I just started playing, too. The magic window (pentagram symbol tab) has two sub windows, "Echo Stone" and "Spellbook". You can switch between them by pressing the button at the bottom. There is a strong attack, by holding your mouse button for a while, until a sound cue plays. When sneak attacking someone, a strong attack is probably better. 35:21 How did you come to the conclusion, that the "War Cleaver" does more dmg than a "Rusty Short Sword"? It says: War Cleaver: 35 slash (37 excellent); 0.93 attacks/s Rusty Short Sword: 36 slash (36 excellent); 0.97 attacks/s So the latter should be better. 35:53 The four basic derived stats are very simple: HP = 10*Vitality Mana = 10*Intelligence Stam = 10*Endurance Focus = 10*Cognition Focus is required for spellcasting and to a lesser degree for the search skill. I think it also determines how many spell slots you have. Increasing Str or Dex, also increases the physical defense stats and increasing Int (not Cog) increases the elemental defenses. From a certain point on, Int (maybe Cog, too) adds some Mana regen. I think with 9 in those attributes, mana does not regen at all. If you increase Int to 10, mana very slowly regens. With high Int, you then have serious mana regen. I have not found out yet, how to assess the defensive effectiveness of different shields. The numbers show just the stat requirements and what dmg it presumably deals. But since there is no shield bash, that does not make too much sense. I'm also not sure, why shields are governed by the sword/axe skill, and how that works when you combine them with blunt or pierce weapons. Maybe that is a unfinished feature, and there will be a shield defense skill and stat later. So far I'm choosing my shield by price, assuming the more expensive ones are better.
I know you have more videos after this, so I'm not sure if you figured it out after this (I'm still early in this video), but when you are hammering a weapon or shield, you will get a different clang sound when you hit a weapon that is done being improved.
I'm glad I'm not the only one who dislikes experience loss on death. Progress loss I don't mind, because you can get that back, but XP? Nah, I'd rather not have death permanantly cripple my character on his next life
ohh the magic system looks fun. so you can experiment with magic if you have the skills. maybe when i buy this I'll try a mage build. given your explanation of the Anvil are you a blacksmith or similar job like jeweler or just very knowledgeable on medieval topics?
Really enjoying this play through, good looking game with plenty of atmosphere
Even though its only the 2nd video..I'm really enjoying this playthrough
I just started playing, too.
The magic window (pentagram symbol tab) has two sub windows, "Echo Stone" and "Spellbook". You can switch between them by pressing the button at the bottom.
There is a strong attack, by holding your mouse button for a while, until a sound cue plays. When sneak attacking someone, a strong attack is probably better.
35:21 How did you come to the conclusion, that the "War Cleaver" does more dmg than a "Rusty Short Sword"?
It says:
War Cleaver: 35 slash (37 excellent); 0.93 attacks/s
Rusty Short Sword: 36 slash (36 excellent); 0.97 attacks/s
So the latter should be better.
35:53
The four basic derived stats are very simple:
HP = 10*Vitality
Mana = 10*Intelligence
Stam = 10*Endurance
Focus = 10*Cognition
Focus is required for spellcasting and to a lesser degree for the search skill. I think it also determines how many spell slots you have.
Increasing Str or Dex, also increases the physical defense stats and increasing Int (not Cog) increases the elemental defenses.
From a certain point on, Int (maybe Cog, too) adds some Mana regen. I think with 9 in those attributes, mana does not regen at all. If you increase Int to 10, mana very slowly regens. With high Int, you then have serious mana regen.
I have not found out yet, how to assess the defensive effectiveness of different shields. The numbers show just the stat requirements and what dmg it presumably deals. But since there is no shield bash, that does not make too much sense. I'm also not sure, why shields are governed by the sword/axe skill, and how that works when you combine them with blunt or pierce weapons. Maybe that is a unfinished feature, and there will be a shield defense skill and stat later.
So far I'm choosing my shield by price, assuming the more expensive ones are better.
I know you have more videos after this, so I'm not sure if you figured it out after this (I'm still early in this video), but when you are hammering a weapon or shield, you will get a different clang sound when you hit a weapon that is done being improved.
I'm glad I'm not the only one who dislikes experience loss on death. Progress loss I don't mind, because you can get that back, but XP? Nah, I'd rather not have death permanantly cripple my character on his next life
ohh the magic system looks fun. so you can experiment with magic if you have the skills. maybe when i buy this I'll try a mage build. given your explanation of the Anvil are you a blacksmith or similar job like jeweler or just very knowledgeable on medieval topics?
If I had a hammer...Trinny lopez/ Peter Paul and Mary song..60s maybe
Woody Guthrie.
@@raphaelperry8159 Who dat up there saying who dat down there?
I don't really like how much health these enemies have. Feels bloated, reminds me of Skyrim, having to hack away at people for ages.