• Category Archives PC
  • Tyranny – First Impressions

    Tyranny is quite a bit like Pillars of Eternity, but also significantly different in some key ways. The similarities so far (just cleared the first main quest, annulling the timed Edict) are the combat system, visuals, and acquisition of a Stronghold. The differences are the leveling/class system, magic system, reputation system, and general feel of events.

    The leveling/class system is the most striking change. For one thing there are no longer any classes, as instead the game goes the Elder Scrolls route. Your skills increase as you use them, those increases then progress you toward leveling up, and leveling up gives you both a Talent and an Attribute point to spend. You can select any sort of combination of Talents you want from up to 6 different trees (Leadership, Defense, Power, Agility, Ranged, Magic), with the more powerful Talents requiring a greater investment in a particular tree.

    The magic system is completely independent of the leveling system, being a tiny bit similar to how Oblivion handles it. You can learn various types of Sigils (base spell type), Forms (target type), and Accents (sundry parameter modifications) by finding/buying them, then using your spell menu you can arrange those components into all sorts of different spells and assign them to any characters who have a high enough Lore skill (more complex/powerful spells require higher Lore values). Once assigned they can be used just as often as any other basic ability.

    The reputation system is similar to Mass Effect 2‘s, unlocking new abilities/bonuses for the protagonist as your actions raise Loyalty/Fear with your companions and Favor/Wrath with various factions.

    The feel of the game is relatively unique however. Rather than being a random nobody who suddenly becomes great, you’re an already important/influential official who suddenly becomes even more powerful. This has the odd effect of making you not feel very powerful at all… instead everyone else seems strangely weak. You have all these characters who are supposed to be incredible fonts of magical energy walking around and they’re squabbling like children, unable to capture a simple bridge. It’s an interesting choice to make what would be impressive mid-bosses in another game come across like easily dismissable minor bureaucrats.

    I’m also a bit turned off by the narrative so far, as the climax of this first scenario came across as exceptionally forced and frankly I don’t much like either side. The Disfavored are your standard rigid knightly group and the Scarlet Chorus are New Vegas‘ Legion. The former seems more or less okay aside from their obsession with purebred lineage and their leader behaving like a child, while the latter is something of a mess whose members constantly want you to fight their battles for them. Neither side gives a particularly good reason to support it (nor for that matter do the rebels).

    Well, we’ll see how things develop now that there’s no longer a countdown toward the player’s impending doom. Speaking of, don’t worry about that 8-day countdown. Unless you do something ridiculous like rest after every encounter you’ll only need 2-3 days to clear all the side areas before taking the Spire.


  • Titan Quest AE: Post-Normal

    With Tyranny just around the corner, and most of the characters I made in Titan Quest having completed Normal difficulty, it seems it’s time for a progress update. I’ll list the characters in the order I beat Hades with them (with one exception).

    The Oracle ended up preforming much as expected. Most enemies ended up quickly cut down by a flood of Ternion blasts before they could do anything. It’s a bit of a glass cannon though and doesn’t do too well against close-quarter AOE attacks (I died a bunch against Cerberus due to non-existent poison resistance). Lightning Bolt is also a really good skill and I think I may try to max it as a back-up attack.

    The Templar actually ended up being the weakest character for much of the game. It wasn’t until Act IV that the combination of high defenses and high enemy damage resulted in opponents killing themselves in droves, before that point it was a real slog. I wouldn’t suggest trying this sort of build unless you’re prepared for a tedious and somewhat frustrating early game.

    Next is a character made mainly based on wanting to use the Spell Breaker skill, although having someone who could use +Cold equipment was another consideration. Enter the Sage. Spell Breaker is curious. Most skills in this game either start good and stay good, start off good and become lackluster, or are just plain lackluster for a particular build. This one however, initially unimpressive, ends up fantastic when maxed out in Acts III & IV. Tiger Elites? Dragonmen hordes? Demon elites? All instantly either wrecked or rendered effectively harmless. The only real weakness here is a lack of crowd control; Scatter Shot just doesn’t cut it in a non-Bleed build. I may have to try out Freezing Blast or Squall.

    Here is a good time to point out that TitanCalc, the site I’ve been linking to for character builds, uses outdated skill descriptions; quite a number have been buffed/nerfed/changed since that was last updated. Scatter Shot for example no longer does a ton of piercing damage, it does a little piercing with a bunch of Bleeding. Some other notables included Earth’s Volatility increasing physical and burning damage in addition to fire, Dream’s Premonition being a flat increase instead a percentile, Rogue’s Lucky Hit having a 44% change to trigger, Warfare’s Onslaught granting ~half the damage bonus, and Spirit’s Circle of Power now increases Bleed/Vitality/Leech damage and casting speed while decreasing energy cost and recharge rate.

    Getting back to the characters we come to the Harbinger, which is practically the best of all worlds. Tons of speed (Weapon Training, Ardor, Temporal Flux), tons of physical damage (Dual Wielding, Onslaught, Battle Standard), and tons of elemental damage (Temporal Rift). Give it two ‘of Reckless Power’ axes/maces enhanced with some +speed Anubis’ Wrath glyphs and watch it decimate everything in its path. The only notable weakness is a lack of Stun resistance, so make sure to keep an eye out for gear that enhances that.

    Less impressive is the Warlock. Constructs and spectral Undead are the Warlock’s bane, and there are quite a number of the latter in the game. Disarm Traps more or less solves the Construct issue with its hefty damage bonus, but even with Spirit Ward/Bane Undead are still a problem (Deathchill, sensibly enough, turns out to be almost completely ineffective in this area). Lethal Strike certainly destroys them, but that’s only single target. It’s a conundrum. Maybe the elemental damage from maxing out the Lich’s Arcane Blast would be effective?

    After the previous character I really needed to play one that didn’t have an issue with Undead. Enter the Summoner. With summon-enhancing +Elemental gear the Wolves and Nymph (set to ‘aggressive’), along with support from Volcanic Orb and Eruption, just ripped through them. Ripped through most things actually. The Core Dweller was less impressive, and spent most of the game set to ‘normal’ acting as something of a bodyguard to waylay any creatures that bypassed the Wolves. The character basically plays like a siege engine; you stand back and launch Orbs/Eruptions at enemies while your army of summons engage them. The main weakness of the build would have to be enemies that use un-dodgeable AOE attacks; those tend to wreck the Wolves… who obviously won’t physically move out of the way.

    I made the Dreamkiller specifically to have a character that could benefit from Poison-focused gear. Sadly, it doesn’t really play differently enough from the earlier characters (e.g. Warlock, Templar) to grab my attention. So far I’ve left it sitting at the start of Act II Normal since it’s a real pain to kill spectral Undead (immune as they are to poison and the character build not yet having access to Temporal Rift)… which is mostly my fault for trying to max out early skills before unlocking the full Mastery trees. I may respec it a bit and transfer the points from Phantom Strike into advancing toward Rift.

    Lastly we have the previously mentioned Diviner, who I’ve heavily re-specced to focus on Vitality damage. I decide to play through Epic with this character first after all and they ripped things up surprisingly well in Act I. Temporal Rift is insanely powerful and, combined with Trance of Wrath, easily handles the Undead/Constructs that are otherwise immune to Deathchill and the damage type I decided to focus on. The only thing I’ll say about Epic at this point is that it’s a lot like Normal, the main exceptions being: Enemies take longer to die, your base resistances take a huge hit, there’s a new class of equipment, summoned creatures become quite tough, and there are some new boss monsters scattered about.

    I guess I’ll close this with some notes about Normal difficulty:

    • Don’t worry about dying. The XP penalty is small and easily recovered.
    • The difficulty spikes at points. Most notably: The Athens’ Catacombs boss, the start of Act III, the Act III boss, and the Demon archers in Act IV.
    • Note that the area where you fight the Act III boss includes one of each Shrine variety.
    • Life/Energy Leech isn’t very good, since the creature has to stay alive for you to actually leech anything.
    • All Undead and Constructs are completely immune to Life Leech, Bleed/Vitality Damage, and Convert Damage to Health effects. Constructs and spectral Undead are also immune to Poison damage.
    • Expected levels at the end of each Act, assuming no farming/grinding, are: 18-19, 27, 32-33, & 39-40.
    • Don’t try to complete equipment sets with a single character. After going through the game with all the above characters, I’ve only managed to complete three of them (Templar, Fragile/Frail, and Obsidian).
    • While at first blue gear will seem the best, keep a lookout for green gear. Since it can be enhanced with creature parts or glyphs it often ends up far better for specific builds.
    • Summoned creatures aren’t updated in real-time, you have to re-summon them if you want them to use abilities gained from skills you just unlocked.

  • Heretic Kingdoms, Nox, & Titan Quest

    So, taking a break from Titan Quest, I decided to give the first Heretic Kingdoms game another shot. Loading up my save from just after leaving the opening temple area, I immediately entered Dreamform and explored the new map… finding nothing but ~4 Hex marks (which grant attribute points) and a ghost that gave a quest. This seemed a bit strange, so I left Dreamform and found myself being attacked by a lizardman in short order. The starting wand did 1 damage a hit to it, and it had ~25 life, while each of its hits took off about 15% of my health bar.

    I only just barely defeated it. Then three more showed up and promptly killed me as I was trying to see if attacking with a halberd would be more effective (it didn’t seem like it). Deciding there that the game is quite clearly much more like the first Baldur’s Gate than Diablo, requiring some serious effort to understand its mechanics (What attributes should be raised? What early-game tactics are effective? Etc.), I decided to go try a different game for the time being.

    Enter Nox, which I grabbed some time ago during some sale or other. This game is far easier to grasp and pretty forgiving of wandering into areas unprepared, at least as the class I started out trying (Conjurer). It’s somewhere in-between an RPG and an action RPG, with a somewhat odd control scheme. In most games like this left-click is move/interact, moving you to whatever you may be trying to interact with if you aren’t already near it. Here it’s just interact. You have to right click to move in the direction of your cursor, as though the mouse were simulating WASD (which are used as spell hotkeys), and can only interact with stuff you’re next to. It feels off. The humor too feels off, and the combination made me put it down after getting killed by some bandits I honestly shouldn’t have been engaging.

    So back to Titan Quest it was. In addition to my first character, who’s at the very start of Epic (in Sparta at the moment), I made a few more characters:

    A lightning-spam Oracle (Spirit/Storm) who’s now in Thebes, a soon-to-be Harbinger (Warfare/Dream) who’s just reached Athens, a soon-to-be pierce/bleed Warlock (Rogue/Spirit) who’s at Delphi, and have plans to start a reflection-death Templar (Dream/Defense) and some sort of class focused on summons (Nature/Earth? Nature/Spirit? Unsure). All three of the existing characters are doing much better than my first, partly thanks to a tighter focus and partly a result of the much larger equipment pool (I have yet to really find any gear tailored to a Diviner), and each play rather differently. So having to repeatedly clear the same areas doesn’t end up as boring as I thought it would be; it certainly helps that there’s such a wide variety of equipment drops (though I seem to be getting an inordinate amount of INT-focused gear).

    The Oracle is vaporizing enemies with Ternion, the proto-Harbinger is mincing them with Battle Standard, and the proto-Warlock is doing hit & runs and/or insta-gibbing with Lethal Strike. The first two will only get more powerful in the near future, but I’m a little worried about the Warlock. Automatons and Undead are both resistant/immune to pierce/bleed, so I see some tough going ahead unless I try to rush Deathchill/Necrosis… which will likely cause some severe Energy-related problems.


  • Titan Quest Anniversary Edition

    Have you ever played Diablo II? Titan Quest Anniversary Edition is basically that with a more varied skill system, a few quality of life improvements (base health/mana regen, infinite portals, keep equipment on death, no item durability, easy respec), and no random maps.

    The maps are quite linear, the sidequests amount to killing/finding things, and the dialog and storyline are both very simple. If you don’t enjoy wandering around viciously murdering hordes of enemies while constantly picking up shiny new equipment there won’t really be any reason to play this game. On the plus side you pretty much never have to backtrack through a previously cleared location (there are 2-3 exceptions in Act IV, added by the Immortal Throne expansion).

    My first playthrough was with a Diviner (Mind/Spirit) who focused mainly on ranged attacks, Psionic Immolation (which killed nearly every non-boss in one hit once maxed out), and the Lich summon. At the end of Normal they were at level 40 and ready to start maxing out Lich and Temporal Rift (which turns out is even nastier than PI) in Epic.

    Despite not being optimized in the slightest and not doing any real grinding, for the most part I didn’t have any trouble getting through to the end. Hades’ third form did kill me something like 6 times though because Immolation kept missing his floating body and his life drain wave did tons of damage. However, before going into Epic with this character I think I’m going to run through Normal/Epic with a lightning-spam Oracle (Spirit/Storm, which apparently isn’t very gear dependent) so that I can find better Diviner-focused equipment, as I suspect it won’t do too well in Epic just using whatever.


  • Witcher 3 & Pillars of Eternity Expansions

    Finally got around to playing though the expansions for Witcher 3 (Hearts of Stone & Blood and Wine) and Pillars of Eternity (The White March), after having touched neither game since shortly after they were released.

    Pillars‘ expansion is essentially more of the same sort of content/gameplay that you’ll find in the base game. Aside from the Soulbound weapons, which are extremely powerful, and some of the new vignette sequences, which are a bit more elaborate in that they can check for specific spells/abilities, you’ll still be exploring/looting/fighting same as always. Which if you enjoyed the base game will probably be welcome enough. If you didn’t however, then it won’t really offer anything that might change your mind about the game.

    The Witcher 3 expansions on the other hand do add something a bit different to the base game.

    Hearts of Stone extends the Novigrad half of the main world map a little to the north and a decently large amount to the east. It fills this newly explorable space with mostly the same points of interest found in the base game, the only real difference being that bandit camps actually contain useful loot here and have their own little story linking them all (and that all enemies in the area are leveled to the mid 30s). It also adds two new types of enemies (boars and giant spiders) and of course plenty of quests… which is where the trouble lies. The sidequests are fine, but the main expansion questline (which features an old friend from the first Witcher game) is filled to the brim with extremely forced sequences and questionable content. I did enjoy the Dragon Age: Inquisition reference though.

    The second expansion, Blood and Wine, adds an entirely new world map to the game (which seems to be roughly the size of the post-HoS Novigrad half of the Novigrad/Velen map). This new location is filled with both familiar and new varieties of interest points, with the most notable change being that locations near each other are often directly related. If you raid a bandit camp for example, you may find a note describing a danger lurking in a nearby abandoned location. You may even stumble into a full-blown sidequest/contract while doing a simple hidden treasure search. There are new enemies to be found here as well (banshees, barghests, a spiked drowner variety, armored moles, evil plants, panthers, vampires of all sorts, and a few of the same enemies introduced by HoS), ranging in level from the high 30’s to high 40’s, along with quite a number of new quests.

    These quests should really, really be done after you finish the main game. It doesn’t seem to matter when you do HoS, but there are quite a number of reasons to not start Blood and Wine until after the Wild Hunt is no more. Similar to HoS the main questline here re-unites Geralt with some old acquaintances, though this time around it’s characters from the books rather than the games (though a couple characters from the first game show up in a particular sidequest). Pleasantly enough these quests do not force you into arguably lore-breaking situations and give a decent amount of leeway in how you can go about resolving them. Honestly, the only negative thing I can say about Blood and Wine is that the English voice acting is extremely uneven; I suspect it may be related to the accents, but a good majority of the ambient dialog just sounds incredibly half-assed/jokey.


  • Blackguards: Special Edition

    Two of the main comments I’ve seen regarding this game are that it’s hard, and that it’s full of bugs. Well, perhaps the earlier versions were, but the only bugs I’ve come across in the Special Edition (with DLC installed) are occasional random freezes… which completely disappeared after adding -force-gfx-direct to the shortcut’s target line. I’m only a little over halfway through the third chapter though, so maybe that will change later.

    As for difficulty, yes there are some sidequests that are notably hard (the Dwarf Games and Heart of the Forest quests come to mind). The majority of the main quests up to this point however aren’t particularly difficult so long as you pay attention to the battlefield (always look for interactive objects), don’t neglect buff/debuff spells, and don’t screw up your character(s) builds. That said, it is very easy to screw up a character’s build.

    See, the thing about this game is that its statistic system’s a bit overly complicated. There are 8 Attributes and every action except attacking/defending rolls against 3 of them. If any of those rolls fails then the action as a whole fails, and spells in particular rely on all sorts of different attribute combinations. This means that an effective character will tend to only focus on at most 4 attributes and then 3-4 abilities related to those attributes; trying to be a jack of all trades just flat-out does not work here. ‘Dual classing’ (there are no actual classes) is certainly possible though and in fact happens to be a pretty good idea since you don’t get any permanent party members explicitly built for handling archery/traps.

    You get two pure mages (the latter of which can be turned into an archer relatively easily) and two pure fighters (the latter of which, again, can be turned into an archer fairly easily). The archer you get toward the end of the first chapter only sticks around until near the end of the second. Why even bother with archery? Because the Triple Shot ability is insanely powerful. Of course, you won’t want more than two archery characters (one for bows and the other for crossbows) as otherwise you risk running out of ammo; merchants have limited inventories and don’t restock. Something else to keep in mind during character creation is that the flashback sequences no longer force you to wield an axe, so the rampant advice to always put some points into axes/maces is no longer valid.

    But what about the game itself? Is it fun/interesting? It’s okay. The dialog and quests have been pretty simple so far, but there are hints that the plot might take an interesting turn, many sidequests give you multiple ways to resolve them, and quite a few of the battles have impressively elaborate constructions (the optional and not-so-optional arena battles in particular stand out). While I certainly wouldn’t pay $40 for it, it’s well worth the current $4.49 sale price.


  • Heretic Kingdoms – The Inquisition & Hand of Fate

    I have not played much of Heretic Kingdoms – The Inquisition (originally titled Kult: Heretic Kingdoms), just the opening Monastery map. Basically it struck me as Diablo with much fewer character building options. Allegedly there’s more to it than basic Action RPG mechanics, and hopefully that’s true because without Diablo‘s skill system the combat looks like it will get real old real fast.

    The reason I stopped playing the above so quickly was because Hand of Fate grabbed my attention. This game is not quite like anything I’ve played before; it’s half board game (composed of cards you collect and build decks from) and half arena-hack&slash. While the combat is for the most part fairly simple (enemies basically attack you one at a time, you can dodge/counter/attack), it’s also remarkably well detailed and the arenas are nicely varied. The board/card game part is the real draw though, where you get to travel a series of paths made out of encounter cards pulled randomly from a deck you build beforehand while managing various resources and the protagonist’s equipment. Most encounters provide a choice and can result in combat, a pick-a-card minigame, or resource trading/acquisition. Traveling the randomly generated paths is interesting enough on its own, but combined with the unlocking mechanic (where landing on one card will unlock another related card if you meet certain requirements) it becomes quite addicting.

    At the moment I’ve defeated the King of Dust and have unlocked all possible cards at this point except the Merchant Guard Fate’s (while the Iron Hunger cards can theoretically be unlocked at this point, I don’t think it’s likely in practice). Something I realized very late, shortly after defeating the King of Dust, is that you should replay each story point until all available cards are unlocked before moving on. This is because as you progress your deck size gets larger, making it less likely you’ll draw the card(s) you need to unlock the further you progress. It was a real pain unlocking chains like Blood Auction/Charity and the various Fate’s cards halfway through the story… although this turned out to be the perfect time to unlock the Lion Prince’s.

    So far my favorite Fates are Shadow Agent (easy pick-a-card segments) and Lion Prince (the health gain mechanic), though Iron Hunger may make the list once I get the hang of building a deck around it. The least fun have been the Nomad (sketchy start), Monk (no gold gain is a real pain), and Apprentice (easy mode is really easy). Quest-wise the Kraken chain stands out for its set-piece end battle (killing the lizards is a trap), The White Minotaur stands out for the insane number of pick-a-card segments you have to win, Decent Into Hell stands out for the unexpected requirements of the second-to-last card (a high-damage weapon and at least three rings in your inventory) along with its rather unfair final battle, and The White Council stands out for how anticlimactic it ends.

    Starting out I suggest unlocking the various Fate’s cards (most added by the Wildcards expansion), particularly Apprentice to teach you the basics of combat, Soldier to give you practice building combos, and the first two Warlord cards to unlock a fantastic helm and solid artifact card. Then play with the Shadow Agent Fate for a bit until you get the hang of how the pick-a-card minigame works (it took me an embarrassingly long time to realize the card shuffling wasn’t random). After that point just try out each of the Fates until you unlock all their cards to figure out which ones are the most enjoyable for you. Note though that Shadow Agent can’t be fully unlocked until after the Jack of Skulls, Nomad until after the King of Dust, and Warlord/Monk until after the King of Skulls. Also, while theoretically possible earlier, to unlock the Lion Prince & Iron Hunger cards you’ll probably want to wait until after defeating the King of Dust (Lion Prince) and Jack of Scales (Iron Hunger).


  • Gothic 3 – Endgame

    Well, Gothic 3 is now finished. Went with the neutral ending and didn’t bother with any of the ‘Destroy the Rebels!’ or ‘Liberate the City from the Orcs!’ quests. Ended up with the following naked stats:

    Gothic 3 Stats

    The snow area is a pain in the ass, both because there are tons of enemies and because it’s set up vertically as well as horizontally. I actually stopped looting things here and switched over to a magic-first attack strategy because there’s just far too much stuff to kill and melee is such a crapshoot. It’s very grindy. Not helping matters is that the neutral ending requires you to walk across literally half the world map (from the northeast corner of the snow area to the far west midlands area). At least the Hailstorm and Time Bubble spells are both pretty good. Some things to be aware of if you decide to play this game:

    • General
      • Do not turn on the Community Patch Alternative Balancing option if you do not know what to expect; being stuck with a subpar build can really ruin your day.
      • The Alternate AI option is fine though.
      • If you load a saved game, NPCs will have both lost HP and stolen weapons restored (this includes summons).
      • Raising Endurance is a waste.
      • You shouldn’t bother raising HP until the very end of the game, once you have everything else you want.
      • Raising Mana is useful, but you’ll want to get Mana Regeneration first.
      • The Resistance to Cold/Fire skills are useful in the relevant areas, but you can get those free from armor.
      • Resistance to Poison is useful if you keep getting hit by Bloodflies.
      • Acrobatics and Resistance to Disease are both completely unnecessary.
    • Strength
      • Melee is really bad compared to magic.
      • You can apparently only learn Regeneration from two characters, and only once you’ve resolved the Rebel/Orc war.
    • Hunting
      • The three animal part skills are necessary for a number of quests.
      • Bows are pretty good, but the hit detection is weird sometimes.
    • Ancient Knowledge
      • If you run from town to town you can get your Ancient Knowledge fairly high by reading books and buying Stone Tablets.
      • The Mana Regeneration and Quick Learner skills are fantastic and you should try to get them as soon as possible.
      • The Druid skill is basically useless, but the other 3 ‘Mage’ skills are essential if you plan to use damage spells of the relevant type.
      • The basic Ice Lance spell is pretty godly since the charged version freezes most targets solid.
      • Summon Demon is good, but note that anyone not in your party will attack it on sight.
      • Frost Wave and Ice Explosion are too slow to be good for much of anything.
      • Poison and Terror are good utility spells for when you need to single out a particular target.
      • Amnesia is a panic button spell for when you’ve accidentally attacked an ally and don’t have a recent save.
      • You can only learn the highest level spells once you’ve chosen a god to support in the endgame.
    • Thieving
      • The Pickpocket skills are worthless.
      • Master Thief combined with the Sleep spell basically breaks the game.
      • The Lockpick skills, the first two at least, may as well be essential.
      • If you ever see a chest named something other than ‘Metal’, open it. You don’t have to take what’s inside, but the more you open the better the treasures get.
      • The Knockout skill is inferior to the Sleep spell.
      • The Murder skill is kind of cool but ultimately just a novelty.
    • Smithing
      • Prospector allows you to complete a number of quests much quicker.
      • Sharpen Weapon is good if you use swords.
      • The weapon-creation skills are only really worth it if you use 1H swords.
      • The Pure Ore skill isn’t worth it at all.
      • The Heavy Armor skill is decent, but not really good enough to spend points on.
    • Alchemy
      • There’s no need to ever spend LP on Alchemy.
      • Brew Permanent Potions is good.
      • Poison Arrows is decent, but Poison Weapon is pretty bad.
      • You’ll rarely need Mana Potions once you get the Mana Regeneration skill.
      • It’s doubtful you’ll ever need Transformation Potions.

  • Gothic 3 – Midpoint

    Calling this the ‘midpoint’ is a bit disingenuous, since this is an open world game similar to the Elder Scrolls series and doesn’t have specific story chapters like its prequel. However, I do have 6 Fire Chalices and equipment in the middle/high-middle range of effectiveness (twin crafted/sharpened Bastard Swords, Ranger Bow, & Light Assassin Armor). So, having just unlocked and reached Ishtar I figured this is as good a place as any to mark as the halfway point.

    When I first started out I tried to ‘clear’ the area around each new populated area before moving on. Due to the static leveled nature of the game this turned out to be quite inefficient and I switched to getting from town to town as quickly as possible while only really exploring the specific areas quests sent me to. Picking up the Quick Learning skill as soon as possible was in fact a very good idea; waiting so long was a mistake and you can get it even earlier than 9th level if you rush from town to town to collect all the Ancient Tablets being sold. I ended up making three more mistakes though. The first was learning the Pickpocket skills, the second was learning the Frostwave spell, and the third was learning both Sleep and Knockout (Sleep is exponentially better if you have the Master Thief and Water Mage skills).

    Pickpocket works similarly to how it did last game, except success is based on your Thieving level and you don’t get experience for succeeding. This isn’t so bad on its own, what makes it worthless is that with the Master Thief skill and Sleep spell you can can steal everything a target has on them with no chance of failure. 15 LP for a chance at stealing small amounts of Gold is quite obviously far worse than 10 LP for being able to steal a target’s entire inventory essentially at will. As for Frostwave, the damage is considerably reduced the further away the targets are, and the Freeze effect doesn’t last very long and ends immediately if the target is attacked. So it’s basically useless.

    Aside from those issues and the Russian roulette nature of melee combat it’s been more or less smooth sailing through the desert area in my self-appointed quest to unlock Ishtar. In retrospect I’m not really sure why I wanted to unlock it since I planned to use a Master Sword rather than learn Master Two-Weapon Fighting… but then again maybe I will learn it since making a Master Sword is incredibly difficult; while the recipe can be easily bought, one of the ingredients apparently only shows up in sequential rare chest loot. Character stats at this point are as follows (Big Game Hunter and Resist Heat are from equipment):

    Gothic 3 Stats

    My path from here is murky. I need to try out the Ice Explosion and Hailstorm spells to see if either does decent damage at a decent range, and if so then I’ll probably try to get Ancient Knowledge up to 300 for Mana Regeneration. Otherwise I guess I’ll pick up the Bless Weapon spell, raise Dex to 200 for Master Two Weapon Fighting, and then try to find some better swords.


  • Gothic 3 – Initial Impressions

    Started this game up shortly after finishing the prequel, with the only modifications being the Community Patch (with both alternative balancing and AI off, though I may turn the AI modifications on later).

    Three things immediately become clear after the opening cutscene: The mouse sensitivity is insane, the movement is much improved, and the melee combat is still pretty unfair (albeit in a different manner). In the second game you had to make quick attacks and then back off against humanoid opponents to avoid their lightning fast counters, here you can just keep swinging until they’re dead; once you hit someone it’s incredibly rare they can get a hit in if you just keep attacking. Some creatures on the other hand (e.g. wolves) are now far more deadly, being able to do the same thing you can do to humanoids to you. As for ranged combat… it’s pretty damn effective once you get the hang of aiming the bow.

    Character advancement is also a bit different. You still get 10 LP per level, which is once again used to learn everything from attributes to skills, but LP costs now appear to remain constant at all skill levels and you no longer gain free HP per level. Strength, Dexterity (which has been renamed ‘Hunting’), and Mana are still the same while weapon styles have been streamlined into sets of skills. Hunting has also been streamlined; you no longer spend LP on each specific creature item, instead only having to learn three universal skills. There are also some new things to spend LP on: Endurance, Ancient Knowledge, Health (mentioned earlier), Thieving, and Alchemy/Smithing.

    Endurance affects how often you can sprint and… that seems to be it. I thought running out would have some sort of detrimental effect in combat since attacking depletes it, but my attacks at 0 Endurance seem to be just as effective as the ones at full Endurance. Maybe you take more damage when hit at low levels? If it really only affects Sprint time, then there’s really no point in ever raising it (and that Transfer Disease spell will be utterly useless). Ancient Knowledge affects both what spells you can learn and how effective they are when cast, which is to say that it does what the Mana stat should have done last game. Health is your HP of course (which no longer increases automatically when you level up), while the three thief skills in the last game have been split off from Dexterity and expanded into a Thievery attribute with a bunch of related skills. In contrast, Alchemy and Smithing have been somewhat condensed so that you no longer have to learn each item individually. Instead you just learn the required core skill for a general group of items and then buy whatever recipes you want with gold (speaking of gold, all attribute/skill learning now costs gold in addition to LP).

    Having cleared most of the area around the first three towns (except the Ogre/Dragon infested cave and the large wolf pack roaming around near the starting point) I’m close to level 13, with stats looking like this:

    Gothic 3 Stats

    The original plan was to go from here to 150 Str for Dual Weapons, then max out Thievery for Master Thief, next aim for 240 Str for the best craftable 1H sword, and finally put whatever points were left into getting a spell or two for crowd control (either a summoning spell or maybe Fire/Frost Wave). Miscellaneous skills to pick up when relevant being Resist Fire/Frost, Smith Ore/Pure Ore weapons, Brew Permanent Potion, and possibly the Sleep spell if it synergized with Master Thief.

    However, I’ve been thinking I made a mistake in not rushing to pick up Quick Learner (+1 LP per level) as soon as possible. The common endgame level seem to be in the 60s for most people, so that’s at least 45 free LP assuming the skill is picked up at level 9 and you plan to use at least one spell (30 AK from items in the first 3 towns, 70 AK from LP, 5 LP for the skill itself). Which is no small amount. So I may frontline getting that skill now, before level 20, since 35+ free LP is still pretty attractive. Well, we’ll see how things go in the 4th town.