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On topic of broken abilities, when you reach level 9 in Azata, Aivu gain the frightful presence which broke the late game for me, aside the bosses every mob suffered from fear affect, which made my party run after every monster in City of Iz trying to hunt them down and there several cutscene in city of Iz so you see cutscene play and monster trying to run in the middle of it.
Iirc aivu gets frightful presence on the first or second size increase, so sometime in act 4. Unless that's a bug and I got it early.
But yeah, it's very annoying when enemies run far away.
I'm in the final(?) dungeon now. These mythic gallus casting two spells per turn with 60 AC are pretty annoying. But I have diamonds and raise dead scrolls for days, so victory is guaranteed.
On topic of broken abilities, when you reach level 9 in Azata, Aivu gain the frightful presence which broke the late game for me, aside the bosses every mob suffered from fear affect, which made my party run after every monster in City of Iz trying to hunt them down and there several cutscene in city of Iz so you see cutscene play and monster trying to run in the middle of it.
Iirc aivu gets frightful presence on the first or second size increase, so sometime in act 4. Unless that's a bug and I got it early.
But yeah, it's very annoying when enemies run far away.
I'm in the final(?) dungeon now. These mythic gallus casting two spells per turn with 60 AC are pretty annoying. But I have diamonds and raise dead scrolls for days, so victory is guaranteed.
You were right I didn't notice because none of the mobs were afraid from aivu, I loaded start of Act 4 save and the DC was 25 but in Act 5 the DC was 35, or it is simply bugged in Act 4 and didn't toggle on and it got toggled in Act 5, because the ability itself is bugged and can't be toggled off.
I was wondering what to do about Aivu getting frightful presence. Wouldn't it be a case for holding Aivu back, getting good positioning and having the usual team feats so that you can call Aivu in and the mobs get chopped as soon as they run away?
I will travel soon and don't have access to my PC, so I din't played yet. I honestly don't know if I should re play as a Azata cryomancer now that ice prison is fixed or if I should try a illusionist. Is Trickster a great MP for illusionists?
I will travel soon and don't have access to my PC, so I din't played yet. I honestly don't know if I should re play as a Azata cryomancer now that ice prison is fixed or if I should try a illusionist. Is Trickster a great MP for illusionists?
I recently saw a build on YT using the the Azata path for the illusion death spells - Persistent metamagic plus the Azata's Favourable Magic up the chance of them hitting (you reroll for best, enemy rerolls for worst). (Good channel for builds generally that one, and lots of good info.)
Trickster seems like a poor fit for a DC focused caster, like an Illusionist. Since he does nothing to boost your spell DCs. Best by far should be Azata, then maybe demon (great - but limited uses) or Aeon (Gaze boosts DCs a little).
I recently saw a build on YT using the the Azata path for the illusion death spells - Persistent metamagic plus the Azata's Favourable Magic up the chance of them hitting (you reroll for best, enemy rerolls for worst). (Good channel for builds generally that one, and lots of good info.)
Thanks a lot. I decided. Illusionist will gonna be my next run. Two weeks after I get back from my vacation. At 26:00. 55 DC for Weird spell. Imagine a phantasmal mage(gnome) casting it... At 26:41 he mentions that the grandmaster rod allows him to bypass the immunity from insta death and fear effects. that is so amazing. I din't knew about that.
Yep. I asked that question about Demon X Azata for DC caster and people said that Demon gives more DC but only few times / day. Azata is more consistent. You don't need limited rages.
Illusionist will gonna be my next run. Two weeks after I get back from my vacation. At 26:00. 55 DC for Weird spell. Imagine a phantasmal mage(gnome) casting it... At 26:41 he mentions that the grandmaster rod allows him to bypass the immunity from insta death and fear effects.
55 DC weird with favorable magic from Azata that ignores immunties will have a really good chance to instakill anything in the game. I really need to watch some of these guides to figure out how people reach these massive DC numbers. I wish they made a proper breakdown...
Illusionist is definitely a good mage spec in this, as weird and phantasmal killer are basically the only game in town for save or die spells, and enemies have waaaay too much hp to be dealt with with normal blasting spells (except for hellfire ray, which has a lot of items that can boost its damage to 500 per turn).
I was wondering what to do about Aivu getting frightful presence. Wouldn't it be a case for holding Aivu back, getting good positioning and having the usual team feats so that you can call Aivu in and the mobs get chopped as soon as they run away?
Not really. The DC isn't that high, so you'll most often not snag many failures. So you want to run Aivu in to the center, to get as many attempts as possible. Feared enemies are essentially dead either way, since you can pick them off with an archer at your leisure. It can go bad though, if they run far enough away to run into other enemies, and your summons pursue. But fear will only force them to stay some 60 yards away from you, so you can prevent it.
Yep. I asked that question about Demon X Azata for DC caster and people said that Demon gives more DC but only few times / day. Azata is more consistent. You don't need limited rages.
You can enable respeccing in options, and the difficulty will change to custom. I have a hard save at the end of chapter two with all mythic paths unlocked, and it works great.
Trickster seems like a poor fit for a DC focused caster, like an Illusionist. Since he does nothing to boost your spell DCs. Best by far should be Azata, then maybe demon (great - but limited uses) or Aeon (Gaze boosts DCs a little).
If you convert all spell dmg to something, let's say fire, would the elemental focus fire feat apply? or not because the spell description has still the old dmg type?
This is what I've gotten so far, from what I can see it is indeed not possible to reach 80 DC without Expanded Arsenal:
Spell DC:
+34 (CHA)
+10 base
+9 spell level
+14 Expanded Arsenal (14 feats!)
+2 Quarterstaff of the War Mage
+2 Magician's Ring (illusion)
+2 Glass Amulet of Clarity (mind-affecting)
+2 Robe of Determination (fort only?)
+2 Demongraft Battlebliss
+2 Goggles of Mind Control
+2 School Power
+3 Overwhelming Mage (burn a 9th-level slot)
= 84 DC
Could someone please explain why I can't use the Good domain's ability "Touch of Good"? It stems from the Divinie Hunter class. It's supposed to give a sacred bonus to nearly any roll. But my character just doesn't have it in the skills / spells, and the character screen says -2. I suppose therein lies the explanation, but where does the minus come from? Divine Hunter casting / Domain is Wisdom based, the only minus I have is Charisma.
Could someone please explain why I can't use the Good domain's ability "Touch of Good"? It stems from the Divinie Hunter class. It's supposed to give a sacred bonus to nearly any roll. But my character just doesn't have it in the skills / spells, and the character screen says -2. I suppose therein lies the explanation, but where does the minus come from? Divine Hunter casting / Domain is Wisdom based, the only minus I have is Charisma.
Could someone please explain why I can't use the Good domain's ability "Touch of Good"? It stems from the Divinie Hunter class. It's supposed to give a sacred bonus to nearly any roll. But my character just doesn't have it in the skills / spells, and the character screen says -2. I suppose therein lies the explanation, but where does the minus come from? Divine Hunter casting / Domain is Wisdom based, the only minus I have is Charisma.
Thanks, I've found that info while DuckDucking after all, but mostly because of your help:
"At 3rd level, a divine hunter learns to call upon the power of her deity."
A new patch 1.1.6e is here! It contains some fixes for the crusade and skald rage powers, a fix for the boss fight in the free DLC, and some other mechanical fixes.
Known issues:
Descriptions of Displacement, Blur, and Protective Talismans currently still contain errors - they reduce the incoming damage for a certain percentage instead of allowing to completely dodge the attack.
Beware of possible plot spoilers!
Quests
During the wedding game in Seelah's quest, Aivu could get stuck behind the barriers - fixed;
Even if players refused help from inquisition in Kenabres, sometimes Ramien still would ignore the invitation to Defender's Heart - fixed, but to make him join, you would need to load a save before you invited him to the tavern;
The combination of some Aeon decisions regarding Queen Galfrey's fate could lead to premature conclusion of epilogue slides - fixed.
Areas
In Ineluctable Prison, after Trickster's joke, it was possible to start a conversation with Vorimeraak again - fixed, now she has an appropriate bark.
Crusade
Blur had incorrect name and description - fixed;
Choice effects in Targona's dialogue (mythic Legend rank up) didn't give anything - fixed;
Contain the Enemy didn't work correctly - fixed;
Debilitating Poison didn't work correctly and didn't show as a global buff - fixed;
Elemental Protection now works according to its description;
Enemy Ash Giants wouldn't attack - fixed;
Fixed the categories for some event cards in the Crusade UI;
Generals didn't gain Abyssal Summon and Lesser Abyssal Summon spells in tactical combat - fixed;
Greater Abyssal Summon didn't work correctly - fixed;
In Russian localization there was in error in the text of Royal Council's Help event, claiming 1000 conscripts would join, however the right number was 100. After checking their register (and suppressing some riots), the Royal Council decided they can't afford to send 1000 conscripts,and will continue sending only 100 instead;
In the 5th chapter, the events of crusade related to Trickster Mythic Pass weren't playing - fixed;
Second choice effect in Locust Knight's dialogue (Swarm-That-Walks mythic path) didn't give additional HP to player's character - fixed;
Stunning Screech didn't work correctly - fixed;
The visual effect of Displacement is shown correctly now.
Classes & Mechanics
Dispel Magic, Greater (Target) spell now has a restriction: 1 successful dispel per 4 caster levels;
Dispel Synergy didn't work correctly - fixed;
Mental Prowess ability didn't work correctly - fixed, and now will properly work with wild talents;
Skald rage powers (Increased Damage Reduction, Celestial Totem, Powerful Stance, Celestial Totem, Lesser) weren't applied via Raging Song to either the Skald or to any party members affected by Raging Song - fixed;
Some units will be immune to the effects of Repurpose or Flay For Purpose, for the sake of cut-scenes they participate in;
We removed any mentions of the Rahadoum Faithless background, which was in beta, but didn't make it into the final version of the game.
Misс
A tutorial tip about empty spell slots before rest will appear more frequently now;
Fixed an issue which could lead to a looping cutscene before the final boss in Love Beyond Death DLC;
Fixed the colors of the druid class costume;
Fixed the issue with the material of cut-off body parts (during dismemberment).
I also found this via someone on Discord, which is an alternative:
The breakdown he gives is missing some of the bonuses I found, so his total of 85 is actually not as high as it could get.. I think it should be possible to hit 90 DC on a Demon build