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Sade

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Everything posted by Sade

  1. You need a Gray Empire Pass to open the south-eastern gate. One can be found in Totem Tunnels, west of the Tower of Magi.
  2. 1% per level of the Vahnatai Secrets trait itself. However, as far as I know, you can only increase the trait by one level (without cheating), so the tooltip is slightly redundant.
  3. You cannot use the key via regular dialogue. Instead, just walk next to Sulfras and you should be given the option to unlock the chains.
  4. In case you are talking about the Pyrrhic Gauntlets, I would say that they are, stat-wise, already some of the best of the high-end gauntlets/bracers in the game. Besides, the negative effect should do next to nothing to a character with a decent acid resistance.
  5. This office, by the way, is located right next to the room with the switch, on the eastern side.
  6. I agree. It would have been so much more satisfying if you could reach the nice even number of 100, complete with a title unique to that level (like, say, 'Savior').
  7. You have to attack them once with a character that is holding the Demonslayer sword. After doing that, anyone can damage them.
  8. I reached a reputation total of 97 on both of my playthroughs, which should include all the obscure sources mentioned in this thread, so I would be quite surprised if that turned out to not be the maximum. You can get some stuff by talking to the merchants near Spiral Pit and Totem Tunnels after clearing their respective dungeons, although I am not sure whether the latter one gives reputation.
  9. I went through all the spell books individually, first with 0 AL, VL and SL (and without Athame or Lens) to figure out the minimum requirements, and then attempted various skill and item combinations to pinpoint the details. I did not bother verifying most of the values not questioned in the original chart, but other than that, I can say with confidence that everything in this list should be entirely accurate. | Spell.................| AL...| SL?..| VL?..| Location...........| VL:X...| Lens | Ath..| MM:X | DB:X | Other..................| |-----------------------|------|------|------|--------------------|--------|------|------|------|------|------------------------| | Sanctification Ritual | .1...| SL...| VL...| Formello...........| --.....| --...| --...| --...| DB:1 | --.....................| | Unshackle Mind........| .2...| SL...| VL...| Nephilim Castle....| --.....| --...| --...| --...| --...| --.....................| | Bolt of Fire..........| .3...| SL...| VL...| Aranea Web.........| --.....| --...| --...| --...| --...| --.....................| | Call Beast............| .4...| SL...| VL...| Lizard Lair........| --.....| --...| --...| --...| --...| --.....................| | Cloak of Curses.......| .5...| SL...| VL...| Verdant Valley 2F..| --.....| --...| --...| --...| --...| --.....................| |-----------------------|------|------|------|--------------------|--------|------|------|------|------|------------------------| | Curing................| .5...| SL...| VL...| Tower of Magi......| --.....| --...| --...| --...| --...| Quest..................| | Heal..................| .9...| SL...| VL...| Ruins (Formello B1)| VL:1...| --...| --...| MM:1 | --...| --.....................| | Mass Curing...........| .9...| SL...| VL...| S of Fort Dranlon..| --.....| --...| --...| --...| --...| Use SW fountain........| | Haste.................| .9...| SL...| VL...| Almaria............| --.....| --...| --...| --...| DB:1 | --.....................| |-----------------------|------|------|------|--------------------|--------|------|------|------|------|------------------------| | Dispel Barrier........| 10...| SL...| VL...| Barrier Tower......| --.....| --...| --...| --...| --...| Magi...................| | Portal Ritual.........| .2...| --...| --...| Barrier Tower......| --.....| --...| --...| --...| --...| Magi...................| | Patrick's Quest.......| --...| --...| --...| Patrick's Tower....| VL:2...| --...| --...| --...| --...| Magi...................| | Summon Shade..........| .9...| SL...| VL...| Patrick's Tower....| --.....| Lens | --...| --...| --...| Quest..................| | War Blessing..........| 11...| SL...| VL...| Patrick's Tower....| --.....| Lens | --...| --...| --...| Quest..................| | Domination............| 12...| SL...| VL...| Dharmon............| --.....| Lens | --...| --...| DB:1 | Boat...................| | Cloak of Bolts........| .6...| SL...| VL...| Formello...........| --.....| Lens | --...| MM:1 | --...| --.....................| | Minor Summons.........| .8...| SL...| VL...| Cave of Motrax.....| --.....| --...| --...| --...| DB:1 | Magi...................| | Mass Heal.............| .8...| SL...| VL...| Cave of Motrax.....| --.....| --...| --...| --...| --...| Ostoth.................| |-----------------------|------|------|------|--------------------|--------|------|------|------|------|------------------------| | Summon Aid............| .8...| SL...| VL...| Nephar Fortress....| --.....| --...| --...| --...| --...| --.....................| | Minor Heal............| .5...| SL...| VL...| Serpent Cult.......| --.....| --...| --...| --...| --...| --.....................| | Smite.................| .7...| SL...| VL...| Tower of Magi......| --.....| --...| --...| --...| --...| --.....................| | Daze..................| .8...| SL...| VL...| Coven Cave.........| --.....| --...| --...| --...| --...| --.....................| | Vahnatai Secrets......| --...| --...| --...| Coven Cave.........| VL:2...| --...| --...| --...| --...| --.....................| | Ward of Elements......| 11...| SL...| VL...| Gnass..............| --.....| --...| --...| MM:1 | --...| Quest..................| | Howl of Terror........| .9...| SL...| VL...| Trapped Hall.......| --.....| --...| --...| MM:1 | --...| --.....................| | Call the Storm........| .8...| SL...| VL...| Cotra..............| --.....| --...| --...| MM:1 | DB:2 | or TU:12...............| | Divine Fire...........| 10...| SL...| VL...| Blosk..............| --.....| --...| --...| --...| DB:2 | --.....................| |-----------------------|------|------|------|--------------------|--------|------|------|------|------|------------------------| | Lightning Spray.......| 10...| SL...| VL...| Solberg's Tower....| --.....| --...| --...| --...| --...| (Crown)................| | Move Mountains........| 10...| SL...| VL...| Serpent Cult B1....| --.....| --...| Ath..| --...| DB:1 | --.....................| | Fireblast.............| 12...| SL...| VL...| Erika's Tower......| --.....| --...| Ath..| --...| --...| (Magi).................| | Slow..................| .6...| SL...| VL...| Lair of Athron.....| --.....| --...| --...| MM:2 | DB:1 | --.....................| | Ward of Thoughts......| .8...| SL...| VL...| Giant's Cave.......| --.....| --...| --...| MM:2 | --...| --.....................| | Pass Statue...........| --...| --...| --...| Ominous Crypt......| VL:1...| --...| --...| --...| --...| --.....................| | Resistance Crystal....| 13...| --...| --...| Chasm Fortress.....| --.....| --...| --...| --...| DB:1 | --.....................| | Scroll and Crystal....| --...| --...| --...| Chasm Fortress.....| VL:1...| --...| --...| --...| --...| --.....................| | Capture Soul..........| 12...| SL...| VL...| Dark Tunnel........| VL:2...| --...| --...| --...| --...| --.....................| |-----------------------|------|------|------|--------------------|--------|------|------|------|------|------------------------| | Spray Acid............| .8...| --...| --...| Tower of Elderan...| --.....| --...| --...| --...| --...| --.....................| | Return Life...........| 14...| SL...| VL...| Empire Archives....| --.....| --...| --...| --...| DB:2 | TU:11..................| | Protection............| .9...| SL...| VL...| Tower of Magi......| --.....| --...| --...| --...| --...| Quest..................| | Simulacrum............| 11...| SL...| VL...| Pyrog's Cave.......| VL:2...| --...| --...| --...| --...| --.....................| | Cloak of Blades.......| .9...| --...| --...| Shrine of Crystals | --.....| --...| --...| --...| --...| 1 Soul (Jekknol).......| | Blink.................| .7...| --...| --...| Shrine of Crystals | --.....| --...| --...| --...| --...| 1 Soul (Vyvnas)........| | Icy Rain..............| 10...| SL...| VL...| Patrick's Tower B1.| --.....| Lens | --...| MM:1 | DB:2 | 2 Souls, TU:8 on one PC| | Vahnatai Lore +1......| --...| --...| --...| Ornotha Ziggurat...| --.....| --...| Ath..| --...| DB:1 | --.....................| | Ward of Steel.........| 11...| --...| --...| Shrine of Crystals | --.....| --...| --...| --...| --...| 1 Soul (Caffren).......| | Arcane Summon.........| 12...| SL...| VL...| Olgai..............| --.....| --...| --...| --...| --...| 3 Souls................| | Divine Retribution....| 12...| SL...| VL...| Olgai..............| --.....| --...| --...| --...| --...| 3 Souls................| | Cloak of the Arcane...| 10...| SL...| VL...| Tower of Magi......| --.....| --...| --...| --...| --...| Portal.................| | Divine Restoration....| 10...| SL...| VL...| Tower of Magi......| --.....| --...| --...| --...| --...| Portal.................| | Emergency Spell #1....| 13...| --...| --...| Garzahd's Fortress | --.....| --...| Ath..| MM:3 | --...| --.....................| | Emergency Spell #2....| 15...| --...| --...| Garzahd's Fortress | --.....| --...| Ath..| --...| --...| TU:15..................| | Arcane Blow...........| 12...| SL...| VL...| Castle.............| VL:2...| --...| --...| --...| --...| Garzahd................| | Divine Host...........| 12...| SL...| VL...| Castle.............| VL:2...| --...| --...| --...| --...| Garzahd................|
  10. I happened to have a save where I was just about to turn in all of the collection quests, so this was simple to check. Both of the quests are completed at exactly 50 sacks of food (or wine).
  11. Nice list. Especially, thanks for including the exact amounts of reputation you get from quest completion. That is one of the biggest things, I think, that Randomizer’s item list was lacking.
  12. Blessing of the Caves: 3% to all resistances except Mental. Neither Crystal nor Runic Blessing grant any resistance increases, or any other readily visible effects for that matter, so both of them probably simply give small damage boosts.
  13. Yes and no. There seems to be quite a bit of randomness in how fast the herb patches recover: 30 seconds of waiting can be enough to make most of the herbs reobtainable, but sometimes you can get only half of them after waiting full 2 minutes (which is about the time it takes to go through the circuit once).
  14. Did a bit of testing, and here is what I got. The route I looped around was: Tower of Magi > Formello > Fungal Clearing > Formello > Tower of Magi > Fort Dranlon > Moldy Cave > Moldy Cavern > Fort Dranlon > Tower of Magi > … I did not use backtostart, since if you resort to that, you might as well just spam iampoor (or iwanttobestronger). However, I did employ a neat trick I would dub as ‘speed walking’, i.e. moving around with the wait button held down at all times. This makes the game time pass super-fast, without hindering your actual movement speed. Of course, speed walking also makes outdoor encounters really frequent, so if your party is not of high enough level to skip them all, you should expect some slow-down. After half an hour of hectic clicking, I ended up with a decent haul of 59 Healing, 48 Spiritual and 46 Energetic Herbs, in addition to 38 pieces of Graymold and 38 Mandrake Roots. These could be turned into ~7 levels worth of Wisdom Crystals, or sold for a total of 6153 gold (with 4 Negotiator traits). For comparison purposes, I did another run without the speed walking trick, and managed to gather pretty much exactly half the herbs in the same time.
  15. Disclaimer: I did not keep track of my level-ups on my playthrough, so the following list has been formed retrospectively and without being tested in actual gameplay. While it probably is not perfectly optimized, it should work as a solid guideline. Level 1: Mage Spells (2), Priest Spells (3) | Improved Intelligence (1) Level 2: Mage Spells (3), Priest Spells (4) | Elemental Focus (1), Improved Endurance (1) Level 3: Mage Spells (4), Priest Spells (5) Level 4: Mage Spells (5), Priest Spells (6) | Quick Learning Level 5: Pole Weapons (1), Tool Use (1) Level 6: Hardiness (1), Tool Use (2) | Great Wisdom, Swordmage (1) Level 7: Pole Weapons (2), Tool Use (3) Level 8: Hardiness (2), Tool Use (4) | Nimble Fingers (1) Level 9: Pole Weapons (3), Hardiness (3) Level 10: Pole Weapons (4), Hardiness (4) | Nimble Fingers (2), Swordmage (2) Level 11: Pole Weapons (5), Hardiness (5) Level 12: Pole Weapons (6), Hardiness (6) | Sage Lore Level 13: Pole Weapons (7), Hardiness (7) Level 14: Pole Weapons (8), Hardiness (8) | Improved Intelligence (2), Swordmage (3) Level 15: Mage Spells (6), Priest Spells (7) Level 16: Mage Spells (7), Priest Spells (8) | Improved Intelligence (3) Level 17: Mage Spells (8), Priest Spells (9) Level 18: Mage Spells (9), Priest Spells (10) | Improved Intelligence (4), Elemental Focus (2) Level 19: Mage Spells (10), Priest Spells (11) Level 20: Mage Spells (11), Priest Spells (12) | Improved Intelligence (5) Level 21: Mage Spells (12), Priest Spells (13) Level 22: Mage Spells (13), Priest Spells (14) | Elemental Focus x2 (4) Level 23: Tool Use (5), Arcane Lore (1) Level 24: Tool Use (6), Arcane Lore (2) | Elemental Focus (5) Level 25: Tool Use (7), Arcane Lore (3) Level 26: Mage Spells (14), Arcane Lore (4) | Good Health, Robust Health Level 27: Mage Spells (15), Arcane Lore (5) Level 28: Hardiness (9), Arcane Lore (6) | Perfect Health Level 29: Hardiness (10), Arcane Lore (7) Level 30: Spellcraft (1), Resistance (1) | Improved Endurance (2), Swordmage (4) On the remaining 6 ‘actual’ level-ups: Spellcraft (up to 7), Resistance (up to 7) Priest Spells is maximized (up to level 6) at the start, in order to gain Summon Shade and Move Mountains as soon as possible. Since you have to wait for the tenth level of Tool Use (from Tinker’s Gloves) until Chapter 3, there is no reason to go past level 6 or so until that point. (I remember first arriving in Egli at around level 25, but my memory might be failing me.) Finally, you may want to maximize Hardiness slightly earlier and Arcane Lore slightly later than in the list.
  16. Nope. You can only get a skill up to level 12 by training the first 10 levels using skill points and then visiting a trainer.
  17. If you initiate a battle with Sulfras while she is still chained and then move all the way to the other side of the room, you can just wait as long as you desire while Sulfras will be doing nothing except ‘grow stronger’. For the first few minutes of holding the wait button, that is exactly what happens, but eventually her stats will become higher than the game can handle, resulting in the likes of: On a related note, if you bring Sulfras near death, move closer to unlock her chains (with Malachite Key in possession), finish her off, and then run out of her lair before the quickfire gets you, she will be alive and well when you return. Her secret door will already be opened, though, and you can slay her again for twice the leg protection:
  18. Also, it seems like you will only get the necessary message by passing the Warrens through the easternmost rapids. At least, that is how I got it on both of my playthroughs.
  19. I decided to do a quick test. After giving my lv 61 character all the best items I had hoarded, I reached a pure critical hit chance bonus of 10+8+10+3+8+8=47%, 10+2 Lethal Blow (36%?) and 5+5 Luck (10%?), so alongside the ~30% level-based bonus and the 5% base chance, my total critical hit chance should have pretty clearly been at least 100%. Out of 500 non-missing Bolt of Fire attacks against a normal low-level Hellhound in a random outdoor encounter, 10 (or 2%) were not critical hits (assuming I never missed the red ‘Critical!’ text that flashes on the screen for like a fraction of a second). So, there is a cap of slightly less than 100%, but it should be high enough to practically never affect standard gameplay.
  20. Sulfras is, hands down, the hardest boss in the game. The fact that you can only hurt her with the relatively weak Icy Rain and Call the Storm spells means that whittling her massive HP bar down before her damage levels become intolerable is flat-out impossible, especially when you have to deal with ~200 damage Death Curses every other turn. However, if you position yourself exactly 8 spaces away from Sulfras (in cardinal directions), you will be out of her attack range, but still close enough to prevent her from ’magically healing her wounds’. If you battle Sulfras while she is still chained, there should be no problems, but otherwise, you will have rely on lv 3 Icy Rain’s immobilization effect keeping her away. Otherwise, the battle is really only about spamming Icy Rain, while ensuring that Invulnerability is up at all times. Garzahd, who is probably the second-hardest boss, can be defeated quickly enough that such gimmicks are not necessary. Barely. Immobilization can be abused against him as well, although his teleportation spells can make this a bit tricky.
  21. Finally completed my Torment singleton playthrough, with all the clearable quests cleared and pretty much all the named monsters killed, including Athron, Sulfras and Peltalis. (For the record, Peltalis is a bit of a secret character that you can, as far as I know, only fight if you go to Ornotha Ziggurat rooftop after having defeated Garzahd. He drops a Corrupting Baton and a Wand of the Inferno, but offers no special dialogue upon his demise.) Here are the stats my character ended up with, and some general ideas on singleton character building and dealing with late-game bosses. Of course, while the text was written with Torment difficulty in mind, it should be at least equally viable for lower difficulty levels. My character’s skills and traits 8 Pole Weapons 10 Hardiness 15 Mage Spells 14 Priest Spells 7 Tool Use 7 Arcane Lore 7 Spellcraft 7 Resistance (+2 on all the trainable skills; a singleton should easily be able to afford everything) Improved Intelligence x5, Improved Endurance x2, Elemental Focus x5, Swordmage x4, Health traits x3, Experience traits x2, Nimble Fingers x2, Sage Lore Skills First of all, magic is indubitably the only way to go. Having a dual-wielder or an archer in a party of four might not be a completely terrible idea (albeit somewhat suboptimal), but a non-magic user singleton would simply get swarmed by most outdoor encounters and other large-scale battles. What is more, you would have to put a considerable number of skill points into magic skills anyway to access a lot of things. As a result, most of the skills under the ‘Combat’ tab should probably be ignored. With two major exceptions, of course: everyone wants to maximize Hardiness and unlock Adrenaline Rush (via Pole Weapons), singleton or otherwise. 10 Mage Spells will get you lv 2-3 Dispel Barrier, without which completing every quest in the game is impossible, let alone all the great loot it unlocks. In addition, because Simulacrum (lv 9 MS) summons level alongside the player character, they are an incredibly useful tool for a singleton. After those, reaching Cloak of the Arcane only takes 5 more points, which is a real bargain for the supposedly 30% boost to all of your spells. However, going all the way up to Arcane Blow is rather redundant if you already have the almost strictly better Divine Retribution. Speaking of Priest Spells, lv 6 for lv 2-3 Move Mountains is necessary to access a whole bunch of stuff. After that, there is a huge 6 level gap full of somewhat useful but not quite crucial spells. However, for 7 more points, you will gain the best defensive and the best offensive spell in the game (Ward of Elements and DR). You should not go higher than that, though, as low-level healing spells are powerful enough to make Divine Restoration meaningless, and Divine Host is just plain bad. 7 Tool Use, alongside Tinker’s Gloves and 2 Nimble Fingers, will let you open all the staggeringly common lv 10 doors and traps. While there is unlockable loot up to lv 15, those include no quest items or useful spells, so there is no point bothering. 7 Arcane Lore will, together with 4 Vahnatai Lore and Sage Lore, give you access to every spell book in the game (discounting the ones that require pure AL, but none of those contain critical spells). Actually, only 5 AL would do the trick, but then you would need to delay getting lv 3 WoE and Capture Soul until the 2 late-game VL points. Maybe not unmanageable, but a considerable hassle for mere 2 skill points. I consider the skills above as a kind of a ‘necessary package’: it might be hard to substitute them with anything else without risking viability or having to skip quests. For the remaining 14 skill points, there are no absolutely crucial abilities left to unlock, so they can be allocated a bit more freely. For my character, I decided to simply go for lv 7 in both Spellcraft and Resistance, which grants a reasonable boost to both offense and defense. Since Spellcraft can be increased 3 times without skill points, you could get a 4 Spellcraft / 7 Resistance division with 3 leftover points, if you wanted. Other sensible uses for the ‘extra’ skill points include Parry and/or Luck, which are certainly helpful but not easily justifiable to be picked in lieu of Resistance, and Cave Lore (6 points), which provides unlimited potion ingredients. If you use consumables as sparingly as I do, running out of potions should not be much of an issue. As such, CL is really useful for one thing and one thing only: extra levels via Wisdom Crystals. The problem is, there is a level cap @ 61, and a singleton can reach it without any ingredient grinding. My character, who turned all the non-CL ingredients into WC’s and had both of the Experience traits, attained lv 61 when I had done just about everything other than the three major quests and their respective dungeons. Granted, having CL would probably let you reach the cap quite a bit earlier, but doing so would really only facilitate the mid-game – the easiest part of the game for a singleton, in my opinion. Finally, Lethal Blow and Gymnastics are skills that might be worth increasing in themselves, but you would have to waste half the points on largely useless skills. Traits Since a lot of the traits on offer are more or less worthless, especially for a magic user, my trait choices should be mostly self-explanatory. Improved Intelligence and Elemental Focus maximize your offensive capabilities, while the Health traits together boost a fully leveled singleton’s total health by 50 points or so; not too shabby. Additionally, Sage Lore and Nimble Fingers are crucial to save some of your more important skill points. You could say that 4 levels of Swordmage is kind of excessive, but I think there is enough good encumbering armor to justify the points. My character was burdened by a total of ~-40% to hit chance for most of the late-game, and that was with Runed Plate. You can make do with only 3 levels, but anything below that, and you would have to make some serious compromises on your equipment selection. I took the two Experience traits mostly because I have never done so before, but that probably ended up being a decent decision. Even though I would have likely reached the level cap without the traits, going through most of the mid- to late-game a level or two higher than normal is about as good a benefit as you can expect out of a single trait point. This, of course, assumes that the traits actually give you the experience bonuses they promise, which is not easy to verify. I placed the remaining 2 points into Improved Endurance, which not only gives a small bit of extra health, but also grants an additional 10% evasion against certain attacks. Considering how much ‘free’ evasion a singleton receives from all those extra levels, such additions are actually helpful; in the late-game, my character could dodge most non-boss enemies’ attacks with a 50-80% chance. If you ever end up with any trait points you have no better use for, Improved Endurance is my primary suggestion. However, Recovery, Parry Mastery, and the Luck traits are decent alternatives. Traits that you might be considering but really should not pick: Negotiator (you will have enough money anyway to get all the skills and spells and stuff you could ever need), Summoning Focus (does not affect Simulacrum). Boss Battles The vast majority of late-game boss fights follow the same pattern: your enemy starts out dishing somewhat underwhelming damage levels, but as the battle goes on, they will begin to go gradually higher and higher, with seemingly no cap. After enough time has passed, the damage will be massive enough to one-shot even a singleton with 500+ HP, 90% resistances, Invulnerability and Bladeshield. Thus, the only way to cope with such battles is to hit hard and fast. The fewer turns you spend healing or reapplying buffs, the better; sometimes, it might be worth it to chug an Invulnerability Potion even before the damage becomes completely intolerable, in order to postpone healing turns. When it comes to hitting enemies hard, a singleton’s tactics are not much different from the usual: Fireblast > Adrenaline Rush > Fireblast > Fireblast > Fireblast. If your opponent happens to be immune to fire, replace Fireblast with Divine Retribution. If your opponent happens to be immune to fire and magic, facepalm. There is, however, one asset that can only be fully accessed by a singleton: heavy-hitting Simulacrum summons. Now, you might be thinking, ‘Why not always use a Haakai? It is the highest-leveled monster in my soul crystal!’ Well, firstly, the original level of the captured monster hardly matters; a lv 61 singleton can summon goblins capable of smashing your average enemies into next week. Secondly, regarding special abilities, sometimes less is more: Getting the ridiculously lengthy Battle Frenzy from a summoned monster is nice, but only for the first time it is cast in a battle. Any mental effects your summon tries to inflict will most certainly fail. Summons that your summons summon are most often mere shades of their creators’ power. Even when your summon actually decides to go for an attack ability, the target might not be the one you want. If you are battling against a standard homogeneous mob, this may not be an issue, but in boss fights, precision is key. What fits the bill the best are summons with nice, strong melee attacks and few fancy abilities. One prime example would be Specter, an undead monster whose soul you can capture relatively early with lv 2 CS at Unfinished Fort (and only there; do not miss your chance). It inflicts two hard hits per turn on anything not immune to cold damage, all the while cursing them with both War and Weakness Curses. As for other great options, Quickghast is a rather similar monster than slows your enemy instead of curses, but the physical damage it causes is usually not as effective as Specter’s cold. Demon Golem is a powerful lv 3 summon that attacks with both melee and all kinds of elemental sprays, although it unfortunately tends to mess things up by randomly Blinking about when surrounded by enemies. One thing that the three above-mentioned summons have in common is that they all get inherent extra AP per turn. This is crucial, as a monster that hits your enemies twice per turn is basically worth the same as two monsters that do not – in terms of damage dealing, at least. The only means you have of reliably increasing a summon’s AP are the Speed Burst scrolls, but because of their relatively short duration, they can be troublesome to use in extended battles. Not that you would have an endless supply of them anyway.
  22. All the monsters I've seen inflicted by nullity (including player-summoned ones) have used their abilities completely normally. Quite unfair really, when you consider how devastating nullity can be on player characters.
  23. This battle is a great time to use one of those Acid Shower scrolls.
  24. Originally Posted By: Randomizer I don't know if you have to kill Duke Gryfyn to become a Heart. It seems that if you spare the Duke, you have to lie to Redbeard that you've killed him to become a Heart.
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