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Wayyyy to strong for that level dungeon..can't run..can't fight... just dying ...damn..don't want us to finish a dungeon now??????
I can't wait until level 20 to finish the dungeon and open a coffin
The reason I think it's too strong is that victory over a wraith is completely luck. There might be some skills that are more effective against a wraith but not all character have all skills.
I like the idea of a vengeful spirit that ambushes greedy tomb raiders I just feel like encountering a wraith doesn't give me any tactical options at all. Just click (and use all healing potions) until one of you is dead.
I hit it with 2H sword for 5 - 7 damage. When I was about to die, it still had 78% health. I've battled a few wraiths now and it just always seems to go the same way.
The wraith appears at random when opening a tomb, so it's not like we have the option to face them or not.
We can't even run away because when the wraith appears, it's adjacent. So, not only are we forced to fight it, we don't have the option of bailing out and running home to cry in our pillows at the tavern.
Dear developers, please consider the feedback about the wraith. Thank you.
Also it's best to be close to max LIFE and have NRG before you open these types of Sarcophagi. Not right after you fight something. They don't have much LIFE but you have some 100 LIFE, maybe the problem is not enough Accuracy or too much Fumble so you just don't do much dmg and eventually die, maybe gear is whatever and does not provide enough Protection or Dodge chance. I don't know, i really don't see them as a problem now.
Screenshots:
https://ibb.co/0n5wxY1
https://ibb.co/QM6zvKD
https://ibb.co/DbJp8Lh
https://ibb.co/yhfN0T6
https://ibb.co/ynZ3c4z
https://ibb.co/5MDw78g
https://ibb.co/b3D2rDG
The red square is the fixed appearance location, 0 is where it walks immediately as you open the Sarcophagus, this is very important in the boss room if you want to have the first action (if you are on the red square or next to the red square it will attack of course) and 1 2 are extra turns that you have in other situations.
Any skill that reduces their resistances helps too, which is why Pyromancers have an EASY time dealing with Ghosts (Scorch, Magma Rain, Ring of Fire all reduce their % Fire Resistance). Geomancers also have an easy time, Ghosts are weak to Arcane damage.
Using the positioning described by DacianDraco gives you a free turn.
As I mentioned, you can kill him with just normal attacks, but here are some specific tips you can use:- Using a bow/crossbow with small Accuracy penalty and Bodkin Arrows/Bolts gives the highest chance to hit.
- Blocking his attacks partially reduces even the magical melee damage he deals.
- You can also get Drunk and grab the Blessing buff from the Mannshire Church (Jorgrim will refuse to pray). These buffs both reduce the damage you take from Ghosts. Blessing lasts for 1440 turns.
- Any characters with a Dash like skill can use it to Dash away from the Ghost.
- If you feel like he's dealing too much damage, you can abuse the dungeon entrance. The Ghost won't follow you outside.
- High Counter Chance helps to kill it faster too.
- Just bring a Vivifying potion, lol.
You can't throw a Net or catch him in a Claw trap, because duh, it's a ghost.