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Ozma with two weapons and the instant crit skill comes to mind. Insane damage. Denam as a Lord can do that too.
Ravness, Gildas, and Mirdyn with velocity shift are really strong too due to them all feeding each other extra turns, White Knight in this game is an insane class. I prefer to give them Spears/Hammers since spears have a breached finisher and an AOE finisher and hammers have a good AOE finisher too.
Shamans/Princess with the summon spells at level 40 are currently doing about 800 damage per cast to a single target.
Currently I have Vyce as a Ranger with Fusils and they're working really well, though he can use dual daggers and still do pretty nutty damage but I personally think Buccaneer is better for that as they have Speedstar and Evade. Canopus as a Vartan with a crossbow is also pretty effective.
I got Deneb with Wicce but it turns out she can't use the summon spells or draconic magic and I wasn't terribly impressed with the Apocrypha spells, even the tier 2 versions just aren't that impressive compared to the summons.
I've heard you can do some pretty insane things with a team of dragons and a couple of Lobber Beastmasters but I have yet to test it. Boosted Dragons reflecting damage sounds insane though.
Still, they're fun.
Personally I have been having a great time with a lizardman juggernaut I recruited, and to whom I fed all of my charms. This unit isn't part of some greater strategy, but I wanted to see how it would do.
The princess class luck-boosting ability is probably the key to unlocking all sorts of auto-proc shenanigan strategies, including but not limited to velocity shift, dragon/shaman element instill, lich magic reflect, etc.
Running triple white knight as an example has been OP along with rune fencers with meditate (infinite finisher and summon spams)
Just picked up an item I wasn't aware existed: Alluring Dress; it has 15 Luck. This along with some other Luck-boosting items on Princess Catiua may very well fast track this strategy.
Every autoskill card you pick with a white knight is 10x more effective than any card on any other character lol.
The AI doesn't care if the unit has Dragon Scale active, or any other effect, as the AI has no sense of self-preservation.
I've seen archers literally attack dragon scaled dragons, despite there being other targets in their vicinity; especially if they have the element advantage. Whatever causes the most damage seems to always win their brains.
Which is why Oz killed himself, because his AoE did more overall damage than his direct, single target, spell; despite him targeting a humanoid as the base target and the rest reflecting off a dragon.
No real sense of self-preservation.
Same reason enemy clerics will cast ease to remove silence off a warrior, rather than heal somebody who actually needs healing.
If those are the only units in their range, and they have the element advantage... They will still target them with their most powerful attacks; instead of waiting a turn.
Because of the damage reduction afforded by dragon scale and phalanx, it's less likely that they will be selected as primary targets of single-target abilities.
As an aside, this makes rampart aura incredibly valuable on dragons. If you rob enemy units of other damage options that may result from them moving, they're more likely to have to attack your dragon.
- The weapon you'll use on your melee users should be either Spear or Hammer, 2H Sword if you want to use the Ogre Set, nothing else is as strong. Ozma might use Whips for charm abuse and you might want to use daggers/swords with a few double strikers.
- Casters will want Staff of Purification for Exorcism or Malitza Staff for Charge 100, don't use 'better' cudgels nor Gran Grimoire, they'll weight more and make you slower. Only leave Pressure Whirl as Killer Move or none, so they won't go melee unnecessarily. Don't use Cursed Weapons for cudgels/books, they won't recharge your MP! Also make sure they have Teleport instead of Flight, so the AI won't make them suicide going past Rampart Auras.
- Earrings and Chokers are kinda bad now, no point in using them, instead go for Winged Ring/Sidhe Ring. Combo it with Cloud Shoes for levitating on Water, Lava and avoiding poisonous terrains.
Here's a model party
- Denam, Lord, Dark Element
Spells: Hellhound II, Instill Shadow, Gift of Renewal, Starfall II, Boon of Swiftness (From Luminant Gauntlets)
Equipment: Ogre Blade, Ogre Helm, Ogre Armor, Luminant Gauntlets, Winged Shoes, Crest of Fire
Skills: 2H Swords, Lament of the Dead, Meditate IV, Phalanx.
He's a crazy tank with some offensive power. Gift of Renewal will keep him alive even on the toughest fights. Hellhound II and Stafall II are there for a little ranged action/undead dealing.
- Catiua, Princess, Light Element
Spells: Wisplight II, Starfall II, Major Heal III, Gift of Renewal, Boon of Swiftness (From Luminant Gauntlets)
Equipment: Malitza's Staff, [Empty], Holy Crown, Garb of the Sages, Luminant Gauntlets, Cloud Shoes, Sidhe Ring.
Skills: Cudgels, Meditate IV, Engulf II, Princess's Whim
Finishing Moves: Pressure Whirl
She's your undead destroyer and a secondary damage-dealing unit, but also support unit.
Now add 3~5 Shamans, in this priority Order: Iuria -> Olivya/Sherri -> Cistina/Cerya -> Deneb.
- Olivya, Shaman, Water
Spells: Undine II, Dread Vapor II, Starfall II, Gnome II, Exorcism (From Staff of Purification)
Equipment: Staff of Purification or Malitza's Staff, [Empty], Holy Crown, Garb of the Sages, Mage's Mitts, Cloud Shoes, Sidhe Ring.
Skills: Cudgels, Meditate IV, Engulf II, Nature's Touch
Finishing Moves: Pressure Whirl
Those are your main damage dealers, their job is to summon II things to death and charge MP until then, doing area damage and dealing with undead as a side job. I grabbed Gnome II because Undine II is weak vs Lightning foes, but Gnome II is effective against them and will probably do more damage.
If you're Wind, grab Fire
If you're Earth, grab Ice
if you're Lightning, grab Wind
if you're Water, grab Earth
if you're Fire, grab Lightning
if you're Ice, grab Water
Add 1~3 White Knights, in this priority order: Ravness -> Guildas -> Mirdyn -> Ozma (better as Intimidator)
- Ravness, White Knight, Fire Element
Spells: Heal III, Awaken, Boon of Swiftness (From Luminant Gauntlets)
Equipment: Cursed Hammer* [Fire, Crushing, Anti-Humanoids], Fruede Helm, Ur-Whale Mail, Luminant Gauntlets, Cloud Shoes, Winged Ring.
*Sacrifice a Berserker for this, give him a Fire Crest if you're willing to go grab another.
Skills: Hammers, Rampart Aura II, Velocity Shift, Guardian Force/Constitution III.
These units have one main purpose: Velocity Shift your allies, which is done better with Boon of Swiftness. But they'll also hold the front line and deal massive damage because why not. 2H Cursed hammer lowers your RT so your Velocity Shift will trigger frequently and it's ideal when compared to [1H weapon] + Shield.
Add 1~2 Intimidators, in this priority order: Ozma -> Lanselot -> Generic Juggernaut.
- Ozma, Knight Commander, Wind Element
Spells: Deadshot IV, Sparksphere IV, Tornado IV and Heal III
Equipment: Cursed Dagger x2** [Wind, Crushing, Anti-Humans], Wyrmscale Helm, Vikrant Mail, Deadalus Gauntlets, Cloud Shoes, Winged Ring.
**Sacrifice Vartans for this.
Skills: Daggers, Intimidate IV, Mighty Strike, Double Attack.
Intimidate is a VERY useful skill for dealing with Phalanx Knights, Dragon Scale Dragons and Golems using Guardian Lock, since those are taken away. I opt for Daggers/Swords on them, so they'll be closer to the enemy when controlled by the AI.
Add 1~2 Terror Knights, in this priority order: Hobrym -> Folcurt -> Lindll -> Jeunan
- Hobrym, Terror Knight, Dark Element
Spells: Drain Heart, Instill Shadow, Sleep and Paralysis Wave
Equipment: Dagda's Hammer, Skull Mask, Thanatos Armor, Deadalus Gauntlets, Cloud Shoes, Winged Ring.
Skills: Hammers, Evil Deeds, Lament of the Dead, Fearful Impact/Concentration.
Your job is to frighten, and you have 3 different means for that. Frighten is a VERY STRONG debuff that lowers both offensive and defensive powers on the enemy. With Concentration you can also sleep/paralyze.
Add 1~2 Lobber Rangers, in no priority order, as both Vyce and Azelstan have the same RT and no distinctive advantages.
- Vyce, Ranger, Dark Element
Equipment: Ji'ygla's Bow, Damasc Helm +1, Ji'ygla's Darkcoat, Ji'ygla's Bracers, Cloud Shoes, Sidhe Ring.
Skills: Bows, Lobber IV, Back Attack, Constitution II
His job is to be a PRIMARY HEALER, not a damage dealer, though the Ji'ygla's set will make you a strong threat. With lobber, your job is to keep your party healthy with items.
Add 1 OPTIONAL Cleric, in this priority order: [Non-Shaman sisters] -> Deneb/Canopus (if raised right)/Cressida -> Rudlum -> Oelias
- Canopus, Cleric, Light Element (raised as Wizard/Lich)
Spells: Heal IV, Major Heal III, Boon of Swiftness, Ease II
Equipment: Staff of Purification or Malitza's Staff, [Empty], Glistening Helm, Reeking Armor, Musty Gauntlets, Cloud Shoes, Sidhe Ring.
Skills: Cudgels, Meditate IV, Mother's Blessing, Mother's Mercy
Clerics only care about one stat: MP. MND doesn't do much to help healing spells. It's fine if he goes to the front line to use Cudgel KMs, since the Reeking set will keep him safe. His main job is to Boon of Swiftness and heal, however subpar that is.
Add 1 OPTIONAL Lich, in this priority order: Ozma -> [Non-Shaman sisters] -> Deneb/Canopus (if raised right)/Cressida -> Rudlum -> Oelias
- Cressida, Lich, Dark Element (raised as Necromancer/Lich)
Spells: Hellhound II, Abyss II, Paradigm Shift, Starfall II
Equipment: Malitza's Staff, [Empty], Holy Crown, Garb of the Sages, Mage's Mitts, Cloud Shoes, Sidhe Ring.
Skills: Cudgels, Meditate IV, Engulf II, Reflection
She's a 'Shaman' that doesn't have Nature's Touch because it doesn't work for Dark element. She also cannot equip Staff of Purification, but CAN use Starfall. Her main advantage is Reflection. I only recommend Ozma because she has great growths on INT and MND, but also the lowest RT so she may reflect others before their turn.
Add 1 OPTIONAL Dragoon, in this priority order: Hobrym -> Folcurt -> Lindll -> Jeunan
- Folcurt, Dragoon, Lightning Element
Spells: Boon of Swiftness (via Luminant Gauntlets)
Equipment: Cursed Spear (Lightning, Crushing, Anti-Beasts)***, Wyrmscale Helm, Viraat's Mail, Luminant Gauntlets, Cloud Shoes, Winged Ring.
***Make it with a Hoplite
Skills: Spears, Beastslayer, Dragonslayer, Beastbane.
His job is to kill beasts and help the party in doing it. Griffons and Cockatrices are much more dangerous than dragons since they can pierce the frontline and go for the casters (also Petrify) and thus i choose to focus on them.
It's also the reason i chose some armors, for example, Ozma is Wind and thus Weak to Ice, so i chose an Ice element armor to cover her weakness.