![]() Magistar Mage will skip all his turns unless Worm is in range. And the Worm casts Necrofire at a certain point. Worm will do all its work for you and kill most of the magistars for you.īut the location is very small and you are weak to aoe ground effects. Going in from the upper right: Worm will be harder. Going through the middle: Mage might possibly one shot your party. It is kinda limiting atm, you need the perfect skills. In the finished game I believe we are meant to have 12 origins so 12 classes to choose from. Personally I hope they don't nerf it in any way. With bless up all the time purifying everything and free movement it is easy healing. And it doesnt have to be first as I thought you can attack then move for free to TP then move for free. The talent 'The Pawn' imo is a must for EVERY character, a turn worth of free movement is so op. ![]() Lohse had mage armour on so she resisted everything the worm could throw and bless kept her healed. Only person that died was a cleric red prince in the worm's massive corrupt aoe. And she had the 2h axe from the undead merchant so she had the source skill without losing anything else. My main was a 2h warrior Lohse so I had bless on her all the time so any ground effects got purified and blessed. I had Sebille with snipe, she hit the bishop for around 800 first turn and the worm for 1200 later. The second time I thought it was kinda easy, I took 1 in and prepared the rest then pheonix dived to the entrance. The first time I did it I thought it was impossible, I ran in and tried to fight it properly. Then spend money on weapons/armour (the stuff to heavy to pickpocket). You really need to pickpocket every vendor there is to get skill books for free and rings and such, but only after lvl 4 I think when the higher value books get unlocked (can only pickpocket once). Clearing the island I think is around lvl 8 and that is meant to the final fight of the island. It is a hard fight but not impossible, if you are low lvl just go kill some stuff. Hopefully I did not mix the fight up too much, but that was basically how my fight happened as I recall it. After that there was one archer and I just teleported him down onto the ground and killed him in that turn as well. Then the bishop walks into the worm for damage and I blizzard the two into oblivion with them having little to none on cc it made the fight quite easy. He tpd in front of the girl mage who didnt have as many spells as the red prince (red prince was my main) and the rogue, since archer gets highground damage from being higher up the stairs. ![]() ![]() The archer AI was not moving from their positions so they just saved AP over and over because they were not smart enough to get down from their position (not sure if they had an option to at that point) so they just used it on the worm if they lived long enough to the worm not one shotting them.Īfter the worm came in he one shot one of the higher archers and focused on the bishop for two rounds until he was knocked down and my party drew the worms aggro. Assassin comes invis but I shoot fire from the red prince's mouth to reveal him then send my rogue to backstab him to death, was the only time he was useful that fight really.Īfter the assassin died. Removed magic shields as soon as possible so the bishop and his sword master are knocked down or frozen for the rest of the fight. Abused highground damage and put each of my characters in a corner of the entrances so they would not get AOEd into hell. Went in through the front after the shriekers died, made my rogue go first with my team standing at the top of the stairs, had the rogue fortified magically and phyiscally so he could survive the first round of attacks and can cloak and dagger back up the stairs. ![]()
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