Jump to content


  • Content Count

  • Joined

  • Last visited

About Shaper_Mario

  • Rank
  1. Curses are things like Slow, Weakness and Vulnerability. It's not always apparent what is and isn't a curse - stunning and mental effects have their own resistances to overcome, as do bleed and poison.
  2. It's really interesting to hear how everyone is playing the game. How much of a region does everyone explore before moving on? For example, I usually explore Ukat until I get to Gannelspan and move on from The Vol after getting passage through the Thablen Gates. I always like to make it to Medici in the Ahriel woods before I move on so that I can take on the Watcher's quest and finish it as soon as possible, and I can't imagine doing that before exploring the other two regions a bit.
  3. You can find the wagon with the papers in
  4. Ukat/Vol/Ahriel is probably the best order. I'm weirdly interested in trying the Ahriel first and going to Ukat sometime even though it's not anywhere near optimal. It really depends on what potions, runes and augments you unlock at 4 apothecaries to see if it can be worthwhile.
  5. It feels like there's a small bug in the Volcanic Beast fight. Often when it's the Beast's turn, I hear the sound that most knockback attacks make after even when it doesn't attack at all. It's hard to explain what's happening - it can buff itself and pass the turn, for example, and that sound effect still plays. Nothing major, but I wanted to bring it to your attention.
  6. It feels like the first region that you choose to visit is one of the most important choices in the game for mechanical reasons. Since each gives you a different resource and type of PC, building your first fort in Ukat makes for a very different early-to-mid game compared to building in the Vol or the Ahriel Woods. I was wondering which areas everyone built their first fort at from a strategy perspective. In my playthroughs I alternated between Ukat and Vol as my first regions. Ukat gives you Iron, the rarest resource, but Ukat PC abilities aren't as generically useful as Tower of
  7. I wonder if the royal wouldn't be best if they're trained as a Combat/Magic type spellblade. Raw Power gives you a lot of Energy to cast the Haven skills, and going through the magic tree gives you skills like Time Warp, Call Bones and Terror for more crowd control. Surgeon and Duration Augments could be helpful if you go this support route to up the healing and make Haven's Might last for long, grindy boss fights.
  8. The last fight was frustrated me a lot on Veteran, because once the enemies came close enough with 2 or more Battle Frenzy levels my party members started dropping faster than I could revive them. I eventually dropped the difficulty of my last run to Normal so I could beat it without compromising my ending. Of course, I admit that I probably wasn't playing optimally and that I would probably have given my party different skills and potions knowing what I do now about how it plays out. Serves me right not to keep a save file outside the final dungeon. I enjoyed both of my playthroug
  9. That's a great change. I like the idea of Silence, but a lot of the enemies I want to silence are too mentally resistant or have innate abilities that Silence won't block. It's nice to have options besides Stunning Shot and assorted curses for enemies with nasty AOEs.
  10. I kind of understand why Havenites have no Cultural skills. The story emphasizes that Haven can't conquer a place without local aid, and from a gameplay perspective it adds some decisions about where place your first fort. Still, I hope that there are non-royal cultural skills for Havenites in the next game so that we have more real choices in party building.
  11. I think that Bludgeon Senseless deserves a mention. Weakness and Slow are both good statuses against bosses and large enemies, and Confusion is a nice cherry on top of the status sundae. If you get even one use of Vulnerability out of the confusion then you've more than gotten your energy's worth, and I've had extremely welcome Stuns and Fear activations on top of that. All of the Confusion stuff is bias from the times it worked out, but anything that slows enemies is worth a shot if they have high stun resistance.
  12. Great, thank you very much. I got my Room 2 dream in the Refuge of the Fens, so I'll see what the other ones have for me when I get the time. I really want to see what's in Room 3...
  13. I've been resting in the various Nisse Refuges and I got my first Room 2 dream. I'm interested in getting more dreams, since the one I got lowers my theft percentage and I would like to get the achievement for dreaming. That said, I don't know what mechanics control how often you can rest at a Refuge and I don't know if the special dreams are unique or not. Does anyone know the system behind these?
  14. It's pretty likely that the queen is going to die before the end of the series, especially if Total Victory is the canon ending. I don't know if you can get that ending without killing the part of her soul in the Tower of the Nisse. It would be really interesting if there's a power struggle for the throne in 3 or if your decisions end up shaping what happens to Haven at the very end. We're almost certainly going to see the second failure next game, but things like your reputation will likely carry over and I'd be surprised if the faction choices didn't have an effect.
  15. This game is my favorite new Spiderweb release in a good while. It feels like the game took a lot of what I liked and disliked about Avadon's political storytelling and improved it by narrowing the game's focus to the 3 vassal nations. The combat system took a while for me to get into, but it feels pretty satisfying to end a fight without taking damage and only using 1 to 2 energy. It's also open ended enough for me to change up my playthroughs both in terms of exploration and fort design. I'm really interested to see what's next, and while I'm looking forward to playing the Genefo
  • Create New...