Viata
Arcane
Gotta say guys, playing the game while finding things and posting/reading it here is pretty much making my enjoyment of this game way better. Thanks .
I think Save 25 is save against curse you need, maybe. As for C-, probably the item rank?Don't superID bone daggers, the game crashes 100% of the times when you do so.
Also, what does the SAVE [number] means when you superID some items?
And that C- on the mask?
I think Save 25 is save against curse you need, maybe. As for C-, probably the item rank?Don't superID bone daggers, the game crashes 100% of the times when you do so.
Also, what does the SAVE [number] means when you superID some items?
And that C- on the mask?
No, that save is mentioned on all kinds of stuff, even consumables. Maybe it's just the difficulty you need to overcome to superID as item. I think a firestorm spellbook had save 50...
And only the death mask has C-. Probably a code for its curse... I'd compare it with the bone dagger, but the game breaks on superIDing it.
Yes, they eventually start getting spells in my experience.So that skill dump earlier in the thread said Berserker got Alcehmistry and Warrior got Sorcery. Are these classes eventually able to cast spells? Also what makes Sage different from Wizard? In Wiz7-8 it was pretty much the skills that determined spell casting and thus Bishop to Faerie Ninja was able to do almost everything, but Sages basically get all the Wiz skills and more. Does Class determine spell choice?
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...
Sages and clerics can obtain a cure disease spell at level 4; much simpler than letting someone die from disease. I think paralysis wears off over time.By the time I was through Crowl villiage I had over 40 Cauduces of Life! It seems like the easiest and cheapest way to remove permanent status effects (paralyze, diseased, ect) was to just let the PC die and resurect. They come back with full health and mana and only the status effects that can be cured by resting.
My 5th level ranger PC gained spells starting at level 4. I still don't have any spells with my 5th level warrior, berserker, or thief PCs. Hope I get them soon.So that skill dump earlier in the thread said Berserker got Alcehmistry and Warrior got Sorcery. Are these classes eventually able to cast spells?
I only have one playthrough to judge from, but there have been distinct differences in the spells offered to my sage, cleric, wizard, and thaumaturge PCs (e.g. the cleric receives largely healing and protection spells). My guess is spell availability is deterministic, not randomized.Also what makes Sage different from Wizard? In Wiz7-8 it was pretty much the skills that determined spell casting and thus Bishop to Faerie Ninja was able to do almost everything, but Sages basically get all the Wiz skills and more. Does Class determine spell choice?
That is kind of fucked up; it is not like there are special items on thar area but I do really there were the lore bits about the gameworld and bossesIIRC you only get the Owl Statue if you choose Shrine as the origin.
So that skill dump earlier in the thread said Berserker got Alcehmistry and Warrior got Sorcery. Are these classes eventually able to cast spells?
Also what makes Sage different from Wizard? In Wiz7-8 it was pretty much the skills that determined spell casting and thus Bishop to Faerie Ninja was able to do almost everything, but Sages basically get all the Wiz skills and more. Does Class determine spell choice?
So, what is the answer to the Reaver on Waterport? I tried COLLECT POSSESSIONS, MY HOUSE, LOOTING, ITEMS... and nothing.
So, what is the answer to the Reaver on Waterport? I tried COLLECT POSSESSIONS, MY HOUSE, LOOTING, ITEMS... and nothing.
Viata, can you please spoiler your questions? You're ahead of most people.
Equally. When you climb(up or down), every char is tested, so if you succeed, it means everyone passed the test, thus you get extra exp. I not every char that failed, take some damage. If you fail, it means everyone failed thus some items also break.Thank god I put some points in Climbing.
How does that work? You need to invest in climbing with all characters equally or just one?
I created a wiki for people to start putting information into if anyone wants to use it. It's not very far along at the moment though.
http://grimoire.wiki
4. What is the fricking nest in the Eyrie for?
Had to download the earlier version since Cleve activated auto-updates and my saves stopped working.
Basically, start the Steam console by typing this in the browser: steam://nav/console
Then in the Steam console type in:
download_depot 650670 650672 7939698706882502090
If you want other previous versions, you need to change the last number (ManifestID). A list of all ManifestID's is here:
https://steamdb.info/depot/650672/manifests/