Originally Posted by AndreB

Interesting, next play-trough ill definitively will try that.

I've been meaning to try 2 lone wolf archers with evasive aura and just rely on dodge and massive damage output.

But what about elemental effects i doubt you can do much vs that?



Evasive Aura for near invul against physical that aren't floor-AoE.

IF you're playing Lonewolf, you should have enough point to also invest in Leadership on both for ridiculous resist on both char (along with extra dodge).

If needed for certain bosses, drink the potion. Death trumpet is used for making "All resist" and you can use augmentor to make them better and get easy +50 or 75% resist on every elements for a few turn, good enough to survive the first turn.

Originally Posted by rumpelstilskin


as i understand, at higher levels HP and damage quickly outpace all environmental effects, which is a bit sad IMO. i don't remember level jumps were so huge in DOS1. were they? it was surely like that in Larian's Ego Draconis. 1 level difference was already very tough, 2 was borderline masochistic, and i think after 3 levels or so you literally couldn't do any damage at all. i must say i don't like this system, it feels very cold and soulless, like everything is defined by its level number with little leeway.


I feel it like it has to do with all the exploration you can do in Act 3 to continue the story anyway. They leave level 19 and 20 unique all over the place and some NPC just outright sell them for you to grab the moment you enter the town.

And hoo boy, the stats on them are all ridiculous with multiple slots. My red prince does 2349 - 2472 with 65 str atm with a level 18 unique weapon. That's going to jump to at least 3500 with a level 20.

Environment can still hurt though. Shame you have to make sure they are all cursed for them to be worth it. Better luck just using magic like Meteor shower and gip people with a weaker magical version of Arrow storm.

Last edited by Ellezard; 21/09/17 10:40 AM.