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Just one question: To equip a mage with heavy respectively metal armour would disable all spells, too, right? I can't see the advantage then, because I cannot change armour during a fight.
@Asuzu - nice post :)
As sanshi said, you can equip a Mage with heavy armor and still cast spells, you loose the mana regen and your spells have high failure rates, but it is possible to work around that.
Overall, pure caster mages are very good support, and the only reason to experiment with this is for your own character if you are trying to build a very specific Mage/Fighter or Mage/Archer
I guess, I was too much thinking about other TDE-games, in which spellcasting is not possible when a mage has metal armour and / or a metal shield equipped.
Right now, the Witch/Ranger build for Aurelia is doing wonders for my team. She is easily the most valuable party member at the moment. Just a little tip for those who didn't main a Ranger.
As to your tips on AP, this is very true in the early game, but opens up a bit later on. You can flesh your players out fairly quickly and then spend AP in a more experimental manner thoughout later chapter 2 and all of chapter 3 (at least in my case, I don't know if I'm screwing myself for chapter 4).
I also hoarde all my money, and haven't found much to buy yet. The sidequests can be very rewarding in terms of gear.
- Buying certain equipment (for example Kuslikan Lamellar armor)
- Spellbook "The Power of Shadows" from Vhelman
- Learn something fromt he trainers
- Unfinished quests: (Sulaak's Greatest Treasure, Pilgrim Paths)
Oh and where can i see what the setbonus is?
Move as the Lightning III: Gives the target another action.
Duplicatus Double Vision III: Reduces the attack chance of the enemy to 45 %.
If you complete a set, you get +1 AR which means -1 damage to any damage done to you. It's very simple, and I'm not sure sets are worth all the hassle. I think this may change in future patches, or at least be made more clear.
The 2 unifinished quests resolve in chapter 3. I don't think there is anything exclusive to trainers in chapter 1 and I was also wondering about the armor....
The top important things in Chapter 1 I would say are:
- Kuslikan Lamellar Armor in Neetha
- Neethan axe in Neetha (best 2-handed weapon in the game right now hands down, crazy damage stats and doing Infantry damage on top of that, which is the least resisted. Give it to Naurim and watch him mow down armies of Lizards in no time)
- Learn Armor wearing 2 for warriors in Drol
- Learn Astral Regen 2 for mages in village after Drol (the one you go for Niam quest)
- Leather helmet in the village you do the Dreamweed fight to complete Leather Armor set, very good for Mages and Rangers as it does not hinder spellcasting
- full Brigandine set in Morthal for those who didn't get the Kuslikan (although some set pieces, like pants, are better replaced for better resistances)
- Longbow in Morthal for archers
Act2:
- Warriors learn Shield fighting 2 for those who go with the shield from the first trrainer (Diamantes)
- Great Slavedeath 2-handed sword for 2h sword lovers from gladiator shops (although I still recommend to level 2h blunt weapons on all warriors for Infantry weapons)
- Second trainer (Mengbilla) can teach you Dodge up to level 2 which is awesome for arena fights in Mengbilla
- Bosparan Bronze plate for warriors in Mengbilla arena shop (very good stats, close to Kuslikan and less restrictive)
What about Spellbook "The Power of Shadows" from Vhelman 300g?
Also the talent that reduces all spellcosts by 1 is almost just as good as astral regen 2 but attainable with much less early AP investment. I like rushing to healing balm 13 for wound cure + that talent. You get it much easier than +2 charisma and 600 points for astral 2.