At some point during my second run, I became unable to cast any spells which have different versions (eg Greater Magic Weapon with primary and secondary hand versions, the Resist/Protection from Elements spells, or spontaneously converted healing spells.)Game is still just so ridiculously unfinished.
The Competence buff is there but weirdly rolled into a DEX buff (that doesn't in fact buff your DEX for other things) instead of showing up as Competence in the log. The Mount AC buff on Challenge does the same thing (shows higher DEX instead of Dodge bonus). Danger Ward rerolls all saves instead of just failed ones then gives you the worse result. Understand that this ability (pretty much the main reason to play the class) did absolutely nothing from Alpha until six months after release then someone finally implemented it and put in this garbage.
You never know what's going to work/stack when it isn't supposed to/not stack when it is. Then there's stuff like no Healing Pots in the entire first Expedition and the Skill Checks on resting being bugged? I want to dive in but stuck waiting again.
Ultimate enemy are not bosses inside the game but the game itself. Maybe they are just simulating PnP. I have never played with any DM that didn't house rule at least something or change how things are supposed to work at some point.At some point during my second run, I became unable to cast any spells which have different versions (eg Greater Magic Weapon with primary and secondary hand versions, the Resist/Protection from Elements spells, or spontaneously converted healing spells.)Game is still just so ridiculously unfinished.
The Competence buff is there but weirdly rolled into a DEX buff (that doesn't in fact buff your DEX for other things) instead of showing up as Competence in the log. The Mount AC buff on Challenge does the same thing (shows higher DEX instead of Dodge bonus). Danger Ward rerolls all saves instead of just failed ones then gives you the worse result. Understand that this ability (pretty much the main reason to play the class) did absolutely nothing from Alpha until six months after release then someone finally implemented it and put in this garbage.
You never know what's going to work/stack when it isn't supposed to/not stack when it is. Then there's stuff like no Healing Pots in the entire first Expedition and the Skill Checks on resting being bugged? I want to dive in but stuck waiting again.
I could click on them to select them, but when I went to target the spell it would just play a click sound effect and do nothing. The spell wasn't used up or cast, and the pointer stayed with the spell icon pasted to it.
If I tried to cast scrolls of those spells, they also wouldn't work.
All the other spells worked fine.
It definitely made the game much more difficult!
Funniest house rule was when we were trying to infiltrate a goblin camp using magic to disguise ourselves to look like goblins. DM decided that is too easy and started rolling perception checks with every goblin we passed no matter if they were suspicious or not. Of course when you roll 30+ times one of them is bound to roll 20 sooner or later..Ultimate enemy are not bosses inside the game but the game itself. Maybe they are just simulating PnP. I have never played with any DM that didn't house rule at least something or change how things are supposed to work at some point.At some point during my second run, I became unable to cast any spells which have different versions (eg Greater Magic Weapon with primary and secondary hand versions, the Resist/Protection from Elements spells, or spontaneously converted healing spells.)Game is still just so ridiculously unfinished.
The Competence buff is there but weirdly rolled into a DEX buff (that doesn't in fact buff your DEX for other things) instead of showing up as Competence in the log. The Mount AC buff on Challenge does the same thing (shows higher DEX instead of Dodge bonus). Danger Ward rerolls all saves instead of just failed ones then gives you the worse result. Understand that this ability (pretty much the main reason to play the class) did absolutely nothing from Alpha until six months after release then someone finally implemented it and put in this garbage.
You never know what's going to work/stack when it isn't supposed to/not stack when it is. Then there's stuff like no Healing Pots in the entire first Expedition and the Skill Checks on resting being bugged? I want to dive in but stuck waiting again.
I could click on them to select them, but when I went to target the spell it would just play a click sound effect and do nothing. The spell wasn't used up or cast, and the pointer stayed with the spell icon pasted to it.
If I tried to cast scrolls of those spells, they also wouldn't work.
All the other spells worked fine.
It definitely made the game much more difficult!
Only one at a timeDo tailwinds from different runs stack or only last one is applied?
You need to spend your initial budget on healing potions and first aid kits to avoid having to rest too much at the beginning. At least 20 potions of cure light wounds and 5 first aid kits at minimum.Damn this mode is hard. How the hell are you supposed to kill a level 5 mob with 2 level 2 characters on Hard is beyond me. Well you can by using spells but the dungeon itself has like 3 of these level 5 wolf mobs. Not to mention the party is crippled by corruption too.
You need to spend your initial budget on healing potions and first aid kits to avoid having to rest too much at the beginning. At least 20 potions of cure light wounds and 5 first aid kits at minimum.Damn this mode is hard. How the hell are you supposed to kill a level 5 mob with 2 level 2 characters on Hard is beyond me. Well you can by using spells but the dungeon itself has like 3 of these level 5 wolf mobs. Not to mention the party is crippled by corruption too.
I'd also advise you to take a class that grants at least one animal companion (preferably leopard/smilodon) for one of your first two characters if playing on higher difficulty.
Make sure you visit the island that lets you recruit an additional mercenary as soon as possible (crossed swords on map).
Shopkeeper is near the entrance to the boat. One of the guys standing in a 3 man group.You need to spend your initial budget on healing potions and first aid kits to avoid having to rest too much at the beginning. At least 20 potions of cure light wounds and 5 first aid kits at minimum.Damn this mode is hard. How the hell are you supposed to kill a level 5 mob with 2 level 2 characters on Hard is beyond me. Well you can by using spells but the dungeon itself has like 3 of these level 5 wolf mobs. Not to mention the party is crippled by corruption too.
I'd also advise you to take a class that grants at least one animal companion (preferably leopard/smilodon) for one of your first two characters if playing on higher difficulty.
Make sure you visit the island that lets you recruit an additional mercenary as soon as possible (crossed swords on map).
You can shop early? I just find the NPC to hire companion. I guess I missed the guy selling stuff
Anything you sell to the Greedy Chest during Voyage 2 can be bought back in Voyage 3.The one Voyage I completed ended up with 100% Chests found. Pretty stoked about that level of completionism.
Running back the Big Dice Exotic at some point, starting with Colluding Scoundrel (Hunter gets Martial) Half-Orc on Orc Double Axe, Stonelord Dorf Pal on War Axe, Haplo Saint Basterd (probably Human, Bastard of Hope is for sale), the Tweaks Entropy Cleric (gets free Exotic Prof) on Fauchard, and some kind of Monk with the Nunchuk.
How do you afford stuff in there at start if you start at lvl 1 with no money.Anything you sell to the Greedy Chest during Voyage 2 can be bought back in Voyage 3.The one Voyage I completed ended up with 100% Chests found. Pretty stoked about that level of completionism.
Running back the Big Dice Exotic at some point, starting with Colluding Scoundrel (Hunter gets Martial) Half-Orc on Orc Double Axe, Stonelord Dorf Pal on War Axe, Haplo Saint Basterd (probably Human, Bastard of Hope is for sale), the Tweaks Entropy Cleric (gets free Exotic Prof) on Fauchard, and some kind of Monk with the Nunchuk.
The Chest of the Drowned spawns items when it first appears during Voyage 2 and when you begin a new voyage after that. The stuff in there can be really useful.
In Voyage 3 the Chest of the Drowned is there from the start with free items. For me, it had around 20k gold worth of items in it (selling value, would probably be more than 100k to buy).How do you afford stuff in there at start if you start at lvl 1 with no money.Anything you sell to the Greedy Chest during Voyage 2 can be bought back in Voyage 3.
The Chest of the Drowned spawns items when it first appears during Voyage 2 and when you begin a new voyage after that. The stuff in there can be really useful.
Do they also give more XP for finishing?In Voyage 3 the Chest of the Drowned is there from the start with free items. For me, it had around 20k gold worth of items in it (selling value, would probably be more than 100k to buy).How do you afford stuff in there at start if you start at lvl 1 with no money.Anything you sell to the Greedy Chest during Voyage 2 can be bought back in Voyage 3.
The Chest of the Drowned spawns items when it first appears during Voyage 2 and when you begin a new voyage after that. The stuff in there can be really useful.
Holy Greatsword +2, a Flaming Dueling Sword +1, Full Plate +2, 2 Keen Scimitars +1, a Keen Spear +1, another +1 set of armor, and around 5-6 assorted non-magical bits of equipment.
My 3rd Voyage party started at level 3 due to me picking up 2 Legacy upgrades (my 2nd Voyage party actually began at level 4).
The islands are pretty much all higher difficulty from the beginning to balance the difficulty a bit, but there also seem to be a lot more +1 magic items dropping from early chests, too.
I've not really been keeping track but I think the number of skulls an island has influences how much XP you get for clearing it. Almost all the islands are 2 or 3 skull difficulty so far on the third voyage.Do they also give more XP for finishing?
From what I have seen when you are between island travels that brings you back to city you can there rest as much as you want and craft as many potions/scrolls as you want. Probably something smart to do.I've not really been keeping track but I think the number of skulls an island has influences how much XP you get for clearing it. Almost all the islands are 2 or 3 skull difficulty so far on the third voyage.Do they also give more XP for finishing?
I've grabbed a few of them, the ones I've seen are unusual elixirs.Also I have seen one of the rewards say Cursed item but gives new powers. What is that about?
Does not sound very useful. I could do that or get Legacy. I chose Legacy.I've grabbed a few of them, the ones I've seen are unusual elixirs.Also I have seen one of the rewards say Cursed item but gives new powers. What is that about?
One caused the drinker to get DR/N for 3 rounds where N was Mythic Rank (or it could have been 2N).
One caused all attacks to do double damage for two rounds, but caused 2d8 fire damage/round to the drinker.
There was another one which was addictive but I can't precisely remember the details on how it worked.
I think there's another use for them but I can't find it anywhere, the Navigator mentions something about it during Voyage 2.
Does not sound very useful. I could do that or get Legacy. I chose LegacyI've grabbed a few of them, the ones I've seen are unusual elixirs.Also I have seen one of the rewards say Cursed item but gives new powers. What is that about?
One caused the drinker to get DR/N for 3 rounds where N was Mythic Rank (or it could have been 2N).
One caused all attacks to do double damage for two rounds, but caused 2d8 fire damage/round to the drinker.
There was another one which was addictive but I can't precisely remember the details on how it worked.
I think there's another use for them but I can't find it anywhere, the Navigator mentions something about it during Voyage 2.