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From here, was a basic strategy.. and depending on luck.. would get it down to 200-800 HP. For the longest, that was a wall for me, as it's poison attack eventually killed off most of party, and it would Predatatorize / Cannibalize me healing it up.
For some reason, I decided to summon 2 Herbs, and here is where things went wonky. My bard was dead, and it had eaten my bard. I thought reload.. start again. Well.. for some reason, Redcap just stood there doing nothing. So, I just let Herb wail on it for 3 or 4 turns along with mage warstrike. Pretty sure, at least from how it behaved, it must have bugged or cheesed out. All I got from it was a MC Long Sword (garbage), and the room chest had a garbage MC Cornu instrument. Both loot items (random to everyone I guess) were absolute garbage for what it takes to fight that thing. As far as I know, there is no quest to kill it, no rhyme, no reason.. so you are in absolutely no loss by just leaving it alone. Only 1200XP.. and you use supplies/beer fighting it.
IMHO, this encounter, as with many others, is the epitome of BAD GAME DESIGN, and poor risk/reward for RPG crawlers. It should have had something useful & unique for killing it. Waste of game design. Actually, looks like very little thought went into it. Game is absolutely fun in a lot of areas, but the loot system seems thought up by grade school kids.
Only Thing that gives me a suspicion, You can get it out of the room where is guarding the chest from above, if you start a fight somewhere else where you fight 2 waves , 1 is just 2 humans soldiers, 2 is it. Plus you can just use walk in shadow, loot the chest, and get the F O T. Meh...
This skill is fairly useful, every battle you will have 1 enemy who does nothing at all. I've seen the heart disappear after a few rounds, other times it never goes away and you can sit there passing turns forever
- Tanks: only use Dwarf tanks, always use Bucklers to hold stances indefinitely, use the stun immunity boots, Get biting Taunt and Sundering Smash asap
- Bard: the best Instrument by far IMHO is the Shofar - instantly resets all cooldowns so you can do your party Alpha-Strike two rounds in a row, then have a round of cooldowns, also resets all heals, levitate, etc.
- Rogue: Trow Rogue no matter what. Go Swords. Storm of Blades is incredible with the best Arming Sword you can find. It resets cooldown sooo often.
- Prac: Gaufroi's Wand lets you strip armor (Rend) with Arcane Barrage, Father's Rage removes spell points from anything you hit, Levitate is the best trinket, so useful. Also Vorpal Blades .. Terrify is great on your Rogue or Tanks
https://steamcommunity.com/sharedfiles/filedetails/?id=1866774576
Clarification.. More explanation of my "bad design" opinion, was focused toward the reward/loot system. It is abysmal design. I cannot count the number of times I spent hours on puzzles for a chest, only to open it, and it have 35 skeat currency in it. this was common for most chests. So they spent VERY little value on reward for your effort in this game, IMHO. 90% of chests were like this. At least encounters had a random loot table, however only a few major encounters would have something good/unique.. such as end reward being an Elven Weapon for example... Or a means/quest item to a better treasure. Redcap fight was just a distraction more or less.. afterthought, because at this point in the game, you cannot really sell the weapons.. or do anything with them if you get a bad loot roll off a monster kill. A chest reward seems very set no matter, with no randomness. Maybe it sets a loot table for chests with each new game, but 90% of chests you have to work hard to get to.. literally ended up having 20-99 skeat. I am just leaving chest loot now.
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Tank(with guardian and ancestral armor) who has cleric heal, bard with spellsong and the heal shield, Another tank with guardian. Both tanks have shield specs to have deflect, this way bard is pretty much as invincible as the tanks.
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practitioner int specced with arcane barrage and a weapon that does rend/melt (Gaufroi's wand or one of the reliqueries does it as well), this destroys armor and increases your damage once armor is gone with melting), Rogue (mine had a weapon that stunned sometimes when using non damage skills so i kept stealth and the focus skill that increases damage+ shiv and arrow for damage and the apprentice trinket that does ligthning attack). another practitioner specced in strength with dragon fire and death touch as skills as well as a weapon that stuns sometimes. this one has the boots that increases physical damage when you move. Both mages should have the +spellpoint on meditate and double spellpoint on meditate skills.
You start with taunt on the tank above the strength mage, use sunder armor, then barrage with int mage to melt armor (or add melting), then move Str mage forward, do dragon fire then death touch, then switch back with tank.
Make sure to activate deflect and your other useful damage skills on rogue but most of the damage comes from the mage above. if you get lucky, on the second turn you will get multiple stuns (can't restun those with immunities...but once stunned you can stack more of them before it runs out so infinite stun.
just because redcap doesn't give you something extra doesn't mean it is bad design. I can show you countless excellent games where this happens. there is plenty of good loot in Haernhold anyway.
This was the only way I had any chance for all 5 of the dwarven bosses and the Redcaps. I had to keep them locked down the entire time, or it's game over.
On legendary difficulty, with the Redcaps I could survive one round or maybe two when they got loose, but the Dwarven bosses, if they got loose they would wipe out my team in one turn.
Hmm nice setup. I never messed with Crowd Control bard songs but beat Hard. Makes sense CC would mandatory on higher difficulty...
Well, I didn't manage to end redcap neither, as of yet, but I still have to end Yadis and the endgame, so I think I'll be able to level up my whole party at least once more, and I'll try it again then. It will be make or break, then. ;-)
But, since some people here already managed it, we know it's do-able to beat recap, so it's just a matter of choosing the right masteryskills, combat planning, and.. luck? ;-)
As for not being able to leave the dungeon: that's not correct. Once you manged to clear a pathway, you can always turn back. In fact, the first group I encountered right at the beginning was already to much for me when I first entered Haernhold, so I sneaked right away to the left, with the puzzles of the glowing stones. From there, I slowly moved up through the corridors. I've managed to beat a few groups and two generals by now - going back and forth to the dungeon and outside several times. The only ones I really have difficulty with for the moment, are the two giants (self regenerating duo!) and redcap. With that duo as well, I sneaked by and turned into the left hallway, using the teleporting magic cirlce to make some further progress without having to beat them.
But, well, I said the same of the generals, and I managed to defeat those too, in the end, so I'll eventually succeed here as well.