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Re: [MOD] Call Of House Hardabar
Posted: Sun Mar 26, 2023 9:24 pm
by knr
Still haven't found archives IV. Some known mysteries in what I assume are the corresponding areas:
1. The holy cross.
Feel like I've tried every item I've got here, including a literal cross from the city.
2. Only a master of light may pass.
My current guess, a high level light magic spell does something to let you avoid the projectile?
3. An unreachable ledge with a cave entrance in the north of the canyon.
Also, in general, how thoroughly should I explore the city before leaving for the island? I'm missing so much here I'm just assuming a lot of it will unlock later.
Re: [MOD] Call Of House Hardabar
Posted: Sun Mar 26, 2023 9:28 pm
by Banaora
knr wrote: ↑Sun Mar 26, 2023 9:24 pm
Still haven't found archives IV. Some known mysteries in what I assume are the corresponding areas:
1. The holy cross.
Feel like I've tried every item I've got here, including a literal cross from the city.
2. Only a master of light may pass.
My current guess, a high level light magic spell does something to let you avoid the projectile?
3. An unreachable ledge with a cave entrance in the north of the canyon.
Also, in general, how thoroughly should I explore the city before leaving for the island? I'm missing so much here I'm just assuming a lot of it will unlock later.
1.
Have you found Garson's ornamental sword in Garson's keep?
2.
There is light closeby isn't there?
3.
You get there by doing the den of the thieves quest in Malan Tael
Re: [MOD] Call Of House Hardabar
Posted: Sun Mar 26, 2023 10:45 pm
by Whisper
Banaora wrote: ↑Sun Mar 26, 2023 9:28 pm
3.
You get there by doing the den of the thieves quest in Malan Tael
Can you write exact steps to get this quest, for den of thieves?
Re: [MOD] Call Of House Hardabar
Posted: Sun Mar 26, 2023 11:49 pm
by Banaora
Whisper wrote: ↑Sun Mar 26, 2023 10:45 pm
Banaora wrote: ↑Sun Mar 26, 2023 9:28 pm
3.
You get there by doing the den of the thieves quest in Malan Tael
Can you write exact steps to get this quest, for den of thieves?
So I will give you the starting point:
Play the shooting game in Malan Tael a few times. Who knows maybe you can win the bow after all
Re: [MOD] Call Of House Hardabar
Posted: Mon Mar 27, 2023 12:37 am
by Whisper
Banaora wrote: ↑Sun Mar 26, 2023 11:49 pm
Whisper wrote: ↑Sun Mar 26, 2023 10:45 pm
Banaora wrote: ↑Sun Mar 26, 2023 9:28 pm
3.
You get there by doing the den of the thieves quest in Malan Tael
Can you write exact steps to get this quest, for den of thieves?
So I will give you the starting point:
Play the shooting game in Malan Tael a few times. Who knows maybe you can win the bow after all
Do you know how resistance debuff works exactly?
I am testing but i cant figure it out.
Re: [MOD] Call Of House Hardabar
Posted: Mon Mar 27, 2023 12:15 pm
by knr
Confused about the dwarf tax checkpoint encounter. I can't see any way to actually pay him. And not instantly murdering him just locks you out of the secret. Any negative consequences to murder? And neither choice actually opens the checkpoint.
Re: [MOD] Call Of House Hardabar
Posted: Mon Mar 27, 2023 12:43 pm
by Whisper
2 bongobeat: Sorry about asking about resistances debuff.
I play now Toorum Manor (your Mod for LOG1) and it is possible to have 100 in all resistances and immune to goromorg spell damage.
So you changed how resistances work in this mod, right? But how exactly debuff works?
Re: [MOD] Call Of House Hardabar
Posted: Mon Mar 27, 2023 12:44 pm
by Whisper
knr wrote: ↑Mon Mar 27, 2023 12:15 pm
Confused about the dwarf tax checkpoint encounter. I can't see any way to actually pay him. And not instantly murdering him just locks you out of the secret. Any negative consequences to murder? And neither choice actually opens the checkpoint.
Can not help you, but i know that passing this checkpoint starts nex Chapter and gives access to Styr jungle. So probably you need to finish main questline with dwarfs.
Re: [MOD] Call Of House Hardabar
Posted: Mon Mar 27, 2023 10:15 pm
by bongobeat
knr wrote: ↑Mon Mar 27, 2023 12:15 pm
Confused about the dwarf tax checkpoint encounter. I can't see any way to actually pay him. And not instantly murdering him just locks you out of the secret. Any negative consequences to murder? And neither choice actually opens the checkpoint.
You can kill the dwarf to get the secret, it has no consequence. You miss the secret if you don't kill him.
Whisper wrote: ↑Mon Mar 27, 2023 12:43 pm
2 bongobeat: Sorry about asking about resistances debuff.
I play now Toorum Manor (your Mod for LOG1) and it is possible to have 100 in all resistances and immune to goromorg spell damage.
So you changed how resistances work in this mod, right? But how exactly debuff works?
By debuff, I suppose you are talking about boss, or some monster that gives you a debuff, that lowers your magical resistance right?
You get 1% magic resistance for 1 stat in the corresponding magical school.
Light magic or dark magic don't give you any resistances, only regen.
You can have 100% magic resistance in house hardabar too, especially if you're a mage. But bosses, and some monsters can lower partially or greatly your defenses. Using magic shields, gear (set most generally), and some skills (magic school, arcane) helps a lot to compensate the debuff.
I have put these debuff, because, well, you get almost 100% magic resistance most of the time, since the mod is long, and you got plenty times to xp your characters, at least for mage. Other class can find it difficult to raise the cold resistance. Anyway, it depends on what you wear, etc...
Re: [MOD] Call Of House Hardabar
Posted: Tue Mar 28, 2023 1:14 am
by knr
Some more questions.
1. What does the lever in the Zo temple pool do? Couldn't notice any changes after it.
2. This one feels kind of silly to ask about, as the hint is literally "the secret button", but I'm stuck after the painting in Tannhauser fortress. An empty 7x7 room doesn't seem big enough to hide a button this well.
3. A lot of books have been used as riddle answers, I guess there's no way to know which ones are safe to sell besides duplicates.