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Mechalibur

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Everything posted by Mechalibur

  1. If you don't care about endings, then Ro rep is really the only one that matters. And you can easily get quite a bit of it if you're not worried about your Queen rep.
  2. The High Lithians never challenge you. Their Raasa is convinced that a war with Haven is a bad idea, regardless of how awful you've been to the Ro. I re-read through the scripts for Low Dhaga, and it looks like I made a mistake. Saying you want to change their views on women gives a large disadvantage in how much Ro reputation you need, but it should still be possible to avoid their challenge. I'll edit my post with the details.
  3. Yeah, then you examine the room. I think one of the pots has a switch.
  4. I think this is the dungeon where you have to keep advancing until you find the boss. Beating one of the zombies should disable then temporarily, letting you move further in.
  5. I think you have to fight Rigel for that. Telling him you don't approve of the Geld Nas leads to an option where you can attack him.
  6. A shadow enemy should spawn in the hallway you entered from at that point.
  7. If you're still having trouble you might want to email your save to Spiderweb directly. Sounds like something weird is going on.
  8. What part of the story are you on? Have you cleared out the raiders in the lighthouse yet? Usually you see her right after finishing the lighthouse but before ever visiting Laskara.
  9. No, just die. You'll get sent back to your fort.
  10. Just tested it on my end. You get 2 stone if you ask the Geld Nas to spare him.
  11. Looks like this was cut off? I think he gives more stone if you ask Bryan to cancel the contract without him having to stop his expansion efforts.
  12. I put this in another topic, but it's probably worth having in here as well. Here's the reputation you need to avoid the fights in Prova Krug: Kranas You must cleanse all groves without damaging them You must appoint Abelin as governor Ro reputation must be at least 130 +10 per difficulty (I believe difficulty is 0 for casual and 3 for torment, meaning you need between 130-160 based on what difficulty you're playing) Low Dhaga Ro reputation must be at least 150 + 10 per difficulty If Lawita is the governer, the difficulty is reduced by 15 If you told Lawita their views on women are harmful and you will try to change them, the difficulty increases by 40 You really need to maximize your Ro reputation in order for the Low Dhaga delegation to not fight you if you stayed with Aato, but from the numbers here, it should be possible, even on torment.
  13. I think that's fine, actually. Otherwise it's just a worse mindsteal. Most bosses have some form of AoE anyway.
  14. Wait... enemies will still attack targets affected by Bonds of the Fae? That's amazing! The Icey Spheres don't seem to be available, just Flaming Spheres.
  15. Yes, money is a lot tighter in this game. I kind of like it though, it actually makes rejecting bribes harder and has me considering where to spend my money more. QW1 and Mutagen by comparison I was swimming in cash.
  16. It's pretty easy if you make an effort to get it. On my current veteran playthrough I'm on day 38 with about 75% of the map done.
  17. Most of my analysis is based on slarty's post here for the previous game: https://spiderwebforums.ipbhost.com/topic/25033-damage-formulas/ This post is updated to include the damage dice of new abilities. Basic Attacks Damage = Weapon Level + Weapon Base Damage + Bonus Damage + Die Roll Number of Dice: 1 +1 per odd character level. Dice Size: Dependent on weapon Weapon Level: Each weapon has its own weapon level. You can see what this is by placing it in a box - the item icon in the container will show the weapon level under the image. Weapon Base Damage: This is 0 or 1 for most weapons, but some have an unusual value, like 10 for the Dhagan Defender. Can't be viewed in-game. Bonus Damage: Your total bonus physical damage for physical weapons or magical damage for magical weapons. Also includes bonus damage from the Haven's Command passive cultural ability. Damage Dice by Weapon (Bold is new or changed in QW2) d2 - Dagger, Bow, Wand, Fool's Shot, Ice Bow d3 - Sword, Axe, Arcane Sword, Staff, Scourge, Dhagan Defender d4 - Cutlass of Radiance d5 - Spear, Halberd, Arcane Spear, Pirate Sword (d4 for cleave damage) Skill Damage Skill damage gets a bit more complicated as the type of skill you use depends on what affects the damage. We'll ignore abilities like Brutal Blow since they just modify basic attacks and use the basic attack formula. General Damage Formula: Weapon Level + Skill Base Damage + Bonus Damage + Die Roll. Weapon Level: For "spell" type abilities, you add the weapon level of your equipped weapon only if it is a weapon that deals arcane damage. For example, shock will add weapon level to damage if you have an arcane sword equipped, but not if you have a dagger equipped. Some other skills like Whirlwind add the weapon level of your ranged weapon. No abilities seem to use your melee weapon level. Skill Base Damage: Each skill has its own base damage. Weapon base damage is not used here. Bonus Damage/Dice Roll: Same as basic attacks Spell Damage Damage for all these abilities are modified by your weapon level if you have a magic weapon equipped. Shock: 5 + d5 Icy Wave: 8 + d3 Poison Rain: 2 + d2 Shockwave: 1 + d2 Fireball: 10 + d4 Ensnaring Vines: 9 + d3 Mad Flurry: 5 + d2 Ensnaring Vines and Mad Flurry are a bit weird because they do physical damage, yet still benefit from having a magic weapon equipped. Ranged Skill Damage Damage for all these abilities are modified by your ranged weapon's weapon level Whirlwind: 5 + d3 Stonespires: 0 + d3 Bull Rush: 0 + d4 Healing Skills Healing Formula: Base Skill Healing + Die Roll Base healing from skills is very simple as you can see. They are modified by your healing bonus, however, so they'll often heal more than their low numbers might suggest. Healing: 5 + d3 Healing Wave: 5 + d3 Restoring Rain: 5 + d2 Haven's Mercy: 18 + d5 (wow) Spectral Armor: 5 + d3 (note: this is affected by Blessing Duration instead of Healing Bonus) I think that covers everything. Please let me know if I missed anything
  18. Although that really only matters if you're going for the achievement to finish within 100 days. Otherwise, it doesn't really matter how much time passes.
  19. Most towns have a bed somewhere you can rest, but the primary way to heal hp is to stop by a fort. Forts will heal your party to full hp and energy when you enter them.
  20. Oh sure, that's definitely a valid opinion. The Dhagans especially cause a lot of problems.
  21. You also get +2R after beating this encounter if you decide to help them.
  22. Doesn't look like it, based on what Jeff has said in the steam forums. He remapped it due to a large number of people requesting WASD movement, but didn't make it toggle-able unfortunately. He said it's too late for him to change it at this point, but he'll keep it in mind for future titles.
  23. Interesting that you didn't have enough stone. That was the one resources I had in abundance, although I think that's because I hardly made any mills. Quicksilver was the biggest limiting factor for me, although apparently you get some more of it if you burn groves down. I liked how the Ro were characterized. It felt like there were a lot more differences and variations between them than many of the vassal states in QW1. It also helped that Ro characters both had a communal identify (The Ro as a whole, including their Deep Truth) and a regional one (Gentle Coast/Low Dhaga/Kranas/Lithia). The Ahriel, Ukat, and Vol kind of felt like they were all in their own independent worlds.
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