Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I kept dying by around the minatour stage untill I started crafting, and then things became super easy.
equipment priority: umbral weapon > +vit > heavy gears > armor + charm option
for mercenary: either paladin (25% -2 expose) or wizard (25% confuse enemies) is a good choice
crafting:
heat meter 0-4 and durability > 30, [3] (max durability lose = 20)
heat meter 5-6 and durability > 15, [2] (max durability lose = 5)
heat meter WARNING or more, [4] (returned heat meter to 4 or less) (max durability lose = 5?, not sure about this one)
only use [1] when you need some progress (max durability lose = 3)
for gears: focus on +vit first, then heavy armor and heavy shield if possible (shield can be light, medium or heavy, each one have their own use), umbral weapon is a must (for max survivebility), ignored the attack value since you will dealt damage mainly from mantra + bloodthurst (but have at least 100 wis for passive mp regen is recommend, due to sap may be a problem if you don't have some wis), for armor and charm option: cloaking (-1 expose), deflecting (-5% damage), enraging (+1 rage per turn to refil rage meter after cursed), voodoo (reflect 100% damage, this not help your survivebility so choose it carefully) and mending (heal 1% per turn, worse option that other choices, but better than nothing)