Discover the 'Legs' guide for Dragon's Dogma 2 Character Creator & Storage. Learn about item carrying capacity, movement speed, and wind resistance modifiers for your gear.
The 'Legs' section of your gear in Dragon's Dogma 2 Character Creator & Storage pertains to leg armor. These pieces can offer various passive bonuses:
- Slightly increases maximum item-carrying capacity.
- Increases maximum item carrying capacity.
- Boosts movement speed while casting spells.
- Prevents wind from affecting mobility.
While armor modifiers can be beneficial, the primary importance lies in the armor piece itself. If time is limited, prioritize acquiring the armor over meticulously seeking specific modifiers.
The following sections detail enemy encounters in specific areas during a second playthrough, offering a more concise walkthrough focused on monster locations and relevant tips:
Garden of Ignominy
The enemies near the entrance are replaced. Instead of Wargs, you'll face either Greater Goblins and Goblin Shamans, or three Giant Suarians and a Siren. In the courtyard with the fountain, a Gorechimera appears, accompanied by either more Greater Goblins and Goblin Shamans (if encountered near the entrance) or Sulfur Saurians and Giant Sulfur Saurians (if Giant Saurians were encountered previously). The Hobgoblins in the smaller rooms south of the courtyard are also replaced by whatever replaced the Wargs. Garm remain the scavengers, but you will encounter more than one.
Duskmoon Tower
This area is no longer a peaceful garden. You will face either a Dire Wyvern and a flock of Gargoyles, or a Dire Drake and a pack of Hellhounds. In the latter case, running past is an option. The loot-to-enemy ratio is good, with chests potentially containing Rift Currency. The southern balcony is ideal for luring dragonoids into flight to shoot them down. A Cursed Dragon acts as a scavenger. Be cautious of chests, as one may contain a Maneater. The door to the 'Vault of Defiled Truth' is not barred and does not require a Void Key.
Rotunda of Dread
This area features varied encounters:
- Archydra and several Sirines
- A pair of Golems and a pack of Gargoyles
- A Lich, three Skeleton Brutes, and Skeleton Lords
- Two Wights and three Gorechimeras
- Three Liches and a Metal Golem
- A Pair of Wyrms with Phantasms and Specters
- Three Ogres, five Goblin Shamans, and a Cockatrice
- Four Gorecyclops and five Goblin Shamans
- A Lich, an Evil Eye, and Hellhounds
- A Wyvern and a flock of Succubi and Sirines
Notes on these fights: The Lich in encounter 3 can be killed before summoning Skeleton Lords, but the Brutes will always be present. Encounter 4 with three Gorechimeras is challenging; utilize high ground to avoid their attacks and healing. The Cockatrice in encounter 7 may remain airborne. Goblin Shamans in encounter 7 are often on high ground, while those in encounter 8 are more spread out. In encounter 9, the Goblin Shamans are less inclined towards high ground.
Ward of Regret
Wraiths and Specters, or Skeleton Brutes, now inhabit the area near the cages requiring a Skeleton Key. The encounters here dictate subsequent enemy types. If Wraiths were near the cages, you'll find Living Armor where a Skeleton Brute led lesser Skeletons, and a pair of Banshees and a Poisoned Undead near the 'Midnight Helix' entrance. If Skeleton Brutes were near the cages, you'll fight a Gold/Silver Knight duo. Poisoned Undead lurk in the hallways west of these Knights, and two Skeleton Brutes and two Poisoned Undead are near the 'Midnight Helix' entrance.
Midnight Helix
A Prisoner Gorecyclops may still be present but is no longer chained, now accompanied by Corrupted Pawns on the bridges above. Alternatively, a Dire Wyrm may replace the Gorecyclops, with Strigoi flying around the bridges. These enemies are known for their tenacity and ability to knock players from heights. Three Skeleton Brutes guard the bone-filled cave over the blood river. Two chests in this level may contain valuable items.
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