I'm quite sure that the game's loot table are broken...
I'm several hours in, exploring the Cenotaph of the Black Lich with Lv 4 characters, yet every goddamn chest I opened so far had roughly the same loot: a sword, a tome, pants, a ring, food and some potions.
I know they're not identical, but they all draw from the same small loot table. You can save & load before unlocking a chest to change its contents, and so far I'm still getting stuff from the exact same same loot table as the first chest in the game.I can see why you would think it might be, but I'm guessing they aren't. They are somewhat varied enough that they aren't identical, and my guess is that the game really IS as long as advertised, and it's simply that no one is anywhere near the point where the loot starts to get significantly better.
I know they're not identical, but they all draw from the same small loot table. You can save & load before unlocking a chest to change its contents, and so far I'm still getting stuff from the exact same same loot table as the first chest in the game.
You can save & load before unlocking a chest to change its contents
Is that harder than the prison? Jesus.Holy shit, sanctuary is place to start if you don't want the start of the game to be shit.
Or you can man up and start in Eerie Wastes.
Seriously? This almost flies in the face of the rest of the game. Wow.So, what you get in the Sanctuary start is the following (Spoilers):
- You can turn a dial to give all party members 1000xp
- You can open up a chest that gives you a firearm with 99 ammo
- You can visit a computer terminal to teach your party members 3 skills
- You can visit an oracle in an adjacent map to identify items
- No monster spawns in area.
- Possible secret that may require a spell, (Levitate?)
- Exit to Crowl locked building with crate
- Xenomorph Keycard
- Some scrolls like teleport and/or Dimension Door
Thank you. That was really interesting. Any information about Arcanum-school spells?A bit of research on spell access, using Zep's editor (up to 99999 xp):
1) New spells unlock depending on level only. Magic skill value doesn't seem to matter.
2) Spell access is defined solely by class, not by skill they have. Rangers, metalsmiths, thaumaturges and thieves all have alchemy but different spell lists.
Now for the fun thing - what squishy things you can discard:
WIZARD spell list is accessible to BARDs starting with level 3.
CLERIC spell list is accessible to TEMPLARS and BARDS (Jesus...) starting with level 3. Yes, starting with level 3 your bard can replace both your cleric and wizard, lagging 2 levels behind, give or take 1 for occasional exception spell. When she's not spamming a lyre.
THAUMATURGE spell list is accessible to RANGERS starting with level 4 and THIEVES starting with level 6. No bards this time, thank god.
SAGE spell list is accessible to METALSMITHS starting with level 6. Kinda too late to be useful.
NECROMANCER spell list is mostly unique (I'd suspect assassins access it, but since you can't have them out of the box, the point is moot)
I wonder how ridiculous a 2x ranger, 2x metalsmith, 2x templar and 2x bard party is going to get after surviving the first couple of levels worth of disease...
Interesting. Thanks for that little tidbit.My only regret is that I didn't put more speed on my casters. I assume that's what they need to get their turn first so I can alpha strike boss-y fights.
I think there may be a spellcasting attribute the equivalent of speed. I know my fastest character attacks first with a weapon, but last with a spell.
#Enemies like bugs and worms seem to routinely resist penetration to the widest variety of damage types that my starting party's equipment can muster. Is this just how it is?
#I'd rather roll with 6 until I figure out the game more, but is it necessary to go with 8 to not get facerolled? Seems like fair few folks are going with 6?
#We don't know yet exactly what the various stats do, right? I guess things will get easier once I can make better decisions about which weapons to equip and what stats to raise.
God, the inventory is so shit that it is making me consider quitting.
Do you know about the abilities of all the martial classes? Is Warrior a stepping stone class only, i.e. no reason to stay as once getting the skills up?A bit of research on spell access, using Zep's editor (up to 99999 xp):
1) New spells unlock depending on level only. Magic skill value doesn't seem to matter.
2) Spell access is defined solely by class, not by skill they have. Rangers, metalsmiths, thaumaturges and thieves all have alchemy but different spell lists.
Now for the fun thing - what squishy things you can discard:
WIZARD spell list is accessible to BARDs starting with level 3.
CLERIC spell list is accessible to TEMPLARS and BARDS (Jesus...) starting with level 3. Yes, starting with level 3 your bard can replace both your cleric and wizard, lagging 2 levels behind, give or take 1 for occasional exception spell. When she's not spamming a lyre.
THAUMATURGE spell list is accessible to RANGERS starting with level 4 and THIEVES starting with level 6. No bards this time, thank god.
SAGE spell list is accessible to METALSMITHS starting with level 6. Kinda too late to be useful.
NECROMANCER spell list is mostly unique (I'd suspect assassins access it, but since you can't have them out of the box, the point is moot)
I wonder how ridiculous a 2x ranger, 2x metalsmith, 2x templar and 2x bard party is going to get after surviving the first couple of levels worth of disease...
Bugs and worms seem to be the harder enemies at the start, if you begin in the Briarpatch Woods. As I obtained somewhat better weapons and advanced in weapon skills, I had a much easier time dealing with them. My advice is to head straight for the Shrine of the Raptor to clear it 100%, then explore Aquavia and pick up some better equipment. There's also a chest in the woods not too far from your starting position, which has a spear that might be helpful (perhaps the chest contents are semi-randomized, though, in which you case you could find even better equipment, especially if you save-scum).As a blobber noob, with some but not much experience in Wizardry and M&M, the game looks great but I'm going to need a fair amount of time to figure out basics.
#Enemies like bugs and worms seem to routinely resist penetration to the widest variety of damage types that my starting party's equipment can muster. Is this just how it is?
#I'd rather roll with 6 until I figure out the game more, but is it necessary to go with 8 to not get facerolled? Seems like fair few folks are going with 6?
#We don't know yet exactly what the various stats do, right? I guess things will get easier once I can make better decisions about which weapons to equip and what stats to raise.
Since I had less idea about which skills would be useful than which attributes would be useful, I decided to put the bonus points for each character into attributes rather than the other options. Not sure if this was the right thing to do.
Do you know about the abilities of all the martial classes? Is Warrior a stepping stone class only, i.e. no reason to stay as once getting the skills up?
Thanks a lot for your effort, master munchkin.
Mondblut In your opinion what's cool about a Durendil Templar? Was thinking of starting one ( perhaps a female)
Mondblut In your opinion what's cool about a Durendil Templar? Was thinking of starting one ( perhaps a female)
You get a [backup] healer without wasting a party slot on a combat-incompetent cleric dude, and you don't need a boring warrior to use Caliburnus.
Can I choose it off the bat though? Like, start the game with a Durendil Templar or I'd have to multiclass.