• Tag Archives RPG
  • ASH OF GODS: redemption

    When I first played the Banner Saga long ago I didn’t get very far; the combat’s armor system simply didn’t agree with me. This game, which in most ways mimics that one, initially caused a similar reaction due to the round-robin nature of the combat system (the armor system here is fine).

    Fortunately, said system turned out to be easily abused. The trick is simply to use less characters. Preferably just 1-2 (though I ended up using 4 for most of Thorn’s section due to lack of foreknowledge), so that you get far more turns than the enemy and can pick them off essentially at will if the individual character is strong enough. Choosing characters with ranged attacks or buffing abilities to fill those slots (namely Warlock, Monk, Archer, or Assassin) makes it even easier. Taking advantage of the fact that ‘until end of turn’ effects actually last until the next time you use that character in order to kill entire squads with an Armor-buffed Retaliation combo is also an effective strategy.

    With combat no longer an issue I was free to focus on the RPG/choice part of the game, which is incredibly massive. There are tons of choices to make (effectively irreversible choices thanks to the auto-save system, unless you want to completely re-do a Chapter) and these choices have actual consequences, ranging from losing access to various party members or characters to determining which of the apparently 7 endings you’ll get. It took me ~20 hours to finish this first playthrough and that was without ever using the world map’s Camp function, which I only realized far too late takes you to a special screen where you can talk with your party members rather than the normal party management screen. I suspect there would have been fewer storyline deaths had I talked to everyone at every stop (though I got an arguably good ending with the evil sealed, practically all the main supporting characters were dead).

    I’m not sure I’ll ever play it again though because I really hate not knowing which choices will do what in order to plan out a route in advance and considering the scale it seems unlikely anyone will do an in-depth guide mapping out the various consequences.


  • Grim Dawn

    I’ve now been playing this game for the last month or so, and have gotten nine characters through the default game content (and one of those through the expansion content). The simplest way to describe it is: Titan Quest with a Diablo aesthetic.

    It’s a bit easier than Titan Quest though (you won’t have to worry about certain enemies being completely immune to your damage type) and seems to have a smaller pool of items. There’s some added complexity however in the form of the Devotion system, which allows you to enhance your base class combination in a ton of different ways and can inspire builds all on its own, and a few small roleplaying aspects in regards to the quests. So it’s a bit of a toss up which game is ‘better’, but I’m leaning toward this one because damage-immune enemies are a pain.

    The characters I’ve used so far are almost evenly split between builds I found on the official forums and ones I was inspired to make based on certain endgame items or Devotions. I’ll list them similar to how I did the Titan Quest ones earlier, in order of Act 4 completion (or close to it; the ordering of the middle few might be off):

    The first one to complete the normal game was not the first character I created, as the order was switched around for faction reputation-related reasons. I basically made them because I wanted a Retaliation build similar to the Templar I used in TQ without the annoyance of having to wait for enemies to kill themselves. So I focused on Piercing, Bleeding, and Physical damage centered around the Counterstrike and Circle of Slaughter abilities with Retaliation damage as a secondary. In retrospect this was not ideal and, despite the fact that they managed to complete the expansion content without issue (the old belt/amulet/gloves were just switched out), I’m going to respec it before heading into Elite as a more Bladedancer-ish build. I may end up re-purposing the retaliation aspects into a more fitting class combo.

    Next was the second character I created, an Apostate. It came about from both being impressed by how powerful the Skeletons were and simply wanting to do something with this particular combo. While it’s a straight-forward pet build and the pets are fabulous at killing stuff already, I realized while playing some other characters that it would be better off trading most of the gun-based skills for the resistance reduction and defense of Spectral Wrath (since the Skeletons do Vitality damage), so now the desired end result looks like this.

    The first created (which in turn inspired the one above) was one which had a very detailed and well written-up post on the forums; a Cabalist build centered around Ravenous Earth. While that was quite effective, I liked the look of the melee-variation better and so built my iteration in that direction. To give you an idea of how good this build is, it actually looked like it had a shot at killing Mogdrogen’s Avatar in Act 4 at under level 60 (I got him to ~60% health before I messed up and died).

    The Deceiver build I used was inspired by the Abomination Devotion. That’s it. I saw that constellation’s abilities and wanted something that would be effective with it and so theory-crafted this end result. I also thought up a second, Flamethrower-centric build for the class combo… but I don’t think I’m ever going to actually play it.

    Another forum build I liked happened to be a Cadence-centered Deathknight, though I thought it might ultimately work better with Beronath’s Shard. I finished Act 4 with it before I found the Shard’s blueprint though, so my version is currently more in-line with the original (note that the weapon is from the Blademaster’s Act 6 run and I was using a nearly as effective Soulsplitter in Act 3). What stands out most about this build, besides the insane Cadence-damage output, is that Spectral Wrath alone passively massacres most of the enemies that attack you.

    The Spellbinder came about simply because I found a ton of gear that enhanced both Aether and Vitality damage. Although ultimately I want this character to make use of Drain Essence, without the Uroboruuk gear it just doesn’t do enough damage. Replicating Missile and Devastation are enough to wreck enemies though, so that’s fine for now. If it doesn’t work out I’ve got an alternate Devotion setup and an idea for a Diviner version as well (though that would probably be a bit too similar to the Apostate).

    Near the end came a Reaper, which was one of the forums’ ones I modified. While far more effective against undead than a similar character I used in TQ, those enemies do tend to survive longer than others against the massive amounts of cold damage this Bone harvest-focused build can dish out.

    The penultimate character was also a build I found on the forums, for a Crucible-decimating Purifier. I have not actually tried Crucible yet, but I figured I should have a character that can handle it. Regardless, they currently look like this and do indeed lay waste to large swathes of enemies.

    Last was a Druid. At first this was meant to be a dual-wielder, and I in fact did play through nearly all the game up to this point dual-wielding (using the relevant Relics), but ultimately the reliance on Critical Hits along with how otherwise unhelpful the necessary Relics were to the build’s theme made me do a slight re-calibration into a more conventional caster setup. You may notice I have both Savagery and Shard of Beronath. This is intentional. Originally I just had the Shard, but then thought… why not alternate the two and have both? So I did and stuff just melts.

    And that’s all the ones I’ve played so far (though I do have vague ideas for a Witch Hunter, Commando, Trickster, Magehunter, and Elementalist, along with a Tactician designed for a Hardcore playthough). You may have noticed that most of them make use of the classes provided by the Ashes of Malmouth expansion and so I obviously suggest picking that up along with the base game. While the classes alone are great, the two additional Acts it adds are sizable and add quite a bit of content.

    I’ll close this with some tips (I kind of want to write up a mini-walkthrough of some sort):

    • Aura damage (e.g. Night’s Chill or Spectral Wrath) will trigger equipment ‘On Attack’ effects.
    • Shift-clicking in the Stash screen drastically speeds things up.
    • Keep all your components and monster parts in the Shared Stash for ease-of-use across characters.
    • Not every destructible item highlights; furniture for instance.
      • Bookshelves in particular are worth destroying if you want to collect all the Lore.
    • Most choices have only minor differences.
      • The Act 1 Cultist Saboteur quest, Act 3 faction choice, and Act 4 Aetherial Witch quest being notable exceptions.
    • Siding with Kymion in Act 3 is the only way to fully explore every map.
    • While you can visit East Marsh and the lower levels of the Steps of Torment in Act 2, it’s most efficient to save them for Act 4.
      • Same for Port Valbury in Act 3.
    • There’s no reason not to play with Veteran Mode enabled (unless you’re playing some kind of Duelist gimmick build).
    • Expect to reach level 60 by the end of the default game content (Normal+Veteran), and level 70 by the end of the expansion.
      • Devotion Point totals for the above are 28 and 33.
    • Different Acts have different enemy concentrations.
      • The Act 2 areas are the only place to find Cronley enemies and also have the highest concentration of Undead.
      • Act 3 has a ton of Beasts along with a great Aetherial farming area in Port Valbury.
      • Act 5 is also full of Beasts.
      • Act 4 (and to a lesser extent 6) is the best place for Chthonics.
      • Act 6 is the only place to find Aetherial Vanguard.
  • Lords of Xulima – Early Game

    How refreshing. Based on all the warnings about stocking Food and limited resources I was very worried at first about this game, but as it turns out the hunger system is easily abolished through modding and only the XP is limited (which is barely worth noting since quite a few RPGs have limited XP).

    Once the needless hassle of the farmville simulator elements is removed it’s quite a lot of fun and reminds me most of, interestingly enough, the modern King’s Bounty games. You can pick up simple quests, find containers filled with loot scattered about, and encounter static enemies with listed difficulty classes which you can either temporarily avoid or fight (with exceptionally difficult/impossible groups blocking access to areas/items you’re not supposed to reach yet).

    The very beginning is tough since you won’t have many skills and your accuracy will be awful, but once you hit level 5 or so battles start getting notably easier since you have more options available (assuming you built your characters correctly and didn’t waste skill points). At the moment I’m about to enter the Tower, having cleared the beach/forest/cave/mausoleum/roads (apart from the Ogre/Mushrooms obviously) with a level 5/6 party consisting of a Paladin (Evasion-focused), Cleric, Summoner (Golot, Raznet, & Valvet), Thief (shurikens/swords), Bard, and of course the Explorer (not being forced to take the Terrain skill let me easily build him fighter-ish). Early fights were a real slog due to the anemic damage but now the defensive synergies are starting to come together and I’m finally able to upgrade some weapons.

    Of course that’s by no means an optimized party composition (their stats are though; Speed all the way) and I definitely would not suggest anyone try it on any difficulty other than Casual/Normal unless you want to do a lot of reloading. It’s nowhere near focused enough with weapon types scattered between bleeding, wounding, and stunning. Instead I suggest checking out multiple class guides to get a feel for the few absolutely necessary things to do (like always raise Speed each level, and max out Learning if you’re like me and want to decimate late-game) and then put together something that looks fun.

    Speaking of which, I’m kind of torn whether or not to keep playing with this party or start up a new one using two Arcane Soldiers and a Mage (since this one has 0 magic apart from the Cleric). By default the AS class isn’t very exciting, but I believe that can be fixed by simply tweaking a couple skill costs. I also want to modify the Explorer skill costs a bit and tweak the Nalaet summon to work as a Cleric substitute… so that you’re not effectively forced to run a Cleric in every party… but I’m not sure if the AI would still work with altered skills. We’ll see how things go.


  • Risen 3: Titan Lords

    Honestly, though I know it’s not quite fair, I feel like I got ripped off by paying $6 for this game.

    Visually speaking it’s on par with Arcania (despite being released 4 years after) while the combat, though not as clunky as Risen 2‘s, brings to mind the first Witcher.

    If the above weren’t bad enough it suffers severely from a limited progression system, a general lack of combat variety, and several painfully gimmicky set-piece battles (naval combat & the Ore Titan). Consider that the very first tutorial fight is almost identical to the penultimate boss battle, and then take into account that even at 180 Slashing with the best Slashing weapon (or 180 Crystal Magic with an Elemental Attack spell) the weakest enemies in the game take 2 normal hits to kill. There is little sense of progression and you never feel truly powerful even with maxed-out stats.

    That’s not to say the game is hard… because it’s not. While your damage is fairly anemic, it’s pretty easy to become effectively invincible with high enough resistances. So all in all the game ends up being the worst of both worlds; people who want a challenge will dislike it because it’s practically impossible to die, while people who want to play powerful characters will also dislike it because the combat is awkward and enemies just never die fast enough.


  • ArcaniA: Gothic 4

    If you’ve heard anything about this game, it’s probably something along the lines of “It’s not a real Gothic game!“. That’s a lie, as it absolutely is a successor to Gothic 3 in just about every way… albeit a simplified one.

    Leveling-up has been reduced to raising combat abilities alone (as non-combat ones have been removed); three each for melee/magic and two for ranged. The spell system has also been simplified into three 3-tier main spells and four or so rune varieties, which act like infinite-use scrolls. While these changes are drastic, they’re perfectly in-line with the simplifications made between Gothic II & 3 (and nothing much is lost with the spell count reduction besides summoning, as only a handful were ever any good anyway).

    Two less severe changes are the switch from giant open maps to a mix of large maps and dungeon/corridor-like areas, and the flattening of the difficulty curve. The map change will be an issue of personal taste, and personally I felt Gothic 3‘s huge map quickly wore out its welcome while the sequential large maps to explore in here ended up more manageable (though the dungeon sequences are pretty bad). The difficulty change is what I suspect caused the most wailing and gnashing of teeth, as no longer can you wander into an enemy that will one-shot-kill you with no warning (unless you’re playing on the hardest difficulty with a glass canon equipment setup). However, melee is still king at early levels while magic still ends up more efficient late-game.

    Things that haven’t changed, despite some of the baseless complaints that I’ve seen to the contrary, include the protagonist personality (still sarcastic), the character depth (the side-characters are exactly the same as they were in the two prequels… Lester might actually have more of a personality here), and the voice acting quality. Some other things that haven’t changed are the quests (decently varied and most of the main ones give you multiple ways of completing them) and the combo->dodge->combo melee style.

    Notes:
    – Use a guide to find the collectibles, as some are hidden maliciously.
    – Don’t sell anything that doesn’t have ‘Loot’ in its description; keep a scythe if you want the Belial reward.
    – Sold items disappear the moment you close the dialog.
    – Oddly enough, the Belial Scythe is only useful for Ranged builds.
    – There does not seem to be any sort of respec option.
    – Once you hit a Magic Power of 85+ you can switch over to a Firebolt-first strategy.
    – Inferno deals the best magic damage while Slay-enhanced lightning is a good finisher.
    – Raising both Ranged and Magic is somewhat redundant.
    – Blocking is pointless.
    – Locked doors are tied to quests, and some of the tunnels in the North Stewark area will remain inaccessible depending on which main path you choose.


  • Divinity: Original Sin II – Endgame

    Eh. Much like the prequel it stays pretty much the same from beginning to end. If the gameplay of the first two acts doesn’t grab you, then the concluding two will be something of a slog. It is commendable that there are several callbacks to your earlier quest choices though.

    An addendum to the earlier list of things to be aware of:

    • Lucky Charm loses its usefulness the moment you start out-leveling the areas you’re exploring.
    • Try to only sell equipment to non-equipment vendors.
      • This makes it far easier to browse the new vendor re-stocks.
    • Immediately after getting off the boat in Act II, head straight for the northern graveyard entrance.
      • Tarquin’s quest has some sort of built-in timer that can cause it to become missable.
    • Get Spirit Vision as soon as possible (first main quest off the boat) and keep it active at all times.
    • Many quests have obtuse solutions, so be prepared to look up answers.
    • If you complete the majority of the quests, and don’t kill off the various neutral characters, expect to reach level 21 in Act IV.
    • Expect your quest journal to be a mess, as objectives can and will update out of order.

  • Divinity: Original Sin II – Early Game

    There’s honestly not much to say about the sequel to Divinity: Original Sin. At this point, having escaped the first island and explored a bit around the first town, apart from the size of the areas it comes across as essentially just a refinement of the previous game.

    Which while certainly not a bad thing does make you wonder why it was ‘in dev’ for so long. Some things to take note of:

    • Once off the first island, at about level 8, you’ll gain access to a repeatable and completely free respec option.
    • Due to the ally-enemy-ally turn ordering, only one character needs high Initiative.
    • Lucky Charm is extremely good.
    • Polymorph is more effective for mages than going above 3/5 in the specific elemental schools (if the bonus point is added to Intelligence).
    • When using Thievery, it’s more efficient to buy a bunch of items and then steal the gold rather than directly stealing the items.
    • There is no highlight key for interactable objects, like containers, so you’ll be doing a lot of manual scanning for stuff to click on.
    • Don’t play above Classic difficulty unless you know exactly what you’re doing.
    • Unless you notably out-level your opponents do not fight them ‘fairly’.
      • Most ambushes will engage a character in conversation first, use this opportunity to have the other characters set up death traps or teleport the speaker far away from its allies.
    • Unless you’re going with a pure-physical or pure-magic party, make sure all characters have some method of dealing with both physical and magical armor.
      • The existence of Evasive Aura makes going pure-physical dangerous.
    • Movable/interactable objects (including doors) do not block line of sight.
    • Useful, searchable, crafting guide: www.irodemine.com/divinity2/divinity2.php.

  • Two Worlds II: Velvet Edition

    While theoretically a sequel to Two Worlds, Two Worlds II is effectively no such thing. Not really. It’s more like a sequel to an alternate universe version of Two Worlds; the geography and character history are completely different.

    As far as mechanics go however it is definitely a sequel and the two games feel very similar despite some rather drastic changes (some good, most bad). Let’s get the good out of the way first so that I can dwell on the bad:

    Magic damage now scales with Willpower, summons can actually reach a decent power level (level 40 with doubled strength), you can now have more than 3 spells, unique loot has been added (received as quest rewards), melee combat is a bit more dynamic, and… well, that’s about it really. Short list huh?

    The list of degradations is a little longer: The GUI is atrocious, Steal is now useless (awful rewards and an awful mini-game), Alchemy is now next-to-useless, killing wildlife no longer grants decent XP past a certain level (making exploration pointless, since that’s all that’s out there), lockpicking quickly becomes an annoying chore (lock difficulty scales with your character level), spellcasting requires an equipped staff, a ton of quest-locked doors, and dungeons are somehow even less rewarding than they were before (30+ generic enemies; ~maybe~ 2 chests with the same leveled loot you can find in people’s houses).

    As far as combat goes I like the magic changes and all in all those are a major improvement despite the the new staff requirement and a continued dependence on vendor-farming. The melee changes seem good at first, but it quickly becomes clear that most of the variety is superficial with it now being attack->block instead of combo->dodge. And as for ranged, well I’ve not touched ranged so I can’t comment on that.

    Exploration and loot is what makes or breaks a game like this though, and so far (just reached New Ashos) that department is where the game really falls flat. There is literally no point whatsoever in visiting an area that a quest marker isn’t directing you toward (unless you enjoy continuously discovering conspicuously out of place doors you can’t open) and the loot is painfully uninteresting with blatantly obvious tiering.

    The second island is only like 10% the size of the first, and despite having just arrived I already know there’s nothing out there besides a bunch of trash-mobs to kill in uninteresting ways. I have zero motivation to keep exploring and honestly now just want to go re-play Neverwinter Nights 2 with a Monk-Sorcerer or mod in some sort of new fighter/mage class in Dragon Age or something.

    That said, I think I’ll try to power through the rest of this game first to see if the Tenebrae content is any better. Maybe switching over to a magic-first strategy will help the unrewarding combat since the spell creation system does actually have some variety to it.


  • Two Worlds – Finale

    With my equipment and skills essentially maxed out earlier (and wanting to start playing Two Worlds II), I decided to not bother exploring every nook and cranny and just go to the last few quest locations and finish the game up.

    Surprisingly, the lower half of the map has some new enemies to fight. None of them were much of a challenge though except the Lava Dragons and Adamantium Golems, which took forever to kill. Everything else fell to either 1-2 Multi Shot volleys (most stuff) or 1-2 Berserk-enhanced melee combos (Scorpions, Sand Dragons, and Stone Golems).

    Both endings are kind of abrupt and disappointing sadly. Which is unfortunate, but I did have quite a bit of fun scouring the countryside for loot earlier and the developers obviously put a lot of effort into the textures; there’s quite a bit of variety in both the environments and the creatures, which helps mask the repetitiveness of the game’s combat system. So all in all I guess it was worth the… whatever it was I payed for it when it was on sale oh so long ago (it’s definitely worth the 99 cents it’s on sale for now).


  • Two Worlds – Midpoint

    As with Gothic 3, calling this a midpoint isn’t quite accurate since the game’s only as long/short as you want it to be. Half the map is cleared though so it’s close enough.

    At level 66 now and I experimented with both magic and ranged combat to see what ended up being the most powerful. Basically, it comes down to this:

    Melee: 20x Exotic Hachet/Armor Opener (no element) at 200 Str = ~5500 Damage
    Melee Boost: Strong Hand (Rank 10) + Berserk (Rank 10) = +500% Damage

    Ranged: 20x Whistling Death (no element) and 20x Ornamented Quiver at 200 Dex = ~11100 Damage
    Ranged Boost: Overdraw (Rank 10) & Multi Arrow (Rank 10) = +100% Damage and +4 attacks

    Magic: 20x Eruption (Earth Rank 15) with 5x +Damage/+Level/-Cost = 9390 Damage for 1174 Mana
    Magic Boost: 20x Concentration (Air Rank 15) with 5x +Damage/+Level/-Cost = +2370% Damage on 1 attack for 305 Mana

    So melee is most efficient at low skill levels (you only ‘need’ Strong Hand and Berserk), ranged at high skill levels (you need all four passives), and magic is best for doing insane amounts of one-time damage (but requires a ton of vendor farming). I have not run across all the spell cards yet but the ones I have point toward magic being best as a support ability; Strength of God, Adamantium Shield/Reflection Shield, and Grapple Ivy/Freezing Wave are great at eliminating melee/ranged weaknesses. Summoning seems to be near-useless since the best summons max out at level 30.

    Some other worthwhile things to know, in no particular order:

    • Force Triple Buffering and Vsync in your graphic card’s settings to reduce the stuttering.
    • Equipment can’t be stacked beyond 50.
    • Spell Booster bonuses max out at 5.
    • The best equipment starts appearing around level 40.
    • One-handed axes stop appearing around level 50.
    • Pure-piercing damage spears stop appearing at around level 50.
    • Items can have a maximum of 5 enchantments.
    • I’ve never seen the magic schools, Sneak, or Steal appear as +Skill equipment enchantments.
    • I’ve never seen an enchanted dagger or swordbreaker.
    • Only certain herbs are worth collecting.
      • Blue Eye/Screama Badilla/Ostrich Plumes if you want to make +50% magic stones.
      • Dotted Toadstool/Adder Brother to make poison immunity potions.
      • Saffron/Lavender/Centaurium/Nothern Frostroot for the permanent stat boosts.
    • When making stat-boosting potions, use either 4 minerals and 6 mana/health potions or 10 herbs.
    • When making stat-boosting potions try to make sure all the ingredients boost the same stat.
    • Poison prevents mana regeneration.
    • Berserk and Critical Hit don’t stack.
    • Sneak does not affect Steal success or Lockpick crime reporting.
    • Stealing often has to be done from the front/side of a target.
    • If NPCs attack after Lockpicking something, running far enough away will usually reset them.
    • Strength increases melee damage, Dexterity ranged damage, and raising the magic skills increases magic damage.
    • Carry Weight maxes out at 500.
    • Different enemies resist different types of damage; make sure to have both a bludgeoning and slashing weapon.
    • There’s not much off the beaten path besides more enemies to kill.
    • The only use for swimming so far was to reach 4 small islands, each with a stat-boosting potion.