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There are a lot of option to stop charmed brothers from killing your own man.
If you are talking about the damage-hex they got: it runs out over time and will only deal damage if you deal damage to the witch. just stun her and wait till the debuff ran off.
zwo unholds are not a big thread, just step back a few steps at the beginning of the combat, so you got a few turns before the witches are in reach and kill the unholds of first.
There is nothing you can't beat in this game with a well rounded Band of Brothers.
Witches and their charm and hex are devatsing if your band is only made out of 2H sword/axes/hammers in the front and polearms in the back.
Now the lands most terrifying foes live only in legend and in fearsome bedtime stories, gone are the Hexen, the Necrosavants, Alps, Unholds, undead Priests, Goblin Shamen, Gheists, and even the Lindworms were forced into extinction. In the terrible wars the Barbarians were so decimated that they no longer can field their Famed Chosen Warriors, now Thralls dominate their ranks with only a few Reavers. The same fate befell Orc Warlords, as the Orc cities were burned and the clan remnants skulking in the swamps - only a few Warriors remain to assist the meager Orc Young.
Unburdened by threats from their formerly most powerful enemies, the Noble Houses rose in power, all but exterminating the Orcs/Goblins and ruthlessly hunting down all formally famed Bandit Champions. The few pitiful "Crisis" that arise from the stray Necromancer and a few zombies are easily put down, even wolf sightings near farmland are becoming less and less common.
Jason scanned the dusty road in front of his caravan of turnip wagons, he saw only a few clouds and a flock of birds headed Northeast. This land had once been teeming with evil and adventure, his Father and Grandfather had become legends, but since the "Maker" had broken the back of the forces of evil there were no challenges for a Mercenary Company to face, and the Nobles or towns really had no reason to hire out for threats they could easily handle themselves. Jason sighed and got the Caravan moving, maybe one day he will be known as a famous Caravan Master? He sighed and then chuckled to himself, Caravan Master, the stuff of Legends.
To be actually helpful:
General hexe fight flow for me is engage whatever other mobs the hexe bring. move a few high resolve bros towards the hexe to eat curses and mind control attempts (not that hard to make one or two bros only mind controllable by luck only) while the rest of your bros kill her helpers.
Nets can help control the field as they always do.
hexe went from a thing I hated to fight (I mean they are a bad idea to fight still for some companies/origins) to easy contracts for me. If your company has across the board very low resolve they aren't the best idea to fight. If you have average (50) or more resolve, they get dramatically easier. A few bros at 90+ resolve the main threat is their mobs.
and msunavygrad..... you should write a low-fantasy novel about Jason the Caravan Master of Legend. Please, the world would be a much better place if you did. Can not wait to find out how/why he decides to pass on bidding on the last schratling. Was it over his budget? were there logistical reasons? was the schratling out of season? Personal reasons? Moral reasons? I would really like to know more about Jason and his caravan I guess is what I am saying.
And when Jason saw the breadth of his domain, he wept for there were no more worthy enemies to conquer. ...