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I'll also add my thoughts on the classes. I think I largely agree with Celerity, except some stuff. However, I have only completed the game one time on veteran and brought 3 other parties near lvl 25-40, also on veteran. So I really can't vouch for ironman hardcore and have to extrapolate a little here.
Arcane Soldier, B: Flame strike provides lots of DoT to those not resisting fire. Also has special attacks, which for me were bread and butter (especially wounds and bleed). Frost strike can maybe be quite tactical, but didnt use it on veteran.
Barbarian, C: My gut tells me that rage criticals aren't worth it and come into play later. I felt the game was mostly about control and/or DoT-s, so I liked axes/polearms + wounding strike better to soften mobs up and then kill them. However, barb, like soldier, needs 1 pt for weapon levels, and maybe specializing in dual weapons might be a real thing ... haven't tried though.
Bard, C?: Probably nice, but I didnt seem to need him. My Gaulen took merchantilism and I dont know if lategame he's spells are that necessary, though they can be nice buffs. I also wouldnt use requiem, because I wanted to get every bit of gold from enemies with Divine Summoner and therefore needed to reliably control them instead.
Cleric, A: Seems too good for me. Heal, remove status effects, party resistances, mass regeneration. I also put points in polearms, so my cleric provided good amount of wounds and damage as well.
Divine Summoner, A: Best source for additional income (in addition to identify items and merchantilism). I haven't tested it, and tell me if I'm wrong, but if higher exp = higher score then then DS seems absolutely necessary, because more gold = more exp (sacrifice in fountains). In addition, Herald of Alnaet has nice healing, Herald of Raznet can poison quite a lot and I've heard Kersket can provide some tactical benefits.
Explorer, A: Aside from being mandatory, wounding weapons + envenom seems quite strong, and herbalism and knowledge of terrains also seem too good to pass. Also camouflage can probably avoid lots of headache on ironman. I gave Gaulen all extra skill points, so in addition to fighting, I could also use him for disarming, lock picking and merchantilism, so he kinda gave me most utility I needed.
Mage, D: Seems very nice early on, but otherwise maybe only useful for some occasional special tactics (due to wide array of spells). Seems to need lots of potions, which = gold I dont want to waste.
Paladin, A: Maybe subjective, but I really liked them. They seem really versatile: can fight (special attacks), remove status effects, provide aura of protection (less wounds needed to totally cripple enemies; and helps in first rounds as well), and divine prayer makes them really self-sufficient in mid-game and helps with mana also later (dont need to buy potions). Polearms + wounding strike, and then bleeding was my favourite combo. My first playtrough consisted of Gaulen, 3 Paladins, Cleric and Divine Summoner :)
Soldier, B: Probably quite good, but didnt use much. Lower mana pool than paladins and I guess they require potions to keep mana up. Early special strikes probably help a lot, 1 pt weapon upgrades are nice (so multi weapon specialisation a possibility?). Gets also weapon mastery, like barbarian -- but that comes later and probably doesnt make much difference. So, I if you like potions, then quite good.
Thief, ?. Can't make my mind up right now. Bleeding is insane; and cheap disarm, lockpicking can provide other skill points distribution strategies, but I can't help but think that an AS, Soldier or Paladin would be better; and give other skills to Gaulen (who you are stuck with anyways). Maybe multiple thiefs with shurikens can destroy mobs you aren supposed to kill early, but then you wouldnt still manage to get full Divine Summoner gold from them.
I wrote this quickly, so maybe missed something.
And Congratulation to the devs for the really nice game. Especially the fact that you managed to package this up so nicely (good graphics, gameplay, nice story and music) with what I presume was quite a small team.
P.S. Whats up with the item evaluation skill? Only for mages trying to turn stuff to gold?
I haven't been very impressed with Frost Strike. It doesn't seem like it has much of a niche. Either I'm in an easy fight, in which case I want more damage or I am in a hard fight in which case a short duration single target cc is not helpful and I want either buffs or AoE cc (generally Bard).
I think the breakdown is they do less damage than a Soldier with strikes for most of the game and a little more at the end but less status.
Requiem has a really low level modifier (meaning it is usually resisted) so I didn't mention it at all. The thing here is that while Gaulen can take Mercantalism he's already so short on skill points this forces him as a pure support character. Bards get the skill cheaper and have fewer demands on their skill points.
Strictly speaking, you can get infinite gold and therefore infinite experience. It's just tedious. And isn't Alnaet the one that caps at Greater Heal?
I think I only needed camo for that one fight in the temple, honestly. I used it in a few more just because I didn't wanna deal with that.
Edit: Incidently, rank 18 is item level 30, rank 20 is item level 50. That's why. All the high level chests still can't drop items that high.
Why? I love his crits... using an axe you get extra wounds, and my goodness can he crit! He does more damage than my soldier, as he doesn't have to worry about mana. He has his place. You don't need to feed him as many skill points, which gives room to other classes for skill points. He doesn't have any active attacks, which does make him boring, but there are others in the group for that. Rage crits really do make him quite strong! Not an "A" like you have rated the soldier, but definitely not a "C" either!
My favorite group so far is Explorer (axe), Thief (sword), Soldier (mace), Arcane Soldier (xbow), Bard (xbow), Cleric (shield).
It illustrates the game is reasonably well balanced, not one of those games where half the classes are A tier and half are F or lower.
If you did try to avoid using a Mage, how viable would it be to use an Arcane Soldier and sink a couple points into some AoE attack for dealing with wasps? I know in the long run it's a waste of skill points, but seems like a lesser waste than using a whole character slot that will fall off. And the wasps don't need that high of a power level to kill.
I'm just asking because I remember wasps were a BIG problem for me, and I was strugging due to how common they were- I couldn't just wait until I outleveled them because I was missing so much exp not killing them.
I have no idea what people were saying early on. However I don't use a mage on either of my recent Hardcore Ironman runs, don't take an AoE damage skill either (not that you get any at the time where Wasp encounters are really relevant). I deal with them by lucky hits, timed stunning songs and the odd low level attack item.
Got one more question regarding party composition: When it comes to weapons, do you prefer to stack the same weapon status type (wounds/bleed/stun), or go with a mix? If you stack one type of status, which one? I ask because I'm wondering if one of the reasons I had such a hard time back in the day was because I was using a weapon of each type and spreading my status effects too thin.
And the earliest AoE relevant against Wasps is Blizzard, but Arcane Soldier progression is so delayed that won't kill Wasps well. Fireball isn't available when they are at all.
The only negative thing about mage is some spells have so high cost.
Also run a game with 2 or 3 mages make the game a easy walk.
Divine summoner is A, just summon raznet and you get a killer machine, also best character for rush Arena.
As for beating wasps without a mage, if I have to fight them, I just use spark scrolls (or blizzard/arrow for the higher ones), or just severely outlevel them. I think it's better than wasting points on skills you'll only use for a few mobs.
Blizzard does 250+ damage to large groups just for 30 mp, spam it.
Stone hammer for a cheap source of wounds.
Icy shards for bleed.
Fireball for small groups.
Lightning for single target if you don't need any effect.
Lightning storm for fire ressistant foes.
Energy absortion to prevent use potions in long battles.
Rest after every 1-2 battles and you will don't need use potions.
Mage become weak after lvl 45-50, but at this point the game is almost finished.