Not sure how I missed exploring almost half the world map considering I've played a few characters already past lvl 10 O.o But now I'm more 'wordly' Thanks for the heads-up!
Another question for this thread: What is the chance of Slow from a Slime-covered weapon? From what I can tell from the code, it seems it afflicts with a 30% slow for 3 turns but I don't see a probability calc for it. It must be between 50-100% as almost everything I hit seems to be affected, but then again I'm often using flurry and sweep etc, so there are multiple hits involved
Just got an even better offhand dagger (Slime-covered of Crippling or something like that) which not only increases slimage from +6 to +18, but adds its +4% crit chance to my main dagger as well I did pick up a unique dagger "Unerring Scalpel", but sadly its only attributes (+40 accuracy and I think +6 or 7 AP) would only be worth it if they also augmented my primary. And definitely not worth losing that slowage
Not sure if this qualifies as a dumb question or not, but is there any point in levelling up the "Imbue Item" talent? It doesn't give any indication that there's a difference between 1/5 and 4/5, though I guess next level I'll put it to 5/5 and see if I win a prize lol (just keeping the points free)
I have another question that probably belongs here: if you gain a skill like Spit Poison or Mind Sear from an escort, is there any way to regain(reduce) the equilibrium bar, without a helm of absorption?
EDIT: As an archer that didn't start out with any equilibrium talents, I mean.
EDIT2: Ah. I notice now that I will have Highborn's Bloom at lvl 24, if I ever get there... still hoping I don't have to wait that long though :p
Heh. Bloom, resource leech, absorption hat. There's a talent in harmony (healing nexus) that can restore EQ, but it is finicky. If you're willing to go with antimagic, it has resolve, which restores some EQ when elemental damage hits you. A elm staff or lesser elemental damage ego (flaming, acidic, etc) weapon and the plain attack talent allows you to abuse that for easy EQ restoration.
EQ also goes back down very slowly on its own, I think. The rest command won't let you kick back until it's down, though.
zob wrote:So, anyone have tips for the first archmage zone? It seems kind of impossible.
Your phase door spell has an extremely low cooldown and mana cost, as well as targeting capabilities while in this zone. The point is to dodge your attackers as much as possible. Easier said than done, though; I've lost more than a few lives there before.
Sorry about all the parentheses (sometimes I like to clarify things).
Easiest if you have two quick cycling spells (like lighting bolt and flame) and of course, phase door. You will also need a manasurge rune. Regeneration infusion (or some hp regen) too, most likely.
Rule 1) Defense. Run the hell away, all the time. Always have a plan. Avoid the middle of the map, as more mobs will start targeting you there. Stick to the edges if possible. If you are in no immediate danger (mobs are a few spaces from you, you have an escape route), apply Rule 2.
Rule 2) Dont run out of mana. Manasurge or die. If you run out of mana, you die. Period. If you are in no immediate danger (mobs are a few spaces from you, you have an escape route, and you have lots of mana), apply Rule 3.
Rule 3) How are your hp? Low? Regen time. If you dont have any hp regen, youre going to have to be very good at rule 1 and 2. If you are in no immediate danger (mobs are a few spaces from you, you have an escape route, and you have lots of mana, and your hp are OK), apply Rule 4.
Rule 4) Zaaaaaaaaaaaaaaaaap.
And still sometimes you die. It can all be done with a single attack spell but this is a generally unnecessary pain. Other more nuanced tips:
1) It seems that small islands "blink" more often than big ones? I might be making this up, but getting a lucky island-blink can be a very nice thing. It can also kill you if it lands you in a worse place than you started.
2) Sometimes you can time your "level up"s well, to get full on HP or mana. Beware, though, if you immediately raise your attack spell levels, they will all move to cool down.
There is one large island that never blinks, I think, and the island-teleport algorithm probably gives up when it can't find space after a few tries, so it makes sense that the big ones would be less teleport-prone.
Sorry about all the parentheses (sometimes I like to clarify things).
Put a point into heal, remember that Flame does damage over time so you don't waste two spells on something that is already dead; and do not forget your manasurge and shield runes.
Thanks! In the time it took for my post to be approved, I finally got through. Luck seems to play a large part, particularly with initial positioning in the level.
Okay, I have a pretty dumb question: my game is having some problems and I posted about it in the bugs forum; Darkgod asked for my save, presumably so he could tinker with it or at least determine the problem but... I don't know how to get it to him.
I know where my saves are located (I'm on a Mac if that becomes relevant) and I can see all the folders. I've seen other people upload their saves to sites like mediafire and post them here. My problem is that I don't know which files to upload. Or if I'm supposed to upload the whole folder, how.
I'm not very good at or experienced with computering, so uh, if you could hold my stupid hand and not assume I know much that'd probably be helpful.