Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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How to Deal With Luculla Mines Death Knights
由 pancakemix 制作
Are the Death Knights in the awful forced stealth section of Luculla Mines giving you a hard time? This guide can tell you how to get rid of them, at least in such a way that you no longer need to worry about stealth.
   
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Introduction:
Did you think that what a topdown, turn based RPG needed was a mandatory, real-time stealth segment, where the enemies are unkillable, do insane damage, and have insane amounts of AP, with no alternative means of solving it? No? Well Larian did, for some Godforsaken reason.

Don't have a character set up for stealth? Is the clap of your ass cheeks alerting all the Death Knights? Just want to loot the mines in peace? Well don't worry, I have a solution.
Things You'll Need:


  • The means to cast the Novice Aerotheurge spell Teleportation 4 times, once for each Death Knight. Ideally, you would have a character who has the skill, but you could also use scrolls or wands, in a pinch.
  • Two characters who you can spare to not take with you while exploring the mines. One needs to cast Teleportation, the other needs to be able to outrun Death Knights, and maybe tank a few hits. (After the Death Knights are locked up, you can take one character back, BUT NOT BOTH!)
The Goal:
The goal of this strategy is to trap all the Death Knights in the Goblin prison cell, which has a door that can only be opened or closed via a lever.
How To Do It:
First, make sure the goblin cell is clear, and the door is closed. There should be a lever nearby on the outside that operates the door. The orange marker in the lower right of the following image is the goblin cell.

Once the door is closed, take the character who will be casting teleportation, and station them next to the cell (Make sure they are not attached to the main party). They will be staying here the entire time, and they must not move too far away!

Why do you need to keep someone next to the Death Knights? Why not just leave them once they're trapped? Because if you end combat with them, they will magically teleport right back out of the cell to their normal patrol route. Because the last thing that an RPG should do, is reward players for thinking up clever solutions to problems. Fortunately, this game's janky way of handling turn-based combat in a real-time game means that you can just keep the Death Knights locked in forever combat while you look around with your other characters.

With that character in place, you must take the second character and seek out a Death Knight (Again, make sure they are not attached to the main party). Ideally this character will be fast enough to outrun the Death Knights, and tough enough to tank a few hits if they aren't. Try NOT to draw agro from more than one Death Knight at the same time, as the Teleportation spell has a long cooldown, and if you bring two at once, you'll likely die waiting for the cooldown to wear off.

Once you've drawn a Death Knight in with your bait character, teleport the Death Knight into the cell with the Teleportation spell. They will now be trapped, but only so long as you remain in combat with at least one character!

Now just rinse and repeat this process with all 4 Death Knights in the mines, and once they're locked up, you can take your other party and start exploring the mines properly. If you want, you take one of the two characters you used to lock up the Death Knights and "Flee Combat" with them, but MAKE SURE to keep AT LEAST ONE near the Death Knights at ALL TIMES, otherwise they will TELEPORT OUT and waste all your hard work.
1 条留言
RHALLEN | Skogen_gTTV 2024 年 9 月 11 日 下午 2:00 
Very good thinking outside the box buddy. with this i managed to fullclear the mines with my Lucky charm character making a huge profit!.