Help with figuring them out would be appreciated. I have Rokaj and Haven reputation values, however, these are uncertain and I am not confident that they are correct. Includes time, which seems to be working so far. Includes gold, wood, quicksilver, iron, stone. B/c if you leave the dungeon and then return, those optional fights/loot are likely gone :-(ĮDIT: all 3 of the cultural passive skills are great.Includes Hit points, Energy Points, Skill points for the four main party member slots. And if you drop a character or 2, as long as you have 1 PC standing that can exit and zip back to a fort, all 4 PCs get healed (and equal experience). So keep a little left over for those fights, if you can. It's tempting to find the boss and go nova on it.but there are almost always 1-2 optional areas after that w/ sometimes very nice, unique loot. This is why you should always try to clear a dungeon completely in 1 run (keeping in mind a few dungeons require you to return/enter from a different spot). Yes, you'll find better runes & augments adventuring than you can get from an Alchemist in a Fort. Since I already had it for my healer, it now shows +1 for the level. Never mind! It is Battle Medic, a Support skill. I don't think it is a Cultural Ability, but gave it to my healer for his sword. Originally posted by misterbill5:Interesting.BTW, I found an augment called "Battle Cleric"-sounds good but not sure what it does.
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