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Can't say the game is so much easier than if playing a pure melee based fighter.
Sure, as most spells are ranged attacks, one can kill enemies from the distance, but Storm Of Fire needs to be charged and requires multiple attacks to do enough damage. That's increased risk with some mobs, such as razors or orc warriors. Duration of Ice Wave and Ice Block is short. One needs to refresh the spell and cast once more while killing frozen enemies.
Entering the Free Mine is insane. Gorn immediately gets mad, jumps down the shaft and runs around in a small circle, not being any help at all. Meanwhile, one melee guard and two crossbow guards attack the player. Their ranged attacks cause frequent and reliable interrupts, so freezing the first guard doesn't work too well, and then hacking on him and performing the finishing move while being under heavy crossbow fire, one takes many hits. Not a good idea. Arrow protection equipment doesn't help much. There is also not enough room to retreat, because after a few steps the area transition loading screen triggers. To make it worse, one cannot reliably target the three attackers.
At this point of the game and for this fight, a fighter is the better choice.
With the fire mage, it took me a dozen reloads. The safest way seems to be to jump down the shaft and hide from the crossbow men, but be prepared for guards to climb/jump down, too. Didn't try whether buying Rain Of Fire from Xardas would make a difference, because one gets interrupted so frequently while casting and charging. The crossbow men further down in the mine are a similar problem, but at least one can hide around corners before stepping aside and casting a spell.
So, it hasn't collapsed afterall? Gomez lied to the fire magicians? Or is the game not finished in that area? I've entered the mine and went to the bottom. Diggers, guards, invulnerable NPCs (Ian, Ashgan), orc slaves, a few new minecrawlers even. No underground river anywhere. No damage to the mine.
In my games Gorn only freaks out if he sees me killing someone. The best way to deal with it is to just run away from him and leave him at the entrance. He gets teleported back to the entrance as soon as he leaves your Mob-Radius (in which NPCs and mobs are active). Gorn freaking out is cleary a bug.
The old mine is a bug, too. The game should just prevent you from entering the old mine.
Bought the Teleportation to Fire Mages rune. Hey! Hundreds of potions and scrolls on their corpses, since they had been killed already.
Oh, btw, 97 STR final and 1H berserker sword is not enough to hurt several of the endgame enemies.
And the fireballs hit you during the fight with the novices and afterwards regardless of what you do. You have to hide in order to prevent getting hit. In order put in a single sword of the 5 swords into one the 5 tombs means you get hit at least twice for every sword you put in. Then you have to run a bit away from the sleeper and constantly change your position in order to dodge the fireballs while you fight the demons. Watch the video link I have posted and you will see the difference.
And yes, attacking the novices first is not necessary, but I've deliberately chosen to attack them with Storm of Fire to draw their attention. Then Wave of Ice and Ring of Death as safest way to stop them and kill them quickly. Cor Kalom tried to chase me, and as Ice Block's range is higher than his Pyrokinesis, which couldn't hurt me anyway, he didn't have a chance. Afterwards, I could stab the hearts without any fireball attacks from the sleeper. It's just the demon lords that took some effort, and I even made the mistake of fighting two at once. Kiting and hurling Breath of Death was one solution. I don't care whether there's a better solution.
The very obvious choice would be to create a real battle mage with more melee fighting power. Possibly 2H weapon skill even. There are enough LP, and I could have used the early Mana bonus potions instead of saving them and skill to Mana 100 first.