Redlands
Arcane
- Joined
- Mar 23, 2008
- Messages
- 983
I'm currently playing this, ahead of you a bit (at ~ level 13-14), on the middle difficulty level (can't remember the name of the levels though). I had the same thing happen to me; so I restarted and eventually realized I'd missed a clue. What you need to do is get around the ogre and head north. That will give you what you need to do to advance without much in the way of fighting, with the bonus of getting some relatively cheap XP and money (you'll "wanna FIGHT in the aRENa"), especially if you have the blessings from the priestess (my main tank just ate through a lot of the first battles; just be aware that you won't have healing items while in the arena but you can heal in-between fights anyway).I've just started my first playthrough of LoX, and I went in sorta half-blind, without the usual extensive preparation.
I've cleared the entire Velegarn area (Save for the Ogre) and got my party to lvl 5 (Gaulen and thief to 6, thanks to exp bonus and traps).
So far it's been a fairly tough to progress for me (playing on Veteran), and I'm wondering if I've missed out on something, or messed up during party creation.
I wonder if I should simply re-make the party and make use of some overlooked features, or whether it would be more entertaining for me to switch to easier duffuculty.
Can anyone answer these questions:
1. I haven't quite understood how trainers work - do they give 1 skill point for the money paid to each char, or just one skill point to a random char? How important are they in the early-mid game to get an edge over mobs?
2. How important are blessings I could get from a priestess? I haven't tried them yet.
3. I've been pouring a relatively large amount of earned gold towards purchasing better gear for my party from the trader. It seemed that since loot (at least in Velegarn) is pretty poor in terms of gear, I'd rather spend my money on some armor and jewelry to give a survivability boost to my chars. Should have I rather spent my money elsewhere? Do gear traders become more important towards endgame?
4. How important are potions, scrolls etc? So far I feel that it's more economically sound to only use them in combat to avoid dying or versus tougher opponents (scrolls specifically), but between combats resting for 8 hours is much cheaper. Is that true?
5. Should I hoard herbs, or is it better to use them right away as soon as I get enough?
6. Are there any ways to remove sickness/curses/mortal woundsapart from expensive potions of priests? Those are really annoying.
7. I don't feel like my party composition is sound. I've got:
Front: Gaulen (tank+noncombat utility) --- paladin (tank+some healing) --- thief (bow+shurikens+thief skills)
Back: cleric (healing only) --- bard (buffs+bow) --- mage (so far focuses on spark only, good for taking out strong mobs)
I feel like paladin's healing is really sub-par, and I'd rather would have a better front row fighter. Was I better off by taking another melee char, or maybe moving cleric to front row as heal-tank and taking another dps-centric char in back row?
Thief was meant as back row sniper, but she's really good in front row with (relatively) high evasion. Would she make a better front row figher with melee weapons focus? Would that hurt her ability to develop thief skills in the long run?
Will mage get better (aoe?) skills soon enough? I feel that her utility is fairly limited atm, and I don't feel like spending sp's on other single-target spells when spark does its job so well.
Should I move my cleric to front row and give him some melee+armor focus? Would it hurt his ability to heal much?
Should I develop my bard's bow skills, or should I rather focus on his bardic abilities?
I'm not an expert on this game, but from what I can tell.
- I don't know if it's all characters or just one, but if it's just one I guess it'd be the one that's currently selected (other people might be able to explain properly). I've never used them and I've managed okay. I've avoided them as the money is possibly better spent on blessings.
- At the early game, blessings are very expensive, but they can be very useful. They last 24 hours, I believe, which means they last a fair amount of time, even if you need to rest to heal and regain mana occasionally.
- Not sure about endgame, but unless something had really good stats from the first trader (usually stat bonuses or extra XP, or clearly much better weaponry) I've usually not bothered and managed. But just be aware that the nearest town is (I believe) two areas away, and when I went there it was after clearing 3 other areas.
- I've used potions and scrolls in the same way you have; I think that's more or less what they should be used for, though there are some rather tough non-boss fights.
- I've not used herbs yet, so I can't give advice. I think they might work better in the late game for some (skill points) while attributes might be better to use straight away, or as needed (to equip a much better weapon/armour, say).
- I haven't found anything yet. I've usually just ignored the penalties unless I was going up against very tough enemies, or later on when things became more affordable.
- I'm mostly the same, except I went with a barbarian instead of a bard, and had my thief in the back row.
I basically ignored shurikens (selling them), but they could be very useful (they're occasionally very useful against me ); the only problem I can see that might happen is from you spending points on two different weapons for one character, or by having him trained in two ranged weapons (when something melee might be more useful for fighting in the front row, I think melee weapons do more damage, but I've not calculated the DPS).
The paladin's healing at the start isn't great, but they'll start to learn the same spells as the cleric after a few more levels, and that can be useful if you get into a tight spot or if you need to stop multiple bleeds per round or something. There are also some hit-all attacks and having a heal-all (even if it's just a little bit) can be a lifesaver.
Mages do get AoE spells (a very nice fire one which also does damage per turn is especially useful against some enemy groups), but they don't really come about for a while. The stone bolt one is important, in some situations it can do as much damage as a maxed-out spark at much less cost. The lightning one (don't remember the name) can also be useful for delaying enemies and getting your other guys to get more hits/heals in. The ice one has been pretty useless, but then I didn't train it much; you get an AoE version of that too, which might be useful.
Moving the cleric to the front row will mean increasing strength, at the cost of mana and/or speed. On the other hand, clerics get a skill where they can take a turn and gain both HP and MP, which might negate the need somewhat for a larger mana pool.
Haven't used the bard, so I don't want to give advice on that.
But before you restart if that's what you want to do, try getting past the ogre like I mentioned before. The game (for me, anyway) got a lot easier after exploring the area north of Velegarn a little.