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Best bet is to play with what you're comfortable with. Becuase of character progression if you start as a .... say thief, doesn't mean you have to only do thief things. When I ran my group Dranor (the thief) got boosted into a really good fighter too, so play what you want.
What abilities you take will really depend on what class you start with. In all you'll eventually have a choice of 10 companions. 3 you get fairly early in the game, with the rest coming as you play.
Of your companions at the start, 1 already has healing & plant / animal lore, 1 has magic and 1 thief. Your best bet is not to double up on abilites, but have each character fill a unigue place in your group. Now if you take a healing mage or thief as your hero, than ya boost those points, otherwise fighter is never a bad choice.
Something you can do is create a couple different classes as you can have multiple saves. After completing the base game and the Mod for it, I've gone back and made an archer and a spearman to fool with. Just running around the first area and seeing how classes play out won't take that much time.
A really good source for the game can be found here:
http://www.gamebanshee.com/drakensangthedarkeye/walkthrough/overview-1-avestrue.php
Thanks for the heads up on the corruption. That sounds super ♥♥♥♥ to be hit with a corrupt save file after 10s of hours worth of gaming. I'll be sure to keep multiple saves.
For weapons there's 2 schools of thought; Big 2 handed weapons to beat down the NPC's hit points or weapons that cause wounds (arrows, some swords, spears) as no matter how many hit points are left - 5 wounds kill.
Note: In the base game none of the bosses are wound resistant, but in the add on Mod they all are.
As to stats: High Con & Str let's you raise your VI (hit points) up; the higher the 2 the higher you can get your VI.
- Dex if you're a thief or Charisma + cleverness if magic user
One of the best things to do for Magic Users is to look at their spells, if you click info on them it'll show what area's are looked at for spell success (CH + CL etc...)
Try to get Con & Str up to max as quick as possible and then fill in the rest based on the class you pick; as a fighter I'd say CO & AG next.
It annoys me I can't remember how I did it in River of Time, but it has been way too long. Thanks for the pointers.
Yes Willpower will help with ignoring the wounds.
I also noticed that around this exact time last year, is when I made my (very similar) post about river of time, and it was you, NavFamG, who gave me feedback along the way. Kinda odd history is repeating itself :)
I finished off the thread by saying I'd probably play TDE sometime next year, and here we are exactly 1 year later. Fancy that...
https://steamcommunity.com/app/33770/discussions/0/2579854400747212749/
I really liked the Drakensang games so I try to keep an eye on the various forums. As an older game set, not alot watch them so if a new player has questions I'd rather he get an answer than think he's playing a forgotten game.
It's not that the game is terrible, it's just... boring. I don't know, maybe I'm just not far enough into the game or something, but my backlog is far too big to keep at it, I think. I guess you were right in that you didn't recommend it for me a year ago :)
I'll take the weekend to think on it, but I appreciate the feedback you gave all the same.
Then of course you have the standard 'do a bunch of ho hum quests' to level up so you can do the Dragon Quests, coupled with the lack of fast travel ports makes TDE seem really boring. Hence the reason for so much speeding up the movement mod threads.
I'd guess half of my total playtime was just traveling to and from quests; coupled with looking for plants to pick and animals to kill adds up to a lot on non-quest game time.
It took me 4 times to finally finish the game. Buying the disk, selling it, buying a new one, selling it, buying another copy, playing until Chap 8 when a fatel bug hit, then picking it back up a year later to finally play it all the way through.
It's a great game, but I think it needs to be looked at like you were playing a face to face session of D&D. Plan on putting 1 or 2 hours into it once a week like you would with a D&D group.
Your main characters gets good quest-armor that allows spellcasting, so consider half-mage or full mage. Set includes a shield.
For 3/4th of the game you won't have access to good abilities. Consider only building for the following, which you'll get within the first 1/4th of the game:
Melee: Mighty blow, Feint, Knock down, roundhouse, master parry, Offensive 1, Defensive 1
Ranged: Master crossbowman, Marksman, Power Throw
Defense: Endurance 1, Dodge II, Armor use II, Shield Fighting I
Spammable spell-nuke (Culminato) isn't until last 1/4th either.
Don't be afraid to spend XP on attributes when you have the special abilities above you want. By the time you get the others, you'll get XP so fast you can soon buy them.
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The game wasn't too challenging as I played a: Elven Fighter (half-mage)
Skills: Willpower (13-15) Max spear, Max Attributio Strength, Max Fastness of body. Balm of healing (4 modifier), 1 point Clarum Purum, 1 point Calm Body Calm Spirit, Dodge III, Armor use III, Endurance III, Feint (most of the game), Mortal blow last 1/4th. Max Strength (increases how high attributio can go, DP, BAV, BPV), Max Agility (increases how high fastness can go, BAV, BPV).
Rest of my points went into Max Vitality (tanking after immune to wounds), Astral energy (to cast fastness of body with +5/+6 modifier, Courage (For RM, BAV, Endurance, AE), and Offensive I (needed for motal blow)
Optional: Ice cold warrior, Psychic Focus, Move as lightning.
Hindsight 20/20 the build would had plenty to spare for shield fighting, so fencing weapons or 1h axe/maces would also have been decent.
Used 3 martial companions that each used saber/2 handed hammer/2 handed swords. Similar builds without spells.
Look at the log (K hotkey) as you cast attributio on them, as its a variable cast when you don't succeed the CH13/CL10 rolls.