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Thread: Kingdoms of Amalur: Reckoning - Finally some info and a Trailer :)

  1. #11
    Quote Originally Posted by Medea Fleecestealer View Post
    Is it worth investing any points in dispel and lockpicking and if so how many? I haven't so far (and paid the penalty with some curses thanks to no dispel), but I'm just wondering how many make them useful without detracting from other (more needed?) skills. Not much mentioned about either skill in the guide that's actually useful info.
    What race your character is? I usually played as Varani who have +2 to Lockpicking, and didn't put any points in it until level 10-12. Higher skill level prevents lockpicks from to breaking immediately when in wrong position, but if you have a lot of them you can spare some. And try to listen to the scratching sound when picking a lock, it sounds different when lockpick is about to break...And how fast it breaks indicates how far you're from the right angle.

    I never got into Dispelling minigame, so at first levels just ignored cursed chests, and then invested some points, so it won't explode after wrong attempt, and used Auto-attempt.

    Piece of advice - even if you don't plan to craft you own items (but it's very good with the right materials), invest a couple of points in Blacksmithing and always use repair kits instead of repairing in a shop. Repair kits are very cheap, while blacksmith's prices become insane when you get good gear.

    Check this site: http://amalurfoundry.com/
    It has a talent calculator, some guides and other useful things.

  2. #12
    Telkine Medea Fleecestealer's Avatar
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    I've got two Almain Might toons and have just started a Varani Rogue one too. I'm getting the hang of the lockpicking, but the one chance of dispelling via the tutorial (first time it's come up though I've done about 4 goes on dispelling chests so obviously doesn't kick in once you're out of a certain area) showed me I'm unlikely to have the patience to try it so I'll probably just ignore dispel items. Annoying, but I'm really NOT a fan of so called mini games like these. I refuse to play the persuasion game in Oblivion too because I don't really understand it and it drives me nuts.

    My Almain have +2 to Blacksmithing to start so they're okay, but I might invest for the Rogue as well. Wish they'd been more generous with the points; one is really stingy imho, especially when you get 3 for the abilities. Have actually had a go on all 3 altars/forges (again the tutorial didn't kick in!) so now understand how they work.

    Don't think much of the controls for PC use, but if it was ported over from console I'm not surprised. They never work well when they do that. I've remapped a few, but others are still not really in best position for PC keyboard use.

    I'll have a look at that site jaelrin and hopefully it will give me a bit more insight. Thanks for the link.

  3. #13
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    Points in Dispelling can really help (it also appears as an option when making quest decisions) but lockpicking isn't particularly useful unless perhaps you invest loads in it. Just remember to buy all lockpicks whenever you visit a store.

    You can try making a might/finesse/sorcery character first (the second or third job upgrades give you +x to all skill levels as a bonus) then respec to a pure mage or rogue once you've found more skill trainers/books. A might/finesse/sorcery character is also a solid character at low levels, able to use rogue armor (+crit damage works on everything, even spells), fighter abilities (to avoid getting knocked down) and sorcery weapons (chakrams, in particular). The +skills are just icing, allowing him to grow faster (via blacksmithing/sagecrafting), earn more gold (mercantile), finish quests easier (stealth->sneaking/backstab/stealing) and pick the best quest rewards (persuasion). Having high levels in dispelling/lockpicking also allows him to skip the minigames.

    It's common practice for players who use mods (they need to improve faster so they can respec and equip their specially-made rogue or wizard items asap).
    Last edited by Tyr; 07-25-2012 at 06:34 PM.

  4. #14
    Telkine Medea Fleecestealer's Avatar
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    My Varani is a Rogue/Sorceror combo as I'm following the (vague) guide in the book. What do Utility Gems do for you? Honestly, a manual and 600 page guide which doesn't mention them except to name them. What good is that to a struggling player? The Weapon and Armour ones are obvious, but Utility could mean anything.

  5. #15
    Since I like to wear set or unique gear because of looks, I mostly used gems as a component in Blacksmithing. Utility could be used in weapons and armor, and add special effects, not related to purely more damage like weapon gems, or more protection like armor gems.
    Read here about gems:
    http://amalur.wikia.com/wiki/Category:Gems
    http://amalur.wikia.com/wiki/Utility_Gem
    http://amalurfoundry.com/guides/reck...craft-recipes/


    About sorcerer/rogue - while it can be a good combination, I think that at lower levels it's better to specialise in one mastery, so you can get to higher tier abilities faster, and get more weapon skills ( from Precise, Brutal or Arcane weaponry talents).

    You can respec at any Fateweaver, while the price increases after every respec, it's still affordable. Or save before respeccing, and reload, if you didn't like what you got.
    Last edited by jaelrin; 07-26-2012 at 07:12 AM.

  6. #16
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    Utility gems usually improve your stats in some way. The most notable ones can improve your mana regen, health regen and crit rate. Epic gems are basically much more powerful versions of utility gems, giving bonuses like +1 to all rogue talents or causes stun when struck. Only torso armor can spawn an epic socket though, so you probably won't be using those often.

    Gems are tricky in that you need decent Sagecrafting to maximize their potential. Here's a quick guide to gem-crafting. The 2 letters represent the specific kind of pristine shard (the most powerful shard type). Ph means physical, Ma means magic, Pr means protection, etc. You can try using less powerful shards, but the effect may be significantly weaker.

  7. #17
    Telkine Medea Fleecestealer's Avatar
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    Thanks guys, just what I needed. Now I know what sort of gems I need to look at making as I progress through the game. I've also found the ingredients which make up a minor healing potion so I can save some money over buying them at the shop. Again, it would have been nice if there had been mention in the manual or strategy guide that you right click on the potions in your inventory to use them. I left clicked on the health regen potions the first few times and used all 3 that I had instead of just one. Is it really that difficult to put basic info where it can be found by players? I suppose they could go in the quick slots, but I don't really want loads of different potions cluttering it up when I may need the slots for other things.

  8. #18
    Quote Originally Posted by Medea Fleecestealer View Post
    I suppose they could go in the quick slots, but I don't really want loads of different potions cluttering it up when I may need the slots for other things.
    Besides E for energy potion and R for healing potion, there's a radial menu for consumables. Press Tab and assign items to slots in it. To use them, just press Tab and click on the item. It's more convenient than searching for potions in a cluttered inventory.

  9. #19
    Telkine Medea Fleecestealer's Avatar
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    Quote Originally Posted by jaelrin View Post
    Besides E for energy potion and R for healing potion, there's a radial menu for consumables. Press Tab and assign items to slots in it. To use them, just press Tab and click on the item. It's more convenient than searching for potions in a cluttered inventory.
    Something else that isn't mentioned (sigh).

  10. #20
    Telkine Medea Fleecestealer's Avatar
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    Is there any way to tell Might from Rogue armour at the shops easily? Now I'm finally getting a bit of money I'm looking at the stuff for sale, but there doesn't seem to be any way of telling which armour is best for which? I assume a Rogue should be looking more for things like boots and gloves rather than greaves and cuirasses, but it's hard to work out just from description whether something is wearable by a Rogue or not. There's no description and no comparison possible against what you're wearing without buying the item. Another thing missing that TQIT got right years ago.

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