Thread for tips&tricks…because this game seriously need them.
Race:
- Lizards don't need a shovel to dig
- Undead don't need lockpicks to pick lock (still need Thievery though)
Crafting:
- Getting "free" immunity to slipping (aka walking on frozen surface without falling on your ass): right click your boots, select combine with and add nails.
- also nails can be turned into lockpicks (need a hammer)
- You can make money off crafting, by turning junk into armor and selling them.
For people who don't read the tooltips:
- Initiative doesn't work like in DOS1, the turns are staggered per party and initiative mostly define the order the party members move among themselves. Everyone will have an action per turn regardless of initiative. It also appear that CC that last one turn actually just push back that character turn to the start of the next turn (from what I could observe).
- Magical damage is anything elemental based, be it grenades, surfaces, weapon enchantments, etc. Spell like Mosquito Swarm are not magical damage.
- physical damage is everything else and warfare increase ALL physical damage (even Mosquito Swarm).
- Warfare actually scale with your weapon attribute not just strength, so you can use it with Int and Finesse weapons too.
- Hydrosophist increase all healing and magical armor recovery (spells, potions and Necro passive)
- Geomancer increase all physical armor recovery (spell, potions). Note that polymorph have physical armor recovery spells.
- Necromancer heals doesn't hurt undead party members.
- All summons and Totems gains from the Summoner skill points. That include the one not in the Summoner skill like (see Necro, Geo and Huntsman…even the cat)
- Some skills bypass armor (sawthooth on scoundrel, marksman's fang on huntsman for example).
Skills:
- You only need 5 in a skill to learn all skillbooks for that skill. Higher than that will still give you the passive but in most cases putting a point into the attribute tied to the skill will have a greater impact.
- The exception are Summoner, where 10 will buff up your Incarnate a lots, and Polymorph which give you +1 attribute point to spend per point spent in it.
- By the way, summons aren't attribute dependent at all. They entirely depends on your level and the Summoner skill level.
- Also, you can only have 1 summon out per character (regardless of skill origin) and 3 Totems.
Misc:
- When one of your party member is in a conversation, you can switch to the others who are free to do do whatever (they aren't in the conversation). That include switching stuff from inventories, keeping guards busy while others go do something nasty, etc.
Race:
- Lizards don't need a shovel to dig
- Undead don't need lockpicks to pick lock (still need Thievery though)
Crafting:
- Getting "free" immunity to slipping (aka walking on frozen surface without falling on your ass): right click your boots, select combine with and add nails.
- also nails can be turned into lockpicks (need a hammer)
- You can make money off crafting, by turning junk into armor and selling them.
For people who don't read the tooltips:
- Initiative doesn't work like in DOS1, the turns are staggered per party and initiative mostly define the order the party members move among themselves. Everyone will have an action per turn regardless of initiative. It also appear that CC that last one turn actually just push back that character turn to the start of the next turn (from what I could observe).
- Magical damage is anything elemental based, be it grenades, surfaces, weapon enchantments, etc. Spell like Mosquito Swarm are not magical damage.
- physical damage is everything else and warfare increase ALL physical damage (even Mosquito Swarm).
- Warfare actually scale with your weapon attribute not just strength, so you can use it with Int and Finesse weapons too.
- Hydrosophist increase all healing and magical armor recovery (spells, potions and Necro passive)
- Geomancer increase all physical armor recovery (spell, potions). Note that polymorph have physical armor recovery spells.
- Necromancer heals doesn't hurt undead party members.
- All summons and Totems gains from the Summoner skill points. That include the one not in the Summoner skill like (see Necro, Geo and Huntsman…even the cat)
- Some skills bypass armor (sawthooth on scoundrel, marksman's fang on huntsman for example).
Skills:
- You only need 5 in a skill to learn all skillbooks for that skill. Higher than that will still give you the passive but in most cases putting a point into the attribute tied to the skill will have a greater impact.
- The exception are Summoner, where 10 will buff up your Incarnate a lots, and Polymorph which give you +1 attribute point to spend per point spent in it.
- By the way, summons aren't attribute dependent at all. They entirely depends on your level and the Summoner skill level.
- Also, you can only have 1 summon out per character (regardless of skill origin) and 3 Totems.
Misc:
- When one of your party member is in a conversation, you can switch to the others who are free to do do whatever (they aren't in the conversation). That include switching stuff from inventories, keeping guards busy while others go do something nasty, etc.
Last edited:
- Joined
- Oct 13, 2007
- Messages
- 7,313