Look for a lone tree on an elevated platform and swing from it. Chest #9: Go back down the path to where it branches.Jump over the rocks and onto an elevated area to find the chest hidden in the greenery. Keep following it until you pass some rocks along the path. When it reaches a clearing, follow the slope to the right upwards. Chest #8: In the Forest Marsh, turn around from the Save Point and follow the dirt path.Stick to the right as you reach the end and go through an opening in some bushes. Chest #7: From the Save Point, follow the dirt path forward beside the trunk hill.The chest will be surrounded by some bushes at the path leading down to the water. Chest #6: From the trunk, go across the way towards a large body of water in a basin.Chest #5: In the Forest Hills, go towards a large trunk at the base of a hill near the Save Point.If you require assistance in working with IGN's wikis, do not hesitate to contact the staff. IGN has segregated all the quests like the ones you will see in your quest log if you are adding new quests or editing existing quests, please stick to the structure that is established. Faction Quest Dungeons usually have a significantly higher upper level range than the surrounding area, and can, if necessary, be "saved for later".Do not use Fate-Shift unless necessary, and if you do, do not try for the XP bonus during the execution.When you first enter a new map area, take the time to fully explore it - but DO NOT enter any dungeons unless you have a quest asking you to go there.Open World Map areas are seperated by long, narrow pathways, so unless you want to level-lock the next area, stay away from those until you are ready.If you like to complete all possible side-quests, finish everything in one area, and only then move on to the next.While there are several quite complicated guides online, detailing when to go where for a constant challenge, you can minimize the risk of over-levelling by following a few simple guidelines: This can lead to increasingly boring encounters, with enemies constantly being "grey" ( at least 6 levels below the character level). reaching an area for the first time with your character at a higher level than the maximum enemy level range. In short, enemies do not scale to your level, they stay at the level you had when you first entered an area.īoth DLCs may be an exception to this, with Dead Kel allegedly featuring dynamic scaling to your character's level, although reports have been contradictory.ĭue to the amount of available Side Quests, the high XP rewards (especially when employing Fate-Shift), and the respawning enemies (every 72 hours), this creates the distinct possibilty of quickly "over-levelling" your character, i.e. Dungeons and "Dungeon-Cities" (Cities you have to enter via door and loading screen) have their own level range - often with a higher upper range than the surrounding area - so if you enter a general area (like Webwood), you will only level-lock the outside enemies, not the ones in Dungeons. This level will remain for the rest of the game. Kingdoms of Amalur features an "Area-Level Cap" for enemies, which will permanently lock the enemies in a certain area according to the player's level when he first enters.Īs an example, an Area that has an Area Level Range of 2-12 will: This means if the main quests are too tough for you to complete, you can focus on other side quests or faction quests to improve your character before going back to the main story. Kingdoms of Amalur is an "open world" adventure game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |