Yeah I saw that when I was messing around with a Divination Wizard. The Portent Die are supposed to be restored on short rest at level 6 or something but for whatever reason short resting doesn't work like the tooltip says, and you have to instead restore the die by fulfilling one of those prophecies, which is essentially just do 1 damage of a certain random type to an enemy to get back a Portent Die. Not sure if the tooltip itself is wrong or this is some band-aid fix to get the feature to work.
Chain Lightning
6 Evocation
- Casting Time: 1 action
- Range: 150 feet
- Target: A target of your choice that you can see within range
- Components: V S M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
- You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
So fucking tired and short of breath this morning. Dammit.
Nope, it means Dash from rogues bonus action or similar. And even then it won't work some times, probably a bug.Does the Speedy Lightfeet boots give you lightning charges when you rush attack?
Nope, it means Dash from rogues bonus action or similar. And even then it won't work some times, probably a bug.Does the Speedy Lightfeet boots give you lightning charges when you rush attack?
I tried to build around that Lightning Charge gear with Astarion using a long bow but not really worth the hassle.
If there was better resource management element in the game then short/long rest charges would make more sense
I finished the game and I had food enough for 20+ long rests
also good party setup I had the same
The level 6 class feature of a wizard's transmuter subclass is create a "Transmuters stone". This ability creates an item that can be carried by one of your party members and persists while the creator not in your group. you can pick one of;
- Thunder resistance
- Fire resist
- Lighting resist
- Cold resist
- Acid resist
- +3 move speed
- Constitution saving throw proficiency
- Darkvision to 18 meters
Each transmuter can only create one stone. The stones are permanent (persist after long rest). It would be possible to create multiple hirelings and respec them into Transmuters so that your whole party could have a buff.
You can also put each of these buffs on a single person, but cannot stack the same buff twice on one person (the item persists, the effect is not multiplied).
You probably already know, but Longstrider (+3 movement speed), darkvision (18m) and light (make an object produce light) also can be cast from camp and persist.
Theoretically you could use all 12 hirelings to make 12 stones each giving a permanent buff. More if you converted companions you don't plan to use.
Yep. The vaunted "Just go Durge bro" route also really doesn't offer anything new.So far, I've not discovered a single redeemable part to the goblin route, or the act 2 cultist route. Mintharra is not even exclusive to them.
I did a lawful good vengeance paladin where I slaughtered anyone that even looked remotely evil, and a second playthrough where I was an evil monk siding with the cult.how much replayability does this game offer?
Im still going through act1 but so far there have been plenty of mind power abuse that I didnt partake in.
Now there is this goblin quests and just confirmed my suspicion - if I were to join em then I'll lose tiefling barbarian.
Will it make sense to restart as power hungry tadpole spawn? Or are those cosmetic in the end and not like 20+% content would I miss
Only difference is you get less xp by that route, making the game more challenging.So far, I've not discovered a single redeemable part to the goblin route, or the act 2 cultist route. Mintharra is not even exclusive to them.
Definitely at least a "good" run and an "evil" run, with or without heavy ilithid investments respectively, and soem companions choosing light or darkness in their respective growth. Also playing as a combat class once,and a spell caster class the second time.how much replayability does this game offer?
I took the Joltshooter longbow for my paladin to use as a means of gaining lightning charges, which was a nice combinations with the Sparkle Hands gauntlets magic item that provides advantage on attacks against armored foes and metal constructs when possessing lightning charges. The only problem is that the damage output of the Joltshooter falls behind other options even before the end of Act I.Have to choose a reward from Counsellor Florick.
Does the Speedy Lightfeet boots give you lightning charges when you rush attack? (desc : "When the wearer Dashes or takes a similar action during combat, they gain 3 Lightning Charges")
I have them on Laezel, and now considering taking The sparky points trident as reward. It gives Rush attack and 2 lightning charges at hit. This means I could gain the 5 charges in just one rush attack and deal the additionnal 1d8 dmg at first attack.
Other option is to choose the longbow Joltshooter (also gain 2 Lightning Charges at hit) for Astarion.
Which one did you guys choose? Its the first Rare weapons I find.
Seems like I found a passive source somewhere near gob village. IIRC you get +1 AB/Saves while charged so worth *being* charged even if the discharge is meh.I took the Joltshooter longbow for my paladin to use as a means of gaining lightning charges, which was a nice combinations with the Sparkle Hands gauntlets magic item that provides advantage on attacks against armored foes and metal constructs when possessing lightning charges. The only problem is that the damage output of the Joltshooter falls behind other options even before the end of Act I.Have to choose a reward from Counsellor Florick.
Does the Speedy Lightfeet boots give you lightning charges when you rush attack? (desc : "When the wearer Dashes or takes a similar action during combat, they gain 3 Lightning Charges")
I have them on Laezel, and now considering taking The sparky points trident as reward. It gives Rush attack and 2 lightning charges at hit. This means I could gain the 5 charges in just one rush attack and deal the additionnal 1d8 dmg at first attack.
Other option is to choose the longbow Joltshooter (also gain 2 Lightning Charges at hit) for Astarion.
Which one did you guys choose? Its the first Rare weapons I find.
Planning run for at least Gale and Astarion MC along with Bard, Ranger (currently on zero tadpole, including ship), Pal and then we'll see. Might do Gith Champion MC just to see how much I can get out of big jumps and shoves, which I haven't really used all that much yet.Definitely at least a "good" run and an "evil" run, with or without heavy ilithid investments respectively, and soem companions choosing light or darkness in their respective growth. Also playing as a combat class once,and a spell caster class the second time.how much replayability does this game offer?
So minimum 2 runs, and you will see enough different stuff the second time around, and gameplay will be sufficiently different.
Wait whatSo far, I've not discovered a single redeemable part to the goblin route, or the act 2 cultist route. Mintharra is not even exclusive to them.