Maybe someone can help me, I have 0 charges for dimensional step and life sight.
Ever since I got them so I never got to use them one. I don't know why I don't have any even when I rest.
Also is it just me or do Alot of necromancer spells especially early ones seem completely useless when dealing with the undead? Maybe it's just me I mean clerics get to atleast turn them, I but socs/wiz don't even get a control undead spell.
They do get control undead, but it´s a 6th level spell. Halt undead is level 3. There´s also the undeath to death spell that arcane casters could also use, but it's a 6th level spell. Maybe those are pnp spells introduced by a mod and they are not available in vanilla? I do not remember.
One that gets turn undead and control undead as a class feature is the necromancer specialist wizard. They could also heal his own undead summons.
@PsicoVic halt undead? That spell never appeared for my undead bloodline sorcerer, 6th level spells aren't early level spells. Early level spells would be by the time I get undead to death I already have boneshatter...which surprising freakingly works on things without bones such as elementals and even soul eaters... I'm still stupified how boneshatter work on undead cyclopes but boneshaker freaking doesn't o.o
Anyways, Vordokai's tomb would've been alot more fun if I could've played up the necromancer part of my character a bit more here... honestly, wish I could make this place my capitol lol xD
Edit...
I miss your button post, but when I was running the sin of gluttony I still didn't see it.
With that said
Did I completely miss something? Google says I was suppose to get Kanerah in chapter 2... In going into 4 now and never saw her once.
, I but socs/wiz don't even get a control undead spell.
You said they don't get them. They do, but at level 6. You can get the hold undead pnp spell with one of the mods ( Eldritch arcana or CoTW IIRC)
Necromancer wizards get the turn undead and control undead as a class feature much earlier.
So question, I get that everyone probably done moved onto the sequel while por ol DK dragon his feet just now playing the first, but has anyone used the call of the wild mod? I see they have a summoner archetype and I am wondering has anyone used it.
I played literally 100s of hours in the roguelike mode using call of the wild, it's a fantastic mod though I recommend changing some settings in the setting.json file in the mod folder when you install it (namely, skill points, changing companion stats, and turn off the homebrew changes)
I have limited knowledge on the summoner as I only used it once, but is there anything in particular you want to know?
@Vallmyr
Exactly how does it handle the actual summoner and summons class? The way the game handles it right now leaves alot to be wanted, especially with the monster summon spells giving me dog, lizards, and wolves.
So does it still just use base in game summons spells and just alter creature stats based on the mc states and feats? Ore does it go the route of giving us a new companion all together that level up with us the same way the animal companions do? Are there multiple or is there a single one that grows and evils as it levels and is permanent?
Also, it brings in homebrew rules? Good lord now I really have to try to find the read me for this thing I was just looking at classes.
oh yeah it's all the stuff under optional balance changes near the bottom, it's very few in number but just does things like turning two weapon fighting into one feat rather than multiple.
Also as for the summoner you basically get a permanent pet, it's model is based on creature type so a fey summon looks like a dryad, then each level you get evolution points to spend, different feats and abilities cost evolution points so you can add things like extra arms for more attacks, though the model doesn't actually change to reflect this, just the stats. So you have to use more imagination for how the summon looks vs the limited models in the game.
Races Unleashed
Call of the Wild
Bag of Tricks
A Touch of Magic
Better Vendors
Proper Flanking2
Proper Flanking Indicator
Favored Class
Tweak or Treat
Derring-Do
Goblin Race
Craft Magic Items
Skip Intro
Visual Adjustments
Was my mod set up last time I played kingmaker. Added a bunch of new races, classes, feats, and made the game more like PnP which was great for the turn based mode, again I recommend opening up the settings.json in call of the wild using notepad and changing the True to False on
and you can look at the others and decide but this turns off the adjusted companion stats, makes it so teamwork feats work with their original distance values rather than strictly 5ft, and turns off the homebrew rules.
reduce skill points is actually ok as in, it does make it more PnP like as if you were using the consolidated skill point system, but I also like having lots of skill points so I turn it off.
Edit: For more detail, once you install call of the wild, go into the kingmaker directory>mods>callofthewild>settings.json and just open it with notepad, make the changes, exit out and save.
@Vallmyr
Reduce skill points? No thank you... I never understood some mods like that. If I wanted an exact copy of pnp I'll just go play pnp.
But update companions seem interesting I'm guessing it changes some states for they are more in line for their class... While I think ekun And nok nok stats are perfect for the walking death machines they are... Harrim... Man he's like my less take. Character.
Also tat began the question off topic why I. The world are like majority of the team chaotic? Only Valerie and ekun aren't xS
Either way more feata and spells would be all I want.
Just bought all the dlc, about to try my hand at the rogue like dungeon dive on word with a paladin tank, a wraith mage and a elf ranger.... Let's see how far these 3 can go.
So the dlc companion came appeared after I became king like "what's the point of appearing now?
Either way how in the world do you use keniticist? I'm lost with it?
If you played a D&D warlock, it's mostly the same mechanics, but with the "Avatar the last airbender" elemental flavour.
You do not "cast spells" per se, you are going to use attacks all the time ( unlimited elemental blasts) that you can change into different sizes and shapes.
PD: Do not pick the Earth and fire combination unless you want to trivialize most of the battles for the rest of the game.
If you played a D&D warlock, it's mostly the same mechanics, but with the "Avatar the last airbender" elemental flavour.
You do not "cast spells" per se, you are going to use attacks all the time ( unlimited elemental blasts) that you can change into different sizes and shapes.
PD: Do not pick the Earth and fire combination unless you want to trivialize most of the battles for the rest of the game.
My main problem was I went for kenetoc blast and couldn't find t since the twins didn't show up until after I became king... Like isn't the game almost over now? Anyways, I also picked kenetoc blade and easily found it out still figuring other stuff out but just their base attack do some serious damage I'm now rethinking my second playthrough... The twins may need to become a mainstay in my party along side linzi...
If you played a D&D warlock, it's mostly the same mechanics, but with the "Avatar the last airbender" elemental flavour.
You do not "cast spells" per se, you are going to use attacks all the time ( unlimited elemental blasts) that you can change into different sizes and shapes.
PD: Do not pick the Earth and fire combination unless you want to trivialize most of the battles for the rest of the game.
My main problem was I went for kenetoc blast and couldn't find t since the twins didn't show up until after I became king... Like isn't the game almost over now? Anyways, I also picked kenetoc blade and easily found it out still figuring other stuff out but just their base attack do some serious damage I'm now rethinking my second playthrough... The twins may need to become a mainstay in my party along side linzi...
They appear when you became baron,
after defeating the stag lord
, you still have 3/4 of the game ahead of you (just check the huge map you still have to explore). You can recruit Kanerah and kalikke way after picking Jubilost, Ekun or Nok-nok.
And yeah, kineticists also target the usually lowest touch armour with their attacks, could change the damage type to elemental or physical attacks, and they are all-round powerhouses.
If you played a D&D warlock, it's mostly the same mechanics, but with the "Avatar the last airbender" elemental flavour.
You do not "cast spells" per se, you are going to use attacks all the time ( unlimited elemental blasts) that you can change into different sizes and shapes.
PD: Do not pick the Earth and fire combination unless you want to trivialize most of the battles for the rest of the game.
My main problem was I went for kenetoc blast and couldn't find t since the twins didn't show up until after I became king... Like isn't the game almost over now? Anyways, I also picked kenetoc blade and easily found it out still figuring other stuff out but just their base attack do some serious damage I'm now rethinking my second playthrough... The twins may need to become a mainstay in my party along side linzi...
They appear when you became baron,
after defeating the stag lord
, you still have 3/4 of the game ahead of you (just check the huge map you still have to explore). You can recruit Kanerah and kalikke way after picking Jubilost, Ekun or Nok-nok.
And yeah, kineticists also target the usually lowest touch armour with their attacks, could change the damage type to elemental or physical attacks, and they are all-round powerhouses.
I know that I'm just saying she didn't appear for me until after I became king, so now I'm rushing to do her quest before I go to dewl with the forefather.
Also alot of my map is filled out... This is why I hate those hidden timers I purposely try to explore as much as possible... I've actually had game over several time because of my nature to explore caused me to miss timers.
Kineticist is one of the most powerful classes in Pathfinder. I was playing one in Kingmaker before I started Wrath and from around level 5 on it was THE controller in battlefield. Earthtrip+fire blasts will stop the enemies dead in their tracks
I'm honestly falling in love with the class, it's basically an elementalist with infinite spells! I don't understand the burn though, I thought it was suppose to hurt us but I'm not seeing it so there's something I am missing. Either way I love it.
Still loving my necromancer though wish they gave us more than 1 grasp of hands. And such
Ok again question for those who use call of the wild and played the summoner class
While I like the summoner, I'm kinda hate how little spells slots we have, I digress, idk if this is intentional or a bug but certain traits for the summon seem to be blank or empty, for example I wanted to give my angel accelerated healing, but when I select it it opens a side panel (the one that usually show several things to pick from) and it's empty, there's nothing there for me to pick so I can't pick this trait and move on so is this intentional?
Ok I'm effectively starting to get pissed off by the game. Majority it has to do with those hidden timers followed by the lack of actual information on what is actually going on. I'm currently in a position where I think it's actually now impossible to continue the game and have to go all the way back to an older save much older save...
Ok so I'm having to deal with pitax and open the portal to the dream world to talk to miss bad fey. I figure the fey is the actual important story content so I decide to focus on dealing with pitax because it's screwing over my kingdoms stats and I want to take the time to fill out that side of the map, and try to figure out why the next parts of nok nok and jjaethal's quests aren't activating yet nok nok was suppose to happen before the war with pitax from what I'm reading and it hasn't.
So I stop the bandits, not kill the noble and kill the mage sending monsters into my kingdom. Afterward I think, "now let's confront them." Can't get into pitax, and get a notification that we are somehow losing the war and I have two months left. I Google what to do next... Oh I was actually suppose to go to nyrissa first. Fine whatever I'll start the research... The research that takes 60 freaking days to do. And all the stupinf pitax this and assassin that keeps building up and seems to never freaking do anything no matter how many times I complete them. So this game literally does not encourage taking my time, exploring and playing at my leisure but instead just wants players to bullrush through the main story just to make sure I don't fail it. literally just trying to do the kingdom management section of this game seems to screw you over of you don't do it the way they seem to think the player is going to do it.
Honestly if I'm force to go back I'm just going to say eff it, cheat myself to level 20 and steam roll everything. Because playing at my own pace and just trying to enjoy the rp element of the gain just doesn't seem to be what was wanted.
I'm not even against times quest, but half of them are hidden not even given me time to plan out how much I'm going to devote to doing other things and then hoping back on the story route. There are still nodes from chapter 1 I've yet to visit because of this...
Ok I'm effectively starting to get pissed off by the game. Majority it has to do with those hidden timers followed by the lack of actual information on what is actually going on. I'm currently in a position where I think it's actually now impossible to continue the game and have to go all the way back to an older save much older save...
Ok so I'm having to deal with pitax and open the portal to the dream world to talk to miss bad fey. I figure the fey is the actual important story content so I decide to focus on dealing with pitax because it's screwing over my kingdoms stats and I want to take the time to fill out that side of the map, and try to figure out why the next parts of nok nok and jjaethal's quests aren't activating yet nok nok was suppose to happen before the war with pitax from what I'm reading and it hasn't.
So I stop the bandits, not kill the noble and kill the mage sending monsters into my kingdom. Afterward I think, "now let's confront them." Can't get into pitax, and get a notification that we are somehow losing the war and I have two months left. I Google what to do next... Oh I was actually suppose to go to nyrissa first. Fine whatever I'll start the research... The research that takes 60 freaking days to do. And all the stupinf pitax this and assassin that keeps building up and seems to never freaking do anything no matter how many times I complete them. So this game literally does not encourage taking my time, exploring and playing at my leisure but instead just wants players to bullrush through the main story just to make sure I don't fail it. literally just trying to do the kingdom management section of this game seems to screw you over of you don't do it the way they seem to think the player is going to do it.
Honestly if I'm force to go back I'm just going to say eff it, cheat myself to level 20 and steam roll everything. Because playing at my own pace and just trying to enjoy the rp element of the gain just doesn't seem to be what was wanted.
I'm not even against times quest, but half of them are hidden not even given me time to plan out how much I'm going to devote to doing other things and then hoping back on the story route. There are still nodes from chapter 1 I've yet to visit because of this...
I cannot speak to everything, but my recommendation is to always prioritize any research related to the current chapter. If you have a research option relating to something going on, that should be your priority. Also, the game typically affords you the time to "take your time" and fill out the map inbetween crises. Which sort of makes sense.
I get in this instance you didnt understand what the primary issue was (Fey, rather than Pitax) - but the idea is usually that you put 100% of your attention on the primary issue,. solve it, then take the lull in time to work on the kingdom and roam about the map filling it in.
You might be able to go get some kind of mod to speed up the research you're currently working on if you dont want to do a big reload. I cant promise you that one exists, but I suspect there's something out there that can help you through this.
Ok I'm effectively starting to get pissed off by the game. Majority it has to do with those hidden timers followed by the lack of actual information on what is actually going on. I'm currently in a position where I think it's actually now impossible to continue the game and have to go all the way back to an older save much older save...
Ok so I'm having to deal with pitax and open the portal to the dream world to talk to miss bad fey. I figure the fey is the actual important story content so I decide to focus on dealing with pitax because it's screwing over my kingdoms stats and I want to take the time to fill out that side of the map, and try to figure out why the next parts of nok nok and jjaethal's quests aren't activating yet nok nok was suppose to happen before the war with pitax from what I'm reading and it hasn't.
So I stop the bandits, not kill the noble and kill the mage sending monsters into my kingdom. Afterward I think, "now let's confront them." Can't get into pitax, and get a notification that we are somehow losing the war and I have two months left. I Google what to do next... Oh I was actually suppose to go to nyrissa first. Fine whatever I'll start the research... The research that takes 60 freaking days to do. And all the stupinf pitax this and assassin that keeps building up and seems to never freaking do anything no matter how many times I complete them. So this game literally does not encourage taking my time, exploring and playing at my leisure but instead just wants players to bullrush through the main story just to make sure I don't fail it. literally just trying to do the kingdom management section of this game seems to screw you over of you don't do it the way they seem to think the player is going to do it.
Honestly if I'm force to go back I'm just going to say eff it, cheat myself to level 20 and steam roll everything. Because playing at my own pace and just trying to enjoy the rp element of the gain just doesn't seem to be what was wanted.
I'm not even against times quest, but half of them are hidden not even given me time to plan out how much I'm going to devote to doing other things and then hoping back on the story route. There are still nodes from chapter 1 I've yet to visit because of this...
I cannot speak to everything, but my recommendation is to always prioritize any research related to the current chapter. If you have a research option relating to something going on, that should be your priority. Also, the game typically affords you the time to "take your time" and fill out the map inbetween crises. Which sort of makes sense.
I get in this instance you didnt understand what the primary issue was (Fey, rather than Pitax) - but the idea is usually that you put 100% of your attention on the primary issue,. solve it, then take the lull in time to work on the kingdom and roam about the map filling it in.
You might be able to go get some kind of mod to speed up the research you're currently working on if you dont want to do a big reload. I cant promise you that one exists, but I suspect there's something out there that can help you through this.
Is there because bag of tricks didn't even help, the freaking quest said "50+ days until kingdom destroyed" I used the mod to freeze all times quest at 90 days to stop that and that didn't work.
I was actually banking on the game to let me know. Everytime the fey took precedent in the story up to this point, the fey directly interacted with you; a dream or your kingdom was directly attacked by the fey... This time all we get is a "we may have found a way to chase after her." To me that signals, "this moves you into the next plot point into the story." Meaning do this last... And past gamimg experience including bg 2 and even chapter 2 has taught rushing the main plot can often cause you to be locked out of or miss whole levels (taking the magic mirror directly to the underdark), her miss companions completely which is what happen while I'm chapter 2, after I failed the first chapter once for taking to long to kill stag, I rushed the story in to doing all I needed to do to find the troll base and low and behold to my later on amazement completely missing both ekun and the other gnome because their character introductions weren't needed to finish the chapter, and completely missing them all together. Thus I'm glad I save in pipelines me having to go back after again researching to find out if you missed them you are ish out of luck and lose those advisors.
But hey it's better than milling Tristan I guess seeing how I have no replacement advisor for him and that slot has just been empty.
If there is a mode to instantly finish kingdom management I would love to know because mine are back up horrible...
Edit
So it was in the kingdom management mod I rarely touched that mod outside of cancelling failed management events and it was a scale instead of a turn on and off event. Now I think I just saved my self a n-word moment because last night I basically said ef it a d loaded a past save and started to no care anymore.
But my second playthrough is about to go a whole lot smoother that's for sure...
So I've come to a very interesting conclusion...wizards really are hated in this game. Constantly googling trying to find atleast one person who actually tried to do something thematic with the wizard class in this game I kept getting the same thing over and over again. Wizard class sucks or just play sorcerer, it does it better.
I want to say I don't get it but sadly... There are thing I do and don't get. Maybe some of you can shine a light on some questions for me because I know many of or follow these games from day one conception to release while I don't so there probably decisions you know about that companies like owlcat might have already spoken on that I don't know.
So let me get to gist of it and a lot of hatred Ive found towards the wizard.
Wizard vs sorcerer- class traits and abilities.
Ok now this one even I'm stupified by... When I first started playing I made a big fuss about wanted to be a wizard necromancer and didn't want to run to to the cleric or sorcerer... Yea those words are delicious because the undeadbloodline in my opinion is fun as heck! Some people claim it's unimpressive or underpowered because it doesn't have super special feats in it like some other bloodlines I could mention but the thematics of it was perfect for me.... Even if it gave me some spells that I wanted I alot later than I originally would've picked them. Hey my first playthrough of the game is on the second hardest setting playing a sorcerer who exclusively uses necromancy only spell... Watch enemy fail death saves and literally bearing bosses in one shot is more satisfying than it should be... What I need other buffs and debuffs? I have my trusted buddy linzi for that.
With that said all the bloodline are all filled out with interesting passives and feats which can lead to interesting plays in one way or another... So that leads to me to a simple question... Why do school focus wizards get the equivalent of handing toddlers some candy and a pat on the head? Yea I get it, sorcerer magic come innately so they unlock power through their bloodlines. So what? Wizards study diligently to gain their power and ability and you're telling me one who has to study, research, and experiment to gain their own power never unlocks any secrets of their own? I just don't understand how the wizard class has so little class passives, the fact that they can switch out spells which I might still requires them to rest to prepare and add onto that, they require components just like sorcerer's for high level spells which is another gatekeeping mechanism that hurts them even more. You would thing a specialist or super specialist would also have bit more class passive spread out as they level up the similar way every sorcerer bloodline does.
2. Now this is the one I just don't get... People seem to actually hate the versatility of the wizard. I get it, play through 1 none of us knows what's coming up... Unless your like me and you Google ish. But I assume alit of people are like me and play this game more than once and do have an idea of what's to come where you'd thing the wizard is more favored, but again it doesn't seem to be at all. It's still "just get sorcerer"...but why though? I thought crazy metagamers loved being able to counter every freaking thing every, isn't that literally the job of the mage?
3. This is the one I really don't get, maybe because they added this later or something... Another argument i keep seeing is there is no scroll scribing that wizards can do... Except I have so I don't get these talking points but the follow up makes more sense, "there is no scroll for every spell in the game" which if so that friggin sucks.
Heck only time you ever hear anyone recommend the wizard is just to get arcane trickster.
I had more but I lost it going back through all the wizard hate posts.
Ooh, ok so, I think I've made up my mind for the second playthrough depending on some thing. I think I want to go as a transmutation specialist which maybe dabbles in abjuration and conjuration.
My question is I heard we can do things like polymorph peta into dragons, can I polymorph my familiar or do I need to become a hypocrite and get a second class that has a pet so I can poly want a cracker it into a other things if not or if transmutation have too many underwhelming spells that I can't primarily just use them throughout the game like I've been doing with necromancy, I may just go arcanist. I hear is basically a hybrid of sorcerer and wizard and shares their spell books.
What I want is to make a character who doesn't change himself, I'd just play a shape shifter for that, but change the world around him. I get there's no flesh to stone spell but there gotta be other fun spells
Which second question, aren't they the same spell book? Like a general sorcerer and a wizard just use the same spells and the two classes don't have class specific/unique spells correct.
Edit,
Nope, didn't play how I wanted it to play I cheated a character to level 20 and started mixing and matching things too many personal transformations and not really much changing other things and people. So that's a dead idea
I tend to be sad about the sorcerer vs wizard thing too, but problem is that with Wizard you need to rest more even when metagaming, and time matters in the game. Plus the encounters are not designed in a way that the versatility of the wizard is really needed.
Plus Charisma is the more useful main caster stat if you want to be diplomatic.
Yeah, in the videogame they do not include some classic features like "clever swordplay", "healer" "bruising intellect" "Student of philosophy" "pragmatic activator" and you do not have some skills like linguistics; so you do not have the classic role of PF wizards of loremasters. You have the skill points to learn more than some of the knowledge skills, but usually, your companions are better.
Also since you do not have the "staff-like wands" wizard feature the ability to add your INT to wands and scrolls are restricted to magus and you cannot craft, you have to rest more, indeed.
I played wizards with the wand/scroll discoveries, "pragmatic activator", etc.
The scroll wizs in PnP could basically cast spells from any spellbook, adding his caster level, INT and even metamagic to the mix like it was a spell from the wizs spellbook. If you have the resources they barely need to rest (wands in 1e have 25-50 charges, scrolls you can buy or craft, pick metamagic rods,...). I think wizs and witches are less useful in the videogame than in the PnP campaign.
IIRC the "traits" and "favoured class" mods include some of those PnP traits to the game.
Welp, after beating up pitax, I decided to put my necromancer playthrough on pause and start two new playthrough a.
One where I'm going to play a neutral good arcanist and the rogue like version of beneath the stolen lands with an arcanist.
Maybe because it's just because I started a new playthrough so quick or maybe because it was just my least favored chapter but chapters two just feels like a drag and I fine myself trying to rush through it. Or maybe it's just because the early levels if being an arcane caster just doesn't feel fun, little spell slots and little scrolls to scribe.
With that said, I'm actually having or was having a blast with the rogue like version. Even my own little role play to it, it started with two adventures, a human arcanist who's obsessed with the study of magic and searching for ways to break it it's rules hears the calling out of a silver dragon to stop a great evil from escaping. The arcanist saw this as a chance to expand his knowledge not the arcane and accepted the call despite the complaints of his elven companion (ranger and leopard) against it but she still tags alone out of fear for her friends safety as his hunger for the arcane gas led him into dangerous situations before. The first 8 levels (actually character levels) they fought carefully through the levels (leopard good tank) until the arcanist fell to one well placed trap that the ranger could not disarm.
Thankfully for the two there was another who had heard the call of the silver dragon after them and was also exploring the depths, a hospitaler paladin assimir (angelkin) who just so happened to be carrying a raise dead scroll and saved the arcanist from a permanent death. Now the three plus Mr leopard are travelling the depths. They've beaten hydas with h mirror image and even taken on trolls who for some reason have an infinite stink cloud ability ...boy was that annoying.
We've yet to see what awaits our heroes in this dungeon of nonsenses especially since now they have a healer/tank and the arcanist has decided to focus on buffs with supplement blasts.
Honestly I do kind of wishes they had done what original sin did where you can make the characters have conversations between each other
Also arcanist definitely becoming my favorite class...then again I added call of the wild mod so I don't know if some of the feats like quick study and dimension slide share in vanilla game or were modded in to make it more PNP, but I love dimension slide, especially it's range!
Welp dead at 10... 3 greater elements at the beginning of the map whipped them out
Hey, I'm king maker annoyed me... Again... So I'm in the house at the edge of time and I hate it why? Because I just watched my buddy nok nok die and I know the undead elf will die to and you wanna know why? Because th second parts of their companion quest NEVER EFFING TRIGGERED! and boy did I try! Kept talking to them reclicking already exhausted dialogue, kept running in. And out of the throne tum but I got nothing. Nok nok was my third favorite companion too especially his interactions with Linzi.
Comments
Ever since I got them so I never got to use them one. I don't know why I don't have any even when I rest.
Also is it just me or do Alot of necromancer spells especially early ones seem completely useless when dealing with the undead? Maybe it's just me I mean clerics get to atleast turn them, I but socs/wiz don't even get a control undead spell.
One that gets turn undead and control undead as a class feature is the necromancer specialist wizard. They could also heal his own undead summons.
Anyways, Vordokai's tomb would've been alot more fun if I could've played up the necromancer part of my character a bit more here... honestly, wish I could make this place my capitol lol xD
Edit...
I miss your button post, but when I was running the sin of gluttony I still didn't see it.
With that said
Did I completely miss something? Google says I was suppose to get Kanerah in chapter 2... In going into 4 now and never saw her once.
Necromancer wizards get the turn undead and control undead as a class feature much earlier.
I have limited knowledge on the summoner as I only used it once, but is there anything in particular you want to know?
Exactly how does it handle the actual summoner and summons class? The way the game handles it right now leaves alot to be wanted, especially with the monster summon spells giving me dog, lizards, and wolves.
So does it still just use base in game summons spells and just alter creature stats based on the mc states and feats? Ore does it go the route of giving us a new companion all together that level up with us the same way the animal companions do? Are there multiple or is there a single one that grows and evils as it levels and is permanent?
Also, it brings in homebrew rules? Good lord now I really have to try to find the read me for this thing I was just looking at classes.
Also as for the summoner you basically get a permanent pet, it's model is based on creature type so a fey summon looks like a dryad, then each level you get evolution points to spend, different feats and abilities cost evolution points so you can add things like extra arms for more attacks, though the model doesn't actually change to reflect this, just the stats. So you have to use more imagination for how the summon looks vs the limited models in the game.
Call of the Wild
Bag of Tricks
A Touch of Magic
Better Vendors
Proper Flanking2
Proper Flanking Indicator
Favored Class
Tweak or Treat
Derring-Do
Goblin Race
Craft Magic Items
Skip Intro
Visual Adjustments
Was my mod set up last time I played kingmaker. Added a bunch of new races, classes, feats, and made the game more like PnP which was great for the turn based mode, again I recommend opening up the settings.json in call of the wild using notepad and changing the True to False on
update_companions
reduce_skill_points
fix_teamwork_feats
balance_fixes
and you can look at the others and decide but this turns off the adjusted companion stats, makes it so teamwork feats work with their original distance values rather than strictly 5ft, and turns off the homebrew rules.
reduce skill points is actually ok as in, it does make it more PnP like as if you were using the consolidated skill point system, but I also like having lots of skill points so I turn it off.
Edit: For more detail, once you install call of the wild, go into the kingmaker directory>mods>callofthewild>settings.json and just open it with notepad, make the changes, exit out and save.
Reduce skill points? No thank you... I never understood some mods like that. If I wanted an exact copy of pnp I'll just go play pnp.
But update companions seem interesting I'm guessing it changes some states for they are more in line for their class... While I think ekun And nok nok stats are perfect for the walking death machines they are... Harrim... Man he's like my less take. Character.
Also tat began the question off topic why I. The world are like majority of the team chaotic? Only Valerie and ekun aren't xS
Either way more feata and spells would be all I want.
Either way how in the world do you use keniticist? I'm lost with it?
You do not "cast spells" per se, you are going to use attacks all the time ( unlimited elemental blasts) that you can change into different sizes and shapes.
PD: Do not pick the Earth and fire combination unless you want to trivialize most of the battles for the rest of the game.
They appear when you became baron,
And yeah, kineticists also target the usually lowest touch armour with their attacks, could change the damage type to elemental or physical attacks, and they are all-round powerhouses.
Also alot of my map is filled out... This is why I hate those hidden timers I purposely try to explore as much as possible... I've actually had game over several time because of my nature to explore caused me to miss timers.
Still loving my necromancer though wish they gave us more than 1 grasp of hands. And such
While I like the summoner, I'm kinda hate how little spells slots we have, I digress, idk if this is intentional or a bug but certain traits for the summon seem to be blank or empty, for example I wanted to give my angel accelerated healing, but when I select it it opens a side panel (the one that usually show several things to pick from) and it's empty, there's nothing there for me to pick so I can't pick this trait and move on so is this intentional?
Ok so I'm having to deal with pitax and open the portal to the dream world to talk to miss bad fey. I figure the fey is the actual important story content so I decide to focus on dealing with pitax because it's screwing over my kingdoms stats and I want to take the time to fill out that side of the map, and try to figure out why the next parts of nok nok and jjaethal's quests aren't activating yet nok nok was suppose to happen before the war with pitax from what I'm reading and it hasn't.
So I stop the bandits, not kill the noble and kill the mage sending monsters into my kingdom. Afterward I think, "now let's confront them." Can't get into pitax, and get a notification that we are somehow losing the war and I have two months left. I Google what to do next... Oh I was actually suppose to go to nyrissa first. Fine whatever I'll start the research... The research that takes 60 freaking days to do. And all the stupinf pitax this and assassin that keeps building up and seems to never freaking do anything no matter how many times I complete them. So this game literally does not encourage taking my time, exploring and playing at my leisure but instead just wants players to bullrush through the main story just to make sure I don't fail it. literally just trying to do the kingdom management section of this game seems to screw you over of you don't do it the way they seem to think the player is going to do it.
Honestly if I'm force to go back I'm just going to say eff it, cheat myself to level 20 and steam roll everything. Because playing at my own pace and just trying to enjoy the rp element of the gain just doesn't seem to be what was wanted.
I'm not even against times quest, but half of them are hidden not even given me time to plan out how much I'm going to devote to doing other things and then hoping back on the story route. There are still nodes from chapter 1 I've yet to visit because of this...
I cannot speak to everything, but my recommendation is to always prioritize any research related to the current chapter. If you have a research option relating to something going on, that should be your priority. Also, the game typically affords you the time to "take your time" and fill out the map inbetween crises. Which sort of makes sense.
I get in this instance you didnt understand what the primary issue was (Fey, rather than Pitax) - but the idea is usually that you put 100% of your attention on the primary issue,. solve it, then take the lull in time to work on the kingdom and roam about the map filling it in.
You might be able to go get some kind of mod to speed up the research you're currently working on if you dont want to do a big reload. I cant promise you that one exists, but I suspect there's something out there that can help you through this.
Is there because bag of tricks didn't even help, the freaking quest said "50+ days until kingdom destroyed" I used the mod to freeze all times quest at 90 days to stop that and that didn't work.
I was actually banking on the game to let me know. Everytime the fey took precedent in the story up to this point, the fey directly interacted with you; a dream or your kingdom was directly attacked by the fey... This time all we get is a "we may have found a way to chase after her." To me that signals, "this moves you into the next plot point into the story." Meaning do this last... And past gamimg experience including bg 2 and even chapter 2 has taught rushing the main plot can often cause you to be locked out of or miss whole levels (taking the magic mirror directly to the underdark), her miss companions completely which is what happen while I'm chapter 2, after I failed the first chapter once for taking to long to kill stag, I rushed the story in to doing all I needed to do to find the troll base and low and behold to my later on amazement completely missing both ekun and the other gnome because their character introductions weren't needed to finish the chapter, and completely missing them all together. Thus I'm glad I save in pipelines me having to go back after again researching to find out if you missed them you are ish out of luck and lose those advisors.
But hey it's better than milling Tristan I guess seeing how I have no replacement advisor for him and that slot has just been empty.
If there is a mode to instantly finish kingdom management I would love to know because mine are back up horrible...
Edit
So it was in the kingdom management mod I rarely touched that mod outside of cancelling failed management events and it was a scale instead of a turn on and off event. Now I think I just saved my self a n-word moment because last night I basically said ef it a d loaded a past save and started to no care anymore.
But my second playthrough is about to go a whole lot smoother that's for sure...
I want to say I don't get it but sadly... There are thing I do and don't get. Maybe some of you can shine a light on some questions for me because I know many of or follow these games from day one conception to release while I don't so there probably decisions you know about that companies like owlcat might have already spoken on that I don't know.
So let me get to gist of it and a lot of hatred Ive found towards the wizard.
Wizard vs sorcerer- class traits and abilities.
Ok now this one even I'm stupified by... When I first started playing I made a big fuss about wanted to be a wizard necromancer and didn't want to run to to the cleric or sorcerer... Yea those words are delicious because the undeadbloodline in my opinion is fun as heck! Some people claim it's unimpressive or underpowered because it doesn't have super special feats in it like some other bloodlines I could mention but the thematics of it was perfect for me.... Even if it gave me some spells that I wanted I alot later than I originally would've picked them. Hey my first playthrough of the game is on the second hardest setting playing a sorcerer who exclusively uses necromancy only spell... Watch enemy fail death saves and literally bearing bosses in one shot is more satisfying than it should be... What I need other buffs and debuffs? I have my trusted buddy linzi for that.
With that said all the bloodline are all filled out with interesting passives and feats which can lead to interesting plays in one way or another... So that leads to me to a simple question... Why do school focus wizards get the equivalent of handing toddlers some candy and a pat on the head? Yea I get it, sorcerer magic come innately so they unlock power through their bloodlines. So what? Wizards study diligently to gain their power and ability and you're telling me one who has to study, research, and experiment to gain their own power never unlocks any secrets of their own? I just don't understand how the wizard class has so little class passives, the fact that they can switch out spells which I might still requires them to rest to prepare and add onto that, they require components just like sorcerer's for high level spells which is another gatekeeping mechanism that hurts them even more. You would thing a specialist or super specialist would also have bit more class passive spread out as they level up the similar way every sorcerer bloodline does.
2. Now this is the one I just don't get... People seem to actually hate the versatility of the wizard. I get it, play through 1 none of us knows what's coming up... Unless your like me and you Google ish. But I assume alit of people are like me and play this game more than once and do have an idea of what's to come where you'd thing the wizard is more favored, but again it doesn't seem to be at all. It's still "just get sorcerer"...but why though? I thought crazy metagamers loved being able to counter every freaking thing every, isn't that literally the job of the mage?
3. This is the one I really don't get, maybe because they added this later or something... Another argument i keep seeing is there is no scroll scribing that wizards can do... Except I have so I don't get these talking points but the follow up makes more sense, "there is no scroll for every spell in the game" which if so that friggin sucks.
Heck only time you ever hear anyone recommend the wizard is just to get arcane trickster.
I had more but I lost it going back through all the wizard hate posts.
My question is I heard we can do things like polymorph peta into dragons, can I polymorph my familiar or do I need to become a hypocrite and get a second class that has a pet so I can poly want a cracker it into a other things if not or if transmutation have too many underwhelming spells that I can't primarily just use them throughout the game like I've been doing with necromancy, I may just go arcanist. I hear is basically a hybrid of sorcerer and wizard and shares their spell books.
What I want is to make a character who doesn't change himself, I'd just play a shape shifter for that, but change the world around him. I get there's no flesh to stone spell but there gotta be other fun spells
Which second question, aren't they the same spell book? Like a general sorcerer and a wizard just use the same spells and the two classes don't have class specific/unique spells correct.
Edit,
Nope, didn't play how I wanted it to play I cheated a character to level 20 and started mixing and matching things too many personal transformations and not really much changing other things and people. So that's a dead idea
Plus Charisma is the more useful main caster stat if you want to be diplomatic.
Also since you do not have the "staff-like wands" wizard feature the ability to add your INT to wands and scrolls are restricted to magus and you cannot craft, you have to rest more, indeed.
I played wizards with the wand/scroll discoveries, "pragmatic activator", etc.
The scroll wizs in PnP could basically cast spells from any spellbook, adding his caster level, INT and even metamagic to the mix like it was a spell from the wizs spellbook. If you have the resources they barely need to rest (wands in 1e have 25-50 charges, scrolls you can buy or craft, pick metamagic rods,...). I think wizs and witches are less useful in the videogame than in the PnP campaign.
IIRC the "traits" and "favoured class" mods include some of those PnP traits to the game.
One where I'm going to play a neutral good arcanist and the rogue like version of beneath the stolen lands with an arcanist.
Maybe because it's just because I started a new playthrough so quick or maybe because it was just my least favored chapter but chapters two just feels like a drag and I fine myself trying to rush through it. Or maybe it's just because the early levels if being an arcane caster just doesn't feel fun, little spell slots and little scrolls to scribe.
With that said, I'm actually having or was having a blast with the rogue like version. Even my own little role play to it, it started with two adventures, a human arcanist who's obsessed with the study of magic and searching for ways to break it it's rules hears the calling out of a silver dragon to stop a great evil from escaping. The arcanist saw this as a chance to expand his knowledge not the arcane and accepted the call despite the complaints of his elven companion (ranger and leopard) against it but she still tags alone out of fear for her friends safety as his hunger for the arcane gas led him into dangerous situations before. The first 8 levels (actually character levels) they fought carefully through the levels (leopard good tank) until the arcanist fell to one well placed trap that the ranger could not disarm.
Thankfully for the two there was another who had heard the call of the silver dragon after them and was also exploring the depths, a hospitaler paladin assimir (angelkin) who just so happened to be carrying a raise dead scroll and saved the arcanist from a permanent death. Now the three plus Mr leopard are travelling the depths. They've beaten hydas with h mirror image and even taken on trolls who for some reason have an infinite stink cloud ability ...boy was that annoying.
We've yet to see what awaits our heroes in this dungeon of nonsenses especially since now they have a healer/tank and the arcanist has decided to focus on buffs with supplement blasts.
Honestly I do kind of wishes they had done what original sin did where you can make the characters have conversations between each other
Also arcanist definitely becoming my favorite class...then again I added call of the wild mod so I don't know if some of the feats like quick study and dimension slide share in vanilla game or were modded in to make it more PNP, but I love dimension slide, especially it's range!
Welp dead at 10... 3 greater elements at the beginning of the map whipped them out