We've been told (by Severlin) that the Barovian items are on the named items list.
They just get a separate roll. If your chest wouldn't contain a named item, it has a chance to have a Barovian item instead.
I know many objects, like unique augments, are not on the same roll.
To be clear, if you don't offer something as valuable as the experience that repeats itself every life, you're drawing people away from buying the manuals.
Unless you add a thing like "Each Monster Manual adds X% xp on completion", you're actively removing something that was the Monster Manual's...
This should be more about introducing ways to teleport to quests your group is already in.
You don't need this while solo, or while you're following the group along, but it does feel very bad when you're behind.
Call it the Bracelet of Best Friends. It teleports you to the exit or inside at the...
I have a toon on each server because early favor rewards were a thing I wanted.
I don't visit those places anymore, and probably won't transfer the characters over.
There's official loot tables and some DMs at tabletop games that let the players roll what they got themselves, and those make for a few memorable moments.
Fully support.
You heard absolutely no complaint about finally having an official source reveal the 10/20/33(+1)% chances.
Do that again. Do...
Everyone was actually happy when we finally got to know the 10/20/33% chances and that we got to know that from an official source.
Fully support this.
My Royal Guard Mask with a few points of max Durability lost.
I didn't know named items could lose durability like that at the time.
It has since been bound, but that tiny red sliver of damage makes it unique and storied (to me)
There's a lot to say.
For one, I like that it can BOTH be a zerg fun murderhobo run AND that you can stop and smell the flowers and reach all the nook and crannies to learn about the world the devs created.
Sometimes I want one, sometimes, the other.
Of course, like most long-term players, I...
sigh I still miss my infinite rolling.
With the Palemaster perk that makes you invisible+displaced while blocking, that allowed you to roll around in quests without impacting your spellcasting at all.
I have yet to buy Myth Drannor, specifically because of the loot issues.
I eventually bought the part that didn't include rare loot (Eladrin, Wild Mage, Chaosmancer). I was okay waiting to buy those for points.
Bit sad about losing the old forums.
A lot of builds and information that was still relevant there (and, more importantly, Google-able) will no longer be.
Not a deal breaker or anything, just felt like I needed to say it somewhere.
This is true for just about EVERY floor-spawning blade trap in 3BC (the ones that have a sharp flat blade go up and down from the floor).
All the ones in Prove Your Worth (the ones that appear between floors while you're riding the elevator up), for sure, as well as the ones in Ghost of a Chance...
I like that idea.
I like it a lot, in fact.
Counteroffer (and a potential buff to the Pin): Just have the Pin restore 1 point to all stats. (so now it's the world's tiniest rechargeable Lesser Resto)
Poisons and diseases are things that exist and that'll totally continue doing stat damage after combat is done (saying this as someone that's been stunned because I forgot Remove Curse and Mummy Rot is a thing)
And those are the kinds of things where you have absolutely no chance to die because...
One of my worst runs of the quest I was with my other beginning player partner at the time.
We wiped at the underwater part.
Twice.
Still ran back all the way from The Twelve before the quest reset.
Took a few hours total for sure.
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