Vlajdermen
Arcane
I recently tried Shattered Lands, but I was reminded that I never got gud at D&D games. Give me some general starting tips: what builds to use, what dialogue options to avoid my first time, and so on.
Create two wizards that can create a wall of the flame because it's literally going to be how you beat the final battle.
The main thing about half-giants is their maxxed STR (24 for strong hits) & huge hitpoint pool: they get double rolls at lvl up, and up to 22 Con. However, their low max DEX (15) means weak AC compared to other classes, so they really need those HPs since they will get hit more. Other classes can replicate the high strength (psions with self-buff setting it to 24, or get a preserver buff Str) and since 24 is max, get equal to half-giants. Other races access to multi-classing means self-only buffs increase the better AC from DEX 20+ even more (e.g. preservers lvl 1 shield spell, and lvl 2 mirror image - as well as most psionicist self-buffs). That said, they are absolute beasts in combat from day 1, without needing any spells and special equipment - but with a bit of work other characters have the same regular damage output, better AC and more abilities (and if they multiclass to thief, more damage).I would definitely recommend a half giant Gladiator. That will be the tank.
Even better, dual wielding armed thri-kreen have the same number of attacks (also doubled with haste to 10). The last attack even has a chance to paralyze (or last two with haste), and they have good multiclassing options. Only downside is their inability to use most equipment - for me this is a huge downside, but if you are fine with that: just for gameplay its actually not important to use equipment since you can just use spells for armor etc. instead.Unarmed thri-kreen have 5 attacks per round, and this can be abused.
Yeah, definitely. Fire was just an suggestion for an alternative way to get firewall. Water is great for insta-death like you said, and Earth for Ironskin (as most enemies don't have magic weapons). For non-buff psionics i also liked to use mass domination: Snatching up to five enemies to fight at you side really changes the landscape.Fire domain has good spells, but I like to take water for an insta-death spell, and kinetics as my main psionic school for Disintegrate. A water domain/kinetics build can fire off a lot of instant death spells.
Good tip! While all spells can be learned from lvl up, the number you do learn is very limitedn. Also, since first-lvl spells are preset, the first spell you can select is for spell level 2. However, its spell level 2 or lower(!) - so you actually can get great lvl1 spells like "Enlarge" at the cost of not selecting a higher level spell.. Would still suggest to get at least one spell of the new spell lvl first, so the casting slots don't go to waste.Oh yeah, and search around for scrolls. Use them to learn spells where possible. There are some spells that can only be learned through scrolls, if I recall correctly, and only one scroll available, often hidden away.
Latest patch is included in GOG version. No mods unfortunately.By the way, any mandatory patches/mods to play the game?
but with a bit of work other characters have the same regular damage output, better AC and more abilities (and if they multiclass to thief, more damage).
Create two wizards that can create a wall of the flame because it's literally going to be how you beat the final battle.
Random question: has anyone ever had the defiler in the opening cutscene win? I started up again after this thread and he got really close.
(Also, why can't i edit my old posts... :-/ )
(Also, why can't i edit my old posts... :-/ )
Joined: Sunday
Create two wizards that can create a wall of the flame because it's literally going to be how you beat the final battle.
Unfortunately neither of these guarantees avoiding the final bug (and in fact I always kill Wyrmias in Gedron, in both games that get bugged and those that don't). For the longest time I thought it might be picking up the message at the entrance of the area or not, but according to the thread you linked that doesn't seem to make a difference either.For avoiding the final battle bug:
1)I let Wyrmias go in Gedron. This was tough and took several reloads to accomplish due to my warriors' multiple attacks automatically striking his new form.
You can kill him on the spot or let him go, but if he gets hit and leaves you're boned.
2)The other one that I'll repeat here is Laussa's quest (the ssurran south of Teaquetzl).
Once you've convinced her to go and join the tribe to the west, she starts to leave.
Naturally you'll want to teleport away, but if she doesn't get to leave the area completely she locks up the Final Battle.
Let her walk off the screen and disappear completely, and you're good.
Full reference:
https://af.gog.com/forum/dungeons_d...s_final_battle_does_not_trigger?as=1649904300