Lambach
Arcane
And yeah in subsequent playthroughs they get easier to deal with. Exactly like in IE games encounters.
Well yeah, in subsequent playthroughs, you remember where they are, so you can entirely avoid them easier.
And yeah in subsequent playthroughs they get easier to deal with. Exactly like in IE games encounters.
Well top right quadrant, very easy to stumble in them since they are in the graveyard immediately at the start, so near the middle.The Shadows aren’t on the middle of the map.
They’re in the top right corner, no quest sends you there, and you need to pass a relatively high Athletics check to get there directly. Kind of like some Owlbears that people also like to whine about.
The Shadows aren’t on the middle of the map.
They’re in the top right corner, no quest sends you there, and you need to pass a relatively high Athletics check to get there directly. Kind of like some Owlbears that people also like to whine about.
If you’re doing a full clear (don’t) you can get there around top after you’ve already passed the quests that shld get you near lvl 4 if not to it.
Undead areas shld be dangerous. There’s a fight with a Minor Shadow (maybe that’s the one that drains STR) that gives you a preview of what follows. If you’re not up for that that’s where you decide to turn back playing blind at lvl 3.
Maybe their drain changes on difficulty? It was definitely strength drain every time I played it (only difference between the lesser shadow and other shadows was the size of dice rolled for the drain), but I was not playing on unfair. Assuming that we're talking about the shadows on the way to the necromancer, of course.
No, you cannot stumble into the graveyard at the start. You have to go around. After you fix the bridge (main quest of the level) with a manageable Athletics check there’s a higher Athletics check (with big damage for fail) if you want to keep going north. West is open and sends you to main quest giver who gives talk quest with big EXP that can be completed due north.Well top right quadrant, very easy to stumble in them since they are in the graveyard immediately at the start, so near the middle.The Shadows aren’t on the middle of the map.
They’re in the top right corner, no quest sends you there, and you need to pass a relatively high Athletics check to get there directly. Kind of like some Owlbears that people also like to whine about.
Don't you have to pass those athletic checks anyway to do Anevia mandatory quest? Maybe I don't remember. Also can't you reach the area from Desna church without checks?
Nope, can just manage to kill them immediately at level 3 with Camelia (ghost touch weapon ability), Finnean and 1 non-shitty mercenary, and potions of lesser restorations. But this is on hard, not unfair.
Well yeah, in subsequent playthroughs, you remember where they are, so you can entirely avoid them easier.
so far judging by replies, they exclusively feed on Sorcerers.I also don't remember any level drain from the shadows. Annoying stat damage? Sure. But level drain? Nope.
Maybe they only level drain caster MCs?
Or there is a saving throw with a shitty DC to defend against it.
Letting Cam spam Prot Evils and Barkskins early can help on several of the tougher encounters.is a saving throw with a shitty DC to defend against it.
Or on Pals with negative Touch AC.so far judging by replies, they exclusively feed on Sorcerers.I also don't remember any level drain from the shadows. Annoying stat damage? Sure. But level drain? Nope.
Maybe they only level drain caster MCs?
Or there is a saving throw with a shitty DC to defend against it.
maybe if you also dipped a Sorcerer they reanimate too with higher stats.
fitting for monster with Shade in the name.
That's a slander. I started using Tabletop Tweaks mod for Wrath that removes most glaring abuses months ago and was absolutely legally Vestment-izing not my dog's shaggy asses but their barding instead.maybe to not allow daidre to buff her dog army?
I've used Lann pure zen archer on my first playthrough, then divine hunter (16)/zen archer (4), empyreal sorcerer(19)/zen archer (1), druid (19)/zen archer (1)I mean, they give you a Resist Cold and Prot Cold Pot now. Why nerf him the whole game for one optional fight that Cam or a pet can already tank? Truly don’t get this.
Lann is the one companion that can be profitably multi-classed (Wend probably can but straight Fighter is REALLY good) and there are a lot of directions he can go but… you gotta use the Bow. He’s priced into that.
Not like you’re flooded with archers.
Yeah I get that but I try to do those things without nerfing myself. It just gives him a dead feat/level. Seelah makes a better Crusader than Lann. You can always try to get there with the Snap Shot on him even if you do multi.I've used Lann pure zen archer on my first playthrough, then divine hunter (16)/zen archer (4), empyreal sorcerer(19)/zen archer (1), druid (19)/zen archer (1)I mean, they give you a Resist Cold and Prot Cold Pot now. Why nerf him the whole game for one optional fight that Cam or a pet can already tank? Truly don’t get this.
Lann is the one companion that can be profitably multi-classed (Wend probably can but straight Fighter is REALLY good) and there are a lot of directions he can go but… you gotta use the Bow. He’s priced into that.
Not like you’re flooded with archers.
This time I want to try playing Lann as a crusader and Arue as a Ranger (8)/Eldritch Archer (12) just because I've not tried them like that yet, and it's more fun to try different things with the companions instead of just repeating the same stuff.
I'm also probably going to do something different with Regil and Greybor this time, too (not made my mind up yet as to what though).
EDIT: I'm also going for no pets this time, so no horse for Seelah, even though the steed is far, far better than divine weapon bond.