Ranged Dryad Guide
Version 2.5
Copyright 2009 John "The Ogre" Kwitkowski.
Contents:
[int] Introduction
[dis] Disclaimer
[aim] Play style & Focus
[bid] The Build
-Skills
-Combat Arts
-Items
[sbs] Step by Step 1-75 silver-niob allocation guide
[use] Other useful Combat Arts
[bos] Boss Strategy
[she] Shrunken Heads
[bas] Basic Strategy & Tips
-Same Xbox Co-op
-Character Related
-Item Related
-Bosses (main story bosses and all Dragons)
-Leveling & Item Finding (areas)
-Build Tips
-Miscellaneous
[his] Version/History
[tys] Thanks
[int] Introduction
____________
This guide is for those interested in the Dryad, a ranged dryad specifically
with Nature Magic as a secondary damage output. It is written for the Xbox
360 version of the game and parts of the guide or it as a whole may or may
not apply to the Play Station 3 and PC versions. The guide is solely my
opinions based on my personal experience with Dryads in game only, any
opinions or discoveries of the class from any outside sources at all have
been added to the guide and have been modified by me in such a way as I deemed
fit, with credit given where it is due. The Dryad is without a doubt the most
entertaining class in Sacred 2 for me; hopefully I can shed some light on her
abilities and use. Some information on game mechanics (difference between CAs
and skills for example) can be found in the new Basic Strategy and Tips area.
Also included in the guide is a step by step skill and combat art allocation
list. This list details in level intervals of 5 where your skills and arts
should be. This allocation portion was determined by me by running a fresh
Dryad character from level 1 to level 75. This Dryad ran solo and only
completed the class quest and main quest for each difficulty, and completed
platinum difficulty at level 74 with zero deaths. The character had no hero
chest usage. To preserve the integrity of the guide, she only used gear she
found.
* The Guide is based off of my experience playing a multitude of Dryads since
the release of Sacred 2. I have played many through niobium difficulty with
ease and little to no deaths. I have spent countless game hours testing combat
arts, skills, and weapons. This guide is my dedicated constant work and pride,
thank you for taking the time to look into it.
[dis] Disclaimer
__________
This character guide is my own work, and has been created by me for use on
www.GameFaqs.com. However, as long as it is unaltered and left in plain text
form with credit given to myself, anyone may use it for their site. For
questions, comments, additions contact by email: jwkwitkowski@gmail.com ,
credit will be given for any additions or comments by you if they are
integrated into the guide in any way, shape, or form.
[aim] Play style & Focus
__________________
The idea behind this build is to have a character that specializes in bows,
blowguns, or even throwing stars and can drop normal and elite enemies
quickly and easily without taking too much damage yourself. Speed and power
is what we are looking for people, somewhat of a balance between the two. We
will also be using the Nature Weaver Aspect to single handedly provide our
defense and take out our bosses. You will not have to 'kite' anything you can
stand in the midst of your enemies if you want, pelting them with projectiles
without worry of death. You will be using four different combat arts to take
down bosses however, so management and memorization of your hotkeys is
important. Just remember, you can take down bosses as easily as big groups of
goblins so item/exp runs are both well covered with this Dryad. There are also
several other combat arts and skill choices I haven't used in my build much,
I will try explain the usefulness of all of these as well.
[bid] The Build
_________
This is a solid build based on my efforts and completions of niob, listing
attributes, skills, and character arts used. Details on each will be listed
below.
Attribute Distribution: All points into dexterity, the extra damage, defense
and attack is all needed. Any other choice for attributes is irrelevant to the
ranged dryad as health, regeneration times, and spell resist are all taken
care of through skills and Cas.
Skills Hard Points invested by level 100
______ _________________________________
Level 2 Capricious Hunter Focus 63
Level 3 Ranged Weapons Lore 1
Level 5 Tactics Lore 63
Level 8 Combat Reflexes 5
Level 12 Armor Lore 1
Level 18 Concentration 1
Level 25 Nature Weaver Focus 88
Level 35 Nature Weaver Lore 85
Level 50 choice skill
Level 65 choice skill
You will have extra skill points for your own use, those are needed for mod
points only.
Skill Choices & Reasoning
_________________________
* Capricious Hunter Focus- Reduces Regeneration times for the entire aspect,
and allow for higher combat art levels without penalty. Since we are going
to maximize dust devil and sinister predator levels 75 mastery is recommended
but 63 will grant you the mod points you need.
* Ranged Weapons Lore-Increase attack speed, and attack rating with all ranged
weapons. One point is good as long as you can increase all skills, offensive
skills, or ranged weapons itself through items (+offensive and ranged skills
are extremely common). I stress to the fullest extent not to put points into
this skill as the mods +ranged weapons and +offensive skills are common as
dirt on jewelry and gear.
* Tactics Lore- increases damage and chance for critical hits with all weapons
but more importantly it stacks with Cap. Hunter Focus for gaining
modification points. level 63 will grant you the mod points you need, not
recommended any higher than 75 because of diminishing returns on the +damage.
* Combat Reflexes-Increases chance to evade attacks and reduces chance for
enemies to score critical hits on you. Need 5 points here only to gain access
to armor lore, the evade chance does have great effect in higher difficulties
but let it be boosted by gear since a Dryad has other means of evasion.
* Armor Lore-Increases the level of armor you may wear without speed penalties.
Also decreases the regeneration penalty on armor pieces. I have found during
my time in Sacred 2 that raising this skill is almost as useless as raising
ranged weapons. The modifier +defensive skills or +armor lore is common on
items and the regen penalties are not noticable with the build. Increase past
level 1 at your own risk.
* Concentration-Lowers regeneration times for ALL of your combat arts, and
allows the use of 2 buffs at once. 3 at once with mastery. One point only for
the 2 buff allowance, if you decide on having a third buff, you want this
mastered at 75. If you are not taking a third buff then leave it at one for
the build. The modifier +concentration isnt very common but your regen times
will take care of themselves. This skill in this build is not for the regen
but for the buff allowance of 2 or 3.
* Nature Weaver Focus-Lowers regeneration times for the aspect and increases
the max level allowed for ca's. This is where your points will go; you want
mastery for this skill. As soon as you choose the skill an immediate point
boost is required, to start modifying and increasing combat art levels. This
skill increases Ancient Bark's armor and defense values.
* Nature Weaver Lore- Increase damage, cast speed, and chance for critical
hits for the aspect. Also needs to be maximized, this is your skill for bosses.
You need this for your Edaphic Lances' damage. It also increases healing for
Ancient Bark and Golden Glade touch.
To be more specific, you are going to be keeping the two nature skills the
same level as you (hard points mind you). Between the 2 nature skills, 173
skill points will unlock a total of 15 mod points for the nature tree. This
will allow you to fully modify every combat art except for acute mind which
only gets 2 mods.
As for the two choice skills, they are just that. While it is up to you, here
Are skills useful to the ranged Dryad:
* Combat Discipline: Increases damage and regeneration time for combat arts in
combos, also allows 3 combat arts in a combo and at level 75 4 combat arts in
A single combo. Since the Dryad uses combat arts to deal damage, this skill is
Very useful especially with vines/curse/lances in one combo for bosses.
***Thanks to Pipboy2k for the combat discipline info.***
* Voodoo Focus: decreases regeneration times of the aspect and allows higher
Combat art level without penalty. Only 2 of the voodoo skills rely on the lore
To increase damage/efficiency, twisted torment and malicious totem and possibly
Viperish Disease (I cannot be sure it does not). So if you take the focus alone
you can have a powerful summon at your side as well as higher quality black
curse. This is always one of my two other skills as I enjoy the minion pet.
* Enhanced Perception: Increases chance to find valuables. Also opens up the
modifiers for EP on items which include +exp per kill and +chance to find
valuables. 1st tier General Skill.
* Bargaining: Merchants offer better gear in shops. With high levels in this
skill, you can find a whole list of rare (**) items for sale. Better quest
rewards (or chance for?) with the 75 mastery. 2nd tier General Skill
Of all the extra skills for a dryad, these four seem to be the best choices.
If you do want bargaining to shop however, you must put 5 points into a 1st
tier general skill such as the EP listed above. While constitution may be
tempting, for a Dryad it is not needed. You already have high in combat health
regeneration and high armor rating/defense so taking it would simply be
overkill.
Combat Arts
___________
I am only listing the Combat arts used for the build, their modifications
and recommended levels versus regeneration times. Unused CA's will not be
mentioned at all here. Listed levels are applied to eaten runes only, socketed
runes can increase the CA with little change in the build or its strategy.
Ravaged Impact
______________
A single powerful strike to one target
CA level - 1 Regen under 1 second
Keep this mapped to one your main face buttons (i.e. hot keyed without having
to press left or right trigger). Useful for finishing small groups, killing
elites, and if you want a more intense fight, bosses. Just hold down the
button and watch this CA tear apart anything.
1. Perforate- Gives chance for an open wound which is DOT
2. Breach- Gives chance to ignore enemy armor values.
3. Double Shot- This is what makes it worth a Damn, you fire 2 shots in
quick succession with this mod, it glitches and fires 3 when it should fire
2 while mounted. You cap out at around 6 shots/second with low regen
Darting Assault
_______________
Multishot attack starts at 3 projectiles shooting in front of the dryad
CA level 1 Regen less than 1.5 seconds.
Your group attack, since the damage on this CA is a little less that RI it
is useless against less than 4 enemies, again hold down the button and watch
the large groups fall!
1. Reload- Adds one additional projectile to DA (goes from 3 arrows to 4)
2. Throwback- Chance to knock back enemies works well most of the time and
gives you some breathing room if you get too surrounded.
3. Rotate- Allows you to fire at targets all around the dryad, instead of just
the ones in front of her.
*****
Suggestion/Info for Ravaged Impact/Darting Assault by Phadin:
Regen per hit + x.x. Once a player has this mod at 0.5, they can start eating
runes for RI and DA. Keeping RI bellow 1 second and DA at 2 will allow for
spamming of these combat arts with this mod kicking in. As players are able to
increase this mod further, they can increase their CA levels with it. It should
be noted this mod can be purchased on rings from merchants without Bargaining
skill.
Forest Flight
_____________
Teleports the Dryad with a chance to root enemies in place (must be targeted).
CA level 1
This CA is a teleport/escape move only, it is very useful when needed though.
Use it to root elites and bosses that get too close whilst you escape from
their grasp.
Dust Devil
__________
Create a wind cloud that provides increased evasion to the dryad and allies
in the cloud. Starts with a 45 second cooldown time.
CA level maximum allowed by focus
Very effective/helpful in platinum and niob.
1. Recondition- lowers the cooldown time by an initial percent, and lowers it
further with additional CA levels.
2. Spell Shield- Provides protection from spells
3. Spread- Increases the Protective cloud's radius
*****
Suggestion/Info for Dust Devil by Phadin:
This skill with the mod to reduce cooldown time becomes very useful,
particularly in the high difficulty levels where evade can be critical to your
survival. The regen mod is a bronze mod, so it can be picked up fairly easy as
players move into platinum and niob. Once you have that mod, you can devour
runes for the skill and actually REDUCE the overall regeneration time, as the
cooldown usually drops faster then regen rate grows. At level 68, I have this
over level 30 and a total cooldown+regen of about 25 seconds. I imagine itll be
very close to regen=duration by the time I decide to move up to platinum.
Sinister Predator
_________________
Buff. Increases Attack Rating and Attack Speed with Ranged Weapons.
CA level maximum allowed, penalty from buff N/A
Ok this is one of your two main buffs, it increases effectivness with ranged
weapons while active and when fully modded will actually lower the regeneration
times for the Cap. Hunter Aspect! Good Deal.
1. Eagle Eye- Increased Chance for critical hits
2. Marked Shot- Chance that enemies cannot evade attacks
3. Hunting Focus- Decreases Regeneration times of the Cap. Hunter aspect.
This actually lowers the time with each additional CA level.
Marked Shot over Perforate: The other silver mod for SP grants a chance for
projectiles to pierce targets and potentially hit others. With perforate you
will indeed see your arrows pierce often but the chance that another enemy is
in the flight path is slim and blowpipes cannot pierce regardless.
Edaphic Lances
______________
A Stream of thorns shoot forth from the ground towards the target.
CA level whatever your focus limit will allow with the Regen less than 10
seconds
*Avoid pumping runes beyond your limit because if you don't 1 shot a boss you
will need the regen to be under 10 seconds at the very least. (the 10 seconds
will be lessened with acute mind running).
1. Density - Greatly decreases distance between thorns, allowing maximum
effectivness against smaller targets and bosses with small hit boxes
(scorpion,crystal,inquisitor,colossus)
2. Stings- Damage Increase
3. Barbs- adds Bleeding Damage Over Time
Density over Thorns bronze mod:
At level 105 with level 50 lances the number of thorns went from 15 to 19
when taking the thorns mod and only went up to 21 thorns 26 CA levels later.
The density percent is at -49.5% at 76.x CA level. When testing Density
at CA level 50 the distance of thorns (density) went to -70% (very thin line
of thorns) so if one were to take the density mod over thorns they would
likely not have more than 17 thorns but be able to use the lances effectivly
vs small minibosses and elites which is hard to do with a wider spread of
thorns. Also with acute mind running thorns hitting for 2x,xxx damage, 4 less
thorns will not make all that much of a difference.
Tangled Vine
____________
Vines Shoot up from the ground to hold an enemy in place, inflicting light
damage
CA level 1
use this to hold bosses in place, it works on every boss in the game except
for one miniboss and ghosts.
1. Sprawl- Increased duration
2. Impair- Decreases rooted enemies' attack speed
3. Encroach- Small AoE effect around the target (approx 4 enemies).
There is another option for TV since you can cast multiple vines on bosses,
duration mod is not so needed, we can mod vines to damage mobs as well as hold
our bosses. Again this is just one more option that does work.
CA Level- High as allowed by focus
1. Tendrils- Increases the damage of the roots (physical)
2. Singe- Roots add Fire Damage
3. Encroach- Small aoe effect around the target (approx. 4 enemies if close)
Since we have such great lore value and +damage already, this will make a fun
diversion when your strangling vines can actually strangle and kill. And with
the high amount of runes into vines versus high nature skill levels, the
duration will still be easily managed for bosses.
Golden glade Touch
__________________
Healing Spell
CA level High as possible while having the regeneration
time at least .1 seconds below the duration. You can have this running mostly
all the time, and especially against mages/elites. Can heal in the xxxx's per
second at low-mid levels, I have had it at around 12,000 HP per second.
1. Flow-increases hp regen (more hp per second)
2. Persevere- Adds an invaluable willpower bonus while active
3. Diligence- Increases Duration, which allows you to keep dur. under regen.
Acute Mind
__________
Provides an intelligence boost as well as lowering regen times for all CA's.
CA level High as possible regen not an issue regardless of mod choices.
This is the most important part of your build when it comes to bosses, don't
be afraid to eat runes, you need the intelligence boost to be in the
thousands.
1. Insight - increases intelligence
2. Insight - increases intelligence further
Additionally you can take the proficiency bronze mod and lose 1/2 potential
INT increase in trade for lowering the cooldown time with CA level. With the
Pro. bronze mod the regen/duration ratio will equal out eventually.
Ancient Bark
____________
Buff. Increases Defense Value, Armor Value, & HP Regeneration.
CA level as high as allowed by focus, Regen penalty N/A
The regen penalty isn't going to affect anything except nature skills in the
long run because Sinister Predator balances out Cap Hunter regen times versus
buff penalties. And while fighting bosses, acute mind lowers the regen of all
CA's so even the nature CA's are not affected in a way.
1. Rugged- Increases armor value
2. Divert- chance to reflect close combat
3. Invigorate- Improved healing
**
All modifications listed that increase, decreases or give chance for a bonus
are raised by a small % with each additional Combat Art level. (all CAs)
Now here is the catch, you need to have the 2 nature skills maxed as much as
possible so you can have 10 mod points as quick as you can. Here are the
first 10 to mod:
Sinister Predator- Eagle Eye,Marked Shot, Hunter Focus.
Ravaged Impact- Perforate, Breach, Double Shot.
Darting Assault- Reload.
Dust Devil- Recondition
Ancient Bark- Rugged,Divert.
Golden glade- Flow, Persevere
Edaphic Lances- Density, Stings
Acute Mind- Insight
Golden glade- Diligence
Edaphic Lances-Barbs
Acute Mind- Insight
After you mod those, you can mod out the rest whenever you want, you will have
15 mod points for nature weaver. You want to mod Sinister Predator and at least
Ravaged impact fully first, darting assault & Dust Devil can get by for awhile
with only the Bronze mod. The above mods are chosen in order of
importance for Convenience.
Items
_____
Weapons:
Now comes the choice of weaponry, will you wield a bow? Blowpipe? Perhaps a
Shuriken? There are differences between them all.
Bows:
Bows tend to have the highest damage of the 3 but have a slower firing rate
than a Pipe or Shuriken. There are plenty of unique bows to be found and they
usually have impressive stats! Also, the class quest reward for a Dryad is
indeed a bow,so you can find one easily throughout your first campaign!. Bows
are a good choice for beginners since they are common, have high damage, and
have unique variants.
Blowpipes:
My personal favorite. Their damage is considerably less than that of a bow,but
they have 2 things going for them: faster attack speed and lack of a visible
projectile. This means that when you shoot your pipe, the hit is instantaneous.
The problem is finding a good pipe, they are rare to see in the first place and
there are no unique versions (from what I've seen).
I like to socket a lava piece into blowpipes as the fire damage and high rate
of fire seem to take down most enemies quickly. Note that blowpipes tend to
cause thier status effects often whether they have a mod that increases that
chance of not.
Also, a common modifier on blowpipes is chance to inflict damage type type
(fire,poison,freeze,weaken) mods, this and their attack speed make them great
for setting enemies on fire or poisoning them.
Shuriken/Throwing star:
Their damage is somewhere between a pipe and a bow, not a bad choice if you
don't mind being too close to your enemies since their range is extremely
short. They have slightly faster attack speed than a bow and almost always
have a modifier that adds open wounds chance. There is a unique star, but
I have yet to see it. An interesting thought would be using a throwing star
and a shield together for the added shield defense and modifiers.
Armor:
The three main sets for a Dryad are based on the three aspect trees, Daerwins
for voodoo, Detheya's for Capricious Hunter, and Leaves & Twigs for Nature
Weaver. The Detheyas set is perfect for a Ranged Dryad and as such I will list
the general stats of the set pieces.
-Detheya's Cowl (head) Grants a Willpower bonus and Bonuses to the Capricious
Hunter Focus & Sinister Predator.
-Detheya's Protection (chest) Grants bonuses to Vitality & the Capricious
Hunter Aspect.
-Detheya's Should Plates (shoulders) Grants bonuses to all Combat Arts, Darting
Assault, and it reduces regeneration times for Capricious Hunter Aspect.
-Detheya's Wrist Guards (bracers) Grants bonuses to Ravaged Impact and
increase your attack value.
-Detheya's Girth (belt) Grants bonuses to Stamina and Sinister Predator.
-Detheya's Greaves (legs) Grants bonuses to Dust Devil & Forest Flight and
also increases chance for critical hits.
-Detheya's Footwear (boots) Grants bonuses to Dexterity & Forest Flight and
also reduces regeneration time for aspect Capricious Hunter.
Set bonuses unlocked for wearing partial or complete set:
Wearing 3 pieces Bonus- grants Health Regeneration
Wearing 5 pieces Bonus- increases aspect Capricious Hunter (also gain above
bonus)
Wearing 6 pieces Bonus- increases all skills (also gain above bonuses)
Wearing 7 pieces Bonus- grants life leech (also gain above bonuses)
Exact values I didn't list, because the stat values vary with the level of the
set pieces. If you cannot obtain the Detheya's set through any means (farming
bosses, trading) Then you can look for good modifiers on other armor pieces,
here is a list of ones I recommend:
+ all skills
+ offensive skills
+ ranged weapons
life leech
Increased attack speed
+ chance for critical hits
Opponents level for deathblow % (when an enemy reaches the listed deathblow
percent in hitpoints you will do double damage to it)
Chance for poison/burn
run speed + %
+ experience per kill %
+ chance to find valuables %
Chance for enemy to evade -%
Chance that enemies cannot evade attacks %
Enemy armor -%
Enemy defense -%
Armor +%
Defense +%
Regen per hit x.x seconds (the x's are values in terms of seconds so every hit
on a enemy with a .5 sec regen per hit modifer from your equipment recharges
all of your character arts by .5, or half a second). This modifier is a must to
have on at least one piece of equipment, though you can get by without.
All of the above are good modifiers to find for you rings and amulets as well.
While the armor set Detheya's Agility is hard to find, the listed modifiers are
common on items you may find in the field or in shops so building an armor set
from one and two star items can be as effective if not more so than putting
together an armor set.
Other notable set pieces/partial set combos:
*Eternal Flames Set
Wearing 3 pieces Bonus – Grants Damage Mitigation: Fire %
Wearing 5 pieces Bonus – Grants Chance that Opponent cannot evade attacks %
*Meho'Sun Set
Meho's Wristguards (bracers) sockets 1 silver, 1 gold.
Increased Attack Speed
Chance to disregard armor
Increased attack rating
Meho's Greaves (pants) sockets 1 silver, 1 gold.
Chance to evade
Run speed
*Tendrils of Time Set
ChestPlate of Time (chest) sockets 1 bronze, 1 silver, 1 gold.
Extremely high armor value split between all elements and physical.
Chance to find valuables.
*Daerwain's Revenge Set
Daerwain's Headgear (helm) sockets 1 silver.
Adds chance that opponents cannot evade attacks
Adds Intelligence
Bonus to Offensive Skills
Bonus to Tactics Lore.
Daerwain's Boots sockets 1 silver
Adds a bonus to knockback resistance
Adds dexterity
Chance to evade
[sbs] Step by Step 1-75 silver-niob allocation guide
______________________________________________
This is a combat art, skill, and equipment guide for levels 1-75. The first
allocations begin at level 10 and there after every 5 levels from 10-75.
Abbreviations are used for skills and combat arts and are simple enough to
decipher (RI could only be ravaged impact for example).
Allocations were
determined by me from a fresh run through from 1-75 silver to niob doing only
main and class quests with no hero chest usage (to preserve the integrity of
the guide). The dryad completed platinum at 74 and hit 75 shortly after in
niob. Examples are not the end all be all of the build but a nice balance of
everything to give a new dryad user a fairly easy romp through the game. All
tests including regen and damage etc. are determined with buffs on and all
equipment off. This guide will assume readers are starting in silver.
Numbers for skills and combat arts are hard points invested. Skills must be
hard points for mods and such but sockets/gear can be used in place of gobbling
down runes. Note that you can always just look at the numbers and skip over the
text, especially if you have a good knowledge of Sacred 2. I tried to record my
thoughts each level up and include any useful information I could but again it
might be common knowledge to long time players (look for regen per hit rings,
socket runes etc.).
Level 10
CHF 8 TL 5 RW 1 CR 5
RI 1, DA 1, FF 1, SP 5 -Fully modded
GGT 2
Weapon damage (of the weapon, not from your overview screen)
40-50
Armor
-The highest defense you can find or anything with some sort of bonus. Slim
pickins so it doesnt matter much.
Learn to stay within the minimum shooting distance so you can start taking
down enemies without taking damage. If you are injured or swarmed, use FF to
get away and heal with GGT or a quick potion (potions are also slim early on
so the gradual building of GGT is important). Learn how DA and RI work and note
regen on them is very high at the moment so they arent much more than an
opening attack, but still worth using. Ignore the AB buff until you unlock
concentration, SP is more important early on to kill creatures quicker and
easier.
Level 15
CHF 15, TL 12, RW 1, CR 5, AL 1
RI 1, DA 1, FF 1, DD 1, SP 6 -Fully modded
BC 1
EL 1, TV 1, GGT 4, AM 1, AB 2
Weapon damage
50-60
Armor
More item mods should be open to you by now so equip the fancy stuff! Anything
that adds to your individual skills or CAs is good as is attack speed, damage,
armor, run speed, +hp etc. A belt with 8 defence and +50 hp and +4% attack
value is better than a belt with 25 defence and no special mods. Sockets make a
difference too, you should have some gold built up and can make use of a
blacksmith (in most towns) to socket upgrades into your armor. Of the 3
blacksmith sockets, the ones that increase damage and the ones that lower
regeneration time are very useful.
Do the scribe bracer quest for an easy pair
of bracers with 2 gold slots, go to griffinborough cemetary and talk to the
ghost quest giver to take on the quest. Get your mount, talk to the lady in
orcish byway town that is glowing gold and complete the quest to buy a mount
which you can use combat arts (and buffs) on.
****IMPORTANT****
It is also time to scour shops and runemasters for a regen per hit ring. The
value of such a ring even a low one (you will likely find a .2 second regen
one at this level) is still great for getting your CAs ready for use quicker
than "allowed". Every time you enter a town do a quick check, it will help out
greatly.
************************
Utilize your new DD CA whenever you get swarmed (along with GGT), the high
evade chance works really well in shrugging off every other attack or so. Make
use of your new TV to root elites or tough enemies like bears. Ignore AB, EL,
and AM for the moment, they are simply in development and too weak to do
anything except distract you the player at this time. Black Curse is useful for
bosses and really tough enemies, it reduces stats of an enemy and affects
certain creatures in other ways (removes white griffons wings for example).
Level 20
CHF 20, TL 20, RW 1, CR 5, AL 1, CO 1
RI 1 -Fully modded, DA 1, FF 1, DD 1, SP 10 -Fully modded
BC 1
EL 2, TV 1, GGT 5, AM 3, AB 3
Weapon damage
50-80 :: minimum is still 50 as a blowgun with damage of 50 will still have a
higher dps than a bow with 80 damage.
Armor
Same deal until endgame, look for fancy mods instead of the defense value. You
must by now have a regen per hit item which will aid you well as you can
probably use RI and DA as your main attacks (meaning you can hotkey your weapon
to a shoulder button just so it is equipped). If not, keep looking or make due
with the 1.9-2 second regen. Run AB now with your concentration but resist
pumping it full of runes yet, SP's hunting focus wont be able to counted AB's
high regen penalties right now. Still ignore EL and AM, we are slowing building
them to power.
You will have 2 skill points idle at this level, save them. +Ranged weapons are
a common modifier on items, combat reflexes doesnt need increasing, and armor
lore is a minimal skill in this build. Resist the urge to put points in these
(if taking concentration to 75 for 3 buffs, still resist for a bit).
Level 25
CHF 21, TL 21, RW 1, CR 5, AL 1, CO 1, NWF 14
RI 1 -Fully modded, DA 1 -Reload mod, FF 1, DD 1, SP 10 -Fully modded
BC 1
EL 6, TV 1, GGT 8 -Flow mod, AM 6, AB 5 -Fully modded
Armor
Look for the best stats as always, not worrying about gear defence ratings. AB
is now at full strength and with the nice NWF boost we gave (saving points) the
regen penalty is going to be managable enough for hunting focus to start
kicking in full gear by the time we have NWL. Your EL and AM still wont do
anything to bosses yet, but when it matters (late gold, plat, niob) they will
be at full strength so just ignore them for now.
You have 3 points if you followed this to a T. By level 35 (when you unlock NWL
) we have to invest 55 skill points total between the two nature skills. Since
we already have the focus at 25, you can dump 25 in there, save up 25 for lore
(so you evenly gain the perks of both skills) and give the 5 odd points to the
NATURE skill of your choice. Both will have many more points by the end game
but a low level choice could make a difference.
So put the other skills on hold and focus on Nature for a while.
Level 30
CHF 21, TL 21, RW 1, CR 5, AL 1, CO 1, NWF 30
RI 1 -Fully modded, DA 1 -Reload mod, FF 1, DD 4, SP 10 -Fully modded
BC 1
EL 10, TV 1, GGT 10 -Flow mod, Persevere mod, AM 8, AB 10 -Fully modded
Armor
While still looking for the best mods on all armor pieces, there are individual
ones that should be semi-common by now. .2 and .3 regen per hit rings should be
in in your possession; at least 2 equipped in some way. Shoulders and Chest
plates should have either damage mitigation or +armor physical %. Belt a good
+hp should be easy to find in shops or randomly. Boots shold have run speed to
help you move faster. Everything else, the best mods you can find. RI and DA
regen times should be at a managable 1.6 and 2.3 respectively (spammable now
with some sort of regen per hit).
Throw up GGT against spellcasters now, the willpower mod helps resist spell
damage a lot. If just following the main quest and class quest you should be
in the desert now with nothing giving you too much trouble except scorpions.
Save the remaining skillpoints until 35 for NWL. Do not upgrade any other
skills.
Level 35
CHF 21, TL 21, RW 1, CR 5, AL 1, CO 1, NWF 30, NWL 25
RI 1 -Fully modded, DA 1 -Reload mod, FF 1, DD 4, SP 10 -Fully modded
BC 1
EL 10 -Density, Stings, TV 1, GGT 10 -Fully modded, AM 8 -Insight,
AB 10 -Fully modded
Armor
Same as the last and forever more, go for stats and bonuses instead of the
defense value. You may have a set item or two and if they are statistically
better than your current gear, equip them. You should have your class quest bow
and either be in the wastelands (last area of the game) or done with silver.
You should have had no problems except for the odd chance you let demons
surround you and didnt escape or heal.Oh yes, and standing in a temple
guardians fire toss, that will kill you quick.
----------
Gold Difficulty
----------
The step into gold from silver is more like a leap in terms of difficulty,
enemies are stronger but remember that the treasure is greater. In gold, you
cant be too careless but for the most part you should be ok. Mind you, the
class quest bow might be wearing out its usefulness towards the human realm
or so. Dont let the exp bonus it grants fool you, you want the most damage out
of your weapon. I actually found a lvl 40 bullseye from a kobold straight out
of sloeford but I left it unequipped to keep the integrity of the guide (not
everyone will be so lucky early on). Leave the fancy stats to armor.
Rec level for boss: Gar colossus- 40
Level 40
CHF 25, TL 25, RW 1, CR 5, AL 1, CO 1, NWF 35, NWL 35
RI 1 -Fully modded, DA 1 -Reload mod, FF 1, DD 10, SP 20 -Fully modded
BC 1
EL 10 -Density, Stings, TV 1, GGT 10 -Fully modded, AM 15 -Insight,
AB 15 -Fully modded
Armor
Check your friendly shopkeep or runemaster for a new regen per hit ring. (.4)
should be common and easy to get by now. Useful stats to look for on individual
armor pieces (these mods are common to the armor type): Bracer-attack speed or
attack value (chance to hit), belt +hp or -regen time, boots run speed.
Throughout all armor pieces, use any that add to ranged weapons or offensive
weapons (so we can avoid spending points on that skill).
Note the regen penalty listed with each piece of armor you have. The greater
this penalty is, the more time will be added to your regen. As always, my
recommendations are based on the regen times with buffs active while having
nothing equipped. RI regen is 1.2 seconds with no equipment and depending on
the likely penalties of your armor it may be 1.4 or so. If all your armor
pieces have a penalty of 4% for example, that is too much and unless they are
set items you may want to switch them for something else.
Always when you are in town convert runes to ones you will need a lot of.
Instead of the tempting 4 rune $500, sacrifice 2 runes and pay $25,000 (or if
you can afford it, 1 rune for $125,000). Runes you will need many of for the
build are SP, DD (unless you dont use it, some find it bothersome),
AB,GGT,EL,AM. Include MA if you are going to rune all 3 buffs. Just a heads up
so you arent saving RI or TV runes for example.
You shouldnt have any trouble with any creatures from sloeford to the orcish
byway except for certain elite creatures (and bosses). When you come across
multiple elite pigs for example, use forest flight to root them for a few free
shots or time to cast a spell etc. Keep your guard up and GGT/DD handy. The
Gar colossus should be easy to take down now if you havent already, so we
should be in the orc lands. If you are a bit of a cautious player, you can
veer off the road to the orc village and take out the humans in grunwald.
Clearing out the forest up to the dragon cave should net a level or close to
it. Beware the dragon (the cave is obvious), you might not last against it yet.
Level 45
CHF 45, TL 25, RW 1, CR 5, AL 1, CO 1, NWF 35, NWL 35
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 15, SP 25 -Fully modded
BC 1
EL 10 -Density, Stings, TV 1, GGT 10 -Fully modded, AM 20 -Insight,
AB 25 -Fully modded
Time to up the ante a bit, we have greatly increased just now SP and AB
maintaining a low regen time for RI and DA. Again, with no equipment your RI
regen should be .9 and DA 1.2 seconds. With equipment depending on what you
have, RI and DA should maintain around 1.2 and 1.5 respectively. If they are
for some reason much higher than that, it is likely your armor regen penalty
and that should be remedied. No stat is worth the massive regen. You can have
a blacksmith slot a few -regen blacksmith arts into equipment if you must keep
a piece of armor that is bringing you down. If possible, keep that regen per
hit ring and keep an eye out for a better one than you have.
Damage (global "damage" or "physical" work), chance to <disregard armor, enemy
cannot evade etc>, +attack (% ones), + armor (AB will take care of physical and
poison, equip fire/magic/ice relics and equipment) are all now common stats to
keep an eye out for on armor. You may see some + <insert combat arts or skills
here> mods more often now too and they can be used to augment your levels (but
still follow the guide's hardpoint levels, important for mods and general
efficiency).
The only CA with a bogus regen time should be EL. This is ok, as it isnt
strong enough to kill anything yet and the regen will lower with level, NWF
and AM. Basically, when you are ready to use EL seriously it will work.
If you are playing cautiously, you may be at SE islands or maybe Octo boss.
Beware Carnach, and if possible push a few more levels before facing it.
Rushing silver and believe it or not, platinum and niob is easy. It is gold
and early plat (when your character is in its midstage) that are tough and
should be taken slowly. Take in the pretty locales and farm enemies or discover
a few quests. Anyway, note the points into CHF and leaving TL alone. The focus
skills take priority at this stage and should be followed.
Level 50
CHF 49, TL 25, RW 1, CR 5, AL 1, CO 1, NWF 50, NWL 37
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 15, SP 25 -Fully modded
BC 1
EL 10 -Density, Stings, TV 1, GGT 15 -Fully modded, AM 30 -Insight, Insight
AB 30
Everything has been substaintionally increased whilst maintaining the rec
regen times (RI .9 DA 1.4 EL 11). Your defense right now is huge and not much
can hurt you in the way of normal creatures (bosses still have an edge). EL is
now starting to come to power with AM running around +1700 INT. In fact, you
can run straight to your favorite dragon or octo and kill it in 2 uses of
lances. It isnt full power yet but it is certainly starting to show and if your
bow isnt that great it can probably handle your bosses for you (with a few
casts). Note also that GGT has a regeneration rate of 1,000 some odd hp per
second. You likely have 2,500 or so so you can heal instantly from half health
or a bit less (if an elite or something scores a major crit on you). Lifesaver.
At 50 on this run I was in the desert almost at the scorpion boss, you may be a
bit further or behind but gold is indeed almost done with (if you are going
straight through).
Level 55
CHF 50, TL 30, RW 1, CR 5, AL 1, CO 1, NWF 55, NWL 51
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 15, SP 40 -Fully modded
BC 1
EL 20 -Fully modded, TV 1, GGT 20 -Fully modded, AM 35 -Insight, Insight,
AB 40
For all intents and purposes if you ran straight through the main and class
quests you should be in platinum difficulty. At the worst, the wasteland demons
might give you trouble (root elites with FF) and the necromancer boss is really
resistant to ranged damage (also reflects a small bit or ranged damage). Lure
the nameless out into the hall if you are having trouble with their shielding.
Remember that the listed number next to each CA is runes eaten, not level.
With 40 runes in at this point SP and AB are not giving full skill levels and
bonuses but it doesnt matter (XX.X etc.). Same for AM, the INT increases arent
large but they are larger than you can get by any other means. EL should do you
a lot better with bosses now, if you go back into gold in free world and try it
out against past bosses you might be surprised.
Keep an eye out for equipment that will help raise your damage, health, attack
speed, chance to pierce enemy defenses etc. Anything to give you an edge. Note
your armor penalties if they are bringing your RI and DA down, switch out armor
or increase armor lore through items.
Level 60
CHF 60, TL 30, RW 1, CR 5, AL 1, CO 1, NWF 60, NWL 60
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 25, SP 40 -Fully modded
BC 1
EL 20 -Fully modded, TV 1, GGT 25 -Fully modded, AM 35 -Insight, Insight,
AB 40
Aside from increasing GGT and DD to keep up with the difficulty, not much else
changed. We are looking to avoid penalizing EL any more than the large regen
it currently has. Keep a eye out for equipment that boosts your damage, direct
defense (hp, armor, mitigation, evade), and skill or CA use. My character was
just at the Octogalamus but again I am simply running the quests for the
difficulties. Remaining in gold or whatnot is ok for a bit longer if you wish
(or play with friends etc.).
CHF, NWF, and NWL are poised to reach level 75 by character level 75. This in
in lieu of the rest of the faq, these need to be mastered first.
Level 65
CHF 65, TL 30, RW 1, CR 5, AL 1, CO 1, NWF 65, NWL 65
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 25, SP 40 -Fully modded
BC 1
EL 20 -Fully modded, TV 1, GGT 25 -Fully modded, AM 35 -Insight, Insight,
AB 40
Important now is to increase your damage potential all around. Look for mods
in gear that increase the following: offensive skills (increases ranged weapons
and tactics lore adding damage and attack speed), attack speed, damage/physical
damage, -regeneration time, regen per hit. These mods will increase weapon
speed and damage (with SP on pushing the max of 150% ias or real close) also
max bow/gun level you can use beyond your own character level. The others will
benefit EL as the lances require more damage depending on dffficulty and
survival bonus (if you havent died yet enemies might be 20+ levels higher than
you making a 1hk not so easy and a 3-4hit kill more likely). +damage and
+physical damage mods increase lances damage and by a lot so equip any you
find. If you find enemies are really tough you can go back a difficulty for a
few levels, no shame in that and you will be stronger and less likely to die.
The high EL regen may worry some but as you max the focus skills the regen
will drop some for it, slot some more blacksmith -regen stuff if you need it.
Remember the blacksmith character can slot whet etc. gems into gear to add
damage and reduce regen times by a nice amount.
Be aware of your enemies, normal creatures should be managable but elites will
hurt you pretty bad. If you are really struggling to pass a certain area, go
back to a previous area or difficulty for a few levels. Cannot be stressed
enough, high SB means high level enemies but better loot. You have to fight
hard to keep your SB as once you die it restarts.
I just hit the swamp by the way, another tip is to use green potions on SE
island especially when fighting carnach (and equip the dragon amulet from the
quest).
Level 70
CHF 70, TL 30, RW 1, CR 5, AL 1, CO 1, NWF 70, NWL 70
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 25, SP 40 -Fully modded
BC 1
EL 20 -Fully modded, TV 1, GGT 25 -Fully modded, AM 35, -Insight, Insight,
AB 40
Continue to increase your damage/ranged weapons skill through items if you can
and as you move into the desert/jungle/wastelands be cautious of the enemies
(armor bypassing, hard hitting) there. If you do die, your sb will reset making
killing everything easier but loot and exp gain not so good.
Level 75
CHF 75, TL 45, RW 1, CR 5, AL 1, CO 1, NWF 75, NWL 75
RI 1 -Fully modded, DA 1 -Fully modded, FF 1, DD 35, SP 45 -Fully modded
BC 1
EL 20 -Fully modded, TV 1 - sprawl impair, GGT 30 -Fully modded,
AM 45 -Insight, Insight, AB 45
Thats it. Regen times for RI and DA should be low, attack speed should be max.
Lances damage should be high as should barks benefits. Where you go from here
is up to you as you should have an understanding of the regen, speed, and
damage balance of the build. If you arent in niob yet, you should finish
platinum and begin the final difficulty!
------------------------------------------------------------------------------
[use] Other useful Combat Arts
________________________
This section is going to cover all the other Combat Arts that are not described
as part of "The Build" but can easily be integrated into it if you so choose.
Will list a short description and pros and cons of each CA.
Twisted Torment
_______________
Slows down a single enemy's movement speed and inflicts slight poison damage,
also increases chance for a shrunken head to drop from the infected enemy.
Pros
* slowing down an opponent is never a bad thing
* increased chance for shrunken heads is very good, and can be modified to
increase it further
Cons
* poison damage over time is very low, even at high levels
* slowed opponents can be stopped altogether by tangled vines
* only affects a single enemy per cast
Viperish Disease
________________
Infects targeted enemy with a deadly poison, deals damage over time based on
enemies hit points, disease will spread to enemies of the equipped shrunken
head type which restarts the disease's duration.
Pros
* with the correct shrunken head equipped entire large groups of enemies can
become infected
* can be modified to inflict more enemies even if the correct shrunken head
is not equipped
* the damage over time is not of a real damage type it is simply -enemy
hitpoints. It is NOT poison damage.
* Every time the disease spreads to a new creature, the disease duration
resets
* The damage stacks, though not added but multiplied in some behind the
scenes way.
Cons
* without the correct shrunken head equipped, this will not spread unless
modified to
* damage seems to be very low the closer to full health an enemy is, damage
increases with lower enemy hitpoints
* damage starts at 8% enemy hp which is really low
Black Curse
___________
Lowers a single enemy's attributes by a percent
Pros
* since it lowers all attributes by a percent this is extremely useful
against bosses, it will lower their max hitpoints, defense, armor, spell
resist, attack rating, damage etc. very impressive even at level 1
* bronze mod 'porous' reduces the enemy's resistance to physical damage.
Cons
* none really, except the fact is only affects a single enemy
Malicious Totem
_______________
Summons a totem which shoots out small poisonous arrows
Pros
* Can be modified to lower cooldown, lower regeneration time, increase
physical or poison damage, increase rate of fire, and fear enemies away
* With certain modifications listed above you could have multiple totems out
at once, or a single fast shooting totem if you wish
* Shrunken head equipped will grant additional damage to the enemy type of
the shrunken head
* Damage is enhanced with +% damage, +% physical damage, and +% poison
damage items
* Damage is also enhanced by acute mind, can be deadly without voodoo lore.
Morbid Animus
_____________
Buff. Summons a spirit based off of the shrunken head type you are wearing to
fight for you.
*see "shrunken heads" for specific head types and summons*
Pros
* pets at high level can kill and survive the toughest enemies
* pets level increases with rune consumption and can easily surpass you own
level
Cons
* most common shrunken heads produce weak summons, even with high level
* summon is very slow (movement speed) The dragon summon is very fast though
* regeneration penalties become very high with the more runes put into this
buff, and might be hard to manage a pet level/ buff penalty ratio.
* Being a buff, you have to sacrifice one of the other two buffs to use it.
You can also max concentration to run 3 buffs.
Using the above Combat Arts, you can rework my build for some interesting
hybrids, or come up with your own unique build! Here's an example a melee/
voodoo dryad:
Druid
_____
Uses Spear/Polearm weapons, also uses tangled vines (modified for
damage) and an 'animal' morbid animus summon. With totems for ranged support.
Skills:
Tactics lore - Doubles as +damage and gives hunter mod points
Voodoo Focus
Nature Focus
Combat Reflexes
Armor Lore
Concentration
Polearms
Nature Lore
Constitution
????
Combat Arts & How To Play her.
Ravaged Impact- Envenom, Breach, Double Shot
With spear attacks RI cause the Dryad to perform a quick double jab attack
which looks really cool and still adds in damage for 2 hits, but only
shows one damage detail number.
Darting Assault-reload, Wounding, Rotate
Dryad holds the spear with one hand and performs a 360 spin still only
able to hit amount of enemies listed in the CA details.
Dust Devil-recondition,Spell Shield, Spread
You can have a cloud up all the time ala golden glade touch with plenty of
room to maneuver inside it.
Morbid Animus-Malice, Elevation, Fury
My scorpion is level 127 and he murders everything, I sometimes switch to the
boar summon to follow my roleplay of a druid but the scorpion just is too damn
good to unsummon.
Viperish Disease- gangrene, Transmission
Very useful skill to cast before a big fight, quickly infects the whole group
you are fighting and leaves easy targets for your scorpion.
Black Curse
Porous- Reduces enemies resistance to physical damage
Boss/Elite debuff
Malicious Totem
Solid,Pointed,Expert
Allows you to have multiple totems out at once which last for a long time
Tangled Vines-Tendrils,Singe,Encroach
This is my little aoe for small groups, even single enemies it kills pretty
quickly. Boss holder as well. It does not work on the White Griffon or most
ghosts.
Golden Glade Touch- Flow,Perevere,Diligence
Ancient Bark- Rugged,Divert
Damage Mitigation and Reflection. I could never choose different mods for this
CA no matter what.
The playstyle is rather simple actually, Have ancient bark and animus running
always and keep goldenglade and dust devil running when in fights casting
viperish disease and totems before hand. Try to find a full voodoo set and
luckily for you unique spears and polearms are extremely common. Usually the
animus will kill everything and you can generally focus on a few creatures
with no worry, but you can hold your own without him if needed with vines,
viperish disease, totems and ravaged impact alone.
Here's an example of a caster dryad:
Uses dual wield one handed weapons (for extra item slots/mods), also uses
tangled vines (modified for damage), viperish disease, and a good morbid
animus summon. With totems for ranged support.
Skills:
Voodoo Focus
Nature Focus
Combat Reflexes
Armor Lore
Concentration
Nature Lore
Voodoo Lore
Dual Wield
Ancient Magic
Combat Discipline
Morbid Animus-Malice, Elevation, Fury
Viperish Disease- gangrene, Transmission
Very useful skill to cast before a big fight, quickly infects the whole group
you are fighting and leaves easy targets for your pet/vines.
Black Curse
Porous- Reduces enemies resistance to physical damage
Boss/Elite debuff
Malicious Totem
Solid,Pointed,Expert
Allows you to have multiple totems out at once which last for a long time
Tangled Vines-Tendrils,Singe,Encroach
This is my little aoe for small groups, even single enemies it kills pretty
quickly. Boss holder as well.
Golden Glade Touch- Flow,Perevere,Diligence
Ancient Bark- Rugged,Divert
Edaphic Lances- thorns, sting, singe
Acute Mind- Proficieny, Insight
Sacrificing more damage for frequent use as this will help your vines and
totems.
The playstyle is rather simple actually, Have ancient bark and animus running
always and keep goldenglade on during fights while casting viperish disease and
totems before hand. As long as you keep casting vines on everything you can,
with the occasional lances, the animus should make quick work of everything
else.
[bos] Boss Strategy
_____________
This is where your build kicks in against bosses, required is at least 1 rune
in the black curse voodoo CA. Black curse lowers the enemy's attributes
(including hp) by a % so it's good even at level 1. I'll lay it out in steps
so its not confusing like the rest of the guide probably was lol.
1. Cast your Acute Mind
2. Cast vines and black curse (combo works good)
3. Cast Vine/Lances combo (vine again so the lances auto target for you)
If you have combat discipline you can simply cut down the steps and save an
action
slot:
1. Acute Mind
2. Cast black curse/vines/lances combo.
Bosses easily one shot killed (niob even without acute mind):
*Dragons
*White Griffin (vines dont work on him so use lances not in combo)
*Winged Daemon
*Octopuss
Octopuss sometimes it is really hard to hit him with a combo of vine/lances so
you may have to put lances alone in a slot to kill him. Remember to lure him
on to land which lowers his attributes.
Bosses That are hard to one hit kill but still go down in 2-4 hits with acute
mind in niob:
*Garganthropod
*Carnach
*Nameless Guardians
*Gar Colossous (One lance usually takes his shield out)
Bosses that are a pain in the ass to kill with lances, quicker to use bow:
*Crystal Boss
The boss should be either dead or close to it at step 3 in early
difficulties, and may take 3 shots or more in higher difficulties. If he has
more than half health left it's a clear sign that you lances or acute mind is
not strong enough, you could use your 2 extra skills to help your damage or
just try to pull off steps 2 and 3 again before your acute mind wears off.
That's it have fun!
[she] Shrunken Heads
______________
Shrunken Heads, what do they summon and how can I get the good
ones?
Head type-Summon (a * or ** gives summon type of the magic and rare variants of
the head type)
Animal- Wolf, *Boar
Barbarian- Kobold, *Desert Mage
Goblinoid- Goblin, *Orc
Undead- Zombie, *Skelton Warrior
Human- Human, *viking
Dryad- Dryad
High Elf- High Elf
T-Mutation- T-Mutation (floating ghost looking thing),*Leaping Plant, **Tree
Dragon- Lizard Man, **Small Dragon
Monster- skull rock creature,*Werewolf, **Minotaur
Insect- Spitting Spider, **Giant Scorpion
***Thanks to Gray Boulware for the * Werewolf find.***
Now, common heads (no *s) can be found off of any of the common creature in the
land of its type. So a boar may drop an animal head while a zombie cannot.
Shrunken heads themselves can have an increased chance to drop while using
various Combat Arts with mods that have 'increased shrunken head chance'. There
are also a few Combat Arts with the bonus chance already, without mods:
Sinister Predator, Morbid Animus, Twisted Torment. You must have those Combat
Arts active to receive their bonus though and twisted torment must claim the
killing blow. * Heads can be found off of some miniboss creatures and random
champion ones.
minibosses that hold * heads:
animal-raging boar
human- shadow campaign miniboss at royal honkey tonk
t mutation – tree, thranak,
monster – griffin, minotaur, werewolf
undead – banshee
Others listed I found from normal champions. The ** shrunken heads can ONLY be
found from these story bosses:
** Insect Head (scorpion) - Garganthropod (scorpion boss in desert)
** T-Mutation Head (tree) - Gar Colossous (golem boss in Orcish Byway)
** Monster Head (Minotaur)- Octogalamus (octopuss boss in Orc Land)
** Dragon Head (Small Dragon) - Can be found from ANY large dragon, this is the
one exception because it does not have to be found from the story boss dragon.
Each of these heads can be attained by ANY Dryad, since the bosses you must
kill for the first 3 heads are located conveniently near a Resurrection
Monolith. They can be easily farmed over and over again. There is a portal in
Grunwich near its dragon, which is a short run from the portal. When hunting
for these ** shrunken heads make sure you have the listed four combat arts
active when the boss DIES, so he has a better chance to drop your head. They
can be found as soon as silver difficulty, as I have just found a level 41
** monster head in silver. Happy (Head) Hunting!
I don't use Morbid Animus or Voodoo at all, should I even bother with these
Shrunken Heads?
Shrunken heads are very important to a Dryad regardless of the Combat Arts that
You use. Think of the head as an extra armor slot, with chances for good mods
That can be found on the better head types. They all have a defense value of
Course and I have found some very good mods on magic and rare heads including:
Deathblow
Nature skills + x
Cap Hunter Aspect + x
Voodoo skills + x
Hit Points + xxx
Chance to fear opponents away + %
+xx stat values dexterity, intelligence, willpower
+ % open wounds
Armor value poison + %
Armor value physical +%
Run speed (yes run speed) + %
These are modifiers I have seen personally on rare heads I have found, I have
seen multiple good mods on one head for example. So keep hunting!
------------------------------------------------------------------------------
[bas] Basic Strategy and Tips
_____________________________
This section has been enhanced to provide basic game knowledge, tips to find
relevant to the build, areas worth farming, quests worth seeing, and other
details often overlooked.
The format of the Faq is simply descriptions and information that address or
explain the common questions about the game or strategies, it is not a full
blown guide or character build. Much of this is subject to change with new
ideas, experiences, & players.If you see something missing please contact me
and I will update if needed.
Same Xbox Co-op
Character Related
Item Related
Bosses (main story bosses Dragons)
Leveling & Item Finding (areas)
Build Tips (tips pertaining to the ranged dryad)
Miscellaneous
*To be Added Soon*
Rare & Interesting Quests
---------------
Same Xbox Co-op
---------------
Playing with two players on the same Xbox:
*Silver accounts are all that is needed to play; at least one Gold
account is required to trade.
*The camera is placed at nearly a top-down angle while you play local
coop. You cannot zoom in or out if playing this way.
*Experience is given to both players when a creature is killed.
*The game will assign certain loot to a certain player in same screen
co-op, making trading (gold accounts) very useful when a dryad finds
batteries and a temple guardian finds the shrunken heads...
*Two gold members can play online with couch co-op, although the couch co-op
players must host the game, you cannot join one. The game screen is still
shared in the aforementioned manner.
-----------------
Character Related
-----------------
This section covers aspects of the game that directly relate to a
character; more specifically these are combat arts, special stats,
certain skills, and runes. Some of the information can be found in the
game manual but for convenience (and the frequency of questions about
them) they are included as well.
Combat Arts
___________
*Eating a single rune will unlock a combat art for use.
*Combat art levels can be increased by eating additional runes,
socketing the desired runes into equipment slots (this will only give
half of the regen penalty as well as another bonus that the rune may
grant), or finding equipment with inherent plus combat art (s).
*CA max level without penalty is determined by the focus skill of the
aspect tree and by character level. More points into the skill grant
a higher level without penalty. You can increase CA beyond the penalty
limit but each rune eaten will only grant .1 to the CA meaning you need
to eat 10 runes to increase to the next CA beyond what the focus skill
allows (the regen will be higher as a penalty as well).
-There is a cap for max level without penalty so if you want high level
CAs, you are going to haVe to eat a ton of runes at some point in the
higher character levels.
*Mod points- having a certain amount of hard points in an aspect skill
(tactics lore as well for some aspects) will grant modification points
for the related aspect. Each CA has a total of 6 Mods to choose from,
and a maximum of 3 can be chosen from each CA. The skill points are a
combined total of focus and lores or focus and tactics.
Skill Points required for mods (taken from the Manual):
3,5,9,14,22,31,42,55,70,87,106,126,149,173,199
-The manual actually missed one but I added it in.
*Achieving mastery in a focus skill will allow you to gain the benefits
of +skills items (relating to maximum levels without penalty). If you
do not have a skill mastered for example, and have enough +skills to
grant higher levels without penalty you will still be limited to the
levels without penalty your hard points into the skill determine.
Mastery will allow the benefits.
Runes
_____
Runes can be found from a few quests and from creature drops, they
allow you to open up CAs and increase your CA levels. Runes cannot be
bought but you can trade unwanted runes to a Rune master (as well as
some gold) to get the specific rune you want.
4 Runes + 500 gold
3 Runes + 5000 gold
2 Runes + 25000 gold
1 Rune + 125,000 gold
As you can see, the more runes you trade the less gold it will cost to
receive your new rune. You only receive one rune in return (even if you
trade 2 or more) so the rune loss vs. the gold price might not be worth
it.
Skills
______
---------------------------------------------------------------------
Blacksmithing - this skill does not work at all on consoles. No parts
of the skill work at the moment, so it is unwise to choose this skill
for your characters!
---------------------------------------------------------------------
*New skills are gained at character levels 2, 3, 5, 8, 12, 18, 25, 35,
50, 65.
*Some skills must be unlocked for use by having 5 points in a skill of
the same type (defensive, offensive etc.) before they can be chosen.
*When choosing a new skill the default screen is the Combat Art Skills
screen, the rest can be viewed by pulling the left or right triggers.
*Not all character classes can choose the same skills; in fact certain
roles can be fulfilled easier with certain characters. I.e. Inquisitors
and High Elves can choose bargaining without investing 5 points into
another general skill; making them ideal shopper characters
(other classes require another general skill to access bargaining or do
not have bargaining available at all).
*Once you choose a skill, you cannot by game design undo your decision.
However, if a skill is not to your liking and you haven't saved the
game yet, you can exit the game to the dashboard (guide button, 'Y'
button) and reload to an earlier save.
*Some skills gain a powerful mastery bonus once 75 points have been
invested, notable masteries and skills:
Constitution - Provides in combat health regeneration
Ancient Magic- Reduces enemy resistances
Concentration - Ability to run 3 active buffs
Bargaining - Better quest rewards
Enhanced Perception - Allows you to see the current EP chance to find
valuables bonus (otherwise hidden, but still there)
*Enhanced Perception - enhanced perception increases the chances of a
monster dropping higher quality items like instead of getting like only
a couple of higher starred items it will help you find 3 stars more
often and such.
EP increases % ctfv all the time. It just only SHOWS at mastery
However, you will still find drops without EP (even with a high ctfv,
because of the ctfv EP grants you will always find more with it) just
not as often; it definitely helps with the rarer items.
*Bargaining - Always keep relics at your level and it goes without
saying make sure they give +bargaining/ep. Look for +all skill items
fairly exclusively early on (ok go ahead and look for a light saber
too). Also look for armor that gives +all skill, +bargaining, +general
skill; it's even better if they have slots. Actually if it has slots
just buy it. This is the beginning step in making a powerful bargaining
suit. Now just take the +all skill, whatever and forge it into these
pieces you found. You honestly have to use your best items to make the
best bargaining gear but the investment is worth it since you can just
buy more items.
---------------------------------------------------------------------
Blacksmithing - this skill does not work at all on consoles. No parts
of the skill work at the moment, so it is unwise to choose this skill
for your characters!
---------------------------------------------------------------------
*Again, it will not do anything at all for your character if you choose
Blacksmithing!
Character based Stats and Modifiers
____________________________
*Survival Bonus (SB) - This number percent increases when your
character is in battle. It provides an increase to all stats and chance
to find valuables. Upon death, your SB is reset. If you do die however,
your SB will slowly rise up again.
*Chance to find Valuables (ctfv hereafter) : ctfv increases the value
of drops from enemies, value by the game is determined by the items
star level ( 0,1,2,3,4 ). So a high ctfv could potentially raise all
the values of items found from enemies weeding out junk and 1 star
items from most drops.
*Armor Rating & Defense Rating - Armor rating lessens the damage you
receive from the elements you have armor values against, Defense rating
raises the chance to avoid damage from attacks.
*Attack Rating - This is your chance to successfully hit enemies, it is
weighed against and enemy's defense values to determine a hit or miss.
*Attack speed & Run speed - Both of these stats are capped at 150% with
no means to increase them further. If possible try to plan ahead and avoid
unnecessary skills/mods if you know these are on items you have or common
to an item type.
Notable Modifiers Shown on the 'overview' details
(press right bumper on the overview page)
_________________________________________________
Deathblow: When a creature's health gets below your deathblow % the
creature (s) receive double damage from your attacks and combat arts.
Chance to reflect: raises chance to reflect any attack or spell dealing
the damage back to the enemy. This works on spells 100% fact and can be
tested easily with small dragons under the SE island. Watch their fireball
attacks reflect back to them. Reflecting close combat only works within a
certain range.
Experience Per Kill: This percent directly grants you that much more
experience points per creature kill ( 50% being plus an additional half
100% being double etc.)
Regen Per Hit: This value is a time value ( in seconds ) that will
reduce all combat arts regeneration time by said value with each
successful weapon hit or weapon based combat art hit.
Chance to Disregard Armor Value: Provides a chance that your attacks
will completely ignore an opponents armor values. This means you will
do full, non reduced damage.
Chance that opponents cannot evade attacks: This provides a chance that
opponents cannot evade your attacks at all, it does not reduce their
evade chance it removes it (if your % comes into play of course).
Opponents chance to evade: This reduces an opponents evasion stat,
though not entirely. Example, opponent has Y% chance to evade and you
have opponents chance to evade -X % through gear, Y% - X% = opponents
new chance to evade. Meaning he can still evade but his chances to
successfully do so are now less because of your stat.
------------
Item Related
------------
*A weapon must be slotted into one of the action slots to be used. Once
slotted you can either use the weapon by itself (by pressing the
weapon's button) or you can use it with CAs that are weapon based (by
pressing the CA's button, a compatible weapon must be slotted).
*If an item is socketed with blacksmith arts (whet anneal etc.) they
cannot be removed by the blacksmith, But you can remove Blacksmith Art
slotted items by selling to merchants and re-purchasing the item clean.
*You can purchase rings and amulets from rune masters by pressing
left/right trigger while in the trade screen. This is optimal for
jewelry shopping because the rune master sells only jewelry, ensuring
there will be more to choose from then from the merchant.
*You can purchase item damage type modifiers (poison, fire, ice, & magic)
from a towns smithy. The types he holds or if he holds any at all are
randomized upon loading the area.
*Merchants of all sorts can have their inventories reset by leaving and
re entering the town by teleporting or other travel that brings up a load
screen.
Unique Mount
____________
*Unlike Horses, unique mounts allow your character to use combat arts
while riding them. All mounts give a regen penalty to all combat art
trees, grant a health bonus and defense bonus.
*There are four to choose from for each class, 3 will grant a regen
bonus to a specific tree (almost offsetting the global penalty) and the
4th will provide a resistance or shield bonus (TG and SE).
* A quest is required to unlock your class' mount for purchase; the
price starts around 100,000 for a level 20 character and can rise to a
few million later on. Mounts will die if your health becomes really
low and must be purchased again. This is a good thing because the blow that
fell your mount was actually intended for you, taking a bullet if you will.
*********Getting your Unique Mount (credited to PipBoy2k)************
Getting your class mount is not as easy as just buying a horse, you have to
complete a quest chain in order to obtain it.
This guide will list for you step-by-step what and where you need to go to get
your ride.
If you have already passed the large gate into the Human territories in your
campaign skip to step #2
Step 1:
You will need to continue through the main campaign quest line (follow the gold
arrows on your mini-map) until you get the quest titled Beyond the Wall which
will allow you to pass into the Human territory
Step 2:
Walk/ride northwest past the wall until you get to the town Orcish Byway, if
you look at the map, there are two places at the very top of the map where
rivers feed into the ocean, look for the right-most one, it will fork to the
east and to the west, look toward the west and you will see that again it forks
west and south but the western stream comes to an end (looks like a curvy line)
Orcish Byway is at the end of that curvy line.
Step 3:
You must find the NPC named 'Archaeologist's Sister' and accept her quest, she
is easy to find because she has a glowing shaft of yellow light surrounding her
Step 4:
The quest you just accepted will lead you to the NPC named 'Frustrated
Archaeologist' in the town Urthak's Moxie, to find him follow the silver arrow
that was just placed on your minimap (north-east from Orcish Byway), you will
find him sitting down in some grass to the side of a building
Accept his quest to find his map
Step 5:
Travel northeast again, following the silver arrow, once you see the map on
the ground simply pick it up and run back to the quest giver
Step 6:
Once you turn in that quest he will teach you how to get to Mount Island where
you can finally finish the quest, either teleport to the harbor there or run to
the nearest dock and take a boat, when you dock on Mount Island you must find
the Orc Shaman 'Hugard', he stands at the center of the island
Step 7:
Accept his quest to prove your fighting prowess, this involves fighting three
increasingly harder sets of T-Mutants, no special strategy here just kill them
before they kill you, return to Hugard after each wave is completed, after the
third wave you can finally purchase your mount
____________
Useless Items (no in game function)
___________
Items that were not finished/implemented into the final cut of the
game, they are useless and only take up space (cannot be used).
Some known ones: leaf, fist weapons, parchment, item, scroll, ink
blot, claw weapons.
If an item has no description and cannot be used, it is probably one of
these, good for selling that is all.
------
Bosses
------
*Bosses can only be killed once in Campaign mode, they will not respawn
in the difficulty you defeat them in (mini bosses as well as story ones)
*Bosses respawn every time a free world server is created.
*Any boss or miniboss can be killed for the boss achievements, even the
same boss over and over again will count.
*Facetteleon - If using minions while fighting this boss, he will heal
off of them. Best to unsummon any skeletons etc. before fighting him.
*Octogalamus - If you are having trouble with this boss, lure him out
of the water. He will be weakened on dry land. He wont be a pushover on dry
land, but his stats, health regen, and damage output are indeed less.
*Swirling Mist - You cannot directly damage him, you must kill the
undead he summons. The Mist has a mini tornado attack that is sometimes
hard to see, it will instantly kill lower leveled characters. Try to
keep on the move while fighting the undead or waiting for them to
respawn. These undead do not come back to life, undead potions are not
needed for them.
-You have to fight this Swirl 3 times in the light campaign and only once in
the shadow campaign.
*Nameless - If you cannot damage them enough, you can lure them into
the hallways to disable their shields.
*Dragons
-Grunwald
- This dragon has a reflect ability of some sort, you tell when it is using
it as the dragon will turn a shimmering silver color. Appears to have a
much higher armor/mitigation rating while it is active as well. Testing
lances on it with and without its shielding yields a noticable difference
in resisted physical damage. (200 test runs).
-Swamp
-Desert
-Girvym Island (Dryad Island)
- This dragon has an invisibility ability that while activated cannot be
damaged by normal attacks
-------------------------------
Leveling & Item Finding (areas)
-------------------------------
Generally, the best areas for farming exp and items have a high density of
creatures within close distance of each other. If your level has surpassed
that of an area, it is no longer worth farming in that difficulty.
Good spawn locations are the areas around the Swamp , Island , and
Grunwald Dragons. Also pretty much the whole jungle area and the
Northeast (dryads and blue orbs) and Southwest (trees, plants, panthers
and forest guardian) areas of Dryad island. Nameless Guardians are
popular for exp and items as well as most any minibosses for items.
------------------------------------------------------------------
Leveling/Farming Routes and Locations (user Koremega012 gf 's ) :
------------------------------------------------------------------
I personally like to level/farm high spawn locations near a boss and
finish my farming route by defeating said boss. However I have also
added locations simply for their high spawn rates as well. I also find
it very advantageous to wear some +visibility% gear and have 150% run
speed to go along with +exp% gear so that you can quickly locate and
obliterate the mobs. Another helpful tip is that you can repeat several
of these routes simply by teleporting back to the start location I've
noted although bosses will not respawn.
Although it should go without saying, kill everything you see during
these merry jaunts. Ah mom would be proud.
North Sloeford/White Griffon (High Elf Realm)
_____________________________________________
From the center of Sloeford take the road north out of town. Once out
of town head west into the grass. Next to the river you should see a
small bridge by an encampment. There are many kobolds, boars and
highwaymen here. Continue over the bridge and go south and west around
the mountains. You should shortly reach a warp gate. From the warp gate
head due north and follow the road across a drawbridge. Follow the road
west and then north through the mountains. Your destination is the
resurrection monolith north of here. Once you are there head directly
west of the monolith and you will meet the white griffon. Get
acquainted since you will be seeing her often.
Kufferath Castle/Artamark's Gate (Human Realm)
______________________________________________
Getting the Kufferath warp gate is quite simple. Use the teleporter
cave on start island in free world for the human realm and head west
until you reach the Wargels warpgate. Take the road north and you will
Kufferath will be on your right past Trelheim Manor. Getting to
Artamark's gate is a simple matter of following the road north and east
toward the volcano by the shore. Artamark's gate is a port town south
of there. These two do not have bosses unless you want to make your way
to either the Wild Boar or Banshee respectively. Simply leave both
towns and round up undead legionaires. They spawn heavily near both
locations.
I personally like to start at one location and make my way to the
other. Just follow the road and go off road to do some hacking and
slashing as needed. You will also kill a fair amount of t-mutants who
give a very nice chunk of exp.
**********
If you travel to the very north of the Artamark town, you can reach
a ship transport at the port. Activate this to quickly travel here without
wasting your monolith or running a distance
**********
Grunwald/Grunwald Dragon (Border of Human/Orc Realm)
____________________________________________________
The easiest way to get this warp gate is during the main quest. The
light campaign can get it after they defeat Gar'Colossus and the shadow
campaign brings the player right next to the warp gate. From the warp
gate follow the road south and west. You will continue west, crossing
over a bridge, following the road as it starts to head south. Keep
going until you see a group of people. One of them will have a ? over
their head. It's optional but you can do the first part of the quest
which incidentally is slaughtering everything in front of the dragon's
cave. Once that is done, head west toward the mountains and enter the
cave. In the back of the cave is the Grunwald Dragon.
Southeast Swamp/Swamp Dragon (Swamp Realm)
__________________________________________
Getting here is a bit out of the way and the main quest never takes you
here either. Start a free world game and enter the teleporter cave.
Enter the teleport for the swamp. Once you are there head due south.
Your target is the southernmost resurrection monolith. Right next to
this monolith is a warp gate. Consider that your entrance to exp as
this is my personal favorite region. From the teleporter head south and
start collecting mobs. While farming head as far south and east as you
can. There you will se a path that leads up into the mountains. Follow
this path for a bit of a ways until you reach the swamp dragon.
Na'Fian Portal (Jungle Region)
______________________________
This location also does not have a boss unless you decide to head to
Kral. This portal can be a bit of a headache to get so just unlock it
during the main quest when you get there. The entire area around
Na'fian is crawling with spiders and jungle kobolds (that's what I call
em). There are two important features about this region:
1) Slightly north east as well as east of Na'Fian there are several t-
energy lakes. Pulling mobs into these lakes will transform them into
their t-mutant variations which give roughly 50%-100% more exp.
2) There is a cave north and slightly west of Na'Fian. Once you are
done clearing the region enter the cave and exit for a quick respawn.
Aerendyr/Forest Guardian (Dryad Island)
_______________________________________
This is another personal favorite of mine. The Aerendyr portal is
easily gained simply by using a ship in free world. Leave Aerendyr via
the northern road. Follow this road for a short ways until another path
leading west appears. Take this path and continue along it until you
reach Lughaidh (you can tell by the soot, dark ground etc). Head south
and west around Lughaidh and follow the shoreline. Continue along the
shoreline until the mountain range ends and head north. Your
destination is the middle of the forested area west of the mountain
range. You can tell you are close when you see a cave on a hill. This
area is always littering with tree spirits, plants, jaguars etc. and
one big angry dipstick.
----------
Build Tips
----------
-Keep an eye on your attack speed in the overview screens. 150% is the max
attack speed and your goal, anything to hinder it must be avoided. Any way to
increase it (items) should be taken advantage of.
-The general strategy for killing normal enemies is to use darting assault on
large groups, and using ravaged impact to finish the stragglers. Use only
ravaged impact for champion monsters while having them rooted.
-Using forest flight to escape tough enemies not only teleports you, but also
has a good chance to root enemies in place (enemies that were within a short
distance of you at the time of your teleport). It can be used to strategically
freeze groups of enemies for a time so you can easily fill them with arrows.
-Tangled vines works on any enemy, save one miniboss; the White Griffin. Use
it on champion monsters so they cannot reach you, then ravaged impact them to
death. To use tangled vines on the griffin, first use black curse on it which
removes its wings. Once its wings disappear (for black curse duration) you can
root it.
-Goldenglade touch, when fully modded can be kept active semi permanently,
cast it when you are facing enemies of any type, you will never need to
use health potions.
-Dust Devil and Acute Mind also can be kept up semi permanently with the bronze
mods and rune investments.
-Putting tangled vines and edaphic lances in a combo, allows for auto targeted
lances which is invaluable against bosses because the auto target ensures
precise thorns placement to score more hits. Manual targeting may be off or
boss may move out of the way, vines prevent this. If you take combat
discipline you can have a combo of black curse, vines, lances which would free
up an action slot.
-Choosing your mount, early in the game (throughout your silver campaign) it is
best to choose the Capricious Hunter Lizard since your regen times start out
high by default. Once you have you Regeneration times managed you can choose
ANY lizard you wish, I choose mounts by color and visual preference only in
gold difficulty + and switch mounts often.
Cap Hunter Lizard- Green
Voodoo Lizard- Dark Red with voodoo symbols covering him
Nature Lizard- Bright Blue/Neon green
Resistant Lizard- Dull Grey/Tan
All mounts give a health bonus and Small Defense Bonus. Mount regen PENALTY,
hp and defense bonuses raise with mount level. Mount level increases as you
increase in level and can be offset by selling and rebuying a mount every 15
levels or so.
-certain sidequests give a random weapon reward, and they usually are good
ones. If you find such a quest you can run it a few times in free world and try
to get a blowpipe.
-------------
Miscellaneous
-------------
*Monoliths and Portals
-The monoliths can only be one active at a time and serve first as your
respawn point which can be used strategically to prevent long walks back to a
boss if you die, or farming. The portals, they can all be activated at once and
allow teleporting bewteen portals. A shimmering archway type deal is what the
portals look like.
-Towns and settlements near the oceans tend to have a shipping teleport also,
once activated these serve as instant teleports to the place they were
activated in. Some of these ports are far from a portal or monolith such as
the one in Artamark and it is worth activating them if you want to visit such
a place later on to farm/explore.
*Once you hit niob a good tip is to use only monoliths during the campaign and
only activate portals that you would use often to farm/grind. That way, in free
world or whatnot you can just use the triggers in the map to scroll through
portals you use to grind and not have crap like griffinborough and such making
you have to press the trigger 20 times just to hope you get the portal you
need for that point in time.
For example, you could have activated grunwald, werewolf village, and the
portal on the way to the white griffin if your main interests are grinding
those areas. Makes scrolling through portals in the map easy and most towns
have a shipping port anyways (even orc village, human realm, desert).
*If you have the carrier imp dlc, remember you must be signed into xbox live to
use it.
* The resistance symbols found by clicking Left Stick are mostly wrong
in regards to Ice and Magic being mixed up, among other errors.
*When trading online, if the the host of the game quits before the
other tradee can save manually the tradee will lose his or her items.
So always manually save (start, save ) after every trade even though an
autosave takes place the items can still disappear.
*Text Size - SD TV
- The game is playable on a SD of course, but the text is almost
unreadable. The only known solution is to change your Xbox display
settings to widescreen, this will stretch the images/animations out but
it will also do the same with the text making it readable.
*If you are hosting a game and you dashboard while playing or cut the
games connection by some other means, all other players' progress will
not be saved.
- While hosting a game, please be considerate of the others by letting
them leave the game first before closing to reduce having connection
issues to the next game or having to exit to dashboard to free up
yourself.
*Gate to the Human Realm
- This gate is opened through the main quest progression. For light
campaign you must go around the gate through a cave to the right.
Shadow you simply walk through the gate.
-The gate is unlocked in free world regardless and certain classes have
CAs that can allow them to teleport through the gate as well
*While executing your combo your character can get stuck / is frozen in
position (unable to attack)
Solutions:
1. Cast a spell.
2. Jump / Teleport away.
3. Press back to pull up the map & quickly press B to unfreeze
yourself.
Unlocking Difficulties
__________________
*Completion of Bronze does not unlock other difficulties! It is best just
to skip bronze altogether. A good solid tip for advancing difficulties is
to move to the next difficulty level when you can drop the non-Nameless
bosses of the current level easily.Especially if you are playing for no
deaths on your characters, so it does not hurt to wait a bit longer.
*Playing co-oop, only the host's campaign and quest progress is saved.
Items and xp earned are kept for everyone.
*Completing silver, opens up gold, complete gold to unlock platinum,
complete platinum to unlock niob. Completing bronze unlocks nothing.
*Difficulties must be unlocked for each character, getting to gold on
one character does not allow new characters to start in gold.
*You do not have to have a difficulty unlocked to join someone elses
game in a higher difficulty.
*There is no level requirement for difficulties, if you can beat silver
at level 25, you will unlock gold etc.
*With each new difficulty all quests, portals, and your monolith are
reset. Discovered Portals and monoliths will still show up on the map
so you know where to find them to reactivate. What you have revealed of
the map remains across all difficulties.
*Class mount will follow through with difficulties (this may be patch
dependant).
Red Text
_______
There are 4 tool tip descriptions with red text:
*Fire related modifiers ( damage, armor, mitigation etc.). These
modifiers are granted to the player unless stated specifically that a
skill is required.
*Modifiers that require a skill to unlock. Without the required skill
you will never be able to use it.
*Class specific modifiers, weapons, or equipment. You must be playing
the class that grants the modifier or is allowed to use the weapon or
armor.
*Skill Mastery- Once a skill is mastered, the description is now in red
text. It can still be increased however.
------------------------------------------------------------------------------
Enjoy the game!
------------------------------------------------------------------------------
[his] Version/History
_______________
6/29/2009 1.0
- Guide revised, completed and submitted.
7/04/2009 1.1
- Minor additions to the combat arts section for Dust Devil &
Tangled Vines.
- Added suggestions and reasoning for last two skills
- Added more info on Shrunken Heads.
- Added My Druid (melee/voodoo) Character.
7/17/2009 1.2
- Additions to the sections "items" & "boss strategy" listing useful set pieces
and niob boss killing easiness with edaphic lances.
- Additions to the 'Druid' build
- Added Mount Descriptions
- Added desriptions for all Combat arts
- Added recommended amount of skill points required by lvl 100 for modification
- Additions of werewolf and t-mutation summons
- major grammer and terminology overhaul.
- re-organized the guide to improve readability.
- minor changes to all sections improving the build formerly based on my level
80 dryad to being based solely on my level 105 in niob.
- updated disclaimer
1/20/2011 2.0
- Additions to all sections to improve character survival and offensive ability
- Additions to shrunken heads * locations and white griffin black curse info
- Changed the section search numbers to [xxx] phrases to allow precise quick
section searches.
- Added new useful modifiers and gear
- Addition of a step by step 1-75 silver to niob skill/ca allocation section
- Minor changes to most areas of the guide to fit with the step by step section
2/25/2011 2.5
- Addition of section "general tips"
- Addition of a simple caster dryad build
[tys] Thanks
______
- Ascaron Entertainment.
- Gamefaqs.
- Xbox Live Community.
- All who support and may find this guide useful or any part of it.
- Phadin,PipBoy2k,Gray Boulware,Koremega012 and darkfire9430 for their
suggestions that I have used in my FAQ.
- Special thanks to PipBoy2k for the unique mount "how to" information
- Special Thanks to Choujin for convincing me to organize my guide layout
and further elaborate on Skills/Combat Arts, and addition of the
Eternal Flame Set pieces.
Contact info again: jwkwitkowski@gmail.com
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