Rules is only not any melee attacks, but you can of course equip weapons for defense.
Im currently strating Kincaid,Kjartan,Kyera,Tam.
Test group in EP took it by storm clearing most storerooms in jut TWO turns, on Ironman. Idea to make it a bit vaiable is to get most of AOE and going full attack talents first. Btw no choking ash used but probably if i go it form start i would need it 😕
Decided to give this a go. First time on nightmare. All going well until the ambush in nordhall when 5 bowrats turned tamilin into a pincushion. Daft Death. Will press on regardless. The basic plan is to fill everything full of holes before it gets within melee range. Kincaids sure parry buys a bit of time if anything gets through. Generous -ap cursing and choking ash soften up most targets and tam's bow and kyera's holy retribution deal with missile threats. Any close action is dealt with under a pile of throwing knives. Later on Kjartan should be able to burn more stuff as well. That's the theory anyway.
Working my way up to the top of the keep. No problems clearing the Ratkin Warren and the shaman, the krete weren't as hard as I expected and so far the keep guards are dying in droves. Mind you, it's slow going. Not used to playing on nightmare so I'm being really cautious. Crafted everyone the best armour I can, make sure that as many foes as possible get cursed in the first round of combat and be prepared to back off to a better position. It does help that all Kincaids and tam's ranged attacks carry nasty little curses, and kyera's retribution does pack a mighty wallop. Kjartan spends a lot of his time throwing ash about, but is starting to make a real difference with immo. Not so much the damage but the critical vulnerability, and with Kincaid and tam both using 1ap knives criticals become pretty much vital in taking down armoured opponents. Anyhow, off to the gatehouse....then groth.
Cleared the gatehouse. A bit of a scramble at first but no major trouble. Groth never got a blow in! By the time the lumbering clod caught up he was done. Taken down by Kincaid with 2 throwing knives. Storerooms the same. Then things went a bit wrong. Failed a stealth roll first encounter on the krete spur. Tam was shot full of arrows and finished off by a berserk. Should have kept a better eye on her stealth. Second death and another daft one. Cleared the rest with no problems. Gave Tam more stealth gear. Lesson learned. Went and saved the koda lad. Honestly don't know why, he's shifty at best. Took a while. Kincaids thrown damage needs boosting but most of his gear is crit or sp drain. Just finished gholla. The usual grind. No major scares. One thing I just picked up on, I'm not really getting the full benefits on half the curses I'm casting. - parry is no use to a missile only group. -armour ap dodge and so on make it worth the effort of casting but it's worth bearing in mind. Mind you it makes picking weapons for Kincaid and Kyera easier. High parry, +mp hp sp or movement are all good. +critical sp drain and damage do not matter at all. Off to the Koda's next. Underforge!
Cleared the underforge. Of course first I had to go and sort out Vlotgar, the little scamp! A few stern words and a clip round the ear and he was soon back on the straight and narrow. Not really. Did him. No troubles. Paid a visit to talia, sort of a warm up for the main event, then into the forges. Really not too many close shaves. The fight with the big V was as tricky as ever. Kjartan nearly died when when a -sp curse ran out on V and he caught the party but apart from that scare I've had a worse run with mixed parties on normal. Started to build up on tam, kyera and Kjartan's Aoe skills but might be getting a little ahead of myself there. Just took ages to clear the Ratkin and krete from crag fort and maybe some better defensive buffs may be in order. Will also certainly look at getting ash up to 10. You really notice if a monster hasn't been ashed i.e. you can't hit it. Sure parry needs to go up a bit too. A few more foes are getting to grips with Kincaid and he takes enough damage off missiles as it is. Strangely enough the party aren't short of cash. Should be scrambling around for coppers at this point but I have built a reasonable pot. Lessons learned.. Most important skills are proving to be stealth, -ap cursing and + critical( especially for Kincaid). Decent crafted gear, especially armour and shield for kyera are vital. No point in hoarding bloodstones, they're no use to you if you're dead. Try to curse everything, your melee defense is going to be rubbish unless you put points into blades or maces, which would rather miss the point of having a missile based group. Above all go slowly, back off with any spare mps if you can and keep an eye on Kincaids sure parry. I'm pretty sure that the party would work as well with Selen, pinning shot would be really useful, but I wouldn't be as sure about Vincent, his shorter ranged offensive spells might mean more close range brawling, which is not what you want. Off down the sea road now. See if I can pick up some decent new gear in granthorn.