I don't have the power bracelet and then I try to leave the dungeon but the entrance of where I entered the dungeon gets turned into a tiny cave with no exit. And a path in it leading to somewhere is blocked by a single tile of water and I don't have a board needed to put down and cross it. A literal gameover.
where do you get the key to enter the room with the power braclet?
thanks I still didnt do that quest yet, I cant find the Kobold fortess can someone screen shot me pls?There is actually Two Entrance but One Exit for the Witch Dungeon.
The Witch Dungeon itself was carried over from last demo, but the Exit was rerouted to the North of Landon Canyon Ravine, as the new demo put the actual Entrance there.
But, you can still enters it from the last demo entrance, back in Collins Wood, if you played the tweak version ( seems like the dev team leaves most of the things on that map as is).
You would need the Floating Bridge to actually exit the Witch Dungeon because of one square puddle blocking the road.
P.S.: If you didn't get the floating board yet, most probably you just don't want Max and Linus to join your team.
I think you would need the Silver Key from a quest, was it from the Kobold Fortress?
Probably use the key as an item from the item screen when you stand in front of the door....
There is actually Two Entrance but One Exit for the Witch Dungeon.
The Witch Dungeon itself was carried over from last demo, but the Exit was rerouted to the North of Landon Canyon Ravine, as the new demo put the actual Entrance there.
But, you can still enters it from the last demo entrance, back in Collins Wood, if you played the tweak version ( seems like the dev team leaves most of the things on that map as is).
You would need the Floating Bridge to actually exit the Witch Dungeon because of one square puddle blocking the road.
I think you would need the Silver Key from a quest, was it from the Kobold Fortress?
Probably use the key as an item from the item screen when you stand in front of the door....
P.S.: If you didn't get the floating board yet, most probably you just don't want Max and Linus to join your team.
thanks I still didnt do that quest yet, I cant find the Kobold fortess can someone screen shot me pls?
OP updatedupdated tweaks with patch 209 changes.You must be registered to see the linksalso f95 tempusanon tweaks aio patch which i updated myself with all using patches.
prefer original authors files over patch3(xebit's en) and patch5(tempusanon's mods).
There was an enbug in ver2.09 and we fixed it again. We apologize for the inconvenience. (Added on 5/28)
My own party if you guys were interested is a level 20 Pirate MC named Damian (reference to Deimos, Son of Ares, since the dev's last game's MC was named Ares), a level 20 Smith Sylph, a level 20 Assassin Max, and a level 20 Bishop Dwarf. I was tempted to switch the Sylph to Lord or Spellblade when her stats were high enough, but having a Smith on hand is too convenient to change since equipment gets damaged sometimes during dungeon dives, and because having the smallest character drag around a massive two-handed War Sledgehammer is too funny of a mental image for me.
I actually had my MC as a Pirate from character generation all the way through. I personally find the class is good if you want an agile fighter. Pirate gets the same exclusive gear as Assassin and Thieves while also getting higher tier Main weapons than either making it a great Phys combatant. The "normal" strength builds can usually do a few higher hits with weapons like Claymores and such, but their weapons are usually two-handed and don't hit as much. With Pirate, I was able to equip a high-hit and decent damage (up to mid-30s per hit by the end of the demo) for my one-handed main weapon and an equally as powerful off-hand weapon for 3 hits and high damage outputs during the second attack that same turn. Pirates are unique in that they are perfect for dual-wielding builds due to their sharing weapons and gear with both the Thief/Assassin lines as well as the more fighter-heavy classes like Lord. The other strength classes are good for high damage output to one enemy if there is a boss you want to clear immediately, but there aren't really any true boss fights in the demo so that doesn't really matter right now. Pirate on the other hand is great for clearing out the massive mobs quickly, preventing them from ganging up on your party, calling more mobs, or taking your female companions.I can't bring myself to use a pirate for very long, what was the best parts of that, and/or was there anything that you thought was good to have about them over another class for the spot?
I actually had my MC as a Pirate from character generation all the way through. I personally find the class is good if you want an agile fighter. Pirate gets the same exclusive gear as Assassin and Thieves while also getting higher tier Main weapons than either making it a great Phys combatant. The "normal" strength builds can usually do a few higher hits with weapons like Claymores and such, but their weapons are usually two-handed and don't hit as much. With Pirate, I was able to equip a high-hit and decent damage (up to mid-30s per hit by the end of the demo) for my one-handed main weapon and an equally as powerful off-hand weapon for 3 hits and high damage outputs during the second attack that same turn. Pirates are unique in that they are perfect for dual-wielding builds due to their sharing weapons and gear with both the Thief/Assassin lines as well as the more fighter-heavy classes like Lord. The other strength classes are good for high damage output to one enemy if there is a boss you want to clear immediately, but there aren't really any true boss fights in the demo so that doesn't really matter right now. Pirate on the other hand is great for clearing out the massive mobs quickly, preventing them from ganging up on your party, calling more mobs, or taking your female companions.
The only skills my Pirate MC got were Counter and Accumulate. Counter lets you counterattack if hit with a melee move, and Accumulate lets you charge up for your next turn's attack. Both skills are shared by the general "physical fighter" classes, with Accumulate being a skill my Smith Sylph character also acquired through Leveling up. I don't know what classes can learn Counter as not all physical fighting classes have it and likewise none of the magic classes have it.Did they get any more skills as they progressed? How would you say they compared to just using a Dervish in the slot?
I thought in an older demo pirates got some kind of dive skill that didn't do anything because it wasn't implemented, did that show up? i only ever got around 12-14 with a party with a pirate.
spellblade can physically attack one line of enemies and has chance of IK which i will be blunt are traits i found pretty useful early on and gaining those slots on mc are also very useful so he can cast each spell tier more then once per inn visit. also the other class with counter is Fighter.The only skills my Pirate MC got were Counter and Accumulate. Counter lets you counterattack if hit with a melee move, and Accumulate lets you charge up for your next turn's attack. Both skills are shared by the general "physical fighter" classes, with Accumulate being a skill my Smith Sylph character also acquired through Leveling up. I don't know what classes can learn Counter as not all physical fighting classes have it and likewise none of the magic classes have it.
For reference, "Dervish" was translated as "Spellblade" in the demo MTL. For the MC specifically, going Spellblade over Pirate is a bit of a waste. Spellblades don't get as good gear as Pirates with their main bonus being that they instead learn Magic spells as they level. The MC can already be taught any spell type except Summoning by using spell books as a unique ability to him so Spellblade is wasted on him unless you just really want to optimize picking up more spell slots for AoE attacks. That said, I've noticed when you change classes your character (regardless of being MC or party member) still keeps the spells and spell slots they've earned even if their new class can't learn or use spells normally. That means for a non-MC character, I'd say you could go Spellblade > Pirate or Spellblade > Lord once you've gotten to a high level with Spellblade to really create a broken character. If not the MC, Pirates normally don't pick up much spell types, but they will still keep ones learned under other classes so you can start with other classes to learn the spells and rack up more spell slots and then switch your character to Pirate for the better gear.
Well firstly, no need to be so defensive. I was asked to talk about what niche Pirate fills so I did. I didn't denigrate Spellblade or say it was bad.spellblade can physically attack one line of enemies and has chance of IK which i will be blunt are traits i found pretty useful early on and gaining those slots on mc are also very useful so he can cast each spell tier more then once per inn visit. also the other class with counter is Fighter.
YMMV. I just don't really find much purpose in making a character that's mastered both spells (because you'd have to really invest far into a spell user class to get more slots on the higher level stuff) AND physical attacks. It's just something you'd really only do if you want a try-hard kind of character, which imo is unneeded right now in the game so it's a waste of my time. Having one or two spell slots is decent (especially on the Holy side for heals and such) since it lets you pick up the slack if your party member specced towards that falls or gets hit with a status effect, but generally my playstyle prefers to let each party member have their specialization and fulfill it to the best - rather than having multiple "jack of all trades, masters of none" or bothering to put in the multiple days it'd take to turn every character into mastering everything. The game literally doesn't let you do solo runs so having an MC who is a high strength build while also being able to toss level 8 or something spells regularly isn't particularly useful usually, though it could become useful if in the full game the dev adds enemies that can only beaten by physical or inversely only be beaten by spells as a counter to my playstyle. I've had that happen to me in a few games before. That's also why I said the one exception is AoEs, because AoE spells are generally good to have multiple of in a pinch.so Spellblade is wasted on him unless you just really want to optimize picking up more spell slots for AoE attacks
Eh, I addressed that already.also if you want dual wield build fighter feels far superior to pirate imo being able to equip a better selection of 1H main weapons, like great sword (54-72, locked to fighter and lord)
I'd much rather the two attacks per turn with multi-hit weapons getting usually the same or higher damage output total over one attack per turn and one-hit weapons.The "normal" strength builds can usually do a few higher hits with weapons like Claymores and such, but their weapons are usually two-handed and don't hit as much. With Pirate, I was able to equip a high-hit and decent damage (up to mid-30s per hit by the end of the demo) for my one-handed main weapon and an equally as powerful off-hand weapon for 3 hits and high damage outputs during the second attack that same turn.