General Tips & Tricks

  • Being good or neutral is easier than being evil.

  • Bless and Curse make you a mad man on the battlefield, but throwing in Haste will pretty much ensure your victory.

  • If you lose a battle and you retry the battle, it gets easier.  Eventually you will win, no matter how injured you are, though it may take 3-4(or more) attempts.  You lose XP for doing this, but it ensures that you can’t totally die.

  • After your first winter, you have a lot of in game time before you come to another Winter.  Feel free to sell off all your furs, and any you find for the next several months.  Come mid fall you may want to start gathering some up again.  This will help line your pocket during the off season.

  • At some point in the game you will get a ton of gold, and have several thousand in loot.  DON’T GO SPEND IT.  Walk around for awhile until you get the random encounter with the candyman.  He has a store that is to die for, and investing in his gear is better than anything else you could do with the money.

  • Gear and Loot sell for the same price that you can buy it for, so feel free to buy/sell gear whenever you feel want.

  • Buy Stallions as soon as you can.  Not only do they increase your carrying capacity, they also let you move 50% faster while walking.  This means less time walking and more time questing/playing the game.  If you feel your carrying capacity is ok, you can buy racehorses as well or just use a mix of both.  Having even one slower horse(or someone off a horse) will slow you down to the slowest travel speed.

  • If you have injuries/illnesses, and your gonna hit the tavern anyway, sleep in the tavern BEFORE going to the chapel to get patched up.  Theres a chance that your injuries will heal on them on, and save you  boatload of gold.  Make sure to heal any injuries before leaving town though, as travelling while injured tends to make the injuries get worse.

  • Target your damage – Throw as many hits as you can on one opponent.  An opponent with 1 hp is just as deadly as one with full health as far as what he can do to you.   Generally I will have my archers/casters focus on big ranged threats, while all three of my frontline guys bring down 1 guy at a time.  Don’t let the AI do the targeting, or you’ll have a little damage all over the place.

  • Food Spoils, so sell it!  If you get over 90 food, sell off the excess so you’re below 90.  It’s not a ton of money, but it does add up over the game.

 

Play Tales of Illyria RPG on your Android

 

 

Character Advancement

As you gain experience in Illyria, your characters will start to slowly gain levels.  Every time you gain a level three things happen.  First off you gain two stat points, secondly you get a single skill point that you can spend in the guilds to buy new skills, or improve your existing skills.  Lastly, you gain 2.5 HP’s(rounded down) per level.  These are the things that really determine your PC’s, their abilities, and what role they will fill in the party. In a normal playthrough you will gain somewhere between 8 and 10 levels, so I would plan on having 14 stat points to spend, 7 skill points, and 17 hp’s.  Treat any above that as nice bonuses.

Character Stats

At level up you gain 2 stat points to distribute how you’d like.  Stats are really what builds your PCs, and determine which roles your character can and should play.  Every PC except Elric and Gilana have a few levels, and some of their stat points are already distributed.  None so much that you can’t make any character fit any role, but many PC’s are already built to fulfill certain roles.  Onto the Stats:

Strength: Strength is important to all characters because it determines your HP pool.  Many characters will also benefit from the increased carrying capacity, and all warrior types (both archers and melee) will benefit from the extra damage.  I would try and raise this to at least 1-2 early on to increase survivability.  For your hardcore mages you can get away without raising this the entire game, but I would recommend boosting it to at least 2, probably 3 – the earlier the better.  The rest of your hp’s can come from levelling up, and should be enough to keep you alive.. For your melee warriors you will want a 9 or maybe even a little higher, it helps you in nearly every way and you will be wanting some heavy gear (at 9 I actually couldn’t equip my PC’s exactly how I’d like due to encumbrance).  For them raise this skill ASAP.  Nothing sucks worse than finally getting some good plate mail and not having the strength to equip it for a level or two.  For an archer, you won’t be using Plate or a shield, so you only need enough to carry your gear, probably a 2 or 3.

Ranks: 1-12 – you only want enough to carry all your gear, which usually 11 is enough, though you may want one character to be able to carry a little more.  Past your carry weight agility will actually contribute as much damage(or more),.

Rating:  5/10 Its a useful skill for anyone to raise a little, but not overly so, and you could even get away without raising it if you feel ballsy.

Agility: Agility is important for everyone because it determines how quickly you act in battle.  This is extremely important, as you acting more means the enemy gets to act less.  With a good agility, haste, bless, and curse running you may be able to act three times before the enemy can attack once.  This is a very good thing.  This is also important for archers and melee PC’s because it helps you hit more often.  For melee characters I tend to do a straight 1:1 with strength, maybe boosting strength a little more early-mid game so I can use all my gear, then catch agility up.  For an Archer, I’d boost this with every point not in strength, your damage may suffer a little, but acting more often is much better for the archer, and making those arrows count when you place them (and see the equipment section for why shooting faster, not harder is a good thing).  For a mage, I put the odd point that doesn’t go into strength here so he can cast more often.  You could effectively dump this though if you want to boost your Intellect to ridiculous levels.

Ranks: 3-15 – Agility actually contributes more damage than strength usually with faster actions and more hits.  Once you have enough Strength for all your gear boost this.  For Magic, Intellect is still more valuable than agility though.

Rating: 9/10 – Act FASTER!!

Intellect:  Intellect determines magic resistance, damage of spells, duration of spells, and each point grants an extra skill point.  This Stat is only really important to mages, and I wouldn’t put a single point here for archers or melee specialist.  For caster this is an invaluable stat though, and I put in at least 1 point every level.

Ranks: 1-15

Rating: 2/10 or 10/10 – lets face it, if the PC is a mage this should be boosted, if not, don’t waste a point unless you really feel you need an extra skill point.  I’d work with what you get from leveling by planning properly.

Overview: What have we learned.  A little strength and a lot of agility isn’t going to hurt anyone.  Only casters should invest in intellect.  Archers want a little strength and crazy high Agility.  Good solid finishing stats may nlook like:

Fighter: Strength 9/Agility 7/Intellect: 1

Archer: Strength 3/Agility: 14/Intellect: 1

Cleric: Strength 5/ Agility: 4/ Intellect: 8

Mage: Strength: 3/Agility: 3/Intellect: 11

Combat Skills

 These are the skills that you must spend your skill points (whether from intellect or levelling) on.  These are all active combat skills, so they are in a separate category from the non-combat skills(below).  I am not sure if there is a cap on how high you can raise these, but each time you do the cost doubles.  It goes 30-60-120-240-480.  The maximum skill rank is 5 for a total investment of 930 gold.  Most skills do best maxing them out, and you usually want to max 1-2 with each character, 1 for warrior types (whether archer or melee) and 2-3 with mages.  There are exceptions, but thats a good hard and fast rule to follow.

For the combat skills I have two separate categories, Fighter skills and Magic Skills.  One you buy from the fighters guild, and the other the mages guild.  Obviously USUALLY only fighters will take fighter skills, and mages will take magic skills.

Fighter Skill: Fighter skills are basically combat styles.  They have varying effects and some are better than others.  Really these skills fall into two further categories, Melee and Archery.

Melee Combat Skills

It should go without saying, but these are the skills for your front line fighters who specialize in melee weapons.

Balanced: Balanced combat style is the basic, run of the mill combat style.  Its also one of the best combat styles, affording good offense and defense.  I like this because your characters using this style tend to live a long time, and you do good damage.  It also lets you attack quicker than the other combat styles, which allows Curse Sword and Ice Mace to get off their devastating special abilities more often without sacrificing defense.  Also, unlike counter, it is always worth extra attacks, not just when you are fighting the correct opponent.

Recommended Ranks: 3-5

Rating:  8/10 – Its a great style for anyone, especially if you’re just getting your feet wet, but there are more fun options for sure.

 

Heavy: Heavy is a slower combat style, that has a chance to stun an opponent.  Stun knocks an opponent down and makes them unable to act for a while.  When they finally do stand up, they go to the bottom of initiative.  They have increased the chance of stun pretty significantly, to about 50%.  While the stun is cool, too often I found myself killing opponents either when or right after I stunned them.  If you choose to use this style I recommend you put it on a PC on the top or bottom, and have him attempt to keep one guy knocked down, while the other two destroy the other opponents, otherwise too much of its effects are lost.  I would usually use this on a one hander, as they lose less damage by attacking slower.  Using this style you’ll attack roughly once for every 3 attacks from someone with the same build.  Note: Having a few rank of this on Elric makes the end game much much easier.

Recommended Ranks:  4-5 – Along with attacking slowly, a fair number of enemies are immune to knockdown, which means you may want ANOTHER combat style along with this, as the attacks are slow, which is unfortunate as fighters don’t have a lot of skill points to go around and it is pricey to pick up another combat style.  That alone may be enough to make you want to stay away from this style.

Rating: 6/10 – Its a solid combat style with some crowd control, thats a good thing.  Unfortunately knockdown rarely goes off.  Additionally, the slow attacks along with the fact that you’ll usually get the knockdown 2 seconds before the guy dies makes it a less than optimal choice.

 

Berserk: Berserk Combat style attacks quicker, while sacrificing defense.  Its a pretty dangerous combat style, and when I use it those PC’s tend to be the first to perish.  That being said, it can be highly effective with both two handers and sword and board fighters.  Sword and board will be trying to stick on as many status effects as possible, and this allows them to do that, while two-handed fighters will significantly increase their damage output, though they will die (or need healing) quite often. I recommend never putting this on Elric, as the AI is more likely to target him, but having Elric with Guard while another character uses Berserk is a great strategy as that character will be attacked less.   Even putting berserk on both of your other two characters, you can dish out some incredible damage.  If you add haste and strength on your berserkers, it starts to get crazy in damage output, like 70+ 2-3x’s per round.  Try to combine this style with extremely high piercing weapons, so you can crit over and over.  Note: This does not reduce your armor vs. magic, so is an excellent magic user killer.  Berserk Melee and Frenzy Archers obliterate mages.

Recommended Ranks: 4-5 – If your gonna kamikaze, you want to hit really hard and really fast.

Rating: 7/10 – A high risk high reward combat style.  If you don’t mind that go ahead and get all risky with it.  This style requires more thought in character creation(for your this character and others) than other styles, but can be extremely rewarding.

 

Targeted: This combat style supposedly sacrifices speed for accuracy and armor penetration.  While it does decrease your speed, it does seem to be more accurate, I haven’t noticed an increase in damage though.

Recommended Ranks:  3-4

Rating: 5/10 This isn’t one of my preferred attack styles, but if you are running a low agility frontline build, the increased accuracy helps a lot.

Note: The next two skills vary on usefulness depending on if their on Elric or another party member, because of how the scripting is written for enemy attacks, which prefer Elric to other Pc’s.  Don’t use both a “Guard” and a “Counter” PC.

 

Guard: This is the ability to draw agro to a single character.  This can be a really really good thing. At lower levels it will only draw some attacks, but by level 4 your drawing a majority of attacks.  This appears to include both archery and magic, which can be a little dangerous in mage battles as they can do a lot of damage quickly.  Still, this lets you buff one character to take all the hits and focus your healing on one character.  its not something you have to use, but if you want to build a true tank, this is the way to do it.

Recommended Ranks: – 5 – you need to draw all the agro if you want to draw any.

Rating: Elric: 9/10 If you want to draw all attacks to one character, you need this ability.  Its the only way to really “tank” in this game.

Other Characters: 6/10 As Elric is more likely to draw an attack, this will draw attacks from him, but for the purpose of stacking as much damage as possible on one character, this is better for Elric.

 

Counter: Counter, does slow attacks and lets you counter enemy attacks.  Other than early game when you only have 1 person in the front row, I don’t know how to draw agro to one character, besides using guard.  As such I have found this skill lacking, except for on Elric who the enemy AI is more likely to target.  It seems to go slower and do less damage than balanced, and the payoffs just aren’t there.  By the time you have three people in the front, this skill will rarely sequence.  But, if the other front liners are dead this skill would be useful.  With further testing still I think the benefit of this fighting style are questionable at best.  It attacks half as fast as Balanced does, and you cannot counter magic, arrows, group attacks (like trolls and wyvern fire) and it doesn’t even work on the Targeted melee combat style.

Recommended Ranks:  5 The more ranks the more counters!

Rating:  Elric & Gilana: 8/10 This is alright, though they’ll be plenty of times you’ll be wishing you had used balanced.  You will usually attack an extra time each round, sometimes twice as often.

Other Characters: 5/10 – I’d say its higher early with a smaller party, but eventually it will just rarely go off.  I wouldn’t put alot into this.

 

Archery Combat Skills

These are for your archers, of course.  They may also be secondary skills for your casters.

Steady:  This is the balanced skill for archery.

Recommended Ranks: 2-3

Rating:  6/10 its good, but if you follow my build advice on archers, there are better combat styles.  If you have low agility I prefer precision.

 

Frenzy: Assuming you follow my build advice, this is your go to style for archery.  You’re gonna pump Agility, so the lower accuracy won’t really matter, use a poison bow to bring the pain of status effects, or a legendary bow for really good damage, and between this, haste, curse, bless and your crazy agility, you’ll be attacking 3+ times for every once the enemy acts.  Its amazing.

Recommended Ranks:  5 – Attack so fast!

Rating: 10/10 or 3/10 for your dedicated archer with a high agility build, this is the only skill you want need.  For a character who archery is second, you’d be better off with another style.

 

Harass:  This skill is garbage!  It doesn’t stack with itself, so its not a set and forget at all.  It doesn’t work against mages, which HELLO, thats what archers are meant to deal with.  Just all around bad.

Recommended Ranks:  1-2

Rating:  2/10

 

Precision: This has pretty good usefulness for a secondary archer.  This should let you land some damage even with your low agility/strength.

Recommended Ranks: 1-2

Rating: 5/10 I’d take this over steady for a secondary archer.

 

Magic Combat Skills

These are, well guess what, magic skills!!  You’ll want these mostly for your casters, as most their effects go off of Intellect.  There is a notable exception (to me anyway) which I point out below.

 

Sleep: Uhhh, this skill is broken good.  Its so incredibly broken I can’t believe it.  Even with the nerf that it now doesn’t hit 100% of the time, its crazy good.  On non-casters it will go off about 95%, while late game casters is 50%.  While a target is a sleep not only do they not act you have a 100% chance to hit them.  And when they wake up, they go close to the bottom of initiative.  If you use one fast caster (cast & blast build below) with haste you can keep EVERY enemy asleep.!  Its crazy good and can stop you from taking a lot of damage.  Its only downside is quite a few creatures have immunity.

Note:  This skill has been nerfed by a 25% bonus resistance.  It is still a good spell, but not the instant win spell it once was.

Recommended Ranks: 2-3 surprisingly this doesn’t need to be very high to devastate.

Rating:  9/10 debilitating an enemy is what being a mage is all about, and this skill does it best.  Even with the nerf pretty much the best skill in the game for brokenness.

 

Slow:  I’m all about debuffs, but this single target debuff is crap.  It may be mildly useful when fighting only one tough opponent, but not enough to waste ranks into.  There are only so many rounds you can spend buffing/debuffing.  Plus, theres another spell that does this better.  ICE!

Recommended Ranks:  2-3

Rating:  3/10  Its neither worth the ranks nor time.  Curse is a much better debuff.

 

Haste: Now haste is a skill I can get behind!  Its so good, I highly recommend you take it.  Now I do something a little odd with haste, I put this spell on my frontliners.  While my back line casters get poison, bless and curse off, my frontliners throw up haste on themselves and the backliners, in whichever order makes the most sense.  If there is a particularly dangerous mage in the enemy back row, I start it on the back liners and move to the front, otherwise I do my front liners first so everyone gets haste quicker.  Between Haste/Curse/Bless you’ll be taking several actions for every enemy action.  In my first playthrough I gave everyone their own haste, though I don’t think thats worth it.  Just stick it on your front guys and watch the smack downs begin

Recommended Ranks: 4-5 – ya its good.

Rating: 10/10 – Yes please!

 

Heal:  Does what it says, heals!  A good solid spell, and I generally try to have it on at least 2 of my PC’s in the back row, if not all three.  The unfortunate thing is healing doesn’t carry over between fights, so when you get in the long dungeon grinds you will be starting nearly every battle with several castings of this.

Recommended Ranks: 4-5 – more healing is good, and at low levels this will just become worthless.

Rating:  8/10 – not so much because its that great, but because its essential in dungeons when you can’t rest in between battles.  Note:  They have changed it to where you recover some health in between battle, so this value has dropped a little to an 8.

 

Poison: Another winner.  Stick it on your foes and sit back and let them die.  Its frickin amazing and really makes difficult encounters more beatable.  Get this on the enemies and just keep healed and you’ll win eventually.   Later, you can also pick this up through the poison bow and poison sword, which with a dedicated archer and a melee character, is arguably better than the spell, so if you have a dedicated archer you probably only need 1-2 ranks to get you through until you get that bow. Note: They have nerfed this spell to be more reasonable.  Its still a good spell, but not near as devastating as it was in the past.

Recommended Ranks: 4-5 More targets means less casting to get all your foes dying.

Rating: 8/10 This is very good.  The only way I wouldn’t get it is if I had a dedicated archer, even then 1-2 ranks to get you by until you can pick up the poison bow is a nice investment.

 

Fireball:  The go to damage spell.  Does the most damage mid-late game to all your foes.  A few things are highly resistant, but it affects most opponents.  No kicker or anything cool like that, just straight damage.

Recommended Ranks: 2-5 – more targets is a good thing

Rating: 7/10 I generally like to use my casters for things other than damage, but this is certainly the go to damage spell, and can have devastating effects. If you like your spellcasters dealing direct damage, this is the best.

Lightning: Lightning is, an odd spell.  It starts off great, Trust me, that’s a lightning blast, but its much better in Legends than Illyria   and is often better than fire ball in the early game.  By the mid game, lightning starts to tier off, and at end game this spell just sucks, doing hardly any damage at all.  Just use Ice which does nearly the same (only 1 point less in my tests) and has the best kicker in the game!  Its only saving grace is unlike fireball nothing (or nearly nothing) is immune to it.

Recommended Ranks:  1 Its good at the start of the game, but after that go with fireball

Rating:.  4/10 It just tiers off too bad at the end.  Save your points.

 

Bless:  This should be called amazing maker.  Gives +’s to all three primary stats, which means you act faster, hit harder, hit more often, gain HP’s,  etc!  It makes your entire team better at everything, for one casting.  This is one of the first skills you should boost to 4-5.  Probably more important overall than even haste.

Recommended Ranks: 4-5

Rating:  10/10 Entire party powerful buff.  Love it and use it all the time.

 

Curse:  The opposite of bless is curse.  It isn’t quite as good, as you may only be fighting two strong enemies, so it only weakens two, while bless strengthens six.  Also, a few enemies are immune.  Still, the most powerful debuff in the game and well worth maxing.  Remember, this makes enemies hit softer, act slower, loose HP’s and be less accurate.  With Curse and Bless going up, you should devastate most encounter.

Recommended Ranks: 4-5

Rating: 9/10 – not quite as good as haste/bless, but this should be a staple in your spell book.

 

Silence: This spell is alright.  It’s like an instant win spell against casters.  They usually suck in melee and you just screw them over and really reduce the damage you’re gonna take.  That being said, casters are only in 10% or less of all encounters, and often there’s only 1 or 2 mages.  So the overall usefulness of this spell is called into question.  It does hit every time, which is great!

Recommended Ranks: 2-3

Rating: 5/10 cutting off casters is awesome, but the rarity of casters somewhat limits its usefulness.  If your gonna have skills leftover its not a bad choice by any means.

 

Dispel: This cures hostile magics and effects on your PC’s.  Its alright, but it being a single target effect makes it sub par in my mind.  Sure, when you have poison coursing through your veins it’s nice to stop, but usually its three or more of your characters dying.  I prefer to keep up the assault and stop the poison on all my characters by killing faster.

Recommended Ranks:  2-3 If your gonna use it, might as well get rid of that curse and slow your also affected by.  I wouldn’t go higher than 3 though, as its highly unlikely you’ll have 4-5 status effects on a single character.

Rating: 5/10 – It’s certainly situationally useful, but I prefer other tactics, half the time the effect disappears right before the spell goes off anyway and you just wasted a turn.

 

Shield: Another Buff.  Its pretty good, but you can’t spend your whole life buffing.  Since only one ally is targeted, I’d pass.  The exception to this is if you make one of your frontliners a tank.  The value of this skill goes up exponentially if you let one guy take the majority of the hits(by using guard maybe).  Just throw it on him and let him soak damage while you kill.

Recommended Ranks: 4-5 if you are using a tank build

Rating: 3/10 or 8/10  You should only spend one round buffing, and those buffs are already taken with better skills.  This is 8/10 though if you are using a guard/tank build and throw it on him.

 

Strength:  I underestimated Strength in my previous write up.  This spell is awesome under the right circumstances.  It really needs to be synergized with other skills, and requires a certain build.  First, you need warriors/archers using berserk/frenzy.  Secondly, you want the highest possible piercing on the people using those weapons.  Third, you want to have haste at as a high a level as possible.  Lastly, you want the highest possible agility on those characters.  Throw strength/haste/bless on the characters with frenzy/berserk and you’ll be doing the most insane damage possible.  You can get off 2-3 attacks per enemy attack while doing 70+ damage a round!  Its great, but takes a significant resource sink!

Recommended Ranks: 4-5 if you want to use it.

Rating: 6/10 Only if your building this correctly.

 

Weakness:  This is the opposite of strength, but its less useful.  When you come against the really really powerful single or dual target enemies, getting this up on those heavy hitters early can help a little.  Not enough I’d put ranks in it, but its an option.  It may reduce damage by 6 at level 5, but really its only about a 4 point drop per hit. when you include the fact your guys wearing armor.  Its alright on trolls/death knights as they hit multiple PC’s at one time though.

Recommended Ranks: 2-3 if you want to use it.

Rating: 3/10 It has its uses, but I’d rather put my resources into something thats more useful more often.

 

Ice:  Ice is an attack spell, that does miserable damage but has an awesome kicker of casting a weaker slow on EVERY enemy that gets hit!  29% to 4 guys is better than 50% to one!  It makes this spell much better than slow, in nearly every way.  A fair number of enemies are immune to it, and when they are they don’t get slowed, but not enough enemies are immune to not warrant taking this.   The damage is just slightly below lightning, so I’d go for this.

Recommended Ranks: 4-5 Make it hit everyone and slow more!  Also does a tad more damage.

Rating: 8/10 The damage sucks but hitting all enemies with slow is golden.

 

Water:  Water has been partially “fixed”.  It now does damage (just under ice) and the knockdown chance has been raised significantly.  That being said, its still not very good.  Out of the direct damage spells it still deals the least in the game, it can only hit 2 targets if they are in a row.  Fortunately, it has a nice kicker, than sometimes can even get 2 guys in a row.  It goes off often enough now to make this worthwhile.

Recommended Ranks: 5 If your going to use it it has to be maxed.

Rating: 6/10

Non-combat Skills

Non-combat skills is a misleading term, but I’m not sure how better to say it.  These can often have minor effects on combats, or avoid them altogether.  They are skills, but work differently than “skills” in that training in them doesn’t take up skill points, and they can be trained all the way up to 10 with just money (or rarely for free).  These skills tend to be more useful out of combat though, and are more of the RP skills.

I would like to note here, it could be strongly argued from an optimization stand point that these skills are mostly a waste with the exception of engineering and hunting which pay for themselves.  It costs a lot of money to raise them, which is cash that could be spent upgrading combat skills, and while these skills help you avoid combat, you get little in return for avoiding combat.  Engaging in combat is almost always more lucrative, you get more XP than a successful skill use, you get loot, money and supplies.  I personally still like these skills, but if you want to mostly ignore them (or only raise them a little bit cheaply when you can) it won’t hurt you too much, and is probably more optimal.

Often times you can find people who will train you in these skills for much cheaper than in shops/guilds, or even for free.  When you find the random hunter/scout encounters check the price, because sometimes you can get killer deals on your training.  Even if its a skill that you weren’t planning on raising, if its somewhere cheap (or free) I would recommend purchasing it.

When a skill check comes up, it is one of three levels.  The game randomly generates a number between 1 and 40, and adds your parties total ranks to that number.  If you hit the minimum required number you succeed on that check.  The checks are.

Level 1 checks: 20

Level 2 Checks: 40

Level 3 Checks: 60

So if you have only the 1 starting rank in a skill, you have about a 50% chance to make a level 1 check, and almost no chance to make a level 2 check.  If you have 40 combined ranks in  a skill, you automatically would make all level 1 and 2 checks, and would have a 50% chance to make level 3 checks.  At Max ranks (60) you will always succeed on all checks.  That being said, there are lots of level 1 and 2 checks for all skills.  There are hardly any level 3 checks for any skills, so raising your skills to 40 will be sufficient about 90% of the time, and save you a ton of gold.

Stealth:  The stealth skill allows the party to stay silent, and perform stealthy acts.  It is often used to avoid combat altogether, but can also allow you to get an ambush off, which means you act first.  Acting first is a good thing.  It also has a few other uses that pop up occasionally.  All in all I like this skill, but you can’t start training in it until about mid-game, which is a shame because it has a lot of checks against it before you even get an opportunity to put a point in it.  From the combat optimization standpoint this is a poor skill to pick because more often than not, a successful use completely avoids an encounter.

Rating: 3/10  This is a fun skill, but is highly situational, and a good character may have a moral issue with many of its uses.  Additionally, good characters actually get MORE opportunities to use this skill than evil characters, which is somewhat disappointing!

 

Discernment: Discernment helps you notice things you might miss.  Many games may call this perception.  I LOVE this skill.  Successful use of this skill allows you find more loot, avoid getting ambushed (where all the enemies get to act before you, bad stuff) and allows you to ambush opponents.  This tends to be the skill that has the greatest impact on combat, and its the one skill I would always put some effort into raising.

Rating: 8/10 – An excellent non-combat skill.  Find more loot, ambush more and avoid ambushes, what’s not to love.  Discernment will pay you dividends, but probably won’t pay for itself.

 

Persuasion: The fine art of getting people to do what you want, and tell you stuff.  A nice skill, and probably the skill that has the most RP value.  It allows you to do all things talky.  I like raising this skill as I really feel this is the pure RP skill, and it has some nice benefits like extra quest rewards, or unlocking quests you may completely miss.

Rating: 6/10 – It lets you talk better, what’s not to like.  This is a hybrid RPing game, right?

Scouting: Scouting is used to read track, and is sometimes rolled when you may think Discernment should be rolled.  Generally lets you see encounters before they reach you so you can choose what to do.  It has its uses, but all in all its a pretty safe skill to dump.  This skill, like stealth, you won’t be able to train until about the mid game, though there seems to be a lot more random encounter trainers for this skill.

Rating: 4/10 – seems extremely situational and I don’t see it pop up a lot.

 

Alchemy: Lets you prepare potions and poisons and understand flora.  It can often be used in

Main storyline quests to avoid large parts of the quest, reducing the number of combats.  It also occasionally protects you from disease and nets you extra food.  If you’re playing a more sneaky game the poison aspect is nice, but really its pretty safe to dump.  Also, successful use of it will net you less combats, and everything that goes along with them.

Rating: 6/10 A great skill if you plan on taking the more sneaky play through.  If you don’t want to use poisons, it goes down a rank or two.

 

Engineering: The engineering skill allows you to mend broken animal bones, fix broken canteens, and ignore some encounters with tools.  I really enjoy this skill and its rp uses throughout the game.  It often lets you find more loot, or avoid losing loot as well, so the skill should pay for itself pretty quickly.  Hell, one saved Stallion is 300 gold, and that random encounter comes up a lot.  I would definitely get this skill up to 40 ASAP.

Rating: 9/10  Useful in a lot of situations and should pay for itself anyway.  Generally always worth raising.

 

Hunting: Hunting is an odd skill, as it is a little more active.  While travelling the road you can tap on wandering animals who you have a chance to shoot and catch for food and furs.  This will save you on the cost of food, and after winter the furs can be safely sold for some extra money.  I’m not sure how much this skill is worth, but its probably going to break even on the cost of raising it, and the sooner you do the better.  That being said, thats over the game and the payoff is slow, so you’d be sacrificing other skills early waiting for hunting to payoff.  It also has a few checks in the game where hunting is checked, usually to hit an enemy with a poison arrow (so you need a good alchemy too), but they are extremely few and far between, I believe there are less than five in the entire game.  This skill can easily go either way, but its probably worth raising for the fun value of hunting animals while walking.  If you tend to watch TV while playing this game, you’re probably not doing a lot of hunting anyway (I know when I do both I only glance at the screen occasionally) and this becomes a definite pass skill.  Note: The actual hunting checks for hunting animals caps at level 2 check, which means with a 40 in hunting you will always catch your game.  But, higher levels of hunting make more animals come into your game.  At a 60 hunting I have collected 25 furs in between a single city – thats 125 gold!  The average is probably 5 furs between cities, but thats not including all the food.

Rating:  10/10 or 1/10  If you play pretty actively while walking, this skill should be worth it because it will easily and quickly pay for itself in furs and food.  If you’re more passive while playing, watching your favorite shows or movies and only glance down occasionally to see if your at the next event, you’ll get hardly any use out of it.

Combat Strategies

Here we’ll discuss some things combat.

Defense!!  Defense!!

I can hear you guys saying it now “How does this defense thing work, I see block, parry, dodge and then there armor rating, what’s up with that!  Then theres even Magic Resistance, WTF!”  Well those are great questions and I hope to clarify that for you.

Block, Parry & Dodge are all damage avoidance.  The game will check independently against each of those (where appropriate) when an attack is made.  I am not sure of the exact formula on these, but I have a pretty good idea of how these work.  I am pretty sure these are only check on physical attacks, not magical.  Anyhow, without further ado:

  • Block:  When equipped with a shield, you will attempt to block incoming melee and ranged attacks.  The higher the block rating on your shield, the better you block.
  • Parry:  When equipped with a melee weapon, if you are attacked with a MELEE attack, you will attempt to Parry.  The higher your parry, the better the chance you parry a blow.
  • Dodge: Dodge is checked when attacked with either a ranged or melee attack, and isn’t dependent on having any certain type of  equipment equipped.  From what I’ve seen your dodge is something to do with Agility/encumbrance, ie, the closer to your weight total, the more this goes down.  Honestly, I haven’t seen a huge difference from my mages vs. my tank.  The only character that dodges significantly more is my archer.
  • Armor Rating:  So, you checked Block, Parry & Dodge, and you still got hit!  Sucks, but its a part of being an awesome adventurer.  Your Armor Rating is the amount that a successful hit is reduced by.
  • Magic Resistance:  This helps you vs. magic damage.  It will also help you resist other hostile magics.  Its probably similar to armor rating.  There isn’t a lot of ways to boost this without raising intellect or a few magic items.

Mages

Armored, Shield or Bow:

So, how do you equip your mages?  In my mind there are three ways to equip a caster.

1) The way the game shows and seems to intend you to equip them.  Lightly armored and using a Bow.

2) Equip them with light armor, a weapon and a shield.

3) Equip them with heavy armor a weapon and a shield.

 

Lets analyze each of these in more detail:

1)  Lightly armored and with a bow:  This seems to be the expected default, and probably what most people will do initially.  I believe, overall, this build is a trap.  You sacrifice a lot of defensive capability to be able to shoot a bow, which you will do both poorly and rarely.  A true mage is almost never going to use his bow.  There are a few rare occasions where magic is worthless against a foe (or you get hit by silence), but its super rare.  Your agility is probably too low to hit consistently, and your strength won’t be high enough to damage very well.  If you’re going for a hybrid this is a decent build.  Just realize, this is inferior than an armored mage or straight archer.

2) Lightly Armored and a Shield:  This is a solid build for a caster, and probably the best default build for a caster.  It requires no additional resources and increases the casters survivability considerably.  The shield will help you block a lot of arrows, and the melee weapon grants parry, though since it only works against melee attacks it will only be useful when you’re already almost TPK’d.  Additionally, there are a few melee weapons that boost stats, a nice added bonus.  Even if you never wanted to put a single point in strength (not recommended) you can wear, chain, a chain helmet, use the wood tower shield and equip a weapon.  All in all its good.

3) Heavily Armored with a Shield:  This is a difficult build for a caster to manage, but it is highly rewarding.  To get fully equipped in full plate with a big shield and helmet you’ll unfortunately need to be rocking a 7 strength.  Thats a huge investment for a caster to make, and that likely means you’ll have to tank agility, which means you’ll be acting pretty slowly.  The good is, with high block, armor, hit points and magic resistance, you’ll tank like no other back liner, and you’ll basically never need to heal that character.  Its interesting, but overall its a tough sale.  I’d probably be more apt to use this on a cleric (Hybrid Warrior/Caster) build rather than a straight caster, but all that defense is tempting.

Overall:  A light armored and shield caster is the best caster overall.

 

Two Handed or Sword & Board

Your melee fighters make up a huge portion of your forces.  The game by default tries to force you into using three melee characters, and to a certain extent, you must abide the game.  So how do you want to use those melee frontliners?  There are two fighting styles, sword and board and two handed.  Both have advantages and disadvantages.  You probably want to use a combination of the two, especially if using three front line fighters.

 

Two Handed Warrior

Two handed warriors sacrifice defense for damage.  In the early game there is almost no difference between the damage done by a two handed warrior and a sword and board.  For the early game you may as well use that style, and get the extra defense.  About mid game, you’ll start getting a chance to get really good two handed weapons.  That is the point you will want to consider changing to two handed, because the difference in damage jumps from 1-2 damage to about 20-40 damage.  All of a sudden stuff dies a lot more with that blade.  From this point on two handing will always out damage sword and board by an amount that is worth the extra risk.  That being said, you will still die more, and need healing more.  The extra damage though really seems to be worth it, at least for one of your characters.  You may want to keep the other two turtled up so your entire frontline doesn’t die when sword throwing undead attack.

There are two really awesome two-handed weapons though.  The 2nd really epic one is at the very end game though.  If you get it, you may want to switch to using two guys as Two-Handed warriors.

Rating: 7/10 – its a good style, and I like to have one guy rocking it once I get the better weapons.

 

Sword & Board

Sword and Board, the bread and butter of combat styles.  Your defense is significantly higher, and a sword & board fighter tends to take about half as much damage as a two handed fighter.  His damage output is roughly 95% at the early game, though mid-late game he drops off to about 60% of the damage, or less depending on spells/weapons used.  Still, the reduced damage makes it well worth it, but now that you heal some in between battles, its less devastating.  Makes those large dungeon crawls much easier.

Rating:  8/10 – Having the crazy defense more than makes up for the decreased damage.  I mean hey, you can’t do any damage if you die, and your casters are better off blasting fire & ice than keeping your front liners alive.

 

Overall: Both are good, but I think sword and board edges out slightly for longevity reasons.

Weapons

What’s all this crap mean?

On your weapons, you’re likely to notice a bunch of stats, but what do they mean to you?  How do they work?  Fear not because I will tell you:

  • Damage: Obviously, the base damage of the weapon.  Is also affected by strength.
  • Quality: This tells the quality of the weapon.  If you click on it, you get more info about the weapon, and it will show magic that may be on the blade.
  • Finesse: This along with agility increase your chance to hit, which is a good thing.
  • Parry:  Chance of Parrying.  Remember you cannot parry ranged attacks.

Now for the fun abilities:

Hack:  Hack does a bleed effect, which is like poison in that it does damage over time.  Stacked with poison this simply destroys enemies.  This is a good thing.

 

Pierce: Pierce is the percentage chance that you will do double damage.  This is probably the best of the special abilities, as double damage will usually kill things out right.  The Bleed is good, but leaves the opponent alive, and even if it may kill him, you AI may waste another attack on him, or he may still act before he bleeds out.

 

Smash:  Smash reduces your opponent’s armor by this amount.  This can be really useful against some foes, particularly wyverns and the throwing sword undead knights.  It gives more damage on every hit, but until the weapon has a pretty high smash (20%) you don’t really consistently see that high damage.  Having a high pierce/smash weapon can get you some pretty high damage output.

Character Builds

Here I will discuss some builds you can do with characters.  Many characters can switch hit roles, but I will put which characters best fill the roles.  Obviously these builds don’t need to be mimicked perfectly all the time, just use them as a nice blue print.  Please feel free to submit other cool builds you like and I’ll throw them up, giving you credit.

Fighter

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Balanced: 1

3

3

3

1

Balanced: 2

Haste: 1

6

6

6

1

Balanced: 2

Haste: 3

Stun: 1

9

9

9

1

Balanced: 3

Haste: 4

Stun: 2

 

Characters: Believe it or not, every character except for Rictor can fill this roll near perfectly.  The game encourages you to use Elric, Sir Jon and ????? though.

Recommended Characters: Any except Rictor!

Location: Front Liner

Advice: Obvious a front liner.  Start combat throwing up haste when necessary and beat some ass.  Go sword and board or two handed, whatever.

Equipment:  Curse Sword, Ice Mace or Poison Sword, Wood Tower, Fire Plate, Gold Helm or

2 Handed Fire Sword, Fire Plate, Gold Helm

Tank

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Guard: 1

3

4

2

1

Guard: 3

6

9

3

1

Guard: 4

9

9

9

1

Guard: 5

Characters: Believe it or not, every character except for Rictor can fill this roll near perfectly.  The game encourages you to use Elric, Sir Jon and ????? though.

Recommended Characters: Any except Rictor!  Elric is best though as the AI is scripted to attack him more.

Location: Front Liner

Advice: This guy stands up front and tanks all the hits.  His one job is to absorb as much damage as possible.  With this guy, its nice to have one caster with a high shield spell to throw on him.  Your down fall will be magical attacks, its a shame there isn’t a magic defense boosting spell.  I don’t have him picking up other skills because a round hes not guarding, is a round he’s not tanking, but you could use another skill if you’d like.

Equipment:  Curse Sword, Ice Mace or Poison Sword, Wood Tower, Fire Plate, Gold Helm or some awesome epic armor you’ll find somewhere in the game, which is preferred.

Archer

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Steady: 1

3

3

3

1

Steady: 1

Frenzy: 2

6

3

9

1

Steady: 1

Frenzy: 3

Heal: 2

9

3

15

1

Steady: 1

Frenzy: 4

Heal: 3

Characters: Another Roll everyone except Rictor can fill.

Recommended Characters: Any except Rictor, though Jysel is perfectly set up at the start for this roll.

Location: Back Line

Advice: Rocking Frenzy, a total of a 15 agility (16 if you get an amulet), haste (make sure she gets the first haste spell), and bless, and you can be laying down poison hell on the entire battlefield.  You should be able to attack three times for each time the enemy attacks, ensuring that everyone is poisoned and dying, and you can eliminate the big threats before they can really hurt you.  If you want just straight damage though, the fire bow blows up the battlefield, as does a legendary if you get lucky enough to generate a good one.

Equipment:  Poison Bow/Fire Bow, Agile Leather, Agility Helm

White Wizard

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Heal: 1

Bless: 1

3

2

1

4

Heal: 2

Bless: 2

Ice or fire: 1

6

3

2

6

Heal: 3

Bless: 3

Ice or fire: 2

9

3

3

13

Heal: 4

Bless: 4

Ice or fire: 3

 

Characters: Pretty much anyone besides ????? can fill this roll, and hes evil so you don’t want him as your white wizard anyway.

Recommended Characters: Gilana is perfectly setup for this from the start.

Location: Back Line

Advice: Bless, and then Ice to slow your opponents.  Throw up heals as needed

Equipment:  Skill Axe, Wood Shield, Agile Leather, Agility Helm/Command Helm

Red Wizard

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Heal: 1

Poison: 1

3

2

1

4

Heal: 2

Poison: 2

Fire: 1

6

3

2

6

Heal: 3

Poison: 3

Fire: 2

9

3

3

13

Heal: 4

Poison: 4

Fire: 3

 

Characters: Pretty much anyone besides ????? can fill this roll.

Recommended Characters: Whoever

Location: Back Line

Advice: This is your middle man wizard.  Have him fill in the roles your other characters aren’t with buff/debuff/poison.  Use him if your not going to rock and archer as your other back liner.

Equipment:  Skill Axe, Wood Shield, Agile Leather, Agility Helm/Command Helm

Black Wizard

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Poison: 1

Curse: 1

3

2

1

4

Poison: 2

Curse: 2

Heal: 1

Sleep or Fire: 1

6

3

2

6

Poison: 3

Curse: 3

Heal: 2

Sleep or Fire: 2

9

3

3

13

Poison: 4

Curse: 4

Heal: 3

Sleep or Fire: 3

 

Characters: Pretty much anyone besides ????? can fill this roll.

Recommended Characters: This is a good one for Rictor, otherwise everyone else is around equal.

Location: Back Line

Advice: Start Curse and lay down a ton of poison.  If you get everyone poisoned lay down sleep or fire.  If you’re using a dedicated archer, he’ll be laying down the poison, so take a rank or two for the point until you get the bow, but that will become the archers jobs before long.

Equipment:  Skill Axe, Wood Shield, Agile Leather, Agility Helm/Command Helm

Cast & Blast

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Sleep: 1

Curse: 1

3

2

2

3

Sleep: 2

Curse: 2

Spell 1: 1

6

3

4

4

Sleep: 3

Curse: 3

Spell 1: 2

9

3

11

5

Sleep: 4

Curse: 4

Spell 1: 3

 

Characters: Pretty much anyone besides ????? can fill this roll.

Recommended Characters: This is a good one for Rictor and Gilana, otherwise everyone else is around equal.

Location: Back Line

Advice: This build is more focused on casting fast than strong, and so should pick spells that don’t really require a high Intellect, such as sleep, curse, haste, strength, silence, bless, weakness, dispel, shield.

Equipment:  Skill Axe, Wood Shield, Agile Leather, Agility Helm/Command Helm

Cleric

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Targetted:1

Magic Skills: 1

3

3

1

3

Targeted:2

Magic Skills: 2

Magic Skills: 1

6

6

1

6

Targeted:3

Magic Skills: 3

Magic Skills: 2

9

7

2

10

Targeted:4

Magic Skills: 4

Magic Skills: 3

 

Characters: Elric & Gilana,. Jysel and Rictor can do this too, though its a difficult sale.

Recommended Characters: Elric & Gilana

Location: Front or Back Line

Advice: If you’re going to be in the back line, drop the combat skill and focus on another magic skill.  Use this guy to pick up the extra magic skills you’re missing out on.  This is a more advanced character, so if you’re using this build you can probably figure out what you need.  High survivability caster.

Equipment:  Curse Sword/Ice Mace(Skill Axe if backline), Wood Tower, Fire Plate, Gold Helm

Ranger

Level

Strength

Agility

Intellect

Skills

1

1

1

1

Frenzy: 1

3

3

3

1

Frenzy: 2

Bless: 1

6

3

5

5

Frenzy: 3

Bless: 2

Heal: 1

9

4

8

6

Frenzy: 4

Bless: 3

Heal: 2

Characters: Pretty much anyone can fill this role.

Recommended Characters: Jysel and Rictor are good candidates, though I actually think ????? is a great fit too.

Location: Back Line

Advice: The Ranger is basically a hybrid caster archer.  Your role is a cross between the white wizard and the archer.  Throw up some buffs and lay down hell on the enemy.  The hybrid has more flexibility, but he definitely loses the edge over the archer in destroying the battlefield.

Equipment:  Poison Bow/Fire Bow, Agile Leather, Agility Helm

Recommended Parties

Here I will post some recommended party builds, the first one is the basic party, pretty much how the game has it set up for you to play. In your first playthrough this is probably the best build to roll with.

Back Line

Front Line

Gilana

White Wizard

Elric

Fighter/Tank (sword & Board)

Jysel

Archer/Red Wizard/Ranger

Sir Jon

Fighter (Two Handed)

Rictor

Black Wizard

?????

Fighter (Sword & Board)

If you want a bigger challenge, you can go with the magic focused party:

Back Line

Front Line

Gilana

White Wizard

Elric

Cleric

Jysel

Ranger

Sir Jon

Cleric

Rictor

Black Wizard

?????

Cleric

 

And if you wanted a really big challenge you could go no magic:

Back Line

Front Line

Gilana

Archer

Elric

Fighter (sword & Board)

Jysel

Archer

Sir Jon

Fighter (Two Handed)

Rictor

Archer

?????

Fighter (Sword & Board)

Characters

We’ll run down a quick bio on your PC’s starting stats.  This is only what they start at, after that you can do whatever you want with your characters. I’m only going to list Non-combat skills if they start above 1.

Elric: The Protagonist

Level

1

Alignment

Neutral

Agility

1

Strength

1

Intellect

1

Hit Points

12

Magic Resistance

5

Carrying Capacity

60

Skill points available for distribution

0

Balanced

1

Steady

1

Party Role

Elric can easily fulfill any party role.

One Note About Elric: He always seems to act fast in combat (assuming you aren’t surprised) and he sequences in initiative faster than his agility should let him.  Guess its a perk from being the main character.  Makes me think he’d be extremely scary as an archer!

 

Additionally, because of how the game is scripted, Elric is likely to be attacked more than any other character (They will always try to target him first) which makes him best for guard builds and counter builds.

Gilana: The Healer

Level

1

Alignment

Good

Agility

1

Strength

1

Intellect

1

Hit Points

12

Magic Resistance

5

Carrying Capacity

60

Skill points available for distribution

0

Balanced

1

Steady

1

Party Role

Gilana can easily fulfill any party role.

 

Because of the way scripting works, assuming normal party lineup (Elric, Sir Jon and ???? in the front, the others in the back) Gilana is the most likely to be targeted in the back row.  Because of this you may want to raise her strength a little more than your other people in the back row.  You can get away without it, but she will put the HP’s to good use.  Or you can switch her to a frontliner!

Sir Jon: The Knight

Level

3

Alignment

Good

Agility

3

Strength

3

Intellect

1

Hit Points

37

Magic Resistance

5

Carrying Capacity

70

Skill points available for distribution

1

Berserk

1

Steady

1

Party Role

Sir Jon can easily fulfill any party role, but is most suited for combat roles (archer or warrior)

 

Jysel: The Archer

Level

4

Alignment

Neutral

Agility

4

Strength

2

Intellect

1

Hit Points

27

Magic Resistance

5

Carrying Capacity

65

Skill points available for distribution

2

Balanced

1

Steady

1

Heal

1

Hunting

3

Party Role

Jysel is a great archer, and can also easily feel the mage roll.  She’s pretty rounded though, and you get her earlier enough you can do almost anything.

 

Rictor: The Black Mage

Level

4

Alignment

Neutral

Agility

3

Strength

2

Intellect

4

Hit Points

30

Magic Resistance

20

Carrying Capacity

65

Skill points available for distribution

1

Balanced

1

Steady

1

Fireball

1

Curse

1

Discernment

4

Party Role

Rictor really should be in some caster role.

 

????: The Mercenary

Level

5

Alignment

Evil

Agility

5

Strength

5

Intellect

1

Hit Points

50

Magic Resistance

5%

Carrying Capacity

80

Skill points available for distribution

4

Counter

1

Steady

1

Stealth

4

Persuasion

4

Party Role

He’s best in a combat role.

Equipment

Here I’ll discuss some of the items in the game.  As far as Mundane Gear goes, I’m not really going to discuss it.  I am going to go over Etyil and Fey gear a little.  Other than that, I’m going to discuss your magic item choices.  I’m not going to discuss unique gear, but the magic items you can find through The Candy Man.There are other (better) magic items out there, but the bulk of your magic is going to come from this shopkeep.

 

Etyil Gear

Etyil gear is good, really good.  Its not magical, but its pretty close.  The Etyil gear is actually better than most the magic items you can get.  Its not a bad pick up to buy from here, especially early when you don’t have the gold for the candyman.  Still, when you get access to magic gear you’ll want trade some of this out, but some of it is better than any magic gear out there, though it is also more expensive.

 

Unfortunately, you go to Etyil in the early-mid game, and you likely won’t have the gold to pick up a whole lot here.  Because of this, while here I highly recommend you pick up Wooden Shields here.  I haven’t yet found a magic shield (well 1, but it wasn’t worth keeping), so the shields here will last you the entire game, and are by far the best in the game.  The gear here that’s legendary is randomly determined each game, so you may or may not have access to certain equipment.

 

Fey Gear

Fey Equipment is a lighter version of the mundane equipment you get.  It will allow you to equip your lower strength characters with better gear than they usually could, because it is lighter.  That being said, I’ve only seen it very early in the game, where its unlikely you will have the gold to buy very much of it, if anything, and it gets REALLY pricey.

The Candy Man

The Candy Man is the most awesome merchant in all the lands.  He sells all the rocking magic gear.  For a hint on how to find him you can read hints & tips section of this guide.  I will update this further when I find The Candy Man on my current playthrough (may be a while still.)

 

Candy Man Inventories:

 

One Handed Weapons:

 

Leech Dagger: Well, it does what you expect, it gives you back some health with every attack.  Unfortunately, its not enough to make it worth it.  If the health gained would carry forward after the battle this would be worth it.

Price:  208

Damage: 8

Weight: 6

Magical Qualities: Leech

Finesse: 5

Parry: 4

Hack: 10

Pierce: 15

Smash: 0

Rating: 6/10 – It’s cool, but just isn’t worth it in the long run.

 

Ice Mace:The Ice mace has an ice attack attached to it, which has a nasty slow effect.  Some creatures are immune to ice, but this is a really great debuff.

Price:  416

Damage: 9

Weight: 6

Magical Qualities:Ice Damage

Finesse: 6

Parry: 5

Hack: 0

Pierce: 0

Smash: 25

Rating: 9/10 – This is a great weapon, with an awesome kicker effect.  Slow is devastating, and this is a good slow. Great weapon for your sword and board fighters.

 

Curse Sword: Another great weapon. Curse is a powerful debuff, and it appears to stack with itself and curse.  Uhhh, can you say killa!

Price:  416

Damage: 9

Weight: 6

Magical Qualities: Curse

Finesse: 6

Parry: 6

Hack: 10

Pierce: 15

Smash: 0

Rating: 8/10 – A nice weapon.  I only rank it lower than the Ice Mace because the mace has all its points into smash.  Good for sword and board!

 

Viper: Drops Poison, which if you see my section on poison, its pretty solid.

Price:  416

Damage: 7

Weight: 6

Magical Qualities: Poison

Finesse: 7

Parry: 7

Hack: 10

Pierce: 15

Smash: 0

Rating: 7/10 – It takes a hit on damage, but goes up in hit rate and parry.  The poison doesn’t cue up as often as curse/ice though, which is why its a 7.  So does poison bow, but the melee character isn’t attacking fast enough to make this as great as poison bow.  If you are doing a fast agility/berserk build, probably steps this up a rating point.

 

Skill Axe:  Best for a backline caster.  Gives a nice +1 to agility.

Price:  416

Damage: 9

Weight: 5

Magical Qualities: +1 Agility!

Finesse: 6

Parry: 4

Hack: 20

Pierce: 0

Smash: 5

Rating: 6/10 – Not that good for someone whos going to attack, but for an armored caster the bonus to agility is great.

 

Two Handed Weapons:

 

Old Sparky: Lightning Damage.

Price:  520

Damage: 13

Weight: 13

Magical Qualities: Lightning Damage

Finesse: 5

Parry: 5

Hack: 20

Pierce: 15

Smash: 0

Rating: 4/10 – Lightning does significantly less damage than fire in the mid-late game, which is when you’ll likely get access to these weapons.

 

Foe Hammer: A hammer

Price:  520

Damage: 20

Weight: 20

Magical Qualities: Strength Bonus +1

Finesse: 4

Parry: 3

Hack: 0

Pierce: 0

Smash: 25

Rating: 6/10 – It’s alright.  +1 to strenght is not as good as a fire kicker, even with a lower base damage. It’s biggest redeeming factor is its smash, which means your attack will get through most armor, good against those foes with crazy armor ratings.

 

2H Fire Sword: Huzzah!  Now this is an awesome two-handed weapon.  Highest damage ouput (with fire kicker).

Price:  1040

Damage: 15

Weight: 15

Magical Qualities: Fire Damage

Finesse: 4

Parry: 4

Hack: 15

Pierce: 15

Smash: 10

Rating: 8/10 – A nice weapon.  Has Smash/Pierce/and Hack!  With the Fire Damage it out damages Foe Hammer.

 

Bow Weapons:

 

Poison Bow: Not only the best bow in the game, this is the best weapon in the game.

Price:  520

Damage: 9

Weight: 9

Magical Qualities: Poison Damage

Finesse: 5

Parry: 0

Hack: 0

Pierce: 25

Smash: 5

Rating: 10/10 – This weapon is amazing.  This alone makes it so worth it to have a dedicated speed archer.  Destroy the battlefield.

 

Fire Bow: A decent bow that does better base damage than poison bow, but why?

Price:  520

Damage: 9

Weight: 9

Magical Qualities: Fire Damage

Finesse: 5

Parry: 0

Hack: 0

Pierce: 25

Smash: 5

Rating: 10/10 – Fire does the best damage out of any element.  I prefer poison bow, but if you got a caster with 5 ranks in poison, do more damage!

 

Helmets:

 

Archer Helm: A great helm!  Can’t lose on anything that boosts agility.

Price: 192!

Rating: 6

Weight: 3

Magical Qualities: Resist Slow 50% and Agility +1!!!

Cloth: 0

Plate: 4

Chain: 0

Leather: 6

Rating: 10/10 – Great helmet.  Worth using for nearly everyone.

 

Helm Of Command: Not Bad!

Price: 192!

Rating: 6

Weight: 4

Magical Qualities: Intellect +1

Cloth: 0

Plate: 7

Chain: 0

Leather: 0

Rating: 8/10 – Its a good helm for casters, though I still prefer the archer helm.

 

Fire Helm: A decent helm.

Price: 192!

Rating: 6

Weight: 4

Magical Qualities: Resist Fire 25% and Strength+1

Cloth: 0

Plate: 7

Chain: 0

Leather: 0

Rating: 8/10 – Its decent, its just so overshadowed by the archer helm.  May be useful to give your caster an extra +1 to strength so he can equip that heavy plate and save a point though.

 

Armor:

 

Agile Armor: This is what your archers and non-strength based casters will use.

Price: 561

Rating: 27

Weight: 24

Magical Qualities: Agility +1!!!

Cloth: 20

Plate: 20

Chain: 0

Leather: 85

Rating: 10/10 – You don’t really have another option if your not using heavy gear, this is the top of the line for you.

 

Gold Armor: Plate Mail choice 1, the inferior choice!

Price: 1227

Rating: 59

Weight: 67

Magical Qualities: Resist lightning 50% and Strength +1

Cloth: 0

Plate: 80

Chain: 90

Leather: 0

Rating: 8/10 – By this point, agility is just so much better than strength.  If you already have the strength to wear this and use all your other equipment, grab the agility boost.  If not, this is worth picking up.  It is 2 Rating points better though as well.

 

Fire Plate: The Plate Mail of winners

Price: 1185

Rating: 57

Weight: 65

Magical Qualities: Resist fire 50% and Agility +1

Cloth: 0

Plate: 75

Chain: 90

Leather: 0

Rating: 9/10 – I prefer this to Gold Armor, as at this point my strength can equip all my gear, and once you hit that point, agility trumps strength.  Fire mages are also more common than lightning mages and it deals slightly more damage.

Glossary Of Terms

?????:  A somewhat secret character, you’ll know when you find him

Agro: Forcing or increasing the likelihood that an opponent will target a specific character.

HP’s – Hit points – How much damage you take before you die.

PC: Player Character – the characters in your party that you control.

TPK: Total Party Kill – All your guys die, you got TPK’d.  Can restart the battle at an easier difficulty.

 

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About the Author

UnderABleedingSun is a veteran gamer and a fan of Tales of Illyria. Join him and the rest of the Tales community on the Tales of Illyria forum.