
Look at the log (K hotkey) as you cast attributio on them, as its a variable cast when you don't succeed the CH13/CL10 rolls. Used 3 martial companions that each used saber/2 handed hammer/2 handed swords. Hindsight 20/20 the build would had plenty to spare for shield fighting, so fencing weapons or 1h axe/maces would also have been decent. Optional: Ice cold warrior, Psychic Focus, Move as lightning.

Rest of my points went into Max Vitality (tanking after immune to wounds), Astral energy (to cast fastness of body with +5/+6 modifier, Courage (For RM, BAV, Endurance, AE), and Offensive I (needed for motal blow) Max Strength (increases how high attributio can go, DP, BAV, BPV), Max Agility (increases how high fastness can go, BAV, BPV). Balm of healing (4 modifier), 1 point Clarum Purum, 1 point Calm Body Calm Spirit, Dodge III, Armor use III, Endurance III, Feint (most of the game), Mortal blow last 1/4th. Skills: Willpower (13-15) Max spear, Max Attributio Strength, Max Fastness of body. The game wasn't too challenging as I played a: Elven Fighter (half-mage) By the time you get the others, you'll get XP so fast you can soon buy them. Spammable spell-nuke (Culminato) isn't until last 1/4th either.ĭon't be afraid to spend XP on attributes when you have the special abilities above you want. Ranged: Master crossbowman, Marksman, Power Throwĭefense: Endurance 1, Dodge II, Armor use II, Shield Fighting I Melee: Mighty blow, Feint, Knock down, roundhouse, master parry, Offensive 1, Defensive 1 Consider only building for the following, which you'll get within the first 1/4th of the game: Set includes a shield.įor 3/4th of the game you won't have access to good abilities.
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Your main characters gets good quest-armor that allows spellcasting, so consider half-mage or full mage. Helps you build, avoid the bad stuff, and get the good stuff. There is a good short rulebook guide here on steam. Plan on putting 1 or 2 hours into it once a week like you would with a D&D group. It's a great game, but I think it needs to be looked at like you were playing a face to face session of D&D. Buying the disk, selling it, buying a new one, selling it, buying another copy, playing until Chap 8 when a fatel bug hit, then picking it back up a year later to finally play it all the way through. It took me 4 times to finally finish the game. I'd guess half of my total playtime was just traveling to and from quests coupled with looking for plants to pick and animals to kill adds up to a lot on non-quest game time.
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Hence the reason for so much speeding up the movement mod threads. Then of course you have the standard 'do a bunch of ho hum quests' to level up so you can do the Dragon Quests, coupled with the lack of fast travel ports makes TDE seem really boring. The murder investigation that starts the game goes by too fast to really be a meaningful story line. Things that hurt The Dark Eye, especially in light of playing River of Time first is the game's 'thrust' is the standard 'You Are The Hero', which doesn't really kick in until you've started the Churches Dragon Quests. Just running around the first area and seeing how classes play out won't take that much time.Ī really good source for the game can be found here: After completing the base game and the Mod for it, I've gone back and made an archer and a spearman to fool with. Something you can do is create a couple different classes as you can have multiple saves.

Now if you take a healing mage or thief as your hero, than ya boost those points, otherwise fighter is never a bad choice. Your best bet is not to double up on abilites, but have each character fill a unigue place in your group. Of your companions at the start, 1 already has healing & plant / animal lore, 1 has magic and 1 thief. 3 you get fairly early in the game, with the rest coming as you play. In all you'll eventually have a choice of 10 companions. What abilities you take will really depend on what class you start with. When I ran my group Dranor (the thief) got boosted into a really good fighter too, so play what you want. say thief, doesn't mean you have to only do thief things. Becuase of character progression if you start as a. The problem with that is you have to like playing a mage class, or for anything else an archer, or a fighter.īest bet is to play with what you're comfortable with. By all accounts the BattleMage is the easiest class to beat the game with.
