It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I'm at the point where I need to choose muskets or voodoo. From what I have read on here the muskets are over powered. However, I'm curious how effective the voodoo skills are in combat. Also, is there a voodoo type spell along the lines of the Open Lock spell?

Thank you in advance for your advice.
Voodoo is almost useless in combat, while firearms are incredibly powerful. On the other hand, voodoo offers rather unique (and amusing) ways to complete various main quests.
avatar
DarrkPhoenix: Voodoo is almost useless in combat, while firearms are incredibly powerful. On the other hand, voodoo offers rather unique (and amusing) ways to complete various main quests.
Right now I'm leaning toward taking the voodoo path. Would you say that taking this path makes the game more difficult?

On a side note, is there a sword trainer on the sword coast? I haven't been able to locate one.
I personally find the Voodoo path makes for an entertaining game - it's a lot of fun in places.

As for sword trainers; You can find one in the Pirate base of the first island you sail to with the Inquisition at the start of the game and in the Inquisition camp where the cook want's a dishwasher. Each offers a different sword skill pathway and I'd suggest deciding which style of weapon and fighting you'd prefer to use then focus upon it. You can sail back and use these trainers at any point. There are further trainers at other locations, most will suggest a training fight to practice your skills.
Post edited June 29, 2014 by Polly77
avatar
auroraparadox: Right now I'm leaning toward taking the voodoo path. Would you say that taking this path makes the game more difficult?
Only if you try to base your combat tactics on it. Keep in mind you'll still be able to use muskets, you just won't get access to trainers (so they'll be a bit less powerful in your hands). Keep your battle tactics to swords and muskets (with voodoo mainly for quest line) and the game shouldn't be too difficult.
avatar
auroraparadox: Right now I'm leaning toward taking the voodoo path. Would you say that taking this path makes the game more difficult?
avatar
DarrkPhoenix: Only if you try to base your combat tactics on it. Keep in mind you'll still be able to use muskets, you just won't get access to trainers (so they'll be a bit less powerful in your hands). Keep your battle tactics to swords and muskets (with voodoo mainly for quest line) and the game shouldn't be too difficult.
I don't have the option to buy a musket from the gunsmith in Puerto Isabella (sp?) even after speaking with the commandant. Is there something else I need to do to acquire one?
avatar
auroraparadox: I don't have the option to buy a musket from the gunsmith in Puerto Isabella (sp?) even after speaking with the commandant. Is there something else I need to do to acquire one?
You need to actively side with The Inquisition, and not the natives.

I've been playing with voodoo for some time now. It's useless in combat unless you have a comrade-in-arms with you as a tank. It can occasionally be useful in that sort of situation. It's very useless altogether except that it opens a lot of quest solutions that can be extremely entertaining.
avatar
auroraparadox: I don't have the option to buy a musket from the gunsmith in Puerto Isabella (sp?) even after speaking with the commandant. Is there something else I need to do to acquire one?
You won't be able to get anything gun related from people associated with the inquisition, but if memory serves there are a few non-associated gunsmiths later on that you can buy muskets from, along with a few that can be found/made.
avatar
auroraparadox: I don't have the option to buy a musket from the gunsmith in Puerto Isabella (sp?) even after speaking with the commandant. Is there something else I need to do to acquire one?
avatar
DarrkPhoenix: You won't be able to get anything gun related from people associated with the inquisition, but if memory serves there are a few non-associated gunsmiths later on that you can buy muskets from, along with a few that can be found/made.
Thanks for clearing that up. I have decided to go with the Voodoo path.

I do have one last question regarding voodoo. I haven't seen anything about the ability to make stat increasing potions in Risen 2. Would I be correct in assuming that this ability is not present in Risen 2?
Post edited June 29, 2014 by auroraparadox
avatar
auroraparadox: I do have one last question regarding voodoo. I haven't seen anything about the ability to make stat increasing potions in Risen 2. Would I be correct in assuming that this ability is not present in Risen 2?
You can make stat-increasing potions, although they only boost the bonus to +2 as opposed to the +1 bonus you get from using the ingredients raw (in contrast to Risen where the bonus was +5).
avatar
auroraparadox: I do have one last question regarding voodoo. I haven't seen anything about the ability to make stat increasing potions in Risen 2. Would I be correct in assuming that this ability is not present in Risen 2?
avatar
DarrkPhoenix: You can make stat-increasing potions, although they only boost the bonus to +2 as opposed to the +1 bonus you get from using the ingredients raw (in contrast to Risen where the bonus was +5).
Now the decision becomes is it worth spending glory points on voodoo. However, I have hit a snag. I am attacking the earth temple and I'm up against five native warriors. Channi is no help. Five against one with this combat system is instant death.

Do you have any suggestions?
You can lure the native warriors and they will chase you. Some will drop back as you run away often leaving just one to kill. Don't worry about Chani, just take care of number 1.
avatar
Polly77: You can lure the native warriors and they will chase you. Some will drop back as you run away often leaving just one to kill. Don't worry about Chani, just take care of number 1.
Thanks Polly77 that did the trick. I did try luring them away before but apparently I didn't run far enough.

On a side note. When you have control of Commandant Sebastian, the soldier who can't remember something mentions that he is sure he will find his musket soon. I checked all over the city and found no trace of the musket.

Was this just a random piece of dialogue or can the player find his musket and take it as your own?
avatar
auroraparadox: Was this just a random piece of dialogue or can the player find his musket and take it as your own?
That guy becomes relevant if you side with The Inquisition. If you side with the natives he doesn't do anything.
Those 5 warriors at the Earth temple can be bypassed if you go around them on the right, up on the cliff. Then you drop down and you're right at the entrance and you can just dash in.