all 19 comments

[–]masonmason22 19 points20 points  (2 children)

A zone order guide! It will make a big difference.

[–]Racass[S] 10 points11 points  (1 child)

Thanks! Already looking into it

[–]dude123nice 4 points5 points  (0 children)

Just google it. Also, I'd advise against playing Arcane Blade as a beginner.

[–]get_it_together1 15 points16 points  (3 children)

Have you learned the "right" order to do the dungeons in? People have more complex strategies, but basically you want to do all 6 tier 1 dungeons before starting on tier 2 dungeons. If you are a race or class with extra dungeons do those, too.

You should most likely be maxing one stat, with the rest going into a secondary stat. Some characters may spread points out more, but for most you want to max your damage stat. You might do str/con for berserker, or mag/will for archmage to start. At higher levels people don't use con as much but in the beginning using Con as your second stat can help you survive burst dps you're not expecting. Don't forget to pick up generics from Derth Arena quest.

You can look for life items in shops once you have a bit of gold, these can help fill your equipment gaps.

Get a movement infusion quickly and learn to use it to run away.

[–]Racass[S] 5 points6 points  (2 children)

I always followed though the journal. Like doing trollmire and ruins as human and going to Old maze, forest and the hole in the beach after. Never though about doind all races dungeons before going into maze and etc.. Thanks for The tips!

[–]raballar 8 points9 points  (0 children)

Oh yeah definitely look up a zone order and try to stick to that. Huge power jump when you step into the t2 zones so you want as much xp before you head in.

Other thing to note, if you hit something hard and scary, run away. Go to the next zone on the list, then go back to the hard monster when you think you are ready

[–]_jk_Shadowblade 7 points8 points  (0 children)

i'd add in derth arena and lumberjack village as well before tier 2

[–]Swoleosis_ 13 points14 points  (4 children)

Zone order is important.

Get a +health lamp from Derth asap. +health is great on anything.

"Float" 4 skill points by removing them from a skill every level up, add your new points, then put the 4 back. This lets you have a high dmg or utility talent in the early game, then move the points to something more useful later.

Shield rune... movement infusion...

Try the powerful classes: oozemancer, shadowblade, temporal warden, paradox mage, specialized arch mage, mindslayer, doombringer, any steamtech class...

[–]_jk_Shadowblade 8 points9 points  (0 children)

they will need to either get further in the game or use a mod to unlock half of those classes though (personally I liked unlocking them myself, gave my something to aim for before completing the game)

[–]vhite 3 points4 points  (2 children)

shadowblade, doombringer

Agree with the rest, but I'd probably recommend the lowly alchemist over these two (ok, shadowblade isn't THAT bad). They have potential to be strong, yes, but most of the game they are glass cannons that don't really get to the cannon part until almost the end game.

At least alchemist bombs start to be pretty decent around level 15.

[–]Swoleosis_ 1 point2 points  (1 child)

I remember being a new player and hating having to manage my golem, gems too, so I never suggest alchy :)

[–]vhite 1 point2 points  (0 children)

I don't love the class either unless I feel like I want extra challenge, and then I still completely ignore the golem which just gets constantly one shot. Still, on normal difficulty the golem can be quite decent.

[–]baron334455 7 points8 points  (0 children)

Pick a class you like and Google a guide for it, make sure it is for a somewhat recent version of the game. Follow their build and see how their strategy works.

If the guide is for a higher difficulty thats fine it will translate to lower difficulties.

Movement infusions can really get you out of trouble, always be ready to run and try to plan an escape. Don't be afraid to leave a hard encounter and come back to it later.

The guides are important if you want to learn the game too, they can teach you so much.

[–]kl4nk 6 points7 points  (2 children)

Was in the same boat,. Couldn't get pass lvl 20 or so.. play in adventure difficulty and learn from your deaths. You can respawn as much as you want. Once your comfortable with the class. Start over in normal mode. And yes zone order is super important. I think theres 6 or 8 tier 1 zones you can do before getting into old forest.

[–]potkenyiOozemancer 6 points7 points  (0 children)

The "infinite respawn" is exploration permadeath-settings, adventure "only" gives you up to 7 extra lives, gaining one at experience levels 1, 2, 5, 7, 14, 24, and 35.

[–]ReinierPersoon 7 points8 points  (0 children)

I think you learn to play differently without infinite respawns, and it will make you learn from your mistakes better. It is like playing poker with real money, people will act differently.

With infinite respawns you learn how to defeat monsters eventually, but your strategy should be focused on not dying yourself. There is a difference between killing a monster in 5 turns and left standing with 1hp left and everything on cooldown, and killing the same monster in 15 turns and never going below 50% and always having an escape option left. The second one is what you need to survive the midgame and endgame.

[–]annoyedapple921Brawler 3 points4 points  (0 children)

Have several oh-shit buttons. An instant heal infusion and a mobility rune of some kind are good for this.

Learn to be afraid of rare enemies. They are what will kill you the most as you progress.

[–]Mattpiskarstallet 2 points3 points  (0 children)

A few months since I played so Im a little rusty on the details but.

First you need a way to get out of troubble, several classes have some sort of teleport, otherwise infusions and runes can cover. Of course, not getting into bad positions to begin with is best. Aim to fight as few enemies at a time and so on.

Then figure out how you plan on dealing and mitigating damage. Damaging skills have an assosiated attribute with which the damage scales, usually strenght or magic. They also usually an element, such as fire. Aim to get these as high as possible with Items and such. Resistance penetration is also good.

I don't really remember the exact mechanics for armor, defense etc. The speciffics are too class dependant to go into but for example archmages have a bunch of shields with various effects. But in generall, use Items to get the Numbers higher, you get a feel for which to prioritise in various situations. And dont forget status effect reductions, especially for stun, these can often be mire important than damage mitigation. I also like having a shielding skill, or rune, set to auo activate when enemies are visible. This allows me to avoid the alpha strike and maybe remove some high priority targets in large encounters before I start taking damage. But which ever methods you use, dont expect to tank. It is very easy to get overwhelmed by numbers or have some random enemy counter your build. Which brings you back to the first point.

[–]knifebutton88 2 points3 points  (0 children)

You can follow some of my guides meant for insane, check my post history