• Category Archives PC
  • Tales of Zestiria – Initial Impressions

    Just started playing this recently. The last Tales game I played before this was either Xillia 1 or Graces f, neither of which I had trouble playing, and while I feel the combat here is reminiscent of Xillia… for some reason it’s just not clicking at all. The battles aren’t hard by any stretch of the imagination (on Moderate difficulty) but they consist primarily of button-mashing the same four/five attacks rather than using any actual strategy. It may be the control scheme that’s the problem.

    The equipment fusion system is also causing some consternation, as it’s pretty damn opaque regarding how the various attached skills mutate. The human/seraph fusion system on the other hand is pretty straight-forward, and it even has the benefit of looking great. Some other positives would be the scenic environments, semi-seamless battle transitions, and staple character interaction skits. Another negative would be the way your starting combo points steadily decrease as you fight battles, making visiting Inns to restore them something of a necessity. I’ve never been fond of rest mechanics and it’s no different here even though there seems to be some things that can only be unlocked by frequent Inn visits.

    If I can figure out a more natural control scheme this game just might end up being a great exploration time-sink. Maybe I’ll try Keyboard+Mouse out, since the primary issue here is being able to press four separate buttons (Arte/Hidden Arte/Blast/Guard) all more or less simultaneously (while still being able to move the camera around), which a controller can’t easily accommodate.


  • Gaming Update

    I posted these elsewhere, starting way back on July 23, but may as well cross-post here for consolidation purposes and ease-of-access:

     


     

    Just started playing Ys Chronicles in preparation for watching Minna Atsumare! Falcom Gakuen. It was cheap on GOG a while back so I thought “Why not?”.

    Looks very good. Very modern, quite Anime. We’ll see how the gameplay is.

     


     

    Ys Chronicles‘ gameplay is a little tricky. Having to run into the enemy at just the right angle is kind of a pain. Normal map monsters seem to be weak enough that this isn’t really much of an issue, but boss fights (based on the one boss I’ve encountered so far) appear to be bullshit.

    The boss itself wasn’t very strong, but the area you have to fight him in is full of flaming death that’s pretty much impossible to avoid if you want to hit him. So the fight basically boiled down to hoping my attacks would kill him before the flames killed me (since healing is limited while in battle).

    Hopefully most boss fights aren’t like that, as Touhou-like frame-based sprite-dodging is not my forté. The second boss was a lot easier at least; no environmental hazards to worry about.

     


     

    Remaining Ys I Bosses: The vampire is incredibly annoying, the mantis is a pushover, the molten rock thing is a pain, the twin heads start out hard but quickly become simple, and the final boss is bullet hell incarnate. 30 or so minutes of thumb-bruising flailing about to get just the right sequence of hits in.

    That 25-floor tower is also just plain tedious, what with the backtracking and the fact that you’ve almost certainly hit max level before even entering it. At least the floors are small.

    Such relief now that that’s over. On to Ys II.

     


     

    Ys II is far better balanced than the prequel.

    – Normal map enemies are more deadly and stay that way significantly longer, meaning that even with 6 levels on them they can kill you if you’re especially careless.
    – Bosses aren’t particularly annoying and can be beat without having to have excessive twitch-gamer skills.
    – The level cap is much higher and won’t be reached until nearly the very end of the game, and only then with time spent grinding. So killing things never feels useless.
    – The ending credits scroll faster and there’s stuff going on in the background so that watching them no longer seems like a punishment for winning.

    With that duology now out of the way, I think I’m going to move on to Suikoden IV next. Already completed III and V some time ago, but had skipped IV due to some of the criticisms leveled against it (mainly reduced party size & grindy travel). Time to see how accurate those complaints are.

    Update: Protagonist is ugly and the ship controls are awful. Annoying.

     


     

    Finished Suikoden IV. It was… not so great really. Okayish I guess, but rather small/short, annoying with all the random encounters, and the ending is kind of spontaneous.

    Going to try Suikoden Tactics now (which appears to effectively be a storyline sequel to Suikoden IV) before maybe moving on to Phantom Brave.

     


     

    So I’m reading this FAQ covering Suikoden Tactics, and in the introduction it goes on about how this is one of the easier sRPGs to get into. Said it’s easier than Final Fantasy Tactics and less complex than Disgaea.

    Less complex than Disgaea I will give it, but it does not seem to be easier than FFT. There’s tons of enemies on the maps, magic points can’t be recovered in battle and there don’t seem to be any infinite-use active abilities, the equivalent of FFT‘s Job Propositions require certain (hidden) character attribute scores in order to succeed, neither character class nor weapon type can be changed, there’s the constant threat of environmental terrain hazards, and you don’t get immediate access to any re-visitable training maps.

    It gives me a sort of Tactics Ogre vibe really. A less complex Tactics Ogre. And that relative lack of complexity is what actually makes it harder… since you have less methods available to you to accomplish your goals.

     


     

    Suikoden Tactics now finished, it gets quite a bit easier once you get access to the repeatable ‘Hunt Monsters’ maps. You can pretty quickly outlevel the storyline enemies by just doing a couple of those and the “Gather # Items” quests. At that point the lack of variety in the combat abilities really starts to bite, as the vast majority of the characters are interchangeable. The plot developments aren’t anything all that exciting either… though the ending does contain a nice reveal.

    Suikoden Tierkreis is up next, which will complete the franchise (the newer Gensou ones for the PSP have not been translated, and so I’m not counting them).

     


     

    Finished Tierkreis a bit earlier today. It’s surprisingly robust for being on a handheld, and fits in with the other Suikoden games well (bad voice acting and all). The difficulty level is pretty low overall, though things got a bit dicey with the final boss when it decided to use its ultimate attack 3 times in a row.

    Not sure what’s going to be next. Possibly Titan Quest, but I just grabbed Heroes of Might and Magic IIIV plus Chronicles from the GOG Ubisoft sale a little while ago and so may go with them instead. Of those four I’ve only played V before, long ago when it first came out, but abandoned it on the final level (which was unnecessarily complex).

     


     

    Decided to go with neither and play through the Quest for Glory series (which was picked up at the GOG summer sale) instead. Had only played/completed the 5th installment before.

     


     

    QfG 1-3 complete, but ended up stalled starting 4. Why? Because of the Might and Magic Humble Bundle, which included a starter set for Duel of Champions (which is sort of like a more restrictive Magic: the Gathering Online). Played it quite a bit back in the day and had around 3000 cards before losing interest. Now there are 4 completely new sets and tons of new achievements to unlock (achievements grant free in-game money, cards, and packs) so I’m getting back into it.

    Referral link for that is: JKAYGA.

     



  • Pillars of Eternity – Conclusion

    After having reached level 10 and cleared the Endless Paths along with nearly all of the Act II areas, I can now safely say the following:

    While this is a very good roleplaying game, it is not a very good action game. The combat is a slog. A dull, annoying, repetitive slog made all the more-so by the horrible AI. All you need is a single fighter specialized towards tanking (Defender, that talent that gives Defender +10 deflection, sword/shield style, etc.), put them in plate mail with a large shield, and every encounter will play out the same way; all the enemies will cluster around and/or line up to attack the fighter while being utterly unable to damage them for more than a couple points.

    So, all the rest of your party has to do is stand back and fire barrage after barrage of projectiles until everything is dead. If you have a chanter they should be chanting that increased reloading speed chant, and if you have a cipher they can be doing whatever since they have infinite spells. Everyone else should just be using guns/bows to decimate anything that moves in complete and total safety. Of course, were the enemy AI smarter, that would not necessarily make things better considering the utter lack of any method to draw/keep aggro beyond ‘be the first thing the opponent sees’.

    Not helping matters any are the bugs that never should have made it out of beta testing, such as not being able to set multiple traps, companions’ inventories and quick slot items vanishing if you rest after removing them from the party, or there being no way to disable the rogue’s Reckless Assault ability (which seems like it was supposed to be a modal). Nor the more insidious bugs such as permanently losing racial/class passive effects if you double-click equip an item, or certain abilities becoming permanently unusable (stuck in the ‘on’ state) if the enemy they’re targeting is killed at the wrong moment.

    So, is the game worth playing? Absolutely. Just not now. Later, after it’s got a patch or two at the very least. Personally I’m likely not going to replay it until some sort of party-member AI is added; having to micromanage everyone pretty much guarantees I’ll never be able to enjoy the combat.


  • Pillars of Eternity – Acclimation

    I’ve started to come around to the combat dynamics thanks to three things: Installing the IE Mod (which has the option to remove the recovery penalty from combat movement), playing for a few more hours, and getting to level 4. I still don’t like it, but it’s become tolerable and I’ve settled into a steady rhythm that minimizes the inherent annoyances.

    The first and most important part of that is to always have both Scouting Mode and Fast Mode active, while the second is to make sure the ‘Switch to Slow Mode On Entering Combat’ option is checked. From that base state the party just roams around looting everything until they find an enemy. If it’s not guarding anything, usually I’ll just avoid it and continue roaming. If it is, then phase two starts. Phase two is very simple. Open combat with a hail of gunfire (which usually kills 1-2 enemies outright), have the Fighter and Chanter switch to melee and engage, have the Rogue retreat and then circle around to the side to flank, and have the Wizard and Priest just sit back and plink away with wands/scepters from a distance. Only with ‘boss’ fights do I ever bother casting spells (and the ‘autopause after a character finishes an action’ setting is very useful for those).

    I’m quite fond of the lack of combat XP, since it means that combat is mostly optional. Whether you go through the front doors and murder your way through 30+ footmen, or go over the wall and through a secret passage killing no one, you get the exact same amount of experience points once the destination is reached. It’s quite refreshing.

    Class-wise I really like the Rogue so far, the Fighter is kind of boring but does a solid job of tanking, the Chanter is phenomenal with the auto-chanting and essentially free spells, the Wizard blasts right through DR when necessary, and the Priest… well, the Priest is underwhelming so far. The healing is useful in certain circumstances, but I’d rather have someone that I A) Don’t have to babysit as much, and that B) Doesn’t have a limited number of ability uses per rest. Healing isn’t needed very often, and when it is potions/scrolls should be able to suffice.


  • Pillars of Eternity – First Impressions

    Some quick first impressions on the game, after about 6 or so hours of play:

    1. Combat is a clusterfuck. This is partly due to the near-total lack of party member AI, which forces you to babysit (up to) six characters, and partly due to a lack of maneuvering room.
    2. Scouting mode is, well not literally broken, but pretty messed up. Why? Because you can’t just have one person enter Scouting mode, the entire party has to do so. Worse, once one person is seen the entire party gets kicked out of stealth.
    3. The environments are beautiful.
    4. The setting is nicely fleshed out.
    5. The reputation mechanics are interesting.
    6. Stealth and non-combat resolutions to problems are actually viable paths to take here since combat does not grant any experience points.
    7. The Endurance/Health split is kind of interesting, but I’m not all that happy that it (combined with the Fatigue system) makes resting a more-or-less mandatory action.

    Can I say I got my money’s worth at this point in time? Sure, since I backed it on Kickstarter and so got it for a reduced price. Would I feel the same had I just bought this at full price? No, no I don’t think I would. Rather than being a successor to the Infinity Engine games, it feels a lot more like a successor to Dungeon Siege III… and I did not like Dungeon Siege III.

    Perhaps it will grow on me, but at this point I strongly suspect I’ll not enjoy the combat system until some sort of companion AI is added (there was some talk about adding it in the expansion). I do not enjoy having to micromanage six characters. Not at all.


  • Dragon Age: Inquisition – Progress Report

    At about 90 hours in now and some things have become clear while others… less so.

    At this point the main quest is completed up to gaining Skyhold, completing Wicked Eye/Hearts (which is a lot less complicated than the message boards lead on), and saving Crestwood. As for the side areas: The Hinterlands, Fallow Mire, Forbidden Oasis, Storm Coast, Western Approach, Exalted Plains, Emerald Graves, and Hissing Wastes are cleared, Crestwood is about half done, and Emprise du Lion is at about 75% done. Roughly.

    The controls are just as annoying now as they were in the beginning, with the added annoyance of realizing that the eight visible ability buttons on the GUI are all you get (you unlock more than eight abilities? Too bad; can’t use them) and the companion AI is… not very good. So one easily accessible key has to be assigned to “Attack My Target” to make sure your party members aren’t either standing around doing nothing while an enemy runs around panicked, or standing in front of you staring at you ’cause the nearest enemy (which is attacking you or other party members) is slightly too far away to register as a target (e.g. just out of arm’s reach). They also seem to like dispelling the frozen effect from enemies… for some reason. More minor oddities include a complete absence of Blood Mages and Abominations (an overreaction to DA2‘s response?), as well as Desire Demons (which look to have been replaced by Despair Demons).

    Now we come to a more personal complaint: My current PC is a mage. Unlike the first two games, here… mages are quite limited. They can either be support characters or… support characters. The only decently damaging default spell is Fire Mine, which means most of the time you’re going to be trying to Freeze/Paralyze/Panic targets (or casting Barrier) because your damage output is so ridiculously anemic. The only time this isn’t the case is if you’re a highly specialized Knight Enchanter, but that just trades Fire Mine for Spirit Blade. Not exactly an improvement.

    The problem here seems to be that rather than scaling with the Magic Attribute, spell damage scales with weapon damage alone (staves don’t have great weapon damage) while Magic just adds a damage bonus. How large a bonus? Not sure, but a piece of armor with +20 Magic increased the damage Flashfire did (with a level 20 character) by… 50 points. Which is practically nothing. There also seems to be diminishing returns, as using a Lyrium Potion (which gives +30 Magic) on top of that increased the damage by another… 10-20 points. You appear to be much better off increasing Critical Chance instead, as you can apparently Crit with magic and doing so seems to give about a 50% damage boost.

    Due to the above, and really just in general, not being able to assign your own Attribute points at level-up is bullshit. Now for some random tips:

    • Stop messing around in the Hinterlands/Storm Coast/Fallow Mire/Forbidden Oasis when you hit level 7-8, since you’ll want to progress the main questline until you reach Skyhold in order to gain access to your characters’ Specializations (though make sure to resolve the renegade mage/templar quests near the Crossroads before choosing a side in the main quest). Once there, leave and re-enter it to trigger the Wartable Mission that unlocks the Specialization quests. Note that party members will automatically unlock a Specialization, post-Skyhold, the moment you enter an area with them in your party.
    • Don’t bother with the Requisition Requests given to you by the quartermaster people in each area. They’re infinite and you’ll get plenty of Power from simply closing Fade Rifts and completing quests.
    • Willpower doesn’t increase your Mana/Stamina pool. Nothing beyond direct equipment enchantments, as far as I can tell, can ever increase your pool above 100.
    • Rune damage affects spell damage. For example: If you have a Corrupting Rune on your staff, your spells will do more damage to Humanoid/Beast enemies.
    • Sometimes characters won’t load and will be missing from where they’re supposed to be. A quick save/load usually fixes it.
    • In the Exalted Plains you’ll find an Elf Rune quest by the Dalish Camp that unlocks a bonus area. Do this new area before you hit level 16, as the enemies max out at 15 and the rewards aren’t very impressive.
    • Unlock the Emprise du Lion and the Hissing Wastes (the two 20-30 Power areas that appear after getting Skyhold) as soon as possible. The first gives you access to a ton of easily harvestable Tier 3 metals/leather (Dawnstone, Silverite, Everite, Snowfleur Skin), while the second gives you access to some easily accessible Tier 3 metals (Nevarrite, Volcanic Aurum) and the basic Tier 3 armor schematics.
    • Your character’s level determines how well you gather metals from Harvest Points. For Tier 3 metals, you have to be 16th level to start getting multiple items from them.
    • Do Wicked Hearts/Eyes around the recommended level. A ton of new Wartable Missions get unlocked afterward that will be useful.
    • In Wicked Hearts/Eyes, don’t get too caught up in the ‘Court Approval’ mechanic. It’s just a glorified timer for two short sections of the mission, and can easily be raised by turning in a handful of secrets.
    • Honestly, you’ll want to do most of the main quests as soon as possible since the rewards don’t scale. The downside to this is that you may miss some dialog related to events that were resolved in them (probably most notable on the Exalted Plains). But be aware that once you finish the main quest all the Inner Circle quests you haven’t finished will become unavailable.
    • As far as Wartable Missions go, make sure to do Companion-added/related missions (such as the ones for Bulls’ Chargers) as soon as possible since you never know when a decision you make might result in losing access to them. If that happens the mission will disappear from the table and (if you were in the process of doing it) you’ll just get a “Such-and-such couldn’t be completed.” message when it would have finished along with a lesser reward.
    • The repeatable ‘Gather Resources’ Wartable Missions will sometimes reward you with Throne Accessories in addition to the resources.
    • Don’t worry about money. Buy whatever you want whenever you want. You’ll be swimming in the stuff as long as you sell all the tons of useless (since crafted is 10x better most of the time) equipment you find lying around.
    • Caveat to the above: Don’t buy Weapons/Armor/Addons since you can almost certainly craft better ones for ‘free’.
    • Health seems to be a bullshit statistic. No matter how much of it you have, if an enemy can damage you it tends to just melt away in a couple seconds. So you should instead focus on not being damaged with Guard/Barrier generation and a high Armor Rating.
    • Blackwall likes killing darkspawn, Varric likes killing Red Templars, Dorian likes killing Venatori, and Iron Bull likes killing Venatori & High Dragons. Defeating those enemy types with those companions in your party will grant slight approval bonuses.
    • Every so often you’ll find green globe-like things that will glow if you activate them (a quest Solas gives early on will let you start activating them). Solas gains approval if he’s in the party when you do so.
    • Similar to the above, you’ll also sometimes come across chests marked as a ‘Red Jenny Stash’ if Sera’s in your active party. Opening them slightly raises her approval.

    And we’ll close with some incomplete lists. The first contains the maximum levels the basic enemies of an area will scale to (levels separated with a slash are for areas with starter regions and advanced regions), while the second contains the Fade-Touched material effects I’ve found so far (note that there appears to be two possible variations for each material):

    ———————–
    Max Enemy Levels
    ———————–

    Hinterlands, Valammar, Caer Oswin – 11
    Storm Coast, Forbidden Oasis, Fallow Mire, Crestwood, Western Approach, Exalted Plains – 11/15
    Temple of Dirthamen, Shrine of Dumat (Leliana/Templar) – 15
    Emerald Graves – 15/19
    Hissing Wastes, Shrine of Dumat (Cullen/Mages), Cradle of Sulevin – 19
    Emprise du Lion – 19/??

    ———————–
    Fade-Touched Items
    ———————–

    Bloodstone – +7.5% Damage per nearby Enemy
    Blue Vitriol – Max Stamina +10
    Dawnstone – Heal 25% of damage taken over 10 seconds || 10% chance of 3 second Walking Fortress
    Drakestone – Max Stamina +10
    Everite – Heal 25% of damage taken over 10 seconds || 10% chance of 3 second Walking Fortress
    Iron – Heal 15% of damage taken over 10 seconds
    Lazurite – Max Stamina +15
    Nevarrite – Target Explodes on Death for 75% Damage || Chance of Pull of the Abyss
    Obsidian – 10% of 75% Damage Chain Lightning || +3 Guard on hit
    Onyx – 10% of 50% Damage Chain Lightning
    Paragon’s Luster – Heal 20% of damage taken over 10 seconds || 10% chance of 3 second Walking Fortress
    Serpentstone – +10% Damage & -100% Damage Resistance || 2% chance of Shield Bash
    Silverite – 10% chance of 100% Damage Chain Lightning || +5 Guard on hit
    Stormheart – +30% Damage & -300% Damage Resistance || 10% chance of Shield Bash
    Summer Stone – +5% Damage per nearby Enemy
    Viridium – +20% Damage & -200% Damage Resistance || 5% chance of Shield Bash
    Volcanic Aurum – +10% Focus per nearby Enemy || 10% chance of Unbowed

    August Ram Fur – Abilities cost 7.5% less Mana/Stamina || 10% chance of 8 second Horn of Valor
    Bronto Hide – +10 Max Stamina || +20 Stamina on Kill
    Canine Leather – +10% Damage if not hit in 5 seconds
    Deepstalker Hide – 5% chance of Poison || 2% chance of Fear
    Great Bear Hide – +50 Stamina on Kill
    Gurgut Skin – +50% Stealth Movement Speed
    Halla Leather – +15 Max Stamina
    Hardened Gurn Hide – +30% Damage if not hit in 5 seconds
    Lurker Scales – +75% Stealth Movement Speed || 10% chance of Veilstrike
    Nugskin – +25% Stealth Movement Speed || 2% chance of Veilstrike
    Snowfleur Skin – Heal 1% of Max Health on hit || 10% chance of 12 second Horn of Valor
    Wyvern Scales – 10% chance of Fear

    Cotton – 5% chance to Revive at 50% Health || 10% chance of 5 second 50% Damage Walking Bomb
    Dales Loden Wool – +30% Focus Gain || 10% chance of 70% Damage Caltrops
    Darkened Samite – +7.5% Focus per nearby Enemy
    Everknit Wool – +7.5% Focus per nearby Enemy || 10% chance of 50% Damage Caltrops
    Highever Weave – +20 Magic for 10 seconds on kill
    Infused Vyrantium Samite – +10% Focus per nearby Enemy || 10% chance of Mind Blast
    King’s Willow Weave – +30 Magic for 10 seconds on kill
    Lambswool – 10% chance of 30% Damage Caltrops
    Lustrous Cotton – 10% chance to Revive at 50% Health || 10% chance of 5 second 75% Damage Walking Bomb
    Plaideweave – +10 Magic for 10 seconds on kill
    Plush Fustian Velvet – Abilities cost 10% less Mana/Stamina || 10% chance of Hidden Blades with +5 hits
    Ring Velvet – Abilities cost 7.5% less Mana/Stamina || 10% chance of Hidden Blades with +4 hits
    Royal Sea Silk – Abilities cost 20% less Mana/Stamina if not hit in 5 seconds || 10% chance of Fade Cloak
    Samite – +5% Focus per nearby Enemy || 2% chance of Mind Blast
    Silk Brocade – Abilities cost 15% less Mana/Stamina if not hit in 5 seconds || 5% chance of Fade Cloak
    Velveteen – Abilities cost 5% less Mana/Stamina || 10% chance of Hidden Blades with +3 hits


  • Dragon Age: Inquisition – First Impressions

    Having just started playing this game on PC, the largest issues by far are the interface and controls. Some bulletpoints, ordered by least to most severe:

    • Uses Skyrim‘s menu style of only being able to see one section at a time (only weapons, only armor, only one type of magic, etc.).
    • Cannot bind mouse keys.
    • Tactical Mode is an unmitigated disaster.
    • Have to hold down the mouse button to move, cannot click on a point and automatically move there.
    • No autoattack. You have to hold down the attack button to keep attacking.
    • Clicking on an interactable item will not move you to that item, you have to be standing right next to it when you click to use it.
    • No more tactics system. Can only enable/disable abilities and set what health threshold to use potions at.

    Another issue is that mages have only like half the available spell options they used to. The Entropy school has up and vanished along with nature/spirit damage, leaving you with just Fire/Frost/Lightning & ‘Spirit’, which is a mishmash of a few abilities each from Arcane/Creation/Mind. What the fuck?

    It certainly looks fantastic visually though and greatly encourages exploring for items off the beaten path. Time will tell if those rather severe GUI/control issues will eventually outweigh the novelty of exploring open areas for hidden resources. Oh, and here are some bug fixes I found lying around while waiting to start playing the game that may or may not help you:

    • Choppy Cutscene Fix: Add ” -GameTime.MaxSimFps XX -GameTime.ForceSimRate XX+” without the quotes (and with XX being replaced by the desired framerate, I’ve had better results using 30 rather than 60 myself) to the end of the target line in your DA: Inquisition shortcut properties. This fix may break starting a new game however, so only enable it on a saved game.
    • Banter Bug Fix: Fast travel to a camp. Mount up, dismount, and then rest at the camp.
    • Zoom Out Limit Remover: Cheat Engine
    • Assassin Token Quest: Apparently you have to defeat two of the assassins before draining the lake and finding the third. And you should save before fighting them in case the token doesn’t drop. Allegedly there’s also a rogue in Valammar by a bridge you can kill that has a chance of dropping them.

  • Divinity: Original Sin

    Take Kingdoms of Amalur‘s general look/feel, mix in Dark Messiah of Might and Magic‘s environmental interactivity, add in a Black Isle game’s combat system… and you’ll get something resembling Divinity: Original Sin. As long as you don’t mind turn-based RPGs, this is a remarkably sizable and in-depth game to spend some time with.

    A few quick bits of information:

    • After finding 7 Star/Blood stones you’ll unlock a character who can respec your PCs for 1000 gold. Respecing completely wipes your Skills.
    • That NPC can also convert your unused Trait points to Ability points at a 1:10 ratio, and unused Ability points to Attribute points at a 5:1 ratio.
    • Due to the above, don’t add any Traits that give raw Ability/Attribute points to your PCs.
    • At a certain point in the game basic weapon skills (One/Two Handed, Bow/Crossbow) get wholly replaced by the Tenebrium skill. While it is possible to miss getting this skill, there’s both a quest and a book just lying around that teaches it.
    • Don’t bother with Craft/Blacksmith on your PCs; hire an NPC to do that.
    • An NPC can also take care of Lockpicking, in the relatively few situations you can’t find a key for a specific lock.
    • Pick up the Pet Pal Trait for one of your PCs at character creation. More experience is always good.
    • The character on the right during character creation is considered the ‘Main’ character and will usually be the one talked to in a few situations where the dialog is automatically started.
    • Don’t put points in Sneak unless you plan to max it out for use in combat; the Scoundrel/Air Magic Invisibility spells are far better for stealing with.
    • Assuming you steal/loot everything lying around (and you should be), there shouldn’t be any need to put points in Barter.
    • Don’t put Charisma on Hirelings; NPCs won’t talk to them.
    • Merchant inventories are randomized the first time you talk to them after their inventory has been spawned/respawned.
    • Merchant inventories are respawned every time your PCs level up.
    • Sold items never disappear from the person you sold them to (unless that person dies due to plot-related reasons).
    • Potential enemies that allow a dialog check to prevent them from becoming hostile can often be traded with, and killing someone you’ve traded items to will cause them to drop all of those items.
    • Summon spells are very good as distractions (and elementals are great as tanks in specific situations), so try to make sure everyone has one.
    • Marksmen should be making frequent use of specialty arrows.
    • Unlock scrolls are the only things that can usually open magically locked doors/chests (they have a purple lock VFX on them).
    • There are at least four static Unlock scrolls (two of which require high Perception to find). Crafting Witchcraft scrolls has a chance of creating more (use someone with a Craft Rank of 2 for the best probability).
    • I’ve found 6 such locks so far, though one of those can be unlocked by a nearby NPC and the Key for another drops from an optional mini-boss much later in the game.
    • If you have a high Perception (11+) there isn’t much need to buy any Secrets (the map items) except maybe the ‘Secrets of the Stars’ ones.
    • When choosing the order to unlock the elemental rooms in your Homestead, note that Fire sells Melee Tomes, Air sells Scoundrel Tomes, Frost sells Marksman Tomes, and Earth sells Witchcraft Tomes.
    • Figuring out where to go next after entering the 2nd main map can be difficult; you should be trying to deactivate the Barrier. Talking to the Mushrooms hints at one method while talking to Zixzax hints at the other.

  • Might & Magic X: Legacy – Falcon & Unicorn DLC

    This first DLC is very… unforgiving. Also somewhat badly designed.

    It’s split into two parts. The first takes place in a prison where you’re stripped of your equipment and hirelings, forced to do a semi-tedious ‘stealth’ sequence, and then fight through a bunch of enemies and two bosses using crappy white/green equipment. The second takes place in a fairly normal and decently sized dungeon with a large number of enemies to mow down.

    The first half is brutal. Insanely brutal for any party that doesn’t have anyone that can cast Sleep and Burning Determination, and just normal brutal for those that do. The first problem is of course your lack of equipment. Depending on how you built your party (+Mana/+Health equipment instead of points in Vitality/Spirit) this alone can destroy you. The next is the status effects (Feeblemind and Sleep) that the enemies here can inflict on you; without Burning Determination Sleep will decimate you, and the only way to cure Feeblemind is with Expert Air magic or resting… and you have access to next to no supplies here.

    The final problem is the two bosses. The first boss is an insanely beefed-up Blackfang Thug (he can cast 250+ damage Fireballs) backed by two slightly beefed-up Blackfang Thugs. Without Sleep or a full-Mage with something like Implosion this battle is extremely difficult and may actually be effectively impossible (with an all-Might party for instance). The second is a Mage who can put people to Sleep, casts a new Light Magic spell that deals 250+ damage to each party member, and even heal himself. He also gets a free action the moment you open the door.

    If you defeat that second boss you can get your equipment back and return to the main world map. From there you now have the option of traveling to the second half of the DLC whenever you want (which is a massive improvement compared to forcing you into it as the first half did). The DLC’s second half is pretty straight-forward; kill everything that you see while exploring for loot. The only tricky part could be the optional Griffon boss, as it may Chain Lightning you into oblivion a few times.

    I honestly can’t recommend using this DLC unless you only want to play with optimized Freemage-dependent parties and/or are willing to cheat past the cheaper parts of the prison section (by editing a spell/ability to do massive damage for instance).


  • Might & Magic X: Legacy

    This RPG is a throwback to first-person RPGs of old. While the obvious comparison would be earlier Might & Magic games… I have never played those and so instead liken it to the old TSR D&D games (i.e. Menzoberranzan, Strahd’s Possession, Stone Prophet).

    Let me get some important links out of the way before going further:

    Interactive Map
    Secret Door Locations
    Puzzle/Trainer/Relic Information (largely based off of the information found in this Riddle/Puzzle/Trainer Guide)

    Another thing to get out of the way right now is a rather common and annoying ‘bug’:

    The game does a single online check to make sure you have the full version before unlocking the path to Chapter 2. If this check does not take place, then the Griffin Rider will have a dialog option grayed-out and the Sentinel blocking the bridge to the second town will never be removed. Both of these have work-arounds (editing the dialog file and using the horse-travel option), but it’s easiest to just make sure the check takes place. To see whether this connection issue is affecting you, simply go into the ‘Extras’ menu from the Title Screen, then click on ‘Bonus Content’, and finally the ‘Redeem Code’ button. If it says “Invalid Code” you’re good, while if it says “Connection Issues” then your firewall is probably blocking the game/launcher and you should fix that.

    Now, on to the gameplay:

    The first thing to be aware of when playing this if you’re more familiar with modern RPGs is that the learning curve is a bit unforgiving. If you’ve built your party ‘wrong’ or don’t know the quirks of the combat system it’s entirely possible to have one of your weaker characters get killed by a simple spider hiding in a barrel right off the boat. Another important thing is to actually read what quest-givers are saying. There’s a lot of stuff that’s only mentioned in dialog which will become necessary/helpful later.

    Some basic advice to get you started is to fully explore the town, talk/enter all the white dots/squares on your minimap (checking the top of the screen after entering a building to see if there’s multiple people to talk to), and open any chests you find (but not barrels). After the walk around you should have three new quests, a new follower (the girl from the Church), and enough money to go into the Armor Shop and buy a few pieces of basic head/hand/foot armor for your characters.

    At this point you can go open up those barrels. If you have difficulty killing the spiders that will pop out of two of them, you may wish to re-think your party makeup or character builds. Some things to be aware of:

    – You need an Elf, Orc, and Dwarf in your party to enter all areas (each has a race-specific area).
    – Mages should only put points in Magic.
    – Fighters should never put points in Magic/Spirit.
    – Your Mage(s) should have access to either novice Light Magic or master Water Magic (preferably both).
    – Someone should have access to novice Earth Magic.
    – Someone should have access to expert Fire Magic.
    – Try to have different weapon specialties for each character.
    – You’ll want one character focused in Magic, one in Might, and one in Perception in order to open all the secret doors.
    – Do not be stingy with resting/potions.

    To explain the above, you’ll pick up a ton of potions to refill your mana over the course of the game and potions/supplies/scrolls are basically the only things you’ll want to spend money on mid-late game. Add to that the existence of +Mana equipment and there’s no need to waste your Mage’s points on Spirit. Light Magic gives you the Celestial Armor spell which blocks a set amount of damage, master Water Magic gets you the Liquid Membrane spell which reduces all incoming damage by a certain percentage, Earth Magic gets you the Regeneration healing spell, and expert Fire Magic gets you the Burning Determination spell which blocks most harmful status effects.

    If you have Celestial Armor on a Mage, then you can likely get by with never putting an attribute point into Vitality (note however that the main quest requires you to have someone with 20 Vitality to proceed; there is a Relic available which grants +10 Vitality when fully upgraded that will help out here). Where to put your Fighter’s points is somewhat inexact. A general guideline would be: 3/1 Might/Destiny for 2H users, 2/1/1 Might/Destiny/Perception for non-dagger Dual-Wielders, 3/1 Destiny/Perception for dagger Dual-Wielders, and 3/1 Perception/Destiny for Ranged users.

    Next up is a quick rundown on the more useful Spells:

    Air Magic
    – Air Ward (Novice): Useful against elementals.
    – Clear Mind (Expert): Cures Feeblemind (Resting does this too, but you can’t rest in battle).
    – Eagle Eye (Expert): Party-wide Perception boost. Useful for secret doors and as a pre-boss buff.
    – Lightning Bolt (Expert): Solid single-target damage to non-humans.
    – Chain Lightning (Master): Tons of damage for little mana to a group of enemies.
    – Cyclone (Master): Good against Damage Reflect. Can be used to trigger combat from a safe location.
    – Thunderstorm (Grandmaster): Good against Damage Reflect.

    Dark Magic
    – Darkness Ward (Novice): Useful against ghosts/specters, dark mages, and those beholder-like enemies.
    – Shadow Cloak (Novice): The first incoming attack auto-misses. Good pre-boss buff and can make you invincible in certain situations.
    – Whispering Shadows (Novice): Reveals secret doors.
    – Purge (Expert): Removes enemy buffs.
    – Sleep (Expert): Fantastic disabling spell that will help get you into places you shouldn’t be yet.
    – Agony (Master): Great when combined with a dual-wielding dagger user.

    Earth Magic
    – Cure Poison (Novice): Poison doesn’t expire.
    – Earth Ward (Novice): Useful against elementals and venomous creatures.
    – Regeneration (Novice): Fantastic party-wide healing spell.
    – Poison Spray (Expert): Deals damage over time (bosses are immune though) and reduces Evade.
    – Stone Skin (Expert): Party-wide Armor boost. A semi-useful pre-boss buff.
    – Strength of the Earth (Expert): Cures Weakness (Resting does this too, but you can’t rest in battle).
    – Acid Splash (Master): Cut’s enemy Armor and number of Blocks in half, stacks with Warfare’s Shatter.

    Fire Magic
    – Fire Ward (Novice): Useful against elementals.
    – Burning Determination (Expert): Fully protects against Stun, Paralysis, and Sleep.
    – Inner Fire (Expert): Party-wide Might boost. Useful for secret doors and as a pre-boss buff.
    – Fire Blast (Master): Damages all enemies on the three tiles directly in front of you.
    – Fire Shield (Master): Damages enemies that hit your party. A useful pre-boss buff.
    – Fire Burst (Grandmaster): Tons of damage to all surrounding enemies, but very expensive.

    Light Magic
    – Celestial Armour (Novice): Godly damage-prevention spell.
    – Light Ward (Novice): Useful against elementals.
    – Cleansing Light (Expert): Curse doesn’t expire.
    – Heal (Expert): Single-target heal. Good for reviving a suddenly knocked-out character.
    – Radiant Weapon (Expert): Minor damage and prevents blocking.
    – Resurrection (Master): Revives a slain party member.
    – Heal Party (Master): Nowhere near as good as Regeneration, but useful in a pinch.

    Prime Magic
    – Arcane Ward (Novice): Stacks with the other wards.
    – Time Stasis (Novice): Can help you defeat enemies you’re not supposed to be facing yet.
    – Dispel Magic (Expert): Removes all positive/negative effects from your party, even exhaustion (though exhaustion effects will reappear on the next turn).
    – Heroic Destiny (Expert): Party-wide Destiny boost. A good pre-boss buff.
    – Identify (Expert): Not necessary, but very convenient and will save money in the early game.
    – Spirit Beacon (Master): Limited quick travel.
    – Hour of Power (Grandmaster): Party-wide Might/Magic and Melee/Ranged Attack boost. A good pre-boss buff.

    Water Magic
    – Consciousness (Novice): I’ve never had a character affected by Sleep, but it would be good to have just in case.
    – Ice Bolt (Novice): Single-target damage that reduces the number of enemy attacks.
    – Water Ward (Novice): Useful against elementals.
    – Circle of Winter (Expert): Damages all surrounding enemies and reduces their number of attacks.
    – Ice Prison (Expert): Can help you defeat enemies you’re not supposed to be facing yet.
    – Water Flows Freely (Expert): Paralysis doesn’t expire.
    – Blizzard (Master) – Cheap damage to a group of enemies that reduces their number of attacks.
    – Liquid Membrane (Master) – A damage-reduction spell.

    And I’ll close this with a guide of sorts regarding the order to visit various areas to get stuff as early as possible (a more in-depth version can be found over here):

    – Clear every nook and cranny of the entire outdoor area, heading to the Mysterious Crypt by the castle first.
    – Clear the Den of Thieves, but do not pick up the book (so that the secret-finding Hireling doesn’t leave you).
    – Clear the Lighthouse.
    – Go back to the den and pick up the book.
    – Clear Castle Portmeyron and the various elves out of the Elemental Forge (do not fight the Air/Light elementals).
    – Defeat the Earth Elemental boss.
    – Head directly for the next Mysterious Crypt west of Seahaven.
    – If you have enough money and a sword-user in your party try to upgrade to the +20 Earth damage swords the Seahaven shop usually sells.
    – There’s a hireling in the Seahaven Tavern that will drastically reduce shop prices that may help with the above.
    – Clear the couple of forest paths to the west of Seahaven.
    – If you have access to Sleep/Ice Prison/Time Stasis you can now do some boss hunting and clear out the three currently accessible Deadly Caves.
    – Depending on your ability layout and if you’ve gotten the new swords, you may also be able to break into the Desolate Wilds now.
    – First head through the Halloth Grove (avoiding any glowing Spiders you see).
    – The Grove can be reached by taking the path southwest of the Floating Tower west of Seahaven.
    – The Desolate Wilds entrance is guarded by four or so Orcs, so save and then try taking them out (Purge and Sleep come in handy here).
    – If you can kill them, head to the Desolate Wilds’ Deadly Cave near where you entered this area.
    – Stick to the northernmost tiles and you’ll now have an almost clear path west to The Crag (there’s another 3 or so Orcs and 3 Goblins on the way).
    – The Crag’s potion shop sells some of the the best spears, the weapon shop some of the best daggers, and the armor shop some of the best robes.
    – From there you’ll only have to take out one more group of Orcs/Goblins to get access to the Meteorite (which is a quest item that results in a very good sword Relic) and a Mysterious Crypt.
    – Head over to the bridge by the Axe Grandmaster Trainer next and try to break into the area around Karthal.
    – When you turn the corner to face the Black Mages, two War Dogs will attack from behind, so be aware of that.
    – If you can get through there, head south a bit a take out the next group of enemies which include a relatively easy Wolf-type boss.
    – You now have a clear path to Shadow Woods’ Mysterious Crypt and Deadly Cave, as well as the Tower of Enigma.
    – Clear out the path to the Lost City, which is northeast of the Observatory.
    – Stay as far south as possible while heading there to avoid some Black Fang enemies (which are very nasty).
    – Clear levels 1, 2, & 4 of the Lost City. Avoid Level 3, unless you can easily defeat the enemies that appear near the entrances to that area.
    – You should have the Water Shard now, so go defeat the Water Elemental at the Elemental Forge (use the Water Ward crystal by Sorpigal before traveling there).
    – Head northwest through the Marshes, west across the stream near the hut with the Potion-Selling Hireling, to reach the jungle.
    – A little ways into the jungle is another Deadly Cave (that contains a fantastic Medium Armor relic).
    – Now it’s time to see if you can get the Air Shard. Head back over to the Shadow Woods Mysterious Crypt.
    – Head south through the woods and you’ll come across two Black Fang enemies. If you can take them, good. If not then you’ll probably have to progress with the main quest for a bit.
    – Assuming they weren’t a problem, continue heading south until the beach curves to the east and you can see a group of naga.
    – Try to defeat them. If you have no real trouble with them, then you can go get the Air Shard now.
    – Head back to the Desolate Wilds and look for a cave guarded by a naga. Explore Lvl 2 (password is “swordfish”) to find the shard.
    – Go defeat the Air Elemental at the Elemental Forge to gain the ability to access the last two areas of the main map.
    – With them open, you can now finish the Obelisk and Dragon Shrine quests, and have access to the last Mysterious Crypt and Deadly Caves.
    – From that point on you can just do whatever.