![]() One way to get around this issue is to find out what kind of theme a given (starting) class and given deity would create. It is going to be hard to make them orthogonal, especially when gods/deities typically have themes associated with them, or outright professions/classes assigned to them. If I've gone so many turns unable to heal, I may just as well put my hopes in my processor short circuiting, and magically restoring my health. Unless I'm backtrackting through an already cleared out level to find a merchant/table, I'm not going to spend 100+ turns on under 50% health. ![]() That means approximately one heal every 200 turns of being half dead. 5% chance to get healed per turn, and only when you're below 50% health. The altar of health is probably the biggest joke, because - if wiki is to be trusted - it only gives you a. If you happen to own a ring of wealth, it's even better. #Rogue fable iii wiki terrain full#The amount of gold is usually enough to buy several potions or units of food, or a single good item, and I have full concrol of what I get, rather than crossing my fingers and praying to get healed. I've come to the conclusion that the altar of Wealth is the best one, because it's the only one that gives you something concrete and immediately useful, not just a chance or a rare, circumstantial benefit. I used to only use the altar of Exploration, and ignore every other, and now I only get the altar of Wealth, and ignore every other. (example, Altar of Exploration or Archer while near the end, making them almost worthless) What do you guys think? Do you ignore some of them? Do others feel more like no-brainers than others? Do some just need a revamp? Should some altars only show up after a certain level, not not show after awhile? I don't know if you get more money if found further down, or if it is best to get one if spotted early on, or if being locked down out from others is an acceptable risk at times. You get some amount of money, and that's it and can't pick another 'god' after that. The chance of getting healed at random or healing up when going to a new area was either not noticable or hard to plan for respectively.Īnd the Altar of Wealth feels like a gotcha for whatever reason. Health and Exploration Altars I've kind of ignored, since I feel like something better might come along. Trog I've never been comfortable getting that low on health, and can't remember ever taking advantage of it. Others I just use out of theme, Altar of the Wizard for casters and Trog for melee, but I never really noticed much of an impact with them. It is still a nice Altar, especially if range is a solid secondary, and can get some money from selling what you don't use, but it isn't as good (or as OP) as it used to be. #Rogue fable iii wiki terrain upgrade#I used to use the Altar of the Archer when you could use the ammo on transfer tables to upgrade gear, until that got patched. and wind up not using them for most of the run anyway. Most of the time they either don't seem that useful or I want to keep options open. I don't know if it is just me, or if others do it has well but I really don't make much use of them. ![]()
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