-snip-
I wonder.... what's the difference between 'Wizards? and 'Sorcerers' anyway? When both translated to my mother tongue, they meant the exact same thing.
That being said, there are wizard staves now in addition to blue mana potions, enchanted circlets, and magic scrolls (beg pardon, "psionic mentors"). I'm afraid it's no longer possible to live in denial.
Six is a space alien, confirmedStyg told yesterday, he like, or even he want to use or even embody in game every sci-fi trope. )
So...
-snip-I threw every grenade I had at the console, and sady I didn't have the pestide one on hand, so I just gave up on the grenade plan entirely. I hate asking for help on the internet because my generation is spoon fed everything, but there are times when I get unlucky like this. Never would have thought to try grenades again after I put them out.
Styg How come there was never a release announcement for Underrail on GOG? The last news post for it was for the trailer.
Six is a space alien, confirmed
Arcanum, unfortunately it's kind of wasted on the terrible-no-good combat. But I actually prefer Arcanum's technology vs. magic approach, because you can't max both. Whereas psi is op in Underrail precisely because you don't have to compromise on tech. You can be a cave wizard and a genius inventor who crafts only the best equipment. Especially since both psi and crafting benefit from high intelligence.Can magic in RPGs let you electrocute someone's brain? Make them experience their greatest fear? Create doppelgangers hell bent on destroying their targets? Cause them to fly in a blind rage? Force them to have mental breakdowns which amplifies any of the former? Or better yet, use an ability that lets you use any of those en-masse?
Can magic in RPGs let you throw a telekinetic punch that can stun someone? Create impenetrable force fields? Enhance your unarmed/fist attacks with force emissions? Throw lightning bolts or place a lightning trap, better yet against robots??
Can magic in RPGs let you throw an ice bolt, a fireball, an iceball, thermodynamically destabilize someone and if you happen to kill that someone with anything other than cold-based attacks they'll fucking explode? And let you do ALL this in one turn???
I'm sure there are RPGs that lets you do any or all of these out there, but is there any RPGs that lets you do any or all these in a setting like Underrail?
Yeah, but the magic in Arcanum is straightforward fantasy-based magic. There are no scientific explanations or theories like there are in Underrail. And I love Underrail's approach where even psychic powers can be further augmented with technology, as much as fantasy-based magic that can't go hand-in-hand with steampunk-based technology of Arcanum.Arcanum, unfortunately it's kind of wasted on the terrible-no-good combat. But I actually prefer Arcanum's technology vs. magic approach, because you can't max both. Whereas psi is op in Underrail precisely because you don't have to compromise on tech. You can be a cave wizard and a genius inventor who crafts only the best equipment. Especially since both psi and crafting benefit from high intelligence.
I don't get this impression that PSI is 'easy mode'. I'm playing a stealthy, low-CON, zero dodge/evasion, tranquility-PSI right now. I had great experience playing and finishing the game a second time with a similar build who DIDN'T invest into Metathermics at all, DIDN'T invest as much into Psychokinesis as Thought Control, and ALSO happened to invest into crafting properly. But this one right now I kind of get carried away and invested zero in crafting from the start and only starts putting points into Electronics and Biology (with Biology I only invest enough to let me craft psionic headbands) ONLY pretty late into the game, and with maximum investment in ALL psi-school (including the new Temporal Manipulation) I'm completely in a dangerous situation where I can't craft armors and utilize Super Steel at all.
Because of all these, I'm far more hard-pressed to keep my health at full, because otherwise Tranquility is rendered absolutely obsolete the moment my HP lose just 1%, and I distinctly remembered have no such trouble in my previous playthrough.
Finally finished the DLC, really love howbut I still haveit hints at the natives being the subislanders that left the underwater station during the disunionsome of natives territory unexplored. I did committed genocide in parts of the village, though, which completely deterred anymore attacks as I explored the BSRF, Security Headquarters, Fetid Marsh, Viridescent Quarry (or what's left of it, anyway) and the underwater station all in one go. Also, it seems like there's a quest related to the natives, some thing about finding the torch or something. The graveyard is also some real spooky shit. So spooky, it scares the game's saving mechanism away
Any decent way to trigger Aran attacking?
Finally finished the DLC, really love howbut I still haveit hints at the natives being the subislanders that left the underwater station during the disunionsome of natives territory unexplored. I did committed genocide in parts of the village, though, which completely deterred anymore attacks as I explored the BSRF, Security Headquarters, Fetid Marsh, Viridescent Quarry (or what's left of it, anyway) and the underwater station all in one go. Also, it seems like there's a quest related to the natives, some thing about finding the torch or something. The graveyard is also some real spooky shit. So spooky, it scares the game's saving mechanism away
The torch is the mcguffinYou don't get much for it though, an oddity (+ temple one) and you can brag to Azif about it.that lets you kill the expedition boss and a few natives.
Any decent way to trigger Aran attacking?
Finally finished the DLC, really love howbut I still haveit hints at the natives being the subislanders that left the underwater station during the disunionsome of natives territory unexplored. I did committed genocide in parts of the village, though, which completely deterred anymore attacks as I explored the BSRF, Security Headquarters, Fetid Marsh, Viridescent Quarry (or what's left of it, anyway) and the underwater station all in one go. Also, it seems like there's a quest related to the natives, some thing about finding the torch or something. The graveyard is also some real spooky shit. So spooky, it scares the game's saving mechanism away
The torch is the mcguffinYou don't get much for it though, an oddity (+ temple one) and you can brag to Azif about it.that lets you kill the expedition boss and a few natives.Where is that graveyard you are talking about? Also did you do the monolith part? It seemed pretty meh for all the trouble went trough sneaking past the pirates. It just gave me some vision and that was all.
You can brag about it to someone else, too.
Don't worry, he will find you himself. Unless you never give him a chance by using rifts to travel around.
Probably. Or maybe just chill at your house.