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Tips & Tricks thread
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. |
A few from the top of my head:
- Most of people in the game are racist. Means, talk to a dwarf with your dwarf main or dwarf crewmember to get the best outcome. Also means, the best party has all four playable races, or at least one undead who can pose as any race (gets also all passives from the currently chosen race, for example critchance if masked as human). - Elf eating corpses sounds disgusting. By doing it sometimes the elf (or undead masked as elf) will learn a new skill, sometimes open a new quest, so what are you waiting for? - Talk to animals. Always talk to animals. Even if it seems silly, talk to animals. Turn on those speakers! Means one of your party members need Pet Pal perk. Additionally, improve social skill Persuasion on exactly that party member. Thank me later. - Don't bother with overthinking your build on the first island. Try not to be jack of all trades, of course. There is a tooltip that say you can start as one class then switch to another later. The tip is true. It should also say, you'll be able to switch for free as many times you want. - Don't pick Mnemonic perk on the first island. On the second, it's possibly the best one. - Which race is the best spellcaster? Human with Savage Sortilege perk! If you just have to play undead wizz, well, keep it masked as human during fights. - Teleport is the most OP thing in this game so don't sell gloves of teleportation, ever! |
Oh this is great. I especially like the one about nails and boots on ice. So many options in this game its amazing.
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Talk to everyone with everyone. You get different results :) (sometimes).
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Don't under-rate luck when check containers.
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Poison Totem (totem spawned on poison surface which by the way you can create with a poison wand) are smart enough to heal friendly undead.
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You can put custom tags on the map (right click to create, left click to remove). They will show as blue flags.
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You can "cancel" cursed surface. Well at least water, randomly discovered that last night.
Cursed water + freezing (like with Global Cooling) remove the cursed factor…and then the AI showed me that putting an oil surface over a frozen surface remove the frozen surface too. |
You have (*khm* stolen I mean…) plenty of small healing pots that are now obsolete?
Combine them! Two combined give medium healing pot! So now instead of 30+30, you heal 140 vitality! Combine two medium to normal healing pot, then get huge healing pot then, OMG what's this monstrosity?! Works for undead healing too. Combine ooze barrel with empty bottles for small poison pots. Then combine small poison pots to a mediem, then large, then giant, then humongous. Does it work for other types of pots? Dunno for all, but I bet it does. For small magic armor potion it does work for example. Yeah, first split pot stacks, of course (shift+drag a stack or rightclick). No it doesn't work for bottles of beer to get some proper drink, I've tried. :( Huge spoiler, huge:
Spoiler
Note than the buff you get from this pot is lost if you die. Best to save it for the last battle, right? Additionally, don't forget to pickpocket the goddess in veil (yes, you can!) and Malady! |
copying form the impression thread.
All those consumables, put them in your inventory bag item, then slot that item into the hotbar. While in combat you can open the bag by clicking the icon on the hotbar and select things in it as if they were in the hotbar. You can also slot more than one bag. In other word, you can have a bag with scrolls, one with grenades and one with potions and it takes only 3 slots on the hotbar. Although, I don't think you can have all 3 bags open at the same time (never tried). I learned that trick by reading the journal tutorial section. ;) |
If you can find them agmentors + medium healing potion is a better deal than two medium healing potions. Also don't forget p. mushroom and empty flask gives healing potion.
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yarrow flowers + empty potion bottles gives health elixir potions (heals a lot more than just health potions).
There are also armor potions you can make, but I don't remember the plants/mushroom for them right now. |
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Act 2 seemingly impossible to reach chests inside and outside of wreckers cave (spoiler):
http://steamcommunity.com/app/435150…5865207214043/ Yea, I know this isn't really a general trick, but it does explain why a certain item pair isn't useless nor can be replaced by teleport spell and why a certain ability also isn't useless. |
The pyramids are never useless. The best is to keep one in each party member so when you get forcefully split via scripted events you can easily get the gang back together.
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Okay, perhaps I should have put it in another thread with specific solutions, but it's supposed to be a general hint in form of examples on other similarily "impossible" to reach stuff. … Speaking of reward disappointments, when you get to choose between 4 equips as a quest reward, always pick the most expensive item. Always IMO. Even if it looks as something else is perhaps a better option - traders have better stuff to sell and you need $. … Loremaster ability at least on the first and second island seem useless. Traders can identify anything for some cheap $, so don't invest points into that. … Quote:
But yeah, this "trick" makes the ship battle and certain caves not so impossible as it looks initially. Assuming you got the first pair of pyramids before those encounters. Oddly, the game instead of hinting this, suggests you to flee from the ship battle, LOL |
I just got to the boat last night (Lady of War) and left the island. I hadn't been aware about the teleport glove so no teleporting for me. Worse I somehow sold my disarm trap and lockpick kits so screwed myself. Haven't found any way to replace them yet. So no lock picking, disarming, or teleporting for my team unless I can find something in act 2.
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no earlier save wolf?
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Not sure if anyone sells disarming kits, but you don't need that while on ship nor early on the next island. For lockpicks others already said what needs to be said. … More about crafting? Yes, right? At a certain moment you'll get NPC to help you hunting for items. Make him search for pixie dust! Why? 2x Small rune + 1x Pixie dust = 1x Medium rune 2x Medium rune + 1x Pixie dust = 1x Large rune 2x Large rune + 1x Superior Pixie dust = 1x Great Rune Pixie Dust + Superior Star Dust = Superior Pixie dust Means, when you spot pixie dust or superior stardust at a trader, buy the damned thing. Maybe when I get enough of different runes make a list what possibilities are (with ignoring effects from small and medium runes ofc). Runes have to be of the same type. You can't combine frost rune with fire rune! In case someone didn't notice, runes you put on equipment are removable. You can switch them any time and can't ruin anything. |
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I seem to be missing stuff as I haven't found many skill books or trainers either. My main guy I started as two-handed and at level 2 switched to rogue (more or less) like skills. But then I saw Griff do a teleport backstab thing and I was like damn … I lost that as well. I have a really gimped rogue at the moment. Many of my characters have more memory slots than they can use as I don't seem to find a lot of spell books I can use (I have found a lot but not the ones I want). I mean I have some but my rogue really needs some special abilities. I thought the respec might help with that but no. I ended up not respeccing anyone except my main to remove the one point in 2H weapons and move it to Dual. I actually dislike respec a lot in games as it pretty much kills immersion - so doubt I will bother with it. Anyhow thanks for the lock pick tip. Quote:
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Plus in some ways I like to live with my mistakes on my first game. On my second play through of any game I have all the meta-knowledge which lets me play a more "perfect" game but it is also less "realistic" (within the context of the game world). Part of me likes to play my first game as a character growing and learning, mistakes and all. I did find some teleport pyramids although not sure if they will make up for not having the glove or not. Plus getting the glove is somewhat against my character. He didn't take that quest as the guy said only he could escape and Wolf isn't the type to abandon his companions. So I didn't do that quest on purpose … although at the time I also didn't know how the quest would actually work out and the thing with the glove. Anyhow I am sure I will be able to finish the game without the glove (if it was that vital to finishing I suspect it would be more apparent) and I think there are spells later on to let you teleport. All I really want right now are my lockpicks, disarm trap kit and the backstab-teleport-behind-enemy rogue skill I missed out on. |
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Hmm a trader on the boat - Haven't found one yet. I hope it wasn't Tarquan as I killed him. Don't like Necromancers that much and I didn't trust him. |
There is a lot of skill book traders in Fort Joy and they add books at certain level thresholds. In Reaper's Coast, you just have to make it to Driftwood, it's the town right to you left after going north a bit to where you "land".
Also, always check what people are trading when you talk to them (preferably before advancing the conversation just in case you know). On kb/mouse, that's the icon on the left side, if you play with a control, it's supposed to be Y. You don't need to have the "I want to trade" dialogue option. |
Yes - seems he didn't notice you may trade with almost everyone!
btw, another trick. Fane's Shapeshifter mask is not undead exclusive. You may use it on others. Why would you do that? Some characters won't even talk to you if you're not an "appropriate race" and these tend have a persuasion check. Assuming you have maxed persuasion and have pet pal on a sidekick who is the "wrong race" in an encounter, well, just (ab)use Fane's mask! :D |
Ah yea I thought you could only trade with people if they had the dialogue option for it.
I miss having a real manual for this game. |
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Driftwood solved everything. 20K gold later my crew is stocked up on skills, spells, and supplies :) I even have a rogue teleport ability.
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Not that I didn't start mixing and writing down my findings, but this is… Huge! Probably not work of one man. |
Looks like the special tag hero (and I guess villains) can be obtained in Act 2 and not just in Act 1. I unlocked Hero by doing a quest today near Driftwood.
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Do not craft Eternal Armor the moment you gather all ingredients!
It scales the way you get the version that's your level!
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Unbeatable if your fighter is paired with electricity based mage, right? :D |
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Perhaps I should get that wiki up and running again, so you can store those tips in there and save them for mankind :)
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Not sure if this is a tip or not. But I was rather hoping that since Ifan's wolf depends on summoning level that you could also buff it with summoning spells. Sadly not. Bit of a waste. They should have just made Afrit (the wolf) level with Ifan if you can't even buff his companion wolf.
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It's not just the wolf. All unique pet summons seem poor, I don't bother with summoning any of them any more. Wolf, cat nor eagle.
Alas maybe I'm wrong and perhaps if the "owner" has summoning level 10 it produces better experience, but I don't have a summoner in my party, so… |
Summons were vital to my OS1 tactical playthrough (especially early game). I'm agreeing that they do seem very underwhelming in this game.
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The incarnate is nice. I made Loshe rank 10 in summoning and her incarnate with a buff made quick work of a high level magister. But I am skipping all other summoned entities and sticking to just the incarnate and things to buff it. Summons has a few other nice spells so it works well with her. She also covers air. I gave Ishan 1 point in fire for haste and clear mind.
Will see how this goes. Also picked up some upgrades on items although broke again :) |
The incarnate is awesome, and the cat is great to have for utility because of the swap with owner ability, saved my summoner's bacon more times than I can count.
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Summoning 10 (incl. skills on gear) is pretty much mandatory for any "power gaming" style character, but not for the unique summons. The ones that really make a huge different:
- Incarnate, the big version that you get at rank 10, especially once you empower it. Remember that it can be infused by an element, though physical damage is often the most practical (use blood to infuse it if you can, as that is basically the regular version + a few stats and an extra physical skill). - Widow, the necromancy skeleton summon. Very good tank unless the enemy has good CC spells (it has no magical protection). - The geo plant. Hilariously high damage against anything that doesn't have poison resistance. |
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