A list of puns related to "Erratum"
I've written on this post that the best enchantments for damage dealers are 4 Tenebrous with at least one at rank 15.
Well, actually after spending millions of AD to test multiple of them... 2 enchantments at the same rank won't stack. Only different ranks do stack. Which means that if you have a R15 and a R14, as soon as you upgrade your R14, you will suddenly proc your Tenebrous enchantment a lot less often ! (fix your game Cryptic, it makes no sense at all)
Furthermore, hits from the weapon enchantment, and certainly other stuff (tales, lostmauth...), can proc the Tenebrous enchantment. And that means that 1 Tenebrous enchantment boosts damage quite a lot (more than I thought at first) ! But depending on how often you hit, multiple Tenebrous enchantments won't bring as much as the first one. Having a R15 + a R14 is definitely great, having a R13 + a R12 + R11 on top of them (which would theoretically max out your chance to get a proc) is unnecessary if you "hit" often enough... But that varies from player to player depending on how frequently you can make the enchantment proc (depending on powers, and other things that can make it proc).
So let's hope they fix their mess... And while I would certainly advise to get 1 rank 15 Tenebrous enchantment if you don't have one already (and maybe 1 R14 too if you feel like it), keep as much of your resources until the game gets back to a playable state.
If you've played in a dnd group similar to any of mine or just taken a glance at resurrection spells, you've probably noticed that all of them except revivify specify that the soul of the creature must be "free and willing". Because of this, I've seen stories of both heroics (such as restoring someone who committed suicide to life) and great evil (we'll say "extremely advanced" interrogation techniques) with the spell. The spell has been adressed in the PHB errata, which only changed its school from conjuration to necromancy, making me believe this distinction is intentional.
However, one of the adventures in CM begins with the adventurers being delivered a heavy tome from a dwarf that has a heart attack right as he delivers it. Interestingly it notes: "Because his soul doesn’t want to return, spells such as revivify and raise dead can’t restore him to life".
I understand the mechanical reason for this, as it would ruin any sense of mystery in the adventure, but at the same time there is a section specifically for casting speak with dead on the dwarf. I'm unfamiliar with the writer, but both Perkins and Gray worked on it and they certainly aren't amateurs.
So I'm curious if everyone thinks that this is an oversight or maybe an intended clarification of the rules.
Hello everyone.
Recently I’ve found info about errata for setting up the Healthy Island Card - During Setup, you get exactly 1 additional Blight in your Blight pool.
Just curious, is there any plan to add this change for Steam version or it will be as it is (2 per player)?
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