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
But from a purely mechanical standpoint after playing the game a bit, I'd go with Magical Beasts. Owlbears are literally the worst thing I have to deal with. And this is the first D&D game I played where they showed up with alarming frequency.
Giant Humanoids is especially good during the Troll chapter. But you have Ekun to handle that.
I pick up and nurture fey only for the last chapter, when it is good to have a strong advantage against the fey hordes. Until then it is useful mostly against the bald hill nameds.
Magical beasts are also numerous and occur throughout the game. There are few bosses among them, but they are typically strong, like our beloved owlbears.
There are quite a few undead, some of them are bosses. I remind you of the dwarven ghost in Pitax, the lich in the barrow, and several high level energy-drainers. The spectre horde in the House on the Edge of Time is also nasty, and not the only group of leveldrainers.
Terrainwise I'd pick First World and underground, if available - there should be something to cover dungeons. Otherwise nothing is overly prevalent. Picking up urban might be useful, because you have one fight in your city, and I really have no idea as what the final area counts...might be First World, might be urban.