Archaelund Combat Tips and Hints

Publish date: 2024-07-12

Useful Tips for Combat

You may indeed find this game way too hard if you expect a balanced exchange of attack rolls and hits&misses after having your party charge at the enemies in an open field Battle of Stirling-like. This will only give you frustration and death.

Now, there are a few important things you should pay attention to and use them to your advantage.

Where to Trigger Combat

This is, in 95% of time, your choice. And, now and then, you can also decide where to charge from, and decide to move forward or backwards for 1-2 seconds after monsters see your party, or you can even gain a bonus to initiative to click on the sword icon to trigger combat.

This leads to a determining factor that might be present. CHOKE points. This may be a great advantage depending on your party composition, bit it is always good that enemies do not have chances to attack your casters. When fighting large groups of enemies, try to trigger combat in a corridor with your melee / tank roles upfront.

Initiative

Pay attention to initiative and use delay to reposition your characters in the initiative bar. Try to eliminate first enemies that haven´t attacked yet when given the chance, and take initiative into account when choosing targets to crowd control (daze, root, stun, etc..).

An advanced tip: when you are about to “wake” a dazed monster, do it with your character that acts inmediately after the monster, that way your whole group will attack it before it gets to chances to do anything (this may requires to pass on part of your team).

Run

Did you trigger combat in open field, such as the beach? If you have an archer, run, not just with him/her, but with the whole party. Run with everyone and buy your archer some extra shots that can really make the difference and minimize the spend of resources (willpower of your casters).

Guard & Dodge

Guard is such a great action with your melee characters, specially heavy hitters with two-handed weapon. Use it and abuse it. Dodge might be better with characters that honestly are not going to kill an insect even if they crit, so you may be better dodging with those casters that want to save willpower.

Attack Focus

Is this the tactical tool I love most in this game? This is the tactical tool I love most in this game. You are not limited to do bread&butter every single turn during a combat thanks to attack focus. With the heavy hitters you can move and attack, or stand and attack with focus that increases your hit chance!

And you can do same thing even with your archer, that if really needs to kill a monster, can sacrifice one of two attacks to make just one with super high percentage. If you mix the attack focus with the bonuses from flanking and rear attacks, the tactical flexibility of the game is amazing.

More Tips

Where possible let melee enemies come to you. Don’t spend your AP charging, just to give them a full turn of attacks. This should be applied to leftover AP/MP after your turn as well.

For instance, if you down an enemy with an approaching enemy a square or two behind, consider neither closing nor just standing there but actually using leftover AP/MP to create space, forcing them to waste more of theirs. This can be situational, and sometimes you do need to close distance.

As a general rule, focus your fire. Don’t have your party members all fighting different mobs. Overwhelm one at a time.

In early game CC is appearing to be valuable, and dovetails perfectly with focused fire. Take the opponents you’re not currently focused on out of commission for a round or two.

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