If you bring him, it is better to let the skeletons live and instead position the crusader in the back, armed with his sacred lance. He's completely useless in the previous situation, placed at the front against stealthy skeletons. The crusader is a hero that I bring to the ruins very often and he seems perfect against the first iteration of this boss, the Necromancer Apprentice. The added bonus of having three of my four party members verbally abusing each other up until the point where they all died was funny too.This is a small guide to help you beat the necromancer apprentice, the necromancer and the necromancer lord in the ruins dungeon. Still, I don't mind, even though I lost some good characters, because this is precisely what makes this sort of game fun. Of course once they've both died his never ending luck finally runs out and he dies on the next hit. Except he won't die, surviving hit after hit, and my other two heroes get whittled down. Okay this is awkward, but he's at death's door and my other two characters are still on positive health so I'll just wait for him to die and I can run away. I try again on my next turn and he says no again. I click the run away button, and my irrational occultists tells me no. Then I get unlucky and my Vestal gets killed due to bad turn order, but hey, I can now run away so all is not lost right. However because the party composition is okay and I have a Vestal with divine comfort I am able to get through most fights by repeatedly bringing people back from death's door, and things don't look too bad. My entire party reaches stress 100, and all but one of them react badly.
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