#Stellaris #Research #Guide for #New #Players @StellarisGame

There are some research fundamentals which will help you very much at the start. Here’s what I go for (if I play the start awesomely :-D)

  1. Look at the Research Leaders you have: Are they good? If not..
  2. Look at the recruiting tab (anyway) to see if you should fire a leader or put him on a research ship and either hire a Spark of Genius or a Maniacal leader.
  3. The Technology system: You have a random selection of 3 techs (+ bonuses) every time you choose a new tech. An exception is the Colonization tech early on (which you should always choose first on the Asimov 1.2x patch). This selection is based on your empire and on what you have already researched, also on certain events or battle debris projects.
  4. Research Tech Choice: First go for techs helping you to build up. Only go for military techs if you know you have an opposing empire near. Consider purple techs always as they are rare and might not pop up again to choose.
  5. Swap your research leaders for bonuses: If you have an Expertise: X Leader and a tech is X, send him to the according spot in the labs and exchange his position with another leader. It won’t need time nor will it cost you research points, so do the swap!
  6. Send your Research Ship(s) on Survey Missions immediately.
  7. Military ships: Scout systems for monsters so you know where it is safe to send your science ships.
  8. Research anomalies only with low fail percentages. Once YOU have discovered them, they cannot be taken from you. So level up your Researchers first and decrease that risk!
  9. If you close borders, you can secure potential anomalies in your area against other empires. It is dangerous though, pissing the others off by doing that.
  10. If the AI scans a planet and discovers an anomaly, you cannot discover an anomaly there anymore, so if reasonable, close borders and survey the neutral systems first for anomalies to “tag” them for you.
  11. Projects and Timed Projects: Do them only if these are close to disappearing and only if they don’t stop a crucial research you make. (The Colonization tech is an example for such a crucial tech)
  12. You can gain research points and access to totally new technologies by fighting enemies and space monsters and analyzing the debris.
  13. Prefer Mineral Stations over Research Stations, but still, those stations can be useful! So go for them. Same goes for buildings on the planet. On early planets, don’t specialize, use the resources already there and improve these.

For further illustration and all the examples inside the game, just watch the video I made about Research:

Hope this can lead to a great game for you! 🙂

Happy Gaming, your

Immanuel Can

How To Get More #Anomalies in #Stellaris – 6 Tips @StellarisGame

These 6 Tips will help you gain more anomalies and research them more successfully!

  1. You discover an anomaly by sending out a science ship with a scientist on it and survey celestial objects.
  2. An anomaly has a level and a failure risk. The risk is fixed and modified by the comparison of your scientist’s level versus the anomaly’s level. But it’s only linear when you look “down” (your scientist is higher level than the anomaly) – the risk goes down by 10% for every scientist level exceeding the anomaly level. Example: A scientist level 3 researching an anomaly level 1 with 30% failure chance gets only a 10% failure chance at that anomaly. On the other hand if your scientist is at least 2 levels lower than the level of the anomaly, the failure risk explodes and you plainly should not try it if you want a real chance.
  3. There are a lot of different types of anomalies: Natural, Technical, Social and bound to Ancient Civilizations. For that last one there is a special trait for researchers which will increase your research chance and research speed for these a lot (Archaeologist). There are usually hints in the description which type of anomaly it is. That might influence your researcher choice!
  4. It’s a very good choice to have such an Archaeologist on your team, along with Careful (-10% fail chance) and Meticulous (finding 10% more anomalies) researchers.
    Careless (+35% Research Speed) and Roamer (+25% Survey Speed) are also solid choices, but not as good as the three above.
  5. You can gain a wide spectrum of bonuses for successful anomaly research, among these: Traits for your researcher, ships, most commonly research points, quests, also legendary quests (like the precursors). So they definitely matter! At the start, they can be a real boost to you!
  6. Now this is important to save more anomalies for you: Tag them early in neutral areas and block other empires from going into your area. Search your own and secured area later. This is why: Once a planet is surveyed by anyone and an anomaly is found there, no anomaly can be found there any more. The discovered anomaly is “tagged” by the one finding the anomaly. You don’t have to research it instantly. You can wait for years. It will not go away. So take your time and increase your researchers’ experience to make these anomalies a success!

I’ve made a short video about it for further exemplary illustration, see here:

 

Have fun in Stellaris, Happy Gaming

Your Immanuel Can

P.S.: A kind viewer requested a translation in German – here it is!

6 Tips fĂĽr mehr Anomalien

  1. Um Anomalien zu entdecken und später zu erforschen, sende ein Forschungsschiff mit einem Forscher darin aus und untersuche die Sternensysteme.
  2. Auf diese Weise „reservierst“ Du alle Anomalien, die Du entdeckst, für Dich. Das Erforschen der Anomalien kannst Du auf später verschieben, wenn Deine Forscher etwas Erfahrung haben, Du hast sie sicher für Dich, wenn Du sie entdeckt hast.
  3. Zu Anfang heiĂźt es also: Möglichst viele Systeme untersuchen. Wenn Deine Forscher 4 oder 5 Sterne haben, erforsche die Anomalien – die mit dem niedrigsten Level zuerst. Aber suche weiter Systeme ab, bevor die AI / der Computer das tut. Deine Chancen sind dann höher, die Anomalien fĂĽr Dich zu reservieren.
  4. Es gibt unterschiedliche Anomalietypen: Natürlich, Technisch, Sozial und Anomalien, die mit alten Zivilisationen zu tun haben. Für die letzteren eignet sich der Archäologe (Eigenschaft des Forschers) am besten.
  5. Die besten Forscher für Anomalien sind Sorgfältig (10% niedrigere Mißlingenschance, zum Erforschen der Anomalien) und akribisch / pedantisch (entdecke 10% mehr Anomalien). Auch die Archäologen sind ziemlich gut und zum Schluss haben auch die Systemerforscher (25% schnelleres Erforschen von Systemen) und die Sorglosen (35% schnellere Anomalieerforschung) noch eine Existenzberechtigung. Andere Leute sollte man nur zum Hochleveln in die Schiffe setzen.
  6. Es gibt tolle Quests und Belohnungen von Anomalien, von Schiffen bis hin zu epischen Storylines mit groĂźen Forschungsboni. Es lohnt sich also! Aber Vorsicht, wenn etwas schiefgeht, kann sogar Dein Forscher mit draufgehen, also drĂĽcke die Fehlschlags-Prozentzahl so sehr nach unten, wie es geht!

#Rating #Stellaris #Species #Traits 1 to 10 points

Species Traits Ranking for Stellaris

Positive Traits Ranking 1 to 10 points

  1. Industrious +15% Minerals – Minerals are king in this game. From the start to the end. 10/10
  2. Thrifty +15% Energy – OK at the start and gets better and better. 7/10
  3. Communal +5% Happiness – Just a good bonus that helps you all game. / Natural Physicists – the most important research (hey, it gives research bonus %%!) both 6/10
  4. Intelligent, Natural Engineers, Natural Sociologists, Adaptive, Quick Learners, Strong, Charismatic, Conformists, Enduring – all OK for their cost, but bound to specific strategies where they can be really good (but only there!) all 5/10
  5. Agrarian, Extremely Adaptive, Nomadic – bound mostly to rapid Expansion strategies which are a little inflexible, Agrarian is only really good in the early game. Use them only with expansionist empires if you’re playing “for real”. Both 4/10
  6. Rapid Breeders, Talented, Very Strong, Venerable, Resilient – either much too high cost for their benefit or borderline useless (Resilient). If you really need a trait like Resilient, it’s already too late. Good for a challenge, for flavour, for roleplay because who doesn’t like to play guys with nearly immortal leaders from time to time.. or something similarily funky 🙂 all 3/10

 

Negative Traits Ranking 1 to 10 points

  1. Weak – if you pair it with Industrious, it’s the perfect match. The Army damage -20% is really neglegible and will only hurt you early on, if at all. There are so many technological ways to make Weak not hurt you very much. 8/10
  2. Nonadaptive, Slow Learners – there are good ways around these hindrances. With the Heinlein Patch Nonadaptive may be worse, but these are really small negatives to go up against. 7/10
  3. Repugnant, Sedentary, Solitary, Fleeting, Decadent – for these to be not hurting you, you need specific strategies and you need to look at what you’re doing. But then these are really good picks in the hands of the calculating! 6/10
  4. Slow Breeders – This can really be hard on you, but it’s not that bad still. “Your” people may become a minority if you integrate other species. Still not hurting much, like all negative traits. And great for roleplay. 5/10
  5. Deviants – +15% ethics divergence can be a lasting problem when your founder race wants to act up against you, you definitely have a problem. Factions will grow as your empire grows and this will speed it up immensely. I wouldn’t want to deal with it but you can counteract it with your government or ethics themselves and then it can be OK. 4/10

So if you’re curious about what this means for empire creation, check out the video (it will come out on 24. September!)

Happy Gaming to You!

Immanuel Can

11 Top Tips For Great #Governor Use In #Stellaris

What should you do to do very well with the help of your governors in Stellaris?

  1. Great starting governors have the following traits: Architectural Interest, Iron Fist (if you have Slaves), Agrarian Upbringing, Environmental Engineer
  2. Swapping for buildings: Swap in governors with Architectural Interest or Agrarian Upbringing (Farms), then chain “buy” a lot of buildings
  3. Swapping for blockers: Swap in governors with Environmental Engineer and “chain buy” a lot of environmental removal
  4. Swapping for time: If you need something done quickly, swap in high level governors to reduce the building time (each level / star gets you 2% happiness, -5% Build Time and -6% Clear Blocker Time)
  5. Could swap in an Army Veteran Governor before you build armies
  6. Retired Fleet Officer Governor: If you have one, swap him in before building spaceport modules or ships
  7. Leveling up the Governors: Always swap in unexperienced governors if you’re finishing to build a lot of stuff – they gain high experience points for that
  8. For “Young” sectors or planets, use Architectural Interest, Agrarian Upbringing, Environmental Engineer governors
  9. For “Research” sectors, use Intellectual Governors
  10. For “Ripe” Mineral Sectors, use “Iron Fist” if you use slavery, otherwise Intellectual Governors and in any case rather experienced governors!
  11. For Military (or now military enabled) sectors, use the Retired Fleet Officer or the Army veteran Governor

Have fun in Stellaris! Happy Gaming, your

Immanuel Can

Pillars of Eternity Character Creation: Adonan, Aumaua Fighter and Quoril Yogsword, Pale Elf Priest

Hi guys and gals!

So, as we wrote earlier, Kevaver will be joined by his friends, a concept custom party designed for Path of the Damned (which will hopefully fare well, as this is a mostly blind Playthrough).

And to create the “basic” group, we chose two of his friends to join him early. Adonan, a tough Aumaua Fighter and Quoril Yogsword, a Pale Elf Priest of Magran.

So first, Adonan:

Race: Aumaua – Many enemies in the frontline have stun or knockdown abilities. The Coastal Aumaua ability (resistant to these abilities) is excellent against that! This enables him to better control the combat himself (and to take fewer hits of course).

Might 13
We want some Might, but he’s not a damage dealer, so we won’t spend too much on it. 13 is a pretty OK value getting a nice Fort save as well.

Constitution 18 (+1 = 19, from Rauatai)
He’s a tank. He has to have many hitpoints. And Fortitude save is the most important save for tanks too, they can take the Reflex save based Area Damage no Problem. But failing your Fortitude save will bring you in trouble as many melee opponents have abilities just against that save.

Dexterity 12
Dexterity isn’t crucial for a good tank, but it’s just so good generally. We just have to take it to bring down cooldowns and recovery times a bit.

Perception 13
On Hard we would dump this stat, as we wouldn’t have a problem hitting enemies anyways. On Path of the Damned, if your Perception is too low, you will have problems with anything combat related (if you’re not only buffing / healing). So, a compromise.

Intellect 3
The only ability we can afford to dump. It’s not crucial for a tank even though it wouldn’t hurt either. But many effects and abilities of the tank are instant and have to do with doing engage / disengages. Intellect won’t help there much. We are bleeding on the defensive Auras though, but sometimes, we have to make sacrifices for a gain elsewhere.

Resolve 18
We are playing a tank. He should have good deflection. This helps. It’s rather useless for a non-tank though.

 

Second, Quoril Yogsword

Race: Pale Elf. He is more resistant to elemental damage now which can be a problem even in the back row (think Fireballs or spells in general). This will help him, as he has that super low Constitution…

Might 18
We want our spells and abilites to be as strong as possible. We want to do damage too, if using weapons. This is giving us the power. What we sacrifice is..

Constitution 3
Our priest is mainly a buff / debuff character with ranged attacks. So we don’t ever want him to be under attack. He’d be dead then with Con 10 as well, so no point in going for more than the minimum. We’ll have to be careful with him though, as there are many archers and other ranged opponents in Pillars of Eternity.

Dexterity 19
Now how great is quick spellcasting, quick attacks and quick recovery time? Speed has, in most RPGs, been a crucial ability for spellcasters and, of course, healers. Pillars is no exception.

Perception 9  (10 with The White that Wends)
Not that good but not too bad either. We want to be able to hit things when debuffed. Or we want to debuff them. Buffs are more important still, but we won’t cripple our Perception totally. That would be neither helpful nor needed.

Intelligence 18
Just nice to have. A good area for the area spells and longer lasting buffs. Maxing that is mandatory.

Resolve 10
We won’t dump that as for a healer, some help with concentration can be crucial. But we won’t boost it too. As it’s really a tank stat.

 

Alright, I’m out – see you on YouTube in the Playthrough!

Have fun gaming,

Immanuel-Can

 

 

 

 

Pillars of Eternity, Path of the Damned, Creating our Main Character

Hi friends!

We had started a PoE Playthrough, but it was on Hard. And “Hard” was just too easy. So, we’re starting on Path of the Damned now. With a main character that should be effective, and interesting to play from a tactical and a roleplaying point of view! With a view to playing even to the second part of the White March Expansion 🙂
The first Episode is currently being rendered and we’re uploading it today on the Thoughtful Gaming Youtube Channel.

Creating a Character optimized for Combat and Exploration

So, I was thinking about a Rogue – an intriguing character with the bonus to give us a good start as well – as we won’t miss a chest with such a master in mechanics. We do want a Death Godlike, for the damage bonus on enemies on their last 25% endurance. That’s when, in my experience, most enemies will trigger special abilities too, and that’s also a critical time to do damage, for example to stop that last heal the opponent is casting and to kill him right then!

So, Death Godlike Rogue it is. What about our attributes?

Might 13
That is not too shabby here, even though the interface wants us to bring this up further. But I’d rather have the flexibility of Dexterity for massive cooldown reduction or the precision of Perception which we will need on the highest difficulty just to be able to hit things reliably.

Constitution 10
We don’t want that too high, as we won’t be a tank, but being a melee character, we cannot afford to dump this stat.

Dexterity 19 (20 with Deathfire Archipelago)
To preserve our flexibility and to give us the best opportunities. Dex is so good because it raises damage by attack speed, and it also reduces any cooldown, so it’s also great for abilities, or even reloading times. Just a great stat, even more so for ranged characters, but also for us and for some synergy with Perception and its interrupt bonus.

Perception 18
We want to be able to hit things reliably on Path of the Damned difficulty. We are fighting with two weapons, delivering great damage by that (also from the enchantments) and we want them to hit as often as possible. And interruption is a great ability for a second row melee character like a rogue. We want to be able to stop things. Now we can.

Intelligence 14
We have good abilities and want to improve them a bit. Intelligence 14 is good enough for that. We’re getting attack bonuses from our abilities, so this will improve our damage more than more Points in Might. Or so we hope.

Resolve 3
Well, we just have to dump one stat. We won’t play a tank, so we’re going to suffer against melee heavy opponents attacking us, but we will use our abilities to pummel their damage, so we won’t need too much Resolve. The will save is a pity, but no risk, no reward. And we want that reward from offensive attribute points!

We want the Blinding as our first ability as I think it’s extremely powerful, and is based on the Reflex save as well, instead of the Fortitude save, so we have a chance to blind even strong melee attackers (which usually have high Fort / lower Reflex save). It’s a protection against the hardest opponents for Kevaver, really. Making them slower won’t help there as we don’t want to be a ranged attacker and don’t want to kite.

And we want him to be from the Deadfire Archipelago, for Dexterity +1, and Roleplaying fun (a seafarer seems to be always an entertaining backstory).

 

Roleplaying Aspects (how will we play our Rogue in the story of Pillars of Eternity)

The old Wizards of the Coast name generator gave him the name Kevaver Forgedawn. And I’m going to go with that. It’s an elven oriented name and has a nice, gothic touch to it. I’m sure there are better names though, but also many worse.

Kevaver’s alignment, in a Dungeons and Dragons sense, should be somewhere around Chaotic Neutral, with a tendency to good. He’s got a weak spot for people sharing his fate a bit, outcasts of society. He had to endure quite a bit because of his appalling looks when he was young and, reacting to discrimination, has had his share of mainstream racism and disadvantages by local authorities. He despises authority and has a secret love for anarchy. He’s a Drifter (+1 Mechanics, +1 Stealth) which also helps him as a group utility character.

He’s a bit of a romantic, and gothic Anti-Hero, though not so much as to reduce his effectiveness much. He has acquired a circle of friends, the only ones he believes he can trust, and wants to pay for their travelling to him to help him on the adventure. (We want to create a custom group, as there are enough playthroughs with the characters from the developers.) So stay tuned for other interesting characters we will create (or, in character, re-acquire). We want a bit of freshness too, and we have quite a nice bunch of fellows prepared for the adventure.

What we still need though is a name for our group of adventurers. Are they the “Renegades of Punk”? The “Masterminds of Madness”? Even the “Freedom Fighters and Friends”? What would you call them?

Have fun gaming,

see you!

Immanuel-Can

Kevaver Forgedawn

 

#Wizardry8 #Potion #Mixing Overview

Hi gals and guys 🙂

Thought you’d find this helpful: A collection of useful potion recipes and their requirements (Alchemy) in Wizardry 8. Lucrative Recipes are in Italics. There you go!

alchemy Created Potion Component 1 Component 2
15 Potion of Hv. Heal Potion of Lt. Heal Potion of Mod. Heal
15 Potion of Cure Poison Potion of Lt. Heal Potion of Poison Reduction
15 Potion of Guardian Angel Potion of Lt. Heal Potion of Bless
20 Pickmeup Potion Potion of Mod. Heal Potion of Mod. Stamina
20 Acid Bomb Stink Bomb Boom Bomb
40 Potion of Cure Disease

Potion of Cure Light Condition

Potion of Hv. Heal
50 Renewal Potion Potion of Cure Disease Potion of Hv. Heal
50 Potion of Restoration Potion of Hv. Stamina Potion of Hv. Heal
50 Pandemonium Powder Sneeze Powder Flash Powder
70 Skeleton Powder Dust of Dessication Concussion Powder
85 Resurrection Powder Renewal Potion Magic Nectar
95 Canned Elemental Fire Bomb Ice Bomb

Have fun gaming! See you!

Immanuel-Can

#Wizardry8 #TLDR #Tactics 10: Beating the #Rattkin #Breeders

rattkinbreeder

In Trynton, you probably want to help the Trynnies to get rid of the Rattkin Breeders. Now these are monsters doing monstrous damage; but they also have good loot available. Around Level 10, even earlier sometimes, you could be able to beat them (on expert); depending on your group and equipment it may be easier – or harder.

They are in a room with 3 Rattkin Archers, but these are no problem compared to the Breeders. So, I’m not going to write anything about the archers. Basically, if you have the Breeders under control, you have won the fight. So here goes:

They are weak to Fire and Mental Magic, so you should really try to spam higher level Insanity or Fear on them to keep them under control while killing them. (If you have the Jack in the Box for your Gadgeteer or the Siren’s Wail for the Bard, that is mostly a safe option). You can watch an example fight on expert difficulty here.

Otherwise they are doing really good melee damage and can knock your guys unconscious as well as poisoning them or paralyzing them – so watch out, kill them quickly and keep them under control. If you cannot kill them quickly, don’t take a chance and try to remove all negative status effects from you party as soon as possible as well as heal up. It will help you survive the fight.

It is recommended you use special equipment you found in this fight. Especially buffs will work well, like a Scroll of Haste. Also, distribute potions and sneeze powders on your party members in case of hp troubles or someone going unconscious.

Have fun beating the rats

Happy gaming!

Immanuel-Can

 

#Wizardry8 #Monster #Manual : #Monastery

For your convenience in your adventures – a Manual to the Monsters of the Monastery – their strengths and weaknesses, how to kill them and how to defend against them.
I have marked some remarkable/dangerous static spawns and interesting items on the Monastery maps. After the maps, the Monster Manual will give you detailed descriptions of the Monsters of the Monastery.

Lower Monasterymonastery-map

Upper Monastery
monastery-map-upper

…if I missed something, please tell 🙂 Or if you want something else mentioned too! This guide is based on the monsters I’ve met in the Monastery in my playthroughs – so if you have encountered others, please add! Same goes for the pictures – if you have any missing ones, please contact me 🙂

 

Low Level (1+2)

Animals

roach
Roach
Some resistance vs mental spells, otherwise weak to spells. Single digit hp. Large Swarms. Hits single digits. Don’t let yourself get surrounded. Kill low hp ones first.

crab
Crab
Some resistance vs water, earth and mental spells, otherwise weak to spells. High single digit hp. Hits single digits. Kill low hp ones first. No problem to get them one by one waiting in a doorframe.

softshellcrab
Softshell Crab
Same resistances as Crab, vs water, earth and mental spells, otherwise weak to spells. Low double digit hp. Hits high single digits. Kill low hp ones first. No problem to get them one by one waiting in a doorframe.

Rat
Weakness to Fire/Water/Divine spells. Low single digit hp / low single digit hits. Kill low hp ones first.

lesserseeker
Lesser Seeker
Weakness to Fire/Water/Mental spells. Double digit hp. Ranged attacker. May nauseate so prefer to kill in mixed encounters to non-special attacking monsters.

bat
Bat
Resistant to Air Spells. Low hp, low damage.

Slimes

greenslime
Green Slime
Weakness to Fire/Water, Resistance to Mental Spells. Good drops. Single to low double digit hp. Can hit pretty high single digits. Easy to hit.

Languid Slime
Weakness to Fire, resistant to Mental. Good drops. Ranged attacker with Sleep effect. Easy to kill, do it first. Single digit hp usually.

 

Medium Level (3-5)

Animals

swarmingroaches
Swarming Roach
Resistant vs Mental Magic, weak to all other forms of magic. Up to low double digit hp. High single digit damage.
May have multiple roaches attacking you even if space is limited – so be careful not to get surrounded by these if they have a high number. Easy to hit and to kill. Area damage wrecks them.

smallspider
Small Spider
Resistant to mental magic, weak vs other magic. Low double digit hp. Ranged combatants with low damage but a high chance to paralyze your party. Can poison in close combat. If other monsters are present that you cannot kill quickly, try to remove the spiders first.

Wolf Spider
Resistant to mental magic, weak vs other magic. Low double digit hp. Ranged combatants with low damage but a high chance to paralyze your party. Can poison in close combat. If other monsters are present that you cannot kill quickly, try to remove the spiders first. Yes, there is not much difference – Wolf Spiders are higher level and usually have less hp in my experience.

Hardshell Crab
Resistant to Water and Mental Magic, weak vs other magic. about 30-60 hp. Low chance to poison you – high damage up to around 15. Extended Range, so protect your backline! Tough opponents for their level; try to control them quickly by spells like Blinding Flash or even the high level Sleep spell of your Bard’s Poet’s Lute.

venomcrab
Venom Crab
Resistant to Water, Earth and Mental Magic, weak vs other magic. Around 15 hp. High chance to poison you – poison may collect stacks so try to cure quickly at least after combat. High single digit damage. Easy to kill, so kill them and save your crowd control for other opponents. Collect the Venom Crab Shell they drop for Antone Rapax.

gnawerrat
Gnawer Rat
Resistant only to Water and Mental Magic. Low double digit hp, single digit damage. Easy to kill.

seeker
Seeker
Only resistant to Earth magic. Lower double digit hp. Single digit damage, ranged attacks. May nauseate your characters so in mixed encounters, try to control (sleep, insanity, etc) or kill.

duskbat
Dusk Bat
Resistant vs Water and Air, weak to Fire. Low double digit hp, high single digit damage. When mixed with normal bats, control them with a mental spell. Dusk Bats are hard to screenshot – this one refused to show her hp :-p

tanikafish
Tanika Fish
Resistant vs Water, weak vs Air. Low double digit hp, high single digit damage. Control and kill one by one.

Slimes

noxiousslime
Noxious Slime
Weakness to Fire, otherwise pretty resistant to magic, especially to Divine / Mental. Low double digit hp, ranged and melee attacks with a high chance to nauseate and some chance to poison your characters. Good drops, relatively easy to hit with physical damage.

Pustulant Slime
Weakness to Fire, resistant vs Mental Magic. Double digit hp. Melee combatant with high single digit damage and the unnerving ability to cast a nauseating cloud on your party. Eliminate quickly, or will wear you down in a multi-monster encounter.

Undead

undeadhead
Undead Head
Resistant against Divine Magic. Double digit hp. Casts crowd controlling spells and Energy Blast. Attacks low single digit hp in melee. A nuisance if encountered paired with other monsters – eliminate quickly then. Otherwise harmless and easy to kill.

Humanoids

higardibandit
Higardi Bandit
Water/Earth resistant. Good drops. Low double digit hp, good damage in melee and ranged too. Easy to kill but may run around and cause you to lose turns that way. May flee, being a nuisance later.

higardiraider
Higardi Raider
Somewhat resistant to Earth magic, otherwise average. Double digit hp. Good drops. Throws Death Stars, thankfully without their Kill-%. Tough for his level, but not dangerous.

higardicutpurse
Higardi Cutpurse
Water/Earth resistant. Good drops. Low double digit hp, good damage in melee and ranged too. Very easy to kill, but may run around or flee, being a nuisance later.

 

High Level (6+)

Animals

rabidrat
Rabid Rat
Strong resistance vs Water, some vs Mental Spells. Double digit hp. Up to double digit melee damage. High chance to nauseate on attack, some chance to drive insane. If the rats get to surround your characters, they can be a problem. One by one they are easy to deal with.

Slimes

Slithering Slime
Vulnerable to Fire only. High double digit hp, melee damage in the double digits too. High chance to nauseate your party. Tough opponent at early levels. Good drops.

Metallic Slime
Vulnerable to Fire only. High double digit hp; melee and ranged attacker up to double digits. May cause unconsciousness. Takes only 50% damage from physical sources. If they are too tough for you, you can always run, as they usually don’t do much damage and don’t follow quickly.

Undead

Screaming Head
These ones or the Shrieking Heads are waiting for you in the Grave in the Monastery. Vulnerable only to Divine Magic. Double digit hp.
Cast all sorts of spells to control the combat, but not much else. If your party is insane, run around until it wears off or only your low damage party members have it and then hack these things down. If you have Bishops with you, command them to the grave. Dangerous combined with other monsters only.

 

Bosses

TLDR-tactics-3-kingcrab
King Crab
Vulnerable to Fire, resistant to Water/Mental. Irritating Skin is a good option against it. Around 100 hp. Extended Range, attacking twice per round with single digit damage usually. An opponent that you have to endure, otherwise not that dangerous. Be careful about your weaklings in the back row: The King Crab can reach / attack them if you go too close!

gregor
Gregor
Highly Resistant to Water / Mental Spells, somewhat vulnerable to Fire. Irritating Skin may work. Around 120 hp. 3 Attacks with mixed damage, ranged and melee. High chance to paralyze or poison. A really hefty opponent – don’t hold back on him and I’d recommend to use items you collected in this fight too, like a Scroll of Haste, to help speed up the fight.
The longer the fight lasts, the tougher it gets. Don’t be down if one or two of your party members die – this is quite normal, as he can one-round many characters due to the paralyze/melee combo.
If you’re the type to save before tough encounters, you should do that. Even if you’re not, do it anyways, at least if it’s the first time you encounter him. Significantly stronger on higher difficulty levels. One of the toughest fights in the early game.
You can avoid him if you run around like a madman though, and proceed to the next level anyways, as he will go back to his room after a some time running around edges and jumping off cliffs, not pursuing you anymore.

Shopkeeper

burz
Burz
A nice guy, friendly but greedy. Use to get rid of stuff you don’t need anymore. Great source of ammo or minor upgrades. Also has some resurrection powder. Sometimes has a Longsword or a Short Staff and Daggers: All of these you will need to access the retro dungeons later in the game so you may want to stock up on that stuff as it isn’t sure you’ll get it later and it isn’t expensive at all.
I’d recommend you don’t sell your resurrection powder, as it can be really helpful if you don’t want to reload sometimes and don’t want to save the game like a paranoid madman 🙂