This will determine Jump Distance or how many cells a character can climb or drop, making hard-to-reach chests easier for some characters over others. These abilities are also affected by a character's Strength and proficiency with Athletics. This will prompt the Climbing and Jumping tutorial. Crawl through the hole again to leave the prison and enter the next area. Interact with the highlighted section of the wall to clear a path out. Interactive Elements are highlighted in the game. Reach the end of the corridor to prompt the Interactive Elements Tutorial. This applies to any Item you want to find more information on. To check the duration of a Light Source, open your inventory, hover over the Item, and press "ALT" for more information. Keep an eye out on the torch duration, as it will eventually deplete. Drag the torch to the primary slot to equip it. Loot the basket directly in front of you to obtain your first light source, a Torch. Crawl through the hole in the wall by clicking on the other side. This is where you will trigger a Crawling tutorial. Aside from Quests, your journal will also provide information on Factions, relationships, and will keep a log of your Adventure progress and enemies.Įnter the open cell gate to the right. You may access it by clicking on the "Journal" button located on the bottom right of your screen below the compass. Continue forward and you will eventually also receive a tutorial pop-up on how to access your Journal and Quests logs in order to see your current and completed objectives. You will receive a tutorial pop-up on character selection, movement, and camera controls. Exit the prison cell and reach the end of the corridor. This sequence serves as a tutorial for basic Movement and Environmental Interactions. The Prologue begins during the party conversation at the Graveyard's Keep Tavern. Tutorials: Character Selection, Basic Movement, Camera Controls, Quest Log, Journal, Crawling, Interactive Elements, Center on a Character, Interactive Elements, Climbing and Jumping, Jump Distance, Alternate Paths, Looting and Inventory Management, Stackable Items.Recover Your Equipment From the Chest & Open the Door. Which is largely why you don't move, or if you do, it's via stuff like rush. Temporal Rift's actually not that bad with melee, you just have to be quite careful about positioning and largely let the elementals come to you. Once you're past the initial time!E gauntlet, it's a bit less tetchy (until you hit the twins, anyway.Īnd not try to fight more than one or two at a time, really. They can mess you up if you're not careful. Stay in the little starting corridor, if you can manage it.).Īlternately you can go in with a couple sources of teleportation (double rune, maybe psychoport or whatever) and hopefully a movement infusion and just teleport around until you land close enough to the exit to make a dash for it.īut yeah, movement speed is cut to a third (not by a third, to) and there's some other stuff going on (iirc, projectiles are slowed, too), so you do have to be really, really careful about when you move and where you move to. Unless you've got a ridiculous amount of move speed, I guess. This one made it all the way till the dark crypt, pausing only to get instagibbed three times in the halfling ruins, and die once in the attack on Zigur and twice to Wretchlings, at least according to the game log, which hit me 142 305 times for 20 damage apiece in a single turn. I went arcane/aether this time, just for a change. By this point even my sun paladin was hitting for 400+ with assault and crusade, and he definitely didn't slouch over after a single hit from a skeleton. I dunno, maybe I should drop the DCSS mindset of "nuke 'em all", but if I do, why the hell am I even playing a squishy caster? Not to mention they are also short-ranged, for some reason? Arcane Explosions, or whatever it's actually called, is a great spell, really fun to use, but it does about as much damage total as a single turn in Inferno, and the rest of the arcane spells are horrible.
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