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
1. Javelins / Spears: These can dominate early game since with high strength you can often kill enemies before they have a chance to act using first strike + poison throwing dagger. They also are useful in mid and late game, but against multiple enemies with 100+ health not being able to kill them in one round can cause problems.
2. Axes: These are great for high health enemies since they have the highest damage multiplier in the game and can be fairly fast. Make sure you use stone one of the materials when making elemental or legendary axes since adding three times your strength as shielding AND acting before your enemy does makes for easy wins.
3. Swords: Sometimes you have a character who needs more armor so you give them a sword. Two-handed swords are have a decent damage multiplier, but it can't compare to an axe.
4. Clubs / Mallets: I consider these junk. They're always slow so the enemy gets to act before you do. They have a damage multiplier that's as bad as swords, and their only redeeming feature is splash damage. The problem is that multi-target damage is done faster, more accurately and with a higher multiplier by spells like random blast.
I might try this. My current game I have four decent T2/T3 shields from loot so I won't need to unlock shields for a while.
Yep, I noticed the slow speed thing, not good. Nope, not good at all.
Of course high quality two handed weapons can do crazy damage. So I tend to either go with what gives the best utility which might be something like one handed spear and shield and rely on their special ability for damage, or go for the heavy hitter weapons like the two handed axe.
Orcs/Dwarves & High Strength: 2h Axe/Sword (Shield/Life leech preferred).
Humans & Medium Strength: 1h Sword/Shield (Max Shielding)
High Wits can somewhat negate the slow speed of mallets.
Skills better than your weapons? Give them a first strike weapon.
Axes do the most damage, Swords give plenty of shielding, and all else are weak compared.
One or two main-line attackers with something other than a sword is just fine. And probably you'll have one or two backrank characters using codexes or relics. But mostly, sword and board. High damage numbers are nice, but nothing beats not being dead.
Same reasoning applies to a Warrior with good Poison-throwing Dagger, a polearm is really nice in that case. In a recent playthrough I had several such characters so I actually researched the 3 points of Polearms and got pretty crazy ones for the lategame.
My go-to choice is two-handed swords though, it's a nice compromise between speed, damage and the added shielding can get really high in Elemental and Legendary weapons. I still think Axes are pretty damn good with their huge multiplier (I think I've seen 4x at most), but Warriors are often here to tank while a Witch/Wraith/Shaman deals the actual damage so Swords end up being better for me.
Mallets and Clubs are absolute garbage as far as I'm concerned, literally never use them unless I have nothing else.
I use sword and board mainly for my city defenders to boost their defence together with armory or on tanks with low hitpoints (bandits, warriors, undead corpses for example).
For my high str. chars I prefer axes to have the biggest damage on nasty enemies and also some chars have mallets, if I can lure enemies standing together when putting an backrow char with enough shielding and hitpoints first on the field (for example Bloodtracker or dwarf gatherer) mallet user are nice to have.
A good late game strategy if you end up with an all physical party with few to no casters is to run Halberds/Javelins in the back with epic True Damage weapons to ensure you damage the health of as many enemies as possible before combat actually starts. Then your front line consists of either 2h Swords or Axes with Poison/Shield Leech to lay down big damage while leeching absurd amounts of shields from the enemies.
This strategy is also fairly easy to execute since Stonewood exists as the perfect material to set up your front liners' weapons. With the right characters, this setup can even win Yellow challenge battles fairly handily, as Stonewood allows your weapons to be used in Mental Combat (albeit with Int instead of Str) if built properly. This extended strategy works best if you have at least 1 Elf in your party to use Ancestral Voice to spread the epic True Damage effect early in the fight to set up your front liners.
How should Elf Druids be equipped? Their high Mysticism make me think as casters, but they have a decent enough stats to be melees as well. I am really conflicted.
How do you keep casters alive? With codexes, and - most likely - light armor - they explode in one or two hits in harder fights. Even my Druid cannot stay alive - in spite of his large HP and shielding pool - so I am thinking of just turning him into a melee.
Same question. How are you guys equipping your casters for them to stay alive? Or perhaps it's the combination of skills you use? I don't get it. My casters cannot survive difficult fights.