Post by krakun on Oct 5, 2015 13:22:16 GMT -5
My previous runs were completionist runs, bringing the party to around level 40 when they approached the final tower in the City of the Dead. For this run, the quickest route to that destination was attempted. The Wet Paper Bags were used, except no points were put in CON or INT, instead favoring DEX. Retrospectively this was a good choice for the accuracy and avoidance advantages gained.
Act One
Even when taking the shortest possible route everywhere, skipping side quests such as the Oskahold West Road, Muddy/Warm Cave, and the Nordhall Trench with its troll, the party encountered monsters at most 2 above them. Only one level of difference would be expected on normal difficulty, so the minimum levels for the dungeons don't yet make a big difference to what's encountered. They slew Baron Arhaive at level 15. In contrast in completionist play everyone is at level 17 with Kjartan at 18.
Act Two
The team chose the Braeys side, doing the mandatory Vlotgar story arc to swear allegiance, killing Vlotgar for the Braeysguard and Bonesteel plate. This equipment gives 200 hp 6 accuracy and 4 critical to Fyona, transforming her from a shaky leaf to a hammer of wrath. The Koda lands are never entered.
On this track the monsters were 3 levels above the party, we're now in Brutal territory. The Ember Lake shop with its glorious equipment is not far away.
Act Three
After a solid equipment upgrade, the team enters the haunted crypts with everyone at level 17, curious for the minimum level of the monsters. Which turns out to be 25, holy crap. Surprisingly, everyone survives. Even better, the group healing and spirit potions found on the way are enough to replenish everyone to full health and spirit. The character's Dexterity and attack talents are now mostly maxed out, which is bad news because we can't raise them higher. It’s going to be more difficult to stay ahead of the monsters, who will start to catch up. Fortunately, at normal difficulty, with the monsters 8 levels ahead of the team, any level up of the team will not be matched by a level up for the monsters.
Now we enter the first tower, the Tower of Loss, with the party at level 18. Will this be more difficult than the level 25 monsters of East Wheel Road? Yup, the wraith is level 27. Oh well, we'll die gracefully and then go level up somewhere else, maybe go for good equipment in a side quest. What's this you say? Everyone still alive? Wow. As long as we're in insane territory, might as well go full hilt. Seer Lord Lucien Rasp with a 400 combined damage attack can potentially take any one but Fyona down with a single hit, but the maxed Dexterity and Shield of Cortias help avoid that scenario. The wretch and his acolytes are gone in six turns.
The second tower is ... intense. Monsters start to hit us. The party has reached level 20, the monsters are now at 29. Still, dispatching the baddies goes relatively quickly: the guardian wraith fight take 6 turns. Seer Lord Annavich Emesai is another story: the multiple ranged attackers start to connect and deal serious damage. After two deaths the inevitable conclusion is that it’s going to be impossible to survive by charging and staying in the same room where Lord Emesai’s fraternity spawns. By retreating into the anteroom, and funneling the Necromancers through two small corridors, the tide turns and the party is victorious.
The rest of the CoD is a walk in the park after that. Now they stand before the gates of the Tower of Ember, the monsters are at level 30 and the party is at 22. Previously ‘boss’ levels were 2 above the surrounding environment, so their enemies will probably be level 32. Will they dare to enter?
Act One
Even when taking the shortest possible route everywhere, skipping side quests such as the Oskahold West Road, Muddy/Warm Cave, and the Nordhall Trench with its troll, the party encountered monsters at most 2 above them. Only one level of difference would be expected on normal difficulty, so the minimum levels for the dungeons don't yet make a big difference to what's encountered. They slew Baron Arhaive at level 15. In contrast in completionist play everyone is at level 17 with Kjartan at 18.
Act Two
The team chose the Braeys side, doing the mandatory Vlotgar story arc to swear allegiance, killing Vlotgar for the Braeysguard and Bonesteel plate. This equipment gives 200 hp 6 accuracy and 4 critical to Fyona, transforming her from a shaky leaf to a hammer of wrath. The Koda lands are never entered.
On this track the monsters were 3 levels above the party, we're now in Brutal territory. The Ember Lake shop with its glorious equipment is not far away.
Act Three
After a solid equipment upgrade, the team enters the haunted crypts with everyone at level 17, curious for the minimum level of the monsters. Which turns out to be 25, holy crap. Surprisingly, everyone survives. Even better, the group healing and spirit potions found on the way are enough to replenish everyone to full health and spirit. The character's Dexterity and attack talents are now mostly maxed out, which is bad news because we can't raise them higher. It’s going to be more difficult to stay ahead of the monsters, who will start to catch up. Fortunately, at normal difficulty, with the monsters 8 levels ahead of the team, any level up of the team will not be matched by a level up for the monsters.
Now we enter the first tower, the Tower of Loss, with the party at level 18. Will this be more difficult than the level 25 monsters of East Wheel Road? Yup, the wraith is level 27. Oh well, we'll die gracefully and then go level up somewhere else, maybe go for good equipment in a side quest. What's this you say? Everyone still alive? Wow. As long as we're in insane territory, might as well go full hilt. Seer Lord Lucien Rasp with a 400 combined damage attack can potentially take any one but Fyona down with a single hit, but the maxed Dexterity and Shield of Cortias help avoid that scenario. The wretch and his acolytes are gone in six turns.
The second tower is ... intense. Monsters start to hit us. The party has reached level 20, the monsters are now at 29. Still, dispatching the baddies goes relatively quickly: the guardian wraith fight take 6 turns. Seer Lord Annavich Emesai is another story: the multiple ranged attackers start to connect and deal serious damage. After two deaths the inevitable conclusion is that it’s going to be impossible to survive by charging and staying in the same room where Lord Emesai’s fraternity spawns. By retreating into the anteroom, and funneling the Necromancers through two small corridors, the tide turns and the party is victorious.
The rest of the CoD is a walk in the park after that. Now they stand before the gates of the Tower of Ember, the monsters are at level 30 and the party is at 22. Previously ‘boss’ levels were 2 above the surrounding environment, so their enemies will probably be level 32. Will they dare to enter?