lot of shit that I can't really use yet.
They're in multiple parts and unlock as you progress through the game. But honestly they don't do much, they're more for a super-achivo/ending slide for which you need to upgrade every region. First you need to focus on getting stats to X and make your advisors as good at shooting down bad cards as you can (and unlock extra advisors), which would also bring you more artisan items.
Have I got it right that you unlock new advisor's at Rank III?
Currently the bottleneck seems to be BP. I have a lot of free advisors and nothing to make them do that doesn't cost BP I don't have, and that's after spending a lot of gold on BP (which kind of feels like you're cheating). I wish the BP economy was either less tied to gold (as in you couldn't buy BP at all, ideally) or if they had to integrate the economies: make them more integrated so it didn't feel like you were pouring one useless resource into another but balancing your primary resources between the two parts of the game.
Maybe I'm just rushing the kingdom building too much though, since it seems I'm unlocking a lot of shit that I can't really use yet.
You can unlock new advisor when you have rank 3 + 60 points (which is enough points to upgrade to rank 4).
Yes, you are always short on BP until the end game. You will get events which will place you in debt as well if you don't have enough BP reserve as well. In early game, you need at least 50BP in reserve, later on 500BP. So, always buy BP with your spare gold and leave some as a reserve.
I complained to Owlcat about this - it seems impossible to earn enough BP without spending gold for the majority of the game which breaks immersion (why am I bothering to collect tax etc).
Yes the sword which makes early Scion multiclass Valerie great.Chapter 2 got 'Opressor'
Varrask and crazy elf chick arebasically evil craftsmen. You can of course keep both even while playing good character but roleplay wise goods should probably kick them out moment they begin their shit.
How do I unlock the minister btw? Have all other advisors
Ah, could have figured that out myself, but for some reason thought only the main advisor's upgrade gave new advisors.
Evils get a lot of cool stuff, other alignments get a lot of cool stuff as well, and Goods get biggest chunk of plot stuff but that would be spoilers.I agree with your overall sentiment but as far as implementation goes this game like most other seems to reward evil more mechanics wise - the two craftsmen being one example.