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Absolutely loving it, a really good blend of fighting and secret-finding just like the first one. I do hope there's other firearms with dex modifiers soon, as I pumped the crap out of my rat alchemist's dex assuming guns used dex like in most other games, and this is leaning towards being a mistake as he's really not doing enough now with 8-17 damage shots while my Minotaur is hitting for 60-80. Also rocking a fire/air wizard and a water/earth strength/lightweapons battlemage, the wizard is doing well but I should have given the battlemage more mana for poison bolt as that spell rocks so far. Oh well I'll fix that through levelups
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# ¿ Oct 16, 2014 02:27 |
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# ¿ Apr 27, 2024 19:40 |
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To be more explicit, you haven't actually finished the puzzle, the puzzle ends with the eastern wooden door opening rather than obtaining an item.
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# ¿ Oct 16, 2014 06:24 |
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Wow, I changed my dex-y alchemist from firearms at the back to put 3 points into light weapons and swapped him with my strength battlemage to the front with the punch-dagger, now he's gone from doing 8-17 when it didn't jam to critting for 130. Guess I'll chalk those skill points in firearms and the battlemages weapon skills up as a loss to learning curve, but man my party is just killer now.
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# ¿ Oct 16, 2014 09:17 |
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Infinity Gaia posted:It's really just another way of saying one handed and two handed weapon. At rank 5 you can wield a two hander one handed though. Section Z posted:I think the more important question when it comes to light weapons is, how many light weapons aside from Daggers use DEX. Unless it is daggers only Alternatively for ranged, if you're shooting it somehow (except for firearms), it's dex, and if you're throwing it then its strength. For example right-clicking darts uses your strength, but if you use them through a blowpipe it uses dex. The two firearms I've found so far are stat-independant.
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# ¿ Oct 16, 2014 13:45 |
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Faldoncow posted:Just after the skyway bridge part, what the heck do I do with this spider puzzle? I've dropped the spider on the middle cell (and switch) but nothing seems to happen.
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# ¿ Oct 17, 2014 02:32 |
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Malek posted:I take it I can't just walk over to them and start there, I have to get it right in the first few steps or some how "reset it"? Or just drop objects on there? Just drop objects on the required tiles, then go and step off the pads again so your party isn't pressing one down. Basically it should look exactly as if you were casting the spell yourself, so like this: X X X O O X O O O P Where Xs are items dropped on the tiles, and P is your party to ensure you're not on there.
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# ¿ Oct 17, 2014 05:25 |
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Dark Cohomology posted:Wait, I'm stuck on this too. What did you do? It's rock paper scissors, what would beat each of those?
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# ¿ Oct 17, 2014 07:06 |
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ymgve posted:Anyone got tips for how to survive easier? Even with the default party, the front row guys seem to be way too squishy, especially with those zombies under the graveyard. I also encountered a HUGE room that had like a dozen zombies running around in the pit of the room. How the gently caress am I gonna do that? Just jump down and chug potions like a champ? Jumping down and hitting the lever to open the teleporter and hopefully getting out only having to kill one or two of them will make it so you can stand next to the teleporter exit and they come out one by one Metos fucked around with this message at 08:29 on Oct 17, 2014 |
# ¿ Oct 17, 2014 08:25 |
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There's one thing I'm a little curious if anyone else has found the item for: Outside the 'water' element shrine there's a cave that is an underwater area that eventually leads to a vault. When getting up there, there's a note saying a guy dropped the key into the water and refuses to go into the fishman territory. I've looked in all the water inside and couldn't find a key, is it actually in here? Also the necklace you pick up from his final resting place is ominous yet doesn't seem to have any effect, does it actually do anything?
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# ¿ Oct 17, 2014 12:22 |
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Broken Cog posted:It's just off the edge there. There's a lot of seaweed so it can be difficult to see. Thanks for the other answer!
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# ¿ Oct 17, 2014 12:42 |
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Crimson Harvest posted:Bleh stuck and frustrated in Orul's Crypt. There's a puzzle of walking on magic floors in the right order to make them all disappear, but I keep ending up with one left.
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# ¿ Oct 17, 2014 23:40 |
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Weapons all have different special attacks, and even among weapon classes they'll be different - eg you can have some daggers that charge up for a thrusting attack, or a different one that'll attack 3 times fast, etc. You should only think of weapon types in terms of 'light' and 'heavy' though, a Heavy weapons trained character can use the heavy axes, maces, clubs etc all the same, so you're just comparing their damage, cooldown and special attack between weapons, not what type they are but its always axes, come on. Rear row melee seems fine, it just takes an investment of 2 points in accuracy to have them as efficient as the frontliners. I've found enough +energy gear though that means I've put all my backrow battlemage's skillpoints into water for water bolt due to its extra utility rather than melee'ing though.
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# ¿ Oct 18, 2014 02:51 |
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Stephen Smith posted:Is there any point to giving a Wizard DEX? Does it increase their accuracy with spells? What about accuracy with guns? I also probably wouldn't bother putting a gun on them as splitting your skill points in firearms so that the gun doesn't jam constantly is going to be to the deficit of your spell damage, as each skillpoint gives +20% damage. If guns didn't jam it'd be a different story, but you can pretty much always rest or reach a crystal after a big battle so you're very rarely running out of mana to be worth having a backup weapon.
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# ¿ Oct 18, 2014 04:11 |
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If you tough out the ruins you'll have some very good gear upgrades that'll make the next areas much easier, if you're getting murdered by crabs you've gone a good way through it. The trick to them, same as ice elementals, is just always move diagonal to them and when they move into the square hit them once and move away. Trying to go for more hits will get you killed eventually. I went there first too, and the 2 ice elementals at once fight in there was actually one of the harder fights for me due to not yet having gear, but it all pays off when you go do the next area and realise how much stronger you are.
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# ¿ Oct 18, 2014 05:55 |
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I haven't run across a single chest that needed an actual key, they're all lockpicked as far as I can tell.
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# ¿ Oct 18, 2014 07:59 |
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Edit- ^^^^^^remember the plate as you enter the room is one too. Put simply, yes. If I play it again I'd just ignore firearms entirely, which is sad as you find bullets goddamn everywhere so you're always reminded of them. Also to the person talking about dual welding penalty as OH, actually the penalty applies to both weapons, not just the offhand. Still no regrets having my alchemist dual wield.
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# ¿ Oct 18, 2014 22:21 |
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Every dagger is dex, swords are strength. You're fine.
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# ¿ Oct 18, 2014 22:41 |
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From memory there's one in the cemetery dungeon, and one in the pyramid. I remember it taking forever to find too, and then my disappointment that the crossbow you find uses Dex as well rather than strength
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# ¿ Oct 18, 2014 23:23 |
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immortal flow posted:For Backstabs, do you have to be directly behind them or does stabbing from the side work too? The enemies in this one are a lot more... turny than in the first.
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# ¿ Oct 21, 2014 02:38 |
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Jackard posted:Aargh I wasted a gold key on a Strength Light Weapon. The altar with the arcane shield in front of the graveyard.
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# ¿ Oct 21, 2014 04:53 |
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Decayer posted:I'm having trouble in the Crystal Mines: I got a mine key from the NW part of level 2, but I used it on a door on level 3 instead of the door in the central part of level 2. I didn't find a new mine key in the level 3 area; am I boned?
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# ¿ Oct 21, 2014 06:57 |
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Every elemental, so earth, fire, water, and air. Definitely remember it for the air elementals.
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# ¿ Oct 21, 2014 07:53 |
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Flashing Twelve posted:I think it might be (Pyramid end spoiler):
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# ¿ Oct 21, 2014 12:56 |
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Contest Winner posted:In the pyramid : there is the area where you can see the snakes/shriek archers in force cubes in a room. There is also the sword in a cube. You can take the teleport into the monster room which, I assume when you clear, gives you access to that sword as well. However this room is brutal. The corners are blocked off by spike traps, and you start completely boxed in. I can't even burst down a snake before one person at east in petrified and multiple people are injured/poisoned. Is there any special trick to this room or am I going to have to tough it out? Leaving this unspoilered because seriously, forcefield is your only reliable crowd control spell, remember it's there!
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# ¿ Oct 22, 2014 00:59 |
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The cemetery opening combination is from the archives, you want to continue down the ruins of desarune, or go through the 'with a keen eye' gate to the zone down there.
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# ¿ Oct 22, 2014 03:58 |
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From memory crystal legs were on the 1-square spot you have to fall on in the crystal mine abyss.
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# ¿ Oct 22, 2014 10:44 |
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Ghetto Prince posted:There's a puzzle over in the west of the cemetery involving some jars , pressure plates and teleporters, and a statue, and I cant figure this loving thing out.
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# ¿ Oct 24, 2014 02:02 |
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You're actually at the right place to be, just work out how to 2x2 step the crabs one at a time (you actually don't even have to open that door with them behind it at all), there's only 3 total and everything else goes back to the right difficulty after them, plus desarune is a gateway to get far better gear at the cemetery. If you can't handle running into crabs then you won't handle 15 spiders at once in the crystal mine.
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# ¿ Oct 24, 2014 05:39 |
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Jackard posted:Uhh weren't people warning against this earlier, saying the herb growth benefits were negligible? Another benefit being growing more of the stat-potion ingredient, sure it's not many in the long run, but it feels nice.
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# ¿ Oct 28, 2014 06:13 |
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goodness posted:So basically should start over if I used the premade and leveled firearms.
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# ¿ Oct 28, 2014 07:12 |
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Just different parties, different weapons/builds I guess, with a lot more efficiency. I probably wouldn't do it again, but I sure as hell enjoyed my playthrough
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# ¿ Oct 28, 2014 08:10 |
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Nope, ruins is a good place to go next, just learn how to fight the crabs so they never hit you (2x2 square dancing them, hitting them when they move into the square and moving away quickly, never get greedy.). It's tedious, but there's only one crab that's actually ever in your way (on normal at least), the others are behind a gate and you can just leave them there.
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# ¿ Oct 29, 2014 06:07 |
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Kaedric posted:Maybe that's the problem. I'm talking about the two behind the gate. Unfortunately all I have to work with are hallways, so as I'm backing up to avoid the crabs, eventually one ends up behind me and I get stuck/torn to shreds. Pulling them one room towards the crystal gives you a 2x2 on both sides of the pit for you to dance in, plus extra room to make mistakes.
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# ¿ Oct 29, 2014 07:10 |
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lesbian baphomet posted:Yes. Also as far as I know they're the best caster-oriented pieces of armor, so I'm not sure how it didn't seem great unless you're only interested in decking out a front-row battlemage for defense When elementals were around I'd cast the elemental shield spell (pretty much only fire matters), and the +energy on the gear by the point you have it all is actually pretty redundant at 320mp when you can always rest between every fight, backtrack to a crystal, or use one of your 115 greater energy potions you have by the end of the game.
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# ¿ Nov 1, 2014 06:17 |
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Skippy McPants posted:If you put all the Crystal on your back line, what in the world was your frontline wearing?
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# ¿ Nov 1, 2014 06:39 |
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# ¿ Apr 27, 2024 19:40 |
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Angrymog posted:I'm stuck on both the fireball puzzle and the teleporter puzzle on the second floor of the pyramid. I've found the little button that makes the fireball turn right just before it impacts the wall, but apart from that I'm at a loss. It's the same as the door you had to shoot with the serpent staff to open the pyramid And the teleporting puzzle step into the teleporter in your side when it's over the platforms and not the pits, turn to the side which will have another familiar wall(door) again so open that up with the staff, then now my memory is hazy but teleport up farther and throw an item or lay it down on the other side of a grate for the pressure plate I believe?
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# ¿ Dec 15, 2014 13:57 |