Posted September 13, 2012
high rated
Ok I've mostly finished the game on Hard mode with a Priest. This is the build I used; the info would have been helpful to me when I started, so I hope it is helpful to others as well.
Attributes: Primary attributes are Intelligence and Speed. Intelligence should be taken to whatever is needed to obtain magister level in the school you are using. Speed is important because it enables you to escape enemy attacks. With enough speed you do not need to invest in constitution or defensive skills because you will not be taking hits. Having a high speed also makes the game much more convenient as it reduces the time it takes to wander the town/explore the map.
Act 2 Attribute note: You will hit the maximum 50 speed and need to start investing in constitution. The hit points will be needed to survive some of the ranged magic using monsters that start appearing in act2. You will also need to eventually take Strength to 36 to make full use of Holy Aura.
Act 3 Attribute note: You will eventually be able to max dex and str to 50, but I think the better way to go is use those points on Intelligence to get a bigger mana pool. Some of the spells at Magister level take a lot of mana to cast.
Skills: Focus on 1 school of magic and pump it up as high as possible. Secondary skill is Wisdom, which is essential for casting spells. Other skill points should go into secondary magic schools, though this is only needed for convenience (spells like Levitate). I did not use any forbidden magic schools as I'm trying to play a pure 'good guy'.
Act 2 skills note: Now that offense is taken care of, its time to focus on defense. Take Holy Aura to at least 16, you can finally put 6 into armour and start wearing chain. Choose one school of magic and take it to 11, leaving the others at 6.
Act 3 skills note: I pumped up a few more magic schools to level 16 and started maxing Flagellism for the extra defense. As I maxed out the magic schools, I was able to start discarding my +1 to magic skills items.
Spells: I spammed 1 attack spell (whichever did the most damage at the time), used 1 buff (Bless) to make my spells hit harder. Very rarely I would use Heal, Light, Crucifix to paralyze stronger enemies, fireblade to give the companions a bit of extra punch and I never once had to use Raise Dead - I considered these mere convenience skills and not required to complete the challenges. The only others worth mentioning are the defensive/resist/protection spells which I only used when I was fighting powerful magic user boss type monsters.
*** The spell with the highest damage is Locust Swarm, which suggests Magic of Miracles is the way to go (thanks to gregn30)
Act 2 spells note: Not much will change here, except you might want to start making more use of the defensive buffs to reduce damage from the spellcasting enemies.
Act 3 spells note: This is where you start getting more powerful attack spells. The one Divine spell that can kill undead in 1 shot is especially great since you encounter so many of them. Powerful spells cost a lot of mana, so adjust the potion ratio accordingly.
Equipment/Items: Some shops give better buy/sell prices than others (sometimes after helping with quests, shops will give better prices as well) - find out which is which and maximize your gold when buying and selling loot. Try to get Magister + magic skill items with + to speed attribute (or all attributes if you have the patience and money) from the shops. The other useful one is + stamina regen. When I started out, I had all + stamina regen items, then replaced them with + magic skill w/ speed items when I had the money. I used leather+shortbow since I had no skills in weapons or armour, and that worked just fine for me.
Act 2 equipment note: I dropped the bow and went with weapon+shield so I could get more item bonuses. The damage from the arrows starts to become less noticeable. Wear chainmail after obtaining armour skill and try to get some +AC vs ranged attacks. Try to keep around 12,000gp in your pocket at all times, just in case you see a +to all magic skills / +to all attributes item. Otherwise, spend all money on magic boxes.
Act 3 equipment note: Try to get +to all attributes items on every item. You should only need +4 to magical skills in total to max everything to 20. I would recommend 1 buff to stamina regen as well.
Yellow equipment: some unique items are given to you as quest rewards, and they have a yellow colour. Whenever they are given after a conversation (like the judge ring) you can re-roll their stats by saving and re-doing the conversation. Since they can have more bonuses than any other colour, they have the potential to be the best items in the game.
Seals: do not buy Seals. Use the ones you find to open locked doors and containers.
Magical Boxes: Destroying a magical box and dismissing the genie gets you a chance for a skill or attribute point. I saved and reloaded and used them exclusively for skill points. Spend all of your extra gold on these. They are expensive, so make sure you maximize your return by shopping at a cheap store!
Act 3 Magical Boxes note: Use these for both skill and attribute points. These are such a rich source of points that it cannot be overstated how important it is to make proper use of magical boxes throughout the game.
Potions: Use 1 full inventory tab for potions, 1/3 of each color. The priest will only ever need the blue ones. The red and yellows will keep the companions (meat shields) fueled up and alive. Make sure potions are kept topped up every time you re-enter the town. I have never had a companion die with this setup. In the beginning, you don't need to fill the full inventory tab, and use the gambling to generate enough money to pay for pots if you are low on cash.
Act 3 potion note: I eventually ended up using 2 full inventory tabs for potions, with 1 entire tab dedicated to yellow.
Devilroot Potions: Since these can take you beyond the natural maximum in an attribute, I recommend saving them until you hit 50 in speed, which is the max for the priest. Then drink all speed pots to maximize your speed! The only downside to this is you would have to wait for Act 2 to see any benefits from the Devilroot potions, so its up to you where you want to have an easier time, Act 1 or Act 2. (personally I think Act 1 is easy enough)
Tactics: Have companions take enemy aggro and spam spells from a safe spot. For maximum damage, cast a spell, attack with arrow while spell is cooling down and then cast a spell again. In dire situations, just use your speed to run from enemies while spamming spells back at them while they chase. Sometimes you will get 'rushed' after a dialogue (like Herbertius) - for those situations, again just use your speed to run back until they hit your meat shields, heal up and then smash with spells. If you run out of potions, stop whatever you are doing and return to the town to fill up. Potions are absolutely essential to keep the meat shields alive and spells slinging. I found the mana regen items too slow and the mana regen skill mediocre, much more worth it to just use mana pots than invest in those.
With this setup, I pretty much waltzed through Act 1 on Hard mode. Acts 2 and 3 were a little tougher but ultimately not that challenging either.
Final thoughts on hard mode: I found that most of the monsters seemed to have way too many hit points and there were way too many of them as well. (And too many wandering monsters on top of that) Monsters don't tend to have special abilities that do anything interesting or lead to varied combat scenarios, so killing them becomes a trivial, boring, repetitive chore. I have no experience with normal mode but if it lowers the hit points of the monsters or has fewer mobs, it is probably the superior mode, if only to avoid several hours of very boring grinding.
Final thoughts on the game: There are alot of problems with this game, as have been noted by many who have played it: The randomizing loot system is annoying, plot themes are repetitive, characters are one dimensional, conversations are linear, the detective work to find the heretics is basic and simple, monsters all seem the same, combat is non-tactical and tedious, the way they handle bashing locks is just insane, and everything is based too much on potions.
Having said all that, the game does offer different classes, lots of skills and spells, stats, lots of magical items - and you get to torture heretics and burn them at the stake, which is a hell of a gimmick for a game.
I would recommend this only for the hardcore, and only if you like the gimmick.
Attributes: Primary attributes are Intelligence and Speed. Intelligence should be taken to whatever is needed to obtain magister level in the school you are using. Speed is important because it enables you to escape enemy attacks. With enough speed you do not need to invest in constitution or defensive skills because you will not be taking hits. Having a high speed also makes the game much more convenient as it reduces the time it takes to wander the town/explore the map.
Act 2 Attribute note: You will hit the maximum 50 speed and need to start investing in constitution. The hit points will be needed to survive some of the ranged magic using monsters that start appearing in act2. You will also need to eventually take Strength to 36 to make full use of Holy Aura.
Act 3 Attribute note: You will eventually be able to max dex and str to 50, but I think the better way to go is use those points on Intelligence to get a bigger mana pool. Some of the spells at Magister level take a lot of mana to cast.
Skills: Focus on 1 school of magic and pump it up as high as possible. Secondary skill is Wisdom, which is essential for casting spells. Other skill points should go into secondary magic schools, though this is only needed for convenience (spells like Levitate). I did not use any forbidden magic schools as I'm trying to play a pure 'good guy'.
Act 2 skills note: Now that offense is taken care of, its time to focus on defense. Take Holy Aura to at least 16, you can finally put 6 into armour and start wearing chain. Choose one school of magic and take it to 11, leaving the others at 6.
Act 3 skills note: I pumped up a few more magic schools to level 16 and started maxing Flagellism for the extra defense. As I maxed out the magic schools, I was able to start discarding my +1 to magic skills items.
Spells: I spammed 1 attack spell (whichever did the most damage at the time), used 1 buff (Bless) to make my spells hit harder. Very rarely I would use Heal, Light, Crucifix to paralyze stronger enemies, fireblade to give the companions a bit of extra punch and I never once had to use Raise Dead - I considered these mere convenience skills and not required to complete the challenges. The only others worth mentioning are the defensive/resist/protection spells which I only used when I was fighting powerful magic user boss type monsters.
*** The spell with the highest damage is Locust Swarm, which suggests Magic of Miracles is the way to go (thanks to gregn30)
Act 2 spells note: Not much will change here, except you might want to start making more use of the defensive buffs to reduce damage from the spellcasting enemies.
Act 3 spells note: This is where you start getting more powerful attack spells. The one Divine spell that can kill undead in 1 shot is especially great since you encounter so many of them. Powerful spells cost a lot of mana, so adjust the potion ratio accordingly.
Equipment/Items: Some shops give better buy/sell prices than others (sometimes after helping with quests, shops will give better prices as well) - find out which is which and maximize your gold when buying and selling loot. Try to get Magister + magic skill items with + to speed attribute (or all attributes if you have the patience and money) from the shops. The other useful one is + stamina regen. When I started out, I had all + stamina regen items, then replaced them with + magic skill w/ speed items when I had the money. I used leather+shortbow since I had no skills in weapons or armour, and that worked just fine for me.
Act 2 equipment note: I dropped the bow and went with weapon+shield so I could get more item bonuses. The damage from the arrows starts to become less noticeable. Wear chainmail after obtaining armour skill and try to get some +AC vs ranged attacks. Try to keep around 12,000gp in your pocket at all times, just in case you see a +to all magic skills / +to all attributes item. Otherwise, spend all money on magic boxes.
Act 3 equipment note: Try to get +to all attributes items on every item. You should only need +4 to magical skills in total to max everything to 20. I would recommend 1 buff to stamina regen as well.
Yellow equipment: some unique items are given to you as quest rewards, and they have a yellow colour. Whenever they are given after a conversation (like the judge ring) you can re-roll their stats by saving and re-doing the conversation. Since they can have more bonuses than any other colour, they have the potential to be the best items in the game.
Seals: do not buy Seals. Use the ones you find to open locked doors and containers.
Magical Boxes: Destroying a magical box and dismissing the genie gets you a chance for a skill or attribute point. I saved and reloaded and used them exclusively for skill points. Spend all of your extra gold on these. They are expensive, so make sure you maximize your return by shopping at a cheap store!
Act 3 Magical Boxes note: Use these for both skill and attribute points. These are such a rich source of points that it cannot be overstated how important it is to make proper use of magical boxes throughout the game.
Potions: Use 1 full inventory tab for potions, 1/3 of each color. The priest will only ever need the blue ones. The red and yellows will keep the companions (meat shields) fueled up and alive. Make sure potions are kept topped up every time you re-enter the town. I have never had a companion die with this setup. In the beginning, you don't need to fill the full inventory tab, and use the gambling to generate enough money to pay for pots if you are low on cash.
Act 3 potion note: I eventually ended up using 2 full inventory tabs for potions, with 1 entire tab dedicated to yellow.
Devilroot Potions: Since these can take you beyond the natural maximum in an attribute, I recommend saving them until you hit 50 in speed, which is the max for the priest. Then drink all speed pots to maximize your speed! The only downside to this is you would have to wait for Act 2 to see any benefits from the Devilroot potions, so its up to you where you want to have an easier time, Act 1 or Act 2. (personally I think Act 1 is easy enough)
Tactics: Have companions take enemy aggro and spam spells from a safe spot. For maximum damage, cast a spell, attack with arrow while spell is cooling down and then cast a spell again. In dire situations, just use your speed to run from enemies while spamming spells back at them while they chase. Sometimes you will get 'rushed' after a dialogue (like Herbertius) - for those situations, again just use your speed to run back until they hit your meat shields, heal up and then smash with spells. If you run out of potions, stop whatever you are doing and return to the town to fill up. Potions are absolutely essential to keep the meat shields alive and spells slinging. I found the mana regen items too slow and the mana regen skill mediocre, much more worth it to just use mana pots than invest in those.
With this setup, I pretty much waltzed through Act 1 on Hard mode. Acts 2 and 3 were a little tougher but ultimately not that challenging either.
Final thoughts on hard mode: I found that most of the monsters seemed to have way too many hit points and there were way too many of them as well. (And too many wandering monsters on top of that) Monsters don't tend to have special abilities that do anything interesting or lead to varied combat scenarios, so killing them becomes a trivial, boring, repetitive chore. I have no experience with normal mode but if it lowers the hit points of the monsters or has fewer mobs, it is probably the superior mode, if only to avoid several hours of very boring grinding.
Final thoughts on the game: There are alot of problems with this game, as have been noted by many who have played it: The randomizing loot system is annoying, plot themes are repetitive, characters are one dimensional, conversations are linear, the detective work to find the heretics is basic and simple, monsters all seem the same, combat is non-tactical and tedious, the way they handle bashing locks is just insane, and everything is based too much on potions.
Having said all that, the game does offer different classes, lots of skills and spells, stats, lots of magical items - and you get to torture heretics and burn them at the stake, which is a hell of a gimmick for a game.
I would recommend this only for the hardcore, and only if you like the gimmick.
Post edited October 14, 2012 by maggotheart