Luckmann
Arcane
The gme is extremely geared towards hybrids. I don't think you're intended to have pure physical combatants. There are, for example, cross-ability skills, such as requiring Warfare 1 and Pyromancy 1, or Scoundrel 2 and Hydrosophy 2, but there's apparently nothing like Warfare 2 + Scoundrel 2. Really, even if you're pure warfare, even a single point in a magic ability is very advantageous, and Polymorph is amazing for anyone. It's a bit weird. I suspect they really want everone to be some kind of spellcaster, to take advantage of the gamut of options.Party is knight, polymorph, wizard & cleric. Not optimal setup but god damn would have been nice to know in advance what armour types these would counter for the most part. Only my wizard can do magical damage reliably every turn, both melee dwarves can do a petrify against magic armour every 3 turns and that's my party's entire magic damage repertoire. Every ability of knight, poly & cleric I started with or could buy was against physical armour so I'm completely out of the element game at this point. Just arrived at theI have 2 pure melee(one of them has one CC that's against magic armour), a ranger and a caster. So far I can fairly easily break both armours just fine on Tactician. My ranger's crossbow does a fair bit of elemental damage, so she's good at dealing with both.
On Classic, it should never be a problem unless you're running around without weapons.and these enemy packs can be devastating, burning through resurrect scrolls atm.Hideout in the swamp
Yeah, again, a very odd omission.By the way, anyone else finding themselves wondering where some Skills went? I was looking over some skill lists and some removals are just off to me. For example, while simple in what it did, Firefly was a fun skill in D:OS1, but in D:OS2, there seems to be nothing like it.
I really want Helping Hand to return .