![]() ![]() It's a ridiculous amount of xp that you would miss out on requiring a highly specific setting that will not be of much use anywhere else, so I just get one of the companions to deal with it. I usually do that for the Buddy's PetPal-quest. Depending on how seriously you want to RP you can also consider using companions to specifically deal with certain situations. Later in fort joy there's a plethora of food, you will have more skills and there's always the Peace of Mind scroll. In the prologue you will have a bedroll and, if you're not undead, plenty of food. When planning for these things, consider the buffs you will have access to. Stingtail's persuasion challenge can be done with FIN10, which every character should have anyhow, so don't worry about that. ![]() Thievery 1 makes things *a lot* faster and gives you access to a lot of strong gear very early on, so it's highly recommended, though technically speaking optional.On a single character: PetPal and any of FIN14, INT15+Persuasion1, CON13+Persuasion2 for the persuasion challenge with Birdie.Any of INT10+Persuasion1, INT12, STR12+Persuasion1 for the persuasion challenge with the magisters on the middle deck. ![]() Here are the situations you want to make conscious decisions on whether to build for them or not: Either way, there's a few situations to consider when planning your party if you want your plan to work. If you fancy to push things, and like to squeeze every last amazing detail out of the game’s wonderful combat intricacies, I highly recommend consulting any of Lost Sinner’s jaw-droppingly great build guides. Character BuildThis guide will work for any party of any constellation, it does not require you to powerplay at all. ![]()
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