25:25 yes. Quick tips: always check to see what new spells are added whenever a Priest or a Druid levels up. There are five major styles of spell: damage dealing, immunity spells (very important, they're called litanies, most of them), normal buffs, enemy debuffs (these are the most complex of them all, but are super important for harder fights), and healing spells (these are Durance's bread and butter for now). Druids are way more focused on damage than they are on the other types of spells. Mages, Chanters and Ciphers only have the spells you choose on level up, so it's easier to know what's going on with them.
2:20 to find new areas, you do need to check the four sides of the map. It shouldn't be much of a problem for the most part, but if you exit a map through the north, for example, you'll unlock the location to the north, whereas if you exit it through the west, you'll unlock the location to the west. After these locations are discovered, you'll be able to travel through it from any side of the map (from any side of any map, really). Also, yeah, apparently you missed Eothas' temple in Gilded Vale (I'm still watching the episode) so you can go back there later (which is actually better than visiting it with just Edér and Aloth).
@@ahandsomefridge Yeah, you'd get a bit better experience for your character, but honestly, it's really hard to fight those monsters in the second level without a good buffer/healer. Even with a really good tank, you're gonna take a long while to do it, it's better to just bite the bullet and get some help.
11:28 yeah, you might have noticed it yet, but you don't gain experience from killing monsters. You gain experience from learning about monsters and putting that info in your bestiary (yes, you gain information by killing monsters), but the vast majority of experience comes from quests.
53:22 here's a tip for faster exploration: don't stealth at all. Activate auto-pause on enemy seen and auto-pause on trap detection, and while you're at it make your party stop automatically when those things happen, and you can just go around the world safe that you're not gonna enter combat when you don't want to. The thing is, you see enemies before they see you, so you can simply enter stealth AFTER you see enemies (while the game is paused) and do things like that. The only downside is that you won't be looking for secret places (I think traps still get detected, but I could be wrong), so it helps to switch stealth on for little bits every once in a while when you feel there might be a secret nearby. Hopefully that'll make exploration faster.
BTW, auto-pause is the way to play these games. I recommend auto-pause on spell cast, because it allows you to keep your spellcasters casting spells 100% of the time, which is super important on tougher fights. I also recommend auto-pause on character injured just in case you forget to look down at their health. I also use auto-pause on enemy death if I'm not playing with AI on, but for video that's not as good.
My eyes start to twitch involuntarily at the thought of missing a secret, so I always tap stealth mode near suspicious walls or items (and make sure I've got at least one party member with high perception stats). Otherwise, just run and yeah, auto-pause for life.
27:14 that's undead. This game doesn't have undead, it has vessels, and yes, they are anything not living that contains a soul. The bestiary is a wealth of information about this stuff, and really cool to check out off camera if you care for it.
Really enjoying this let's play. Gives good amount of information, doesn't rush things, goes deep into customisation and squad stuff just like me haha 😆
20:35 yes, it's extra DR. So if he has 10DR with +3 Fire DR, he has 10DR against everything, and 13 against fire. Monsters have similar mechanics. You'll need to pay attention to them on tougher fights. 21:23 the +100% basically doubles the 3+3. That's my guess anyway.
It should really list the +100% in the item description to explain why 3+3=12. This game is full of things that are poorly explained which is a shame because the core mechanics are actually pretty good but they come across poorly or confusingly in the game itself. Look at things like how the hit rolls are calculated: nowhere in the game does it explain that if your accuracy is equal to their defense, a roll of 1-15 is a miss, 16-50 is a graze, and 51-100 is a hit, and a crit is impossible. Then, for each point your accuracy is above, you shift those values down by 1, so if your accuracy was 10 higher than their defense, you'd miss on a 1-5, graze on a 6-40, hit on a 41-90, and crit on a 91-100. The opposite is true if your accuracy is lower than their defense, of course. There's a great chart online that makes it very visually clear. In the game itself it's just "yeah you roll a d100 and add your accuracy and then basically if you get a high number that's good - and you might even crit!" It leaves you uncertain of anything more specific than "I guess I want more accuracy?" and misleads players away from how important deflection is - as well as fortitude, will and reflex, which instead come across as vague concepts, as Keith makes clear with his interpretation of them. DR seems like it's the main value that matters defensively, yet if your deflection is, say, 30 higher than their accuracy, the enemy will miss almost half the time and the other half will usually only do half damage, making it more valuable than DR in many cases.
Money costs for enchanting and crafting and stuff may come from copper being a conductor for all sorts of energy within the universe, be it electricity or soul essence. At least it's as good an explanation as any instead of just assuming it to be a balancing decision. Pikes and quarterstaffs (quarterstaves?) come with increased range compared to the rest of the melee weapons, so they might be a good choice for the Protagonist(c) so that he doesn't have to get right into the enemies' faces but instead poke them from behind Eder's meaty back, putting that might to good use while still being close to the enemies to magically yell at them when the phrase counter gets there.
21:00 It's 3, +3 for an enchantment, x2 from the armour type being innately good against fire. It's weird that enchantments are affected by armour efficiency, but they are, that's why that ended up 12 instead of 9.
Great playthrough of this classic and typically great Obsidian RPG. Have Played POE many times and beaten it but find this a good way to kill time to TOW (along with playing POE again). Its cool how every every Race and Class is represented in the Games Companions. The Classes that are Absolutely Essential for a party are the 4 best Druid, Monk, Hunter and Cypher as well as Rogue. Some more advice: It takes awhile to find all the AI Essential Class Companions but you can create Essential Companions at Taverns (if you have enough gold) and its a good idea to create a few early on for your party at the Gilded Vale Tavern.
Pro tip: go back to the tavern and create a rogue. There is no thief character for your party in the main game and you REALLY want a dedicated character with high mechanics skill to deal with traps and locks.
yup a wizard, chanter, the mental class ( forgot the name ) as well as atleats one more class start with 1 point in mechanics. Thiefs start with 2, add one of the backgrounds that give mechanics ( there are several ) and a thief can at best reach rank 3 at creation. The other classes can reach 2 and even non mechanic classes can reach 1 in mechanics with background alone. There is no need for a thief at all since ANY class can learn mechanics. Strength increase ALL damage and healing ...aka any class can find it useful ( yes that include wizards and priests as well ). Endurance give disease/poison resist as well as health , perception gives hitchance and the ability to spot hidden objects and someone lying ( alongside with mechanics ). Intellect increase ALL area of effect and duration effects....yes this include warriors knockdown duration, barbarians combat shouts/battlerage, paladins aura range, the list goes on. Pillars is designed in this way to avoid dead stats and nail down classes into predetermined roles. You can pick an accuracy skill rather than the knock down and if that is paired with marksman ( talent ) you can actually use the warrior as a ranged char. Wizards have enough defencive spells to have a close/midrange build where they melee and use close range spells to get by. They can't take a hit as easily allthough some of the armour/aura/summon weapon/cone spells to mention some of the MANY wizard options actually allow them to melee. Same with the ranger class btw, just because they get a companion and have a few ranged based skills and a few spelllike skills doesn't mean they can't be in people's faces. Rangers are one of the few classes that start with the highest start value of deflection and hitchance ( aka less misses as well as more crits ), damage reduction from armour only lower the damage once hit...deflection can prevent the hit in the entirety.
imo, it's just best for the main character to put points in mechanics regardless of the class. That's what I did in PoE1 and PoE2. It makes thigns a lot easier, especially if you switch characters from time to time.
@@mateuszaszczyk8102 Yeah, pretty much. One of the focus of the skills system was precisely to not force parties to have rogues just for traps and locks :P
6:00 There's no reason not to believe them. I've played this game like 6 times and I'm 100% sure its the truth (I'm the type of person who even digs around for environmental details 'cause there are a lot of them in this game). It ultimately comes down to whether or not you believe premeditated murder is acceptable solution to reoccurring abuse.
From the reaction of his ghost by the bear when you interact with it, I am also inclined to agree that there definitely WAS ABUSE going on. When you promise the ghost to get revenge for him he has a moment where he "gets filled with sickly triump". Absolutely sounds like someone who wasn't quite a good person, but now won even in death. Saying all that, I am not sure that abuse justifies murder, but since it's a fantasy world, and there aren't better options I'll let it slide.
she lieing btw. here is how you can tell. 1) no victim would grieve the loss of their abuser. Or claim as such. 2) if the guy was abusing her, why you dude 2 be a friend of his. It would make more sense to call out the behavior instead of straight up murder. My guess is she married dude 1 due to family, then met Dude 2, through dude 1. Her and dude 2 had an affair, and trying to cover it up via a murder so they can be together. The plan is too laid out for it to be a self defense type murder. Pretty much if she was being abused that shoulda been the first thing she stated, not a lie.
Not saying your interpretation is wrong. But say he was an abuser. The game is set in pseudo medieval times. While our standards for family dynamics explicitly do not apply (the whole men and women are equal thing you can read in the character creation), the implicit message was that he could and would abuse her, which isn't unlikely. He likely was friends with Nantan before that, who maybe even had no idea that he was that kind of piece of shit. The whole grieving thing would just be an act to cover things up for the onlookers, to everybody else she lost her husband; Also, don't forget that it might have been easy to frame her with some kind Hollowborn-related stuff, as eager as the rest of the village was to hang people even remotely connected to such things. My point is, if their story is even remotely true, there would have been immense social pressure on them and especially on her. A hunting accident is a very convenient cover-up in that regard. And since they wanted to get out of town asap anyway, they wouldn't have had to put up the act for long, since likely noone would miss them anyway, let alone send someone to catch them on suspicion alone. Either way, their plan is pretty good imo. I find it likely that Nantan willfully lured him into and let him die in the bearcave, as to the motive, i am not sure. The game seems to indicate, that believing them is a good thing (+rep iirc), so i guess that's a hint as well. I find the approach of "murder is murder" to be reasonable as well. The early rewards are kinda meh anyway, so in the end it doesn't really matter imo. Maybe some more "soulsearching" options would have been cool, then again, at this stage MC's ability is more of a burden than useful tool, so it would make sense for them not to be able to. EDIT: i think we are overthinking this big time ^^.
From the reaction of his ghost by the bear when you interact with it, I am also inclined to agree that there definitely WAS ABUSE going on. When you promise the ghost to get revenge for him he has a moment where he "gets filled with sickly triumph". Absolutely sounds like someone who wasn't quite a good person. If he was all goodie-two-shoes the text would just have read "triumph". Saying all that, I am not sure that abuse justifies murder, but since it's a fantasy world, and there aren't better options I'll let it slide.
25:25 yes. Quick tips: always check to see what new spells are added whenever a Priest or a Druid levels up. There are five major styles of spell: damage dealing, immunity spells (very important, they're called litanies, most of them), normal buffs, enemy debuffs (these are the most complex of them all, but are super important for harder fights), and healing spells (these are Durance's bread and butter for now). Druids are way more focused on damage than they are on the other types of spells. Mages, Chanters and Ciphers only have the spells you choose on level up, so it's easier to know what's going on with them.
Not hard to play, but it is a few things to look at when you get them.
2:20 to find new areas, you do need to check the four sides of the map. It shouldn't be much of a problem for the most part, but if you exit a map through the north, for example, you'll unlock the location to the north, whereas if you exit it through the west, you'll unlock the location to the west. After these locations are discovered, you'll be able to travel through it from any side of the map (from any side of any map, really).
Also, yeah, apparently you missed Eothas' temple in Gilded Vale (I'm still watching the episode) so you can go back there later (which is actually better than visiting it with just Edér and Aloth).
Isn't it a bit better xp-wise to do the temple early on? Or at least with less buddies in your team? Not sure by how much, but still
@@ahandsomefridge Yeah, you'd get a bit better experience for your character, but honestly, it's really hard to fight those monsters in the second level without a good buffer/healer. Even with a really good tank, you're gonna take a long while to do it, it's better to just bite the bullet and get some help.
11:28 yeah, you might have noticed it yet, but you don't gain experience from killing monsters. You gain experience from learning about monsters and putting that info in your bestiary (yes, you gain information by killing monsters), but the vast majority of experience comes from quests.
You can queue up commands by shift-clicking and create shortcuts for your abilities by mousing over one and pressing an appropriate key.
53:22 here's a tip for faster exploration: don't stealth at all. Activate auto-pause on enemy seen and auto-pause on trap detection, and while you're at it make your party stop automatically when those things happen, and you can just go around the world safe that you're not gonna enter combat when you don't want to. The thing is, you see enemies before they see you, so you can simply enter stealth AFTER you see enemies (while the game is paused) and do things like that.
The only downside is that you won't be looking for secret places (I think traps still get detected, but I could be wrong), so it helps to switch stealth on for little bits every once in a while when you feel there might be a secret nearby.
Hopefully that'll make exploration faster.
BTW, auto-pause is the way to play these games. I recommend auto-pause on spell cast, because it allows you to keep your spellcasters casting spells 100% of the time, which is super important on tougher fights. I also recommend auto-pause on character injured just in case you forget to look down at their health. I also use auto-pause on enemy death if I'm not playing with AI on, but for video that's not as good.
Also, pressing Q let's you select all party members, I think. Very handy.
Also, also, you're doing great!! 👍
My eyes start to twitch involuntarily at the thought of missing a secret, so I always tap stealth mode near suspicious walls or items (and make sure I've got at least one party member with high perception stats). Otherwise, just run and yeah, auto-pause for life.
@@ahandsomefridge Specially when some of the secrets have amazing things like soulbound weapons and unique rings and whatnot :)
27:14 that's undead. This game doesn't have undead, it has vessels, and yes, they are anything not living that contains a soul. The bestiary is a wealth of information about this stuff, and really cool to check out off camera if you care for it.
+
Really enjoying this let's play. Gives good amount of information, doesn't rush things, goes deep into customisation and squad stuff just like me haha 😆
You missed the whole temple in Gilded Vale btw.
Blessing in disguise :P
He can go back later, after visiting Caed Nua.
@@ColonelRPG username checks out. This man knows how to RP.
@@ColonelRPG bean forever since i last watched you
Lovers building missed the items in the room.
20:35 yes, it's extra DR. So if he has 10DR with +3 Fire DR, he has 10DR against everything, and 13 against fire.
Monsters have similar mechanics. You'll need to pay attention to them on tougher fights.
21:23 the +100% basically doubles the 3+3. That's my guess anyway.
+
It should really list the +100% in the item description to explain why 3+3=12. This game is full of things that are poorly explained which is a shame because the core mechanics are actually pretty good but they come across poorly or confusingly in the game itself. Look at things like how the hit rolls are calculated: nowhere in the game does it explain that if your accuracy is equal to their defense, a roll of 1-15 is a miss, 16-50 is a graze, and 51-100 is a hit, and a crit is impossible. Then, for each point your accuracy is above, you shift those values down by 1, so if your accuracy was 10 higher than their defense, you'd miss on a 1-5, graze on a 6-40, hit on a 41-90, and crit on a 91-100. The opposite is true if your accuracy is lower than their defense, of course. There's a great chart online that makes it very visually clear.
In the game itself it's just "yeah you roll a d100 and add your accuracy and then basically if you get a high number that's good - and you might even crit!" It leaves you uncertain of anything more specific than "I guess I want more accuracy?" and misleads players away from how important deflection is - as well as fortitude, will and reflex, which instead come across as vague concepts, as Keith makes clear with his interpretation of them. DR seems like it's the main value that matters defensively, yet if your deflection is, say, 30 higher than their accuracy, the enemy will miss almost half the time and the other half will usually only do half damage, making it more valuable than DR in many cases.
Money costs for enchanting and crafting and stuff may come from copper being a conductor for all sorts of energy within the universe, be it electricity or soul essence. At least it's as good an explanation as any instead of just assuming it to be a balancing decision.
Pikes and quarterstaffs (quarterstaves?) come with increased range compared to the rest of the melee weapons, so they might be a good choice for the Protagonist(c) so that he doesn't have to get right into the enemies' faces but instead poke them from behind Eder's meaty back, putting that might to good use while still being close to the enemies to magically yell at them when the phrase counter gets there.
+
21:00
It's 3, +3 for an enchantment, x2 from the armour type being innately good against fire. It's weird that enchantments are affected by armour efficiency, but they are, that's why that ended up 12 instead of 9.
The voice actor for Durance is the same guy who does Adam in the Netflix show Dark.
Learning spells costing money is a D&D thing too, it's mostly "the cost of material to copy the spell"
Things I've noticed is that you are so confident in your first (usually not correct) impressions of mechanics in games lol
Great playthrough of this classic and typically great Obsidian RPG. Have Played POE many times and beaten it but find this a good way to kill time to TOW (along with playing POE again). Its cool how every every Race and Class is represented in the Games Companions. The Classes that are Absolutely Essential for a party are the 4 best Druid, Monk, Hunter and Cypher as well as Rogue.
Some more advice: It takes awhile to find all the AI Essential Class Companions but you can create Essential Companions at Taverns (if you have enough gold) and its a good idea to create a few early on for your party at the Gilded Vale Tavern.
Ingrid's house is where noton is
Regarding the bit round the six minute mark.
Obsidian is generally pretty good at giving you a chance to figure out when people are lying.
Pro tip: go back to the tavern and create a rogue. There is no thief character for your party in the main game and you REALLY want a dedicated character with high mechanics skill to deal with traps and locks.
It doesn't have to be a rogue. Besides you can just level up mechanics of one of the premade story characters.
yup a wizard, chanter, the mental class ( forgot the name ) as well as atleats one more class start with 1 point in mechanics. Thiefs start with 2, add one of the backgrounds that give mechanics ( there are several ) and a thief can at best reach rank 3 at creation. The other classes can reach 2 and even non mechanic classes can reach 1 in mechanics with background alone. There is no need for a thief at all since ANY class can learn mechanics.
Strength increase ALL damage and healing ...aka any class can find it useful ( yes that include wizards and priests as well ). Endurance give disease/poison resist as well as health , perception gives hitchance and the ability to spot hidden objects and someone lying ( alongside with mechanics ). Intellect increase ALL area of effect and duration effects....yes this include warriors knockdown duration, barbarians combat shouts/battlerage, paladins aura range, the list goes on.
Pillars is designed in this way to avoid dead stats and nail down classes into predetermined roles. You can pick an accuracy skill rather than the knock down and if that is paired with marksman ( talent ) you can actually use the warrior as a ranged char. Wizards have enough defencive spells to have a close/midrange build where they melee and use close range spells to get by. They can't take a hit as easily allthough some of the armour/aura/summon weapon/cone spells to mention some of the MANY wizard options actually allow them to melee.
Same with the ranger class btw, just because they get a companion and have a few ranged based skills and a few spelllike skills doesn't mean they can't be in people's faces. Rangers are one of the few classes that start with the highest start value of deflection and hitchance ( aka less misses as well as more crits ), damage reduction from armour only lower the damage once hit...deflection can prevent the hit in the entirety.
imo, it's just best for the main character to put points in mechanics regardless of the class. That's what I did in PoE1 and PoE2. It makes thigns a lot easier, especially if you switch characters from time to time.
@@mateuszaszczyk8102 Yeah, pretty much. One of the focus of the skills system was precisely to not force parties to have rogues just for traps and locks :P
@@blankmon3188 Same.
6:00 There's no reason not to believe them. I've played this game like 6 times and I'm 100% sure its the truth (I'm the type of person who even digs around for environmental details 'cause there are a lot of them in this game). It ultimately comes down to whether or not you believe premeditated murder is acceptable solution to reoccurring abuse.
Huh, I felt it was just a murder and leave with the guys money before they are found out. But still playing my first time through this game
@@SridalB
There is no evidence at all she's telling the truth. It's strictly her word.
From the reaction of his ghost by the bear when you interact with it, I am also inclined to agree that there definitely WAS ABUSE going on. When you promise the ghost to get revenge for him he has a moment where he "gets filled with sickly triump". Absolutely sounds like someone who wasn't quite a good person, but now won even in death.
Saying all that, I am not sure that abuse justifies murder, but since it's a fantasy world, and there aren't better options I'll let it slide.
she lieing btw. here is how you can tell.
1) no victim would grieve the loss of their abuser. Or claim as such.
2) if the guy was abusing her, why you dude 2 be a friend of his. It would make more sense to call out the behavior instead of straight up murder.
My guess is she married dude 1 due to family, then met Dude 2, through dude 1. Her and dude 2 had an affair, and trying to cover it up via a murder so they can be together. The plan is too laid out for it to be a self defense type murder.
Pretty much if she was being abused that shoulda been the first thing she stated, not a lie.
+
Not saying your interpretation is wrong. But say he was an abuser. The game is set in pseudo medieval times. While our standards for family dynamics explicitly do not apply (the whole men and women are equal thing you can read in the character creation), the implicit message was that he could and would abuse her, which isn't unlikely. He likely was friends with Nantan before that, who maybe even had no idea that he was that kind of piece of shit. The whole grieving thing would just be an act to cover things up for the onlookers, to everybody else she lost her husband; Also, don't forget that it might have been easy to frame her with some kind Hollowborn-related stuff, as eager as the rest of the village was to hang people even remotely connected to such things. My point is, if their story is even remotely true, there would have been immense social pressure on them and especially on her. A hunting accident is a very convenient cover-up in that regard. And since they wanted to get out of town asap anyway, they wouldn't have had to put up the act for long, since likely noone would miss them anyway, let alone send someone to catch them on suspicion alone. Either way, their plan is pretty good imo.
I find it likely that Nantan willfully lured him into and let him die in the bearcave, as to the motive, i am not sure. The game seems to indicate, that believing them is a good thing (+rep iirc), so i guess that's a hint as well. I find the approach of "murder is murder" to be reasonable as well. The early rewards are kinda meh anyway, so in the end it doesn't really matter imo.
Maybe some more "soulsearching" options would have been cool, then again, at this stage MC's ability is more of a burden than useful tool, so it would make sense for them not to be able to.
EDIT: i think we are overthinking this big time ^^.
@@spacemonkeyentertainment6413 There is also the option of telling the 3rd party to deal with it, so you do not have to decide.
From the reaction of his ghost by the bear when you interact with it, I am also inclined to agree that there definitely WAS ABUSE going on. When you promise the ghost to get revenge for him he has a moment where he "gets filled with sickly triumph". Absolutely sounds like someone who wasn't quite a good person. If he was all goodie-two-shoes the text would just have read "triumph".
Saying all that, I am not sure that abuse justifies murder, but since it's a fantasy world, and there aren't better options I'll let it slide.