- While wandering through Cyseal, I was bothered by the -1 next to my Warrior, indicating that he still had his "Higher damage/Lower accuracy" stance engaged, so I hit the skill to toggle it off. From that he unsheathed his weapon for fighting. I sheathed it immediately, but after that basically everytime Roderick started to talk to someone, they told him to sheathe his weapon (which was sheathed and stayed sheathed, and yet people kept telling him to sheathe it).
- Firefly no longer leaves a fire surface trail, it only hits enemies. Also, 7 AP is a really high cost for a skill that does basically no damage and just basically puts down a surface. Those are the kind of skills that should have a LOW AP cost, not a high one.
- When combining two branches together with 0 crafting skill (1 at most), I was able to make huge, high damage staves that required level 14. And yes, at least one had a +Int mod on it.
- The Regenerate skill says it heals for two turns. When you cast it on an ally, it heals once immediately, and then once halfway through. However, when you cast Regenerate on YOURSELF, it heals three times: once immediately, once halfway through, and once again as the cooldown ends. Correction: It seems that Scarlett casts the spell on Roderick it lasts for three heals. I'll have to look at this again to see what it's doing.
Also, this spell is really far too weak. It heals 14 damage total over two turns (21 for the caster), which is not a lot of health compared to how fast your total HP grows as you level, AND poor to handle the damage the large numbers of enemies put out. Healing after combat is useful, but the low amount it heals means it takes a long time - a lot of waiting around. It does seem to scale as your level increases, but only by like 2-3 HP per level, nowhere close to matching the rate your HP and the enemy damage goes up.
Last edited by Stabbey; 18/01/14 04:35 AM. Reason: healing spell