Hatchling Cockatrice Randomizer Posted December 12, 2011 Share Posted December 12, 2011 There may be additional bonuses that I missed during testing because when you are at maximum chance of hitting a monster it's hard to tell if something is increasing your chances. per level -- +5 health -- +5 spell energy Stats: Strength -- +5% to hit with melee weapons -- +1 damage level to melee weapons Dexterity -- +5% to evade damage from physical, fire, and energy -- +5% to hit with missile weapons -- +1 damage level to missile weapons Intelligence -- +5 spell energy -- +3% mental resistance -- +5% to evade mental attacks -- +1 damage level to spells Endurance -- +5 health -- +5% to evade cold attacks -- +2% poison resistance -- +2% acid resistance Abilities: Melee weapons -- +1 damage level -- +1% to hit chance Pole weapons -- +1 damage level -- +1% to hit chance Bows -- +1 damage level -- +1% to hit chance Thrown missiles -- +1 damage level -- +1% to hit chance Can only be increased to 10 with skill points Hardiness -- preq. melee or pole weapons -- 3% armor -- 3% magic resistance -- 3% fire resistance -- 3% cold resistance -- 1% poison resistance -- 1% acid resistance Blademaster -- preq. melee or pole weapons -- +3% damage -- +1% to hit chance -- recover fatigue Sharpshooter -- preq. bows or thrown missiles -- +4% damage -- +1% to hit chance Gymnastics -- preq. bows or thrown missile weapons -- +2% chance to evade attacks -- +10% chance of bonus action point Parry -- preq. hardiness -- +3% chance to reduce damage from melee or missile attack Quick action -- preq. blademaster -- act more quickly in combat -- reduces battle fatigue 5% faster Riposte -- preq. parry -- +3% chance to turn melee attack back Dual wielding -- preq. quick action -- -2% damage penalty for two weapons to counter 19% to hit penalty Lethal blow -- preq. quick action or sharpshooter -- +3% chance of doing more damage Sniper -- preq. sharpshooter or gymnastics -- +5% chance for bonus missile shot -- +3% chance of inflicting harmful effect Mage spells -- ability to cast mage spells -- +1 damage level -- makes spells more effective Priest spells -- ability to cast priest spells -- +1 damage level -- makes spells more effective Tool use -- ability to unlock and disarm traps Spellcraft -- preq. mage or preist spells -- +2% effectiveness of all spells Arcane lore -- preq. mage or priest spells -- decode magical inscriptions and spells -- +3% mental resistance First aid -- preq. priest spells or tool use -- restores health and spell energy after battle Resistance -- preq. spellcraft -- +3% resistance to all hostile magic, damage and curses Magical efficiency - preq. arcane lore -- chance to reduce spell energy cost Cave lore -- +2% poison resistance -- +2% acid resistance -- locate caches Can only be raised to 5 Luck -- +1% armor -- +1% resistance to all hostile magic, damage and curses Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 13, 2011 Share Posted December 13, 2011 Is evasion a viable strategy on Torment throughout the game, as it was in Avadon, or are we better off focusing on mitigating and surviving damage? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 13, 2011 Author Share Posted December 13, 2011 Evasion fails because you need to raise 3 stats: dexterity, mental, and endurance. In a party of 4 you might be able to raise two for fighters and two for mages and priests to avoid taking too much damage, but your priest has to remove mental attacks of charm, terror, and stun to keep the fighters going in several major fights. You can see the difference against normal monsters with high dexterity. My singleton game is bogged down at level 51 because in two fights I keep dying to terror or stun even though I'm at the cap for mental resistance. I need more health to outlast the effects which can last 3 turns. Boss monsters seem to hit at 95% no matter how much your raise evasion. I've pretty much pushed armor, hardiness, and resistance to as high as I can to mitigate damage and high endurance to survive. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Rent-an-Ihrno Posted December 13, 2011 Share Posted December 13, 2011 Randomizer, you're talking about Torment right? Did you imply skills like Parry? If evasion is that ineffective on Normal or Hard, I'll have to rethink my build alot. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 13, 2011 Author Share Posted December 13, 2011 I played both on Normal and Torment. Parry now only works against weapons and not magic spells so it's really useful in some fights, but not against area effect spells and abilities. I maximized parry for my lead fighter just because it avoids so much damage when you do get hit. On normal, evasion is somewhat viable against most monsters. However there are enough that always seemed to hit me. Even a dedicated archer with lots of dexterity and endurance still would get hit, but not as easily as a mage or priest that has mostly intelligence and endurance. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Slawbug Posted December 13, 2011 Share Posted December 13, 2011 Originally Posted By: Randomizer Blademaster -- preq. melee or pole weapons -- +3% damage -- +1% to hit chance -- recover fatigue Quick action -- preq. blademaster -- act more quickly in combat -- reduces battle fatigue 5% faster I did some tests on these. Minimal tests. If Quick Action really does give a 5% chance per point of reducing fatigue by 1, then the chance of Blademaster reducing fatigue has to be really, really low. With 10 points in each, I recovered an average of just about 1.5 points of fatigue per turn. I did see one turn when I recovered 3 points, so that must be Blademaster kicking in. I'm going to guess Blademaster gives you 1% per point, or something awful like that. Quote: Dual wielding -- preq. quick action -- -2% damage penalty for two weapons to counter 19% to hit penalty This is really confusing. What are the normal penalties for dual wielding and what impact does the skill have on them? Quote: Sniper -- preq. sharpshooter or gymnastics -- +5% chance for bonus missile shot -- +3% chance of inflicting harmful effect Is the bonus shot per attack or per turn? If it's per turn, does that mean you only get the chance on the first attack? Say I make two bow attacks and the first attack, the bonus shot does not activate. Does it get another chance for the second shot then? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Slawbug Posted December 13, 2011 Share Posted December 13, 2011 Also, which abilities have trainers and where are the trainers? Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Kennedy Posted December 13, 2011 Share Posted December 13, 2011 So is the game like Avadon where you get 1 point to place in the stat of your choice and 1 point that gets allocated by the computer? Also how many skill points do you get when you level up? And does it cost more skill points to increase a skill from zero than to raise it past 1? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 13, 2011 Author Share Posted December 13, 2011 Originally Posted By: HOUSE of S Quote: Dual wielding -- preq. quick action -- -2% damage penalty for two weapons to counter 19% to hit penalty This is really confusing. What are the normal penalties for dual wielding and what impact does the skill have on them? In the few cases where I could see the difference between a single sword and dual wielding the to hit chances were 15% and 19% penalty. Damage penalty seem to be gone about level 5 of dual wielding ability. Quote: Quote: Sniper -- preq. sharpshooter or gymnastics -- +5% chance for bonus missile shot -- +3% chance of inflicting harmful effect Is the bonus shot per attack or per turn? If it's per turn, does that mean you only get the chance on the first attack? Say I make two bow attacks and the first attack, the bonus shot does not activate. Does it get another chance for the second shot then? I've only seen the bonus shot on the first shot, but then I only ran one character with sniper. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Soul of Wit Posted December 14, 2011 Share Posted December 14, 2011 Does using a trainer bypass any prerequisites? For example, can I train in (and immediately use) Quick Action when I haven't got any of the skills below it? Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Rowen Posted December 14, 2011 Share Posted December 14, 2011 Yes, but you will not be able to up the skill outside of trainer until you raise the skills below it. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Khoth Posted December 14, 2011 Share Posted December 14, 2011 Originally Posted By: Kennedy So is the game like Avadon where you get 1 point to place in the stat of your choice and 1 point that gets allocated by the computer? Also how many skill points do you get when you level up? And does it cost more skill points to increase a skill from zero than to raise it past 1? Yes, the computer allocates a stat and you choose a stat. You get two skill points per level, and every skill increase costs one skill point. Unlike Avadon, you can increase a higher-tier skill based on the highest of the prerequisite skills, rather than the lowest. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted December 20, 2011 Share Posted December 20, 2011 I don't see a separate thread for Battle Disciplines, so I'll put this here as an FYI: Blade Sweep keys off Dexterity, not Strength as one might expect. Like in Avadon. While this is bad news for warriors, it's obviously pretty cool for archers, who otherwise get fairly short shrift in Battle Disciplines. Edit: It gets better (or worse!). The weapon used to determine damage is the bow, not the sword. That has to be a bug. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Triumph Posted December 20, 2011 Share Posted December 20, 2011 So that's why I almost always miss with Blade Sweep...it needs DEX! Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Slawbug Posted December 20, 2011 Share Posted December 20, 2011 I think Blade Sweep keyed off of missile weapons in Avadon too. This may be semi-hardcoded (as in Avadon) and not changeable. That is something for archers, at least! Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 20, 2011 Author Share Posted December 20, 2011 i wondered about the damage ranges for Battle Disciplines since they didn't match up with some weapons. Quote Link to comment Share on other sites More sharing options...
Curious Artila Decho Posted December 20, 2011 Share Posted December 20, 2011 Thxguy very helpful Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted January 18, 2012 Share Posted January 18, 2012 Update for version 1.0.1 While Blade Sweep still keys off Dex, damage calculation is now based on the main melee weapon instead of the missile. This makes it better all around. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Juan Carlo Posted April 13, 2012 Share Posted April 13, 2012 So anyone know the early, mid, and late game baseline requirements for Luck, Cave Lore, Arcane Lore, and Tools are? I don't want to waste points in those, but I also don't want to miss out on anything at any point in the game if they are too low. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Kinsume Posted April 13, 2012 Share Posted April 13, 2012 Early game (Demo Area) is up to about level 8. You only need 7 Tool Use, 9 Arcane Lore and 4 Cave Lore (CL can be skipped until later in the game as well and you can go back to get them.) Not entirely sure on mid-late game but I know in the end you only need 14 Tool Use, 12 Arcane Lore and 10 Cave Lore. As for luck, its entirely up to you if you want to invest points in it. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted April 13, 2012 Author Share Posted April 13, 2012 Maximum skill levels needed to play the game: Arcane Lore - 8 for spell books that don't also use sage lore, 12 maximum Cave Lore - 12 Tool Use - 14 Items that give abilities: Tinker's Gloves - +1 Tool Use - Alexi's Message quest reward Tinker's Bauble - +1 Tool Use - Shaynee's Bazaar First Expedition Ring - +2 Cave Lore but you need Cave Lore 11 to get it Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted April 13, 2012 Share Posted April 13, 2012 There are a couple of free points of Cave Lore that you can get as quest rewards as well, in addition to the trainers. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd dodo Posted April 17, 2012 Share Posted April 17, 2012 Quote: Sharpshooter -- +4% damage -- +15 to hit chance Is the +15 to hit correct? The tooltip says 1%. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted April 17, 2012 Author Share Posted April 17, 2012 My finger slipped off the shift key. Fixed. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd AlphaDuck Posted April 26, 2012 Share Posted April 26, 2012 you forgot about the strength allowing more weight without being encumbered. Quote Link to comment Share on other sites More sharing options...
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