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35 réponses à ce sujet

#26
gottaloveme

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They've stopped making patches long ago, and the Lothering trap exploit is pretty well known anyway.

 

No it isn't. Who, how, when, where? :D



#27
Guest_Grandpa kid_*

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I don't know that one.... mine is in Ostagar.

How does that one work?

 

That xp exploit is also in the PC version too, The on in the K. Wilds, before the battle of Ostagar, when your getting the blood for the Warden ritual, and no i dont think they will patch it at this point bc it been 5 yrs since the game been out, this exploit at least the PC version all over the internet if the Devs. are half as smart as i believe they are, trust me they know about it already. 



#28
caradoc2000

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No it isn't. Who, how, when, where? :D

http://forum.bioware.../#entry17110946



#29
gottaloveme

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thanks :P



#30
keeneaow

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there is a couple of other exploits when importing to awakening:

 

First, the warden keep equipment and some promotional items such as wicked oath ring will add to the avatar,

so by dresing up in for example warden commander armor, warden tower shield, wicked oath, the edge dagger,

a belt with some added critical hits, -these stats & regeneration are added to the warden, while removing the items,

so you add regenerations, critical, fatigue, armor, etc.

For warden commander armor i prefer using low tier material to minimize fatigue penalty,

or use avernus robe for cheaper blood magic.

 

Secondly Shales aura & the telekinetic/ penetration spell also is importable,

if the avatar is under influence of those spells during the save that will be used for import,

see 'testing' topic on this forum



#31
The_Prophet_of_Donk

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there is a couple of other exploits when importing to awakening:

 

First, the warden keep equipment and some promotional items such as wicked oath ring will add to the avatar,

so by dresing up in for example warden commander armor, warden tower shield, wicked oath, the edge dagger,

a belt with some added critical hits, -these stats & regeneration are added to the warden, while removing the items,

so you add regenerations, critical, fatigue, armor, etc.

For warden commander armor i prefer using low tier material to minimize fatigue penalty,

or use avernus robe for cheaper blood magic.

 

Secondly Shales aura & the telekinetic/ penetration spell also is importable,

if the avatar is under influence of those spells during the save that will be used for import,

see 'testing' topic on this forum

I didn't know that! That's pretty cool actually! Does that happen on consoles?



#32
keeneaow

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you will have to verify that yourself as i only have PC,

you find out the telekinetic weapons by looking at your armor penetration, which probably is around 12,

then max out wynnes magic and cast her telekinetic weapons while you are in the zone,

and make the save meant for awakening at this point.

-I ended up in awakening with over 30 penetration without using telekinetic weapons



#33
The_Prophet_of_Donk

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Now what happens if you reset your stats/skills/talents? Do you lose the buffs or does that stay on?



#34
keeneaow

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i have not tested that,

one reason for not testing is that i used to exploit the fade essences by pausing when i was just a tad too far away to get the essence,

and start pressing frenetically on the essence before the game resumed from pausing,

i think my record is some 50 stats out of a single essence



#35
The_Prophet_of_Donk

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Very nice! lol

I don't mind doing these kind of things now as the game(s) have been out for years, I feel that these don't "hurt" my gameplay as I've essentially done everything in the game... almost



#36
Magdalena11

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Not that money is an issue in Witch Hunt, but there is an exploit for extra bonus items.  If you import a warden from Awakenings to Witch Hunt with the Sorrows of Arlathan and Cinch of Skillful Maneuvering in your possession, you'll still find them as loot and can equip them.  The stats are a little different, but not considerably.  It's not much of an exploit, but free gear isn't bad, right?

 

Also, since plot states don't impact imports from Awakenings, you can create a special import save with all the gear you want to carry with you at the keep, name it so you'll be able to find it, then suit up and play the endgame.  When you go to import your character, using the advanced menu will allow you to bring items you equipped companions with when traveling to the Nest.  I figure you would have had time to go back to your companions and tell them to give back their kit.  Again, it's more of a strategy than an exploit, but why not?