DLC1 - Inevitable Excess - post main campaign level 20 content. Competing it unlocks a trivial buff on your next Main Story playthrough. Defeating the secret boss in Inevitable Excess unlocks powerful loot in the Main Story. The more difficulty you beat the secret boss, the better the loot. You can even play Inevitable Excess on, say, Core difficulty, reach the secret boss and change the difficulty to Unfair, kill it, then set the difficulty back to Core.
Competing Inevitable Excess as a Lich unlocks a Lich-only item in the Main Story. I don’t know why they only did this for Lich.
DLC2 - Through the Ashes - low level separate adventure adjacent to Act 1 in the Main Story. Completing it adds a few non-interactive NPCs to Defender’s Heart from the DLC and a completely worthless item. Ends on a cliffhanger and DLC5 will continue this story and holy shit I couldn’t possibly care less wtf were they even thinking with this shit.
DLC3 - Treasure of the Midnight Isles - In the Main Story it’s a completely optional dungeon romp that rewards some good loot and another demon lord to get his thingy for the super sekret ending. If you’re into that. I always skip it, it’s a slog. In the Main Story the rooms are often setup as kill zones with enemy melee in the front, traps behind them, and archers in the rear.
DLC4 - New companion and class, Shifter. Adds three new locations and new quests to the Main Story. The best DLC by far.
DLC5 - Through the Ashes Part 2. I only care about what completing it may add to the Main Story.
Most of the DLC sounds awful. Thanks for the detailed explanation.
I’m taking my sweet time in Act 3. Feels like the middle meat of the game. BG2 Chapter 2 with Kingmaker council events/cards and poor mans HoMM.
Should I explore and wipe out all the demon armies before progressing to the next chapter? I also feel like there are some forts I can’t reach yet. No path to it.
The Azata mythic path is turning out to be the Station Eleven for the zany arts frolicing candy raving happy fun free love spiritual 420 blaze it vision quest dream magic hippie commune route. It’s a pretty big tonal shift away from the rest of the game.
I mean I guess I should have known when the cutesy overly chipper miniature purple faerie dragon showed up talking about eating sweets.
Yes. Standalone it is all about experimenting with builds in an accelerated fashion. You unlock tailwinds, which are basically a party-wide perk that will encourage you to build your characters in a certain theme, like the more Dwarves you have you get an increasing Constitution bonus, then you can choose classes, like Kineticist, which synergize with a high Con score.
So should I skip Midnight Isle and save it as a standalone DLC after the campaign?
I’ve cleared most of the map in Act 3 of demon armies. Just a couple left. I still see forts but there isn’t a path to reach them? I noticed though that demon armies will occasionally pop-in out of nowhere and move along the path towards your forts. I think there are two spots where they spawn in. Northwest and Southwest. Does this continue to happen indefinitely?
Yes, the demon army spawns continue throughout the game. They are generally weaker than the ones that are stationary, it’s more about being able to get to them to wipe them out before they cause any harm to a fort they have under siege.
There may or may not be paths available at your point in the game to some places on the map. Without seeing the specific areas, it’s hard to say if you just missed something or if it’s blocked until Act V.
If you are a player that is more focused on the battle tactics and developing different builds, Midnight Isle is going to be something you want regardless of whether you play it during the main campaign or as something separate. It’s definitely very much a side adventure that doesn’t mesh well with the main story. If you are a story focused player who doesn’t care about trying out tactics against different groups (like me), you can safely skip it without it impacting anything negatively. It definitely overpowers your crew, though, if you decide to do it.
So I guess I’ll plant two armies in the north and south to spawn kill the demon armies that appear out of nowhere. Also since getting my party to these far flung locations takes weeks allowing ample time for them to spawn. Like Blackwater, where I encountered a large enemy mob with armor class of 48. All my attacks miss outside of nat 20. I noped out.
So ahh…one of my core companions of my party makeup is now dead. Permanently. For completely valid story reasons.
This creates a problem because I’m now down a extremely high AC frontline melee. The highest in the party in fact by like a good 5 AC over the next guy, and the only one with a high Nature lore skill. Definitely leaving a large hole that needs to be filled. Guess I’ll be respecting and trying out other candidates. Probably the Tiefling. Also makes a ring I bought for 9K now basically worthless.
Yeah, it’s one of the things I love about WotR: it doesn’t shy away from consequences.
Regarding the character you’re talking about, I never used them as melee, so that’s an interesting choice. Their range capabilities are so OP that I never considered it. That will be something to try for a future play, I think.
I was almost about to roll up a merc with the same build but that felt dumb.
The incredible AC was from a batch of abilities from one of the mythic feats + a multiclass that gave me AC from my Wisdom bonus + a bunch of buffs. 40 AC without even wearing armor. If I equipped armor or even a shield my AC would actually go down.