Hey,
I don't know if this has been addressed before, or if it's even a bug, but when I complete a dungeon escort quest and choose a talent category it doesn't learn it. E.g. I complete an alchemist quest and pick Stone Alchemy (at 0.7 Mastery) it gives me the talent category but it's greyed out, not open at 0.7 skill. This goes for stuff like the sandworm queen's heart as well. Is this working as intended?
Escort quest talent category trees
Moderator: Moderator
Re: Escort quest talent category trees
Yep, this is intended - you have to spend a category point to properly unlock the tree. Otherwise it would be quite unbalanced.
Re: Escort quest talent category trees
Got it, thanks for clarifying!
Re: Escort quest talent category trees
Is this commonly used by any character?Grey wrote:Yep, this is intended - you have to spend a category point to properly unlock the tree. Otherwise it would be quite unbalanced.
I never take theese trees due to the VERY expensive cost, but I suppose some characters could really benefit from a new tree.
Do any of you out there have any suggestions here?
Or is it a waste, as in noone uses theese rewards?
Tom
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- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: Escort quest talent category trees
Some classes don't have too much use for generic and/or category points and can comfortably afford to spend them on even a not-especially-amazing quest tree (Reavers, Archers, Wyrmics). Similarly, Undead are so restricted in their Inscription choices that spending a cat point on a tree instead of a slot isn't that big of a deal (though they like their racial tree), and Cornacs have both an extra cat point and no racial tree to put generics in.
The Anorithil's quest reward tree (Light, I think) is very much worth taking if you are playing a Magic-based class. Especially Archmages. It's essentially worth 3 infusions - you get a heal, a shield, and a wild-like effect, and incidentally a way to heal escorts if you can bottleneck them.
Stone Alchemy (one of the Alchemist reward trees) is a huge boon if you get to the late game, since the first talent gets you tons of extra money for the Lost Merchant's artifacts and the second talent gets you a benefit ranging from 30% stun/freeze resist to 10% resist all to 10% extra damage.
In the upcoming version, and in the current Great Ghoul Challenge mod, Warrior escorts give the Conditioning tree. One of the talents in it gives you a good chance to ignore a number of physical status effects; I have that tree unlocked on my Skeleton Archer, as a substitute for wilds.
If you go Antimagic, the Slime tree (a replacement quest reward for "saving" magic-users) has pretty much your only remaining teleport.
The Anorithil's quest reward tree (Light, I think) is very much worth taking if you are playing a Magic-based class. Especially Archmages. It's essentially worth 3 infusions - you get a heal, a shield, and a wild-like effect, and incidentally a way to heal escorts if you can bottleneck them.
Stone Alchemy (one of the Alchemist reward trees) is a huge boon if you get to the late game, since the first talent gets you tons of extra money for the Lost Merchant's artifacts and the second talent gets you a benefit ranging from 30% stun/freeze resist to 10% resist all to 10% extra damage.
In the upcoming version, and in the current Great Ghoul Challenge mod, Warrior escorts give the Conditioning tree. One of the talents in it gives you a good chance to ignore a number of physical status effects; I have that tree unlocked on my Skeleton Archer, as a substitute for wilds.
If you go Antimagic, the Slime tree (a replacement quest reward for "saving" magic-users) has pretty much your only remaining teleport.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.