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Abandoned Campsite without a Mage


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#26
Maferath

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SusanStoHelit wrote...

You just turn around to leave, don't examine anything. The game won't let you actually go - and the shade reveals itself.

Edit: *shakes fist at ninjas*


lol I didn't know that! I always end up putting my party to sleep deliberately since I want to fight the demon and get the treasure. :P

#27
Sylvius the Mad

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errant_knight wrote...

DWSmiley wrote...

My low-level Morrigan had a surpisingly easy time handling the Shade while the rest of us napped. Vulnerability Hex + Winter's Grasp + Drain Life worked nicely.  It made me realize that's a great starting selection for a pc mage.

I thought the cool down period for these would cause a problem.

Not at all.  There are so many options for a low-level mage, I have no idea why they forced Arcane Bolt on the PC.

I recommend the No Starting Points Assigned mod.  During development the devs basically said they gave us Arcane Bolt to make it impossible to gimp your build for the Fade at level 1 - but there are just so many other ways to make a viable level 1 mage it's a shame to have to take Arcane Bolt.

So for my second Mage, I modded the game so I didn't have to take Arcane Bolt.

#28
Gold Dragon

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I MIGHT be wrong, but I think a Willpower of 25+ may be the key to staying awake during this encounter, assuming that you decide to try sleeping with a shade, of course.

#29
Lt_Riley

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A Golden Dragon wrote...

I MIGHT be wrong, but I think a Willpower of 25+ may be the key to staying awake during this encounter, assuming that you decide to try sleeping with a shade, of course.


Anyone confirm this? I'd like to know the exact willpower threshold to keep people awake in this encounter.

#30
Lavaeolus

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@above: I was about to go to the Dalish place anyway.

I'll take a couple of respec potions with me, make a quick-save, and see what happens.

#31
ejoslin

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IIRC, if you don't click on anything, the party doesn't fall asleep. It's only if you examine everything that you fall asleep.

#32
Bhryaen

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ejoslin wrote...

It's when you first enter the camp, if you choose "more suspicious than inviting," and then as you try to leave you choose, "let's not fight it," you keep your whole party. But Susan is right, it takes a very fun fight and turns it into a joke.

Edit: And yes, don't examine a thing.


(I'll respond to a 3 yr old echo in the exchange... hehe)

This was one of the most annoying bits of writing in the game- the way you fight it by saying "Let's not fight it." I tried every other option first through reloads- including going to each camp item in turn wondering if the fire or tent is what saves you- because for clearly no good reason- no intuitiveness whatsoever- I thought that saying, "Let's not fight it," meant, "Let's give in, surrender to it, see what happens." But if you tell everyone not to fight it, you all do... successfully... *sigh*

#33
BlazingSpeed

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Wow, I just did this last night and for the first time I didn't try to leave the game gives you a chance to examine the campsite.

I examined three items and the first time I got a No! don't touch it! reaction from Morrigan and Shale also wanted to leave because something was making it difficult for her to move.

Edit: Now that I think about it my Warden did have the most willpower and was the only one left standing. A few years ago though it was Morrigan that was the last person standing but I always roll pure magic mages.

Is there a way to get a game over from this scenario?

Modifié par BlazingSpeed, 20 mai 2013 - 04:40 .