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Unawares's Achievements

Articulate Vlish

Articulate Vlish (4/17)

  1. Very minor point, I noticed my human characters ended up with a total of 23 traits (that were trained), not 24. I undervalued swordmage a bit in my character planning, one or two points for my back row casters was needed to make use of the best equipment options (and I may decide one of them should even have 3). In the front I have an Armored Mage (swordmage 4) and a Tank Priest (no swordmage required). Recovery could be useful for a tank. My Tank Priest is able to maintain Blade Shield full time, thanks to a total of 50% increase in fatigue recovery time. All items, no points in Blademaster, this is just enough to make it work (reduces fatigue time from 6 to 4). Getting 10% from the trait would allow a bit more equipment choice.
  2. Share which battles you found most "interesting"! However you want to interpret that... Consider the constructs in the third guard post. You don't have to fight them, and you don't get anything if you do, but I found it to be one of the most challenging and satisfying battles in the game. The difficulty of constructs increases with each trigger... and you can't go heal and come back, it resets back at the goblins! Kudos if you make it all the way through!
  3. Just curious, any chance there are follow-up "shady" quests to be found if you complete the tools quest in Dharmon? I skipped that one...
  4. The max would be 29 or 33 depending on possible Haste process when I hit the adren rush. I'd guess the Haste DID process, because starting at 15 is pretty easy and with a haste that should take you to 30 AP after the adren rush is triggered... and if that triggered the problem it would be showing up a LOT more. (Activating adren rush still takes action points. Then you get the +20 AP, or if your action took you to negative AP it just sets you to 20 AP.) I suspect it breaks somewhere around AP 31 to 33.
  5. Armored Mage, Tank Priest, Priest and Mage. The Mage uses mercuric armor + gym, with frenzy he sometimes gets a lot of AP. In this case four 10% gym checks must have succeeded.
  6. Has anyone taken out the two doomguards in the second guardpost? I'm wondering if they drop anything interesting. I skipped past them and found they weren't there when I returned, did I miss something?
  7. I've discovered you can break the Action Point system. If you start with 18 AP and trigger adren rush you lose all AP and the character's turn ends. It seems mere mortals have limits. Starting with 16 AP works fine, haven't got around to trying 17 AP yet. Of course this isn't a problem in practice. Better to whittle those AP down a bit before triggering the adren rush anyway.
  8. The sign in the SW corner gives a useful hint too.
  9. I went back to the nasty spider cave, after I'd returned one crystal soul already. The web barricades on the way there had reformed, and in the center of the lair I found a new creature I couldn't attack - a cave crawler with name in blue. Nothing happens when you try to talk to it (might be some "doesn't reply" generic response). Odd.
  10. Actually I think I got some description of the painting when I didn't know to look for the button.
  11. Collecting every scrap of food I can, and carrying it all with me. Always. Ok, except by the hungry statues. And even with all that choice, Tabby still didn't want any of my food. 8( Of course, going down rapids dwindles my collection a bit. As long as it's just the mushrooms I guess it's ok...
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