• Tag Archives Pathfinder
  • Pathfinder: WRATH of the RIGHTEOUS – Conclusion

    The game‘s fifth chapter is essentially just an extension of the third (with roughly the same amount of content as the previous chapter), while the sixth consists solely of the final dungeon.

    Nothing much to say about that 5th chapter really besides that it’s notably easier than the 4th and doesn’t have the same lack of direction as the 3rd. Also, at this time, nearly all of the items that should be dropped by the various demon armies… aren’t dropping. The final dungeon meanwhile is significantly better than Kingmaker’s in the respect that it’s both short and straight-forward, but equivalent in that you’ll run into some incredibly annoying enemies.

    This first complete playthrough went Lich and aimed for (and got) the Ascension ending. The Lich’s final chapter events are weird and somewhat disconnected/unfinished, but the path’s ability progression and army management aspects are solid. The special ending by contrast wraps up quite a number of dangling plot threads, but could do with being a little less impossible to achieve naturally (simply having the Stargazer decree completion text actually mention the date range would probably be enough). Also not thrilled how there’s an automatic 5-minute timeskip between the normal final boss and the Ascension bosses with no opportunity given to prepare for the second fight.

    With that out of the way any future playthroughs will no longer have to worry about time constraints. I did however miss out on getting the ‘Sadistic Game Design‘ achievement due to an unfortunately necessary companion respec back in the 4th chapter. Meaning I’m not quite done with avoiding resting like the plague and clearing sidequest areas with an exhausted party.

    Next up are simultaneous Angel/Demon playthroughs to flesh out the exploration/area listing I’m writing up that will be similar to the one I did for Kingmaker. Then hopefully on to finishing the Aeon playthrough that’s been languishing at the start of Chapter 3 before tackling the remaining mythic paths (probably doubling up on Trickster for Swarm, Azata for Gold Dragon, Aeon for Devil, and either Angel or Lich for Legend).


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter IV

    WotR‘s fourth chapter is the equivalent of Baldur’s Gate II‘s visit to the Underdark. You leave the kingdom management behind for a more standard RPG experience in a tiered cityscape.

    Size-wise it’s about the same as the Prologue combined with Chapter I, and stands out mostly for some prominent difficulty spikes. You’ll have streetside encounters with spell-happy or insanely overleveled demons and quest-related encounters with overbuffed enemy after overbuffed enemy. It’s pretty unpleasant all things considered.

    The other main feature of this chapter is the actual area itself. Instead of having a static map the buildings will change position based on which way your camera is rotated. Personally I thought this was pretty cool, but there are more than a few who seem to find it infuriating. More unambiguously annoying is that the game expects you at this point to have someone who can repeatedly cast Dimension Door to reach all the otherwise inaccessible rooftops. Usually you’ll find loot (often pretty damn good loot), though in one case there’s a battle with random enemies and in another there’s a superboss.

    Honestly I found the entire experience draining and can’t wait to get back the world map so I can start moving my armies around again.


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter III

    The third chapter is where the second half of crusade management is introduced and about 70% or so of the world map opens up.

    Basically it’s a much simplified version of Kingmaker‘s kingdom management. You get advisory councils made up of various party members which let you make decisions to raise different sorts of stats and/or recruit different units. Aside from overall army morale, you don’t have to ever worry about a stat decreasing here or encountering a negative event that will destroy your city if ignored.

    As for buildings, they all pretty much now either boost your army or resource gathering potential. So (after a Teleporter) you’ll want to build anything that increases resources or reduces costs first, followed by anything that increases recruitment for your preferred troops, and lastly anything that boosts those troops’ effectiveness.

    Exploration-wise it’s pretty much identical though, meaning that visiting areas in the ‘wrong’ order is quite possible and can have you running into challenges you’re not yet prepared for. You’ll want to focus on your mythic quests first (which may or may not be immediately available depending on path), followed by the Greengates and Molten Scar-related questlines (along with any companion quests that trigger). After those you can take on the dragon, Wintersun, and the Ivory Sanctum. Blackwater should be saved for last because the enemies there are quite a bit more powerful than anything else in the chapter.

    If you want to visit every area efficiently (which is far from necessary since most sidequests only show up after a certain amount of time has passed), then this order will clear the map in 2-3 weeks depending on resting habits:

    Ruins of Ashbury Hamlet, Temple of the Good Hunt, Ashen Grotto
    Shrine of Sacrilege, Greengates, Molten Scar, Pitfall (Reagents)
    Scrubland by a Bend in the River, Broken Cart (Reagents), Grimwood
    Sacred Lands, Bloody Trail, Artisan’s Tower, Wintersun
    Ravaged Longhouse, Terendelev’s Lair, Heart of Mystery
    Burned-Down Shack (Reagents), Befouled Barrows (Storybook)
    Knapsack on a Tree (Reagents), Core of the Riddle
    Remains of a Disgusting Feast (Reagents), Crimson Dust, Ivory Sanctum
    Makeshift Lab (Reagents), Legacy of the Ancients
    Petrified Traveler (Reagents), Blackwater, Bones in a Pool of Mud (Reagents)


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter II

    The game‘s second chapter introduces the first half of the crusade management system.

    Basically, you get to control additional party markers on the world map independently of your own, each representing an ‘army’. You use these armies to destroy demon units and forts via tactical combat pretty much identical to the King’s Bounty games’. Each army has its own independent movement range (which doesn’t cause time to pass), and it gets refreshed each new day.

    So you pretty much want to go exploring/killing demons with your armies first, then follow-up behind them with your main party visiting all the locations they uncovered. The main exception is Leper’s Smile, which is located across the river to the north and can only be uncovered when right on top of it. It’s a nasty area full of swarm enemies that cause the confusion effect which you have to visit in order to progress the storyline. Then after that nasty area the Lost Chapel will eventually pop-up as a second nasty plot-required area where you may not have access to your whole party. For that location you’ll want scrolls of Death Ward and probably Haste if you can’t cast it normally.

    After those two locations the actual assault on Drezen is comparatively simple. You’ll want more Death Ward scrolls here, along with some Communal Resist/Protection From Element scrolls (2-3 fire and at least 1 acid) and Bless scrolls (for the Vrock spores). Also be aware that you won’t get the opportunity to loot the outside areas after you defeat the boss in the Command Room, so make sure to bring everything you want to keep/sell into that area.

    Overall this chapter is much more freeform than the previous one and the army combat offers an amusing diversion from the hectic mass bloodshed of normal encounters.


  • Pathfinder: WRATH of the RIGHTEOUS – Chapter I

    Well, I made it through the first chapter and even went back and did it again with a different character to see how things changed if you don’t skip the attack on the tavern. Turns out my problem was indeed related to turn-based mode.

    There’s apparently no longer any way to slow down the real time combat as there was in Kingmaker. Meaning you have to either pause a ton or switch to turn-based mode if you want to actually think about your characters’ actions. Both paths are viable once you acclimate to the superfast default speed, but it’s worth noting that some battles will become notably harder in turn-based mode (you can’t effectively kite there and confrontations with swarms of enemies will take ages).

    The difference between defending the tavern and assaulting the garrison early turned out to be fairly minor (the Nabasu that drops an Amulet of Devouring only appears in the Market Square post-tavern attack, assuming you’ve already killed the necromancer there), so you can freely choose between the hassles of ‘defending the tavern’ or ‘clearing the map in 3 rests or less’:

    —Day 1—
    Clear Thieflings’ Hideout & Wonders Shop
    Clear most of Market Square (skip northeast and southwest corners)
    Clear Wine Cellar and Blackwing Library
    Rest at Tavern for 9 hours

    —Day 2—
    Clear Silken Thread Atlier, Tower, & Party House
    Clear Gwerm’s Mansion & Topaz Solutions

    —Day 3—
    Clear Tirabade Residence
    Rest at Market Square for 9 hours
    Clear rest of Market Square
    Return to Tavern and Assault Garrison

    Current build plans to use on each Mythic Path:

    <Aeon>
    Judge 16
    Sohei 2
    Slayer 2

    <Lich>
    Hexcrafter 15
    Scaled Fist 2
    Mutation Warrior 3

    <Angel>
    Kinetic Knight 16
    Zen Archer 1
    Mutation Warrior 3

    <Demon>
    Scaled Fist 1
    Crossblooded Sorcerer (Abyssal, Dragon) 15
    Dragon Disciple 4

    <Gold Dragon>
    Sword Saint 5
    Scaled Fist 2
    Instinctual Warrior 5
    Mutation Warrior 8

    <Devil>
    Overwhelming Mage (Red Dragon) 13
    Dragon Disciple 7

    <Trickster>
    Eldritch Archer 6
    Rowdy 4
    Arcane Trickster 10

    <Swarm-That-Walks>
    Grenadier 20

    <Azata>
    Court Poet 16
    Dirge Bard 2
    Sylvan Trickster 2

    <Legend>
    Sword Saint 20
    Incense Synthesizer 8
    Mixed-Blood Rager (Celestial/Fey) 2
    Eldritch Knight 10


  • Pathfinder: WRATH of the RIGHTEOUS – First Impressions

    Originally I was going to wait until completing the game‘s first chapter before commenting, but after getting utterly destroyed by what should be trash mobs for like the 10th time I’m honestly not sure I want to play it much more.

    The first thing that stands out is the absolutely massive amount of character creation options available to you; I spent literally hours just looking through the various class/subclass progressions to try and figure out what character I wanted to try (ending up with a Hexcrafter).

    When you actually start playing though the first thing that stands out is how small everything is. The camera is very zoomed in, you can’t unzoom it very much, and the maps are pretty cramped… particularly considering that there’s a fairly ridiculous number of enemies lurking about on them. Numbers alone wouldn’t be much of problem if it weren’t for the fact that enemies are commonly 2 or more levels above you (and give practically no XP).

    House at the End of Time aside, Kingmaker was pretty well balanced as long as you knew what you were fighting. Here? Knowing what you’re fighting (demons, lots of demons) doesn’t matter much because you’re heavily outleveled and often outnumbered on top of it. Even knowing that the difficulty reverses itself later when the Mythic Path unlocks and you get to take advantage of broken synergies doesn’t much help in this early game when you have to re-load each encounter 5+ times to avoid having a single enemy critical hit 1-shot your party members.

    That this part of the game has a hard time limit, meaning your resting is restricted, just adds insult to injury. I’m not thrilled about the plot development either as it’s pretty rail-roady so far and it makes no sense at all for people to treat you like some great hero when you’re just a level 2 character who got 1-shot by a demon.

    I think I’m going to take a break and then try out the turn-based mode. That might make it easier since the party AI being pretty bad certainly isn’t helping.


  • Pathfinder: Kingmaker – Beneath the Stolen Lands

    Since that first run through the stand-alone version of BtSL, I’ve played through the campaign once to get the Ironman achievement and then focused entirely on unlocking the Honest Looting, Memorable Moment, and Apocalypse achievements. None of which turned out to be very straightforward.

    The ‘Apocalypse Can Wait’ one is simple enough on paper… you just have to pray the random enemy/item generation works in your favor (I’m about to start the 20th run now and just have to kill the Captor/Captive one more time). ‘A Memorable Moment’ is a bit more complicated. I’m not sure of the exact requirements (like ‘Tricks of Time’ it apparently has an unmentioned perquisite), but it popped for me after dying to the Fallen Priestess when she was the last boss “blocking the path”.

    ‘Honest Looting’ caused some trouble at first since there’s apparently little to no useful information around regarding its requirements. As it turns out, it requires killing an exorbitant number of bosses/mini-bosses. At the start of this 20th run I’ve killed 77. You can check your own progress by extracting the player.json file from your save, opening it with a text editor, and searching for “vendor”.

    While playing on Normal difficulty my best was 60 floors (this was before I understood how the vendor inventories expanded), worst was 10 floors (damn elementals), and over the course of this odyssey I’ve experimented with quite a number of different character builds. Some notes:

    – Kineticist’s Kinetic Blade works with Vital Strike to bypass the Gather Power charge time (but doesn’t do extra damage)
    – Kinetic Blade doesn’t work with Attacks of Opportunity or Cleaving Finish (but does with Cleave)
    – Magus Spell Combat works with Flurry of Blows and Kinetic Blade
    – Sword Saint works with polymorph if you specialize in a relevant natural weapon
    – Sword Saint works with any Motherless Tiefling or Dragon Disciple build if you pick Bite as your weapon
    – Sensei’s Wisdom attack bonus works when armored
    – Sneak Attack ranged users are insanely good here thanks to the confined quarters (Grenadiers as well)
    – You can dual-wield throwing weapons with Two-Weapon Fighting for tons of attacks
    – There’s no need for a healer due to the abundance of potions
    – Browse the vendor stock before deciding on what team to use for a run
    – Try to avoid buff-intensive builds; yes you can rest frequently, but re-buffing every floor is time-consuming
    – Past the 30th floor golems (Greater Autumn & Golden) and Wild Hunt (Monarchs) become prohibitively annoying
    – Before the 30th floor never underestimate elmentals
    – Kill any Geokineticists you come across quickly
    – Stinking Cloud is a godsend against the Fallen Priestess and Wicked Chanter
    – Secret areas can spawn in a floor’s first room
    – It’s often possible to use Stealth to get through a floor with a solo character


  • Pathfinder: Kingmaker – DLC

    The Wildcards is the most obviously useful of the three purchasable DLC for Pathfinder: Kingmaker. It adds a new race, class, and two new companions to the main campaign (though only one can be used at a time until the endgame). The Kineticist is a lot like D&D’s Warlock (except instead of having a neutral energy blast they focus on a specific element or elemental combination), and just like that class they start out weak only to become ludicrously powerful at higher levels.

    The race and class additions are worthwhile of course, but the companions on the other hand don’t seem particularly well-integrated. It’s also worth noting that the associated companion quests are much more heavily scripted than anything in the base game… which can be either novel or annoying depending on your point of view.

    The next DLC at first glance looks like it’s a stand-alone side story (which resulted in my ignoring it until recently). While that’s mostly true, it turns out that your choices there can both change a few things and add a small area to explore in the main campaign. The new campaign is quite a bit different from the main one both in that it’s linear (world map travel is automated) and there’s no time limit (so you can rest as much as you want). It starts you off at level 5 and you’ll reach level 9 somewhere in the final area after about 7 or so hours of playtime; there are three small areas and three large areas not including Varnhold itself.

    I played through it once with Neoseeker’s suggested party and didn’t have any trouble (although I’m not sold on the Freebooter). There doesn’t seem to be much reason to play through it more than once or twice due to the linearity, though there actually are a surprisingly large number of choices to be made which can affect how things end.

    The third and currently final DLC is both a stand alone and fully integrated with the main campaign. The campaign version is static, bizarrely laid out, doesn’t have much worthwhile loot, has a ludicrous final boss fight, and overall in general isn’t worth bothering with. The stand-alone version meanwhile is almost a separate game: You create a new character and explore an effectively endless number of randomized levels (which is similar in structure to Diablo, down to there being Shrines to activate). There’s no story to speak of here, just killing and looting and unlocking new equipment/bonuses for future playthroughs. So it’s the perfect place to play around with all sorts of different builds if you like the game’s combat system but couldn’t stand the kingdom building or time limit aspects.

    I’m on floor 11 at the moment with a Scaled Fist-Eldritch Scion-Paladin, Thug-Aldori Defender-Swordlord-Duelist, Barbarian-Cleric of Gorum, Archaeologist-Vivisectionist-Arcane Trickster, Monk-Tactical Leader (this was supposed to be a Blight Druid… but I messed up the alignment), and a Psychokineticist. The progression so far is a hell of a lot better than the main campaign’s version of the dungeon and I love the randomized loot. So I may end up playing this mode more than the main campaign (of which 2 more playthroughs are planned to grab some more achievements; I started putting together Kingdom Building and Exploration guides to assist in this).

    So, surprisingly enough, all three DLC can end up being worth buying depending on which parts of the game you enjoy.


  • Pathfinder: Kingmaker – Final Chapter

    The game’s optional concluding chapter turned out to be both better and worse than I’d feared.

    The first part is balanced pretty well and has you re-visiting/re-facing some of your earlier foes, with only the Pitax portion being ridiculous (save it for last). The second part unfortunately is infested with Wild Hunt enemies… even occasionally sending them at you in waves. It’s pretty straight-forward though and the scenery is interesting so it ends up a superior overall experience when compared to the earlier exploration of the House at the Edge of Time.

    Then there’s the final battle, which really piles on some nastiness. Like a lot of RPGs the boss here has several forms (each with its own set of minions) that you have to work your way through with no chance to rest in-between. The second form being the most dangerous by far as a good chunk of your party will likely end up Dominated unless you happen to have some sort of defense against it. After the third form falls the true form appears and engages you in a battle of wits. That part’s pretty cool and offers a variety of checks to make the final-final battle easier. At least I think that’s what succeeding on those checks does. I passed them and my party got revived and fully-healed, which may happen even if you fail but I have no intention of fighting through the boss’s first 3 forms again anytime soon.

    Expect your party to reach level 17/18 by the end of the game if you have both of the XP Sharing options enabled. In the last chapter the PC of this playthrough looked like this: Naked with +1 Weapon (the green attributes are due to Bokken’s masterwork potion, which gives a permanent +2 to all of them) and Fully Equipped.


  • Pathfinder: Kingmaker – Endgame

    The fifth chapter is where, before Patch 1.1, the game started to get notably buggy. With impassible doorways, unresponsive NPCs, and quests that wouldn’t trigger. Difficulty-wise though it’s remarkably easy overall and a high armor class actually ends up useful. The fifth Ancient Curse segment however gives you a preview of just how much more unfair the encounters can get by introducing enemies with paralyzing auras and touch-based ray attacks which deal sneak attack damage and cause blindness.

    The sixth chapter is filled with those enemies, and pre-patch it was a nightmare to navigate. Post-patch it’s much more doable as the paralysis can be avoided with the Blight Fight feat, the blindness is no longer permanent, and the teamwork feats that turned them into living machine guns were changed. The chapter’s still a massive slog though; an incredibly unfun hack & slash deathmarch with annoying puzzle aspects tacked on (I never was able to figure out how to get behind that locked door at the southern end of the 2nd floor, across from the basement steps). Though to be fair a large chunk of the enemies can be avoided if you know exactly where you’re going.

    Depending on your choices, the game can conclude right after defeating the boss of that last chapter. Which is the way I went with this first playthrough (fiend-blood Eldrich Scion) since the team was suboptimal in a large number of ways and I didn’t want to slog through even more annoying enemies in the seventh chapter. My second playthrough (which was started while waiting for the 1.1 patch to fix the chapter 6 progression-blocking bugs) with a Scaled Fist/Knifemaster/Sword Saint is currently in Armag’s Tomb, and that’s the one I plan to take through the seventh chapter.