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Wildeyn: My party was similar to Roccandil's, and it worked VERY well. Basically, pretty much any reasonable party will work in the late game, from what I understand, so actually a lot of the variance in parties is how they do at the beginning.

(I finished with the party I will describe on ironman hardcore.)

And mages are BY FAR the best in the early game. At lvl 5 or 6 They do 30 dam and hit every time, while any other char does around 8 damage and misses on avg around 1/4 of the time, which is plenty. One of the hardest things in the game is when you get attacked at low levels by hounds, like at lvl 5 you can get attacked by 2 young cursed hounds.

With 3 mages, you can crush hounds from lvl 3 onward, which is very satisfying. All other fights are not that bad, because you can mostly choose when to do them, between choosing which areas to explore and also with the camo skill (which I basically never use and don't put skill points in, but it is there if you need it).

You mostly only need to max 3 spells for your mages, plus it is very nice to have energy absorption. You can pick up some other spells that those 3, but once you know what the base is, it is easier to pick and choose others as you wish.

Those 3 spells are stone arrow (instead of sparks, the mis-named flame spell, heh), blizzard, and hammer of the destroyer (not meteor). By far the most common spell is Hammer. They key is wounds, not damage. Meteor does the same wounds but more damage for FAR more mana. Mages aren't really there to do damage after stone arrow becomes obsolete.

By focusing on Hammer, your mages actually don't run out of mana. Later in the game, they will be not as strong as your melee guys, but they will totally be fine.

Energy absorb helps give them something to do, and for some enemies that can cure wounds, it lets you drain them totally, like Earth Guardians and some Guardians of Yul and one or two of the titans.

Blizzard is great for some mid-game fights, such as most cursed hound fights, and fights against Khornil's elite guards that you don't need to fight, but that give you tons of experience and gold if you do (and with mages, you can).

You can put 1 point into mass lightning, normal lightning, frostball, a couple of points into brittle armor, but none of that matters too much.

Then I had Gaulen on the left, Barbarian in the middle, Thief with sword on right. Axe for Gaulen, Mace then hammer then Flail for Barb, short sword then claymore then katana at the very end for Thief.

Max learning immediately, nearly max shurikens, keep lockpick and traps at about 3/4 level, do perception with one mage and item identification with another mage. Around when you finish learning, build up immunity. Give mages some armor skill, enough to use light heavy armor (don't ask), a second point in daggers for initiative daggers.

Max herbology and dont pick herbs until then, of course. Ignore exploration. Eventually I took a point of hunting because I found 2 skill books, but you don't need it. Put a few points into envenomed and quick strike, ignore aimed strike. Max those when you are able, but no rush. Max rage after you finish with learning, take some tactics and weapons master but you don't need to try to maximize. I maxed meditation from early on for mages, which was probably correct.

Mages, always and only take con and speed. Melees, always speed, and maybe about half and half agility and str, using your judgement (such as if you want Gaulen to qualify for a big axe, he needs more str, whereas Flails for the barb take a balance with slightly more agility).

Of course, you can do something totally different and make a totally different party, but at least this gives you a sense of something that definitely works from start to finish and is quite fun and satisfying.

Oh, I should have explained, at a certain point, a particular enemy hits a threshold of wounds where it can no longer ever hit you. Before that, it goes through a period where it mostly misses and if it hits, does less dam. Plus it also gets hit easier, and then it hit automatically. With this party, you can get to that wound threshold very reliably. And yet if you hit an enemy that you need to bleed out, you have your thief. And having your barb to stun works great for controlling the pace of various enemies.

This party has great power just when you most need it, around lvl 5 and 6. It is very strong through the 20's and lets you fight both optional hordes of human guards. And it has versatility always. And you will be totally fine with no cleric. Just don't sell your lizard eggs...
Very cool! I like how you built around wounding; good to see that that works. Late in the game I was coming around on DoT attacks, but never had enough wounding power to see it do anything.

Some thoughts:

- I always put points into speed, but I eventually stopped giving the mages constitution and went for energy instead (they weren't getting hit enough for it to matter, and I had maxed out all skills I wanted and so was doing Bodybuilding anyhow).
- Never tried Brittle Armor, was wondering about it.
- Energy Absorption was kinda useful for me, but I think I could have skipped it.
- Building around stunning/freezing worked great for me, but I played on normal; was thinking of trying a harder run.

What was the hardest enemy party you ever hit, by the way? Mine was the demon party guarding the Temple of Valvet (including the titans and the final boss). The fire and ice mages can do a lot of spectacular damage, but those front line melee demons were worse if they got a hit in.
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Roccandil: Very cool! I like how you built around wounding; good to see that that works. Late in the game I was coming around on DoT attacks, but never had enough wounding power to see it do anything.

Some thoughts:

- I always put points into speed, but I eventually stopped giving the mages constitution and went for energy instead (they weren't getting hit enough for it to matter, and I had maxed out all skills I wanted and so was doing Bodybuilding anyhow).
- Never tried Brittle Armor, was wondering about it.
- Energy Absorption was kinda useful for me, but I think I could have skipped it.
- Building around stunning/freezing worked great for me, but I played on normal; was thinking of trying a harder run.

What was the hardest enemy party you ever hit, by the way? Mine was the demon party guarding the Temple of Valvet (including the titans and the final boss). The fire and ice mages can do a lot of spectacular damage, but those front line melee demons were worse if they got a hit in.
I think one thing about wounding and hardcore, I believe that on hardcore, the enemy isn't any more resistant to wounds, but does have more hps. I could be wrong about that, but if I am not, then wounding is a bit of a hardcore hack, because if you turn wounding into the new hps, so to speak, by making that the way you defeat many enemies, then they aren't really harder on hardcore whenever that strategy works.

I believe that brittle armor eventually makes enemies take more time stunned or more wounds or bleeding, just like how if you have more armor, you don't take wounds when you otherwise would have. However, I really never found it to matter much at all (brittle armor). It was always either that or more wounds, anyway.

Energy absorption did a couple of things for me. One is, because I was doing wounds instead of stun lock (although I did have my barb doing stunning), then it made ener absorb better for two reasons: some enemies, including one of the hardest, which are earth guardians, like the one on the island, or you can save imps and beat them later around lvl 50 or so by fighting them as earth guardians and getting herbs and more and more monster stacks defeated... err I was saying that some enemies have cure wounds spell, and not infinite mana, and the way I beat them was to drain them of mana then stack on wounds.

I almost wrote that, about con and energy, actually, but left it out to save time. I did put 2-3 points into energy instead of con, mostly at some point it isn't crucial what you do. So I agree with you. Basically, it is definitely important to put most points into con, unlike most games where a stat like energy or intelligence is good for mages. In most games it affects their damage or their ability to not have spells resisted, but in this game it is 2 mana (power points) period.

One question about stun locking, is about stacking stun or not; I can't tell if a guy who is stunned for 2 rounds more rounds, and then gets hit for 3 more, if he is then stunned for 5 or just 3 rounds.

My hardest fights were often not actually bosses. They would be things like sandworms, which I always won but enemies who wound and hit hard and took a long time to wound back were hard. I fought an ancient vampire in the tomb in the desert somewhat early (around lvl 20 or so) and that was super hard. I agree the Valvet temple guard demons were hard, although there is a way around those blue caster demons, which is to have very high cold resist. They can't do anything at all to you then. Then if you have high fire resist (by high I mean ideally all the way to 100, but at least in the high 90's), the red caster demons just have meteor, which is bad but by negating their fireball you really take the wind out of their sails.

Earth guardians were hard because you cant stun or bleed them and they have a lot of hps and do so much dam plus wounds. But once I figured out how to fight them, I could beat them pretty easily. I actually block/defend with my melee guy in the middle until they get very wounded.

The guy in Vilak with the special item, the horn of blood, is basically impossible unless you are immune to fire, as far as I could tell, at least with my party. But once I was, he was easy. Same with the Fire Titan, I agree with you, he is weirdly easy as heck, but presumably you are immune to fire when you fight him or else he is harder, although I see that stun-locking him or the horn of blood caster guy might work regardless of immunity (although they are also really fast on initiative.)

The super fast guardian of yul, I think he was second to last, had me pretty worried early on but then he ran out of mana and ultimately wasn't that bad.

I tried fighting the two adult yeti's (blanking out on their real name in game) too early and they stun locked me with hopping up and down, so I had to gain many levels and speed then they were no problem. One adult yet was easy, but two was impossible, at that time, I think around lvl 25 or 30.

Oh, and probably the hardest boss was the Ulnalum guardian, for the time you fight him. It is one reason you want Stone Arrow instead of Sparks with mages if you have 3, I'd say. I can't remember, now, if he was immune to wounds. Maybe stunlocking him works; I can't remember.
I think Stun stacked, but I'm not sure. Sometimes I would do a low stun (+1/2), and it wouldn't change the turn order.

Stun-locking made the Vilak demon fairly straightforward, plus the Fire Titan; I didn't need a lot of fire resistance. But, then, I was playing on normal, so maybe that's a difference, too. I did wait until I was fairly high-level for the horn of blood guy (50+?).

Thanks for the write-ups; that was fun to read. Did you finish the arena, by the way?
Post edited March 06, 2015 by Roccandil
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Roccandil: I think Stun stacked, but I'm not sure. Sometimes I would do a low stun (+1/2), and it wouldn't change the turn order.

Stun-locking made the Vilak demon fairly straightforward, plus the Fire Titan; I didn't need a lot of fire resistance. But, then, I was playing on normal, so maybe that's a difference, too. I did wait until I was fairly high-level for the horn of blood guy (50+?).

Thanks for the write-ups; that was fun to read. Did you finish the arena, by the way?
Stun lock sounds like it might be significantly better against some enemies, like Xabroluz (might be spelling that wrong, the Demon with the horn in Vilak). I was pretty high level when I fought him also, and without fire immunity, it wasn't really very close. Even with all of my speed, he was still so fast and hit everybody immediately with inferno and I couldn't really slow him down much with wounding.

I did beat the Arena, around lvl 35 I think it was, with a Barb with a flail. But I gave most of my herbs to my thief, forgetting that shurkens couldn't be used in there, so my barb was weaker than he could have been. Some of the fights were pretty close, and I had to reload a few times to beat the last guy.
Still only level 5. I have some thoughts, though.

* Summoner is pretty limited in a 3 front/3 back setup, at least early on. (This class I only got to 3, using a secondary play). You can get a ton of healing for 6MP if the fight is long enough, but you need an empty back row. So this class favors 4/2, but if you run 4/2 with a Paladin, someone won't be getting the AoE heal in battle, yikes. If you do go 4/2, then the melee summons would only be useful as replacements. Maybe late-game, a Summoner in 3/3 formation might be worth it because you would summon twice ASAP every time you needed it. It would be really painful to use this as a Cleric replacement early on, though, since you go OOM and hardly have time to heal anything before the fight is over.

* Haven't had enough time to get a good feel for Cleric. Competes with Summoner early, and loses hard, though this class does deal better with 3/3 formations.

* Paladin starts with an AoE heal, but often you really want the single-target. Summoner can really complement this well early, and Paladin doesn't have a huge mana pool anyway.

* Mage seems really good. Possibly a must-pick every game. They do so much damage and never miss. All you need to do is rest occasionally. Extra mana is nice, but you probably want evasion or resistances from your god more than that. 5% is just +1 every 20, which isn't great anyway. Spark melts the front line, so I went ahead and pumped it, but I might regret it if it's redundant with a later skill that's more efficient in terms of mana and/or skill points.

* I'm not sure what to do with the main character. He has some unique utility point sinks that hobbles his combat effectiveness a bit. I'm not sure whether his bargaining, awareness, etc. skills stack party-wide or if it's just a matter of which non-dead character has the highest. It would make a huge difference in planning builds.

* Bard is alright. Maybe. The accuracy thingy scales well with longer fights. Bows are pretty meh compared to mage spells, though.

* Barbarian vs Soldier... it's hard to get excited about the differences early on. I think soldiers get more skill points and maybe can pump armor more easily? And Barbarians have tons of health and can pump crit. Soldier seems sort of lame when you consider that they later get to use mana, only they hardly have any...

* Arcane Soldier... sort of ok? I'm not sure if bow would be better, but then again, I'd probably rather have a mage. As a front liner, at least they block some damage, and they have some decent damage stacking that can pay off in longer exchanges. They sure love to run out of mana, though. I have doubts whether it's worth it.

* Thief... well, I guess you can relieve your main character a bit of some responsibilities and maybe plink away with the bow. I get the feeling that if utility skills don't stack across the party, than a careful division of labor could definitely make this class pay off. Without a thief, then idk, your main character should probably be in the back with a bow in a 3/3 formation?

Stun seems to be the coolest weapon effect so far... 100% hit chance is great, if your turns come up fast enough. Maybe with Bard spells or other hit chance bonuses 100% hit chance can become a non-issue, but it also seems like Stun immunity is rare, and the turn delays could add up regardless. AFAIK there aren't drawbacks to Mace, where swords flounder against undead.
Post edited July 17, 2015 by mothwentbad