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I'm actually really fond of when they stop to describe how your class choice is special and unique. Between the loving descriptions of the training for every class level you take to those times where it opens up new possibilities. From the lowkey Horizon Walker (max endgame ranger) hunting and tracking at superhuman levels, to the more grandiose expliots of the vampire lord.
I mean I'd like it better if their wasn't a very specific combination of skills needed to not get a bad ending, but it's a nice journey at least.
I finally finished Lost Heir 3 with my Thief 1/ Wizard 2/ Demon Master. It turned out to be a good build to handle to hndle almost anything.I got the best (Hero) ending. I failed to win the grand tournament (not the squires tournament) due to a bad weapon choice. I lost a companion at the end of Lost Heir 2 (LH2) and I lost Pop in LH3 (befriended P over S as summoner).
The sun sets, backlighting Crossfinger on the hillcrest, his demon horse Mythal rearing up with him astride it, with Crossfinger's demon wings folded behind him and looking resplendent with his many mystic artifacts.
Lost Heir 3 seemed longer than 1 or 2. There are lots of difficult saves in 3 that require high stats in all sorts of different disciplines (though there is often more than one way to succeed), so I recommend you have at least one weapon skill maxed (Sword/Dagger/Bow/Magic/Unarmed). A high charm score also gets you out of awkward situations quite often, and specialist classes can sometimes add an option to save you. Do not underestimate Knowledge skills, LH3 tests them quite often. Remember that if an ability/ skill/ knowledge is at 100, and you can find another un-maxed stat check to succeed, that is better than wasting points.
Mystic Artifacts that were gained in Lost Heir 3 - I got a Spider Totem (obtained because Amos was my mentor in Lost Heir 1), A book on Luck Magic I never used, Boots of Travel and a Pendant of Life. The most useful artifacts........for me it was probably the Feather of Glibness (LH1) and the Spider Cloak (LH1), followed by the Belt of Speed (LH1 final boss) and Boots of Travel (LH3). For a one-shot use item, the Spider Totem was also pretty useful. Others may find different arftifacts more useful, depending on their abilities, class, mentor in LH1, and skills.
Now, should I try something different or wait awhile before playing again ? There is my Squire/Knight/Dragonrider waiting to be finished (played until end of LH2). A monk would be a very different playthrough (maybe a monk/sage), I could be a druid, or how about a pure evil Necromancer. Time will tell.
The good character was a Bard > Bard > Bard > Dragon Rider > Rune Warrior, specializing in blades, magic, and charm. Bard was a pretty good choice to shore up knowledge for the Dragon Rider requirements, though I still had to work for them.
The evil character was a Squire > Priest > Cleric + Knight > Dark Knight > Dark Knight, specializing in blades, archery, and charm. while dabbling in demon summoning. I considered swapping the last Dark Knight level for Demon Master, but that meant missing out on the evil sword and we couldn't have that, could we? That made demon summoning much less useful in LH3 unfortunately.
For both characters all abilities where also maxed out or close to it by the end of LH3, allowing me to avoid the unwanted demon transformations in the last segment of the game.
The tournament is one of the few instances where the checks have a random component to it, and even with every stat maxed out and fighting with a weapon you haven't used yet you're still going to lose the finale almost half the time.
Ended with very high stats for this class, and almost got 100% approval from all friends (Poppy was just under 100).
I think I'll leave the game alone for a while, but next time I'm probably a baddie, a Dark Knight or Necromancer or Vampire or Dark Druid (practices an evil cackle).