Increased weapon affinity to the Fire element. Increased weapon affinity to the Air element. They are similar to White Magic in function.Įnchanter spells focus upon boosting weapon and armor affinity against certain elements, similarly to Red Mages or Mystic Knights. Shaman spells focus on restoring HP and healing negative statuses. I still always swear my head off and use a map when I'm in the Snowfly Forest.List of magic spells Shaman spells I'm a huge fan of how the mod requires you to try different - Do you have certain weapons dedicated to certain affinities? I find that extremely helpful, too. and certain bosses with frequent parries and healing abilities require other strategies. The entire mod isn't a matter of life-or-death timing. Once more gear becomes available, Ashley's options for strategies multiply, which I thought unfolded smoothly into the game progression. Or like OMG THIS MOD PUT ME ON THE EDGE OF MY SEAT! those are the moments I'm feeling alive and/or like a riskbreaker. The low HP & high risk means certain death if your timing is off. It's even easier to rack up damage if you chain well. The unsurvivable boss hits forced me to get *really* good at timing those defense skills that recover a fraction of HP that small fraction of HP recovered guaranteed Ashley will hit hard with Raging Ache. I like that notion.įor the early first playthrough, I ran with a Raging Ache setup. Right now, if you want any increase to your weapons' classes or affinities you must get it from actual enemies out in the field. TBH I don't know how I feel about "ultimate weapons" anymore, and whether I should facilitate their creation or not. Like you said, their absence adds another level of challenge. I'd place it inside of Godhands, but I'm still undecided if I should do it. I was thinking of restoring one dummy in particular, the affinities one. The increased drop rate is also an incentive to try and figure out how to take the long way, like the game rewards you for experimenting instead of punishing you. I mean, the alternative is to just scrap my old polearm and make a new one with drops from the blood lizards, losing all my affinities, BUT, who plays a Vagrant Story mod and makes Hoplite Leather just to cheap out on the Brandestoc? The lack of training dummy forces me to cheap out or go hard, so there's lots of existing built-in challenge, even with some help from the Blood Lizards. Other (D) Polearms, and other necessary components, like (D) Katana and (D) Langdebeve are so incredibly complicated to craft, that I'm still on my third playthrough and nowhere near actualizing a (D) Brandestoc WITH the affinities I've built up through my playthroughs. (D) Brandestoc is another one of the game's worst challenges. If there are no training dummies, and I want a (D) Brandestoc with my affinities, the only choice is to downgrade my (H) Brandestoc, and take the insanely long route of converting that into a (D) Pole Axe. I had gotten two (D) Voulges from boxes - not even from an organic drop - until that point. Here's the snag, it's not as broken as it seems - by that point in the game, I had almost 90 dragon affinity on a (H) Brandestoc. I won three (D) Pole Axes from them and want a (D) Brandestoc. You'd probably get stuck in an empty room, or some other weird situation. Don't use them, as the TTs are currently out of service. Those are for opening the Time Trials in the Keep. You'll notice that they drop sigils, now. That'll set the flag that makes them stop respawning. Apply the patch to a clean clarify, after applying the patch you'll probably have to fight those big enemies one more time, in their respective locked rooms. I'll put up a fix asap.Įdit2: that should do it. The bosses are respawning every time you enter those rooms. What a mess. The one outside of Godhands is intentional, so no worries there.Įdit: found the problem. And also any other triple encounters you find in IMB2. So yeah, if you can take notes of what you find in each of those 4 rooms, I'd appreciate it. If you're getting different mobs, then something's up. Here's a run-down of what you should find in each of those rooms, after you clear IMB2/B3 for the 1st time: From what you're telling me, I don't think they are. Just a quick reply to this, as I'm very keen on getting those locked rooms working correctly. Did you intend for the two liches to replace the single enemy? All the rooms with three enemies spawn two extra liches. If you want me to take notes on which rooms specifically, I'll be heading through the dungeon again today/tomorrow/Monday sometime, so I can do that. One of the locked boss rooms now spawns a single last crusader (NICE touch) and no liches. When you first enter IMB2 and go straight for about ten screens, in each big locked room in which there was previously a boss, now spawns a big enemy plus two liches, after clearing Iron Maiden for the first time.
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