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Источник

Lords of Xulima – Class Guide

lords of xulima храм вэлвета

Class Guide by KholdStare88

Version: 1.3 | Updated: 07/25/2016
Highest Rated Guide

Table of Contents

Versions & Updates

Introduction

Overview

Lords of Xulima is an RPG game with a few twists. The first thing people will say is that it’s a hard game, and this is true. However, what I will say is that people who find it very hard made bad decisions regarding to attributes or skills leveling. This guide will remedy that. Once you have a good party setup, you will be able to form your own strategy and have fun with a game that is challenging but not impossible.

The second thing is how encounters work in this game. There is a limited amount of enemies, and even random encounters can be «cleared» for bonus EXP. This means for the most part, EXP is limited except for EXP boosts from items, gods, and the Well of Souls, which we will get into later. Therefore, it’s important to plan your every move, because there will no be option to «grind an extra level» to get a skill you missed earlier. Assuming you kill or clear out enemies all enemies that you can kill (some you bypass on purpose), you will end up around level 55 endgame. Keep this number in mind.

Do note that this guide is for Veteran difficulty only. After you beat the game with Veteran however, you will be able to do Hardcore if you please. It is very possible, with the only requirement being that you know everything there is to know about the game, and then the strategies will come easily.

Attributes

This is what people trip up the most and make Lords of Xulima an incredily hard game. Now, all of the attributes matter, and there are no «trash» attributes. However, you get 2 attributes to raise every level, you want to raise Speed every level! One of them must be Speed no matter which class you are, and the other attribute depends on your class and current needs. For example, you want more damage and more suvival, so you’re thinking of leveling STR & CON. Wrong! The correct way is to level SPD & STR, then SPD & CON next level. Think of Speed as the primary stat that you automatically level, and alternate the other stats each level up if needed.

Why? Because SPD affects how often you attack again. The more times you get to act in battle, the better your chances are at winning. For physical attackers, this is easy to understand, because you lose some damage but you attack more often, which leads to overall more damage. But for casters and buffers, it’s even more crucial, because it’s an extra heal you can get in before one of your character dies, or an extra freeze you can get in so the enemy dies before they can attack again, etc. If all your characters have high SPD, then you will be able to form different strategies that fit your playstyle. If not, then you’re at the mercy of RNG and what the enemies want to do to you, so you’ll be reactive instead of proactive.

CON is useful for all classes, and in fact back liners who do not wear lots of gear needs to get CON half of the time, the other time being EN (if caster) or STR/AGI (if fighter). Being in the back line doesn’t make you safe because you are still targeted by hard-hitting arrows and spells. EN is something where you have to take a lot of to be effective, and not just 1 or 2. For example, if your Paladin needs more mana, you don’t want to randomly level up EN twice. That does nothing. It’s better to get +PP gear or use PP potions. Therefore, leave EN for Mage, Summoner, Cleric, and Bards, and never level it up for other classes.

Learning Skills

In many RPG, you have a wide variety of skills for each class or character, and often you cannot learn them all and have to pick among a few. In this game, that is most certainly true. In most cases, specialization is the key to living, and learning every skill equally is the key to dying. There are a few skills where you get that «wonder point», but that’s a rarity and I will point them out. For most of them, assume that you want to max them to scale well into late game. Also, you can only level up a skill once per level. Let’s say you have Armor level 5. You can only bring it up to level 6 on your current level up, even if you still have extra skill points. This leads to careful planning being needed, because you can’t suddenly decide to start maxing a skill that has 30 levels when you’re character level 40.

Assuming that you reach level 55 by the end of the game, gaining 4 skill points per level, having about 2 extra skill points per level (via buying skill points, Talisman of Golot, or other rewards), you will end up with about 330 skill points total. this is a good number to start with when considering what skills you can and should learn. Remember that when learning a skill for the first time, you need to spend 1 extra point. So if you’re learning 5 new skills, then remember to add 5 skill points extra, although this doesn’t matter in the long run.

Gods, at least the bonuses you get during character creation, is not a huge part of this game. But since this is a hard game and minmaxing counts, it’s still beneficial to choose the right one. I will not list all of them but rather tell you the three I think are most useful.

Valvet (+4 AGI): Valvet is good for front line fighters because everyone will need AGI. As you get stronger weapons, you will need higher STR and AGI to wield them. So it makes sense to get either STR or AGI, and since the other bonus is +3 STR, we’ll go with +4 AGI.

Alnaet (Power Points): For Mage and Cleric, this is really the only god that makes sense. Taliet increases your SPD, but let’s look at what 5% really means. When you have 100 SPD (late late game), you’ll get +5 SPD, which is pitiful. Plus, you will be getting almost no bonus early from Taliet; just +1 SPD. Therefore, it’s better to just increase your mana pool, which is a multiplicative modifier that complements our raising EN and Meditation.

Raznet (Combat Initiative): Combat initiative determines who gets the first strike in combat. Now this seems useless at first glance since it only affects the very first turn while SPD affects the rest of combat. But I put it on Bard for this reason: Song of Courage, which increases the team’s Accuracy. See, by endgame, you will have high SPD to attack before enemies do, so that’s not the problem. I get Raznet on Bard so he attacks before my allies. Giving everyone Song of Courage before they attack means their attacks will be less likely to miss, leading to more damage, killing enemies faster, and taking less damage. Therefore, Raznet is useful and only useful on buffers, mainly Bard, Paladin, and possibly Divine Summoner.

Well of Souls

In the Temple of Febret which you will come across fairly early in your journey (about level 10), you will have to option to purify the Well of Souls by dropping in Tear of Nalaet. However, you don’t have to do this now, and instead wait. When your «buy a skill point» option at the trainer costs over 30,000 gold, you should stop doing it. Wait until you max Mercantilism and Learning (or you don’t have Mercantilism, 45,000 gold), then buy out the shops and drop items into the well. You will get EXP, which translates into more levels, meaning more SPD and more skill points. Doing this will be more beneficial than buying skill points at the trainer above 30k cost. If buying skill points is cheaper than 30k, then don’t use the well yet.

Talisman of Golot

Some of you will have the Talisman of Golot DLC, which basically gives you a boost from time to time, making the game slightly easier. You can use this one of two ways: 1) giving the entire party extra skill points, 2) giving Gaulen bonus attributes.

If you would like extra skill points, save up 100 energy. However, don’t be so quick to use it to directly give your party 1 skill point! Save and use the 20 energy option 5 times to get gold. With that gold, you should at least be able to buy 1 skill point and more. It’s much more efficient than the 100 energy option. If at any point the money you gain is below the cost of buying a skill point, then use the 100 energy option. But this should be very late into the game.

You may be wondering why the second option exists at all. Long story short, some people think the talisman is cheating and refuse to use it. However, not using it gives you a disadvantage, since it takes up Gaulen’s necklace slot. One such late game necklace gives +10 to all stats, so instead of free skill points, some people will boost Gaulen’s stats, +10 each, to compensate for the loss of a necklace slot. If you do this, I would go in order: +10 SPD, +5 AGI, +10 STR, +10 CON, +5 AGI, +10 EN. You may need more AGI if you’re using swords, and maybe none at all if you’re using axes.

If you are not using the Talisman of Golot for skill points, or if you don’t have it, then the game will only get slightly harder. You will have less skill points, true, but most of my builds don’t go up to the 270 skill points soft cap. In fact only Divine Summoner does so. Therefore, if you don’t have it, you may avoid Divine Summoner, or use it and skip Herald of Golot (60 skill points) entirely.

Learning

Now we will talk about Learning, the skill. Learning will take 60 skill points to max, but in return will give you more levels, giving you skill points back from those levels. While you won’t get back all 60 skill points, what you do gain is attribute points towards SPD, and those are much better than skill points. So in short, Learning will give you a skill point deficit, but in return, you take more actions in combat through higher SPD, which is an extremely worthwhile investment. You also learn better skills faster, and this is very important in classes such as Mage and Cleric. That’s why I get Learning on all characters.

Note that our estimate of level 55 by the end of the game already assumes you take Learning. Otherwise, you will not be that highly leveled. This means that from our 330 skill points to spend estimate, we have to dedicate 60 to Learning, so you’ll only have about 270 skill points free. Having 100 SPD near the end of the game completely makes up for this.

Armors

For most front line classes, get Armors to 7 until Learning, and increase it gradually to 10 by level 30. After 10 in Armor, if you want to go defensive, then consider Immunity, then Bodybuilding or Fast Reflexes depending on the costs of your class.

Classes

In this section we will talk discuss different classes, their abilities, and their roles in combat. Italicized skills indicate the class has the lowest cost out of all other classes when leveling that skill. Bolded skills indicate that the skill is unique to that class.

Explorer

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Swords230bleeding
1Axes230wounding
1Bows230wounding, back
LrndPassiveCost/LvlMax LvlDescription
1Armors230equip more armor
2Bodybuilding230+HP
2Meditation330+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
LrndSkillsCost/LvlMax LvlDescription
6Aimed Strike210+accuracy
10Envenomed Strike210poison
LrndUtilityCost/LvlMax LvlDescription
1Perception130detect traps/secrets
2Lockpicking230pick locks
2Trap Disarming230disarm traps
1Knowledge of Herbs130# of herbs gathered
1Camouflage130less PP to run away
3Knowledge of Terrains130less food consumed
3Object Identification218identify more items
4Object Evaluation218gold value of items
5Mercantilism230buy/sell prices
6Exploration35sight radius
8Hunting35food from enemies
8Learning230+EXP%

Comments

Only Gaulen can be this class. No matter how you build him, he won’t be as good in his role as another class. Assuming he gets 6 skill points per level, the two skills he will almost always level up is Knowledge of Herbs and Knowledge of Terrains. That leaves 4 skill points left, 2 in Learning, 2 in something else. This essentially gives him 2 skill points per level to do whatever you want him to do. However, he can take on a front line tank/attack role or back line utility role depending on what you don’t have in your party.

Knowledge of Herbs is a skill that makes lets you collect more than 1 herb per harvest as you level it up. Therefore, many people prefer to wait until you max this skill to collect herbs, since they don’t respawn. However, in late game, a few stat gains are not as useful as early/midgame. But in the very early game where you can only collect 1 per harvest, it takes forever to get 10 and make a salve anyways. Therefore, the balance is to go back to previous areas and collect herbs when you get this skill to level 20.

Knowledge of Terrains is an even more important skill. It allows you to travel through desert without using much food and travel through dangerous terrain without taking too much damage. Without raising this skill very high, you simply cannot enter some areas without healing every 5 seconds, so it’s a must to raise this every level. You can skip Knowledge of Herbs once in a while when you really need 1 extra skill point, but always try to keep Knowledge of Terrains leveled up.

Front Line Attacker

This is usually where I put Gaulen, in the front line. Before Learning, get Armor as high as you can, and it will mostly be enough. I alternate between Axes and Evenomed Strike until I max Envenomed Strike. I prefer maxing it early because poisons are most effective midgame than late game. But don’t skimp out on Axes. You need to alternate Axes in to get more accuracy and wield better axes. You can go Axes if you want, which is good with Soldier/Paladin using Wounding Strike. Otherwise, you want Swords to stack bleed with Barbarian/Thief. After you get Learning, level Armor over your weapon sparingly (until level 10) when you find yourself needing more armor weight. You should do this with all front line classes.

Back Line Utility

This would be how you build Gaulen if you do not have a Thief. Remember that you only need to keep Lockpicking 1/2 of your current level and Trap Disarming 1/4 of your level. This will give you about 25-30% chance to «Auto» lockpick or disarm, and you can just reload until you’re successful. Still, this build is very «skill starved»; you won’t be able to level up Bows and Envenomed Strike as fast as the above build since you want to keep Lockpicking and Trap Disarming at a respectable level. However, never skimp out on Learning and Knowledge of Terrains. Do the best you can.

Barbarian

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Maces130stunning
1Swords130bleeding
1Axes130wounding
LrndPassiveCost/LvlMax LvlDescription
1Armors230equip more armor
2Bodybuilding130+HP
5Fast Reflexes130+evasion
1Rage330+crit chance
10Steadiness310+stun resist
7Immunity130+resistances
8Tactics230move first
16Weapon Master230+atk/acc
LrndUtilityCost/LvlMax LvlDescription
2Perception230detect traps/secrets
8Learning230+EXP%

Comments

The first thing you notice about Barbarian is how they have no mana. This means that all they do is swing and passively increase that damage. It can be boring for some people, but Barbarian is surely a very powerful class. With 6 skill points, 2 will be for Learning, 3 for Rage, and 1 for whatever weapon you choose. That’s it folks! It’s very simple. After you max Rage will be when you dip into other interesting skills. As for choice of weapon, most people go Swords since a critical hit will give you extra bleed. Since Gaulen and Thief can also learn Swords, you can bleed stack against enemies that aren’t immune to it. If you’re with a Paladin, then you may want Maces to stun lock.

Front Line Attacker

You should get Armor to about 7 or 8 before you have to take Learning, which is frankly enough until level 30 since you have so much HP gain. Keep leveling and you’ll hit like a truck. Make sure to keep up the levels in Swords so you’ll have the accuracy. After you get Learning, level Armor over your weapon sparingly when you find yourself needing more armor weight.

Soldier

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Maces130stunning
1Swords130bleeding
1Axes130wounding
1Poles130bleeding, back
1Bows130wounding, back
LrndPassiveCost/LvlMax LvlDescription
1Armors130equip more armor
2Bodybuilding230+HP
2Meditation330+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
8Tactics230move first
16Weapon Master230+atk/acc
LrndSkillsCost/LvlMax LvlDescription
2Powerful Strike210+damage
2Bloody Strike210bleeding
2Stunning Strike210stunning
2Wounding Strike210wounding
6Aimed Strike110+accuracy
LrndUtilityCost/LvlMax LvlDescription
2Perception230detect traps/secrets
8Learning230+EXP%

Comments

Soldier, despite its generic name, is not boring nor underwhelming. Unlike Barbarian, the Soldier have offensive skills to use as well as passives, but the difference is lower HP growth and no Rage. Although Soldier can learn Pole Weapons and Bows, I would never use him in the back line. He’s too good of a front liner, having all weapons cost 1 skill point and also Armors! Get Swords for synergy with Gaulen/Barbarian/Thief, or Maces for synergy with Paladin. His one downside is mana, since he doesn’t gain that many per level.

Front Line Attacker

Why is Aimed Strike good? Well, it costs only 1 skill point for Soldier, and if you don’t have a Mage or Bard, then it’s crucial for hitting those high evasion enemies such as Wasps. I would only get 5 into Aimed Strike and not more. You can put the rest into Armor or Immunity. Having 1 skill point cost for Armor can make him really tanky wearing heavy armor. You can afford to level up Armors alongside with your weapon, but also consider alternating with Immunity.

Powerful Strike you should max first, but what else should you take? Bloody Strike is the worst. If you want bleed, instead have your Thief throw 2 Shurikens. Wounding Strike is my favorite, since you have a weapon that bleed/stun (sword or axe) for normal enemies, and apply wounds against bosses. On the other hand, with Maces + Stunning Strike + a Paladin, you’re going to stun lock very easily. Pick what you want, or get both, since you have plenty of skill points.

Thief

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Swords230bleeding
1Daggers230bleeding
1Bows230wounding, back
1Shurikens130bleeding, back
LrndPassiveCost/LvlMax LvlDescription
1Armors230equip more armor
2Bodybuilding230+HP
2Meditation330+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
LrndSkillsCost/LvlMax LvlDescription
5Quick Strike210faster turn
6Aimed Strike210+accuracy
LrndUtilityCost/LvlMax LvlDescription
1Perception130detect traps/secrets
1Lockpicking130pick locks
1Trap Disarming130disarm traps
3Object Evaluation230gold value of items
5Mercantilism230buy/sell prices
8Learning230+EXP%

Comments

Thieves in this game are not pushovers. They do not do pitiful damage in exchange for having utility such as Lockpicking and Trap Disarming. While it’s true that they won’t show big numbers like Barbarian, their signature attack Quick Strike allows them to get more attacks in, leading to overall good damage. The biggest reason to get them is Shurikens, which they can toss to deal huge amounts of bleeding. While the supply of Shurikens is limited, this becomes a non-issue later on when you can buy them at several towns.

The thief can be in front or back. In the front, they are limited to one weapon only, which is Swords. Daggers should not even be considered. In the back, they have Bows, which are usually a slow weapon. However, with Quick Strike, they are perhaps the only decent bow user. While Gaulen can handle Lockpicking and Trap Disarming duties, those abilities cost more to train on Gaulen, and kicks him to the back row where he will have to use Bows without Quick Strike. Therefore, I almost always have a Thief.

Front Line Attacker

I alternate between Lockping and Trap Disarming almost every level. Always level up Shurikens no matter what. It is so good that you want it maxed ASAP. You can put more points into Quick Strike whenever you feel like you’re using up your mana too slowly. After you get Learning, level Armor over your weapon sparingly when you find yourself needing more armor weight.

Back Line Attacker

If you run a back line Thief for whatever reason, it would be from not having a Bard yet you still want Object Identification. You only need to level it every other level, so keep it 1/2 your current level or more. The thing about this build is that once you get Learning, you will actually have to alternate half and half between Bows and Object Identification, which means you may not be able to immediately equip stronger Bows and they will have slightly less accuracy. I feel this is fine in exchange for identifying objects mid-dungeon and equipping them.

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Daggers330bleeding
1Poles330stunning, back
LrndPassiveCost/LvlMax LvlDescription
1Armors330equip more armor
2Bodybuilding330+HP
2Meditation130+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
LrndSpellsCost/LvlMax LvlDescription
1Sparks25fire damage
2Stone Arrow25physical damage
4Icy Touch25freeze status
6Shocking Touch25electric damage, stun
7Flames25fire (column), burning
9Hammer of the Destroyer25physical, wound
10Blizzard25ice (all), chance freeze
12Icy Shards25ice damage, bleed
14Lightning25electric damage, stun
16Magical Light25torch (field)
18Meteor25physical damage, wound
20Fireball25fire (3 enemies), burn
22End of Flames25remove burn (combat, field)
24Incinerate Air25remove freeze (combat, field)
26Matter to Gold25turn item to gold
28Thunder Storm25electric (3 enemies), stun
30Brittle Armor25reduce armor
32Energy Absorption25electric, absorb PP
34Frostball25ice (row), freeze
36Inferno25fire (all), burn
40Meteor Shower25physical (5 enemies), wound
45Lords of the Thunders25electric (all), stun
50Comets Shower25ice damage, freeze
LrndUtilityCost/LvlMax LvlDescription
2Perception130detect traps/secrets
3Object Identification218identify more items
8Learning230+EXP%

Comments

Mage is a class that changes role throughout the game. Early game he is a great nuker, and later on he becomes a great controller. Some poeple mistakenly say that Mage becomes weak late game, but not really. He doesn’t do as much damage, true, but his spells are still very useful if you pick the right one. Now you see that we have a lot of spells. Most of them are. not useless, but we have better use of PP. Let me outline a few that you should pay attention to.

In single target fights, such as bosses, there are two skills that you should only use, Hammer of the Destroyer and Energy Absorption. Hammer of the Destroyer is an incredibly good spell that wounds the enemy, making them hit less accurately and fumble spells alike. Meteor also wounds, but we don’t need a higher mana cost for more damage, since we’re after the wound, not the damage. The other one is Energy Absorption, which is a damage skill that absorbs mana! Late game Mage is not able to spam damage due since they run out of mana, but with this skill you can spam for longer.

Other than that, you’ll be facing many enemies. In this, I prefer to take an early spell, Blizzard, and a late late spell, Inferno. Blizzard is a great early spell that randomly freezes, letting your front liners attack the enemies not frozen and pick them off. It’s also much needed against those wasps with high evasion. You can survive with Blizzard until you get Inferno. Some people prefer to take a third AoE spell such as Lord of the Thunders for hard hitting stun or Thunder Storm when you only encounter 3-4 enemies instead of 7-8. It’s your choice, but definitely get Blizzard, Inferno, and maybe one of the two I mentioned, not more.

Another spell I always get is Flames, which is good because it hits a column, or 2 enemies. It applies burn and is really good before you get Blizzard, and even later since you can stack burn. The final spell you should consider is Icy Touch. In a situation where you don’t have one boss or many enemies, but rather two strong enemies, Icy Touch will allow you to freeze lock one enemy while killing the other one. Icy Touch will also scale into late game, and you only need 1-3 levels in it, since maxing to 5 might cost too much mana for spamming.

Back Line Caster

This is the basic caster-only build. Keep Sparks at 1, Max Flames, Hammer of the Destroyer, Blizzard, Energy Absorption, Inferno. Optionally max Thunder Storm or Lord of the Thunders, and optionally get Icy Touch 1-3. Since you have plenty of skill points left, I take Perception on Mage. Also get Meditation for more mana. I find myself keeping Blizzard at 3, finishing Flames and Hammer of the Destroyer, then getting Blizzard to 5. This is because Blizzard 3 can already OHKO the weaker wasps.

Back Line Utility

If you don’t have a Bard, then I would give Mage Object Identification. Costing 2 skill points per level, you’re going to have to cut corners. Don’t get Icy Touch early, because you want to crank as many levels of Object Identification as you can before Learning. After that, alternate getting Object Identification and [Meditation + Perception] combo. This gives you just enough Perception and Object Identification to be useful. You will have slightly less mana as a result of not taking Meditation every level. To remedy this, we take 15 straight levels of EN & SPD from 11-25.

The problem with taking Object Identification isn’t the lack of skill points overall, but towards the beginning of the game. Towards the end, you will have free spell points, but by getting Object Identification every other level, you delay maxing some key spells early on. If your Cleric is back line, you can give Perception to your Cleric. But if your Cleric is front line, then just keep Perception for yourself. You’ll have plenty of skill points.

Divine Summoner

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Daggers330bleeding
1Poles330stunning, back
LrndPassiveCost/LvlMax LvlDescription
1Armors330equip more armor
2Bodybuilding330+HP
2Meditation130+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
LrndSpellsCost/LvlMax LvlDescription
1Herald of Nalaet230healer, back
1Herald of Raznet230physical, back
2Herald of Golot230gold, back
2Herald of Alnaet230buffs, back
4Herald of Taliet230ice, back
4Herald of Valvet230fire, back
6Herald of Kersket230tank, front
8Herald of Febret230buffs, back
10Herald’s Vigor220+defense
12Herald’s Life220+HP
14Herald’s Power220+PP
16Herald’s Destiny320+duration
20Herald’s Light220+speed
LrndUtilityCost/LvlMax LvlDescription
2Perception130detect traps/secrets
8Learning230+EXP%

Comments

Divine Summoner is really the first class where you really care about the 270 skill points «soft cap». Your heralds all require 30 levels each at 2 skill points per level, and the herald buffs have 20 levels. That means if you level 3 heralds, that’s 180 skill points already. In addition, you’ll want Herald’s Destiny and Herald’s Light maxed, which comes out to 280 skill points, which is, um, higher than 270 skill points. So what does this mean? No Meditation, because we can’t afford it. Instead, the extra PP from Learning (more level ups) should be good enough. Also, all extra skill point bonuses from caudrons and herbs go to Divine Summoner with no exceptions.

Regarding heralds, there are only 4 good ones: Golot, Raznet, Taliet/Valvet. Let’s talk about the last three. Raznet is one you start with, and it’s good. He can attack from the back row and should be the first one you max. Next is Taliet, which does ice attacks. Then Valvet has fire attacks. Now, whether you choose Taliet or Valvet depends completely on your play style. If you like freezing to enable more focus, then pick Taliet, but remember frozen enemies have higher defense. If you like pure damage, then get Valvet. For example, if you already run a Bard with Song of Stunning, then just take Valvet for more damage. If you have no crowd control at all, then take Taliet. You will take Raznet, Golot, and Taliet or Valvet as your 3 heralds.

Golot makes money. Yeah. You’ll want to summon it in easy-ish battles along with Raznet, because he nerfs your damage in exchange for gold. Now, it should be noted that as a Divine Summoner, you need that gold to buy skill points (or buy items and drop them in the Well of Souls). So while using Golot means you have to sacrifice skill points to level it, you will use the gold to get more skill points, making the investment a break even. So why do we do it? Simply put, when you buy skill points, everyone else in your party gets a skill point! Therefore, you’ll be breaking even on Divine Summoner, but everyone else in your party benefits greatly.

Lastly, let’s talk about Nalaet, a healing herald. First of all, this is NOT a replacement for the Cleric class, so don’t even think about it. If so, then you’re going to have a Cleric, but then why have Nalaet instead of a damage herald? Because of this, I don’t think Nalaet should be taken. Divine Summoner already does nothing after summoning except defend, so you don’t want to nerf the damage of his heralds by having a healer herald. I mean, you already have Golot as someone who does no damage. Replacing Golot for Nalaet doesn’t work either, because the only reason training up 3 heralds works is because Golot gives you extra skill points indirectly.

Back Line Caster

In short, you’re going to always level up Raznet and Learning, then for your last 2 points alternate between Golot and Taliet/Valvet. Pick between Taliet or Valvet and stick with it. You don’t want to level up Golot all the time because the gold you get is dependent on the level of the enemy, so extra Golot levels won’t mean much until you encounter tougher enemies. Herald’s Destiny requires 3 skill points, so when you squeeze it in, you may need to eat an herb or just save up skill points for a level. I would give more priority to Herald’s Light than Herald’s Destiny.

While Herald’s Life and Herald’s Power isn’t needed, you may need to put a point into them from time to time. If you feel like your heralds are dying too fast (even in the back row), then put 1 or 2 into Herald’s Life. If you feel like you run out of PP before they expire, put a few into Herald’s Power. You don’t need to max Herald’s Destiny/Herald’s Light, but the rule of thumb is to level those 2 up until you need a few levels into Herald’s Life/Herald’s Power, then go back to Herald’s Destiny/Herald’s Light.

You should end up with maxed Learning, Raznet, Golot, and Taliet/Valvet, with 3-5 into Herald’s Life and Herald’s Power, with the rest into Herald’s Light and Herald’s Destiny. Also note Divine Summoner’s poor HP growth. Try to give him as many +CON or +HP/PP accessories as you can. Lastly, you can use the scrolls you collected after summoning. This gives you something to do. You don’t have to always do it, but remember it for boss fights and harder fights.

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Daggers230bleeding
1Bows230wounding, back
LrndPassiveCost/LvlMax LvlDescription
1Armors230equip more armor
2Bodybuilding230+HP
2Meditation330+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
LrndSongsCost/LvlMax LvlDescription
1Song of Courage25+accuracy
3Song of Stunning25stuns enemies
6Song of Rage25+strength
8Song of Fear25enemies flee
10Song of Speech25remove silence
12Song of Spirit25+evasion
14Song of Dream25enemies sleep
16Song of Awakening25remove sleep/stun
18Song of Silence25enemies silenced
22Song of Clumsiness25-atk/def
26Song of Haste35+speed
33Requiem35kills lower level
36Song of Victory45+all buffs
LrndUtilityCost/LvlMax LvlDescription
2Perception130detect traps/secrets
3Object Identification130identify more items
3Object Evaluation130gold value of items
5Mercantilism130buy/sell prices
8Learning230+EXP%

Comments

Some of you might be wondering why Bard is all the way down here. That’s because Bard is mostly a caster, not a fighter. Also, some of you RPG fans might think Bard is some pushover buffing class that’s weak and useless, which may be the case in other games. I can assure you this is not the case. Bard’s first song, Song of Courage, is already an amazing skill that you use at the start of every non-trash fight that raises everyone’s accuracy. In this game, the enemies have very high evasion, and missing is frustrating. His second song, Song of Stunning, is something you can spam that stuns all enemies to get your allies more turns, and this scales into late game. Just these two songs alone is worth taking Bard in my opinion, but the fun doesn’t end there.

Although we skip over other buffs such as Song of Rage, at Bard will eventually get Song of Victory, which puts all 4 buffs onto allies. They also get Requiem, which instantly kills lower level enemies, albeit later on in the game. And lastly, they can cure status with Song of Silence and Song of Awakening. You can stack organic resistance on Bard so he will resist sleep then cast Song of Awakening for those annoying AoE sleep enemies! Simply put, yes Bard is still mostly a buffer/debuffer, but because of the difficulty of this game, buffing becomes a great asset that scales throughout the game.

Does this mean you don’t level up a weapon at all? Some people think so, but I don’t think so. Now, Bard will never do substantial damage late game. However bows do wound, and you need to level up Bows to keep up with accuracy and requirements for new bows. What you want is the wound, not the damage. Don’t level up STR and AGI, but instead all STR and AGI buffs from caudrons and herbs go to Bard. Instead, he will level EN, since he is after all a caster. Against many enemies like guards, he’s going to be spamming Song of Stunning a few times, so make sure he has mana for that. We will be going Disciple of Raznet to make sure Bard gets off his Song of Courage/Song of Victory before his allies start attacking.

Back Line Hybrid

This may look complicated, but it’s easy. Before Learning, level up Bows, Object Identification, and Mercantilism. Always prioritize the songs I listed and Learning. Alternate between getting Bows and [Object Identification + Mercantilism] combo. When a skill point short, prioritize Mercantilism over Object Identification. Song of Speech and Song of Awakening only require 1 level.

Front Line Tank

As long as you wear good armor with +CON, you won’t need that much CON and can get EN for songs. What you are essentially doing is replace Bows with Armor. You don’t want Daggers, not even close. I would rather you get more PP and use Song of Stunning than to attack with a pathetic dagger. You will get a lot of Armor, which is why you only get 10 levels in CON. When you think you have enough armor, switch to Immunity or Body Building.

Now, I don’t like front line Bard, even with 2 skill points per level for Armor, for the following reasons: 1) in a 3-3 setup, you want your front 3 to deal damage, so a non-damaging Bard front liner is lackluster. In a 4-2 setup, you’re using a Divine Summoner, and you want a Cleric, so your last member must be someone who deals damage which Bard isn’t. The only way for a front line Bard to work is if your Divine Summoner doesn’t go Golot and focuses on pure offense, such as Raznet + Valvet. Keep this in mind. Bard is great for buffing up a 3-3 lineup as a back liner, but I don’t feel it’s that great in another role.

Cleric

Stat Gains:
LrndWeaponCost/LvlMax LvlDescription
1Maces330stunning
1Poles330stunning, back
LrndPassiveCost/LvlMax LvlDescription
1Armors330equip more armor
2Bodybuilding330+HP
2Meditation130+PP
5Fast Reflexes130+evasion
7Immunity130+resistances
LrndSpellsCost/LvlMax LvlDescription
1Light Heal25heal
2Divine Armor25+defense
3Mend Bleeding25remove bleed
4Cure Wounds25remove wounds
6Regeneration25regen
6Mass Stun Relieve31remove stun (all)
8Divine Prayer25self restore HP, PP
10Light Ray25damage
12Remove Poison31remove poison
14Greater Heal25heal
16Dispel22dispel
18Organic Protection25organic resist(all)
20Elemental Protection25elemental resist(all)
22Magical Protection25magical resist(all)
24Cleanse Disease41remove disease
26Life Absorption25damage, absorb HP
28Mass Heal35heal (all)
30Mass Divine Armor35+defense (all)
32Divine Ray35damage
36Purify Curse42remove curse
40Mass Regeneration35regen (all)
45Ray of the Gods55damage
50Divine Heal75heal
LrndUtilityCost/LvlMax LvlDescription
2Perception130detect traps/secrets
8Learning230+EXP%

Comments

Cleric is your typical healer, which is needed in every party in Veteran difficulty. One thing about Cleric is that most of their good spells you get really late, unlike Bard where you have two usable songs right away. Therefore, you want to get «just enough» for early and midgame and save up a ton of skill points for better spells. The spells I’m talking about are Mass Heal (level 28) and Mass Regeneration (level 40). Before then, I max Light Heal and Greater Heal.

Outside of heals, you want one value point into Mend Bleeding, Cure Wounds, Remove Poison, Cleanse Disease, and Purify Curse. Later on (level 30+), you can put a second or third point into Mend Bleeding and Cure Wounds, but keep it at 1 early. You want to max Organic, Elemental, and Magical Protection. Organic allows you to deal with those AoE sleep enemies, for example. If you find yourself in a difficult fight, try to reset and protect the entire party with one of these spells. I get one level into Light Ray as filler. Max Divine Prayer immediately which solves your mana issues. And most people max the strongest damage spell, Ray of the Gods, but you get it late.

Back Line Caster

Just max the key spells and get the one point wonders. Note that you have enough free skill points to squeeze in Perception if your Mage is required to go Object Identification.

Front Line Tank

This is almost exactly the same as above, but you get Armors and Immunity. Even though Armors cost 3 skill points per level, you have so much extra skill points that you can still do it. You may consider leaving Light Heal at 3 and Greater Heal at 1 if you want to buff up your Armor or Immunity.

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