Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
First go for that damn Magician ... after that south and as you already know only kill if you need a way ... as if you kill one more will show up :-(
Jesus Christ, if you wanna talk like that than don't speak at all. What is this gibberish??? You can't even use . or , ? For ♥♥♥♥♥ sake, go back to school or learn how to write in SENTENCES.
Get lost ... STOP
damn Idiot ... STOP
roger and out
I think they are refering to a later fight and you are asking about the Adamant fight. For the Adamant fight I was able to do it by using Paralyze(level 2) on the mage. I was able to keep Adamant(mage) CC the entire time while I had another charater run around and break the crystals.
For the sand ghost you can control his behavior by your positioning. If you are spread out he will pick 1 character to throw sand at and stay stationary. If you clump up(3 characters) in its line of sight he will rush over you for the knock down. With this in mind you are able to move it when needed.
Hopefully this helps the fight is tough.
If your path is blocked and you have no choice, don't kill enemies one by one, better set up a board-wipe. Since they heal up each turn, it will require you to first spread your melee/ranged damage, and then polishing it all with an AoE from your wizards(if you haven't, i'd advise reloading an earlier save and obtaining a Battlemage first - having two casters in this fight is immeasurably helpful). If you manage to pull off a board-wipe, it will take some time for the lizardmen to spawn back to their default numbers.
The northern(upper) passage can be used to get rid of up to three wyverns at once, albeit for a time.
Do not wait for the enemy to block your path - block their path with Arcane Walls.
Liberating Blows can be a saving grace during fights like these.
How can you CC the mage the entire fight with paralyze? Doesn't that spell cost 20 AP?
I ♥♥♥♥♥♥♥ hate the Adamant Fight. It is complete ♥♥♥♥♥♥♥♥.
My caster had 40 astral points and used a 20 point potion. That gave me 9 turns of CC which was enough for me. Do right side first, and have a second person ready to do left(from middle) once the gate is open from right switch. And yes the fight is much harder then it probably should be.
Where to buy gear? I have some merchants in Lorfas and the one at my camp, neither has a 3 or 4 slot belt yet.
So I went back to do this fight after getting paralyze...I paralyzed him once and the fight just abruptly ended. Didnt have to destroy any crystals, pull any levers, etc.
Wish I had that happen to me but I had to go the long way. I guess some bugs are good ones.
2nd round keep moving everyone forward except Zub and Naurim, keep Naurim at the back as a flying lizard blocker, move Zub forward until he can get a frenzy on the enemy shaman.
After that the key was getting the Assassin to kill the shamon before frenzy wore off (duel wield attack is all it needs), use spearmen / takate to take down the crystals.
End of round I ended up sending one person to get the top crystal and collapse rocks on top of tone flyer. I then forced the other enemies to chase my guys into the top left corner, creating a gap for some of my heroes to run across the bridge and ultimately collapse it.
As the first poster said, if your party only has one person left standing he is considered 'all of the party'
PS. the assassin has saved my bacon a few times as he seems way more powerful than the other mercs and some of your heroes
"Oh, you guys are deploying in that corner of the map? Okay, I'll just stay in the exact opposite corner of the map and just f*cking stay here and throw spells at you over and over and over and over F*CK YOU!"
Avoid all the other enemies, you say?
"Ten huge lizard f*ckers are too many for you? HERE HAVE TEN MORE F*CK YOU!"
Just smash the crystals and get out, you say?
"Oh, these crystals that are painfully spread out through every corner of the map, with the aforementioned magef*ck and his neverending posse of f*ckers covering every hex? Yeah sure I'll just dodge all of that F*CK YOU!"
I have tried every approach and always get f*cked. How do I not get f*cked?