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Little Sara

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Everything posted by Little Sara

  1. This is because the three portals circled on your map are or were monoliths, maybe they just changed them on worldmap, but on the version I tested, they were monoliths. Portals I know about: Sloeford newbie-town (middle) One-way portal (leading to Thylysium) totally North-West of the High Elves region (at the temple) Thylysium town/capital (middle) Seraphim Gardens (totally South-West of the region) Between Sonnenwind and Teardrop Hamlet (extreme East of the region, further than you've been) Clearview (south of the Wall) High Elves/Human Wall (Dragonmaw) Griffinborough town/capital West of Black Oaks town The north-most big-fortress-town of Human region (north-east, close to the ghost town, it is a port). Mount Island (island, need quest to even see on map, need ship to go to). Village controlled by "Shadow" side of Main quest in Orc region, near the "land where magic flows from the earth" where you beat 5 T-Energy elementals (north from there directly) Entruag (village spawning across a river on both sides, south of the main road going west on the south side of the region - visited in Main quest Light - Trolls Necklace). Village in Orc region visited during Main quest (both sides) where you get objective to beat Octagolamus. Seraphim region, right near where you land. Dragon region, right near the entrance. Dragon region, not far from Carnach, this is on a lower-level dungeon (there's two levels of dungeons in Dragon). Swamp region, right when you get there (very North-East). Swamp region "Northweste" at a crossroads. Swamp region, Hil'Sitha village or similar name - down south, if you follow the roads only, visited during mainquest. Seraphim visits for Class quest. Swamp region, south from Marigold field, a bit on the left side (map-wise). Desert "Oasis village", straight south from the passage to Swamp. Desert capital, straight south from road to High Elves region. Jungle region, right when you enter. Jungle region, at the other end of the region (complete west). Jungle Island region, right when you enter. Jungle Island region, Dyr-Lain village (village of tree-tops). Wasteland region, right where you enter. Wasteland region, about mid-way north. Those I know for certain, but there might be more I missed (out of the way ones).
  2. Do not listen to the infidels gogo -.-' He's soo totally NOT buckethead... (Because Buckethead is cool) He's totally Darth Sidious (read my Character Overview) If you get the right equipment, he can look like a drag queen. A neon green skirt and a neon orange helmet sorta hair-look-alike (looks like a wig) thingy. This is funny. Temple Guardian can look like a pimp, with stuff golden-colored especially on his chest. Seraphim can look like a stripper...I mean, one of her set items has a g-string armor. Yes armor... Not sure that goes well with pigtails. Personally I'm playing a Seraphim SC at first. Then I might make a Seraphim HC. Next would be High Elf, then probably Dryad. Temple Guardian is my 4th pick. Shadow Warrior is my 5th, and Inquisitor my 6th. I just can't seem to control necromancy spells effectively.
  3. If his fireballs actually hit when he's shooting them, I might consider it (seem to miss 3/4 of the time). If he did *something* when he idles for no reason, I might consider it. If he fought physically too...I might consider it. As it stands the AI for it seems too screwy.
  4. "If a chest is backed up it can be used over and over." Then most likely an exploit. Can someone say infinite money?
  5. I'm sorry for your loss Telari. Though I wonder how you made it to Wastelands with only level 28, even in Bronze. If you fought enemies coming at you, and avoided sidequests, you'd reach 28 in the Swamp, Desert or Jungle region. Did you avoid enemies?
  6. I must admit my Survival Bonus kept resetting if I died. Though it still makes sense if it works like that: 1. Minimum Level Range of enemy + Survival Bonus = Enemy Level if you're below their level. (The range is never less than 10, so even with 100% Survival, this would be true). 2. Maximum Level Range of Enemy = Enemy Level if you're above their level (maybe Survival Bonus can make them exceed it, but I don't know). 3. Your Level + Survival Bonus = Enemy Level if you're within their range, and the Survival Bonus does not make it go above their maximum (provided I'm right in 2.) Alternatively: 1. Minimum Level Range of enemy + Survival Bonus = Enemy Level if you're below their level. (they can be significantly above you) 2. Maximum Level Range of enemy + Survival Bonus = Enemy Level if you're above their level. (they theoretically can be significantly below you) 3. Your level + Survival Bonus = Enemy Level if you're within their Level Range. (with 0% Survival Bonus, they should be your level) The level ranges I provided before are theoretical. The only situation I'm sure of if the jump from 62 to 112 level when going above enemies (from 54 to 200). For example, I might have had Survival Bonus 20%, so it might be: Level Range of Enemy 60-110 + Survival Bonus 20% = 2 additional levels (min and max) Resulting level range = 62-112 Additionally I went with the theory that enemies cap at level 200 like players, but this might not be the case. Mounts and items can be above level 200, as shown by Armor Lore, and all Weapon Skills, as well as Riding, that can make the maximum item or mount level reach 250 or 252 respectively. In theory, enemies have no level cap (it's possible to spawn level 400 enemies). In practice they probably are limited, I just don't know those limits. Maybe level 210 with near-100% Survival and level 200. Maybe higher.
  7. Shadow Warrior lacks Malevolent Champion Lore AND Death Warrior Lore. So TWO offensive skills replace them. One doesn't give points to both aspects (for modifications). One is no doubt Tactics Lore. If I'm not mistaken, the other is Speed Lore. Although he's the only character who works that way. All other characters (save High Elf) have 2 Lore skills in the Combat Art Aspect section. High Elf has 3 Lores and 3 Focus, since none are physical.
  8. What difficulty and region are they from? I've yet to understand exactly how this range (of level) thing works. But now I do know how Survival Bonus works (how its calculated, but not its effect, sadly). Bronze: High Elf should be around 1-20 Human should be around 5-25 Orc should be around 10-30 Seraphim should be around 12-32 Dragon should be around 15-35 Swamp should be around 18-38 Desert should be around 22-42 Jungle should be around 25-45 Jungle Isle should be around 28-48 Wasteland should be around 30-50 Those are not necessarily exact values, but a range of levels. Survival Bonus may contribute to higher level enemies, but keep in mind, that while enemies adjust to your level (and are typically close to your own), if their range level minimum is above your level, they won't make you any gifts. A test I did, inadvertedly. I was level 54 in the Jungle region, in Gold difficulty. Monsters in this region were about level 62 *minimum*. I became level 200, still in the same place. Now they were level 112. So the range of enemies in Jungle, in Gold, would be 62-112. The range would be higher in higher difficulties - so overleveling is less and less likely. Being on par (or near the level) of enemies isn't unlikely though, given that if you do all quests, and kill all enemies you encounter as well, you would typically be overleveled at the end of this difficulty (a slow down would occur once the monsters show as green or grey cons though). My guess is Siver, Gold, Platinum and Niobium work similarly, but have bigger ranges, perhaps also bigger minimums (but maybe not bigger minimums in Silver). So it would look like this: High Elf Bronze: 1-20 Silver 1-40 Gold 35-85 Platinum 70-140 Niobium 103-200 Human Bronze: 8-27 Silver 12-51 Gold 40-90 Platinum 74-142 Niobium 106-200 Orc Bronze: 10-30 Silver: 18-57 Gold: 44-94 Platinum 78-147 Niobium 109-200 Seraphim Bronze: 12-32 Silver: 24-63 Gold: 48-98 Platinum 80-149 Niobium 112-200 Dragon Bronze: 15-35 Silver: 30-69 Gold: 53-103 Platinum 83-152 Niobium 116-200 Swamp Bronze: 18-38 Silver: 34-73 Gold: 57-107 Platinum 87-156 Niobium 119-200 Desert Bronze: 22-42 Silver: 38-77 Gold: 59-109 Platinum: 90-159 Niobium 122-200 Jungle Bronze: 25-45 Silver: 43-82 Gold: 62-112 Platinum: 93-162 Niobium 125-200 Jungle Isle Bronze: 28-48 Silver: 47-86 Gold: 66-116 Platinum: 96-165 Niobium 128-200 Wasteland Bronze: 30-50 Silver: 50-89 Gold: 70-120 Platinum: 100-169 Niobium 130-200 Range of 20, 39, 50, 69 and 100. Yes pulled out of my *** but well, it gives an idea. If the range is 50 in Gold, it certainly isn't in Bronze, as I fought my share of "the enemies in this region are too weak". I typically, while rushig through with no sidequests, finish Bronze at 35, Silver at 46, Gold at 59, Platinum I haven't finished. If I *did* (all) sidequests, I'd probably reach totals like 50-55 in Bronze, 80ish in Silver, 110ish in Gold, 140ish in Platinum. As for how Survival Bonus is gained, it's by being in combat a certain amount of seconds. The cap is 999999 seconds (which would be almost 100%). 3600 seconds (a whole hour worth of "being in combat") nets 25%.
  9. I never played HC so far. But I've experimented a lot. At first the descriptions and even the spells didn't work right, but they eventually did work as they do now, so I made myself an idea. This build can probably easily survive, and overleveling is your friend when playing HC. Never hurts to have 10-15 levels above your enemies if you're going for stabilizing the build skill-wise. I'm used to play in under-level fast play fashion, and I can die sometimes from it.
  10. I think one or two classes (Shadow Warrior for sure) have 2 offensive skills "acting as Lore" for one aspect.
  11. The Gold mod probably depends how much damage you're taking from poisoning/burning & how much you suffer from Weaken. I think that late game, detrimental effects might be more of an issue than run speed, though you can also take a "reduces detrimental effects" mod on Fire Demon IIRC. Unlike some games, you can use potions even while stunned, so unless those detrimental effects one shot me, or make enemies be able to one shot me, I could probably survive it. Though I'll consider detrimental effects when I play my Seraphim, see if it's all that bad, then act accordingly with my High Elf.
  12. If I'm not mistaken, Dual Wield (or other weapon skills) ALSO give modification points for Exalted Warrior, acting as Exalted Warrior Lore as well. It might even be all offensive skills, but that I doubt.
  13. If you play in MP, can you trade with yourself in solo (through the chest)? Can HC trade with SC characters or share the chest with them?
  14. I like baby oil. Never tried scented candles or whipped cream. I might like the former, I don't think the latter is my style I have the name "Little" for a reason, and if you've seen my profile, you'll know it's not my physical age. I always prefer cuteness over sexyness, so Seraphims aren't exactly my style (like me), but then again High Elves and Dryads are not either.
  15. While testing his dialogue on the PC version, I know it was bugged as "too sexual" by someone else, but it was left as is anyways. After speaking to Giles, my Seraphim to say: "However did you get this position!?" After speaking to Giles the second time: "You seem fixated. A cold shower might help, or so I was told." (or something close)
  16. Personally, I'll choose armors that tend to have low penalties at low level. Because high Armor isn't needed in early Bronze and High Elf characters can't expect to reach high armor totals. I might take the melee-reflect mod on Incandescent Skin though as Llama suggested. After seeing the effect it has on my melee-Seraphim (Battle Stance reflects 20% of damage with one mod). As for homing fireballs, while not chirurgically precise, they are indeed homing. If you shoot "in the air" and see the fireballs going anywhere but forward, you've hit an enemy (provided no obstacle is in the way, such as a tree, raised ground, a mountain side, etc). Similarly if you see the two fireballs converge together, they'll hit the same target (as opposed to only one hitting it). This is why 2 homing fireballs beats 3 non-homing ones. Grand Invigoration mods I would take: Bronze: Arrant Pyromancer Expertise - The regeneration time for the aspect Arract Pyromancer will decrease significantly. (10% decrease) - obviously Silver: Life Energy - Additionally increases the hitpoint regeneration rate. (1.5% increase) - I got enough regen reduction, more life regen is always nice though. Gold: Fleetness - Increases run speed while Grand Invigoration is active. (9.9% increase) - I have an inkling "detrimental effects" are more detrimental in pvp than they are solo. With my Seraphim, I've not had any issue with status effects. First post edited to reflect changes in build.
  17. As far as I know yes. But the reason to take Tactics Lore is the +% damage isn't it? I don't really care for +16% crit (at 200) when I can get +377% dmg. Equipment can easily give you more than 16% crit on a single piece if you're lucky. I've yet to see "Damage: +377%" on any however. Ehrm...? that 16% crit easily goes to 20% and with gear and some usefull modifications... you'll sit with 35-40ish boosted from Combat Arts and items And I have to admit that 60% crit feels alot better than 40% But offcourse! Tactics Lore does mainly concern damage yes, but crit is important. mighty important Especially if you're using Death Blow aswell Well, with my level 58 melee Seraphim who's in Gold in Jungle, and sorta stuck (can't pass Kral, who kills me), Damage is a lot more important than Critical. Having 90% Chance to hit (versus enemies having 40%-ish) is what keeps me alive. Bosses have near-equal chance to hit as well...Kral just shoots for more than my HP's worth in one hit...doesn't help that Kral is level 65 and that I need to do it solo only. Attack is roughly 1100-1500 on my part. Killing enemies (who are always significantly above than me) in a couple of hits. I still have well over 100 Light Health Potions left from Bronze and early Silver (and times more than that of Health Potions, I just use the weaker ones), while my friend Shadow Warrior has used up all his Light Health and all his Health Potions.
  18. You're welcome. I wish I had more pics, but I only have few for my "age progression". I still have those two dresses. I don't consider them costumes. Halloween was an excuse to wear the pink one at work though.
  19. As far as I know yes. But the reason to take Tactics Lore is the +% damage isn't it? I don't really care for +16% crit (at 200) when I can get +377% dmg. Equipment can easily give you more than 16% crit on a single piece if you're lucky. I've yet to see "Damage: +377%" on any however.
  20. Well, it all depends on how much Staves actually help. I'd probably replace Bargaining for Riding, keep Enhanced Perception. If staves are not worth investing in at all, then I might instead turn to 1h staff/sword/dagger and shield, and use them to mitigate damage/improve armor. Having another skill would not let me pick mods for Grand Invigoration though. Only hard points count. Unless I went ONLY as far as I needed to to get 3 points (which I think is 9 hard points in Focus/Lore). This is how I would envision a revision of the build then: Edit: I was a bit off Arrant Pyromancer Focus 175 Arrant Pyromancer Lore 175 Armor Lore 75 Constitution 75 Concentration 36 Combat Discipline 150 Ancient Magic 75 Delphic Arcana Focus 10 Riding 75 Enhanced Perception 75
  21. Then I just might scrap Bargaining in favor of Riding for my High Elf, who would benefit most from it. I'm not sure Seraphim would benefit much however (at least not my build, who has over +300% regeneration time, and no Focus).
  22. Enemies in the quest The Legendary Pirate Treasure seem to be much higher level than the region average. I always went to do the quest at level 5~10 with a High Elf, and would get killed before being able to do much at all in the final cave. Fortunately these were softcore. And there is a way to rush through the main quest (in order to get the "Explore less than 20% of map when finishing main quest" achievement), it simply involves running over already-explored terrain between two portals and fighting enemies until reaching a sufficient level. Long, but I'd say worth it, especially in HC, and if you want that achievement.
  23. So, if I want the Complete Mainquest without discovering more than 20% of map, I better do that with every character, rush to the Nameless Guardian, watch the ending, return to Bronze in the beginning, do all sidequests, explore everywhere yada yada? Because if I tried with a Dryad, or a High Elf, after doing my Seraphim, it would be to do all over again? This is actually pretty hard unless you're being careful about not moving further than you should. Like "power-level" in the jungle (cause there's a ton of enemies) to be able to keep your HC character alive AND get the achievement. The "Not buying anything" achievement is quite easy. It doesn't count rune-trading or forging, so just be self-sufficient for Bronze with the items you find. Should be easy especially if you're not too equipment-dependant (or are lucky). I updated my profile if anyone is interested to chat real time. Though I do go to sleep, and work too.
  24. And are those character-specific or account-wide? Do you need to get each achievement on every character, or is it a done deal if say it's the level 35 achievement.
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