Zetor
Arcane
Yep, that's right.Zetor:
Where is the other assassin? Was itthe named assassin in the Coria Dogs basement fight? I couldn't talk with her and just wound up killing her. I can't really remember other named assassins in the game but maybe I just wasn't paying attention and killed them. Or possibly the game was misleading on talking being the only path to enemy recruitment.
Look at her name (Naila Hashmal) -- you need to use Gavrielle or Farasat to talk to her.
I do agree that Emma's AOE motivation (Inspire) is insane -- it just costing 4 (?) energy is completely bananas. You're effectively giving new turns to up to 4 units, now THAT is a force multiplier in action! It's only mitigated by the fact that Emma is one of the better tanks in the game, and she can't meatshield too well when you're using her as an Inspire-bot.
That's actually the core of my team in my current playthrough, and they're all performing pretty well. Some notes:So the party I'm running with right now (at the Coria dogs fight):
1. Emma + Sabrina, of course.
2. The Fire Mage - great damage - but based on posts here, I might be better off replacing her with the cryo mage instead?
3. The spearman - pretty awesome. Returns attacks done two squares away, the impale ability is pretty useful, can attack from behind others and is a great tank.
4. The cavalier - can do a "sortie" where she heads out and backstabs, then gets back into formation. Can go long distances. But her charge ability seems useless.....
5. The bowman - turning out to be pretty awesome so far. I haven't made use of the long range bow yet. But his triple shot ability rules! Also that air shot one that goes long range, it means he is always doing something useful regardless of positioning.
6. Lakshmi Bana - was nice and useful at first, but she is really being far outshined by the bowman who has racked up cool special abilities. So she is relegated to being a generic ranged attacker.
8. The Shadowling - great as a highly mobile healer.
Any recommendations for characters I should switch out at this point? I have everyone except Dakarai alive (didn't find it worth keeping him due to the crap base mobility). How much of the game have I completed?
- The fire mage is mandatory in some of the later maps not just because of her damage (and she gets one of the best damaging AOE spells in the game, though it costs a ton of energy), but because she's the only unit in the game that can thaw out frozen units. Give her the frost orb for extra reliability.
- Charge is very useful, but not in combat against mooks. Consider that it's a ranged attack that pushes the enemy back one tile and has a good chance to stun them. With Scarlet/Edwin's mobility, you can use this to push tough enemies off ledges, or (relatively) safely stun them so that your other units can approach them without risk. It's typically my opener against tough bosses. Also don't forget that cavaliers can get pretty tanky with partial plate and helms/shields!
- Bowmen and crossbowmen have their niche, and it's typically "taking out squishies at mid-range". Lakshmi is essentially a physical caster class -- tons of damage, but range is somewhat limited. She's essential for dealing with enemy spriggats. She's also much better protected than other ranged attackers (can wear helm, chainmail). Make sure you're using Poison Shot on enemies to make the hits count; it hits a lot harder than her default attack. Oh yeah, the Powder Shot ability can be invaluable for one-shotting enemy fortifications... or destroying a bridge tile under a tough enemy. It's also decent damage against foes that are resistant to piercing damage like golems or spirits.
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