A Quest That Became Legend

A Quest That Became Legend

Not enough ratings
General compilation of unsorted ideas
By Picasso
My personal notes on a game. wont be ever finished
   
Award
Favorite
Favorited
Unfavorite
Introductions
i played the game for a few hours mostly dying to first wolves encounter trying to discover the game mechanics which are not described anywhere, or google fail to find it.

I'd probably can keep these notes in reddit but i hope to meet more live opinions here.

Attributes
there is an empty wiki with copy pasted trivia from tooltips
https://aqtbl.fandom.com/wiki/Attributes
https://aqtbl.fandom.com/wiki/Classes

What should be noted:

1.0 there is a free (temporary locks by decent quest) in game reset, so on char create u need to jsut survive until u get gear and gold to buy skills and spells

1.1 for max dmg value you need to pick either 2h or DW (dual wield) both scale well with STR
Shields give def, but really, who cares

1.2 DW cuts % your def power, so you need to rely on dodge to counter that, which forces you to go medium (or light) armor

1.3 the "bonus dmg for stat is calculated as X\10 grounded. so if u have 29 int you will get +2 bonus spell dmg. meaning that all those should be pumped to 30 on lv 2.

1.4 From tutorial explanation you get power point (talent, Y tree) each 2 nd, and there should be at least 10 skill point, so we can expect late party lv to start at least 20 lv, probably 30 to be a decent late party

1.5 getting 5 stats each lv and 30 lv to get gives us 150 stat points, i dont know if items give stats, probably they do, and a lot. So i expect to respec a few times later to achive +AP's and crit chances.

1.6 because of \10 stat increase, you should stick to \10 stat progression making leveling much less complicated, you start with 25 str and make it 30 on lv 2. you start with 20 con and add +5 +5 to get 30 etc

1.7 Str and int give dmg per each 2 stat, so any /10 is good. Dex and con are \3 stat and only 30, 60 etc numbers are "golden"

1.8 When you are out on combat energy (con) your AP (speed) will drop back to 1 per turn, there is a lv healing spell to restore them and items often give you extra. but thats smth to keep in mind.
Classes
most important is to review and plan your early mid and late powers to plan your stats and skills.

Warrior
3.1.1 Extra damage on lvl ups, must pick on lv 2, Same is for Extra HP, to pick on lv 4,
3.1.2 +20 melee dmg looks neat but no one knows what dmg you will have on lv 6, probably just 20% boost
3.1.2 +6 melee distance (lv 6 or lv 8) and +15 AP (lv 10) follow up looks neat for early game
3.1.3 Battle focus is to be reviewed in late game
for powers 2
3.1.4 Con and Str boost are nobrainers, but i believe they could be picked last, as well as melee distance
3.1.5 Def and Power flat boost are ok on early levels
for powers 3 probably picking each of stat boost is a must

Ranger
3.2.1 All skills are pretty self explaining here, flat boost good early,
3.2.2 There are no boosts for casting or melee ranger skills
3.2.3 Reducing range penalty is great maxed in late, dodge will help reaching 20% for leather

Sorcerer
3.3.1 Mana shield is a must
3.3.2 Mana regen is a good additions

Shaman
3.4.1 choose only by the last power effect, prerecs are irrelevant
3.4.2 Go dmg early, go healing when other 3 can do proper damage

General thougts
3.5.1 Any flat boosts should be picked first in early, and probably dropped in the late
3.5.2 2H does no penatly to your def and over penetrating skips armor reduction
3.5.3 DW user attack goes as single string of damage, and it looks like it apply flat dmg bonuses only once
3.5.5 If weapons have special abilities and they are shared between melee and ranged that should also be taken into consideration
3.5.6 based on testing warrior gets innate +10 melee damage and ranger +10 ranged damage. Warrior deal 0 dmg with 25 str and 12 dex with bow vs wolf on lv 1. Sorcerers get +10 spell dmg and +50 mana . Shamans only mana
Items
4.1 From combat log all melee and range wepons deal "physical" damage so there are no visible difference between weapons.

4.2 I expect them to have different stat bonuses and stat requirenments to be equipped. Also maybe diff. special effects.

4.3 Armors have stat requirements, So your 5\5 mage will be naked from day one. its approximately 2 str per 1 dex for heavy, 3 str for 5 dex for medium, and ? str for ? dex for light armor.

4.4 It is expected for weapons also to have stat req's. So later in game you can recalculate you goals, ditch speed on lv 1 and accumulate decent free melee dmg on your sorc, picking speed in last levels.

4.5 on char creation you wear what you pick, if you dont pick armor you start naked, if you pick shield you get shield.

4.6 each 15 armor class gives 1% dmg reduction so starting with 10 or 20 wont affect anything
Roles and Skills
Char creation skills
5.1.1 weapon skill gives you that weapon
5.1.2 picking 2h + weapon gives you 2h AXE, not 2h weapon of choice, with 25 str 2h dmg is 39-44 (15 wep 10 war 12 str, 10% from 2h spec adds only +2 dmg, meaning that its added only to actual weapon dmg, not final dmg)
5.1.3 picking DW + 2 weapon skills gives you two such weapons, with 25 str DE is 32-35(37), of which 1h wep is club 29-33 (6 wep, 12 str, 10 war 1 from spec) and 2nd club adds it to 32-37.
5.1.4 and DW is 32-35 with seismic smash dmg was 53 and 42 respectively
5.1.5 magic skill give you one dps ability
5.1.6 if you are not limited on a skills you learn from teacher, its probably wise to get armor and shield for free on creation
5.1.7 I suspect 2h is a separate weapon type so its no use to pick 2h and axes for 2h axe. On other hand DW should properly get bonus dmg for both weapons and thats why the penalty.

Classes progression midgame
5.2.1 In mid you can drop some flat bonuses for percentages and skills
5.2.2 There is maximum 2 choices for each classes,
Warrior DW or 2H
Ranger Melee or Wind magic
Sorc mana shield or what?
Shaman should be second rate dps with passive healings and buffs, later choose based on other chars performance.
5.2.3 Four shamans party incoming
5.2.4 Hp and mana regen fast after battle, so its ok to have mana and spell dmg on warrior (arcane 4) and ranger (wind 4, fire 3) because they can throw 1-2 low dmg aoe to clean up the field or cast dispel desease
5.2.5 the XxLVL powers gives you flat bonus per each lv, so 2xLVL = 2 each level, the number does not increasing on each lv.
Micirida 1
After getting lv 5 and doing some intense reset and also excel planning i decided to restart the game.
Setup
Warr 25 20 20 10 10 5, Heavy 2H, Sword
Rang 10 20 20 10 25 5, Earth Wind Ranged
Sorc 5 20 25 25 5 10 Fire Wind Arcane
Sham 5 20 25 25 5 10 Fire Earth Healing

i plan to reset at lv 8 to get 50 speed, and since everyone will spellcast they will have at least 50 int and thats why i take 20 for 4% exp bonus from the start. Because on reset, Exp is the same.

Warr will shoot 1-2 spell if noone in range, Rang will aoe 1-2 time, Speed in 5 or 50, "initiativ" is not that important

Chapter 1
.adjust volume, setup keybinds so same spells will be on same buttons, check map and go forward then left following the road.
Here we meet our first golbin and get some random loot, you can reload few times to get 3 items.
Village
take main quest at entrance and side quest on the left from entrance. I dont know if bargain in dialogs is flavor or actually give more reward, didnt test.

Here is what we want to buy and learn:
treasure seeker (sham) 100 g, arcane magic (warr) 100g, arcane bolt 360g (reload near shop if no such spell book)
sell weapons from your casters = 190g.1h weapon pick on warrior and what you got from goblin, you can even sell heavy armor from warr, items shower abundantly from any mob so you will get dressed quickly.
being lucky will allow you to learn hunter (rang) 100g, otherwise learn it after your second goblin loot (reload if needed)
pty Level 2.
on all that was 25, make 30. (int, str, dex)
pick dmg on lvl powers and on shaman i go 1st row.
Roaming before goblin cave
just left from village exit are 3 rats, then 2 goblins, then 2 more bit further, few wolves and some more packs of 2-4 goblins, pay attention where you going and count enemies before engaging.
There are shield goblin, DW goblin and shooter, and wolves. Wolves are solid enemies, goblins can be aoe'd mostly. Rats are aoe joke and loot roulette.
Tips
: warrior can cast 1 bolt, rang can cast 1 dirtmine and later 1 shopckwave instead.
Sockwave are good forward aoe but it goes overhead of small enemies, esp. rats. so position yourself. Desiese will heal itself in a few turns. Always cast buff highlight loot (air)
Start dressing up from loot, there will be "the +2 ring" on lv 4 so warr wears heavy, ranger heavy or med, caster with ring medium, another one light only.
You need lv 3 to kill pack with 4+ goblins so roam around in wide circles and dont go near caves// cliffs yet. The crypt will be infested with rats but well placed aoe's will help you.
pty lv 3
Before going into cave, you need money for 2 more books (2x 360g)
which are See pickables (air) and Light source (heal)
i picked int for melees (to have 40 int on lv 6), and wis 30 for casters
Goblin cave
goblins, 2 chests, deliver quest, get another one,
pty lv 4
int 30 on melees, con for casters , i dunno here, will reset at lv 8 to test 50 speed rush, gonna reset again at ~lv 15 to put some stats before speeds. 2nd skills after prev. pick

south rats and rats cave, 1 chest 1 bones pile, deliver quest
now roam the deep forest to "the north" take quest in hunter hut, find "the +2 ring"

lv 5 35 int everyone
orc is not that hard just magic him from range, gigawolf on the other hand is fat and hit like truck so keep your taunt ready and warr on full hp. Wolf dropeed me an amazing staff, dont know of its a fixed drop or lucky random

delivering orc, wolf and boris quest got me to lv 6, 40 int and new dps skill for melee bros, i skipped mana shield because its an active skill and took 5% spell dmg. Dont take autocast on shaman, it will just cast guiding light for your enjoyment.

Graveyard and crypt host undead with 600 hp each, so for now roam in the open for map and random exp and then lets go west village

make sure to roam behind orc spot for single zombie (not immune to poision, lol) for tons of magic items. The only challenge so far is wolf ambush solved by taunt and aoe's
west village
so the next main quest is to go find some mega flower who knows where and the sub it to clean all undead of which i can barely kill several at once. speed 50 will help but we are not there yet, lv 6 now, need minimum lv 7 or preferably 8.

to west of west village are 2 more packs to clean up (and a chest!), then there are few more packs "south" of west village near west crypt. I cleaned all of that and with 40 int still failed to reach lv 7. Undead bros are same as goblins, shoota, melee and DW melee each hit is around 100. Being all heavy with lv 1 skill and 10 def power will make it 70, so you can get 12 str 6 dex and become bit more tanky but more better jsut wipe em out first. West crypt has 3 undeads to try yourself.
This fight gave me lv 7 and i survived without potions only because i got lv up mid fight. Archers are very fat but dont hit too hard, ~50. UD drop next tier loot so consider rerolling this fight for epics.
lv 7
i reset all the guys
Warr 20 20 20 5 5 20 (con speed extra stats goes to WIS) arcane spells from warr are much better than silly arrows since all +range dmg goes to ranger. All con and armor goes here because taunt.
Rang 5 20 20 5 20 20 (dex speed extra stats goes to more dex)
Sorc 5 20 20 20 5 20 (extra speed helps take 10 wis)
Sham 5 20 20 20 5 20 (extra speed helps take 10 wis)
i had some +2 + speed items which allowed me to take 6\8 str on each to be able to wear t1 armors
because of how much min maxed i am, each time i get a next tier item with stats i have to go to village and reset using new bonuses, especially nice are speed items
east crypt
here are pack of 3-5 undead which are now managable with 2 AP on each char, i did lost some damage on each hit but not that much, ~15-20 on each strike (10%) yet still an amazing dps boost.
west crypt
i poked into dead forest killing 5 UD ambush and 2 bone mages near the entrance. Mages each drop 2 books and 2 magic items making these 2 a great loot reroll battle.
Further west are two rat packs which are literrally free exp now. a West cave appears with 4 UD inside and later 10. But here i got a lv.
lv 8
gonna reset everyone again to fix their int at 30. so roughly i have 30 str(dex) 20 con 30 int and 50 speed on melee's and 5 str dex 30 int 50 speed 20+ wis on casters. its strongly
dependant on your loots. and the team runs naked except for heavy armor and hit points warrior.
west crypt
an ambush of 5 UD can be survived now. to the left is a sweet loot chest. 10 ud in main hall can be chocked in entrance which limits them to 2 mobs per round, here was the first time i got empty on mana on casters. Dont miss the holy flame sword which stacks well with int warrior who is now switched to DW from 2H.

All i have left to clean now are dead forest UD packs, graveyard and 2 main crypt entrances, maybe i could abuse terrain in GY but i was to lazy to try, so now i want to activate teleports and for that i need to find North village.

There are 3 exits from this location to north Lurala (ice location with high lv mobs), to west Etyrial (current quest location) and smth to south. Lets go to "NE Etyrial"
Etyrial 1
here we see some kobolds and specialized orcs who are easier than UD meaning we can steamroll this content to temple of tears location and further to north village.
approach orcs from kobold side hiding from archers few turn behind the stairs. Dont miss loot chest in the bushes in the nearest corner,
Up the ramp the are two towers with ambush, go around left tower to get into archers back. Further are 3 orcs on stairs down, teleport and north village with t2 skills trainers and quest for teleport stone we will focus on now.
Here you can also buy lv 2 spells. I took arcane debuff and bolt to warrior. Lighting bolt to Archer. For sorc i took fireball and firewall. For sham its waterball. earth stone and healing

beneath the north village are few packs of orcs and a chest to test your new spells.
Casting firewall under enemy archers does not seems to register properly and do not burn them as expected, but melee's running to you can easily eat 2x walls standing next to each other.
Waterball has a casting range of 60 and will help you a lot vs archers.
Eathball is amazing aoe skill. Fireball is not and it can friedly fire if cast upclose.

lv10
my goal now is 40 int all girls, here are details of what i did
warrior: doesnt not melee often, need 25 str 12 dex for amazing piece of heavy.
25-20-25-20-12-20, 15 into int, 30 into speed. extra dmg, extra hp, +20 melee, range, +15 atk
317 mana, its 3x lv2 blast and 1xlv1 blast jsut enouth before actual melee starts.
archer: not casting much,
6-20-20-8-30-35, 10 dex, 20 int, 15 speed, range penalty, extra dmg, +15 range, +10 dmg
Sorcerer and shaman are no brainers with 20 con 20 str 40 int max wisdom.

take the flowers from temple of tear and shrooms from valley, deliver both, +2 stat point. yay

Micirida 2
now main quest believes we can kill some undead and we certainly can, having all those new aoe's UD hordes will be finally beatable. on lv 11 and bonus 2 stats i dumped all into wisdom. Dont be me and take 24 con instead.

First graveyard amush have 2 archers in the middle in range of your spells and you can tuck into corner and aoe all those US. The second ambush is right after and have 4 archers spread around and much more UD. I started combat on the paved road and rushed back to stone arch to block archers and force them to crawl close to me. And the third UD pack is insane in size and in open, but not that spread and not amubsh.

In this combat i confirmed that holy sword can proc from triple strike casting 3x fireballs which is great with 40 int. Also i got a better sword from these fights and replaced holy sword because 15% never procs where you actually need that.

In a Tomb of a champion we meet a mega undead and 4 pile of skulls. No special mechanics here. Boss melts from magic like butter and regen 150hp per turn, make sure he dont reach you. piles are magic resistant but arrows do great damage, each pile spawn 2 skeleton on defeat which is not that big of a deal. Also piles suicide after boss dies, maybe its better to ignore them completely then.


lv 12
power lv 2 skill here, nice and the pick the dmg boost power. From now on you have to remember about bonus 2 stats which will appear after you finish your level reset.
no everyone has 40 int 50 speed 24 (30 on casters) con to keep up with longer fights

main crypt
i used west entrance becase east has insane ambush on the start. Here we meet packs of UD of 20+ which we should get used to by now. I proceeded clearing upper levels first and it proved right as i did attacked few fights from the side without enemies having high ground advantage.
Place is huge, going back to village to ditch the loot is annoying, dont forget to use stash
on
lv 13
i took 50 int with 50 speed 24 con and max possible wis for all but archer
lv 14
pick whatever. smooth your stat build if you need. i will wait for more stat items.
Upper levels of crypt is 8 shaped and is looped so you will have to decend to proceed. One of the stairs will get you to east entrance ambush.
Boss fight against 5 fat UD with ~20% reflect and nasty -15 stat debuff .

lv 15
and dead forest cleanup
only ranger got some passive arrow effect on lv 15. Reseting geting more tiring each time and i think i will increase the intervals to 3 lvs per reset from current 2. because now i manage to get decent amont of dmg stat in addition to 50 spd and int. Mana on the other hand is drained enourmously on casters especially shaman who dont have mana regen.
Here i made my excel planning table auto calculate level stat distribution based on lv 1 and desired stats, that made things easy.

There are 3 orb packs of mobs for quest and 1 smaller pack near East crypt. Orbs hit each of your boys for 60 per turn and there are generally big amount of ranged enemies. Glad that magic here at least clip trees.

Gonna take a break from a game up until i have so much nothing to do that i wana grind this one further