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So it makes you on the way. In Wobran the troupe stumbles on a wanted poster. So you will never be unseen by Drol. Before that you should but look around Wobran something and talk to people.
The beggar recognizes you and asks for alms. Give him a farthing. Thus he is talkative and told you from the nearby battlefield and the traders - both potential side quests.
While you should pick the battleground for later, you can get in touch with the dealer Prosperi. He asks you to find his cousin, who should bring him a magic wand with a grimace demons and has now disappeared in sickle thorn forest.
You are of course so nice to help him in the search for two. Before there is no mistake, seek out the hunter-teacher and the hero a basic course in the special skills "Dodge" and miss "attention".
This helps immensely in the fight to avoid hits. Given you a task to retrieve a delivery dream herb for the side quest "Drachenhatz" and you will.
A little gambling is still in there. Before the journey continues after Thenesh, you should fulfill the quest Drachenhatz - after all promises Naurim to find a refuge and wants his ax again.
Travels to Thenesh and enter the barn. You surprised four smugglers who also do not mind having to leave collapse stacks of crates over you if you are not faster.
Let the bad guys come up to you and try Naurim his ax. The journeyman retaliates promptly and smuggle you into drol. There you can maintain the same again with the dwarves to activate the side quest "Dwarf Games".
However, this is rock hard - you should wait until you to the Elven Huntress Niam has connected. Under Hold on dear with the host on the general news and the Baroness.
A refresh your supplies at the local dealers. Now enter the garden on the arrow at the archway in the background.
In the garden you meet a teacher for melee, in which you should use some of your quest points make sense - the special skills feint armor habituation and, where appropriate, Ambidextrous fight are useful.
Be friendly and offer your help. You betray the woman, "where even rats nests" so that they can lay their traps. This will prove equally as useful.
Speak with the bodyguard of Zurbaran's Baroness and challenge him to a duel. The keeper and his two colleagues compete against you.
In the middle of the battle space should after talking with the teacher now available from leghold traps, in which you can lure your opponent. With this advantage, the fight is extremely easy and Zurbaran is soon back in the arms of the Baroness.
After the cutscene, and the brief dialogue with Naurim replies calmly that you trust the magician , Zurbaran comes running with six men of the law Wahrers Lasca in the back.
In the trees you see two bees nests that can fetch you with ranged attacks down to stop the pursuers. If you blocked the way with Naurim, the minions are bitten quickly and you with ranged attacks easy game.
It is followed by another cutscene in which the Rechtswahrerbund Lasca announced the execution of the Baroness. As men of honor you make yourselves on course to rescue the damsel in distress.
The catch: Accommodation is not. Instead, use potions to bring your fighters on Fordermann for the next battle. This fight is something special: two bridges and seven henchmen stand between you and the gallows.
You have five rounds time to cross the second bridge. Can you manage that, Lasca runs away and the Baroness is saved.
Can you manage not, the lady dies. In any case, you have to turn off all the henchmen in order to win the fight.
Caution: In the grounds are teeming with leghold traps. Before you can make a move, throws one of the villains to a stack of crates and blocks the path on the first bridge.
Uses this by her Naurim placed in front of the boxes and the southernmost destroyed. Minions are now pounce on this passage. Now, one of the heroes with ranged attack can smash the northernmost box, creating a passage for the third colleague who unmolested hurry past the three guards.
While Naurim the three thugs employed by the first bridge, it gets Zurbaran or your hero with the Fiese Densities at the second bridge to do.
Place your hero Ranged on the upper cliff, to give him fire protection and "powert" by as fast as you can. With a mighty flame jet and an aimed shot you can make a breach and rush to the three guards passing over the bridge.
Use as possible once "sensory acuity" to see the pitfalls - one located centrally on the bridge.
It has in some cases also to create by magic wand of Zurbaran a barrier to outmaneuver the guards. Have you done everything right and cross the bridge in time, the Baroness is saved.
Now the task is to slaughter the remaining henchmen - what should be feasible in the belt with enough potions. The happy ending for Zurbaran and the Baroness is secured, the magician has his staff again and you can continue to flee to the south - to match the name of the next main quest.
Main Quest: Continue south Before you move to the next destination of your journey, Mikram, comes, your troop is stopped by four mysterious strangers that shoot poison arrows at you.
Apparently they are in league with Lysander - a note indicating the way to Mengbilla. Once in Mikram, you entertain first of all with the sorceress Tele mongering.
You learn that strange things happen to the people here: Young people who come back with a hole in the head to the village and completely will-less vegetables.
The half-elf Salvation is such a case. Her sister is Niam but ran away because she owes the people in the village money. Tell the healer Jolden that you need the help of Niam as wilderness guide.
He sends you in the Denndrim forest. First, however, would be another conversation with Tele Make a good idea as they can teach wizards some special skills and spells.
Witch saliva, Klarum Purum, magic routine, astral regeneration 2 and Distance Magic 2! Also, you can help them in their research of the lady.
She is looking shrines from the Association of Euliken side quest: pilgrim trails. In Dendrim Forest there are a number of paths and there are goblins go.
Start at the first point "shrine" in the north where surprised her four of them at a campfire. No problem for our heroes steeled. As a reward, you'll find the Rune "where" needed her for the side quest of tele-mongering.
The clearing in the center of the minimap is guarded by four goblins. You are vorden this time surrounded by them - but they are not very strong.
Bypasses lying around tree trunks and take you one by one to the chest. Now the way is cleared for the further exploration of the forest.
Go to the clearing in the south. Here you will find the totally stoned Niam. He knows a brew that makes the Elfin sober.
However, this presupposes the troll sponge mushrooms, and guarded by a rather ill-tempered Waldschrat. Therefore, initially shuns even the lake and would rather go east to Goblinlager.
In Goblinlager you meet fierce resistance. But if total of your attacks focused on the Shaman, they will offer you to spare her life for woodworm.
At first it looks like a puny deal, proves in the fight against Waldschrat a useful gift. Leaning her woodworm from, the fight is over anyway - you should take in any case.
Now it goes to the lake to pick mushrooms. Use the woodworm, to give the wood sprite or treat. Alternatively, you can also "catch" play with him and simply collect the mushrooms distributed by hand - do you have enough, the battle is over, even if the Waldschrat still breathing.
Now the half-elf Niam is sobered. She talks about the stranger who lives southeast in a country house and took her sister to brain-dead zombie.
As you learn, the torturer Muratori behind it. His country seat is visible on the map. Niam joins you to know the truth. There is not enough experience points in the game to level everything and this has been accounted for.
Also at the beginning of each chapter are Taskbars for each character and those should be set-up to speed up play. There are several appendices including item descriptions, spell costs and effects and spell descriptions, as well as a description of the storyline.
Those are at the end of the guide. The storyline obviously contains spoilers, so it is not required to read it and is placed last, with the Spoiler caption on it.
There are also several minor tips which are helpful but not required. Firstly, having headphones helps to understand the story.
Secondly, there are books to be found and smashing a table or tipping a bookshelf that can be seen by using the 'v' button to spot the tables yields its book at the end of the fight.
There are relatively few of these throughout the game. Thirdly, Traps can be disarmed by using them if one has the traps skill at an appropriate level.
Fourthly, although it will be stated in the spells section, spells at level 3 and 4 usually have special effects. Reading the fine print will tell you what they are but you have to pay close attention to the description.
Lastly, activating the detailed battlelog display is helpful because it shows not only hits and misses but also roll modifiers during battle.
The story will be covered in the appendix for those interested. Playing the game will tell you the story with no loss of deatil.
Your hero is a convicted murderer, escaping from prison. The rest is told during gameplay. There are six characters in Blackguards.
From the third to final chapter, your party will have five characters in it. All of the characters may be levelled as you wish, however you will find hints from the game designers to help you choose.
This walkthrough works well and has a balanced, high damage output party makeup and skillset. You may change the party if you like, but sometimes it can make the storyline and gameflow more complex.
Your Hero in this build is a Ranger who uses a bow, deals ranged damage and is a supporting caster. Your hero is imprisoned for murder, and escapes.
Naurim, the Dwarf, is in jail for causing property damage. Naurim uses two- handed axes, and exclusively deals melee damage and wears plate armor.
Naurim uses dual wielding for Smith's Hammer in Chapter Five. Zurburan is imprisoned for practicing magic. Zurburan is a healer, and places arcane walls positive buffs such as Standfast Catlike, detects traps and when time allows lays traps, throws axes and casts minor damage spells.
Naim has avoided the Prophets by feeding her dreamweed addiction. Naim is a hunter, but is killed in Chapter 2, and so will take the role of a second warrior in this build.
Naim carries a Spear, and exclusively deals Melee damage and wears Plate armor. Takate was enslaved then famed as an Arena Combatant and joins in Chapter three.
Takate uses two-handed swords, exclusively deals melee damage and wears plate armor. Takate also initially and sporadically uses spears in Chapters three, four and five.
Aurelia was intrepid count Urias' servant and council before she was sold into slavery for practicing magic. Aurelia primarly knocks down enemies with magic and deals magic damage but also throws axes, lays traps and performs minor healing.
Parted brown hair and a bun. The basics of gameplay are covered well from the in-game tutorial, however it is strongly advised to use the taskbars provided at the beginning of each chapter, as well as the levelling guide.
There are many pitfalls to not having the proper skills which can make the game more challenging than it needs to be, and choosing a levelling path is for players that have played before.
During each battle, your weapons and spells will deal damage and there are hit points, astral energy and attack and spell rolls.
Astral energy is regenerated at 1 per turn in addition to the weapon and special skill modifiers which are expensive, and astral regeneration is zero when wearing metal armor such as plate armor.
There are two actions per turn, which may be increased by Move as Lightning Level 3 to four actions per turn.
The initiative bar shows character portraits that cycle each turn. Speed is an attribute that displays the character's movement, while initiative ranks the order of player moves each turn Thus it is critical to have the proper points with that weapon to hit as melee damage does a good portion of the damage output.
There is also a slider from attack to defense that can change your attack and defense. Warriors should often have mostly or all attack and casters often all defense.
In addition to hit and miss, there is also a dodge and parry. While dodge can occur continually, parries can only occur once per turn. Shields, armor and weapons modify parry, but dodge is much better.
Both dodge and parry are against their attack rating and high dodge in particular is very effective and available for all characters.
The levelling guide includes this. Finally, the attributes listed on your character page increase combat values such as Attack, Parry, Speed, Health with each attribute increasing Combat Values by filling the boxes on that page.
Which combat value each attribute increases is shown on their description, and there are bonuses in fine print. For example, strength increases damage dealt only at 17 and Each talent has three Attributes that affect its skill roll.
If you would like to increase effectiveness of a skill, check the Attributes for the Attributes that affect the Talents you use. To increase Combat Values for example, Attack uses Strength, Agility and Courage increase typically 5 points in the key attributes will increase the combat value by one point.
Spells increase their chance to hit with increased skill in that spell, and also with increased character statistics. The attributes that increase the percent successful cast are listed for each spell.
In general it is expensive to increase chance to hit by increasing player stats. Astral Regeneration is critical for regeneration by casters and is completely negated by metal armor, can be compensated for by potions, augmented by astral mastery, and greatly augmented by weapons that in- crease astral regeneration.
Also, the steady casting increases the chance for successful spell cast, but is expensive and usually is obtained later.
There are two types of resistances to spells. First is the Resistance to Magic modifier, which is incremented on the character attributes page.
Resistance to Magic is not effective against damage spells such as Ignosphero Fireball and will cause that spell to fail if cast on your players, as well as enemies the same.
The second type of resistance is from the effects that the spell causes. While some spells have their effects negated by the Resistance to Magic attribute, such as Karniflo Frenzy, other spells have their effects such as the Knockdown from Wrath of the Elements resisted by other attributes like Body Control.
The spell failure is given by the RM attribute, while its effects are changed by other skills and special attributes.
Weapons come in various types with damage varying only slightly. Weapons also have a range which is either 1,2 hexes or 18 for bows, and some but not many are enchanted beginning in Chapter 3.
Damage does increase over the game, particularly for the two-handed swords and axes which do the most by the end.
The distance attribute is very useful for second row fighters and has a 2-hex range. What does vary with weapons is the special moves that they allow.
There are two trees of melee attacks, the left being intended for two-handed weapons, increases damage with strength and has hammer blow that does the highest damage.
The right tree of the melee attack skill tree is for armor piercing attacks including the less resisted infantry damage, and both ignores armor often and also deals wounds since it does less damage.
Wounds reduce chance to hit and dodge as well as hit points until cured. Armor reduces damage based upon damage type, with magic, and infantry damage being reduced least often and normal damage is without a weapon.
Armor also comes in two types: metal and non-metal. Metal armor, as stated above negates astral regeneration, whereas all non-metal armor is the same except for damage reduction and armor rating and encumberance.
The damage reduction was covered above. Armor also has an armor rating which is the damage reduced from that dealt. Usually this is given by a set bonus, and may also be from spells cast such as Fastness of Body.
As with Armor Bonus and encumberance, the first number is the contribution from that piece, and the number in parenthesis is the total value that you currently have.
Lastly, armor has an encumberance which reduces dodge, parry and attack. An encumberance chart is listed in the appendix and encumberance is reduced by one point for each rank of armor use.
Therefore if you have an encumberance of zero, you don't need the armor use skill. Also, you will notice that there is no difference between all non-metallic armor, so you can give your casters leather if you want, as it is better than cloth.
Weapon Poisons are very useful in Blackguards, moderately expensive and moderately available. Weapon poisons work on weapons and last for the duration of the battle or until dispelled.
Dropping the poison on the weapon before the battle will cause it to be active for the next battle. The duration and description is the time for which the poison lasts on the enemy and what its effects are.
Poisons can also be used on bows. Arax, for example will cause the enemy to hit you less often, is not expensive, and will be sold if you don't use it by the end of chapter two.
Astral Potions should be kept and used as needed as they are moderately expensive but reasonably plentiful. Healing potions, however are not needed very often.
Gold is available and there is about Ducats in the game, with about Ducats being required. As a result, you can buy just about as many traps, potions and poisons as you need with the exception of chapter one, where you need Ducats of the earned.
Management of Item inventory is a problem because of the encumberance and weight requirements. Each point in strength for a party member increases total weight allowance by 2 pounds, but cannot be afforded until chapter 2 or chapter 3.
In general for each caster, they will have 1 weapon to increase astral regeneration and the secondary weapons including mengbillar will not be used.
In general for an archer, they will not use a regeneration staff because of their high damage output.
For each ranged or melee damage dealer, they will have 3 sets of weapons, and all other weapons which are not superior in those catergories should be sold.
The three types of weapons are: 1 for the special attack that does high damage, 1 for armor piercing infantry or uses marksman or death blow for example and 1 for magic or fire damage.
This is important because the wood troll in chapter 1 for example is difficult without woodworms, but takes 20 damage for each hit with a torch.
The armored fighters in chapter 4 take 3 damage for each melee hit, but death blow will deal damage. It is a good idea to keep inventory weight down by selling items that you don't need and they should all be sold at one town per chapter, so that you can find them later and not have to look around.
I usually choose Neetha in Chapter 1, and Winneb in Chapters and sell all my items that I sell at that town and no other. The inventory management in Blackguards is poor in that items cannot be moved or shifted.
However, you can remove them from inventory and re- deposit them if you have enough belt slots to hold the entire stack. Period- ically it is a good idea to pull and stack back all the healing potions together, followed by all the astral potions, then poisons, then traps, then throwing weapons.
That way you can find and actually use these items. The worldmap interactions are interesting in terms of the Blackguards storyline, but can also be non-descript.
You can simply follow the walk- through and it will tell you what to do, or there is an appendix with the storyline that describes a bit more in detail about how the story is actually progressing.
In other words, it is a bit confusing and you don't need to, but can pay close attention to it. There is also some non- specificity in the storyline in that your party contains both lawful good and chaotic evil in the same party.
As a result, there are not really any consequences for your actions, with the exception of Aurelia. For example you can steal from Menchal in chapter 3, and nothing happens..
You may also kill or set free the Torturer in Chapter 1 and again, nothing significant happens.. Aurelia is, however, the exception to the rule.
Your actions regarding Aurelia affect whether or not Aurelia is turned to the nameless whisper or not.
Information is given in the Aurelia Appendix showing what to say and do to have her remain with the party.
If you follow the guide, it will already be incorporated into there. The special moves will be described below, but some only work with certain weapons.
As said before, both the melee and ranged attack trees have one talent or path that deals high damage, and one talent or path that deals armor piercing damage.
Two handed weapons also increase damage with strength. Attack rating also increases with statistics slowly, but universally to all weapons.
Ranged weapons hit far easier than melee, and don't need to be levelled as high. Also, reducing enemy dodge and parry is essential, and both warcraft and animal lore reduce enemy dodge and parry by two at 8 points.
Plate armor should be used. Even though it does give encumb- erance, the extra damage reduction is very helpful at the end game where enemies can do 30 damage per hit to cloth.
There are only 2 pairs of cloth gloves in the game, keep all that you find. Also, leather helmets are in short supply in the beginning and I use two sets of leather armor for my casters, and one Gambeson set.
The gambeson leggings are in Chapter 3 in mengbilla and you should have kept the rest of the set to have a full set by then.
There are many different ways to knock an enemy down. Some are more effect- ive than others. Liberating blow into a wall will knock down, but positioning is difficult.
Witch's Bile often knocks down at 5 AP cost. Wrath of the Elements works less often, but there are 4 levels and higher levels can be cast. The Attack, 'Knock Down' operates on a different resistance and may work under different circumstances.
Tripwire does knock down but is consumed after use. Lina's Curse is better, but takes turns ahead of time to stage and the 3-hexes must be empty.
Lastly, throwing axes also knockdown, and finally there are Weapon poisons which trap enemies which are the most effective.
Mandragora for example, when used on your ranger will knock down almost any enemy and can be used before the battle, and fired at will.
Useful when enemy is evasive or armored. There are about five regeneration There are two one-handed There is no need to keep Mascaron, as your Hero will use bows This build has Aurelia with A few points such as 6 in staves is cheap at all defense and does Armor Use -Armor Use 1,2,3 - Each point reduces encumberance by one point.
This skill is not Encumberance 1 0 means that piece Typically casters do not have enough points with their weapon for it This is a big help for damage Dodge -Dodge - Dodge 3 is optional for fighters.
Dodge has a dodge rating, and that Levelling agility, skills and buffs can increase dodge near to Dodge 2 is excellent and should be learned by all characters.
Usually Level 2 is necessary and Master is helpful for It can be replaced by Gardanum Magic Shield, or simply by healing It is only available to casters.
It is moderately expensive. Although it cannot be This is useful on This is useful There are rarely any Level Four Traps. The weight reduction is Because Gold is not necessary, I do not level Because the attributes Balm 3 in the beginning of Chapter 2 and I sell all my bandages.
It is useful for Warriors particularly, but Although not critical This is useful for all This is useful for anyone who does not deal This skill is best It is helpful to buy and use traps on harder fights early as Thorn Mat and Omrais Mine are good for damage.
The bear Liana's Curse will knockdown, and Hyalian Fire trap does good damage. Skeletons are typicall Bosses are usually immune to poison and resistant to fire, magic and cold.
I prefer fireball. Level 4 is resisted less often. It is a good skill but because it is book learned near the I prefer to use Arcanum Wall.
The shadow However, often it The wall must be It can be replaced by shadow force, Easy "No Weapons" achievement Play the second battle.
You can kill the first spider easily, then run. Cycle through the spike trap and fire trap to kill the rest of the enemies and get the "No Weapons" achievement.
Various Achievements Complete the following Tasks to earn the listed achievement. Nothing is more important than family!
A Life for a Life Takate is dead. Kamaluq gives, Kamaluq takes. Amazeroth's Influence Zurbaran is evil.
Power corrupts. An Army Let the Battle begin. Broodmother The spider survived the tutorial. It's eyes see everything. Eternal Gratitude!
We bow before the First Kyria! Gold is Power! Naurim is evil. Greed corrupts. Master Creator All Creators defeated.
The land needs new Creators! Master of Bones Controlled one of Tykates' Leapers with his melody. Master of Creatures Controlled at least twenty creatures with a melody.
Master of Insects Controlled Shinna's insect with a melody. Master of Sand Controlled Adamant's sand with a melody.
Heavy armor is fine as long as you have the skill that let you wear them with less weight, you need to wear it to have those bonus otherwise unuse heavy armors are only deathweight.
Many may agure that they can't evade with that setup and there are many enemies that can posion. That is when useful buff that increase evade rate, debuff that decrease enemies stats come to play.
XD other characters should only have light armor to decrease weight and they should only act as support. Acher with triple shot, and let your mage drop a cloud that create ball of lightlings every turn behind the enemy line then you can wach the galaxy burn from the safe distance Last edited by Egro ; 23 Jan, am.
Here's a pair of tips people may find useful Talents: In Expert mode, its worth it to spend the 40 points to unlock any Talent you think your character may want to use, even if you don't spend any starting points to develop it.
Finding trainers for these takes awhile during gameplay, especially Streetwise. Dual Wield: Finding a Dual Wield trainer takes a bit too, so its worth the investment to grab that during creation if its something you were hoping to do.
That said, attacking with both weapons is done like a special attack. Which means extra weapon does not factor into the damage other special attacks like Feint or Hammer Blow.
But on the positive side, you only get hit with the dual wield penalty when actually performing a dual attack. This can be an advantage if you find a one handed weapon you want the magical bonuses for, but don't care about actually attacking with it.
For example, if you found a dagger with Astral Regen on it, you could equip it in your offhand for that, without penalizing your regular attacks.
So the Dual Wield ability isn't needed in that case. Cat View Profile View Posts. Are there any other spells I should learn at the start that can't be attained any other way?
My current playthrough is just starting Chapter 2, I'll update the tips at that time. Originally posted by commdt :.
Nothing worse than seeing your archer sit out an entire battle because you didnt put a second bow in slot 2 with blunt arrows for undead.
Saves some weight.