
I'd call that a successful build
A while back I had a spear build that crashed and burned, after which I went back to my dodge jorgrim, and after completing all three dungeon types at tier 5, I'd call that a success.

A while back I had a spear build that crashed and burned, after which I went back to my dodge jorgrim, and after completing all three dungeon types at tier 5, I'd call that a success.
I tried running my spear build against brigands at tier 5 earlier today, and it went so poorly that I lost my faith in knowing how to make a build.
The build wasn't perfect as the stat allocation was mediocre from switching from halberd to a different type of spear, so I had 20 agility even though I didn't need to, and had heavy armor.
I've gotten characters to 30 before, and I have cleared the distant tier 5 brigand dungeon before, but I'm struggling to identify how to make a build that can clear it.
So generally, what are the keys to a viable build, either in heavy or medium armor?
I haven't used dash or smokebombs against the troll in ages now. If I get hit by the rock toss I get hit, but all you need is a bandage and splint, as well as high morale, and you'll be able to kill the troll as long as you know how to do the dance.
Although to be honest I did get a little spooked by how much damage the rock did since I usually do melee and have medium armor.
Pretty much what the title says. If I'm hunting for a specific unique item and get a different one, does it get put back into the spawn pool if I get rid of it?
This has been a slight annoyance of mine ever since the crowbars got changed. The new mechanic itself is great, but I feel like the numbers for them could use a little bit of a tweak. I was in a tier 1 crypt, no str since I'm going to make a dodge-focused build. First stone door, 41 durability lost; second door, 2 durability lost.
imo it's only a problem for the crypt doors, since if I lose 41 durability on a chest, that's my fault for not bringing lockpicks on an agility build, but with the crypt doors, my only option is to hope for the rng to go easy on me.
in case you don't get the joke, it's about Jorgrim's trophies and how you get only one chance to get the heretics finger since it's dropped by only the tier 1 Proselytes caster. And after you do the contract for it, it'll turn into a tier 2 contract, meaning that the finger is gone forever and you'll get your third additional ap only at tier 4 since the vampire's fangs trophy is shared between tiers 1 and 3.
But these two bastards. I hate them with a passion. Stop loitering in the archway you damn bastards; I have places to be unlike you damn layabouts.
Guess who just had the miniboss respawn from picking up the forbidden grimoire?
I can't recall any other mentions of orcs in the game except the description of the berserker ring. Is it just a leftover, or do orcs exist within the setting?
The way some enemies apply their debuff chances makes no sense when they use some skills. Like, I just got stunned by a torch strike, and a while back I got bleed from battering ram. I can only assume that it takes the chances of the debuff that the enemy has and applies them to all attacks, and I don't know if that's how it works for us players as well, but if you ask me, it's a little bit dumb that battering ram can cause bleed.
Finally finished all of the achievements. Aside from 'Trapmaker's Art' and 'Ups and Downs', was a great time.
I fucking hate bats.
they're so fucking annoying
and then you get randomly hit with two bleeds
fuck bats
they are so fucking annoying
Ding dong, motherfucker.
it's always miserable to get one of the 3 osbrook dungeons spawning on the other side of the river. It's so far away from osbrook, and on top of that, you get higher-tier enemies on that side of the river. just got attacked by 2 tier 2 brigands on the way there. I'm in Osbrook, so I still have tier 1 gear except for the weapon. Almost makes me want to reroll the map by starting a new save every time I get the third dungeon on the other side of the river.
Does anyone know at what point repair kits start to lose effectiveness? They restore up to fifteen, but the more damaged the piece the less they restore, down to only 2 points if it's too damaged. Does it work off of a percentage of the max durability? If so, at what percentage does it start to lose effectiveness, and at what point does it go down to only 2 points?
I usually run heavy or medium armor, but I've been thinking about giving light armor sword and board build a shot, but I feel like any axe enemies are going to destroy me since axes are a counter to shields.
bit of a vent post, but I can't stand ghouls; the Necrophage ability is so annoying to deal with in dungeons and extremely punishing if you so much as slip up once. I'm playing as a mage (to get the last magic achievement I've yet to finish), and I have to run aaaaaaall the way to the start of the dungeon so that the ghoul doesn't snowball out of control while I'm kiting it. Also while I am here, fuck ghasts as well, them being immune to their own backfire damage is some bs.
So with the release of the blood omens, we had a rework to bonus range going from +1 to +5%, which in turn made it so that you need to invest more into perception to get extra range for your spells. 15 precision won't get you anything anymore, but enemy spellcasters still benefit from increased range. I don't know if it was an oversight or a conscious decision, but it feels rather unfair that enemy spellcasters get to enjoy longer range than you do if you don't want to put a third of your stat points into precision.
Got tired of mach 9 scavengers and dropped on Terrek because moon biomes are one of my favorites, only for a nice surprise of the goddamn spore strain being there as well. Shows up on the companion app, but not on the galactic map for some reason.