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The Spell Save value for a Death Lion is 31. As a comparison, the Spell Save values for most of the Foes in the highest level of the Destiny Stone in BT2 ranges from 10 to 20. Spell Save seems to affect both offense/defense...think of it like your Foe's LUCK stat.
There are a few ways to avoid getting hit by breath attacks/spells/ranged attacks (all of which operate on the Spell Save/LUCK mechanic)
- Increase your luck by leveling up (30 max)
- Equip Breathring (even Pets/Summons can equip these)
- Equip Luckshield
- Equip Elf Boots
- Bard's Lucklaran song (and to a slower extent, Sanctuary Score) (can be stacked up to a point...only need to play twice for a high level bard)
- Magician Anti-Magic spell (can be stacked to a point)
- Chronomancer's Luck Chant spell (can be stacked to a point)
- Increase your character's level (seriously overleveled players can overcome all sorts of crazy spell save numbers)
If you are starting with a brand new party in BT3 and you want to get a full set of Elf Boots and Breath Rings for 7 party members, be prepared for a lot of grinding in the early levels. I prefer lv. 4 of Unterbrae or the Underwater Palace in Aboria. After a certain point in the game (I think Lucencia?) Elf Boots and Breathrings just don't drop until you get to Malefia (where every item in the game drops...could be a Staff of the Gods, could be a dagger).
In some cases, no matter how much you increase your luck, you can't avoid getting hit by a breath attack/spell/ranged attack without an extremely overleveled party. For example, the Gremlin in Malefia has a Spell Save of 200. In those situations, Spell Song is the best way to deal with it (halves spell/ranged/breath attacks every time you play it).
Depending upon the Foe, my first two moves with my Bards/Mages might be Lucklaran, Anti-Magic, and Luck Chant. Or if the Foe has a seriously high Spell Save, then maybe just Spell Song and Restoration. Stacking Spell Song 4x is usually good enough for almost all Foes who have high Spell Save values.
The only thing I would add is that in Malefia, Spellsong may mitigate the damage by Gremlins but the best solution is to simply equip everyone with Breathrings, which make you totally immune. By that point, you should have amassed enough for everyone (assuming that you did not deem them worthless and drop them earlier).
There isn't anything better to wear in the ring slot anyway. Most protective rings (except for the one specific for Monks) only give you -2 AC, which doesn't make much difference by the last 2 dungeons of BT3, given that most creatures can hit you even with an AC of -50. And the Ring of Accuracy (+3 to hit) isn't essential for your dedicated melee fighters.
Breathrings, in comparison, boost your survivability in Malefia by a huge amount, given that many creatures there have breath attacks. With the rings, they cannot touch you unless they move into melee range, giving you time to pick them off before this happens (and often, they won't even bother to advance closer- the AI back then wasn't very smart).
Thanks to you both for the answers. Like I said I am playing with the legacy option "game specific songs", so I don't have Lucklaran or Spell Song, so Sanctuary Score is supposed to help with spells but it doesn't seem to really do anything. It's probably a combination of all the other stuff. Definitely on the lookout for breathrings then.