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How do you deal with room 1/2 for Ice Yendor? It took me a while to figure out how to pull most of the ice giants without agroing Yendor there.

For room 3, if you go down and diagonally, near the pillar, you should only fight one group of four. After the first group, it's super easy as you won't be right next to whatever group you fight next. The bits of circle terrain make dealing with Yendor completely free, as you can circle around it forever staying out of vision,  getting cooldowns back, or even dropping Yendor's agro to go grab the goblet in peace. (Circle terrain is OP)

Attributes are far more balanced now than they were in RF3, there is a reasonable case to be made to get every stat with every class. Str feels a little less desirable, but I do find even mages taking it occasionally.

The way I deal with 1/2 is usually killing 1 or 2 of the giants off the bat, at which point I'll be surrounded, use SP to move away, and keep chipping. I don't worry too much about aggroing Ice Yendor, he's actually pretty tame. The main difficulty in 3 is sheer numbers; at some point I'll inevitably find myself in a corner or grabbed. Circling is a good strat though, I'll keep that in mind. It also sounds like you typically use speed-based builds, so maybe this is more a weakness of preferring strenght/intelligence builds than anything else.