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Tips for a A2 hard game.


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Recently I've decided to replay A2, this time on hard difficulty. I found the game to be much harder and much more tactical, but maybe even a little too hard. I've finished A3 on hard without major problems, A4 too (almost, stopped playing after going into Spire fortress), but A2 seems much more difficult than these two.

What I'd like to know is, what are your tips for a hard A2 party? I prefer to play with a Slith pole fighter/tank, nephil melee/archer/rogue and two human dedicated spellcasters.

 

PS. I'm a longtime Spidweb games player (and a somewhat intelligent person as well), so tips like "Use haste and bless spells" etc are not necessary laugh

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Okay, well it's not quite as general as Haste & blessings, but I've always found that Slow is really underrated. And Bind Foe is insane above level 1, so get that as quickly as possible.

 

Also, it helps to watch which traits you give your characters... some of them are really pretty useless. Or if you're finding that you just need more xp, you could try giving your characters some negative traits.

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Quote:
Originally written by Ephesos:
Okay, well it's not quite as general as Haste & blessings, but I've always found that Slow is really underrated. And Bind Foe is insane above level 1, so get that as quickly as possible.

Also, it helps to watch which traits you give your characters... some of them are really pretty useless. Or if you're finding that you just need more xp, you could try giving your characters some negative traits.
Hm, you know, I've never used slow before A5. Nor did I use bind foe. I'll try that, thanks.

And about the traits, I usually give the elite warrior to my slith, and the wizard gets a natural mage and brittle bones, so that he gets more experience and can pump up intelligence and mage spells to get more spell points. I dinnae what to give to the Nephil and the priest, any advice?
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I tend to use elite warrior for anyone that uses weapons and fast on feet to go first and get the occasional extra AP.

 

Playing on torment it comes to positioning your party so melee attacking monsters have to come to you while you weaken them with range attacks. Missle attackers have to be dealt with quickly by closing and reducing their effectiveness.

 

Anything that makes an attacker lose attacks is needed. Slow is really helpful, but use the wait command so you cast it last in a round. Otherwise they can use haste to negate its effectiveness. I could make a demon waste it's turn rebuffing.

 

Summon spells are sometimes helpful, but I didn't use them much until A4.

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