Ineffable Wingbolt mikeprichard Posted February 27, 2021 Share Posted February 27, 2021 What exactly does it do? I expected a +1 Mechanics boost while it was in my pack or something, but that's not it - maybe it reduces the number of living tools needed for locks by 1, or something similar? I'm just guessing here; if there's anyone who knows what's really up with this thing, I'd appreciate an explanation! Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan BenS Posted February 27, 2021 Share Posted February 27, 2021 I'm curious too. My pack is always pretty much full, so I want to make sure I'm keeping only the best items in it. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted February 27, 2021 Share Posted February 27, 2021 It may be bugged since I could find no difference in Mechanics needed to open items and use power spirals. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt mikeprichard Posted February 27, 2021 Author Share Posted February 27, 2021 (edited) Will wait for at least one other confirmation before reporting to Jeff - thanks. In the meantime, Randomizer, can you explain exactly what it was supposed to do? Doesn't seem to be any info on this in Strategy Central yet. Edited February 27, 2021 by mikeprichard Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted February 27, 2021 Share Posted February 27, 2021 I haven't found out what it does and tried a few different things. It doesn't replace the Control Rod or Entry Key. Quote Link to comment Share on other sites More sharing options...
Curious Artila Felix_Felicis Posted February 27, 2021 Share Posted February 27, 2021 I haven't been able to observe any effect. I thought it might help with power spirals (but not locks), but haven't been able to establish this anywhere. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt mikeprichard Posted February 27, 2021 Author Share Posted February 27, 2021 I just emailed Jeff to ask for a spoiler on what this is supposed to do (chance there's a bug here) - will post back here if he responds. Quote Link to comment Share on other sites More sharing options...
Curious Artila Felix_Felicis Posted February 28, 2021 Share Posted February 28, 2021 (edited) I'm starting to think it might reduce the number of living tools needed to open a lock down to 1 for locks that would otherwise be more complicated. I'm noticing some locks that give really good XP (22 or 26 per lock) take the same amount of living tools (1) when I would expect them to need more tools. I don't have the tinker's gloves so I'm going to test a couple locks after adding mechanics points or getting the gloves to see if that theory holds up. Edit: I just raised mechanics 1 at a time for a lock in Holding 2 that required just 1 living tool to open. I had to raise mechanics all the way to 17 to unlock the cabinet. However after dropping Dante's Guile.. the requirement to open the cabinet was still just 1 living tool, so I'm not sure how the requirement is calculated. Edited February 28, 2021 by Felix_Felicis Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted February 28, 2021 Share Posted February 28, 2021 I used the retrain cheat code to reset points so I could increase mechanics to open doors and found there was still a huge requirement for some doors that only required one more living tool.. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt mikeprichard Posted February 28, 2021 Author Share Posted February 28, 2021 Yes, I'd noticed that in your atlas - I saw entries for crazy high Mechanics values in the 20s and 30s which you apparently tested, but there seems to be a wide spread of skill values just to reduce the number of living tools needed by one (maybe 5 skill points per 1 living tool, at least for harder locks - not sure how it works exactly either). Just hoping Jeff comes back with more details on the Dante's Guile charm at least - he always answers emails within a few days, but he's sometimes cagey about spoiling under-the-hood game mechanics. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt mikeprichard Posted April 12 Author Share Posted April 12 I was going to post a new topic about this for GF2 Infestation, but then found this... I don't think I ever got an answer from Jeff, and this item reappears in GF2 Infestation. Has anyone been able to confirm what this does? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted April 12 Share Posted April 12 In both games, when it is in your pack, Dante's Guile reduces the mechanics requirement of certain interactable items by 1. In G2I, this is limited to generic power spirals and spore boxes, and only if their base difficulty is 6 or higher. I think the list was the same in Mutagen but don't have it in front of me. It literally reduces the requirement, rather than increasing your effective skill, which is one of the reasons a number of the mechanics requirements listed in the atlases are off by 1. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt mikeprichard Posted April 12 Author Share Posted April 12 (edited) Ah - thanks a lot for the info. Edited April 12 by mikeprichard Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.