The Dungeon Of Naheulbeuk: The Amulet Of Chaos

The Dungeon Of Naheulbeuk: The Amulet Of Chaos

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Rough Guide to The Dungeon Of Naheulbeuk
By Welshwizzardd
This guide isn’t designed to tell you how to fight each battle. It is intended to highlight some of the games features that might be overlooked; providing information on all 3 of the optional followers – their unique side quests and level 1 stats; the possible outcomes of your decisions where the game lets you choose an option.
   
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Information and Quality of Life adjustments.
The options highlighted below are not mentioned by the game during the tutorial. Instead you have to pause the game, to access and explore the setting menu.


Settings Menu – Game
Retain random seed. Switched ON by default. This feature means that you will always get the same result from a fight or attempt to deactivate a trap no matter how many times you re-load the save whilst it is active. E.g. you deal 57 damage on your next attack and needed a 59 for the kill; with retain random seed on you’ll always score a 57 on reloading a.k.a. Groundhog Day. Switched off you’ll get a different result.

Rotate Mini-Map. Switched ON by default. The map rotates as you rotate the camera around the party, causing the blue arrow to always point to the top of the screen. Some people will find this annoying. Switching it off will lock the map with North at the top of the screen. The blue arrow will change direction instead.

Barks – these are the random comments the party will say such as opening the map, inventory, drinking potion etc. You can adjust the frequency along with selectively muting the Elf (airhead) and Dwarf (sweary).

Combat. Turn end automatically is ON by default. Switching off will allow you to have more say over using the Randomia meter. i.e. can move and attack and then decide to use a random perk.

You can extend the time to KO up to 5 turns or reduce it to 1. The reason you might consider extending the time limit is poison and burning effects still deal damage when KO’d and will remove 1 from the turn counter in addition to the turn count progressing. As will any damage received from an attack by your party (accidental, AOE blast, etc.).
Useful controls
Tab is beneficial in both exploration and combat. In exploration it will highlight all objects you can interact with in YELLOW. The exceptions are DETECTED traps in RED. Undetected traps and the buttons for a side quest on the 6th floor won’t be shown. In combat it will allow you to toggle the visibility of all health bars on screen.

T in combat will toggle displaying the exact details of each and every status effect a unit is suffering from. By default you’ll see a small icon. Handy for finding out what the injury did to your team or what the buff did to an enemy.

Shift in exploration mode will automatically switch the party member under your control to the thief. This will slow movement down to half pace, but a blue circle will appear on screen. All traps in range are detected. Traps in the main tower follow the same design, with Urik’s depths in chapter 7 following a different design. The lighting can make it hard to spot them on some floors.

Traps can only be tripped once per visit to a floor. You have to leave and re-enter a floor for any traps that weren’t successfully disarmed to be reset.

Space Bar held down during combat it will speed up the animations and outcomes for the enemy turn. Normal speed resumes when one of your units receives their turn. Ideal for large combats.
Game Mechanics
The maximum level any character can reach in the main game is level 10. Level 11 is accessible through the DLC, but the level cap is only raised upon entering the Ruins of Limis. Out with this area you are capped at level 10. This prevents you from making the final battle slightly easier.

Dodge is divided by 2 every time you make a successful dodge in a given turn. This sees dodge go from 100% of profile value to 50% to 25% to 12%. When the turn counter progresses to the next turn all penalties are reset.

Parry is divided by 1.5 every time you make a successful parry in a given turn. This sees dodge go from 100% of profile value to 66% to 44% to 29% to 20%. When the turn counter progresses to the next turn all penalties are reset. Parry will work against ranged attacks as well as melee.

The last weapon you select for a unit determines if they are in melee or ranged mode. If in melee mode they can perform opportunity attacks. This is handy if you can only reach the enemy by sprinting. First select the melee attack option to make the character equip their blade. Then move them to base distance with the enemy. This will give you a free attack should they need to move away for any reason. Note you can’t do this after having sprinted.

Certain missions will split the deployment area to 2 or more zones. A unit can’t leave the zone they are placed in and can only switch positions with another unit if there is a vacant tile. The two units won’t automatically switch positions.

When selling your stuff to a merchant you’ll generally get either 80, 85 or 90% of its sale value (without the Dwarf’s merchant skill). Should you sell something by mistake you will be asked to pay 100% of the sale value and not the reduced priced you sold it for. The best merchants to sell stuff to are:
The temporary shop at the Orktobearfest. (90% all items). Disappears after a story battle though.
Tavern (90% for junk items & alcohol);
6th floor Blacksmith (90% weapons and shields);
6th floor seamstress (90% for armour, belts and jewellery)
6th floor herbalist (90% for potions).

Don’t buy or sell to Gilbert Falsgood. His stock is priced about twice resell value and offers you the lowest possible purchases prices (75%).

The only bits of junk that have any use are the egg and the rope, as they are used as puzzle answers. Everything else just clutters up your inventory.

The loot you get from a chest is pre-set. The only variable is your optional companion’s equipment. You’ll get the gold tier weapon in the same place and it will be the correct weapon for that companion. The Thief, Barbarian and Ranger all have options for their gold tier equipment, the others don’t. The choice is generally between offense (extra damage) and either defence including health or accuracy.

The thief’s Okay-ish daggers of betrayal are a weapon worth keeping. They are the only weapon that allows you to ignore protection with a basic attack. Otherwise it’s tier 4 or tier 5 skills that are available only to selected characters that have the ability to ignore protection. This is because protection X absorbs the first X damage of an attack. In the Ruins of Limis there is an enemy with protection 70 which sees all low damage (<72) attacks only score 1 damage against them.

There are 3 regions you’ll only get to visit for limited times. They are the Golbargh’s Lair (there’s a chest behind throne), Library (portal to access is in Golbargh’s lair for a pre-set duration), Urik’s depths (pre-set duration but can traverse between the 2 floors once floor 2 is accessible).
Optional companions.
During act 2 you will be provided the chance to get a taster of 3 companions, each at level 3. The third is the priestess. Before you engage the target in a fight in the graveyard, create a save file. This will allow you to acquire all 4 achievements at the start of act 3 with comparative ease. After her quest is over, have the party heal in full as the follow on fight can be tough.

Once you’ve chosen your follower, if you took one, I’d highly suggest paying 50g for a Potion of Oblivion to reset them to level 1. This will remove 2 of the 3 skills they’ve be pre-assigned to give you greater say on how they perform.

Base stats
Minstrel Agility 13 Strength 9 Constitution 11 Intelligence 12 Courage 9 Charisma 15.
Mandatory skill: Beneficial Song {get proper name}
Note: passive skill perk Courage gives +3/+6 not +2/+4 as listed as of patch 1.3
Paladin Agility 10 Strength 12 Constitution 13 Intelligence 10 Courage 14 Charisma 11.
Mandatory skill: Less Lethal Hammer of Justice.
Priestess Agility 10 Strength 8 Constitution 10 Intelligence 14 Courage 11 Charisma 15.
Mandatory skill: Youclidh’s Recovery.

Shared equipment
Minstrel: Mana potions, Human Bow (Ranger, Barbarian). Worthwhile selling all his default clothing as it provides no bonuses what so ever.
Paladin: Crossbow (unequipped by default; Thief, Dwarf), Shield (Ranger or Dwarf). Note the Dwarf and Ranger can’t share shields between them.
Priestess: Mana potions, Wizardess staff.

The Priestess and Minstrel require Intelligence and Charisma instead of Strength and Agility to improve in combat.

The Minstrel is the least selected character at the time of writing. He’s poor in melee but can be improved with passive skills to be a reasonable archer. His strengths are his abilities should you persevere with him. He can give his action point to another party member, his AOE heal will only heal your side barring himself, (The Priestess’s AOE heal will also heal enemies), he can behave like a mana/stamina potion dispenser at range, he has a 100% accuracy with his AOE skills (one can stun, the other debuffs enemy strength & agility).

Their side quests are surmised below so you can see where you could have gone had you chosen them. You’ll be given a letter after getting a quest potion for the Pharmagician in all cases.

The Priestess sees you visit the Well of Souls (access through staircase near to where you get the bone dust for the potion), have a fight against human cultists (melee centric) in the cellar, go buy facemasks from the shop (mask replaces equipped helmet with one that provides +2 Charisma) and then head to the Orgy Salon under the gambling den to face more human cultists (mage centric).

The Paladin sees you visit the Tavern, have a fight against human mercenaries in the training room on the same floor and then go to the Pit of Splintered Shins under the gambling den to face a Dark Elf, Human mercenaries and a Troll should you take too long to kick ass.

The Minstrel sees you go to the graveyard, have a fight against skeletons there and then head to the Tavern to speak to an NPC. You go under the gambling den to the Cavern of the Tritone. The answer is a diminished fifth. You’ll face human cultists (balanced).
Quest Decisions and a few quirks.
There are 2 times you will be given free healing by the game. These instances occur when accessing the fourth floor. One is after a cut scene that occurs after the first fight on that floor. The second is after giving the Pharmagician the three ingredients required for an anti-drunkenness potion. Otherwise all healing will cost you. In the DLC you’ll also be given a free heal at the start of the eleventh chapter.

There are 3 or so fights that will automatically occur when you enter a pre-designated area, even though they are areas you’re required to visit later on for a (side) quest. The fights are rats in the area where the monk with umbrella can be found/access Urik’s depths; spider’s in the sealed cavern entrance area in the underground caverns; goblin’s in the rooftop where you go looking for the herbalists gardening tools. The latter can be fought and the site revisited later to collect the herbalist’s tools. Possibly rats when visiting the vegetable patch for the first time (can’t remember if I’d spoken to the gardener first).

Mel’s Wine: Giving him the wine awards 480XP and 43GP. Keeping the wine gives no XP and 270GP. This is the only quest from Mel that is required for the all side quests achievement. The rest fall under a second achievement.

Caged troll: you won’t get any XP from either choice. You will get a few tips regarding the enemies on that floor should you feed him. Not feeding him just sees the options repeat themselves.

Organic Gardening. This is an optional side quest that has a hidden extra fight. You clear the first pest type in the garden and acquire the gardener’s desired pest control method. If you re-visit him after having completed a different mission in between, he’ll now tell you he now has pest problem 2 to deal with. You’ll get a few consumables as a battle reward but no bonus XP or gold.

Absolute Expertise. When you acquire the antidote you have the option to consume it right away or later on. If you delay consuming you’ll suffer -4 charisma to the Ranger but completing the game with this penalty sees you unlock an achievement.

Robbed Courier. You will earn 480XP for either decision over the Inn’s profits. The difference is do you want 500GP or not. The Courier will be shafted by either outcome.

Barney the Terrible. This has multiple outcomes. First option is to fetch him his drink or assault him there and then.
Assault him sees you get the keys but you won’t be able to access the chest in the wine cellar. You will also then have to face a sober Barney and a group of mercenaries when trying to free the prisoner. There are no hazards in this fight.

Choosing to get him his booze sees you go to the Wine cellar and fight mercenaries. This is a fight with hazard tiles (beer). Once you have the drink you then have the option of speaking to the herbalist BEFORE giving Barney his drink. If you visit the herbalist, you avoid a fight with Barney and will get his keys. You won’t have a fight when freeing the prisoner.

Giving Barney his booze will see you fight a drunken Barney with spectral rats & spiders. Barney also throws up every time you hit him. There are also hazard tiles (beer). There is no fight when freeing the prisoner either.

Dwarf insult competition. One of the three answers will be the correct answer. The alternative is to consume a pop-twit (4g each) for an auto-win of that round. They are sold by the Herbalist and in the Dwarf bar. The rule is first to three points wins. Should you reach round 4 the theme is animals and round 5 is freestyle. If you win the local insulting champion won’t feature in battle 2. If you lose you’ll face him.

Dwarf factions in Urik’s depths.
Siding with either team will see you gain access to the Anvil. The decision influences enemy deployment and the presence of 2 units in the last battle.
Support the King: Battle 1 the enemy deploy on left flank; Battle 2 half the enemy deploy on your left flank, half are opposite you; Battle 3 no Iron Golems.
Support the Rebellion: Battle 1 the enemy deploy opposite you; Battle 2 the enemy deploy on your left flank; Battle 3 face 2 Iron Golems.

Dwalin’s Axe Part 2. When you’re asked to fetch the Axe the door to the smithy is highlighted DO NOT OPEN. No matter how many times you touch it, it won’t open. Your decision will see you choose between a gold tier axe for the dwarf or 3 000 GP. This is the only gold tier weapon for the dwarf. It is also the only time a weapon is auto-equipped on acquisition.
Golbargh fight in patch 1.3
The hidden boss of this game, Khornetto's demon of destruction, the Golbargh. There are other guides on the forums that explain how to find the demon.

The short version is:
1) you need to have reached chapter 9, the final chapter of the main game and acquired the Demonomicon from the little locked room accessed via Zangdar's bedroom. 2) you need to visit the demon statue on each floor of the main dungeon (caverns to rooftop) and rotate to the appropriate facing (east. south or west). Doing this will see a small purple potion appear in your inventory. 3) head to the Golbargh's lair on the 5th floor to initiate a fight.

Make sure you've saved before entering and if necessary re-spec your team (potion of Oblivion) to remove non-combat skills. You will need cures burning over cures stun/poison, as there is a chance a melee hit from the golbargh or his minions will set you alight.

THE VIDEO GUIDE ON YOUTUBE IS NOW DEFUNCT. As of patch 1.3, they have buffed the Golbargh so that you can no longer apply any status effect to it, as it is immune to all effects.

This means you will need to learn it's attack pattern and work out how to defeat it. The Golbargh has 2500 HP, so is an absolute damage sponge. The positive is that it has protection 10, a Dodge value of 8% and can suffer from protection down status effects, making it vulnerable to even weak attacks. It is the only unit that needs to die to win the fight, as it's reinforcements will automatically die when it falls.

The pattern for normal difficulty
Turn 1: it will charge up it's ground pound attack. All of your team will suffer heavy damage if they remain stood on a red tile at the start of the Golbargh's next turn. The attack extends for 6 tiles from the Golbargh. As it starts on the throne, your safest place to go is the edge of the battle field. Optional to take a ranged shot at if, provided you can still clear the danger zone

Turn 2: it will slam the ground and then cast a fireball at any nearby targets (approx damage range 70-95). End of turn 2 will see 5 skeletons (~250 HP each) appear as reinforcements (1 summoner, 3 warriors, 1 archer). Find out which one is the summoner and take it down. This is a priority 1 target whilst it is on the battlefield, even the Golbargh comes second. This unit will heal the Golbargh for 750 HP every time it casts heal. This turns a long fight into a proper meat grinder.

Turn 3 the Golbargh will fight normally: move and punch someone in range.

Turn 4 the Golbargh will fight normally. There will be a second wave of reinforcements. This will be 4 skeletons in the middle of the room. 2 west flank, 2 east flank. One will be an archer. There are no summoner's in this group.

Turn 5 the Golbargh will fight normally.

Turn 6 sees the attack & reinforcement cycle begin again. Meaning you'll have another ground pound to contend with, but depending on how your troops are laid out, may not be able to avoid the strike. The summoned skeletons are unfortunately immune to the ground strike, so don't have to worry about being on a red tile.

Turn 7 sees another summoner appear at the entrance to the lair. Depending on how much health the Golbargh has, and how quick you can take him down, you might be able to avoid chasing this summoner.

Author managed to achieve the kill in 7 turns (just), but did have a full randomia gauge going into the fight.

When the Golbargh does eventually fall you will receive 6666 gold, Gargalor's invincibility potion (+10 protection), Harness of the Mountain of Skulls [Barbarian - Gold tier], Hood of the Gloomy Ninja [Thief - Gold Tier], Luck Potion, 6 Major Health Potion, Spookhill Giants Belt (Any -Silver Tier), Ultimate Ring (Any - Silver Tier), Western Swashbucklers War Boots (Ranger - Gold Tier). The only item you can get elsewhere in the game is the barbarian harness. Everything else is unique loot.

The only boss fight that feels anywhere near as tough as this is Karmilla in the Ruins of Limis DLC. She has 750 HP, 70 Protection and can cast a 5x5 ice storm spell that needs to be charged up. Along with support from 2 trolls, 2 minor vampires (summoners), 2 lesser vampires (assassins) and a few zombies.
Ruins of Limis DLC.
Siding with the Necromancers sees you acquire more weapons as loot and face 3 single stage battles. Your opponents will generally have 1 summoner, but they will have high protection values (35, 70). Your enemies will be zombies (summonable), spitter zombies, troll, lesser vampire assassins, vampire (summoner).

Siding with the Vampires sees you acquire more accessories as loot and face 2 battles (1 single stage, 1 two stage). Your opponents will have lots of summoners and there will be different types of summoner; at least one of which can cause the skeleton to explode like the Lich in the library. Your enemies will be skeleton warriors (summonable), skeleton archers, Skeleton Berserkers (summonable), 3 Types of Necromancer (summoners).

Of the two factions, facing the Necromancers in combat requires a more assassination target style of game play in order to avoid a protracted combat.

The reward you can choose from the wishing well, will either be the Wizard’s amulet of place swapping (switch 2 friendly units), the Ogre’s amulet of Drunkenness (+ Courage, + Strength, - Intelligence constantly); the Elf’s repellent amulet that pushes a friend or foe 3 tiles; the Barbarian’s attack amulet (attacks a 3x1 area; can’t alter alignment). You may only choose one option.
Back to the Futon DLC
Compared to the main game and first DLC, there are a significant number of changes that occur to the gameplay, hence why I've chosen to highlight them.

New Features
The level cap is raised to 16, with tier 7 skills now available; you'll need to scroll down to see them.
There are more A or B passive skill pairs at tiers 6 & 7; a number of these are health related with one being linked to high health (>50% HP), the other low health (<50%HP).
New equipment tier - platinum, has a silver-white background. This includes a number of new potions and explosives, with an achievement for using 10 of the potions

New status effect: Sleep.
Magically induced: can be from a bottle of enchanted wine; single target or Area of Effect (AOE) spell. Doesn't deal damage over time, just prevents a unit from doing anything other than passive healing for 3 turns. To wake someone up either move a friendly unit so they are adjacent to the sleeper or deal damage to them. Highly annoying when there are multiple sleep spell casters.

New Ability type: Aura.
A number of advanced passive skills now create an aura around the character they're assigned to and will either provide a positive benefit to all friendly units in range (green) or debuff the enemy (red). Max range for an aura is 2 tiles from the character. Certain enemy units also have aura's. Regular enemy units can have debuffs, but leaders (3 action points) can have buffs.

New Combat Feature: Allies.
Certain main story line missions will see you assigned a small number (3-4 units) of allies. They will be given a light green portrait background. You can't control their actions, but can benefit from any buffs they provide e.g. extra action point. They might hurt your party with AOE attacks, should you be stood near enemies and their only option to hit the enemy via range is a bomb. They can be healed by your party with items or spells but can't be revived if taken out of action, and you are usually required to ensure at least one ally survives the battle.

New Combat Feature: Timed Missions.
There are a number missions that have a fixed turn limit. The limit is 8 turns for a complete wipeout of the enemy; unfortunately this doesn't stop them from receiving reinforcements. The limit is reduced to 6 turns for assassinating all the enemy leaders. The leaders will be given a handicap to make it a little fairer.

Party Member: Agent X
Agent X is essentially thief number 2 for your party. The original thief still hasn't been cured of the condition he acquired at the end of the base game and acts as a ride along character for certain scripted moments. Agent X is his replacement for the DLC.
The difference is Agent X is more courageous and mission focused in his conversations.
He will join your party with a set of gold tier equipment and silver tier accessories (rings, belt, necklace). All his XP, stats and skills are an exact match for the original thief, as of end of the Ruins of Limis DLC.

Party Member: Ogre
If you have the passive skills for breaking down doors & barriers assigned to the ogre, remove them. There aren't any destructible doors present in this DLC, and you can free up the points for something else.

Shopping
IMPORTANT: when first entering the past, look for Balthazar (Merchant with platinum tier gear); he's situated north of the Dungeon entrance on the ground floor. When you first encounter him, you'll trigger a cut scene and your gold will be revalued to 6,000. Any looted gold you acquire prior to this will be lost.

The merchants will all pay the same amount of money for items you wish to offload. The types of items they sell, such as explosives are now listed when highlighting them. All bar one of the merchants encountered will provide you with healing. That merchant in Act 3 will only sell weapons, armour and explosives, but there is a resting spot in a tavern near by.

The need for more prevalent healing, is that battles can occur more often at times when you're not expecting them. You will have moments when you think it's a simple go to a marked destination and speak to someone turn into a battle, leaving you needing to quickly heal in the prep phase as you were headed off for first aid from an expected battle.

Lore Books
There are 3 sets of 3 lore books to collect.
The first set you are likely to complete (temporal lore) will apply a -1% critical hit chance. From having checked the party's stats prior to returning the books, it would appear that the -1% is applied to attacks against the party and not by the party. The game doesn't make this part clear.
The second set (Dlul lore) will give you +10 stamina/astral energy regeneration per turn.
The third set (Drow lore) will give the party +1% critical hit chance.

Dungeon design quest
When presented with the option for choosing the dungeon decor, there are 3 themes you can choose from: Forested [Green]; Skulls [Red]; Dark Magic [Purple]. You are free to pick whichever tapestry, monster and loot combination you wish. However if all 3 match, you will get a comment in game from the dungeon inspector and unlock an achievement. The achievement is linked to theme, with 3 different ones available. The theme is then applied to the dungeon after having spoken to the inspector. Only the loot option requires a fight against orc raiders. I'd suggest going for the loot first and then picking the other 2 elements to make sure the theme is cohesive if you want the achievements.

Where you sight the traps and choose to relocate the goblins to doesn't appear to influence the achievement, but comments will also be made on them too. FYI I followed the Dwarf's suggested location for the goblins.

Insults
There is a quick insulting competition in Act 3 (best of 3 rounds), however you are unable to use pop twits to win. The first round can't be won, as all 3 options Ox, Ant & Warthog all fail. The second round can be won by choosing 'Elven'. The tie-breaker can only be won with the creatures that don't exist. No achievement pops up win or lose, but the dialogue does reflect how you did in both the original game and this DLC. The outcome will have no effect on missions.

Underground Cave
The north east corner of the underground caves will be rendered off limits for the rest of your play through, should you choose to carry out Korvac's side quest in Act 3.

Tax thief side quest
There are 3 choices as to who you can accuse of stealing the taxes. The correct choice will net you 2500 XP each and no desire for sausages. Both the wrong choices will leave the party feeling they messed up and give 0 XP.

Back to the Futon Spoilers
Puzzles
There are a number of puzzles that require thought in this DLC, as they are not riddles or submit a random item.
! Spoiler Alert !
1) Correcting the dungeon traps. The 2 handbooks for resetting the traps as per the dungeon inspector's requirements are on the bookshelves in the puzzler's quarters. You must read them in your inventory to find out which 1-2 answers are correct. Otherwise you'll slowly grind through the party's HP, as there are no logical answers. The parts have nonsensical names.
2) The track the time anomaly chicken. In the third round, pay attention to the warp portal pattern; the chickens don't change their individual spell patterns.
3) Barter maths puzzle: Skull, Chicken, Chicken (locked), Bag, Beer. Mathematically 1+3x3-10+7=7.
4) match the coloured braziers:
.....RR...................MW
W................................Y
..........C
..........C
Y................................G
....GP.....................MP
Match the 7 pairs of coloured lights; any sequence will do.

5) Rock, Paper, Dagger, Chicken, Ale expanded version of rock, paper, scissors. Each item is weak to 2 others. The rule book next to the challenge provides all the permutations. The aim is to win 6 rounds. The first 3 will be versus one item, the second 3 will versus two items. e.g. the AI draws chicken, you can play dagger or rock to win; the AI draws Chicken AND paper, you must play dagger to win.

Act 4 Battles
Placing the 4th hourglass The mission criteria infers you can stop reinforcements appearing. I couldn't find a switch to prevent this, but the reinforcements did stop occurring at turn 10 when the last enemy appeared.

You will be facing seven or so hero class (3AP) monsters, with the strongest possessing 1800HP. Most of the reinforcements will come from the dungeon entrance, with only the final enemy coming from the corridor (your deployment area) You will be facing a number of tough monsters from the base game. Evil Dwarf, Evil Thief, The Liche, Vanna, Losax and the Golbargh are amongst them, and they have some of their more annoying skills.


Final Battle
The boss is a damage sponge. If you're struggling to read the number on the health gauge, it's ten thousand (10,000) HP. The boss is immune to every magical and physical status effect. Thankfully the shield is linked to his health pool at a 1 to 1 equivalence.

Some tips:
Don't stay static otherwise you'll be hit with a circa 250 damage strike, comparable to the dlul paladin 3x3 delayed attack.
You will get hit by his low damage mass projectile, even if you do move.
Take out the chaff units quickly - they generally have 70-120HP, the toughest have 220HP. Even the soft ones can deal 80-100 damage per hit. AOE skills and abilities like firebirds and elven ricochet make clearing them easy. At least 3 units will arrive every turn from a different direction; all 4 directions are valid entry points.
When the boss's shield has been removed, make sure that all units move 3 tiles away from him as when the shield is recast, all units within 2 tiles will be hit with a sleep spell.
5 Comments
Svarty 19 Jan, 2024 @ 3:17pm 
Mandatory skill: Beneficial Song {get proper name}

Is it "Singing Hero"? That's the one on the top line of the tree and can be upgraded twice. It buffs Precision, Parry & Dodge.
Lazarian 5 Feb, 2023 @ 5:26am 
This needs to be updated, or you forgot a part. The priestess questline also has a point where you have 3 choices. I cannot find anything anywhere on the ramifications (or lack thereof) of your choice.
Potjack 20 Nov, 2022 @ 10:25am 
Golbargh can still be immobilized! It's a pretty niche use and might not be super helpful, but if you can lock him down in a corner, it might be easier to zone out his reinforcements so you can continue attacking him instead of needing to deal with everything at once.
MrkY2k 8 Sep, 2022 @ 2:18pm 
Thank you!:steamthumbsup:
JC 23 Apr, 2022 @ 8:13pm 
Nice read for new players.. I didn't know that about the stores sale price, i need to use that! around mid game i dump my potions/buffs so using the herbalist will help. the loot from chests isn't completely set, it does alter items. For instance you might get a different helm, or belt. So you can do reloads and see different items but for the most part they are set. PS the minstrell does have a really nice melee special attack skill you can grab it hits pretty hard and he does have nice AOE debuffs. :wftohappy: