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What class can survive against the creatures in the temporal rift? Not even my Summoner who had tons of Mental Save could avoid getting his rear end teleported all over the map. Although my main issue isn't the teleportation part, my main issue is that most of my characters take massive damage from spells. Is there a way to get good resists/reduce magic damage without running all over the world scumming for good equipment with proper resists?
How do I get to the Far East to unlock the Celestial classes, and how do I start/finish the spellblaze series of quests to unlock the Corruptor classes?
thanks in advance
a couple of questions about unlocks
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Re: a couple of questions about unlocks
Practically any fighter with strong health and big damage can survive it. I myself move slowly, using covers and killing all nearby elementals one by one, resting in-between. Run away and hide a lot.
To go to Far East you have to kill The Master in the tower.
To go to Far East you have to kill The Master in the tower.
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- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: a couple of questions about unlocks
The Temporal Rift, at least the first screen, is dangerous because movement there takes three times as long as normal and regular melee attacks can cause knockback. It's much easier with ranged characters like Alchemists. Move as little as as you can and let enemies come to you if possible. The damage in the Rift is almost all temporal, so just hanging on to any spare Anchoring equipment you come across normally is good enough. Also, the teleports are tested against Spell Save.
You will naturally get to the Far East if you follow the quests the game automatically gives you. (starters -> tier 2 -> Dreadfell -> chat with the dude in Last Hope -> Reknor).
The Spellblaze quest is activated by getting to the end of the Mark of the Spellblaze dungeon (near Dreadfell.) Get to the end, and if enough of your talents are spells (defined as anything that uses mana, positive, negative, vim, or paradox), the boss at the end will offer to attack Zigur with you.
You will naturally get to the Far East if you follow the quests the game automatically gives you. (starters -> tier 2 -> Dreadfell -> chat with the dude in Last Hope -> Reknor).
The Spellblaze quest is activated by getting to the end of the Mark of the Spellblaze dungeon (near Dreadfell.) Get to the end, and if enough of your talents are spells (defined as anything that uses mana, positive, negative, vim, or paradox), the boss at the end will offer to attack Zigur with you.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: a couple of questions about unlocks
thanks for the help, but I still don't know how to survive most spells thrown at me, especially with my Archmage who has pretty low saving throws. I couldn't get past the Maze with him, since the Minotaur would just stun me to death, leaving all my spells on cooldown. Is it really worth the generic points to invest in the teleport tree?
also, I don't know if this is a bug or something but a level 30 duedthain (or however you spell it) spawned in the 2nd floor of the Maze. It was ridiculous, considering the Minotaur of the labyrinth was only level 18.
also, I don't know if this is a bug or something but a level 30 duedthain (or however you spell it) spawned in the 2nd floor of the Maze. It was ridiculous, considering the Minotaur of the labyrinth was only level 18.
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- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: a couple of questions about unlocks
Conveyance is most definitely worth the generic points. Put a few points in Phase Door, and you can select the place you want to teleport to, as well as an enemy you want to teleport. Teleport does the same thing, though the gigantic range means it's a lot more usable than Phase Door would be if you leave it at 1 point. Both are invaluable as escapes from bad situations. Distortion Shield is pretty crazypants; it not only cuts incoming damage but hurts the targeted enemy. Probability Travel gives you amazing mobility if you can stick near walls; you only need one point (at least in this beta).falcoon69 wrote:thanks for the help, but I still don't know how to survive most spells thrown at me, especially with my Archmage who has pretty low saving throws. I couldn't get past the Maze with him, since the Minotaur would just stun me to death, leaving all my spells on cooldown. Is it really worth the generic points to invest in the teleport tree?
Stun and Confusion are extremely dangerous and fairly common status effects, and most bosses will have a high enough Power that it's going to be difficult to avoid them through saving throws. You'll need ways to deal with them. The Wintertide Phial can remove confusion, and Wild infusions can take out any status effect, but in the long run the most important thing to do is keep an eye out for Stun/Freeze and Confusion resists on gear you pick up.
No, that's not a bug, the game just randomly decided to spawn a duath-whatsit, which have a minimum level of 30. It can happen anywhere outside the tier 1 zones.also, I don't know if this is a bug or something but a level 30 duedthain (or however you spell it) spawned in the 2nd floor of the Maze. It was ridiculous, considering the Minotaur of the labyrinth was only level 18.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.