Also, the bear (Halsin) was "not attacking" because he rolled the lowest initiative, so if you look at the initiative track at the top of the screen, you'll see that he was the very last one to go each round.
Thank you in advance for your patience and time if you read this comment. Hey really enjoying your playthrough! A few tips that I think would help you out a lot: 1. You can save the game mid-dialogue. Good for if you feel like you'll get an unwanted result from a conversation or worried you haven't saved in a while. It's usually best to save when exploring a new area, before/after dialogue starts & ends, and before/after possible combat. 2. When you're in dialogue and you see the dice roll options (persuasion, illithid wisdom, strength, etc.) you can press R3, right analog stick, to see what buffs/debuffs/modifiers you have for that roll. 3. When you want to interact with people/objects, instead of pressing X you can press square to show a mini menu of interaction options. 4. With locked chests, if you're ever out of lockpicks or the Difficulty Class (DC) is too high you can always pick up/steal the chests and Send to Camp. They will appear in your yellow camp chest. 5. Anything with a health bar can be destroyed; but I'm sure you've noticed that some show that they're Sturdy or have Medium Toughness. Those mean a minimum amount of damage is needed to bring its health down. Sturdy = 10 damage Medium Toughness = 22 damage 6. Make sure to Examine objects/enemies/allies to see damage Resistances and Weaknesses. If there is nothing on the list, then they're not weak or resistant to any particular type of damage. Alternately, if a damage type(s) does show on the list be sure to read whether they are Weak, Resistant, or Immune to that particular type of damage.
I was looking forward to this and it did not disappoint! A tip-you can actually do both the Underdark and Mountain Pass, and get great XP from both. But before you do either, make sure you have completed everything you can do in this starting area. Visit the swamp, Waukeen’s Rest, find Karlach for Wyll, visit the owlbear cave, and explore the Blighted Village-there are some very interesting things in the cellars of some of the buildings. Halsin is indeed a beast, and Gale is great for extra firepower and utility. They’re good guys; their stories are really interesting too. (If Gale offers you a magic lesson and you’re not sure if he’s hitting on you, he’s actually not-unless you actively pick the unmistakably flirty options.)
Not sure how to do it with a controller, but on PC/Mac if you hover the cursor over the skill in [brackets] in a conversation choice, you can see what your pluses/minuses will be for that option (but it doesn't tell you how difficult it will be).
It's probably already recorded but here's a thing the game doesn't make it clear, you DON'T have to kill the drow Minthara, you can knock her out with a meele attack and non-lethal damage turned on, you will gain something from that later in the game.
About karmic dice - it depends on your personal preference. If it's off, it should be fully random result. I play with karmic dice on, because streaks of ones are infuriating. This is a game and should be enjoyed ;)
@@RetroRaconteurthat has been my experience too xD true randomness is chaos in this computer game form, in a D&D game most of those ones and lows are split amongst the party and but getting all those ones on your own tends to feel not great. That’s kinda my perspective at least. I like my karmics on xD.
It's VERY worth it to undergo Abdirak's ritual, as you get a permanent buff out of it :) (he's the creepy blonde dude in the room next to the guy who's being tortured by goblins)
So, you also don’t have to move the potions back and forth. You basically have a shared inventory with your characters in your party. You only have to move it around to put them on the radial. You can just drink a potion on the inventory screen and it doesn’t matter whose inventory it technically is in. You have what the game calls “Magic pockets”
I recommend keeping karmic dice on. That prevents the off chance of lots of low rolls in a row which can be very frustrating for new players. Also talk to companions often in and out of camp, particularly after any developments big or small on your journey. I’d say 80% of conversations don’t show as an exclamation mark. They can be a chatty bunch.
You should really familiarize yourself with all the menus. From your inventory, you can also access your character sheets, which tell you how good each character is with every skill (perception, deception, etc.). Then there is the spell menu, which let's you swap spells in and out of your "prepared" palette. Sleep, for instance, is a level 1 spell your main character might know (or not), but you can only access it while it's prepared. While at it, you might also look at your character's equipment and gear. At this point, you should be able to increase your Armor Classes (AC) with better armor, making your characters harder to hit. (just make sure your wizards stay unarmored, otherwise they can't cast any spells. Also, the spell "Mage Armor" doesn't stack with regular armor, which is why you only need it on wizards and sorcerers.) After that, you might want to tinker a bit with your weapons. I think I said this before, but I live double light weapons (daggers, shortswords, scimitars) on wizards, because they give you something useful to do with your bonus actions. And as an elf, you get weapon proficiencies a normal wizard doesn't have. 😁 It's not as good as a beard, but well... 😘
I love how hard you try not to engage in combat. It is definitely worth it to try when you can, but you’ll find that the Absolute is beyond reasoning with in most cases
Seriously, Shadowheart’s sacred flame and firebolt are borderline useless. Sacred flame relies on the enemy being bad at dex saves, which is not goblins generally. Firebolt is tied to her intelligence because it’s a racial ability rather than a cleric ability, so it doesn’t have a high hit chance
For the record, Halson can't use more than one action per turn. Also when Shadowheart is blind you have to be a lot closer to the enemy to use a spell that requires sight to use.
There are no negative consequences to use illithid wisdom. Only potential negatives are if you end up consuming extra tadpoles, and in that case it’s only aesthetics. I think there was cut content that was going to be negative consequences for the illithid wisdom which is why the narrator warns you.
Hi Retro! Was waiting for the episode to drop, always looking forward to it. A couple of suggestions from my side, feel free to ignore them if you disagree, but just things that I noticed when comparing other YT let's plays I've enjoyed: 1. It would be great if you could say out loud the dialogue choices you make. With long video format, many people only listen to the videos and don't fully watch the screen - this would be a great quality of life improvement for those people :) 2. If you cut out a significant chunk of playing (like the jump to talking with Aradin), it would be great to give a 1-sentence summary of what you just did (even if it's just something like "alright I did some inventory management, and on my way to talk to Zevlor I ran into this dude")
You're doing pretty well but you need to pay a bit more attention to what your abilities do. Wyll's Eldritch Blast is his best ability and should be what he uses most of the time. Wizards (you) should stay back and fire spells at range, rushing in to use a weak staff attack will get you killed. You have a bunch of buffs you could be using before fights begin (Aid, Warding Bond, Mage Armour). You should make sure you're equipping things you find too, just this episode you got a magic shield and greataxe and didn't equip them, they'd have helped in that fight.
Karmic dice is whatever you prefer: turning it off is a bit more difficulty, but not a huge difference. (IMHO) I.e.: if you're more interested in story, I'd probably leave it on, but if you're more interested in gaming challenge, then turn it off.
you can have 2 wiz but you should make Gale a sorcerer or monk (neither will you find as a companion) you can change Gale into a new class using skel guy Withers (monks are the best fighter in my opinion and sorcerer is great magic class (but only wizard can learn new spell via scrolls Also gale is fun for dialogues so I recommend you turn him into a monk or sorcerer also talking about changing class make shadowheart a life or light cleric shhe is the worst cleric (due to her subclass is trickery Life is the best healer and light has great damage (fireball is her free spell at level 5) she still be a cleric
Sorcerer is a good re-class for Gale if you change his stats to be better for sorcerer. Twinned spell Haste! Totally right to change Shadowheart to Life or Light. There are some Act 2 fights that she can almost solo as Light cleric with Spirit Guardians. Just park within her circle and let the bad guys hurl themselves into the glowing buzzsaw.
you are correct Wyl is left behind sometimes gale and shadowheart usually (esp I made her a light cleric) was always in my group but since you are a wiz make gale a new class (druid monk or sorcerer
FYI Druid is great class and in the 3rd act you get two druids (maybe if make the right choices) but you can get a hireling or make any companion for act 1 and 2 (again withers can change your class for 100 gold) so yes Halsin can join but not till act 3 (if you make the right choices Like helping him clear the golbin camp which you are doing now
The order of everyones turn is shown at the top of the screen. You can see when Halsins turn is.
Halsin is suuuuch a brilliant character - and yes he can eventually join your party but you've really gotta work for it 😅
Yes! He's great.
Also, the bear (Halsin) was "not attacking" because he rolled the lowest initiative, so if you look at the initiative track at the top of the screen, you'll see that he was the very last one to go each round.
Thank you in advance for your patience and time if you read this comment.
Hey really enjoying your playthrough! A few tips that I think would help you out a lot:
1. You can save the game mid-dialogue. Good for if you feel like you'll get an unwanted result from a conversation or worried you haven't saved in a while. It's usually best to save when exploring a new area, before/after dialogue starts & ends, and before/after possible combat.
2. When you're in dialogue and you see the dice roll options (persuasion, illithid wisdom, strength, etc.) you can press R3, right analog stick, to see what buffs/debuffs/modifiers you have for that roll.
3. When you want to interact with people/objects, instead of pressing X you can press square to show a mini menu of interaction options.
4. With locked chests, if you're ever out of lockpicks or the Difficulty Class (DC) is too high you can always pick up/steal the chests and Send to Camp. They will appear in your yellow camp chest.
5. Anything with a health bar can be destroyed; but I'm sure you've noticed that some show that they're Sturdy or have Medium Toughness. Those mean a minimum amount of damage is needed to bring its health down.
Sturdy = 10 damage
Medium Toughness = 22 damage
6. Make sure to Examine objects/enemies/allies to see damage Resistances and Weaknesses. If there is nothing on the list, then they're not weak or resistant to any particular type of damage. Alternately, if a damage type(s) does show on the list be sure to read whether they are Weak, Resistant, or Immune to that particular type of damage.
Good info, thanks! Glad you're enjoying the series.
I was looking forward to this and it did not disappoint! A tip-you can actually do both the Underdark and Mountain Pass, and get great XP from both. But before you do either, make sure you have completed everything you can do in this starting area. Visit the swamp, Waukeen’s Rest, find Karlach for Wyll, visit the owlbear cave, and explore the Blighted Village-there are some very interesting things in the cellars of some of the buildings.
Halsin is indeed a beast, and Gale is great for extra firepower and utility. They’re good guys; their stories are really interesting too. (If Gale offers you a magic lesson and you’re not sure if he’s hitting on you, he’s actually not-unless you actively pick the unmistakably flirty options.)
Good to know, thanks. Glad you've been enjoying the series!
Not sure how to do it with a controller, but on PC/Mac if you hover the cursor over the skill in [brackets] in a conversation choice, you can see what your pluses/minuses will be for that option (but it doesn't tell you how difficult it will be).
Console does not
@@derickmason1154 It does indeed have this on console as well. It's an r3 toggle I believe.
It's probably already recorded but here's a thing the game doesn't make it clear, you DON'T have to kill the drow Minthara, you can knock her out with a meele attack and non-lethal damage turned on, you will gain something from that later in the game.
About karmic dice - it depends on your personal preference. If it's off, it should be fully random result. I play with karmic dice on, because streaks of ones are infuriating. This is a game and should be enjoyed ;)
I’m a few episodes ahead of this in recording. I turned it off to test it out and it’s been horrible so far having it off 😆
Failure can also be fun. I turned off karmic dice for my wild magic sorcerer and his terrible rolls made him my favorite character to play.
@@RetroRaconteurthat has been my experience too xD true randomness is chaos in this computer game form, in a D&D game most of those ones and lows are split amongst the party and but getting all those ones on your own tends to feel not great. That’s kinda my perspective at least. I like my karmics on xD.
58:00 that goblin should be knocked out because of the pummel strike. It's basically hard object to skull, for a chance of a clean KO
It's VERY worth it to undergo Abdirak's ritual, as you get a permanent buff out of it :) (he's the creepy blonde dude in the room next to the guy who's being tortured by goblins)
Yesssssss, I can't believe he skipped him! 😂
@@nunphothis man is too innocent to see the very obvious BDSM play rifht in that interaction
So, you also don’t have to move the potions back and forth. You basically have a shared inventory with your characters in your party. You only have to move it around to put them on the radial. You can just drink a potion on the inventory screen and it doesn’t matter whose inventory it technically is in. You have what the game calls “Magic pockets”
Mage armor only affects characters who don’t wear armor and it’s a self only spell anyway.
I recommend keeping karmic dice on. That prevents the off chance of lots of low rolls in a row which can be very frustrating for new players. Also talk to companions often in and out of camp, particularly after any developments big or small on your journey. I’d say 80% of conversations don’t show as an exclamation mark. They can be a chatty bunch.
You should really familiarize yourself with all the menus.
From your inventory, you can also access your character sheets, which tell you how good each character is with every skill (perception, deception, etc.).
Then there is the spell menu, which let's you swap spells in and out of your "prepared" palette.
Sleep, for instance, is a level 1 spell your main character might know (or not), but you can only access it while it's prepared.
While at it, you might also look at your character's equipment and gear.
At this point, you should be able to increase your Armor Classes (AC) with better armor, making your characters harder to hit.
(just make sure your wizards stay unarmored, otherwise they can't cast any spells. Also, the spell "Mage Armor" doesn't stack with regular armor, which is why you only need it on wizards and sorcerers.)
After that, you might want to tinker a bit with your weapons. I think I said this before, but I live double light weapons (daggers, shortswords, scimitars) on wizards, because they give you something useful to do with your bonus actions. And as an elf, you get weapon proficiencies a normal wizard doesn't have. 😁
It's not as good as a beard, but well... 😘
I love how hard you try not to engage in combat. It is definitely worth it to try when you can, but you’ll find that the Absolute is beyond reasoning with in most cases
Seriously, Shadowheart’s sacred flame and firebolt are borderline useless. Sacred flame relies on the enemy being bad at dex saves, which is not goblins generally. Firebolt is tied to her intelligence because it’s a racial ability rather than a cleric ability, so it doesn’t have a high hit chance
For the record, Halson can't use more than one action per turn.
Also when Shadowheart is blind you have to be a lot closer to the enemy to use a spell that requires sight to use.
Just a heads up, you can have Astarion pick the locks, doors, chests. If you make him a thief most locks become really easy.
There are no negative consequences to use illithid wisdom. Only potential negatives are if you end up consuming extra tadpoles, and in that case it’s only aesthetics. I think there was cut content that was going to be negative consequences for the illithid wisdom which is why the narrator warns you.
Astarion is good with locks...
With all sneaky things in general!
I hope You learned: Not move through strange stuff on the ground, like grease.
Hi Retro! Was waiting for the episode to drop, always looking forward to it.
A couple of suggestions from my side, feel free to ignore them if you disagree, but just things that I noticed when comparing other YT let's plays I've enjoyed:
1. It would be great if you could say out loud the dialogue choices you make. With long video format, many people only listen to the videos and don't fully watch the screen - this would be a great quality of life improvement for those people :)
2. If you cut out a significant chunk of playing (like the jump to talking with Aradin), it would be great to give a 1-sentence summary of what you just did (even if it's just something like "alright I did some inventory management, and on my way to talk to Zevlor I ran into this dude")
I'll keep that in mind, thanks for the feedback!
You're doing pretty well but you need to pay a bit more attention to what your abilities do. Wyll's Eldritch Blast is his best ability and should be what he uses most of the time. Wizards (you) should stay back and fire spells at range, rushing in to use a weak staff attack will get you killed. You have a bunch of buffs you could be using before fights begin (Aid, Warding Bond, Mage Armour). You should make sure you're equipping things you find too, just this episode you got a magic shield and greataxe and didn't equip them, they'd have helped in that fight.
Oh cool, you finally got Gale, i think he actually dies after a while if you don't save him.😅
Oh my 😆
I actually think all of the companions die some way or other if they don’t end up in the party.
Wow spoilers dude. Try not to ruin stuff for people
Oh the games real fun WITHOUT karmic dice cause it 's true random rolls
Karmic dice is whatever you prefer: turning it off is a bit more difficulty, but not a huge difference. (IMHO) I.e.: if you're more interested in story, I'd probably leave it on, but if you're more interested in gaming challenge, then turn it off.
Good to know, thanks.
you can have 2 wiz but you should make Gale a sorcerer or monk (neither will you find as a companion) you can change Gale into a new class using skel guy Withers (monks are the best fighter in my opinion and sorcerer is great magic class (but only wizard can learn new spell via scrolls Also gale is fun for dialogues so I recommend you turn him into a monk or sorcerer also talking about changing class make shadowheart a life or light cleric shhe is the worst cleric (due to her subclass is trickery Life is the best healer and light has great damage (fireball is her free spell at level 5) she still be a cleric
Sorcerer is a good re-class for Gale if you change his stats to be better for sorcerer. Twinned spell Haste!
Totally right to change Shadowheart to Life or Light. There are some Act 2 fights that she can almost solo as Light cleric with Spirit Guardians. Just park within her circle and let the bad guys hurl themselves into the glowing buzzsaw.
you are correct Wyl is left behind sometimes gale and shadowheart usually (esp I made her a light cleric) was always in my group but since you are a wiz make gale a new class (druid monk or sorcerer
This series has been brilliant! Also so glad you've now got Gale and Halsin, they seem like very interesting companions! Can't wait to see more :)
Haha. So glad you're enjoying it!
FYI Druid is great class and in the 3rd act you get two druids (maybe if make the right choices) but you can get a hireling or make any companion for act 1 and 2 (again withers can change your class for 100 gold) so yes Halsin can join but not till act 3 (if you make the right choices Like helping him clear the golbin camp which you are doing now